Files
blender/source/blender/render/RE_pipeline.h
Aaron Carlisle e15076b22f Cleanup: Render Module: move header files to main directory
Move headers files from `render/extern/` to `render/`

Part of T73586
2020-11-06 10:10:41 -05:00

393 lines
14 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup render
*/
#pragma once
#include "DEG_depsgraph.h"
#include "DNA_listBase.h"
#include "DNA_vec_types.h"
struct Image;
struct ImageFormatData;
struct Main;
struct Object;
struct RenderData;
struct RenderResult;
struct ReportList;
struct Scene;
struct StampData;
struct ViewLayer;
struct bMovieHandle;
#ifdef __cplusplus
extern "C" {
#endif
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is what is exposed of render to outside world */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* length of the scene name + passname */
#define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)
/* only used as handle */
typedef struct Render Render;
/* Render Result usage:
*
* - render engine allocates/frees and delivers raw floating point rects
* - right now it's full rects, but might become tiles or file
* - the display client has to allocate display rects, sort out what to display,
* and how it's converted
*/
typedef struct RenderView {
struct RenderView *next, *prev;
char name[64]; /* EXR_VIEW_MAXNAME */
/* if this exists, result of composited layers */
float *rectf;
/* if this exists, result of composited layers */
float *rectz;
/* optional, 32 bits version of picture, used for sequencer, ogl render and image curves */
int *rect32;
} RenderView;
typedef struct RenderPass {
struct RenderPass *next, *prev;
int channels;
char name[64]; /* amount defined in openexr_multi.h */
char chan_id[8]; /* amount defined in openexr_multi.h */
float *rect;
int rectx, recty;
char fullname[64]; /* EXR_PASS_MAXNAME */
char view[64]; /* EXR_VIEW_MAXNAME */
int view_id; /* quick lookup */
int pad;
} RenderPass;
/* a renderlayer is a full image, but with all passes and samples */
/* size of the rects is defined in RenderResult */
/* after render, the Combined pass is in combined,
* for renderlayers read from files it is a real pass */
typedef struct RenderLayer {
struct RenderLayer *next, *prev;
/** copy of RenderData */
char name[RE_MAXNAME];
int layflag, passflag, pass_xor;
int rectx, recty;
/** Optional saved endresult on disk. */
void *exrhandle;
ListBase passes;
} RenderLayer;
typedef struct RenderResult {
struct RenderResult *next, *prev;
/* target image size */
int rectx, recty;
short crop, sample_nr;
/* The following rect32, rectf and rectz buffers are for temporary storage only,
* for RenderResult structs created in #RE_AcquireResultImage - which do not have RenderView */
/* optional, 32 bits version of picture, used for ogl render and image curves */
int *rect32;
/* if this exists, a copy of one of layers, or result of composited layers */
float *rectf;
/* if this exists, a copy of one of layers, or result of composited layers */
float *rectz;
/* coordinates within final image (after cropping) */
rcti tilerect;
/* offset to apply to get a border render in full image */
int xof, yof;
/* the main buffers */
ListBase layers;
/* multiView maps to a StringVector in OpenEXR */
ListBase views; /* RenderView */
/* allowing live updates: */
volatile rcti renrect;
volatile RenderLayer *renlay;
/* optional saved endresult on disk */
int do_exr_tile;
/* for render results in Image, verify validity for sequences */
int framenr;
/* for acquire image, to indicate if it there is a combined layer */
int have_combined;
/* render info text */
char *text;
char *error;
struct StampData *stamp_data;
} RenderResult;
typedef struct RenderStats {
int cfra;
bool localview;
double starttime, lastframetime;
const char *infostr, *statstr;
char scene_name[MAX_ID_NAME - 2];
float mem_used, mem_peak;
} RenderStats;
/* *********************** API ******************** */
/* the name is used as identifier, so elsewhere in blender the result can retrieved */
/* calling a new render with same name, frees automatic existing render */
struct Render *RE_NewRender(const char *name);
struct Render *RE_GetRender(const char *name);
struct Scene;
struct Render *RE_NewSceneRender(const struct Scene *scene);
struct Render *RE_GetSceneRender(const struct Scene *scene);
/* assign default dummy callbacks */
void RE_InitRenderCB(struct Render *re);
/* use free render as signal to do everything over (previews) */
void RE_FreeRender(struct Render *re);
/* only called on exit */
void RE_FreeAllRender(void);
/* Free memory used by persistent data.
