Esempio n. 1
0
static int render_frame(int argc, const char **argv, void *data)
{
	bContext *C = data;
	Scene *scene = CTX_data_scene(C);
	if (scene) {
		Main *bmain = CTX_data_main(C);

		if (argc > 1) {
			Render *re = RE_NewRender(scene->id.name);
			int frame;
			ReportList reports;

			switch (*argv[1]) {
				case '+':
					frame = scene->r.sfra + atoi(argv[1] + 1);
					break;
				case '-':
					frame = (scene->r.efra - atoi(argv[1] + 1)) + 1;
					break;
				default:
					frame = atoi(argv[1]);
					break;
			}

			BLI_begin_threaded_malloc();
			BKE_reports_init(&reports, RPT_PRINT);

			frame = CLAMPIS(frame, MINAFRAME, MAXFRAME);

			RE_SetReports(re, &reports);
			RE_BlenderAnim(re, bmain, scene, NULL, scene->lay, frame, frame, scene->r.frame_step);
			RE_SetReports(re, NULL);
			BLI_end_threaded_malloc();
			return 1;
		}
		else {
			printf("\nError: frame number must follow '-f / --render-frame'.\n");
			return 0;
		}
	}
	else {
		printf("\nError: no blend loaded. cannot use '-f / --render-frame'.\n");
		return 0;
	}
}
Esempio n. 2
0
static int render_animation(int UNUSED(argc), const char **UNUSED(argv), void *data)
{
	bContext *C = data;
	Scene *scene = CTX_data_scene(C);
	if (scene) {
		Main *bmain = CTX_data_main(C);
		Render *re = RE_NewRender(scene->id.name);
		ReportList reports;
		BKE_reports_init(&reports, RPT_PRINT);
		RE_SetReports(re, &reports);
		RE_BlenderAnim(re, bmain, scene, NULL, scene->lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
		RE_SetReports(re, NULL);
	}
	else {
		printf("\nError: no blend loaded. cannot use '-a'.\n");
	}
	return 0;
}
Esempio n. 3
0
/* copy current render */
static Render *envmap_render_copy(Render *re, EnvMap *env)
{
	Render *envre;
	float viewscale;
	int cuberes;
	
	envre = RE_NewRender("Envmap");
	
	env->lastsize = re->r.size;
	cuberes = (env->cuberes * re->r.size) / 100;
	cuberes &= 0xFFFC;
	
	/* this flag has R_ZTRA in it for example */
	envre->flag = re->flag;
	
	/* set up renderdata */
	render_copy_renderdata(&envre->r, &re->r);
	envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
	BLI_freelistN(&envre->r.layers);
	BLI_freelistN(&envre->r.views);
	envre->r.filtertype = 0;
	envre->r.tilex = envre->r.xsch / 2;
	envre->r.tiley = envre->r.ysch / 2;
	envre->r.size = 100;
	envre->r.yasp = envre->r.xasp = 1;
	
	RE_InitState(envre, NULL, &envre->r, NULL, cuberes, cuberes, NULL);
	envre->main = re->main;
	envre->scene = re->scene;    /* unsure about this... */
	envre->scene_color_manage = re->scene_color_manage;
	envre->lay = re->lay;

	/* view stuff in env render */
	viewscale = (env->type == ENV_PLANE) ? env->viewscale : 1.0f;
	RE_SetEnvmapCamera(envre, env->object, viewscale, env->clipsta, env->clipend);
	copy_m4_m4(envre->viewmat_orig, re->viewmat_orig);
	
	/* callbacks */
	envre->display_update = re->display_update;
	envre->duh = re->duh;
	envre->test_break = re->test_break;
	envre->tbh = re->tbh;
	envre->current_scene_update = re->current_scene_update;
	envre->suh = re->suh;
	
	/* and for the evil stuff; copy the database... */
	envre->totvlak = re->totvlak;
	envre->totvert = re->totvert;
	envre->tothalo = re->tothalo;
	envre->totstrand = re->totstrand;
	envre->totlamp = re->totlamp;
	envre->sortedhalos = re->sortedhalos;
	envre->lights = re->lights;
	envre->objecttable = re->objecttable;
	envre->customdata_names = re->customdata_names;
	envre->raytree = re->raytree;
	envre->totinstance = re->totinstance;
	envre->instancetable = re->instancetable;
	envre->objectinstance = re->objectinstance;
	envre->qmcsamplers = re->qmcsamplers;
	
	return envre;
}
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;
	}
}
/* 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;
}
Esempio n. 6
0
static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
{
	Render *re;
	Scene *sce;
	float oldlens;
	short idtype= GS(id->name);
	char name[32];
	int sizex;
	
