Beispiel #1
0
int RE_engine_render(Render *re, int do_all)
{
	RenderEngineType *type= RE_engines_find(re->r.engine);
	RenderEngine *engine;

	/* verify if we can render */
	if (!type->render)
		return 0;
	if ((re->r.scemode & R_PREVIEWBUTS) && !(type->flag & RE_USE_PREVIEW))
		return 0;
	if (do_all && !(type->flag & RE_USE_POSTPROCESS))
		return 0;
	if (!do_all && (type->flag & RE_USE_POSTPROCESS))
		return 0;

	/* create render result */
	BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
	if (re->result==NULL || !(re->r.scemode & R_PREVIEWBUTS)) {
		if (re->result)
			render_result_free(re->result);
		re->result= render_result_new(re, &re->disprect, 0, 0);
	}
	BLI_rw_mutex_unlock(&re->resultmutex);
	
	if (re->result==NULL)
		return 1;

	/* set render info */
	re->i.cfra= re->scene->r.cfra;
	BLI_strncpy(re->i.scenename, re->scene->id.name+2, sizeof(re->i.scenename));
	re->i.totface=re->i.totvert=re->i.totstrand=re->i.totlamp=re->i.tothalo= 0;

	/* render */
	engine = RE_engine_create(type);
	engine->re= re;

	if (re->flag & R_ANIMATION)
		engine->flag |= RE_ENGINE_ANIMATION;
	if (re->r.scemode & R_PREVIEWBUTS)
		engine->flag |= RE_ENGINE_PREVIEW;
	engine->camera_override = re->camera_override;

	if ((re->r.scemode & (R_NO_FRAME_UPDATE|R_PREVIEWBUTS))==0)
		scene_update_for_newframe(re->main, re->scene, re->lay);

	if (type->update)
		type->update(engine, re->main, re->scene);
	if (type->render)
		type->render(engine, re->scene);

	render_result_free_list(&engine->fullresult, engine->fullresult.first);

	RE_engine_free(engine);

	if (BKE_reports_contain(re->reports, RPT_ERROR))
		G.afbreek = 1;
	
	return 1;
}
void ED_render_internal_init(void)
{
	RenderEngineType *ret = RE_engines_find(RE_engine_id_BLENDER_RENDER);
	
	ret->view_update = render_view3d_update;
	ret->view_draw = render_view3d_draw;
	
}
Beispiel #3
0
static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
	unsigned char obcol[4];
	bool is_tex, solidtex;
	Mesh *me = ob->data;

	/* XXX scene->obedit warning */

	/* texture draw is abused for mask selection mode, do this so wire draw
	 * with face selection in weight paint is not lit. */
	if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
		solidtex = false;
		Gtexdraw.is_lit = 0;
	}
	else if (v3d->drawtype == OB_SOLID || ((ob->mode & OB_MODE_EDIT) && v3d->drawtype != OB_TEXTURE)) {
		/* draw with default lights in solid draw mode and edit mode */
		solidtex = true;
		Gtexdraw.is_lit = -1;
	}
	else {
		/* draw with lights in the scene otherwise */
		solidtex = false;
		if (v3d->flag2 & V3D_SHADELESS_TEX)
			Gtexdraw.is_lit = 0;
		else
			Gtexdraw.is_lit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
	}
	
	rgba_float_to_uchar(obcol, ob->col);

	if (solidtex || v3d->drawtype == OB_TEXTURE) is_tex = true;
	else is_tex = false;

	Gtexdraw.ob = ob;
	Gtexdraw.is_tex = is_tex;

	Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
	Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
	Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;

	memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
	set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
	glShadeModel(GL_SMOOTH);
	glCullFace(GL_BACK);
	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
}
Beispiel #4
0
int RE_engine_render(Render *re, int do_all)
{
	RenderEngineType *type = RE_engines_find(re->r.engine);
	RenderEngine *engine;
	bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;

	/* verify if we can render */
	if (!type->render)
		return 0;
	if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW))
		return 0;
	if (do_all && !(type->flag & RE_USE_POSTPROCESS))
		return 0;
	if (!do_all && (type->flag & RE_USE_POSTPROCESS))
		return 0;

	/* Lock drawing in UI during data phase. */
	if (re->draw_lock) {
		re->draw_lock(re->dlh, 1);
	}

	/* update animation here so any render layer animation is applied before
	 * creating the render result */
	if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_BUTS_PREVIEW)) == 0) {
		unsigned int lay = re->lay;

