2 * ***** BEGIN GPL LICENSE BLOCK *****
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 * The Original Code is Copyright (C) 2006 Blender Foundation.
19 * All rights reserved.
21 * The Original Code is: all of this file.
23 * Contributor(s): none yet.
25 * ***** END GPL LICENSE BLOCK *****
28 /** \file blender/render/intern/source/pipeline.c
39 #include "DNA_anim_types.h"
40 #include "DNA_group_types.h"
41 #include "DNA_image_types.h"
42 #include "DNA_node_types.h"
43 #include "DNA_object_types.h"
44 #include "DNA_particle_types.h"
45 #include "DNA_scene_types.h"
46 #include "DNA_sequence_types.h"
47 #include "DNA_userdef_types.h"
49 #include "MEM_guardedalloc.h"
53 #include "BLI_listbase.h"
54 #include "BLI_string.h"
55 #include "BLI_path_util.h"
56 #include "BLI_timecode.h"
57 #include "BLI_fileops.h"
58 #include "BLI_threads.h"
60 #include "BLI_callbacks.h"
62 #include "BLT_translation.h"
64 #include "BKE_animsys.h" /* <------ should this be here?, needed for sequencer update */
65 #include "BKE_camera.h"
66 #include "BKE_colortools.h"
67 #include "BKE_depsgraph.h"
68 #include "BKE_global.h"
69 #include "BKE_image.h"
70 #include "BKE_library.h"
71 #include "BKE_library_remap.h"
73 #include "BKE_modifier.h"
75 #include "BKE_pointcache.h"
76 #include "BKE_report.h"
77 #include "BKE_scene.h"
78 #include "BKE_sequencer.h"
79 #include "BKE_sound.h"
80 #include "BKE_writeavi.h" /* <------ should be replaced once with generic movie module */
81 #include "BKE_object.h"
84 #include "IMB_colormanagement.h"
85 #include "IMB_imbuf.h"
86 #include "IMB_imbuf_types.h"
87 #include "IMB_metadata.h"
89 #include "RE_engine.h"
90 #include "RE_pipeline.h"
93 # include "FRS_freestyle.h"
96 #include "DEG_depsgraph.h"
99 #include "render_result.h"
100 #include "render_types.h"
101 #include "renderpipeline.h"
102 #include "renderdatabase.h"
103 #include "rendercore.h"
104 #include "initrender.h"
105 #include "pixelblending.h"
110 * 1) Initialize state
111 * - state data, tables
112 * - movie/image file init
113 * - everything that doesn't change during animation
116 * - camera, world, matrices
117 * - make render verts, faces, halos, strands
118 * - everything can change per frame/field
120 * 3) Render Processor
122 * - tiles, rect, baking
123 * - layers/tiles optionally to disk or directly in Render Result
125 * 4) Composite Render Result
126 * - also read external files etc
129 * - save file or append in movie
134 /* ********* globals ******** */
136 /* here we store all renders */
139 } RenderGlobal = {{NULL, NULL}};
141 /* hardcopy of current render, used while rendering for speed */
144 /* ********* alloc and free ******** */
146 static int do_write_image_or_movie(Render *re, Main *bmain, Scene *scene, bMovieHandle *mh, const int totvideos, const char *name_override);
148 static volatile int g_break = 0;
149 static int thread_break(void *UNUSED(arg))
154 /* default callbacks, set in each new render */
155 static void result_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr)) {}
156 static void result_rcti_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect)) {}
157 static void current_scene_nothing(void *UNUSED(arg), Scene *UNUSED(scene)) {}
158 static void stats_nothing(void *UNUSED(arg), RenderStats *UNUSED(rs)) {}
159 static void float_nothing(void *UNUSED(arg), float UNUSED(val)) {}
160 static int default_break(void *UNUSED(arg)) { return G.is_break == true; }
162 static void stats_background(void *UNUSED(arg), RenderStats *rs)
164 uintptr_t mem_in_use, mmap_in_use, peak_memory;
165 float megs_used_memory, mmap_used_memory, megs_peak_memory;
166 char info_time_str[32];
168 mem_in_use = MEM_get_memory_in_use();
169 mmap_in_use = MEM_get_mapped_memory_in_use();
170 peak_memory = MEM_get_peak_memory();
172 megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
173 mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
174 megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
176 fprintf(stdout, IFACE_("Fra:%d Mem:%.2fM (%.2fM, Peak %.2fM) "), rs->cfra,
177 megs_used_memory, mmap_used_memory, megs_peak_memory);
180 fprintf(stdout, IFACE_("Field %d "), rs->curfield);
182 fprintf(stdout, IFACE_("Blur %d "), rs->curblur);
184 BLI_timecode_string_from_time_simple(info_time_str, sizeof(info_time_str), PIL_check_seconds_timer() - rs->starttime);
185 fprintf(stdout, IFACE_("| Time:%s | "), info_time_str);
188 fprintf(stdout, "%s", rs->infostr);
192 fprintf(stdout, IFACE_("Sce: %s Ve:%d Fa:%d Ha:%d La:%d"),
193 rs->scene_name, rs->totvert, rs->totface, rs->tothalo, rs->totlamp);
195 fprintf(stdout, IFACE_("Sce: %s Ve:%d Fa:%d La:%d"), rs->scene_name, rs->totvert, rs->totface, rs->totlamp);
198 /* Flush stdout to be sure python callbacks are printing stuff after blender. */
201 BLI_callback_exec(G.main, NULL, BLI_CB_EVT_RENDER_STATS);
207 static void render_print_save_message(
208 ReportList *reports, const char *name, int ok, int err)
211 /* no need to report, just some helpful console info */
212 printf("Saved: '%s'\n", name);
215 /* report on error since users will want to know what failed */
216 BKE_reportf(reports, RPT_ERROR, "Render error (%s) cannot save: '%s'", strerror(err), name);
220 static int render_imbuf_write_stamp_test(
222 Scene *scene, struct RenderResult *rr, ImBuf *ibuf, const char *name,
223 const ImageFormatData *imf, bool stamp)
228 /* writes the name of the individual cameras */
229 ok = BKE_imbuf_write_stamp(scene, rr, ibuf, name, imf);
232 ok = BKE_imbuf_write(ibuf, name, imf);
235 render_print_save_message(reports, name, ok, errno);
240 void RE_FreeRenderResult(RenderResult *res)
242 render_result_free(res);
245 float *RE_RenderLayerGetPass(volatile RenderLayer *rl, const char *name, const char *viewname)
247 RenderPass *rpass = RE_pass_find_by_name(rl, name, viewname);
248 return rpass ? rpass->rect : NULL;
251 RenderLayer *RE_GetRenderLayer(RenderResult *rr, const char *name)
257 return BLI_findstring(&rr->layers, name, offsetof(RenderLayer, name));
261 bool RE_HasSingleLayer(Render *re)
263 return (re->r.scemode & R_SINGLE_LAYER);
266 RenderResult *RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty)
268 return render_result_new_from_exr(exrhandle, colorspace, predivide, rectx, recty);
271 RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
273 SceneRenderLayer *srl = BLI_findlink(&re->r.layers, re->r.actlay);
276 RenderLayer *rl = BLI_findstring(&rr->layers,
278 offsetof(RenderLayer, name));
285 return rr->layers.first;
288 static int render_scene_needs_vector(Render *re)
290 SceneRenderLayer *srl;
292 for (srl = re->r.layers.first; srl; srl = srl->next)
293 if (!(srl->layflag & SCE_LAY_DISABLE))
294 if (srl->passflag & SCE_PASS_VECTOR)
300 static bool render_scene_has_layers_to_render(Scene *scene)
302 SceneRenderLayer *srl;
303 for (srl = scene->r.layers.first; srl; srl = srl->next) {
304 if (!(srl->layflag & SCE_LAY_DISABLE)) {
311 /* *************************************************** */
313 Render *RE_GetRender(const char *name)
317 /* search for existing renders */
318 for (re = RenderGlobal.renderlist.first; re; re = re->next)
319 if (STREQLEN(re->name, name, RE_MAXNAME))
325 /* if you want to know exactly what has been done */
326 RenderResult *RE_AcquireResultRead(Render *re)
329 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
336 RenderResult *RE_AcquireResultWrite(Render *re)
339 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
346 void RE_SwapResult(Render *re, RenderResult **rr)
348 /* for keeping render buffers */
350 SWAP(RenderResult *, re->result, *rr);
355 void RE_ReleaseResult(Render *re)
358 BLI_rw_mutex_unlock(&re->resultmutex);
361 /* displist.c util.... */
362 Scene *RE_GetScene(Render *re)
370 * Same as #RE_AcquireResultImage but creating the necessary views to store the result
371 * fill provided result struct with a copy of thew views of what is done so far the
372 * #RenderResult.views #ListBase needs to be freed after with #RE_ReleaseResultImageViews
374 void RE_AcquireResultImageViews(Render *re, RenderResult *rr)
376 memset(rr, 0, sizeof(RenderResult));
379 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
383 RenderView *rv, *rview;
385 rr->rectx = re->result->rectx;
386 rr->recty = re->result->recty;
388 /* creates a temporary duplication of views */
389 render_result_views_shallowcopy(rr, re->result);
391 rv = rr->views.first;
392 rr->have_combined = (rv->rectf != NULL);
395 rl = render_get_active_layer(re, re->result);
398 if (rv->rectf == NULL) {
399 for (rview = (RenderView *)rr->views.first; rview; rview = rview->next) {
400 rview->rectf = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, rview->name);
404 if (rv->rectz == NULL) {
405 for (rview = (RenderView *)rr->views.first; rview; rview = rview->next) {
406 rview->rectz = RE_RenderLayerGetPass(rl, RE_PASSNAME_Z, rview->name);
411 rr->layers = re->result->layers;
412 rr->xof = re->disprect.xmin;
413 rr->yof = re->disprect.ymin;
414 rr->stamp_data = re->result->stamp_data;
419 /* clear temporary renderresult struct */
420 void RE_ReleaseResultImageViews(Render *re, RenderResult *rr)
424 render_result_views_shallowdelete(rr);
426 BLI_rw_mutex_unlock(&re->resultmutex);
430 /* fill provided result struct with what's currently active or done */
431 /* this RenderResult struct is the only exception to the rule of a RenderResult */
432 /* always having at least one RenderView */
433 void RE_AcquireResultImage(Render *re, RenderResult *rr, const int view_id)
435 memset(rr, 0, sizeof(RenderResult));
438 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
444 rr->rectx = re->result->rectx;
445 rr->recty = re->result->recty;
448 rv = RE_RenderViewGetById(re->result, view_id);
449 rr->have_combined = (rv->rectf != NULL);
451 rr->rectf = rv->rectf;
452 rr->rectz = rv->rectz;
453 rr->rect32 = rv->rect32;
456 rl = render_get_active_layer(re, re->result);
459 if (rv->rectf == NULL)