	/* get the stuff from the builtin preview dbase */
	sce= preview_prepare_scene(sp->scene, id, idtype, sp); // XXX sizex
	if(sce==NULL) return;
	
	if(!split || first) sprintf(name, "Preview %p", sp->owner);
	else sprintf(name, "SecondPreview %p", sp->owner);
	re= RE_GetRender(name);
	
	/* full refreshed render from first tile */
	if(re==NULL)
		re= RE_NewRender(name);
		
	/* sce->r gets copied in RE_InitState! */
	sce->r.scemode &= ~(R_MATNODE_PREVIEW|R_TEXNODE_PREVIEW);
	sce->r.scemode &= ~R_NO_IMAGE_LOAD;

	if(sp->pr_method==PR_ICON_RENDER) {
		sce->r.scemode |= R_NO_IMAGE_LOAD;
		sce->r.mode |= R_OSA;
	}
	else if(sp->pr_method==PR_NODE_RENDER) {
		if(idtype == ID_MA) sce->r.scemode |= R_MATNODE_PREVIEW;
		else if(idtype == ID_TE) sce->r.scemode |= R_TEXNODE_PREVIEW;
		sce->r.mode &= ~R_OSA;
	}
	else {	/* PR_BUTS_RENDER */
		sce->r.mode |= R_OSA;
	}

	/* in case of split preview, use border render */
	if(split) {
		if(first) sizex= sp->sizex/2;
		else sizex= sp->sizex - sp->sizex/2;
	}
	else sizex= sp->sizex;

	/* allocates or re-uses render result */
	sce->r.xsch= sizex;
	sce->r.ysch= sp->sizey;
	sce->r.size= 100;

	/* callbacs are cleared on GetRender() */
	if(ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
		RE_display_draw_cb(re, sp, shader_preview_draw);
	}
	/* set this for all previews, default is react to G.afbreek still */
	RE_test_break_cb(re, sp, shader_preview_break);
	
	/* lens adjust */
	oldlens= ((Camera *)sce->camera->data)->lens;
	if(sizex > sp->sizey)
		((Camera *)sce->camera->data)->lens *= (float)sp->sizey/(float)sizex;

	/* entire cycle for render engine */
	RE_PreviewRender(re, pr_main, sce);

	((Camera *)sce->camera->data)->lens= oldlens;

	/* handle results */
	if(sp->pr_method==PR_ICON_RENDER) {
		// char *rct= (char *)(sp->pr_rect + 32*16 + 16);
		
		if(sp->pr_rect)
			RE_ResultGet32(re, sp->pr_rect);
	}
	else {
		/* validate owner */
		//if(ri->rect==NULL)
		//	ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
		//RE_ResultGet32(re, ri->rect);
	}

	/* unassign the pointers, reset vars */
	preview_prepare_scene(sp->scene, NULL, GS(id->name), sp);
	
	/* XXX bad exception, end-exec is not being called in render, because it uses local main */
//	if(idtype == ID_TE) {
//		Tex *tex= (Tex *)id;
//		if(tex->use_nodes && tex->nodetree)
//			ntreeEndExecTree(tex->nodetree);
//	}

}
Esempio n. 7
0
static bool render_view3d_flag_changed(RenderEngine *engine, const bContext *C)
{
	RegionView3D *rv3d = CTX_wm_region_view3d(C);
	View3D *v3d = CTX_wm_view3d(C);
	ARegion *ar = CTX_wm_region(C);
	Scene *scene = CTX_data_scene(C);
	Render *re;
	rctf viewplane;
	rcti disprect;
	float clipsta, clipend;
	bool orth;
	int job_update_flag = 0;
	char name[32];
	
	/* ensure render engine exists */
	re = engine->re;

	if (!re) {
		sprintf(name, "View3dPreview %p", (void *)ar);
		re = engine->re = RE_GetRender(name);
		if (!re)
			re = engine->re = RE_NewRender(name);

		engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
	}

	/* check update_flag */
	if (engine->update_flag & RE_ENGINE_UPDATE_MA)
		job_update_flag |= PR_UPDATE_MATERIAL;
	
	if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
		job_update_flag |= PR_UPDATE_MATERIAL;
	
	if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE) {
		job_update_flag |= PR_UPDATE_DATABASE;