* Invoked when loading new file.
*/
void RE_FreeAllPersistentData(void);
/* only call on file load */
void RE_FreeAllRenderResults(void);
/* for external render engines that can keep persistent data */
void RE_FreePersistentData(void);
/* get results and statistics */
void RE_FreeRenderResult(struct RenderResult *rr);
struct RenderResult *RE_AcquireResultRead(struct Render *re);
struct RenderResult *RE_AcquireResultWrite(struct Render *re);
void RE_ReleaseResult(struct Render *re);
void RE_AcquireResultImageViews(struct Render *re, struct RenderResult *rr);
void RE_ReleaseResultImageViews(struct Render *re, struct RenderResult *rr);
void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr, const int view_id);
void RE_ReleaseResultImage(struct Render *re);
void RE_SwapResult(struct Render *re, struct RenderResult **rr);
void RE_ClearResult(struct Render *re);
struct RenderStats *RE_GetStats(struct Render *re);
void RE_ResultGet32(struct Render *re, unsigned int *rect);
void RE_AcquiredResultGet32(struct Render *re,
struct RenderResult *result,
unsigned int *rect,
const int view_id);
void RE_render_result_rect_from_ibuf(struct RenderResult *rr,
struct RenderData *rd,
struct ImBuf *ibuf,
const int view_id);
struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
float *RE_RenderLayerGetPass(volatile struct RenderLayer *rl,
const char *name,
const char *viewname);
bool RE_HasSingleLayer(struct Render *re);
/* add passes for grease pencil */
struct RenderPass *RE_create_gp_pass(struct RenderResult *rr,
const char *layername,
const char *viewname);
void RE_create_render_pass(struct RenderResult *rr,
const char *name,
int channels,
const char *chan_id,
const char *layername,
const char *viewname);
/* obligatory initialize call, disprect is optional */
void RE_InitState(struct Render *re,
struct Render *source,
struct RenderData *rd,
struct ListBase *render_layers,
struct ViewLayer *single_layer,
int winx,
int winy,
rcti *disprect);
void RE_ChangeResolution(struct Render *re, int winx, int winy, rcti *disprect);
void RE_ChangeModeFlag(struct Render *re, int flag, bool clear);
/* set up the viewplane/perspective matrix, three choices */
struct Object *RE_GetCamera(struct Render *re); /* return camera override if set */
void RE_SetOverrideCamera(struct Render *re, struct Object *cam_ob);
void RE_SetCamera(struct Render *re, struct Object *cam_ob);
void RE_SetWindow(struct Render *re, const rctf *viewplane, float clip_start, float clip_end);
void RE_SetOrtho(struct Render *re, const rctf *viewplane, float clip_start, float clip_end);
/* get current view and window transform */
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);
/* set the render threads based on the command-line and autothreads setting */
void RE_init_threadcount(Render *re);
bool RE_WriteRenderViewsImage(struct ReportList *reports,
struct RenderResult *rr,
struct Scene *scene,
const bool stamp,
char *name);
bool RE_WriteRenderViewsMovie(struct ReportList *reports,
struct RenderResult *rr,
struct Scene *scene,
struct RenderData *rd,
struct bMovieHandle *mh,
void **movie_ctx_arr,
const int totvideos,
bool preview);
/* only RE_NewRender() needed, main Blender render calls */
void RE_RenderFrame(struct Render *re,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *single_layer,
struct Object *camera_override,
int frame,
const bool write_still);
void RE_RenderAnim(struct Render *re,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *single_layer,
struct Object *camera_override,
int sfra,
int efra,
int tfra);
