Example #1
0
static int read_undosave(bContext *C, UndoElem *uel)
{
	char mainstr[sizeof(G.main->name)];
	int success = 0, fileflags;
	
	/* This is needed so undoing/redoing doesn't crash with threaded previews going */
	WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));

	BLI_strncpy(mainstr, G.main->name, sizeof(mainstr));    /* temporal store */

	fileflags = G.fileflags;
	G.fileflags |= G_FILE_NO_UI;

	if (UNDO_DISK) 
		success = (BKE_read_file(C, uel->str, NULL) != BKE_READ_FILE_FAIL);
	else
		success = BKE_read_file_from_memfile(C, &uel->memfile, NULL);

	/* restore */
	BLI_strncpy(G.main->name, mainstr, sizeof(G.main->name)); /* restore */
	G.fileflags = fileflags;

	if (success) {
		/* important not to update time here, else non keyed tranforms are lost */
		DAG_on_visible_update(G.main, false);
	}

	return success;
}
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	/* new render clears all callbacks */
	Main *mainp;
	Scene *scene = CTX_data_scene(C);
	SceneRenderLayer *srl = NULL;
	View3D *v3d = CTX_wm_view3d(C);
	Render *re;
	wmJob *wm_job;
	RenderJob *rj;
	Image *ima;
	int jobflag;
	const short is_animation = RNA_boolean_get(op->ptr, "animation");
	const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
	struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
	const char *name;
	Object *active_object = CTX_data_active_object(C);
	
	/* only one render job at a time */
	if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
		return OPERATOR_CANCELLED;

	if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
		return OPERATOR_CANCELLED;
	}

	if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
		BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
		return OPERATOR_CANCELLED;
	}
	
	/* stop all running jobs, except screen one. currently previews frustrate Render */
	WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));

	/* get main */
	if (G.debug_value == 101) {
		/* thread-safety experiment, copy main from the undo buffer */
		mainp = BKE_undo_get_main(&scene);
	}
	else
		mainp = CTX_data_main(C);

	/* cancel animation playback */
	if (ED_screen_animation_playing(CTX_wm_manager(C)))
		ED_screen_animation_play(C, 0, 0);
	
	/* handle UI stuff */
	WM_cursor_wait(1);

	/* flush multires changes (for sculpt) */
	multires_force_render_update(active_object);

	/* flush changes from dynamic topology sculpt */
	sculptsession_bm_to_me_for_render(active_object);

	/* cleanup sequencer caches before starting user triggered render.
	 * otherwise, invalidated cache entries can make their way into
	 * the output rendering. We can't put that into RE_BlenderFrame,
	 * since sequence rendering can call that recursively... (peter) */
	BKE_sequencer_cache_cleanup();

	/* get editmode results */
	ED_object_editmode_load(CTX_data_edit_object(C));

	// store spare
	// get view3d layer, local layer, make this nice api call to render
	// store spare

	/* ensure at least 1 area shows result */
	render_view_open(C, event->x, event->y);

	jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
	
	/* custom scene and single layer re-render */
	screen_render_scene_layer_set(op, mainp, &scene, &srl);

	if (RNA_struct_property_is_set(op->ptr, "layer"))
		jobflag |= WM_JOB_SUSPEND;

	/* job custom data */
	rj = MEM_callocN(sizeof(RenderJob), "render job");
	rj->main = mainp;
	rj->scene = scene;
	rj->win = CTX_wm_window(C);
	rj->srl = srl;
	rj->camera_override = camera_override;
	rj->lay = scene->lay;
	rj->anim = is_animation;
	rj->write_still = is_write_still && !is_animation;
	rj->iuser.scene = scene;
	rj->iuser.ok = 1;
	rj->reports = op->reports;

	if (v3d) {
		rj->lay = v3d->lay;

		if (v3d->localvd)
			rj->lay |= v3d->localvd->lay;
	}

	/* setup job */
	if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
	else name = "Render";

	wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
	WM_jobs_customdata_set(wm_job, rj, render_freejob);
	WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
	WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob);

	/* get a render result image, and make sure it is empty */
	ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
	BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
	BKE_image_backup_render(rj->scene, ima);
	rj->image = ima;

	/* setup new render */
	re = RE_NewRender(scene->id.name);
	RE_test_break_cb(re, rj, render_breakjob);
	RE_draw_lock_cb(re, rj, render_drawlock);
	RE_display_draw_cb(re, rj, image_rect_update);
	RE_stats_draw_cb(re, rj, image_renderinfo_cb);
	RE_progress_cb(re, rj, render_progress_update);

	rj->re = re;
	G.is_break = FALSE;

	/* store actual owner of job, so modal operator could check for it,
	 * the reason of this is that active scene could change when rendering
	 * several layers from compositor [#31800]
	 */
	op->customdata = scene;

	WM_jobs_start(CTX_wm_manager(C), wm_job);

	WM_cursor_wait(0);
	WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);