460 rr->rectf = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, rv->name);
462 if (rv->rectz == NULL)
463 rr->rectz = RE_RenderLayerGetPass(rl, RE_PASSNAME_Z, rv->name);
466 rr->layers = re->result->layers;
467 rr->views = re->result->views;
469 rr->xof = re->disprect.xmin;
470 rr->yof = re->disprect.ymin;
472 rr->stamp_data = re->result->stamp_data;
477 void RE_ReleaseResultImage(Render *re)
480 BLI_rw_mutex_unlock(&re->resultmutex);
483 /* caller is responsible for allocating rect in correct size! */
484 void RE_ResultGet32(Render *re, unsigned int *rect)
487 const int view_id = BKE_scene_multiview_view_id_get(&re->r, re->viewname);
489 RE_AcquireResultImageViews(re, &rres);
490 render_result_rect_get_pixels(&rres, rect, re->rectx, re->recty, &re->scene->view_settings, &re->scene->display_settings, view_id);
491 RE_ReleaseResultImageViews(re, &rres);
494 /* caller is responsible for allocating rect in correct size! */
495 /* Only for acquired results, for lock */
496 void RE_AcquiredResultGet32(Render *re, RenderResult *result, unsigned int *rect, const int view_id)
498 render_result_rect_get_pixels(result, rect, re->rectx, re->recty, &re->scene->view_settings, &re->scene->display_settings, view_id);
501 RenderStats *RE_GetStats(Render *re)
506 Render *RE_NewRender(const char *name)
510 /* only one render per name exists */
511 re = RE_GetRender(name);
514 /* new render data struct */
515 re = MEM_callocN(sizeof(Render), "new render");
516 BLI_addtail(&RenderGlobal.renderlist, re);
517 BLI_strncpy(re->name, name, RE_MAXNAME);
518 BLI_rw_mutex_init(&re->resultmutex);
519 BLI_rw_mutex_init(&re->partsmutex);
520 re->eval_ctx = DEG_evaluation_context_new(DAG_EVAL_RENDER);
525 /* init some variables */
531 /* MAX_ID_NAME + sizeof(Library->name) + space + null-terminator. */
532 #define MAX_SCENE_RENDER_NAME (MAX_ID_NAME + 1024 + 2)
534 static void scene_render_name_get(const Scene *scene,
535 const size_t max_size,
538 if (ID_IS_LINKED(scene)) {
539 BLI_snprintf(render_name, max_size, "%s %s",
540 scene->id.lib->id.name, scene->id.name);
543 BLI_snprintf(render_name, max_size, "%s", scene->id.name);
547 Render *RE_GetSceneRender(const Scene *scene)
549 char render_name[MAX_SCENE_RENDER_NAME];
550 scene_render_name_get(scene, sizeof(render_name), render_name);
551 return RE_GetRender(render_name);
554 Render *RE_NewSceneRender(const Scene *scene)
556 char render_name[MAX_SCENE_RENDER_NAME];
557 scene_render_name_get(scene, sizeof(render_name), render_name);
558 return RE_NewRender(render_name);
561 /* called for new renders and when finishing rendering so
562 * we always have valid callbacks on a render */
563 void RE_InitRenderCB(Render *re)
565 /* set default empty callbacks */
566 re->display_init = result_nothing;
567 re->display_clear = result_nothing;
568 re->display_update = result_rcti_nothing;
569 re->current_scene_update = current_scene_nothing;
570 re->progress = float_nothing;
571 re->test_break = default_break;
573 re->stats_draw = stats_background;
575 re->stats_draw = stats_nothing;
576 /* clear callback handles */
577 re->dih = re->dch = re->duh = re->sdh = re->prh = re->tbh = NULL;
580 /* only call this while you know it will remove the link too */
581 void RE_FreeRender(Render *re)
584 RE_engine_free(re->engine);
586 BLI_rw_mutex_end(&re->resultmutex);
587 BLI_rw_mutex_end(&re->partsmutex);
589 BLI_freelistN(&re->r.layers);
590 BLI_freelistN(&re->r.views);
592 curvemapping_free_data(&re->r.mblur_shutter_curve);
594 /* main dbase can already be invalid now, some database-free code checks it */
598 RE_Database_Free(re); /* view render can still have full database */
599 free_sample_tables(re);
601 render_result_free(re->result);
602 render_result_free(re->pushedresult);
604 BLI_remlink(&RenderGlobal.renderlist, re);
605 MEM_freeN(re->eval_ctx);
610 void RE_FreeAllRender(void)
612 while (RenderGlobal.renderlist.first) {
613 RE_FreeRender(RenderGlobal.renderlist.first);
616 #ifdef WITH_FREESTYLE
617 /* finalize Freestyle */
622 void RE_FreeAllPersistentData(void)
625 for (re = RenderGlobal.renderlist.first; re != NULL; re = re->next) {
626 if ((re->r.mode & R_PERSISTENT_DATA) != 0 && re->engine != NULL) {
627 RE_engine_free(re->engine);
633 /* on file load, free all re */
634 void RE_FreeAllRenderResults(void)
638 for (re = RenderGlobal.renderlist.first; re; re = re->next) {
639 render_result_free(re->result);
640 render_result_free(re->pushedresult);
643 re->pushedresult = NULL;
647 void RE_FreePersistentData(void)
651 /* render engines can be kept around for quick re-render, this clears all */
652 for (re = RenderGlobal.renderlist.first; re; re = re->next) {
654 /* if engine is currently rendering, just tag it to be freed when render is finished */
655 if (!(re->engine->flag & RE_ENGINE_RENDERING))
656 RE_engine_free(re->engine);
663 /* ********* initialize state ******** */
665 /* clear full sample and tile flags if needed */
666 static int check_mode_full_sample(RenderData *rd)
668 int scemode = rd->scemode;
670 if (!STREQ(rd->engine, RE_engine_id_BLENDER_RENDER) &&
671 !STREQ(rd->engine, RE_engine_id_BLENDER_GAME))
673 scemode &= ~R_FULL_SAMPLE;
676 if ((rd->mode & R_OSA) == 0)
677 scemode &= ~R_FULL_SAMPLE;
680 if (scemode & R_FULL_SAMPLE)
681 scemode |= R_EXR_TILE_FILE; /* enable automatic */
683 /* can't do this without openexr support */
684 scemode &= ~(R_EXR_TILE_FILE | R_FULL_SAMPLE);
690 static void re_init_resolution(Render *re, Render *source,
691 int winx, int winy, rcti *disprect)
695 if (source && (source->r.mode & R_BORDER)) {
696 /* eeh, doesn't seem original bordered disprect is storing anywhere
697 * after insertion on black happening in do_render_fields_blur_3d(),
698 * so for now simply re-calculate disprect using border from source
702 re->disprect.xmin = source->r.border.xmin * winx;
703 re->disprect.xmax = source->r.border.xmax * winx;
705 re->disprect.ymin = source->r.border.ymin * winy;
706 re->disprect.ymax = source->r.border.ymax * winy;
708 re->rectx = BLI_rcti_size_x(&re->disprect);
709 re->recty = BLI_rcti_size_y(&re->disprect);
711 /* copy border itself, since it could be used by external engines */
712 re->r.border = source->r.border;
715 re->disprect = *disprect;
716 re->rectx = BLI_rcti_size_x(&re->disprect);
717 re->recty = BLI_rcti_size_y(&re->disprect);
720 re->disprect.xmin = re->disprect.ymin = 0;
721 re->disprect.xmax = winx;
722 re->disprect.ymax = winy;
727 /* we clip faces with a minimum of 2 pixel boundary outside of image border. see zbuf.c */
728 re->clipcrop = 1.0f + 2.0f / (float)(re->winx > re->winy ? re->winy : re->winx);
731 void render_copy_renderdata(RenderData *to, RenderData *from)
733 BLI_freelistN(&to->layers);
734 BLI_freelistN(&to->views);
735 curvemapping_free_data(&to->mblur_shutter_curve);
739 BLI_duplicatelist(&to->layers, &from->layers);
740 BLI_duplicatelist(&to->views, &from->views);
741 curvemapping_copy_data(&to->mblur_shutter_curve, &from->mblur_shutter_curve);
744 /* what doesn't change during entire render sequence */
745 /* disprect is optional, if NULL it assumes full window render */
746 void RE_InitState(Render *re, Render *source, RenderData *rd,
747 SceneRenderLayer *srl,
748 int winx, int winy, rcti *disprect)
750 bool had_freestyle = (re->r.mode & R_EDGE_FRS) != 0;
752 re->ok = true; /* maybe flag */
754 re->i.starttime = PIL_check_seconds_timer();
756 /* copy render data and render layers for thread safety */
757 render_copy_renderdata(&re->r, rd);
760 /* reuse border flags from source renderer */
761 re->r.mode &= ~(R_BORDER | R_CROP);
762 re->r.mode |= source->r.mode & (R_BORDER | R_CROP);
764 /* dimensions shall be shared between all renderers */
765 re->r.xsch = source->r.xsch;
766 re->r.ysch = source->r.ysch;
767 re->r.size = source->r.size;
770 re_init_resolution(re, source, winx, winy, disprect);
772 /* disable border if it's a full render anyway */
773 if (re->r.border.xmin == 0.0f && re->r.border.xmax == 1.0f &&
774 re->r.border.ymin == 0.0f && re->r.border.ymax == 1.0f)
776 re->r.mode &= ~R_BORDER;
779 if (re->rectx < 1 || re->recty < 1 || (BKE_imtype_is_movie(rd->im_format.imtype) &&
780 (re->rectx < 16 || re->recty < 16) ))
782 BKE_report(re->reports, RPT_ERROR, "Image too small");
787 re->r.scemode = check_mode_full_sample(&re->r);
789 /* fullsample wants uniform osa levels */
790 if (source && (re->r.scemode & R_FULL_SAMPLE)) {
791 /* but, if source has no full sample we disable it */
792 if ((source->r.scemode & R_FULL_SAMPLE) == 0)
793 re->r.scemode &= ~R_FULL_SAMPLE;
795 re->r.osa = re->osa = source->osa;
798 /* check state variables, osa? */
799 if (re->r.mode & (R_OSA)) {
801 if (re->osa > 16) re->osa = 16;
807 int index = BLI_findindex(&rd->layers, srl);
809 re->r.actlay = index;
810 re->r.scemode |= R_SINGLE_LAYER;
814 /* always call, checks for gamma, gamma tables and jitter too */
815 make_sample_tables(re);
817 /* if preview render, we try to keep old result */
818 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
820 if (re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW)) {
821 if (had_freestyle || (re->r.mode & R_EDGE_FRS)) {
822 /* freestyle manipulates render layers so always have to free */
823 render_result_free(re->result);
826 else if (re->result) {
827 SceneRenderLayer *actsrl = BLI_findlink(&re->r.layers, re->r.actlay);
829 bool have_layer = false;
831 for (rl = re->result->layers.first; rl; rl = rl->next)
832 if (STREQ(rl->name, actsrl->name))
835 if (re->result->rectx == re->rectx && re->result->recty == re->recty &&
838 /* keep render result, this avoids flickering black tiles
839 * when the preview changes */
842 /* free because resolution changed */
843 render_result_free(re->result);
850 /* make empty render result, so display callbacks can initialize */
851 render_result_free(re->result);
852 re->result = MEM_callocN(sizeof(RenderResult), "new render result");
853 re->result->rectx = re->rectx;
854 re->result->recty = re->recty;
