4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 * The Original Code is Copyright (C) 2006 Blender Foundation.
21 * All rights reserved.
23 * The Original Code is: all of this file.
25 * Contributor(s): none yet.
27 * ***** END GPL LICENSE BLOCK *****
33 #include "DNA_listBase.h"
34 #include "DNA_vec_types.h"
35 #include "BKE_utildefines.h"
36 #include "RNA_types.h"
44 struct RenderEngineType;
48 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
49 /* this include is what is exposed of render to outside world */
50 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
55 /* only used as handle */
56 typedef struct Render Render;
58 /* Render Result usage:
60 - render engine allocates/frees and delivers raw floating point rects
61 - right now it's full rects, but might become tiles or file
62 - the display client has to allocate display rects, sort out what to display,
63 and how it's converted
66 typedef struct RenderPass {
67 struct RenderPass *next, *prev;
68 int passtype, channels;
69 char name[16]; /* amount defined in openexr_multi.h */
70 char chan_id[8]; /* amount defined in openexr_multi.h */
75 /* a renderlayer is a full image, but with all passes and samples */
76 /* size of the rects is defined in RenderResult */
77 /* after render, the Combined pass is in rectf, for renderlayers read from files it is a real pass */
78 typedef struct RenderLayer {
79 struct RenderLayer *next, *prev;
81 /* copy of RenderData */
82 char name[RE_MAXNAME];
83 unsigned int lay, lay_zmask;
84 int layflag, passflag, pass_xor;
86 struct Material *mat_override;
87 struct Group *light_override;
89 float *rectf; /* 4 float, standard rgba buffer (read not above!) */
90 float *acolrect; /* 4 float, optional transparent buffer, needs storage for display updates */
91 float *scolrect; /* 4 float, optional strand buffer, needs storage for display updates */
98 typedef struct RenderResult {
99 struct RenderResult *next, *prev;
101 /* target image size */
103 short crop, sample_nr;
105 /* optional, 32 bits version of picture, used for ogl render and image curves */
107 /* if this exists, a copy of one of layers, or result of composited layers */
109 /* if this exists, a copy of one of layers, or result of composited layers */
112 /* coordinates within final image (after cropping) */
114 /* offset to apply to get a border render in full image */
117 /* the main buffers */
120 /* allowing live updates: */
121 volatile rcti renrect;
122 volatile RenderLayer *renlay;
124 /* optional saved endresult on disk */
127 /* for render results in Image, verify validity for sequences */
133 typedef struct RenderStats {
135 int totface, totvert, totstrand, tothalo, totlamp, totpart;
136 short curfield, curblur, curpart, partsdone, convertdone;
137 double starttime, lastframetime;
138 char *infostr, *statstr, scenename[32];
142 /* *********************** API ******************** */
144 /* the name is used as identifier, so elsewhere in blender the result can retrieved */
145 /* calling a new render with same name, frees automatic existing render */
146 struct Render *RE_NewRender (const char *name);
147 struct Render *RE_GetRender(const char *name);
149 /* returns 1 while render is working (or renders called from within render) */
150 int RE_RenderInProgress(struct Render *re);
152 /* use free render as signal to do everything over (previews) */
153 void RE_FreeRender (struct Render *re);
154 /* only called on exit */
155 void RE_FreeAllRender (void);
157 /* get results and statistics */
158 void RE_FreeRenderResult(struct RenderResult *rr);
159 struct RenderResult *RE_GetResult(struct Render *re);
160 void RE_GetResultImage(struct Render *re, struct RenderResult *rr);
161 struct RenderStats *RE_GetStats(struct Render *re);
162 void RE_ResultGet32(struct Render *re, unsigned int *rect);
163 struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
164 float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
166 /* obligatory initialize call, disprect is optional */
167 void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, int winx, int winy, rcti *disprect);
169 /* use this to change disprect of active render */
170 void RE_SetDispRect (struct Render *re, rcti *disprect);
172 /* set up the viewplane/perspective matrix, three choices */
173 void RE_SetCamera(struct Render *re, struct Object *camera);
174 void RE_SetWindow (struct Render *re, rctf *viewplane, float clipsta, float clipend);
175 void RE_SetOrtho (struct Render *re, rctf *viewplane, float clipsta, float clipend);
176 void RE_SetPixelSize(struct Render *re, float pixsize);
178 /* option to set viewmatrix before making dbase */
179 void RE_SetView (struct Render *re, float mat[][4]);
181 /* make or free the dbase */
182 void RE_Database_FromScene(struct Render *re, struct Scene *scene, int use_camera_view);
183 void RE_Database_Free (struct Render *re);
185 /* project dbase again, when viewplane/perspective changed */
186 void RE_DataBase_ApplyWindow(struct Render *re);
188 /* override the scene setting for amount threads, commandline */
189 void RE_set_max_threads(int threads);
191 /* set the render threads based on the commandline and autothreads setting */
192 void RE_init_threadcount(Render *re);
194 /* the main processor, assumes all was set OK! */
195 void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
197 /* only RE_NewRender() needed, main Blender render calls */
198 void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame);
199 void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra);
201 void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
202 void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
203 struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
205 /* do a full sample buffer compo */
206 void RE_MergeFullSample(struct Render *re, struct Scene *sce, struct bNodeTree *ntree);
208 /* ancient stars function... go away! */
209 void RE_make_stars(struct Render *re, struct Scene *scenev3d, void (*initfunc)(void),
210 void (*vertexfunc)(float*), void (*termfunc)(void));
212 /* display and event callbacks */
213 void RE_display_init_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
214 void RE_display_clear_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
215 void RE_display_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile struct rcti *rect));
216 void RE_stats_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
217 void RE_timecursor_cb (struct Render *re, void *handle, void (*f)(void *handle, int));
218 void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
219 void RE_error_cb (struct Render *re, void *handle, void (*f)(void *handle, char *str));
221 /* should move to kernel once... still unsure on how/where */
222 float RE_filter_value(int type, float x);
223 /* vector blur zbuffer method */
224 void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect);
226 /* shaded view or baking options */
227 #define RE_BAKE_LIGHT 0
228 #define RE_BAKE_ALL 1
230 #define RE_BAKE_NORMALS 3
231 #define RE_BAKE_TEXTURE 4
232 #define RE_BAKE_DISPLACEMENT 5
233 #define RE_BAKE_SHADOW 6
235 void RE_Database_Baking(struct Render *re, struct Scene *scene, int type, struct Object *actob);
237 void RE_DataBase_GetView(struct Render *re, float mat[][4]);
238 void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[][4]);
239 struct Scene *RE_GetScene(struct Render *re);
241 /* External Engine */
243 #define RE_INTERNAL 1
246 extern ListBase R_engines;
248 typedef struct RenderEngineType {
249 struct RenderEngineType *next, *prev;
256 void (*render)(struct RenderEngine *engine, struct Scene *scene);
258 /* RNA integration */
262 typedef struct RenderEngine {
263 RenderEngineType *type;
268 struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h);
269 void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
270 void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result);
272 int RE_engine_test_break(RenderEngine *engine);
273 void RE_engine_update_stats(RenderEngine *engine, char *stats, char *info);
275 void RE_engines_init(void);
276 void RE_engines_exit(void);
278 #endif /* RE_PIPELINE_H */