	/* we set G.is_rendering here already instead of only in the job, this ensure
	 * main loop or other scene updates are disabled in time, since they may
	 * have started before the job thread */
	G.is_rendering = TRUE;

	/* add modal handler for ESC */
	WM_event_add_modal_handler(C, op);

	return OPERATOR_RUNNING_MODAL;
}
Example #3
0
static bool screen_opengl_render_init(bContext *C, wmOperator *op)
{
	/* new render clears all callbacks */
	wmWindowManager *wm = CTX_wm_manager(C);
	wmWindow *win = CTX_wm_window(C);

	Scene *scene = CTX_data_scene(C);
	ScrArea *prevsa = CTX_wm_area(C);
	ARegion *prevar = CTX_wm_region(C);
	GPUOffScreen *ofs;
	OGLRender *oglrender;
	int sizex, sizey;
	bool is_view_context = RNA_boolean_get(op->ptr, "view_context");
	const bool is_animation = RNA_boolean_get(op->ptr, "animation");
	const bool is_sequencer = RNA_boolean_get(op->ptr, "sequencer");
	const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
	char err_out[256] = "unknown";

	if (G.background) {
		BKE_report(op->reports, RPT_ERROR, "Cannot use OpenGL render in background mode (no opengl context)");
		return false;
	}

	/* only one render job at a time */
	if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER))
		return false;

	if (is_sequencer) {
		is_view_context = false;
	}
	else {
		/* ensure we have a 3d view */
		if (!ED_view3d_context_activate(C)) {
			RNA_boolean_set(op->ptr, "view_context", false);
			is_view_context = false;
		}

		if (!is_view_context && scene->camera == NULL) {
			BKE_report(op->reports, RPT_ERROR, "Scene has no camera");
			return false;
		}
	}

	if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
		BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
		return false;
	}

	/* stop all running jobs, except screen one. currently previews frustrate Render */
	WM_jobs_kill_all_except(wm, CTX_wm_screen(C));

	/* create offscreen buffer */
	sizex = (scene->r.size * scene->r.xsch) / 100;
	sizey = (scene->r.size * scene->r.ysch) / 100;

	/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
	ofs = GPU_offscreen_create(sizex, sizey, err_out);

	if (!ofs) {
		BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer, %s", err_out);
		return false;
	}

	/* allocate opengl render */
	oglrender = MEM_callocN(sizeof(OGLRender), "OGLRender");
	op->customdata = oglrender;

	oglrender->ofs = ofs;
	oglrender->sizex = sizex;
	oglrender->sizey = sizey;
	oglrender->bmain = CTX_data_main(C);
	oglrender->scene = scene;
	oglrender->cfrao = scene->r.cfra;

	oglrender->write_still = is_write_still && !is_animation;

	oglrender->is_sequencer = is_sequencer;
	if (is_sequencer) {
		oglrender->sseq = CTX_wm_space_seq(C);
	}

	oglrender->prevsa = prevsa;
	oglrender->prevar = prevar;

	if (is_view_context) {
		ED_view3d_context_user_region(C, &oglrender->v3d, &oglrender->ar); /* so quad view renders camera */
		oglrender->rv3d = oglrender->ar->regiondata;

		/* MUST be cleared on exit */
		oglrender->scene->customdata_mask_modal = ED_view3d_datamask(oglrender->scene, oglrender->v3d);

		/* apply immediately in case we're rendering from a script,
		 * running notifiers again will overwrite */
		oglrender->scene->customdata_mask |= oglrender->scene->customdata_mask_modal;

		if (oglrender->v3d->fx_settings.fx_flag & (GPU_FX_FLAG_DOF | GPU_FX_FLAG_SSAO)) {
			oglrender->fx = GPU_fx_compositor_create();
		}
	}

	/* create render */
	oglrender->re = RE_NewRender(scene->id.name);

	/* create image and image user */
	oglrender->ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
	BKE_image_signal(oglrender->ima, NULL, IMA_SIGNAL_FREE);
	BKE_image_backup_render(oglrender->scene, oglrender->ima);

	oglrender->iuser.scene = scene;
	oglrender->iuser.ok = 1;

	/* create render result */
	RE_InitState(oglrender->re, NULL, &scene->r, NULL, sizex, sizey, NULL);

	/* create render views */
	screen_opengl_views_setup(oglrender);

	/* wm vars */
	oglrender->wm = wm;
	oglrender->win = win;

	oglrender->totvideos = 0;
	oglrender->mh = NULL;
	oglrender->movie_ctx_arr = NULL;

	return true;
}
Example #4
0
static void wm_undo_kill_callback(bContext *C)
{
	WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
}
Example #5
0
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	/* new render clears all callbacks */
	Main *mainp;
	Scene *scene = CTX_data_scene(C);
	SceneRenderLayer *srl = NULL;
	Render *re;
	wmJob *wm_job;
	RenderJob *rj;
	Image *ima;
	int jobflag;
	const bool is_animation = RNA_boolean_get(op->ptr, "animation");
	const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
	const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
	View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
	struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
	const char *name;
	ScrArea *sa;
	