855 render_result_view_new(re->result, "");
858 if (re->r.scemode & R_VIEWPORT_PREVIEW)
859 re->eval_ctx->mode = DAG_EVAL_PREVIEW;
861 re->eval_ctx->mode = DAG_EVAL_RENDER;
863 /* ensure renderdatabase can use part settings correct */
866 BLI_rw_mutex_unlock(&re->resultmutex);
868 re->mblur_offs = re->field_offs = 0.f;
870 RE_init_threadcount(re);
873 /* This function is only called by view3d rendering, which doesn't support
874 * multiview at the moment. so handle only one view here */
875 static void render_result_rescale(Render *re)
877 RenderResult *result = re->result;
880 float scale_x, scale_y;
883 rv = RE_RenderViewGetById(result, 0);
884 src_rectf = rv->rectf;
886 if (src_rectf == NULL) {
887 RenderLayer *rl = render_get_active_layer(re, re->result);
889 src_rectf = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, NULL);
893 if (src_rectf != NULL) {
894 float *dst_rectf = NULL;
895 re->result = render_result_new(re,
902 if (re->result != NULL) {
903 dst_rectf = RE_RenderViewGetById(re->result, 0)->rectf;
904 if (dst_rectf == NULL) {
906 rl = render_get_active_layer(re, re->result);
908 dst_rectf = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, NULL);
912 scale_x = (float) result->rectx / re->result->rectx;
913 scale_y = (float) result->recty / re->result->recty;
914 for (x = 0; x < re->result->rectx; ++x) {
915 for (y = 0; y < re->result->recty; ++y) {
916 int src_x = x * scale_x;
917 int src_y = y * scale_y;
918 int dst_index = y * re->result->rectx + x;
919 int src_index = src_y * result->rectx + src_x;
920 copy_v4_v4(dst_rectf + dst_index * 4,
921 src_rectf + src_index * 4);
925 render_result_free(result);
929 void RE_ChangeResolution(Render *re, int winx, int winy, rcti *disprect)
931 re_init_resolution(re, NULL, winx, winy, disprect);
935 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
936 render_result_rescale(re);
937 BLI_rw_mutex_unlock(&re->resultmutex);
941 /* TODO(sergey): This is a bit hackish, used to temporary disable freestyle when
942 * doing viewport render. Needs some better integration of BI viewport rendering
945 void RE_ChangeModeFlag(Render *re, int flag, bool clear)
955 /* update some variables that can be animated, and otherwise wouldn't be due to
956 * RenderData getting copied once at the start of animation render */
957 void render_update_anim_renderdata(Render *re, RenderData *rd)
960 re->r.gauss = rd->gauss;
963 re->r.mblur_samples = rd->mblur_samples;
964 re->r.blurfac = rd->blurfac;
967 re->r.line_thickness_mode = rd->line_thickness_mode;
968 re->r.unit_line_thickness = rd->unit_line_thickness;
971 BLI_freelistN(&re->r.layers);
972 BLI_duplicatelist(&re->r.layers, &rd->layers);
975 BLI_freelistN(&re->r.views);
976 BLI_duplicatelist(&re->r.views, &rd->views);
979 void RE_SetWindow(Render *re, const rctf *viewplane, float clipsta, float clipend)
983 re->viewplane = *viewplane;
984 re->clipsta = clipsta;
985 re->clipend = clipend;
986 re->r.mode &= ~R_ORTHO;
988 perspective_m4(re->winmat,
989 re->viewplane.xmin, re->viewplane.xmax,
990 re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
994 void RE_SetOrtho(Render *re, const rctf *viewplane, float clipsta, float clipend)
998 re->viewplane = *viewplane;
999 re->clipsta = clipsta;
1000 re->clipend = clipend;
1001 re->r.mode |= R_ORTHO;
1003 orthographic_m4(re->winmat,
1004 re->viewplane.xmin, re->viewplane.xmax,
1005 re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
1008 void RE_SetView(Render *re, float mat[4][4])
1011 copy_m4_m4(re->viewmat, mat);
1012 invert_m4_m4(re->viewinv, re->viewmat);
1015 void RE_GetViewPlane(Render *re, rctf *r_viewplane, rcti *r_disprect)
1017 *r_viewplane = re->viewplane;
1019 /* make disprect zero when no border render, is needed to detect changes in 3d view render */
1020 if (re->r.mode & R_BORDER) {
1021 *r_disprect = re->disprect;
1024 BLI_rcti_init(r_disprect, 0, 0, 0, 0);
1028 void RE_GetView(Render *re, float mat[4][4])
1030 copy_m4_m4(mat, re->viewmat);
1033 /* image and movie output has to move to either imbuf or kernel */
1034 void RE_display_init_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
1036 re->display_init = f;
1039 void RE_display_clear_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
1041 re->display_clear = f;
1044 void RE_display_update_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile rcti *rect))
1046 re->display_update = f;
1049 void RE_current_scene_update_cb(Render *re, void *handle, void (*f)(void *handle, Scene *scene))
1051 re->current_scene_update = f;
1054 void RE_stats_draw_cb(Render *re, void *handle, void (*f)(void *handle, RenderStats *rs))
1059 void RE_progress_cb(Render *re, void *handle, void (*f)(void *handle, float))
1065 void RE_draw_lock_cb(Render *re, void *handle, void (*f)(void *handle, int i))
1071 void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
1078 /* ********* add object data (later) ******** */
1080 /* object is considered fully prepared on correct time etc */
1081 /* includes lights */
1083 void RE_AddObject(Render *UNUSED(re), Object *UNUSED(ob))
1089 /* *************************************** */
1091 static int render_display_update_enabled(Render *re)
1093 /* don't show preprocess for previewrender sss */
1095 return !(re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW));
1100 /* the main thread call, renders an entire part */
1101 static void *do_part_thread(void *pa_v)
1103 RenderPart *pa = pa_v;
1105 pa->status = PART_STATUS_IN_PROGRESS;
1107 /* need to return nicely all parts on esc */
1108 if (R.test_break(R.tbh) == 0) {
1110 if (!R.sss_points && (R.r.scemode & R_FULL_SAMPLE))
1111 pa->result = render_result_new_full_sample(&R, &pa->fullresult, &pa->disprect, pa->crop, RR_USE_MEM, R.viewname);
1113 pa->result = render_result_new(&R, &pa->disprect, pa->crop, RR_USE_MEM, RR_ALL_LAYERS, R.viewname);
1115 /* Copy EXR tile settings, so pipeline knows whether this is a result
1116 * for Save Buffers enabled rendering.
1118 * TODO(sergey): This actually duplicates logic with external engine, so
1119 * worth looking into more generic solution.
1121 pa->result->do_exr_tile = R.result->do_exr_tile;
1124 zbufshade_sss_tile(pa);
1126 zbufshadeDA_tile(pa);
1130 /* we do actually write pixels, but don't allocate/deallocate anything,
1131 * so it is safe with other threads reading at the same time */
1132 BLI_rw_mutex_lock(&R.resultmutex, THREAD_LOCK_READ);
1134 /* merge too on break! */
1135 if (R.result->do_exr_tile) {
1136 render_result_exr_file_merge(R.result, pa->result, R.viewname);
1138 else if (render_display_update_enabled(&R)) {
1139 /* on break, don't merge in result for preview renders, looks nicer */
1140 if (R.test_break(R.tbh) && (R.r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))) {
1144 render_result_merge(R.result, pa->result);
1148 BLI_rw_mutex_unlock(&R.resultmutex);
1151 pa->status = PART_STATUS_MERGED;
1156 /* calculus for how much 1 pixel rendered should rotate the 3d geometry */
1157 /* is not that simple, needs to be corrected for errors of larger viewplane sizes */
1158 /* called in initrender.c, RE_parts_init() and convertblender.c, for speedvectors */
1159 float panorama_pixel_rot(Render *re)
1161 float psize, phi, xfac;
1162 float borderfac = (float)BLI_rcti_size_x(&re->disprect) / (float)re->winx;
1163 int xparts = (re->rectx + re->partx - 1) / re->partx;
1165 /* size of 1 pixel mapped to viewplane coords */
1166 psize = BLI_rctf_size_x(&re->viewplane) / (float)re->winx;
1167 /* angle of a pixel */
1168 phi = atan(psize / re->clipsta);
1170 /* correction factor for viewplane shifting, first calculate how much the viewplane angle is */
1171 xfac = borderfac * BLI_rctf_size_x(&re->viewplane) / (float)xparts;
1172 xfac = atan(0.5f * xfac / re->clipsta);
1173 /* and how much the same viewplane angle is wrapped */
1174 psize = 0.5f * phi * ((float)re->partx);
1176 /* the ratio applied to final per-pixel angle */
1177 phi *= xfac / psize;
1182 /* for panorama, we render per Y slice, and update
1183 * camera parameters when we go the next slice */
1184 static bool find_next_pano_slice(Render *re, int *slice, int *minx, rctf *viewplane)
1186 RenderPart *pa, *best = NULL;
1191 if (!(re->r.mode & R_PANORAMA)) {
1192 /* for regular render, just one 'slice' */
1193 found = (*slice == 0);
1198 /* most left part of the non-rendering parts */
1199 for (pa = re->parts.first; pa; pa = pa->next) {
1200 if (pa->status == PART_STATUS_NONE && pa->nr == 0) {
1201 if (pa->disprect.xmin < *minx) {
1204 *minx = pa->disprect.xmin;
1210 float phi = panorama_pixel_rot(re);
1212 R.panodxp = (re->winx - (best->disprect.xmin + best->disprect.xmax) ) / 2;
1213 R.panodxv = (BLI_rctf_size_x(viewplane) * R.panodxp) / (float)(re->winx);
1215 /* shift viewplane */
1216 R.viewplane.xmin = viewplane->xmin + R.panodxv;
1217 R.viewplane.xmax = viewplane->xmax + R.panodxv;
1218 RE_SetWindow(re, &R.viewplane, R.clipsta, R.clipend);
1219 copy_m4_m4(R.winmat, re->winmat);
1221 /* rotate database according to part coordinates */
1222 project_renderdata(re, projectverto, 1, -R.panodxp * phi, 1);
1223 R.panosi = sinf(R.panodxp * phi);
1224 R.panoco = cosf(R.panodxp * phi);
1232 typedef struct SortRenderPart {
1237 static int sort_render_part(const void *pa1, const void *pa2) {
1238 const SortRenderPart *rpa1 = pa1;
1239 const SortRenderPart *rpa2 = pa2;
1241 if (rpa1->dist > rpa2->dist) return 1;
1242 else if (rpa1->dist < rpa2->dist) return -1;
1247 static int sort_and_queue_parts(Render *re, int minx, ThreadQueue *workqueue)
1251 /* long long int's needed because of overflow [#24414] */
1252 long long int centx = re->winx / 2, centy = re->winy / 2, tot = 1;
1255 /* find center of rendered parts, image center counts for 1 too */
1256 for (pa = re->parts.first; pa; pa = pa->next) {
1257 if (pa->status >= PART_STATUS_RENDERED) {
1258 centx += BLI_rcti_cent_x(&pa->disprect);
1259 centy += BLI_rcti_cent_y(&pa->disprect);