		/* load editmesh */
		if (scene->obedit)
			ED_object_editmode_load(scene->obedit);
	}
	
	engine->update_flag = 0;
	
	/* check if viewport changed */
	if (engine->last_winx != ar->winx || engine->last_winy != ar->winy) {
		engine->last_winx = ar->winx;
		engine->last_winy = ar->winy;
		job_update_flag |= PR_UPDATE_RENDERSIZE;
	}

	if (compare_m4m4(engine->last_viewmat, rv3d->viewmat, 0.00001f) == 0) {
		copy_m4_m4(engine->last_viewmat, rv3d->viewmat);
		job_update_flag |= PR_UPDATE_VIEW;
	}
	
	render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, NULL, &orth);
	
	if (BLI_rctf_compare(&viewplane, &engine->last_viewplane, 0.00001f) == 0) {
		engine->last_viewplane = viewplane;
		job_update_flag |= PR_UPDATE_VIEW;
	}
	
	render_view3d_disprect(scene, ar, v3d, rv3d, &disprect);
	if (BLI_rcti_compare(&disprect, &engine->last_disprect) == 0) {
		engine->last_disprect = disprect;
		job_update_flag |= PR_UPDATE_RENDERSIZE;
	}

	/* any changes? go ahead and rerender */
	if (job_update_flag) {
		engine->job_update_flag |= job_update_flag;
		return true;
	}

	return false;
}
Esempio n. 8
0
/* executes blocking blensor */
static int screen_blensor_exec(bContext *C, wmOperator *op)
{
	Scene *scene= CTX_data_scene(C);
	static Render *re=NULL;
	Image *ima;
	View3D *v3d= CTX_wm_view3d(C);
	Main *mainp= CTX_data_main(C);
	unsigned int lay= (v3d)? v3d->lay: scene->lay;
  float *rays;
  float *returns;
  char ray_ptr_str[17];
  char return_ptr_str[17];

    /* add modal handler for ESC */

	const int raycount= RNA_int_get(op->ptr, "raycount");
	const int elements_per_ray= RNA_int_get(op->ptr, "elements_per_ray");
	const int keep_render_setup = RNA_boolean_get(op->ptr, "keep_render_setup");
	const int shading = RNA_boolean_get(op->ptr, "shading");

	const float maximum_distance =RNA_float_get(op->ptr, "maximum_distance");
	struct Object *camera_override= v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;

  RNA_string_get(op->ptr, "vector_strptr", ray_ptr_str);
  RNA_string_get(op->ptr, "return_vector_strptr", return_ptr_str);
  rays = (float *)convert_str_to_ptr(ray_ptr_str);
  returns = (float *)convert_str_to_ptr(return_ptr_str);
      
  if (raycount > 0)
  {
        
      printf ("Raycount: %d\n",raycount);
      
	    if(re==NULL) {
		    re = RE_NewRender(scene->id.name);
	    }
	
  
      G.is_break = FALSE;
	    //RE_test_break_cb(re, NULL, (int (*)(void *)) blender_test_break);

	    ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
	    BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
	    BKE_image_backup_render(scene, ima);

      /* 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();

      RE_SetReports(re, op->reports);

	    RE_BlensorFrame(re, mainp, scene, NULL, camera_override, lay, scene->r.cfra, 0, rays, raycount, elements_per_ray, returns, maximum_distance, keep_render_setup, shading);

    	RE_SetReports(re, NULL);

	    // no redraw needed, we leave state as we entered it
	    ED_update_for_newframe(mainp, scene, 1);

	    WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, scene);
      if (keep_render_setup == 0)
      {
        re = NULL;
      }

  }
	return OPERATOR_FINISHED;
}
Esempio n. 9
0
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
	/* new render clears all callbacks */
	Main *mainp;
	Scene *scene= CTX_data_scene(C);
	SceneRenderLayer *srl=NULL;
	bScreen *screen= CTX_wm_screen(C);
	View3D *v3d= CTX_wm_view3d(C);
	Render *re;
	wmJob *steve;
	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;
	