	/* only one render job at a time */
	if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
		return OPERATOR_CANCELLED;

	if (RE_force_single_renderlayer(scene))
		WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, NULL);

	if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
		return OPERATOR_CANCELLED;
	}

	if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
		BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
		return OPERATOR_CANCELLED;
	}
	
	/* stop all running jobs, except screen one. currently previews frustrate Render */
	WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));

	/* get main */
	if (G.debug_value == 101) {
		/* thread-safety experiment, copy main from the undo buffer */
		mainp = BKE_undo_get_main(&scene);
	}
	else
		mainp = CTX_data_main(C);

	/* cancel animation playback */
	if (ED_screen_animation_playing(CTX_wm_manager(C)))
		ED_screen_animation_play(C, 0, 0);
	
	/* handle UI stuff */
	WM_cursor_wait(1);

	/* flush sculpt and editmode changes */
	ED_editors_flush_edits(C, true);

	/* cleanup sequencer caches before starting user triggered render.
	 * otherwise, invalidated cache entries can make their way into
	 * the output rendering. We can't put that into RE_BlenderFrame,
	 * since sequence rendering can call that recursively... (peter) */
	BKE_sequencer_cache_cleanup();

	// store spare
	// get view3d layer, local layer, make this nice api call to render
	// store spare

	/* ensure at least 1 area shows result */
	sa = render_view_open(C, event->x, event->y);

	jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
	
	/* custom scene and single layer re-render */
	screen_render_scene_layer_set(op, mainp, &scene, &srl);

	if (RNA_struct_property_is_set(op->ptr, "layer"))
		jobflag |= WM_JOB_SUSPEND;

	/* job custom data */
	rj = MEM_callocN(sizeof(RenderJob), "render job");
	rj->main = mainp;
	rj->scene = scene;
	rj->current_scene = rj->scene;
	rj->srl = srl;
	rj->camera_override = camera_override;
	rj->lay_override = 0;
	rj->anim = is_animation;
	rj->write_still = is_write_still && !is_animation;
	rj->iuser.scene = scene;
	rj->iuser.ok = 1;
	rj->reports = op->reports;
	rj->orig_layer = 0;
	rj->last_layer = 0;
	rj->sa = sa;

	BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings);
	BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings);

	if (sa) {
		SpaceImage *sima = sa->spacedata.first;
		rj->orig_layer = sima->iuser.layer;
	}

	if (v3d) {
		if (scene->lay != v3d->lay) {
			rj->lay_override = v3d->lay;
			rj->v3d_override = true;
		}
		else if (camera_override && camera_override != scene->camera)
			rj->v3d_override = true;

		if (v3d->localvd)
			rj->lay_override |= v3d->localvd->lay;
	}

	/* Lock the user interface depending on render settings. */
	if (scene->r.use_lock_interface) {
		int renderlay = rj->lay_override ? rj->lay_override : scene->lay;

		WM_set_locked_interface(CTX_wm_manager(C), true);

		/* Set flag interface need to be unlocked.
		 *
		 * This is so because we don't have copy of render settings
		 * accessible from render job and copy is needed in case
		 * of non-locked rendering, so we wouldn't try to unlock
		 * anything if option was initially unset but then was
		 * enabled during rendering.
		 */
		rj->interface_locked = true;

		/* Clean memory used by viewport? */
		clean_viewport_memory(rj->main, scene, renderlay);
	}

	/* setup job */
	if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
	else name = "Render";

	wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
	WM_jobs_customdata_set(wm_job, rj, render_freejob);
	WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
	WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob);

	/* get a render result image, and make sure it is empty */
	ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
	BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
	BKE_image_backup_render(rj->scene, ima);
	rj->image = ima;

	/* setup new render */
	re = RE_NewRender(scene->id.name);
	RE_test_break_cb(re, rj, render_breakjob);
	RE_draw_lock_cb(re, rj, render_drawlock);
	RE_display_update_cb(re, rj, image_rect_update);
	RE_current_scene_update_cb(re, rj, current_scene_update);
	RE_stats_draw_cb(re, rj, image_renderinfo_cb);
	RE_progress_cb(re, rj, render_progress_update);

	rj->re = re;
	G.is_break = false;

	/* store actual owner of job, so modal operator could check for it,
	 * the reason of this is that active scene could change when rendering
	 * several layers from compositor [#31800]
	 */
	op->customdata = scene;

	WM_jobs_start(CTX_wm_manager(C), wm_job);

	WM_cursor_wait(0);
	WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);

	/* we set G.is_rendering here already instead of only in the job, this ensure
	 * main loop or other scene updates are disabled in time, since they may
	 * have started before the job thread */
	G.is_rendering = true;

	/* add modal handler for ESC */
	WM_event_add_modal_handler(C, op);

	return OPERATOR_RUNNING_MODAL;
}