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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
30 /** \file RE_pipeline.h
37 #include "DNA_listBase.h"
38 #include "DNA_vec_types.h"
39 #include "RNA_types.h"
48 struct RenderEngineType;
53 struct SceneRenderLayer;
55 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
56 /* this include is what is exposed of render to outside world */
57 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
62 /* only used as handle */
63 typedef struct Render Render;
65 /* Render Result usage:
67 - render engine allocates/frees and delivers raw floating point rects
68 - right now it's full rects, but might become tiles or file
69 - the display client has to allocate display rects, sort out what to display,
70 and how it's converted
73 typedef struct RenderPass {
74 struct RenderPass *next, *prev;
75 int passtype, channels;
76 char name[16]; /* amount defined in openexr_multi.h */
77 char chan_id[8]; /* amount defined in openexr_multi.h */
82 /* a renderlayer is a full image, but with all passes and samples */
83 /* size of the rects is defined in RenderResult */
84 /* after render, the Combined pass is in rectf, for renderlayers read from files it is a real pass */
85 typedef struct RenderLayer {
86 struct RenderLayer *next, *prev;
88 /* copy of RenderData */
89 char name[RE_MAXNAME];
90 unsigned int lay, lay_zmask;
91 int layflag, passflag, pass_xor;
93 struct Material *mat_override;
94 struct Group *light_override;
96 float *rectf; /* 4 float, standard rgba buffer (read not above!) */
97 float *acolrect; /* 4 float, optional transparent buffer, needs storage for display updates */
98 float *scolrect; /* 4 float, optional strand buffer, needs storage for display updates */
105 typedef struct RenderResult {
106 struct RenderResult *next, *prev;
108 /* target image size */
110 short crop, sample_nr;
112 /* optional, 32 bits version of picture, used for ogl render and image curves */
114 /* if this exists, a copy of one of layers, or result of composited layers */
116 /* if this exists, a copy of one of layers, or result of composited layers */
119 /* coordinates within final image (after cropping) */
121 /* offset to apply to get a border render in full image */
124 /* the main buffers */
127 /* allowing live updates: */
128 volatile rcti renrect;
129 volatile RenderLayer *renlay;
131 /* optional saved endresult on disk */
134 /* for render results in Image, verify validity for sequences */
137 /* for acquire image, to indicate if it there is a combined layer */
140 /* render info text */
146 typedef struct RenderStats {
148 int totface, totvert, totstrand, tothalo, totlamp, totpart;
149 short curfield, curblur, curpart, partsdone, convertdone;
150 double starttime, lastframetime;
151 const char *infostr, *statstr;
156 /* *********************** API ******************** */
158 /* the name is used as identifier, so elsewhere in blender the result can retrieved */
159 /* calling a new render with same name, frees automatic existing render */
160 struct Render *RE_NewRender (const char *name);
161 struct Render *RE_GetRender(const char *name);
163 /* returns 1 while render is working (or renders called from within render) */
164 int RE_RenderInProgress(struct Render *re);
166 /* assign default dummy callbacks */
167 void RE_InitRenderCB(struct Render *re);
169 /* use free render as signal to do everything over (previews) */
170 void RE_FreeRender (struct Render *re);
171 /* only called on exit */
172 void RE_FreeAllRender (void);
174 /* get results and statistics */
175 void RE_FreeRenderResult(struct RenderResult *rr);
176 struct RenderResult *RE_AcquireResultRead(struct Render *re);
177 struct RenderResult *RE_AcquireResultWrite(struct Render *re);
178 void RE_ReleaseResult(struct Render *re);
179 void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr);
180 void RE_ReleaseResultImage(struct Render *re);
181 void RE_SwapResult(struct Render *re, struct RenderResult **rr);
182 struct RenderStats *RE_GetStats(struct Render *re);
183 void RE_ResultGet32(struct Render *re, unsigned int *rect);
184 struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
185 float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
187 /* obligatory initialize call, disprect is optional */
188 void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, struct SceneRenderLayer *srl, int winx, int winy, rcti *disprect);
190 /* use this to change disprect of active render */
191 void RE_SetDispRect (struct Render *re, rcti *disprect);
193 /* set up the viewplane/perspective matrix, three choices */
194 struct Object *RE_GetCamera(struct Render *re); /* return camera override if set */
195 void RE_SetCamera(struct Render *re, struct Object *camera);