1262 else if (pa->status == PART_STATUS_NONE && pa->nr == 0) {
1263 if (!(re->r.mode & R_PANORAMA) || pa->disprect.xmin == minx) {
1272 SortRenderPart *sortlist = MEM_mallocN(sizeof(*sortlist) * totsort, "renderpartsort");
1275 /* prepare the list */
1276 for (pa = re->parts.first; pa; pa = pa->next) {
1277 if (pa->status == PART_STATUS_NONE && pa->nr == 0) {
1278 if (!(re->r.mode & R_PANORAMA) || pa->disprect.xmin == minx) {
1279 long long int distx = centx - BLI_rcti_cent_x(&pa->disprect);
1280 long long int disty = centy - BLI_rcti_cent_y(&pa->disprect);
1281 sortlist[i].dist = (long long int)sqrt(distx * distx + disty * disty);
1282 sortlist[i].pa = pa;
1289 qsort(sortlist, totsort, sizeof(*sortlist), sort_render_part);
1291 /* Finally flush it to the workqueue */
1292 for (i = 0; i < totsort; i++) {
1293 pa = sortlist[i].pa;
1294 pa->nr = i + 1; /* for nicest part, and for stats */
1295 BLI_thread_queue_push(workqueue, pa);
1298 MEM_freeN(sortlist);
1306 static void print_part_stats(Render *re, RenderPart *pa)
1310 BLI_snprintf(str, sizeof(str), IFACE_("%s, Part %d-%d"), re->scene->id.name + 2, pa->nr, re->i.totpart);
1311 re->i.infostr = str;
1312 re->stats_draw(re->sdh, &re->i);
1313 re->i.infostr = NULL;
1316 typedef struct RenderThread {
1317 ThreadQueue *workqueue;
1318 ThreadQueue *donequeue;
1322 void (*display_update)(void *handle, RenderResult *rr, volatile rcti *rect);
1326 static void *do_render_thread(void *thread_v)
1328 RenderThread *thread = thread_v;
1331 while ((pa = BLI_thread_queue_pop(thread->workqueue))) {
1332 pa->thread = thread->number;
1335 if (thread->display_update) {
1336 thread->display_update(thread->duh, pa->result, NULL);
1339 BLI_thread_queue_push(thread->donequeue, pa);
1341 if (R.test_break(R.tbh))
1348 static void main_render_result_end(Render *re)
1350 if (re->result->do_exr_tile) {
1351 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1352 render_result_exr_file_end(re);
1353 BLI_rw_mutex_unlock(&re->resultmutex);
1356 if (re->r.scemode & R_EXR_CACHE_FILE) {
1357 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1358 render_result_exr_file_cache_write(re);
1359 BLI_rw_mutex_unlock(&re->resultmutex);
1363 static void main_render_result_new(Render *re)
1365 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1367 /* first step; free the entire render result, make new, and/or prepare exr buffer saving */
1368 if (re->result == NULL || !(re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))) {
1369 render_result_free(re->result);
1371 if (re->sss_points && render_display_update_enabled(re))
1372 re->result = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
1373 else if (re->r.scemode & R_FULL_SAMPLE)
1374 re->result = render_result_new_full_sample(re, &re->fullresult, &re->disprect, 0, RR_USE_EXR, RR_ALL_VIEWS);
1376 re->result = render_result_new(re, &re->disprect, 0,
1377 (re->r.scemode & R_EXR_TILE_FILE) ? RR_USE_EXR : RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
1380 BLI_rw_mutex_unlock(&re->resultmutex);
1383 if (re->result->do_exr_tile) {
1384 render_result_exr_file_begin(re);
1389 static void threaded_tile_processor(Render *re)
1391 RenderThread thread[BLENDER_MAX_THREADS];
1392 ThreadQueue *workqueue, *donequeue;
1395 rctf viewplane = re->viewplane;
1396 double lastdraw, elapsed, redrawtime = 1.0f;
1397 int totpart = 0, minx = 0, slice = 0, a, wait;
1399 if (re->result == NULL)
1402 /* warning; no return here without closing exr file */
1403 RE_parts_init(re, true);
1405 /* assuming no new data gets added to dbase... */
1408 /* set threadsafe break */
1409 R.test_break = thread_break;
1411 /* create and fill work queue */
1412 workqueue = BLI_thread_queue_init();
1413 donequeue = BLI_thread_queue_init();
1415 /* for panorama we loop over slices */
1416 while (find_next_pano_slice(re, &slice, &minx, &viewplane)) {
1417 /* gather parts into queue */
1418 totpart = sort_and_queue_parts(re, minx, workqueue);
1420 BLI_thread_queue_nowait(workqueue);
1422 /* start all threads */
1423 BLI_threadpool_init(&threads, do_render_thread, re->r.threads);
1425 for (a = 0; a < re->r.threads; a++) {
1426 thread[a].workqueue = workqueue;
1427 thread[a].donequeue = donequeue;
1428 thread[a].number = a;
1430 if (render_display_update_enabled(re)) {
1431 thread[a].display_update = re->display_update;
1432 thread[a].duh = re->duh;
1435 thread[a].display_update = NULL;
1436 thread[a].duh = NULL;
1439 BLI_threadpool_insert(&threads, &thread[a]);
1442 /* wait for results to come back */
1443 lastdraw = PIL_check_seconds_timer();
1446 elapsed = PIL_check_seconds_timer() - lastdraw;
1447 wait = (redrawtime - elapsed)*1000;
1449 /* handle finished part */
1450 if ((pa=BLI_thread_queue_pop_timeout(donequeue, wait))) {
1452 print_part_stats(re, pa);
1454 render_result_free_list(&pa->fullresult, pa->result);
1457 re->progress(re->prh, re->i.partsdone / (float)re->i.totpart);
1463 /* check for render cancel */
1464 if ((g_break=re->test_break(re->tbh)))
1467 /* or done with parts */
1471 /* redraw in progress parts */
1472 elapsed = PIL_check_seconds_timer() - lastdraw;
1473 if (elapsed > redrawtime) {
1474 if (render_display_update_enabled(re))
1475 for (pa = re->parts.first; pa; pa = pa->next)
1476 if ((pa->status == PART_STATUS_IN_PROGRESS) && pa->nr && pa->result)
1477 re->display_update(re->duh, pa->result, &pa->result->renrect);
1479 lastdraw = PIL_check_seconds_timer();
1483 BLI_threadpool_end(&threads);
1485 if ((g_break=re->test_break(re->tbh)))
1490 /* review the done queue and handle all the render parts,
1491 * so no unfreed render result are lurking around
1493 BLI_thread_queue_nowait(donequeue);
1494 while ((pa = BLI_thread_queue_pop(donequeue))) {
1496 render_result_free_list(&pa->fullresult, pa->result);
1502 BLI_thread_queue_free(donequeue);
1503 BLI_thread_queue_free(workqueue);
1505 if (re->result->do_exr_tile) {
1506 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1507 render_result_save_empty_result_tiles(re);
1508 BLI_rw_mutex_unlock(&re->resultmutex);
1511 /* unset threadsafety */
1513 BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
1515 BLI_rw_mutex_unlock(&re->partsmutex);
1516 re->viewplane = viewplane; /* restore viewplane, modified by pano render */
1519 #ifdef WITH_FREESTYLE
1520 static void init_freestyle(Render *re);
1521 static void add_freestyle(Render *re, int render);
1522 static void free_all_freestyle_renders(void);
1525 /* currently only called by preview renders and envmap */
1526 void RE_TileProcessor(Render *re)
1528 main_render_result_new(re);
1529 threaded_tile_processor(re);
1531 re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
1532 re->stats_draw(re->sdh, &re->i);
1534 #ifdef WITH_FREESTYLE
1536 if (re->r.mode & R_EDGE_FRS) {
1537 if (!re->test_break(re->tbh)) {
1539 add_freestyle(re, 1);
1540 free_all_freestyle_renders();
1542 re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
1543 re->stats_draw(re->sdh, &re->i);
1550 /* ************ This part uses API, for rendering Blender scenes ********** */
1552 static void do_render_3d(Render *re)
1556 re->current_scene_update(re->suh, re->scene);
1559 if (RE_engine_render(re, 0))
1565 /* add motion blur and fields offset to frames */
1566 const int cfra_backup = re->scene->r.cfra;
1567 const float subframe_backup = re->scene->r.subframe;
1569 BKE_scene_frame_set(
1570 re->scene, (double)re->scene->r.cfra + (double)re->scene->r.subframe +
1571 (double)re->mblur_offs + (double)re->field_offs);
1573 /* init main render result */
1574 main_render_result_new(re);
1575 if (re->result == NULL) {
1576 BKE_report(re->reports, RPT_ERROR, "Failed allocate render result, out of memory");
1581 #ifdef WITH_FREESTYLE
1582 if (re->r.mode & R_EDGE_FRS) {
1587 /* we need a new database for each view */
1588 for (rv = re->result->views.first; rv; rv = rv->next) {
1589 RE_SetActiveRenderView(re, rv->name);
1591 /* lock drawing in UI during data phase */
1593 re->draw_lock(re->dlh, 1);
1595 /* make render verts/faces/halos/lamps */
1596 if (render_scene_needs_vector(re))
1597 RE_Database_FromScene_Vectors(re, re->main, re->scene, re->lay);
1599 RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
1600 RE_Database_Preprocess(re);
1603 /* clear UI drawing locks */
1605 re->draw_lock(re->dlh, 0);
1607 threaded_tile_processor(re);
1609 #ifdef WITH_FREESTYLE
1611 if (re->r.mode & R_EDGE_FRS)
1612 if (!re->test_break(re->tbh))
1613 add_freestyle(re, 1);
1616 /* do left-over 3d post effects (flares) */
1617 if (re->flag & R_HALO)
1618 if (!re->test_break(re->tbh))
1621 /* free all render verts etc */
1622 RE_Database_Free(re);
1625 main_render_result_end(re);
1627 re->scene->r.cfra = cfra_backup;
1628 re->scene->r.subframe = subframe_backup;
1631 /* called by blur loop, accumulate RGBA key alpha */
1632 static void addblur_rect_key(RenderResult *rr, float *rectf, float *rectf1, float blurfac)
1634 float mfac = 1.0f - blurfac;
1635 int a, b, stride = 4 * rr->rectx;
1636 int len = stride * sizeof(float);
1638 for (a = 0; a < rr->recty; a++) {
1639 if (blurfac == 1.0f) {
1640 memcpy(rectf, rectf1, len);
1643 float *rf = rectf, *rf1 = rectf1;
1645 for (b = rr->rectx; b > 0; b--, rf += 4, rf1 += 4) {
1647 rf[3] = mfac * rf[3];
1648 else if (rf[3] < 0.01f) {
1652 rf[3] = blurfac * rf1[3];
1655 rf[0] = mfac * rf[0] + blurfac * rf1[0];
1656 rf[1] = mfac * rf[1] + blurfac * rf1[1];
1657 rf[2] = mfac * rf[2] + blurfac * rf1[2];
1658 rf[3] = mfac * rf[3] + blurfac * rf1[3];
1667 /* called by blur loop, accumulate renderlayers */
1668 static void addblur_rect(RenderResult *rr, float *rectf, float *rectf1, float blurfac, int channels)
1670 float mfac = 1.0f - blurfac;
1671 int a, b, stride = channels * rr->rectx;
1672 int len = stride * sizeof(float);
1674 for (a = 0; a < rr->recty; a++) {
1675 if (blurfac == 1.0f) {
1676 memcpy(rectf, rectf1, len);
1679 float *rf = rectf, *rf1 = rectf1;
1681 for (b = rr->rectx * channels; b > 0; b--, rf++, rf1++) {
