Beispiel #1
0
void ED_viewport_render_kill_jobs(const bContext *C, bool free_database)
{
	wmWindowManager *wm = CTX_wm_manager(C);
	Main *bmain = CTX_data_main(C);
	bScreen *sc;
	ScrArea *sa;
	ARegion *ar;

	if (!wm)
		return;

	/* kill all actively running jobs */
	WM_jobs_kill(wm, NULL, render_view3d_startjob);

	/* loop over 3D view render engines */
	for (sc = bmain->screen.first; sc; sc = sc->id.next) {
		for (sa = sc->areabase.first; sa; sa = sa->next) {
			if (sa->spacetype != SPACE_VIEW3D)
				continue;
			
			for (ar = sa->regionbase.first; ar; ar = ar->next) {
				RegionView3D *rv3d;
				
				if (ar->regiontype != RGN_TYPE_WINDOW)
					continue;
				
				rv3d = ar->regiondata;

				if (rv3d->render_engine) {
					/* free render database now before we change data, because
					 * RE_Database_Free will also loop over blender data */
					if (free_database) {
						char name[32];
						Render *re;

						sprintf(name, "View3dPreview %p", (void *)ar);
						re = RE_GetRender(name);

						if (re)
							RE_Database_Free(re);

						/* tag render engine to update entire database */
						rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
					}
					else {
						/* quick shader update */
						rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_MA;
					}
				}
			}
		}
	}
}
static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
{
	RenderPreview *rp = customdata;
	Render *re;
	RenderStats *rstats;
	RenderData rdata;
	rctf viewplane;
	rcti cliprct;
	float clipsta, clipend, pixsize;
	bool orth, restore = 0;
	char name[32];
		
	G.is_break = FALSE;
	
	if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth))
		return;
	
	rp->stop = stop;
	rp->do_update = do_update;

	// printf("Enter previewrender\n");
	
	/* ok, are we rendering all over? */
	sprintf(name, "View3dPreview %p", (void *)rp->ar);
	re = rp->engine->re = RE_GetRender(name);
	
	if (rp->engine->re == NULL) {
		
		re = rp->engine->re = RE_NewRender(name);
		
		rp->keep_data = 0;
	}
	
	/* set this always, rp is different for each job */
	RE_test_break_cb(re, rp, render_view3d_break);
	RE_display_draw_cb(re, rp, render_view3d_draw_update);
	RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb);
	
	rstats = RE_GetStats(re);

	if (rp->keep_data == 0 || rstats->convertdone == 0 || (rp->keep_data & PR_UPDATE_RENDERSIZE)) {
		/* no osa, blur, seq, layers, etc for preview render */
		rdata = rp->scene->r;
		rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA);
		rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE);
		rdata.scemode |= R_VIEWPORT_PREVIEW;
		
		/* we do use layers, but only active */
		rdata.scemode |= R_SINGLE_LAYER;

		/* initalize always */
		if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) {
			rdata.mode |= R_BORDER;
			RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
		}
		else
			RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL);
	}

	if (orth)
		RE_SetOrtho(re, &viewplane, clipsta, clipend);
	else
		RE_SetWindow(re, &viewplane, clipsta, clipend);

	RE_SetPixelSize(re, pixsize);
	
	/* database free can crash on a empty Render... */
	if (rp->keep_data == 0 && rstats->convertdone)
		RE_Database_Free(re);

	if (rstats->convertdone == 0) {
		unsigned int lay = rp->scene->lay;

		/* allow localview render for objects with lights in normal layers */
		if (rp->v3d->lay & 0xFF000000)
			lay |= rp->v3d->lay;
		else lay = rp->v3d->lay;
		
		RE_SetView(re, rp->viewmat);
		
		RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0);		// 0= dont use camera view
		// printf("dbase update\n");
	}
	else {
		// printf("dbase rotate\n");
		RE_DataBase_IncrementalView(re, rp->viewmat, 0);
		restore = 1;
	}