	/* only one render job at a time */
	if(WM_jobs_test(CTX_wm_manager(C), scene))
		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.imtype)) {
		BKE_report(op->reports, RPT_ERROR, "Can't write a single file with an animation format selected.");
		return OPERATOR_CANCELLED;
	}	
	
	/* stop all running jobs, currently previews frustrate Render */
	WM_jobs_stop_all(CTX_wm_manager(C));

	/* get main */
	if(G.rt == 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 (screen->animtimer)
		ED_screen_animation_play(C, 0, 0);
	
	/* handle UI stuff */
	WM_cursor_wait(1);

	/* flush multires changes (for sculpt) */
	multires_force_render_update(CTX_data_active_object(C));

	/* 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) */
	seq_stripelem_cache_cleanup();

	/* get editmode results */
	ED_object_exit_editmode(C, 0);	/* 0 = does not exit editmode */

	// 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;
	
	/* single layer re-render */
	if(RNA_property_is_set(op->ptr, "layer")) {
		SceneRenderLayer *rl;
		Scene *scn;
		char scene_name[MAX_ID_NAME-2], rl_name[RE_MAXNAME];

		RNA_string_get(op->ptr, "layer", rl_name);
		RNA_string_get(op->ptr, "scene", scene_name);

		scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2);
		rl = (SceneRenderLayer *)BLI_findstring(&scene->r.layers, rl_name, offsetof(SceneRenderLayer, name));
		
		if (scn && rl) {
			/* camera switch wont have updated */
			scn->r.cfra= scene->r.cfra;
			scene_camera_switch_update(scn);

			scene = scn;
			srl = rl;
		}
		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 = (v3d)? v3d->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;

	/* setup job */
	steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, "Render", jobflag);
	WM_jobs_customdata(steve, rj, render_freejob);
	WM_jobs_timer(steve, 0.2, NC_SCENE|ND_RENDER_RESULT, 0);
	WM_jobs_callbacks(steve, 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.afbreek= 0;

	WM_jobs_start(CTX_wm_manager(C), steve);

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

	/* we set G.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.rendering = 1;

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

	return OPERATOR_RUNNING_MODAL;
}
Esempio n. 10
0
static int bake(
        Main *bmain, Scene *scene, Object *ob_low, ListBase *selected_objects, ReportList *reports,
        const ScenePassType pass_type, const int margin,
        const BakeSaveMode save_mode, const bool is_clear, const bool is_split_materials,
        const bool is_automatic_name, const bool use_selected_to_active,
        const float cage_extrusion, const int normal_space, const BakeNormalSwizzle normal_swizzle[],
        const char *custom_cage, const char *filepath, const int width, const int height,
        const char *identifier)
{
	int op_result = OPERATOR_CANCELLED;
	bool ok = false;

	Object *ob_cage = NULL;

	BakeHighPolyData *highpoly;
	int tot_highpoly;

	char restrict_flag_low = ob_low->restrictflag;
	char restrict_flag_cage;

	Mesh *me_low = NULL;
	Render *re;

	float *result = NULL;

	BakePixel *pixel_array_low = NULL;

	const bool is_save_internal = (save_mode == R_BAKE_SAVE_INTERNAL);
	const bool is_noncolor = is_noncolor_pass(pass_type);
	const int depth = RE_pass_depth(pass_type);

	bool is_highpoly = false;
	bool is_tangent;

	BakeImages bake_images = {NULL};

	int num_pixels;
	int tot_materials;
	int i;

	re = RE_NewRender(scene->id.name);

	is_tangent = pass_type == SCE_PASS_NORMAL && normal_space == R_BAKE_SPACE_TANGENT;
	tot_materials = ob_low->totcol;

	if (tot_materials == 0) {
		if (is_save_internal) {
			BKE_report(reports, RPT_ERROR,
			           "No active image found. Add a material or bake to an external file");

			goto cleanup;
		}
		else if (is_split_materials) {
			BKE_report(reports, RPT_ERROR,
			           "No active image found. Add a material or bake without the Split Materials option");

			goto cleanup;
		}
		else {
			/* baking externally without splitting materials */
			tot_materials = 1;
		}
	}