1682 rf[0] = mfac * rf[0] + blurfac * rf1[0];
1691 /* called by blur loop, accumulate renderlayers */
1692 static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float blurfac, bool key_alpha)
1694 RenderLayer *rl, *rl1;
1695 RenderPass *rpass, *rpass1;
1697 rl1 = brr->layers.first;
1698 for (rl = rr->layers.first; rl && rl1; rl = rl->next, rl1 = rl1->next) {
1699 /* passes are allocated in sync */
1700 rpass1 = rl1->passes.first;
1701 for (rpass = rl->passes.first; rpass && rpass1; rpass = rpass->next, rpass1 = rpass1->next) {
1702 if (STREQ(rpass->name, RE_PASSNAME_COMBINED) && key_alpha)
1703 addblur_rect_key(rr, rpass->rect, rpass1->rect, blurfac);
1705 addblur_rect(rr, rpass->rect, rpass1->rect, blurfac, rpass->channels);
1710 /* main blur loop, can be called by fields too */
1711 static void do_render_blur_3d(Render *re)
1715 int blur = re->r.mblur_samples;
1717 /* create accumulation render result */
1718 rres = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
1720 /* do the blur steps */
1722 re->mblur_offs = re->r.blurfac * ((float)(re->r.mblur_samples - blur)) / (float)re->r.mblur_samples;
1724 re->i.curblur = re->r.mblur_samples - blur; /* stats */
1728 blurfac = 1.0f / (float)(re->r.mblur_samples - blur);
1730 merge_renderresult_blur(rres, re->result, blurfac, false);
1731 if (re->test_break(re->tbh)) break;
1735 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1736 render_result_free(re->result);
1738 BLI_rw_mutex_unlock(&re->resultmutex);
1740 re->mblur_offs = 0.0f;
1741 re->i.curblur = 0; /* stats */
1743 /* make sure motion blur changes get reset to current frame */
1744 if ((re->r.scemode & (R_NO_FRAME_UPDATE|R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) {
1745 BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, re->lay);
1748 /* weak... the display callback wants an active renderlayer pointer... */
1749 re->result->renlay = render_get_active_layer(re, re->result);
1750 re->display_update(re->duh, re->result, NULL);
1754 /* function assumes rectf1 and rectf2 to be half size of rectf */
1755 static void interleave_rect(RenderResult *rr, float *rectf, float *rectf1, float *rectf2, int channels)
1757 int a, stride = channels * rr->rectx;
1758 int len = stride * sizeof(float);
1760 for (a = 0; a < rr->recty; a += 2) {
1761 memcpy(rectf, rectf1, len);
1764 memcpy(rectf, rectf2, len);
1770 /* merge render results of 2 fields */
1771 static void merge_renderresult_fields(RenderResult *rr, RenderResult *rr1, RenderResult *rr2)
1773 RenderLayer *rl, *rl1, *rl2;
1774 RenderPass *rpass, *rpass1, *rpass2;
1776 rl1 = rr1->layers.first;
1777 rl2 = rr2->layers.first;
1778 for (rl = rr->layers.first; rl && rl1 && rl2; rl = rl->next, rl1 = rl1->next, rl2 = rl2->next) {
1780 /* passes are allocated in sync */
1781 rpass1 = rl1->passes.first;
1782 rpass2 = rl2->passes.first;
1783 for (rpass = rl->passes.first;
1784 rpass && rpass1 && rpass2;
1785 rpass = rpass->next, rpass1 = rpass1->next, rpass2 = rpass2->next)
1787 interleave_rect(rr, rpass->rect, rpass1->rect, rpass2->rect, rpass->channels);
1793 /* interleaves 2 frames */
1794 static void do_render_fields_3d(Render *re)
1796 Object *camera = RE_GetCamera(re);
1797 RenderResult *rr1, *rr2 = NULL;
1799 /* no render result was created, we can safely halve render y */
1802 re->disprect.ymin /= 2;
1803 re->disprect.ymax /= 2;
1805 re->i.curfield = 1; /* stats */
1807 /* first field, we have to call camera routine for correct aspect and subpixel offset */
1808 RE_SetCamera(re, camera);
1809 if (re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE) == 0)
1810 do_render_blur_3d(re);
1814 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1817 BLI_rw_mutex_unlock(&re->resultmutex);
1820 if (!re->test_break(re->tbh)) {
1822 re->i.curfield = 2; /* stats */
1824 re->flag |= R_SEC_FIELD;
1825 if ((re->r.mode & R_FIELDSTILL) == 0) {
1826 re->field_offs = 0.5f;
1828 RE_SetCamera(re, camera);
1829 if (re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE) == 0)
1830 do_render_blur_3d(re);
1833 re->flag &= ~R_SEC_FIELD;
1835 re->field_offs = 0.0f;
1840 /* allocate original height new buffers */
1843 re->disprect.ymin *= 2;
1844 re->disprect.ymax *= 2;
1846 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1847 re->result = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
1850 if (re->r.mode & R_ODDFIELD)
1851 merge_renderresult_fields(re->result, rr2, rr1);
1853 merge_renderresult_fields(re->result, rr1, rr2);
1855 render_result_free(rr2);
1858 render_result_free(rr1);
1860 re->i.curfield = 0; /* stats */
1862 /* weak... the display callback wants an active renderlayer pointer... */
1863 re->result->renlay = render_get_active_layer(re, re->result);
1865 BLI_rw_mutex_unlock(&re->resultmutex);
1867 re->display_update(re->duh, re->result, NULL);
1870 /* make sure disprect is not affected by the render border */
1871 static void render_result_disprect_to_full_resolution(Render *re)
1873 re->disprect.xmin = re->disprect.ymin = 0;
1874 re->disprect.xmax = re->winx;
1875 re->disprect.ymax = re->winy;
1876 re->rectx = re->winx;
1877 re->recty = re->winy;
1880 static void render_result_uncrop(Render *re)
1882 /* when using border render with crop disabled, insert render result into
1883 * full size with black pixels outside */
1884 if (re->result && (re->r.mode & R_BORDER)) {
1885 if ((re->r.mode & R_CROP) == 0) {
1889 const rcti orig_disprect = re->disprect;
1890 const int orig_rectx = re->rectx, orig_recty = re->recty;
1892 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
1894 /* sub-rect for merge call later on */
1895 re->result->tilerect = re->disprect;
1897 /* weak is: it chances disprect from border */
1898 render_result_disprect_to_full_resolution(re);
1900 rres = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
1902 render_result_clone_passes(re, rres, NULL);
1904 render_result_merge(rres, re->result);
1905 render_result_free(re->result);
1908 /* weak... the display callback wants an active renderlayer pointer... */
1909 re->result->renlay = render_get_active_layer(re, re->result);
1911 BLI_rw_mutex_unlock(&re->resultmutex);
1913 re->display_init(re->dih, re->result);
1914 re->display_update(re->duh, re->result, NULL);
1916 /* restore the disprect from border */
1917 re->disprect = orig_disprect;
1918 re->rectx = orig_rectx;
1919 re->recty = orig_recty;
1922 /* set offset (again) for use in compositor, disprect was manipulated. */
1923 re->result->xof = 0;
1924 re->result->yof = 0;
1929 /* main render routine, no compositing */
1930 static void do_render_fields_blur_3d(Render *re)
1932 Object *camera = RE_GetCamera(re);
1933 /* also check for camera here */
1934 if (camera == NULL) {
1935 BKE_report(re->reports, RPT_ERROR, "Cannot render, no camera");
1940 /* now use renderdata and camera to set viewplane */
1941 RE_SetCamera(re, camera);
1943 if (re->r.mode & R_FIELDS)
1944 do_render_fields_3d(re);
1945 else if (re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE) == 0)
1946 do_render_blur_3d(re);
1950 /* when border render, check if we have to insert it in black */
1951 render_result_uncrop(re);
1955 /* within context of current Render *re, render another scene.
1956 * it uses current render image size and disprect, but doesn't execute composite
1958 static void render_scene(Render *re, Scene *sce, int cfra)
1960 Render *resc = RE_NewSceneRender(sce);
1961 int winx = re->winx, winy = re->winy;
1965 BKE_scene_camera_switch_update(sce);
1967 /* exception: scene uses own size (unfinished code) */
1969 winx = (sce->r.size * sce->r.xsch) / 100;
1970 winy = (sce->r.size * sce->r.ysch) / 100;
1974 RE_InitState(resc, re, &sce->r, NULL, winx, winy, &re->disprect);
1976 /* We still want to use 'rendercache' setting from org (main) scene... */
1977 resc->r.scemode = (resc->r.scemode & ~R_EXR_CACHE_FILE) | (re->r.scemode & R_EXR_CACHE_FILE);
1979 /* still unsure entity this... */
1980 resc->main = re->main;
1982 resc->lay = sce->lay;
1983 resc->scene_color_manage = BKE_scene_check_color_management_enabled(sce);
1985 /* ensure scene has depsgraph, base flags etc OK */
1986 BKE_scene_set_background(re->main, sce);
1988 /* copy callbacks */
1989 resc->display_update = re->display_update;
1990 resc->duh = re->duh;
1991 resc->test_break = re->test_break;
1992 resc->tbh = re->tbh;
1993 resc->stats_draw = re->stats_draw;
1994 resc->sdh = re->sdh;
1995 resc->current_scene_update = re->current_scene_update;
1996 resc->suh = re->suh;
1998 do_render_fields_blur_3d(resc);
2001 /* helper call to detect if this scene needs a render, or if there's a any render layer to render */
2002 static int composite_needs_render(Scene *sce, int this_scene)
2004 bNodeTree *ntree = sce->nodetree;
2007 if (ntree == NULL) return 1;
2008 if (sce->use_nodes == false) return 1;
2009 if ((sce->r.scemode & R_DOCOMP) == 0) return 1;
2011 for (node = ntree->nodes.first; node; node = node->next) {
2012 if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0)
2013 if (this_scene == 0 || node->id == NULL || node->id == &sce->id)
2019 static bool rlayer_node_uses_alpha(bNodeTree *ntree, bNode *node)
2023 for (sock = node->outputs.first; sock; sock = sock->next) {
2024 /* Weak! but how to make it better? */
2025 if (STREQ(sock->name, "Alpha") && nodeCountSocketLinks(ntree, sock) > 0)
2032 bool RE_allow_render_generic_object(Object *ob)
2034 /* override not showing object when duplis are used with particles */
2035 if (ob->transflag & OB_DUPLIPARTS) {
2036 /* pass */ /* let particle system(s) handle showing vs. not showing */
2038 else if ((ob->transflag & OB_DUPLI) && !(ob->transflag & OB_DUPLIFRAMES)) {
2044 /* Issue here is that it's possible that object which is used by boolean,
2045 * array or shrinkwrap modifiers weren't displayed in the viewport before
2046 * rendering. This leads to situations when apply() of this modifiers
2047 * could not get ob->derivedFinal and modifiers are not being applied.