	RE_DataBase_ApplyWindow(re);

	/* OK, can we enter render code? */
	if (rstats->convertdone) {
		RE_TileProcessor(re);
		
		/* always rotate back */
		if (restore)
			RE_DataBase_IncrementalView(re, rp->viewmat, 1);

		rp->engine->flag &= ~RE_ENGINE_DO_UPDATE;
	}
}
Beispiel #3
0
static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
{
	RenderPreview *rp = customdata;
	Render *re;
	RenderStats *rstats;
	RenderData rdata;
	rctf viewplane;
	rcti cliprct;
	float clipsta, clipend, pixsize;
	bool orth, restore = 0;
	char name[32];
	int update_flag;

	update_flag = rp->engine->job_update_flag;
	rp->engine->job_update_flag = 0;

	//printf("ma %d res %d view %d db %d\n", update_flag & PR_UPDATE_MATERIAL, update_flag & PR_UPDATE_RENDERSIZE, update_flag & PR_UPDATE_VIEW, update_flag & PR_UPDATE_DATABASE);

	G.is_break = FALSE;
	
	if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth))
		return;
	
	rp->stop = stop;
	rp->do_update = do_update;

	// printf("Enter previewrender\n");
	
	/* ok, are we rendering all over? */
	sprintf(name, "View3dPreview %p", (void *)rp->ar);
	re = rp->engine->re = RE_GetRender(name);
	
	/* set this always, rp is different for each job */
	RE_test_break_cb(re, rp, render_view3d_break);
	RE_display_draw_cb(re, rp, render_view3d_draw_update);
	RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb);
	
	rstats = RE_GetStats(re);

	if ((update_flag & (PR_UPDATE_RENDERSIZE | PR_UPDATE_DATABASE)) || rstats->convertdone == 0) {
		/* no osa, blur, seq, layers, etc for preview render */
		rdata = rp->scene->r;
		rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA);
		rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE);
		rdata.scemode |= R_VIEWPORT_PREVIEW;
		
		/* we do use layers, but only active */
		rdata.scemode |= R_SINGLE_LAYER;

		/* initalize always */
		if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) {
			rdata.mode |= R_BORDER;
			RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
		}
		else
			RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL);
	}

	if (orth)
		RE_SetOrtho(re, &viewplane, clipsta, clipend);
	else
		RE_SetWindow(re, &viewplane, clipsta, clipend);

	RE_SetPixelSize(re, pixsize);
	
	if ((update_flag & PR_UPDATE_DATABASE) || rstats->convertdone == 0) {
		unsigned int lay = rp->scene->lay;

		/* allow localview render for objects with lights in normal layers */
		if (rp->v3d->lay & 0xFF000000)
			lay |= rp->v3d->lay;
		else lay = rp->v3d->lay;
		
		RE_SetView(re, rp->viewmat);

		/* copying blender data while main thread is locked, to avoid crashes */
		WM_job_main_thread_lock_acquire(rp->job);
		RE_Database_Free(re);
		RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0);		// 0= dont use camera view
		WM_job_main_thread_lock_release(rp->job);

		/* do preprocessing like building raytree, shadows, volumes, SSS */
		RE_Database_Preprocess(re);

		/* conversion not completed, need to do it again */
		if (!rstats->convertdone) {
			if (render_view3d_is_valid(rp)) {
				rp->engine->job_update_flag |= PR_UPDATE_DATABASE;
			}
		}

		// printf("dbase update\n");
	}
	else {
		// printf("dbase rotate\n");
		RE_DataBase_IncrementalView(re, rp->viewmat, 0);
		restore = 1;
	}

	RE_DataBase_ApplyWindow(re);

	/* OK, can we enter render code? */
	if (rstats->convertdone) {
		RE_TileProcessor(re);
		
		/* always rotate back */
		if (restore)
			RE_DataBase_IncrementalView(re, rp->viewmat, 1);
	}
}