/* 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 */ envre->r = re->r; envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR); envre->r.layers.first = envre->r.layers.last = NULL; 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_draw = re->display_draw; envre->ddh = re->ddh; envre->test_break = re->test_break; envre->tbh = re->tbh; /* 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; }
/* 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); }
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; } }
static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress)) { RenderPreview *rp = customdata; Render *re; RenderStats *rstats; RenderData rdata; rctf viewplane; rcti cliprct; float clipsta, clipend, pixsize; bool orth, restore = 0; char name[32]; int update_flag; update_flag = rp->engine->job_update_flag; rp->engine->job_update_flag = 0; //printf("ma %d res %d view %d db %d\n", update_flag & PR_UPDATE_MATERIAL, update_flag & PR_UPDATE_RENDERSIZE, update_flag & PR_UPDATE_VIEW, update_flag & PR_UPDATE_DATABASE); G.is_break = FALSE; if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth)) return; rp->stop = stop; rp->do_update = do_update; // printf("Enter previewrender\n"); /* ok, are we rendering all over? */ sprintf(name, "View3dPreview %p", (void *)rp->ar); re = rp->engine->re = RE_GetRender(name); /* set this always, rp is different for each job */ RE_test_break_cb(re, rp, render_view3d_break); RE_display_draw_cb(re, rp, render_view3d_draw_update); RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb); rstats = RE_GetStats(re); if ((update_flag & (PR_UPDATE_RENDERSIZE | PR_UPDATE_DATABASE)) || rstats->convertdone == 0) { /* no osa, blur, seq, layers, etc for preview render */ rdata = rp->scene->r; rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA); rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE); rdata.scemode |= R_VIEWPORT_PREVIEW; /* we do use layers, but only active */ rdata.scemode |= R_SINGLE_LAYER; /* initalize always */ if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) { rdata.mode |= R_BORDER; RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct); } else RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL); } if (orth) RE_SetOrtho(re, &viewplane, clipsta, clipend); else RE_SetWindow(re, &viewplane, clipsta, clipend); RE_SetPixelSize(re, pixsize); if ((update_flag & PR_UPDATE_DATABASE) || rstats->convertdone == 0) { unsigned int lay = rp->scene->lay; /* allow localview render for objects with lights in normal layers */ if (rp->v3d->lay & 0xFF000000) lay |= rp->v3d->lay; else lay = rp->v3d->lay; RE_SetView(re, rp->viewmat); /* copying blender data while main thread is locked, to avoid crashes */ WM_job_main_thread_lock_acquire(rp->job); RE_Database_Free(re); RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0); // 0= dont use camera view WM_job_main_thread_lock_release(rp->job); /* do preprocessing like building raytree, shadows, volumes, SSS */ RE_Database_Preprocess(re); /* conversion not completed, need to do it again */ if (!rstats->convertdone) { if (render_view3d_is_valid(rp)) { rp->engine->job_update_flag |= PR_UPDATE_DATABASE; } } // printf("dbase update\n"); } else { // printf("dbase rotate\n"); RE_DataBase_IncrementalView(re, rp->viewmat, 0); restore = 1; } RE_DataBase_ApplyWindow(re); /* OK, can we enter render code? */ if (rstats->convertdone) { RE_TileProcessor(re); /* always rotate back */ if (restore) RE_DataBase_IncrementalView(re, rp->viewmat, 1); } }
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; }