	/* we overallocate in case there is more materials than images */
	bake_images.data = MEM_callocN(sizeof(BakeImage) * tot_materials, "bake images dimensions (width, height, offset)");
	bake_images.lookup = MEM_callocN(sizeof(int) * tot_materials, "bake images lookup (from material to BakeImage)");

	if (!build_image_lookup(bmain, ob_low, &bake_images, reports))
		goto cleanup;

	if (is_save_internal) {
		num_pixels = initialize_internal_images(&bake_images, reports);

		if (num_pixels == 0) {
			goto cleanup;
		}

		if (is_clear) {
			RE_bake_ibuf_clear(&bake_images, is_tangent);
		}
	}
	else {
		/* when saving extenally always use the size specified in the UI */

		num_pixels = width * height * bake_images.size;

		for (i = 0; i < bake_images.size; i++) {
			bake_images.data[i].width = width;
			bake_images.data[i].height = height;
			bake_images.data[i].offset = (is_split_materials ? num_pixels : 0);
			bake_images.data[i].image = NULL;
		}

		if (!is_split_materials) {
			/* saving a single image */
			for (i = 0; i < tot_materials; i++)
				bake_images.lookup[i] = 0;
		}
	}

	if (use_selected_to_active) {
		CollectionPointerLink *link;
		tot_highpoly = 0;

		for (link = selected_objects->first; link; link = link->next) {
			Object *ob_iter = link->ptr.data;

			if (ob_iter == ob_low)
				continue;

			tot_highpoly ++;
		}

		if (tot_highpoly == 0) {
			BKE_report(reports, RPT_ERROR, "No valid selected objects");
			op_result = OPERATOR_CANCELLED;

			goto cleanup;
		}
		else {
			is_highpoly = true;
		}
	}

	if (custom_cage[0] != '\0') {
		ob_cage = BLI_findstring(&bmain->object, custom_cage, offsetof(ID, name) + 2);

		/* TODO check if cage object has the same topology (num of triangles and a valid UV) */
		if (ob_cage == NULL || ob_cage->type != OB_MESH) {
			BKE_report(reports, RPT_ERROR, "No valid cage object");
			op_result = OPERATOR_CANCELLED;

			goto cleanup;
		}
		else {
			restrict_flag_cage = ob_cage->restrictflag;
		}
	}

	RE_bake_engine_set_engine_parameters(re, bmain, scene);

	/* blender_test_break uses this global */
	G.is_break = false;

	RE_test_break_cb(re, NULL, bake_break);

	pixel_array_low = MEM_callocN(sizeof(BakePixel) * num_pixels, "bake pixels low poly");
	result = MEM_callocN(sizeof(float) * depth * num_pixels, "bake return pixels");

	if (is_highpoly) {
		CollectionPointerLink *link;
		ModifierData *md, *nmd;
		ListBase modifiers_tmp, modifiers_original;
		float mat_low[4][4];
		int i = 0;
		highpoly = MEM_callocN(sizeof(BakeHighPolyData) * tot_highpoly, "bake high poly objects");

		/* prepare cage mesh */
		if (ob_cage) {
			me_low = BKE_mesh_new_from_object(bmain, scene, ob_cage, 1, 2, 1, 0);
			copy_m4_m4(mat_low, ob_cage->obmat);
		}
		else {
			modifiers_original = ob_low->modifiers;
			BLI_listbase_clear(&modifiers_tmp);

			for (md = ob_low->modifiers.first; md; md = md->next) {
				/* Edge Split cannot be applied in the cage,
				 * the cage is supposed to have interpolated normals
				 * between the faces unless the geometry is physically
				 * split. So we create a copy of the low poly mesh without
				 * the eventual edge split.*/

				if (md->type == eModifierType_EdgeSplit)
					continue;

				nmd = modifier_new(md->type);
				BLI_strncpy(nmd->name, md->name, sizeof(nmd->name));
				modifier_copyData(md, nmd);
				BLI_addtail(&modifiers_tmp, nmd);
			}

			/* temporarily replace the modifiers */
			ob_low->modifiers = modifiers_tmp;

			/* get the cage mesh as it arrives in the renderer */
			me_low = BKE_mesh_new_from_object(bmain, scene, ob_low, 1, 2, 1, 0);
			copy_m4_m4(mat_low, ob_low->obmat);
		}

		/* populate highpoly array */
		for (link = selected_objects->first; link; link = link->next) {
			TriangulateModifierData *tmd;
			Object *ob_iter = link->ptr.data;

			if (ob_iter == ob_low)
				continue;