		/* don't update layers excluded on all render layers */
		if (type->flag & RE_USE_EXCLUDE_LAYERS) {
			SceneRenderLayer *srl;
			unsigned int non_excluded_lay = 0;

			if (re->r.scemode & R_SINGLE_LAYER) {
				srl = BLI_findlink(&re->r.layers, re->r.actlay);
				if (srl) {
					non_excluded_lay |= ~srl->lay_exclude;

					/* in this case we must update all because animation for
					 * the scene has not been updated yet, and so may not be
					 * up to date until after BKE_scene_update_for_newframe */
					if (render_layer_exclude_animated(re->scene, srl))
						non_excluded_lay |= ~0;
				}
			}
			else {
				for (srl = re->r.layers.first; srl; srl = srl->next) {
					if (!(srl->layflag & SCE_LAY_DISABLE)) {
						non_excluded_lay |= ~srl->lay_exclude;

						if (render_layer_exclude_animated(re->scene, srl))
							non_excluded_lay |= ~0;
					}
				}
			}

			lay &= non_excluded_lay;
		}

		BKE_scene_update_for_newframe_ex(re->eval_ctx, re->main, re->scene, lay, true);
		render_update_anim_renderdata(re, &re->scene->r);
	}

	/* create render result */
	BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
	if (re->result == NULL || !(re->r.scemode & R_BUTS_PREVIEW)) {
		int savebuffers = RR_USE_MEM;

		if (re->result)
			render_result_free(re->result);

		if ((type->flag & RE_USE_SAVE_BUFFERS) && (re->r.scemode & R_EXR_TILE_FILE))
			savebuffers = RR_USE_EXR;
		re->result = render_result_new(re, &re->disprect, 0, savebuffers, RR_ALL_LAYERS);
	}
	BLI_rw_mutex_unlock(&re->resultmutex);

	if (re->result == NULL) {
		/* Clear UI drawing locks. */
		if (re->draw_lock) {
			re->draw_lock(re->dlh, 0);
		}
		return 1;
	}

	/* set render info */
	re->i.cfra = re->scene->r.cfra;
	BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name));
	re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;

	/* render */
	engine = re->engine;

	if (!engine) {
		engine = RE_engine_create(type);
		re->engine = engine;
	}

	engine->flag |= RE_ENGINE_RENDERING;

	/* TODO: actually link to a parent which shouldn't happen */
	engine->re = re;

	if (re->flag & R_ANIMATION)
		engine->flag |= RE_ENGINE_ANIMATION;
	if (re->r.scemode & R_BUTS_PREVIEW)
		engine->flag |= RE_ENGINE_PREVIEW;
	engine->camera_override = re->camera_override;
	engine->layer_override = re->layer_override;

	engine->resolution_x = re->winx;
	engine->resolution_y = re->winy;

	RE_parts_init(re, false);
	engine->tile_x = re->partx;
	engine->tile_y = re->party;

	if (re->result->do_exr_tile)
		render_result_exr_file_begin(re);

	if (type->update)
		type->update(engine, re->main, re->scene);

	/* Clear UI drawing locks. */
	if (re->draw_lock) {
		re->draw_lock(re->dlh, 0);
	}

	if (type->render)
		type->render(engine, re->scene);

	engine->tile_x = 0;
	engine->tile_y = 0;
	engine->flag &= ~RE_ENGINE_RENDERING;

	render_result_free_list(&engine->fullresult, engine->fullresult.first);

	BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);

	/* re->engine becomes zero if user changed active render engine during render */
	if (!persistent_data || !re->engine) {
		RE_engine_free(engine);
		re->engine = NULL;
	}

	if (re->result->do_exr_tile) {
		BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
		render_result_exr_file_end(re);
		BLI_rw_mutex_unlock(&re->resultmutex);
	}

	if (re->r.scemode & R_EXR_CACHE_FILE) {
		BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
		render_result_exr_file_cache_write(re);
		BLI_rw_mutex_unlock(&re->resultmutex);
	}

	RE_parts_free(re);
	BLI_rw_mutex_unlock(&re->partsmutex);

	if (BKE_reports_contain(re->reports, RPT_ERROR))
		G.is_break = true;
	
#ifdef WITH_FREESTYLE
	if (re->r.mode & R_EDGE_FRS)
		RE_RenderFreestyleExternal(re);
#endif

	return 1;
}
Beispiel #5
0
bool RE_bake_engine(
        Render *re, Object *object, const BakePixel pixel_array[],
        const size_t num_pixels, const int depth,
        const ScenePassType pass_type, float result[])
{
	RenderEngineType *type = RE_engines_find(re->r.engine);
	RenderEngine *engine;
	bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;