2049 * This was worked around by direct call of get_derived_final() from those
2050 * modifiers, but such approach leads to write conflicts with threaded
2053 * Here we make sure derivedFinal will be calculated by update_for_newframe
2054 * function later in the pipeline and all the modifiers are applied
2055 * properly without hacks from their side.
2058 #define DEPSGRAPH_WORKAROUND_HACK
2060 #ifdef DEPSGRAPH_WORKAROUND_HACK
2061 static void tag_dependend_object_for_render(Scene *scene, Object *object);
2063 static void tag_dependend_group_for_render(Scene *scene, Group *group)
2065 if (group->id.tag & LIB_TAG_DOIT) {
2068 group->id.tag |= LIB_TAG_DOIT;
2070 for (GroupObject *go = group->gobject.first; go != NULL; go = go->next) {
2071 Object *object = go->ob;
2072 tag_dependend_object_for_render(scene, object);
2076 static void tag_dependend_object_for_render(Scene *scene, Object *object)
2078 if (object->type == OB_MESH) {
2079 if (RE_allow_render_generic_object(object)) {
2081 VirtualModifierData virtualModifierData;
2083 if (object->particlesystem.first) {
2084 DAG_id_tag_update(&object->id, OB_RECALC_DATA);
2087 for (md = modifiers_getVirtualModifierList(object, &virtualModifierData);
2091 if (!modifier_isEnabled(scene, md, eModifierMode_Render)) {
2095 if (md->type == eModifierType_Boolean) {
2096 BooleanModifierData *bmd = (BooleanModifierData *)md;
2097 if (bmd->object && bmd->object->type == OB_MESH) {
2098 DAG_id_tag_update(&bmd->object->id, OB_RECALC_DATA);
2101 else if (md->type == eModifierType_Array) {
2102 ArrayModifierData *amd = (ArrayModifierData *)md;
2103 if (amd->start_cap && amd->start_cap->type == OB_MESH) {
2104 DAG_id_tag_update(&amd->start_cap->id, OB_RECALC_DATA);
2106 if (amd->end_cap && amd->end_cap->type == OB_MESH) {
2107 DAG_id_tag_update(&amd->end_cap->id, OB_RECALC_DATA);
2110 else if (md->type == eModifierType_Shrinkwrap) {
2111 ShrinkwrapModifierData *smd = (ShrinkwrapModifierData *)md;
2112 if (smd->target && smd->target->type == OB_MESH) {
2113 DAG_id_tag_update(&smd->target->id, OB_RECALC_DATA);
2116 else if (md->type == eModifierType_ParticleSystem) {
2117 ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
2118 ParticleSystem *psys = psmd->psys;
2119 ParticleSettings *part = psys->part;
2120 switch (part->ren_as) {
2122 if (part->dup_ob != NULL) {
2123 DAG_id_tag_update(&part->dup_ob->id, OB_RECALC_DATA);
2127 if (part->dup_group != NULL) {
2128 for (GroupObject *go = part->dup_group->gobject.first;
2132 DAG_id_tag_update(&go->ob->id, OB_RECALC_DATA);
2141 if (object->dup_group != NULL) {
2142 tag_dependend_group_for_render(scene, object->dup_group);
2146 static void tag_dependend_objects_for_render(Main *bmain, Scene *scene, int renderlay)
2150 BKE_main_id_tag_idcode(bmain, ID_GR, LIB_TAG_DOIT, false);
2151 for (SETLOOPER(scene, sce_iter, base)) {
2152 Object *object = base->object;
2153 if ((base->lay & renderlay) == 0) {
2156 tag_dependend_object_for_render(scene, object);
2161 static void tag_scenes_for_render(Render *re)
2165 #ifdef DEPSGRAPH_WORKAROUND_HACK
2166 int renderlay = re->lay;
2169 for (sce = re->main->scene.first; sce; sce = sce->id.next) {
2170 sce->id.tag &= ~LIB_TAG_DOIT;
2171 #ifdef DEPSGRAPH_WORKAROUND_HACK
2172 tag_dependend_objects_for_render(re->main, sce, renderlay);
2176 #ifdef WITH_FREESTYLE
2177 if (re->freestyle_bmain) {
2178 for (sce = re->freestyle_bmain->scene.first; sce; sce = sce->id.next) {
2179 sce->id.tag &= ~LIB_TAG_DOIT;
2180 #ifdef DEPSGRAPH_WORKAROUND_HACK
2181 tag_dependend_objects_for_render(re->freestyle_bmain, sce, renderlay);
2187 if (RE_GetCamera(re) && composite_needs_render(re->scene, 1)) {
2188 re->scene->id.tag |= LIB_TAG_DOIT;
2189 #ifdef DEPSGRAPH_WORKAROUND_HACK
2190 tag_dependend_objects_for_render(re->main, re->scene, renderlay);
2194 if (re->scene->nodetree == NULL) return;
2196 /* check for render-layers nodes using other scenes, we tag them LIB_TAG_DOIT */
2197 for (node = re->scene->nodetree->nodes.first; node; node = node->next) {
2198 node->flag &= ~NODE_TEST;
2199 if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
2201 if (!MAIN_VERSION_ATLEAST(re->main, 265, 5)) {
2202 if (rlayer_node_uses_alpha(re->scene->nodetree, node)) {
2203 Scene *scene = (Scene *)node->id;
2205 if (scene->r.alphamode != R_ALPHAPREMUL) {
2206 BKE_reportf(re->reports, RPT_WARNING, "Setting scene %s alpha mode to Premul", scene->id.name + 2);
2208 /* also print, so feedback is immediate */
2209 printf("2.66 versioning fix: setting scene %s alpha mode to Premul\n", scene->id.name + 2);
2211 scene->r.alphamode = R_ALPHAPREMUL;
2216 if (node->id != (ID *)re->scene) {
2217 if ((node->id->tag & LIB_TAG_DOIT) == 0) {
2218 Scene *scene = (Scene *) node->id;
2219 if (render_scene_has_layers_to_render(scene)) {
2220 node->flag |= NODE_TEST;
2221 node->id->tag |= LIB_TAG_DOIT;
2222 #ifdef DEPSGRAPH_WORKAROUND_HACK
2223 tag_dependend_objects_for_render(re->main, scene, renderlay);
2234 static void ntree_render_scenes(Render *re)
2237 int cfra = re->scene->r.cfra;
2238 Scene *restore_scene = re->scene;
2239 bool scene_changed = false;
2241 if (re->scene->nodetree == NULL) return;
2243 tag_scenes_for_render(re);
2245 /* now foreach render-result node tagged we do a full render */
2246 /* results are stored in a way compisitor will find it */
2247 for (node = re->scene->nodetree->nodes.first; node; node = node->next) {
2248 if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
2249 if (node->id && node->id != (ID *)re->scene) {
2250 if (node->flag & NODE_TEST) {
2251 Scene *scene = (Scene *)node->id;
2253 scene_changed |= scene != restore_scene;
2254 render_scene(re, scene, cfra);
2255 node->flag &= ~NODE_TEST;
2257 nodeUpdate(restore_scene->nodetree, node);
2263 /* restore scene if we rendered another last */
2265 BKE_scene_set_background(re->main, re->scene);
2268 /* bad call... need to think over proper method still */
2269 static void render_composit_stats(void *UNUSED(arg), const char *str)
2272 memcpy(&i, &R.i, sizeof(i));
2274 R.stats_draw(R.sdh, &i);
2277 #ifdef WITH_FREESTYLE
2278 /* init Freestyle renderer */
2279 static void init_freestyle(Render *re)
2281 re->freestyle_bmain = BKE_main_new();
2283 /* We use the same window manager for freestyle bmain as
2284 * real bmain uses. This is needed because freestyle's
2285 * bmain could be used to tag scenes for update, which
2286 * implies call of ED_render_scene_update in some cases
2287 * and that function requires proper window manager
2288 * to present (sergey)
2290 re->freestyle_bmain->wm = re->main->wm;
2292 FRS_init_stroke_renderer(re);
2295 /* invokes Freestyle stroke rendering */
2296 static void add_freestyle(Render *re, int render)
2298 SceneRenderLayer *srl, *actsrl;
2301 const bool do_link = (re->r.mode & R_MBLUR) == 0 || re->i.curblur == re->r.mblur_samples;
2303 actsrl = BLI_findlink(&re->r.layers, re->r.actlay);
2305 FRS_begin_stroke_rendering(re);
2307 for (srl = (SceneRenderLayer *)re->r.layers.first; srl; srl = srl->next) {
2309 link = (LinkData *)MEM_callocN(sizeof(LinkData), "LinkData to Freestyle render");
2310 BLI_addtail(&re->freestyle_renders, link);
2312 if ((re->r.scemode & R_SINGLE_LAYER) && srl != actsrl)
2314 if (FRS_is_freestyle_enabled(srl)) {
2315 r = FRS_do_stroke_rendering(re, srl, render);
2317 link->data = (void *)r;
2321 FRS_end_stroke_rendering(re);
2323 /* restore the global R value (invalidated by nested execution of the internal renderer) */
2327 /* merges the results of Freestyle stroke rendering into a given render result */
2328 static void composite_freestyle_renders(Render *re, int sample)
2330 Render *freestyle_render;
2332 SceneRenderLayer *srl, *actsrl;
2335 actsrl = BLI_findlink(&re->r.layers, re->r.actlay);
2337 link = (LinkData *)re->freestyle_renders.first;
2339 for (rv = re->result->views.first; rv; rv = rv->next) {
2340 for (srl = (SceneRenderLayer *)re->r.layers.first; srl; srl = srl->next) {
2341 if ((re->r.scemode & R_SINGLE_LAYER) && srl != actsrl)
2344 if (FRS_is_freestyle_enabled(srl)) {
2345 freestyle_render = (Render *)link->data;
2347 /* may be NULL in case of empty render layer */
2348 if (freestyle_render) {
2349 render_result_exr_file_read_sample(freestyle_render, sample);
2350 FRS_composite_result(re, srl, freestyle_render);
2351 RE_FreeRenderResult(freestyle_render->result);
2352 freestyle_render->result = NULL;
2360 /* releases temporary scenes and renders for Freestyle stroke rendering */
2361 static void free_all_freestyle_renders(void)
2363 Render *re1, *freestyle_render;
2364 Scene *freestyle_scene;
2367 for (re1= RenderGlobal.renderlist.first; re1; re1= re1->next) {
2368 for (link = (LinkData *)re1->freestyle_renders.first; link; link = link->next) {
2369 freestyle_render = (Render *)link->data;
2371 if (freestyle_render) {
2372 freestyle_scene = freestyle_render->scene;
2373 RE_FreeRender(freestyle_render);
2374 BKE_libblock_unlink(re1->freestyle_bmain, freestyle_scene, false, false);
2375 BKE_libblock_free(re1->freestyle_bmain, freestyle_scene);
2378 BLI_freelistN(&re1->freestyle_renders);