			/* initialize highpoly_data */
			highpoly[i].ob = ob_iter;
			highpoly[i].me = NULL;
			highpoly[i].tri_mod = NULL;
			highpoly[i].restrict_flag = ob_iter->restrictflag;
			highpoly[i].pixel_array = MEM_callocN(sizeof(BakePixel) * num_pixels, "bake pixels high poly");


			/* triangulating so BVH returns the primitive_id that will be used for rendering */
			highpoly[i].tri_mod = ED_object_modifier_add(
			        reports, bmain, scene, highpoly[i].ob,
			        "TmpTriangulate", eModifierType_Triangulate);
			tmd = (TriangulateModifierData *)highpoly[i].tri_mod;
			tmd->quad_method = MOD_TRIANGULATE_QUAD_FIXED;
			tmd->ngon_method = MOD_TRIANGULATE_NGON_EARCLIP;

			highpoly[i].me = BKE_mesh_new_from_object(bmain, scene, highpoly[i].ob, 1, 2, 1, 0);
			highpoly[i].ob->restrictflag &= ~OB_RESTRICT_RENDER;

			/* lowpoly to highpoly transformation matrix */
			invert_m4_m4(highpoly[i].mat_lowtohigh, highpoly[i].ob->obmat);
			mul_m4_m4m4(highpoly[i].mat_lowtohigh, highpoly[i].mat_lowtohigh, mat_low);

			i++;
		}

		BLI_assert(i == tot_highpoly);

		/* populate the pixel array with the face data */
		RE_bake_pixels_populate(me_low, pixel_array_low, num_pixels, &bake_images);

		ob_low->restrictflag |= OB_RESTRICT_RENDER;

		/* populate the pixel arrays with the corresponding face data for each high poly object */
		RE_bake_pixels_populate_from_objects(
		        me_low, pixel_array_low, highpoly, tot_highpoly,
		        num_pixels, cage_extrusion);

		/* the baking itself */
		for (i = 0; i < tot_highpoly; i++) {
			if (RE_bake_has_engine(re)) {
				ok = RE_bake_engine(re, highpoly[i].ob, highpoly[i].pixel_array, num_pixels,
				                    depth, pass_type, result);
			}
			else {
				ok = RE_bake_internal(re, highpoly[i].ob, highpoly[i].pixel_array, num_pixels,
				                      depth, pass_type, result);
			}

			if (!ok)
				break;
		}

		/* reverting data back */
		if (ob_cage) {
			ob_cage->restrictflag |= OB_RESTRICT_RENDER;
		}
		else {
			ob_low->modifiers = modifiers_original;

			while ((md = BLI_pophead(&modifiers_tmp))) {
				modifier_free(md);
			}
		}
	}
	else {
		/* get the mesh as it arrives in the renderer */
		me_low = BKE_mesh_new_from_object(bmain, scene, ob_low, 1, 2, 1, 0);

		/* populate the pixel array with the face data */
		RE_bake_pixels_populate(me_low, pixel_array_low, num_pixels, &bake_images);

		/* make sure low poly renders */
		ob_low->restrictflag &= ~OB_RESTRICT_RENDER;

		if (RE_bake_has_engine(re))
			ok = RE_bake_engine(re, ob_low, pixel_array_low, num_pixels, depth, pass_type, result);
		else
			ok = RE_bake_internal(re, ob_low, pixel_array_low, num_pixels, depth, pass_type, result);
	}

	/* normal space conversion
	 * the normals are expected to be in world space, +X +Y +Z */
	if (pass_type == SCE_PASS_NORMAL) {
		switch (normal_space) {
			case R_BAKE_SPACE_WORLD:
			{
				/* Cycles internal format */
				if ((normal_swizzle[0] == R_BAKE_POSX) &&
				    (normal_swizzle[1] == R_BAKE_POSY) &&
				    (normal_swizzle[2] == R_BAKE_POSZ))
				{
					break;
				}
				else {
					RE_bake_normal_world_to_world(pixel_array_low, num_pixels,  depth, result, normal_swizzle);
				}
				break;
			}
			case R_BAKE_SPACE_OBJECT:
			{
				RE_bake_normal_world_to_object(pixel_array_low, num_pixels, depth, result, ob_low, normal_swizzle);
				break;
			}
			case R_BAKE_SPACE_TANGENT:
			{
				if (is_highpoly) {
					RE_bake_normal_world_to_tangent(pixel_array_low, num_pixels, depth, result, me_low, normal_swizzle);
				}
				else {
					/* from multiresolution */
					Mesh *me_nores = NULL;
					ModifierData *md = NULL;
					int mode;