	/* set render info */
	re->i.cfra = re->scene->r.cfra;
	BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name) - 2);
	re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;

	/* render */
	engine = re->engine;

	if (!engine) {
		engine = RE_engine_create(type);
		re->engine = engine;
	}

	engine->flag |= RE_ENGINE_RENDERING;

	/* TODO: actually link to a parent which shouldn't happen */
	engine->re = re;

	engine->resolution_x = re->winx;
	engine->resolution_y = re->winy;

	RE_parts_init(re, false);
	engine->tile_x = re->r.tilex;
	engine->tile_y = re->r.tiley;

	/* update is only called so we create the engine.session */
	if (type->update)
		type->update(engine, re->main, re->scene);

	if (type->bake)
		type->bake(engine, re->scene, object, pass_type, pixel_array, num_pixels, depth, result);

	engine->tile_x = 0;
	engine->tile_y = 0;
	engine->flag &= ~RE_ENGINE_RENDERING;

	BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);

	/* re->engine becomes zero if user changed active render engine during render */
	if (!persistent_data || !re->engine) {
		RE_engine_free(engine);
		re->engine = NULL;
	}

	RE_parts_free(re);
	BLI_rw_mutex_unlock(&re->partsmutex);

	if (BKE_reports_contain(re->reports, RPT_ERROR))
		G.is_break = true;

	return true;
}
Beispiel #6
0
bool RE_bake_has_engine(Render *re)
{
	RenderEngineType *type = RE_engines_find(re->r.engine);
	return (type->bake != NULL);
}
Beispiel #7
0
bool RE_engine_is_external(Render *re)
{
	RenderEngineType *type = RE_engines_find(re->r.engine);
	return (type && type->render);
}
Beispiel #8
0
int RE_engine_render(Render *re, int do_all)
{
	RenderEngineType *type = RE_engines_find(re->r.engine);
	RenderEngine *engine;
	int persistent_data = re->r.mode & R_PERSISTENT_DATA;

	/* verify if we can render */
	if (!type->render)
		return 0;
	if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW))
		return 0;
	if (do_all && !(type->flag & RE_USE_POSTPROCESS))
		return 0;
	if (!do_all && (type->flag & RE_USE_POSTPROCESS))
		return 0;

	/* update animation here so any render layer animation is applied before
	 * creating the render result */
	if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_BUTS_PREVIEW)) == 0) {
		unsigned int lay = re->lay;

		/* don't update layers excluded on all render layers */
		if (type->flag & RE_USE_EXCLUDE_LAYERS) {
			SceneRenderLayer *srl;
			unsigned int non_excluded_lay = 0;

			if (re->r.scemode & R_SINGLE_LAYER) {
				srl = BLI_findlink(&re->r.layers, re->r.actlay);
				if (srl)
					non_excluded_lay |= ~srl->lay_exclude;
			}
			else {
				for (srl = re->r.layers.first; srl; srl = srl->next)
					if (!(srl->layflag & SCE_LAY_DISABLE))
						non_excluded_lay |= ~srl->lay_exclude;
			}

			lay &= non_excluded_lay;
		}

		BKE_scene_update_for_newframe(re->main, re->scene, lay);
	}

	/* create render result */
	BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
	if (re->result == NULL || !(re->r.scemode & R_BUTS_PREVIEW)) {
		int savebuffers = RR_USE_MEM;

		if (re->result)
			render_result_free(re->result);

		if ((type->flag & RE_USE_SAVE_BUFFERS) && (re->r.scemode & R_EXR_TILE_FILE))
			savebuffers = RR_USE_EXR;
		re->result = render_result_new(re, &re->disprect, 0, savebuffers, RR_ALL_LAYERS);
	}
	BLI_rw_mutex_unlock(&re->resultmutex);

	if (re->result == NULL)
		return 1;

	/* set render info */
	re->i.cfra = re->scene->r.cfra;
	BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name));
	re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;

	/* render */
	engine = re->engine;

	if (!engine) {
		engine = RE_engine_create(type);
		re->engine = engine;
	}

	engine->flag |= RE_ENGINE_RENDERING;

	/* TODO: actually link to a parent which shouldn't happen */
	engine->re = re;

	if (re->flag & R_ANIMATION)
		engine->flag |= RE_ENGINE_ANIMATION;
	if (re->r.scemode & R_BUTS_PREVIEW)
		engine->flag |= RE_ENGINE_PREVIEW;
	engine->camera_override = re->camera_override;

	engine->resolution_x = re->winx;
	engine->resolution_y = re->winy;