2380 if (re1->freestyle_bmain) {
2381 /* detach the window manager from freestyle bmain (see comments
2382 * in add_freestyle() for more detail)
2384 BLI_listbase_clear(&re1->freestyle_bmain->wm);
2386 BKE_main_free(re1->freestyle_bmain);
2387 re1->freestyle_bmain = NULL;
2393 /* reads all buffers, calls optional composite, merges in first result->views rectf */
2394 static void do_merge_fullsample(Render *re, bNodeTree *ntree)
2398 rcti filter_mask = re->disprect;
2399 float *rectf, filt[3][3];
2403 /* interaction callbacks */
2405 ntree->stats_draw = render_composit_stats;
2406 ntree->test_break = re->test_break;
2407 ntree->progress = re->progress;
2408 ntree->sdh = re->sdh;
2409 ntree->tbh = re->tbh;
2410 ntree->prh = re->prh;
2413 /* filtmask needs it */
2416 /* temporary storage of the acccumulation buffers */
2417 rectfs = MEM_callocN(sizeof(ListBase), "fullsample accumulation buffers");
2419 numviews = BLI_listbase_count(&re->result->views);
2420 for (nr = 0; nr < numviews; nr++) {
2421 rv = MEM_callocN(sizeof(RenderView), "fullsample renderview");
2423 /* we accumulate in here */
2424 rv->rectf = MEM_mapallocN(re->result->rectx * re->result->recty * sizeof(float) * 4, "fullsample rgba");
2425 BLI_addtail(rectfs, rv);
2428 for (sample = 0; sample < re->r.osa; sample++) {
2434 /* enable full sample print */
2435 R.i.curfsa = sample + 1;
2437 /* set all involved renders on the samplebuffers (first was done by render itself, but needs tagged) */
2438 /* also function below assumes this */
2440 tag_scenes_for_render(re);
2441 for (sce = re->main->scene.first; sce; sce = sce->id.next) {
2442 if (sce->id.tag & LIB_TAG_DOIT) {
2443 re1 = RE_GetSceneRender(sce);
2445 if (re1 && (re1->r.scemode & R_FULL_SAMPLE)) {
2447 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
2448 render_result_exr_file_read_sample(re1, sample);
2449 #ifdef WITH_FREESTYLE
2450 if (re1->r.mode & R_EDGE_FRS)
2451 composite_freestyle_renders(re1, sample);
2453 BLI_rw_mutex_unlock(&re->resultmutex);
2454 render_result_uncrop(re1);
2456 ntreeCompositTagRender(re1->scene); /* ensure node gets exec to put buffers on stack */
2463 ntreeCompositTagRender(re->scene);
2464 ntreeCompositTagAnimated(ntree);
2466 for (rv = re->result->views.first; rv; rv = rv->next) {
2467 ntreeCompositExecTree(re->scene, ntree, &re->r, true, G.background == 0, &re->scene->view_settings, &re->scene->display_settings, rv->name);
2471 for (nr = 0, rv = rectfs->first; rv; rv = rv->next, nr++) {
2474 /* ensure we get either composited result or the active layer */
2475 RE_AcquireResultImage(re, &rres, nr);
2477 /* accumulate with filter, and clip */
2478 mask = (1 << sample);
2479 mask_array(mask, filt);
2481 for (y = 0; y < re->result->recty; y++) {
2482 float *rf = rectf + 4 * y * re->result->rectx;
2483 float *col = rres.rectf + 4 * y * re->result->rectx;
2485 for (x = 0; x < re->result->rectx; x++, rf += 4, col += 4) {
2486 /* clamping to 1.0 is needed for correct AA */
2487 CLAMP(col[0], 0.0f, 1.0f);
2488 CLAMP(col[1], 0.0f, 1.0f);
2489 CLAMP(col[2], 0.0f, 1.0f);
2491 add_filt_fmask_coord(filt, col, rf, re->result->rectx, x, y, &filter_mask);
2495 RE_ReleaseResultImage(re);
2498 if (sample != re->osa - 1) {
2499 /* weak... the display callback wants an active renderlayer pointer... */
2500 re->result->renlay = render_get_active_layer(re, re->result);
2501 RE_SetActiveRenderView(re, rv->name);
2502 re->display_update(re->duh, re->result, NULL);
2507 for (nr = 0; nr < numviews; nr++) {
2508 rectf = ((RenderView *)BLI_findlink(rectfs, nr))->rectf;
2510 /* clamp alpha and RGB to 0..1 and 0..inf, can go outside due to filter */
2511 for (y = 0; y < re->result->recty; y++) {
2512 float *rf = rectf + 4 * y * re->result->rectx;
2514 for (x = 0; x < re->result->rectx; x++, rf += 4) {
2515 rf[0] = MAX2(rf[0], 0.0f);
2516 rf[1] = MAX2(rf[1], 0.0f);
2517 rf[2] = MAX2(rf[2], 0.0f);
2518 CLAMP(rf[3], 0.0f, 1.0f);
2522 /* store the final result */
2523 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
2524 rv = RE_RenderViewGetById(re->result, nr);
2526 MEM_freeN(rv->rectf);
2528 BLI_rw_mutex_unlock(&re->resultmutex);
2531 /* clear interaction callbacks */
2533 ntree->stats_draw = NULL;
2534 ntree->test_break = NULL;
2535 ntree->progress = NULL;
2536 ntree->tbh = ntree->sdh = ntree->prh = NULL;
2539 /* disable full sample print */
2542 /* garbage collection */
2543 while (rectfs->first) {
2545 BLI_remlink(rectfs, rv);
2551 /* called externally, via compositor */
2552 void RE_MergeFullSample(Render *re, Main *bmain, Scene *sce, bNodeTree *ntree)
2557 /* default start situation */
2562 re->scene_color_manage = BKE_scene_check_color_management_enabled(sce);
2564 /* first call RE_ReadRenderResult on every renderlayer scene. this creates Render structs */
2566 /* tag scenes unread */
2567 for (scene = re->main->scene.first; scene; scene = scene->id.next)
2568 scene->id.tag |= LIB_TAG_DOIT;
2570 #ifdef WITH_FREESTYLE
2571 if (re->freestyle_bmain) {
2572 for (scene = re->freestyle_bmain->scene.first; scene; scene = scene->id.next)
2573 scene->id.tag &= ~LIB_TAG_DOIT;
2577 for (node = ntree->nodes.first; node; node = node->next) {
2578 if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
2579 Scene *nodescene = (Scene *)node->id;
2581 if (nodescene == NULL) nodescene = sce;
2582 if (nodescene->id.tag & LIB_TAG_DOIT) {
2583 nodescene->r.mode |= R_OSA; /* render struct needs tables */
2584 RE_ReadRenderResult(sce, nodescene);
2585 nodescene->id.tag &= ~LIB_TAG_DOIT;
2590 /* own render result should be read/allocated */
2591 if (re->scene->id.tag & LIB_TAG_DOIT) {
2592 RE_ReadRenderResult(re->scene, re->scene);
2593 re->scene->id.tag &= ~LIB_TAG_DOIT;
2596 /* and now we can draw (result is there) */
2597 re->display_init(re->dih, re->result);
2598 re->display_clear(re->dch, re->result);
2600 #ifdef WITH_FREESTYLE
2601 if (re->r.mode & R_EDGE_FRS) {
2603 add_freestyle(re, 0);
2607 do_merge_fullsample(re, ntree);
2609 #ifdef WITH_FREESTYLE
2610 free_all_freestyle_renders();
2614 /* returns fully composited render-result on given time step (in RenderData) */
2615 static void do_render_composite_fields_blur_3d(Render *re)
2617 bNodeTree *ntree = re->scene->nodetree;
2618 int update_newframe = 0;
2620 /* INIT seeding, compositor can use random texture */
2621 BLI_srandom(re->r.cfra);
2623 if (composite_needs_render(re->scene, 1)) {
2624 /* save memory... free all cached images */
2625 ntreeFreeCache(ntree);
2627 /* render the frames
2628 * it could be optimized to render only the needed view
2629 * but what if a scene has a different number of views
2630 * than the main scene? */
2631 do_render_fields_blur_3d(re);
2634 re->i.cfra = re->r.cfra;
2636 /* ensure new result gets added, like for regular renders */
2637 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
2639 render_result_free(re->result);
2640 if ((re->r.mode & R_CROP) == 0) {
2641 render_result_disprect_to_full_resolution(re);
2643 re->result = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
2645 BLI_rw_mutex_unlock(&re->resultmutex);
2647 /* scene render process already updates animsys */
2648 update_newframe = 1;
2651 /* swap render result */
2652 if (re->r.scemode & R_SINGLE_LAYER) {
2653 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
2654 render_result_single_layer_end(re);
2655 BLI_rw_mutex_unlock(&re->resultmutex);
2658 if (!re->test_break(re->tbh)) {
2661 ntreeCompositTagRender(re->scene);
2662 ntreeCompositTagAnimated(ntree);
2665 if (ntree && re->scene->use_nodes && re->r.scemode & R_DOCOMP) {
2666 /* checks if there are render-result nodes that need scene */
2667 if ((re->r.scemode & R_SINGLE_LAYER) == 0)
2668 ntree_render_scenes(re);
2670 if (!re->test_break(re->tbh)) {
2671 ntree->stats_draw = render_composit_stats;
2672 ntree->test_break = re->test_break;
2673 ntree->progress = re->progress;
2674 ntree->sdh = re->sdh;
2675 ntree->tbh = re->tbh;
2676 ntree->prh = re->prh;
2678 /* in case it was never initialized */
2680 R.stats_draw = re->stats_draw;
2681 R.i.starttime = re->i.starttime;
2682 R.i.cfra = re->i.cfra;
2684 if (update_newframe)
2685 BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, re->lay);
2687 if (re->r.scemode & R_FULL_SAMPLE)
2688 do_merge_fullsample(re, ntree);
2691 for (rv = re->result->views.first; rv; rv = rv->next) {
2692 ntreeCompositExecTree(re->scene, ntree, &re->r, true, G.background == 0, &re->scene->view_settings, &re->scene->display_settings, rv->name);
2696 ntree->stats_draw = NULL;
2697 ntree->test_break = NULL;
2698 ntree->progress = NULL;
2699 ntree->tbh = ntree->sdh = ntree->prh = NULL;
2702 else if (re->r.scemode & R_FULL_SAMPLE)
2703 do_merge_fullsample(re, NULL);
2706 #ifdef WITH_FREESTYLE
2707 free_all_freestyle_renders();
2710 /* weak... the display callback wants an active renderlayer pointer... */
2711 if (re->result != NULL) {
2712 re->result->renlay = render_get_active_layer(re, re->result);
2713 re->display_update(re->duh, re->result, NULL);
2717 static void renderresult_stampinfo(Render *re)
2723 /* this is the basic trick to get the displayed float or char rect from render result */
