コード例 #1
0
ファイル: CMP_composite.c プロジェクト: jinjoh/NOOR
/* applies to render pipeline */
static void node_composit_exec_composite(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
	/* image assigned to output */
	/* stack order input sockets: col, alpha, z */
	
	if(node->flag & NODE_DO_OUTPUT) {	/* only one works on out */
		Scene *scene= (Scene *)node->id;
		RenderData *rd= data;
		
		if(scene && (rd->scemode & R_DOCOMP)) {
			Render *re= RE_GetRender(scene->id.name);
			RenderResult *rr= RE_AcquireResultWrite(re); 
			if(rr) {
				CompBuf *outbuf, *zbuf=NULL;
				
				if(rr->rectf) 
					MEM_freeN(rr->rectf);
				outbuf= alloc_compbuf(rr->rectx, rr->recty, CB_RGBA, 1);
				
				if(in[1]->data==NULL)
					composit1_pixel_processor(node, outbuf, in[0]->data, in[0]->vec, do_copy_rgba, CB_RGBA);
				else
					composit2_pixel_processor(node, outbuf, in[0]->data, in[0]->vec, in[1]->data, in[1]->vec, do_copy_a_rgba, CB_RGBA, CB_VAL);
				
				if(in[2]->data) {
					if(rr->rectz) 
						MEM_freeN(rr->rectz);
					zbuf= alloc_compbuf(rr->rectx, rr->recty, CB_VAL, 1);
					composit1_pixel_processor(node, zbuf, in[2]->data, in[2]->vec, do_copy_value, CB_VAL);
					rr->rectz= zbuf->rect;
					zbuf->malloc= 0;
					free_compbuf(zbuf);
				}
				generate_preview(data, node, outbuf);
				
				/* we give outbuf to rr... */
				rr->rectf= outbuf->rect;
				outbuf->malloc= 0;
				free_compbuf(outbuf);

				RE_ReleaseResult(re);
				
				/* signal for imageviewer to refresh (it converts to byte rects...) */
				BKE_image_signal(BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"), NULL, IMA_SIGNAL_FREE);
				return;
			}
			else
				RE_ReleaseResult(re);
		}
	}
	if(in[0]->data)
		generate_preview(data, node, in[0]->data);
}
コード例 #2
0
ファイル: render_preview.c プロジェクト: dfelinto/blender
/* Renders texture directly to render buffer. */
static void shader_preview_texture(ShaderPreview *sp, Tex *tex, Scene *sce, Render *re)
{
  /* Setup output buffer. */
  int width = sp->sizex;
  int height = sp->sizey;

  /* This is needed otherwise no RenderResult is created. */
  sce->r.scemode &= ~R_BUTS_PREVIEW;
  RE_InitState(re, NULL, &sce->r, &sce->view_layers, NULL, width, height, NULL);
  RE_SetScene(re, sce);

  /* Create buffer in empty RenderView created in the init step. */
  RenderResult *rr = RE_AcquireResultWrite(re);
  RenderView *rv = (RenderView *)rr->views.first;
  rv->rectf = MEM_callocN(sizeof(float) * 4 * width * height, "texture render result");
  RE_ReleaseResult(re);

  /* Get texture image pool (if any) */
  struct ImagePool *img_pool = BKE_image_pool_new();
  BKE_texture_fetch_images_for_pool(tex, img_pool);

  /* Fill in image buffer. */
  float *rect_float = rv->rectf;
  float tex_coord[3] = {0.0f, 0.0f, 0.0f};
  bool color_manage = true;

  for (int y = 0; y < height; y++) {
    /* Tex coords between -1.0f and 1.0f. */
    tex_coord[1] = ((float)y / (float)height) * 2.0f - 1.0f;

    for (int x = 0; x < width; x++) {
      tex_coord[0] = ((float)x / (float)height) * 2.0f - 1.0f;

      /* Evaluate texture at tex_coord .*/
      TexResult texres = {0};
      BKE_texture_get_value_ex(sce, tex, tex_coord, &texres, img_pool, color_manage);

      rect_float[0] = texres.tr;
      rect_float[1] = texres.tg;
      rect_float[2] = texres.tb;
      rect_float[3] = 1.0f;

      rect_float += 4;
    }

    /* Check if we should cancel texture preview. */
    if (shader_preview_break(sp)) {
      break;
    }
  }

  BKE_image_pool_free(img_pool);
}
コード例 #3
0
void CompositorOperation::deinitExecution()
{
	if (!this->m_active)
		return;

	if (!isBreaked()) {
		Render *re = RE_GetRender(this->m_sceneName);
		RenderResult *rr = RE_AcquireResultWrite(re);

		if (rr) {
			if (rr->rectf != NULL) {
				MEM_freeN(rr->rectf);
			}
			rr->rectf = this->m_outputBuffer;
			if (rr->rectz != NULL) {
				MEM_freeN(rr->rectz);
			}
			rr->rectz = this->m_depthBuffer;
		}
		else {
			if (this->m_outputBuffer) {
				MEM_freeN(this->m_outputBuffer);
			}
			if (this->m_depthBuffer) {
				MEM_freeN(this->m_depthBuffer);
			}
		}