	RE_parts_init(re, FALSE);
	engine->tile_x = re->partx;
	engine->tile_y = re->party;

	if (re->result->do_exr_tile)
		render_result_exr_file_begin(re);

	if (type->update)
		type->update(engine, re->main, re->scene);
	
	if (type->render)
		type->render(engine, re->scene);

	engine->tile_x = 0;
	engine->tile_y = 0;
	engine->flag &= ~RE_ENGINE_RENDERING;

	render_result_free_list(&engine->fullresult, engine->fullresult.first);

	/* re->engine becomes zero if user changed active render engine during render */
	if (!persistent_data || !re->engine) {
		RE_engine_free(engine);
		re->engine = NULL;
	}

	if (re->result->do_exr_tile) {
		BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
		render_result_exr_file_end(re);
		BLI_rw_mutex_unlock(&re->resultmutex);
	}

	RE_parts_free(re);

	if (BKE_reports_contain(re->reports, RPT_ERROR))
		G.is_break = TRUE;
	
	return 1;
}
static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
	unsigned char obcol[4];
	bool is_tex, solidtex;
	Mesh *me = ob->data;
	ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;

	/* XXX scene->obedit warning */

	/* texture draw is abused for mask selection mode, do this so wire draw
	 * with face selection in weight paint is not lit. */
	if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
		solidtex = false;
		Gtexdraw.is_lit = 0;
	}
	else if (v3d->drawtype == OB_SOLID || ((ob->mode & OB_MODE_EDIT) && v3d->drawtype != OB_TEXTURE) ||
	        (BKE_scene_use_new_shading_nodes(scene) && (ob->mode & OB_MODE_TEXTURE_PAINT))) {
		/* draw with default lights in solid draw mode and edit mode */
		solidtex = true;
		Gtexdraw.is_lit = -1;
	}
	else {
		/* draw with lights in the scene otherwise */
		solidtex = false;
		if (v3d->flag2 & V3D_SHADELESS_TEX)
			Gtexdraw.is_lit = 0;
		else
			Gtexdraw.is_lit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
	}
	
	rgba_float_to_uchar(obcol, ob->col);

	if (solidtex || v3d->drawtype == OB_TEXTURE) is_tex = true;
	else is_tex = false;

	Gtexdraw.ob = ob;
	Gtexdraw.stencil = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? imapaint->stencil : NULL;
	Gtexdraw.is_texpaint = (ob->mode == OB_MODE_TEXTURE_PAINT);
	Gtexdraw.texpaint_material = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
	Gtexdraw.canvas = (Gtexdraw.texpaint_material) ? NULL : imapaint->canvas;
	Gtexdraw.is_tex = is_tex;

	/* naughty multitexturing hacks to quickly support stencil + shading + alpha blending 
	 * in new texpaint code. The better solution here would be to support GLSL */
	if (Gtexdraw.is_texpaint) {			
		glActiveTexture(GL_TEXTURE1);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
		glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
		glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
		glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
		
		/* load the stencil texture here */
		if (Gtexdraw.stencil != NULL) {
			glActiveTexture(GL_TEXTURE2);
			if (GPU_verify_image(Gtexdraw.stencil, NULL, false, false, false, false)) {
				float col[4] = {imapaint->stencil_col[0], imapaint->stencil_col[1], imapaint->stencil_col[2], 1.0f};
				glEnable(GL_TEXTURE_2D);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
				glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
				glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
				glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
				if ((imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) == 0) {
					glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
				}
				else {
					glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
				}
			}
		}
		glActiveTexture(GL_TEXTURE0);
	}
	
	Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
	Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
	Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;

	memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
	set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
	glShadeModel(GL_SMOOTH);
	glCullFace(GL_BACK);
	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
}
static bool check_engine_supports_textures(Scene *scene)
{
	RenderEngineType *type = RE_engines_find(scene->r.engine);
	return type->flag & RE_USE_TEXTURE_PREVIEW;
}
Beispiel #11
0
int BKE_scene_use_new_shading_nodes(Scene *scene)
{
	RenderEngineType *type = RE_engines_find(scene->r.engine);
	return (type && type->flag & RE_USE_SHADING_NODES);
}
Beispiel #12
0
static bool check_engine_supports_preview(Scene *scene)
{
  RenderEngineType *type = RE_engines_find(scene->r.engine);
  return (type->flag & RE_USE_PREVIEW) != 0;
}