#ifdef WITH_FREESTYLE
void RE_RenderFreestyleStrokes(struct Render *re,
struct Main *bmain,
struct Scene *scene,
int render);
void RE_RenderFreestyleExternal(struct Render *re);
#endif
/* Free memory and clear runtime data which is only needed during rendering. */
void RE_CleanAfterRender(struct Render *re);
void RE_SetActiveRenderView(struct Render *re, const char *viewname);
const char *RE_GetActiveRenderView(struct Render *re);
/* error reporting */
void RE_SetReports(struct Render *re, struct ReportList *reports);
/* main preview render call */
void RE_PreviewRender(struct Render *re, struct Main *bmain, struct Scene *scene);
bool RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
bool RE_WriteRenderResult(struct ReportList *reports,
RenderResult *rr,
const char *filename,
struct ImageFormatData *imf,
const char *view,
int layer);
struct RenderResult *RE_MultilayerConvert(
void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);
/* display and event callbacks */
void RE_display_init_cb(struct Render *re,
void *handle,
void (*f)(void *handle, RenderResult *rr));
void RE_display_clear_cb(struct Render *re,
void *handle,
void (*f)(void *handle, RenderResult *rr));
void RE_display_update_cb(struct Render *re,
void *handle,
void (*f)(void *handle, RenderResult *rr, volatile struct rcti *rect));
void RE_stats_draw_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
void RE_progress_cb(struct Render *re, void *handle, void (*f)(void *handle, float));
void RE_draw_lock_cb(struct Render *re, void *handle, void (*f)(void *handle, int));
void RE_test_break_cb(struct Render *re, void *handle, int (*f)(void *handle));
void RE_current_scene_update_cb(struct Render *re,
void *handle,
void (*f)(void *handle, struct Scene *scene));
void RE_gl_context_create(Render *re);
void RE_gl_context_destroy(Render *re);
void *RE_gl_context_get(Render *re);
void *RE_gpu_context_get(Render *re);
/* should move to kernel once... still unsure on how/where */
float RE_filter_value(int type, float x);
int RE_seq_render_active(struct Scene *scene, struct RenderData *rd);
bool RE_layers_have_name(struct RenderResult *result);
bool RE_passes_have_name(struct RenderLayer *rl);
struct RenderPass *RE_pass_find_by_name(volatile struct RenderLayer *rl,
const char *name,
const char *viewname);
struct RenderPass *RE_pass_find_by_type(volatile struct RenderLayer *rl,
int passtype,
const char *viewname);
/* shaded view or baking options */
#define RE_BAKE_NORMALS 0
#define RE_BAKE_DISPLACEMENT 1
#define RE_BAKE_AO 2
void RE_GetCameraWindow(struct Render *re, struct Object *camera, float mat[4][4]);
void RE_GetCameraWindowWithOverscan(struct Render *re, float overscan, float r_winmat[4][4]);
void RE_GetCameraModelMatrix(struct Render *re, struct Object *camera, float r_modelmat[4][4]);
struct Scene *RE_GetScene(struct Render *re);
void RE_SetScene(struct Render *re, struct Scene *sce);
bool RE_is_rendering_allowed(struct Scene *scene,
struct ViewLayer *single_layer,
struct Object *camera_override,
struct ReportList *reports);
bool RE_allow_render_generic_object(struct Object *ob);
/******* defined in render_result.c *********/
bool RE_HasCombinedLayer(RenderResult *res);
bool RE_HasFloatPixels(RenderResult *res);
bool RE_RenderResult_is_stereo(RenderResult *res);
struct RenderView *RE_RenderViewGetById(struct RenderResult *rr, const int view_id);
struct RenderView *RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname);
RenderResult *RE_DuplicateRenderResult(RenderResult *rr);
#ifdef __cplusplus
}
#endif