		if (re) {
			RE_ReleaseResult(re);
			re = NULL;
		}

		BLI_lock_thread(LOCK_DRAW_IMAGE);
		BKE_image_signal(BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"), NULL, IMA_SIGNAL_FREE);
		BLI_unlock_thread(LOCK_DRAW_IMAGE);
	}
	else {
		if (this->m_outputBuffer) {
			MEM_freeN(this->m_outputBuffer);
		}
		if (this->m_depthBuffer) {
			MEM_freeN(this->m_depthBuffer);
		}
	}

	this->m_outputBuffer = NULL;
	this->m_depthBuffer = NULL;
	this->m_imageInput = NULL;
	this->m_alphaInput = NULL;
	this->m_depthInput = NULL;
}
コード例 #4
0
ファイル: render_opengl.c プロジェクト: mcgrathd/blender
static void screen_opengl_views_setup(OGLRender *oglrender)
{
	RenderResult *rr;
	RenderView *rv;
	SceneRenderView *srv;
	bool is_multiview;
	View3D *v3d = oglrender->v3d;

	RenderData *rd = &oglrender->scene->r;

	rr = RE_AcquireResultWrite(oglrender->re);

	is_multiview = screen_opengl_is_multiview(oglrender);

	if (!is_multiview) {
		/* we only have one view when multiview is off */
		rv = rr->views.first;

		if (rv == NULL) {
			rv = MEM_callocN(sizeof(RenderView), "new opengl render view");
			BLI_addtail(&rr->views, rv);
		}

		while (rv->next) {
			RenderView *rv_del = rv->next;
			BLI_remlink(&rr->views, rv_del);

			if (rv_del->rectf)
				MEM_freeN(rv_del->rectf);

			if (rv_del->rectz)
				MEM_freeN(rv_del->rectz);

			MEM_freeN(rv_del);
		}
	}
	else {
		if (!oglrender->is_sequencer)
			RE_SetOverrideCamera(oglrender->re, V3D_CAMERA_SCENE(oglrender->scene, v3d));

		/* remove all the views that are not needed */
		rv = rr->views.last;
		while (rv) {
			srv = BLI_findstring(&rd->views, rv->name, offsetof(SceneRenderView, name));
			if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
				if (rv->rectf == NULL)
					rv->rectf = MEM_callocN(sizeof(float) * 4 * oglrender->sizex * oglrender->sizey, "screen_opengl_render_init rect");
				rv = rv->prev;
			}
			else {
				RenderView *rv_del = rv;
				rv  = rv_del->prev;

				BLI_remlink(&rr->views, rv_del);

				if (rv_del->rectf)
					MEM_freeN(rv_del->rectf);

				if (rv_del->rectz)
					MEM_freeN(rv_del->rectz);

				MEM_freeN(rv_del);
			}
		}

		/* create all the views that are needed */
		for (srv = rd->views.first; srv; srv = srv->next) {
			if (BKE_scene_multiview_is_render_view_active(rd, srv) == false)
				continue;

			rv = BLI_findstring(&rr->views, srv->name, offsetof(SceneRenderView, name));

			if (rv == NULL) {
				rv = MEM_callocN(sizeof(RenderView), "new opengl render view");
				BLI_strncpy(rv->name, srv->name, sizeof(rv->name));
				BLI_addtail(&rr->views, rv);
			}
		}
	}

	for (rv = rr->views.first; rv; rv = rv->next) {
		if (rv->rectf == NULL) {
			rv->rectf = MEM_callocN(sizeof(float) * 4 * oglrender->sizex * oglrender->sizey, "screen_opengl_render_init rect");
		}
	}

	BLI_lock_thread(LOCK_DRAW_IMAGE);
	if (is_multiview && BKE_scene_multiview_is_stereo3d(rd)) {
		oglrender->ima->flag |= IMA_IS_STEREO;
	}
	else {
		oglrender->ima->flag &= ~IMA_IS_STEREO;
		oglrender->iuser.flag &= ~IMA_SHOW_STEREO;
	}
	BLI_unlock_thread(LOCK_DRAW_IMAGE);

	RE_ReleaseResult(oglrender->re);
}
コード例 #5
0
ファイル: render_opengl.c プロジェクト: diosney/blender
static int 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);
	RenderResult *rr;
	GPUOffScreen *ofs;
	OGLRender *oglrender;
	int sizex, sizey;
	short is_view_context = RNA_boolean_get(op->ptr, "view_context");
	const short is_animation = RNA_boolean_get(op->ptr, "animation");
	const short is_sequencer = RNA_boolean_get(op->ptr, "sequencer");
	const short 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 0;
	}

	/* ensure we have a 3d view */

	if (!ED_view3d_context_activate(C)) {
		RNA_boolean_set(op->ptr, "view_context", FALSE);
		is_view_context = 0;
	}

	/* only one render job at a time */
	if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER))
		return 0;
	
	if (!is_view_context && scene->camera == NULL) {
		BKE_report(op->reports, RPT_ERROR, "Scene has no camera");
		return 0;
	}

	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 0;
	}

	/* 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 0;
	}

	/* 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->obcenter_dia_back = U.obcenter_dia;
	U.obcenter_dia = 0;

	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;

	}

	/* 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);

	rr = RE_AcquireResultWrite(oglrender->re);
	if (rr->rectf == NULL)
		rr->rectf = MEM_callocN(sizeof(float) * 4 * sizex * sizey, "screen_opengl_render_init rect");
	RE_ReleaseResult(oglrender->re);

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

	return 1;
}