196 void RE_SetWindow (struct Render *re, rctf *viewplane, float clipsta, float clipend);
197 void RE_SetOrtho (struct Render *re, rctf *viewplane, float clipsta, float clipend);
198 void RE_SetPixelSize(struct Render *re, float pixsize);
200 /* option to set viewmatrix before making dbase */
201 void RE_SetView (struct Render *re, float mat[][4]);
203 /* make or free the dbase */
204 void RE_Database_FromScene(struct Render *re, struct Main *bmain, struct Scene *scene, unsigned int lay, int use_camera_view);
205 void RE_Database_Free (struct Render *re);
207 /* project dbase again, when viewplane/perspective changed */
208 void RE_DataBase_ApplyWindow(struct Render *re);
210 /* override the scene setting for amount threads, commandline */
211 void RE_set_max_threads(int threads);
213 /* set the render threads based on the commandline and autothreads setting */
214 void RE_init_threadcount(Render *re);
216 /* the main processor, assumes all was set OK! */
217 void RE_TileProcessor(struct Render *re);
219 /* only RE_NewRender() needed, main Blender render calls */
220 void RE_BlenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct SceneRenderLayer *srl, struct Object *camera_override, unsigned int lay, int frame, const short write_still);
221 void RE_BlenderAnim(struct Render *re, struct Main *bmain, struct Scene *scene, struct Object *camera_override, unsigned int lay, int sfra, int efra, int tfra, struct ReportList *reports);
223 /* main preview render call */
224 void RE_PreviewRender(struct Render *re, struct Main *bmain, struct Scene *scene);
226 void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
227 void RE_WriteRenderResult(RenderResult *rr, const char *filename, int compress);
228 struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
230 /* do a full sample buffer compo */
231 void RE_MergeFullSample(struct Render *re, struct Main *bmain, struct Scene *sce, struct bNodeTree *ntree);
233 /* ancient stars function... go away! */
234 void RE_make_stars(struct Render *re, struct Scene *scenev3d, void (*initfunc)(void),
235 void (*vertexfunc)(float*), void (*termfunc)(void));
237 /* display and event callbacks */
238 void RE_display_init_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
239 void RE_display_clear_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
240 void RE_display_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile struct rcti *rect));
241 void RE_stats_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
242 void RE_progress_cb (struct Render *re, void *handle, void (*f)(void *handle, float));
243 void RE_draw_lock_cb (struct Render *re, void *handle, void (*f)(void *handle, int));
244 void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
245 void RE_error_cb (struct Render *re, void *handle, void (*f)(void *handle, const char *str));
247 /* should move to kernel once... still unsure on how/where */
248 float RE_filter_value(int type, float x);
249 /* vector blur zbuffer method */
250 void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect);
252 /* shaded view or baking options */
253 #define RE_BAKE_LIGHT 0
254 #define RE_BAKE_ALL 1
256 #define RE_BAKE_NORMALS 3
257 #define RE_BAKE_TEXTURE 4
258 #define RE_BAKE_DISPLACEMENT 5
259 #define RE_BAKE_SHADOW 6
261 void RE_Database_Baking(struct Render *re, struct Main *bmain, struct Scene *scene, unsigned int lay, int type, struct Object *actob);
263 void RE_DataBase_GetView(struct Render *re, float mat[][4]);
264 void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[][4]);
265 struct Scene *RE_GetScene(struct Render *re);
267 /* External Engine */
269 #define RE_INTERNAL 1
271 #define RE_DO_PREVIEW 4
274 extern ListBase R_engines;
276 typedef struct RenderEngineType {
277 struct RenderEngineType *next, *prev;
280 char idname[64]; // best keep the same size as BKE_ST_MAXNAME
284 void (*render)(struct RenderEngine *engine, struct Scene *scene);
286 /* RNA integration */
290 typedef struct RenderEngine {
291 RenderEngineType *type;
296 void RE_layer_load_from_file(RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
297 void RE_result_load_from_file(RenderResult *result, struct ReportList *reports, const char *filename);
299 struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h);
300 void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
301 void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result);
303 int RE_engine_test_break(RenderEngine *engine);
304 void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
306 void RE_engines_init(void);
307 void RE_engines_exit(void);
309 int RE_is_rendering_allowed(struct Scene *scene, struct Object *camera_override, void *erh, void (*error)(void *handle, const char *str));
311 #endif /* RE_PIPELINE_H */