					md = modifiers_findByType(ob_low, eModifierType_Multires);

					if (md) {
						mode = md->mode;
						md->mode &= ~eModifierMode_Render;
					}

					me_nores = BKE_mesh_new_from_object(bmain, scene, ob_low, 1, 2, 1, 0);
					RE_bake_pixels_populate(me_nores, pixel_array_low, num_pixels, &bake_images);

					RE_bake_normal_world_to_tangent(pixel_array_low, num_pixels, depth, result, me_nores, normal_swizzle);
					BKE_libblock_free(bmain, me_nores);

					if (md)
						md->mode = mode;
				}
				break;
			}
			default:
				break;
		}
	}

	if (!ok) {
		BKE_report(reports, RPT_ERROR, "Problem baking object map");
		op_result = OPERATOR_CANCELLED;
	}
	else {
		/* save the results */
		for (i = 0; i < bake_images.size; i++) {
			BakeImage *bk_image = &bake_images.data[i];

			if (is_save_internal) {
				ok = write_internal_bake_pixels(
				         bk_image->image,
				         pixel_array_low + bk_image->offset,
				         result + bk_image->offset * depth,
				         bk_image->width, bk_image->height,
				         margin, is_clear, is_noncolor);

				if (!ok) {
					BKE_report(reports, RPT_ERROR,
					           "Problem saving the bake map internally, "
					           "make sure there is a Texture Image node in the current object material");
					op_result = OPERATOR_CANCELLED;
				}
				else {
					BKE_report(reports, RPT_INFO,
					           "Baking map saved to internal image, save it externally or pack it");
					op_result = OPERATOR_FINISHED;
				}
			}
			/* save externally */
			else {
				BakeData *bake = &scene->r.bake;
				char name[FILE_MAX];

				BKE_makepicstring_from_type(name, filepath, bmain->name, 0, bake->im_format.imtype, true, false);

				if (is_automatic_name) {
					BLI_path_suffix(name, FILE_MAX, ob_low->id.name + 2, "_");
					BLI_path_suffix(name, FILE_MAX, identifier, "_");
				}

				if (is_split_materials) {
					if (bk_image->image) {
						BLI_path_suffix(name, FILE_MAX, bk_image->image->id.name + 2, "_");
					}
					else {
						if (ob_low->mat[i]) {
							BLI_path_suffix(name, FILE_MAX, ob_low->mat[i]->id.name + 2, "_");
						}
						else if (me_low->mat[i]) {
							BLI_path_suffix(name, FILE_MAX, me_low->mat[i]->id.name + 2, "_");
						}
						else {
							/* if everything else fails, use the material index */
							char tmp[4];
							sprintf(tmp, "%d", i % 1000);
							BLI_path_suffix(name, FILE_MAX, tmp, "_");
						}
					}
				}

				/* save it externally */
				ok = write_external_bake_pixels(
				        name,
				        pixel_array_low + bk_image->offset,
				        result + bk_image->offset * depth,
				        bk_image->width, bk_image->height,
				        margin, &bake->im_format, is_noncolor);

				if (!ok) {
					BKE_reportf(reports, RPT_ERROR, "Problem saving baked map in \"%s\".", name);
					op_result = OPERATOR_CANCELLED;
				}
				else {
					BKE_reportf(reports, RPT_INFO, "Baking map written to \"%s\".", name);
					op_result = OPERATOR_FINISHED;
				}

				if (!is_split_materials) {
					break;
				}
			}
		}
	}


cleanup:

	if (is_highpoly) {
		int i;
		for (i = 0; i < tot_highpoly; i++) {
			highpoly[i].ob->restrictflag = highpoly[i].restrict_flag;

			if (highpoly[i].pixel_array)
				MEM_freeN(highpoly[i].pixel_array);

			if (highpoly[i].tri_mod)
				ED_object_modifier_remove(reports, bmain, highpoly[i].ob, highpoly[i].tri_mod);

			if (highpoly[i].me)
				BKE_libblock_free(bmain, highpoly[i].me);
		}
		MEM_freeN(highpoly);
	}

	ob_low->restrictflag = restrict_flag_low;

	if (ob_cage)
		ob_cage->restrictflag = restrict_flag_cage;

	if (pixel_array_low)
		MEM_freeN(pixel_array_low);

	if (bake_images.data)
		MEM_freeN(bake_images.data);

	if (bake_images.lookup)
		MEM_freeN(bake_images.lookup);

	if (result)
		MEM_freeN(result);

	if (me_low)
		BKE_libblock_free(bmain, me_low);

	RE_SetReports(re, NULL);

	return op_result;
}
Esempio n. 11
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;
}
Esempio n. 12
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;
}
Esempio n. 13
0
static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
{
  Render *re;
  Scene *sce;
  float oldlens;
  short idtype = GS(id->name);
  char name[32];
  int sizex;
  Main *pr_main = sp->pr_main;

  /* in case of split preview, use border render */
  if (split) {
    if (first) {
      sizex = sp->sizex / 2;
    }
    else {
      sizex = sp->sizex - sp->sizex / 2;
    }
  }
  else {
    sizex = sp->sizex;
  }

  /* we have to set preview variables first */
  sce = preview_get_scene(pr_main);
  if (sce) {
    sce->r.xsch = sizex;
    sce->r.ysch = sp->sizey;
    sce->r.size = 100;
  }

  /* get the stuff from the builtin preview dbase */
  sce = preview_prepare_scene(sp->bmain, sp->scene, id, idtype, sp);
  if (sce == NULL) {
    return;
  }

  if (!split || first) {
    sprintf(name, "Preview %p", sp->owner);
  }
  else {
    sprintf(name, "SecondPreview %p", sp->owner);
  }
  re = RE_GetRender(name);

  /* full refreshed render from first tile */
  if (re == NULL) {
    re = RE_NewRender(name);
  }

  /* sce->r gets copied in RE_InitState! */
  sce->r.scemode &= ~(R_MATNODE_PREVIEW | R_TEXNODE_PREVIEW);
  sce->r.scemode &= ~R_NO_IMAGE_LOAD;

  if (sp->pr_method == PR_ICON_RENDER) {
    sce->r.scemode |= R_NO_IMAGE_LOAD;
    sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
  }
  else if (sp->pr_method == PR_NODE_RENDER) {
    if (idtype == ID_MA) {
      sce->r.scemode |= R_MATNODE_PREVIEW;
    }
    else if (idtype == ID_TE) {
      sce->r.scemode |= R_TEXNODE_PREVIEW;
    }
    sce->display.render_aa = SCE_DISPLAY_AA_OFF;
  }
  else { /* PR_BUTS_RENDER */
    sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
  }

  /* callbacs are cleared on GetRender() */
  if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
    RE_display_update_cb(re, sp, shader_preview_update);
  }
  /* set this for all previews, default is react to G.is_break still */
  RE_test_break_cb(re, sp, shader_preview_break);

  /* lens adjust */
  oldlens = ((Camera *)sce->camera->data)->lens;
  if (sizex > sp->sizey) {
    ((Camera *)sce->camera->data)->lens *= (float)sp->sizey / (float)sizex;
  }

  /* entire cycle for render engine */
  if (idtype == ID_TE) {
    shader_preview_texture(sp, (Tex *)id, sce, re);
  }
  else {
    /* Render preview scene */
    RE_PreviewRender(re, pr_main, sce);
  }

  ((Camera *)sce->camera->data)->lens = oldlens;

  /* handle results */
  if (sp->pr_method == PR_ICON_RENDER) {
    // char *rct= (char *)(sp->pr_rect + 32*16 + 16);

    if (sp->pr_rect) {
      RE_ResultGet32(re, sp->pr_rect);
    }
  }

  /* unassign the pointers, reset vars */
  preview_prepare_scene(sp->bmain, sp->scene, NULL, GS(id->name), sp);

  /* XXX bad exception, end-exec is not being called in render, because it uses local main */
  //  if (idtype == ID_TE) {
  //      Tex *tex= (Tex *)id;
  //      if (tex->use_nodes && tex->nodetree)
  //          ntreeEndExecTree(tex->nodetree);
  //  }
}