2725 for (rv = re->result->views.first;rv;rv = rv->next, nr++) {
2726 RE_SetActiveRenderView(re, rv->name);
2727 RE_AcquireResultImage(re, &rres, nr);
2728 BKE_image_stamp_buf(re->scene,
2730 (re->r.stamp & R_STAMP_STRIPMETA) ? rres.stamp_data : NULL,
2731 (unsigned char *)rres.rect32,
2733 rres.rectx, rres.recty,
2735 RE_ReleaseResultImage(re);
2739 int RE_seq_render_active(Scene *scene, RenderData *rd)
2746 if (!(rd->scemode & R_DOSEQ) || !ed || !ed->seqbase.first)
2749 for (seq = ed->seqbase.first; seq; seq = seq->next) {
2750 if (seq->type != SEQ_TYPE_SOUND_RAM)
2757 static void do_render_seq(Render *re)
2759 static int recurs_depth = 0;
2761 RenderResult *rr; /* don't assign re->result here as it might change during give_ibuf_seq */
2762 int cfra = re->r.cfra;
2763 SeqRenderData context;
2764 int view_id, tot_views;
2765 struct ImBuf **ibuf_arr;
2770 if (recurs_depth == 0) {
2771 /* otherwise sequencer animation isn't updated */
2772 BKE_animsys_evaluate_all_animation(re->main, re->scene, (float)cfra); // XXX, was BKE_scene_frame_get(re->scene)
2777 if ((re->r.mode & R_BORDER) && (re->r.mode & R_CROP) == 0) {
2778 /* if border rendering is used and cropping is disabled, final buffer should
2779 * be as large as the whole frame */
2784 re_x = re->result->rectx;
2785 re_y = re->result->recty;
2788 tot_views = BKE_scene_multiview_num_views_get(&re->r);
2789 ibuf_arr = MEM_mallocN(sizeof(ImBuf *) * tot_views, "Sequencer Views ImBufs");
2791 BKE_sequencer_new_render_data(
2792 re->eval_ctx, re->main, re->scene,
2796 /* the renderresult gets destroyed during the rendering, so we first collect all ibufs
2797 * and then we populate the final renderesult */
2799 for (view_id = 0; view_id < tot_views; view_id++) {
2800 context.view_id = view_id;
2801 out = BKE_sequencer_give_ibuf(&context, cfra, 0);
2804 ibuf_arr[view_id] = IMB_dupImBuf(out);
2805 IMB_metadata_copy(ibuf_arr[view_id], out);
2807 BKE_sequencer_imbuf_from_sequencer_space(re->scene, ibuf_arr[view_id]);
2810 ibuf_arr[view_id] = NULL;
2816 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
2817 render_result_views_new(rr, &re->r);
2818 BLI_rw_mutex_unlock(&re->resultmutex);
2820 for (view_id = 0; view_id < tot_views; view_id++) {
2821 RenderView *rv = RE_RenderViewGetById(rr, view_id);
2822 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
2824 if (ibuf_arr[view_id]) {
2825 /* copy ibuf into combined pixel rect */
2826 RE_render_result_rect_from_ibuf(rr, &re->r, ibuf_arr[view_id], view_id);
2828 if (ibuf_arr[view_id]->metadata && (re->r.stamp & R_STAMP_STRIPMETA)) {
2829 /* ensure render stamp info first */
2830 BKE_render_result_stamp_info(NULL, NULL, rr, true);
2831 BKE_stamp_info_from_imbuf(rr, ibuf_arr[view_id]);
2834 if (recurs_depth == 0) { /* with nested scenes, only free on toplevel... */
2835 Editing *ed = re->scene->ed;
2837 BKE_sequencer_free_imbuf(re->scene, &ed->seqbase, true);
2839 IMB_freeImBuf(ibuf_arr[view_id]);
2842 /* render result is delivered empty in most cases, nevertheless we handle all cases */
2843 render_result_rect_fill_zero(rr, view_id);
2846 BLI_rw_mutex_unlock(&re->resultmutex);
2848 /* would mark display buffers as invalid */
2849 RE_SetActiveRenderView(re, rv->name);
2850 re->display_update(re->duh, re->result, NULL);
2853 MEM_freeN(ibuf_arr);
2857 /* just in case this flag went missing at some point */
2858 re->r.scemode |= R_DOSEQ;
2860 /* set overall progress of sequence rendering */
2861 if (re->r.efra != re->r.sfra)
2862 re->progress(re->prh, (float)(cfra - re->r.sfra) / (re->r.efra - re->r.sfra));
2864 re->progress(re->prh, 1.0f);
2867 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
2869 /* main loop: doing sequence + fields + blur + 3d render + compositing */
2870 static void do_render_all_options(Render *re)
2873 bool render_seq = false;
2875 re->current_scene_update(re->suh, re->scene);
2877 BKE_scene_camera_switch_update(re->scene);
2879 re->i.starttime = PIL_check_seconds_timer();
2881 /* ensure no images are in memory from previous animated sequences */
2882 BKE_image_all_free_anim_ibufs(re->r.cfra);
2883 BKE_sequencer_all_free_anim_ibufs(re->r.cfra);
2885 if (RE_engine_render(re, 1)) {
2886 /* in this case external render overrides all */
2888 else if (RE_seq_render_active(re->scene, &re->r)) {
2889 /* note: do_render_seq() frees rect32 when sequencer returns float images */
2890 if (!re->test_break(re->tbh)) {
2895 re->stats_draw(re->sdh, &re->i);
2896 re->display_update(re->duh, re->result, NULL);
2899 re->pool = BKE_image_pool_new();
2901 do_render_composite_fields_blur_3d(re);
2903 BKE_image_pool_free(re->pool);
2907 re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
2909 re->stats_draw(re->sdh, &re->i);
2911 /* save render result stamp if needed */
2912 if (re->result != NULL) {
2913 camera = RE_GetCamera(re);
2914 /* sequence rendering should have taken care of that already */
2915 if (!(render_seq && (re->r.stamp & R_STAMP_STRIPMETA)))
2916 BKE_render_result_stamp_info(re->scene, camera, re->result, false);
2918 /* stamp image info here */
2919 if ((re->r.stamp & R_STAMP_ALL) && (re->r.stamp & R_STAMP_DRAW)) {
2920 renderresult_stampinfo(re);
2921 re->display_update(re->duh, re->result, NULL);
2926 bool RE_force_single_renderlayer(Scene *scene)
2928 int scemode = check_mode_full_sample(&scene->r);
2929 if (scemode & R_SINGLE_LAYER) {
2930 SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, scene->r.actlay);
2931 /* force layer to be enabled */
2932 if (srl->layflag & SCE_LAY_DISABLE) {
2933 srl->layflag &= ~SCE_LAY_DISABLE;
2940 static bool check_valid_compositing_camera(Scene *scene, Object *camera_override)
2942 if (scene->r.scemode & R_DOCOMP && scene->use_nodes) {
2943 bNode *node = scene->nodetree->nodes.first;
2946 if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
2947 Scene *sce = node->id ? (Scene *)node->id : scene;
2948 if (sce->camera == NULL) {
2949 sce->camera = BKE_scene_camera_find(sce);
2951 if (sce->camera == NULL) {
2952 /* all render layers nodes need camera */
2962 return (camera_override != NULL || scene->camera != NULL);
2966 static bool check_valid_camera_multiview(Scene *scene, Object *camera, ReportList *reports)
2968 SceneRenderView *srv;
2969 bool active_view = false;
2971 if (camera == NULL || (scene->r.scemode & R_MULTIVIEW) == 0)
2974 for (srv = scene->r.views.first; srv; srv = srv->next) {
2975 if (BKE_scene_multiview_is_render_view_active(&scene->r, srv)) {
2978 if (scene->r.views_format == SCE_VIEWS_FORMAT_MULTIVIEW) {
2979 Object *view_camera;
2980 view_camera = BKE_camera_multiview_render(scene, camera, srv->name);
2982 if (view_camera == camera) {
2983 /* if the suffix is not in the camera, means we are using the fallback camera */
2984 if (!BLI_str_endswith(view_camera->id.name + 2, srv->suffix)) {
2985 BKE_reportf(reports, RPT_ERROR, "Camera \"%s\" is not a multi-view camera",
2986 camera->id.name + 2);
2995 BKE_reportf(reports, RPT_ERROR, "No active view found in scene \"%s\"", scene->id.name + 2);
3002 static int check_valid_camera(Scene *scene, Object *camera_override, ReportList *reports)
3004 const char *err_msg = "No camera found in scene \"%s\"";
3006 if (camera_override == NULL && scene->camera == NULL)
3007 scene->camera = BKE_scene_camera_find(scene);
3009 if (!check_valid_camera_multiview(scene, scene->camera, reports))
3012 if (RE_seq_render_active(scene, &scene->r)) {
3014 Sequence *seq = scene->ed->seqbase.first;
3017 if ((seq->type == SEQ_TYPE_SCENE) &&
3018 ((seq->flag & SEQ_SCENE_STRIPS) == 0) &&
3019 (seq->scene != NULL))
3021 if (!seq->scene_camera) {
3022 if (!seq->scene->camera && !BKE_scene_camera_find(seq->scene)) {
3023 /* camera could be unneeded due to composite nodes */
3024 Object *override = (seq->scene == scene) ? camera_override : NULL;
3026 if (!check_valid_compositing_camera(seq->scene, override)) {
3027 BKE_reportf(reports, RPT_ERROR, err_msg, seq->scene->id.name + 2);
3032 else if (!check_valid_camera_multiview(seq->scene, seq->scene_camera, reports))
3040 else if (!check_valid_compositing_camera(scene, camera_override)) {
3041 BKE_reportf(reports, RPT_ERROR, err_msg, scene->id.name + 2);
3048 static bool node_tree_has_composite_output(bNodeTree *ntree)
3052 for (node = ntree->nodes.first; node; node = node->next) {
3053 if (ELEM(node->type, CMP_NODE_COMPOSITE, CMP_NODE_OUTPUT_FILE)) {
3056 else if (node->type == NODE_GROUP) {
3058 if (node_tree_has_composite_output((bNodeTree *)node->id)) {
3068 static int check_composite_output(Scene *scene)
3070 return node_tree_has_composite_output(scene->nodetree);
3073 bool RE_is_rendering_allowed(Scene *scene, Object *camera_override, ReportList *reports)
3075 int scemode = check_mode_full_sample(&scene->r);
3077 if (scene->r.mode & R_BORDER) {
3078 if (scene->r.border.xmax <= scene->r.border.xmin ||
3079 scene->r.border.ymax <= scene->r.border.ymin)
3081 BKE_report(reports, RPT_ERROR, "No border area selected");
3086 if (scemode & (R_EXR_TILE_FILE | R_FULL_SAMPLE)) {
3089 render_result_exr_file_path(scene, "", 0, str);
3091 if (!BLI_file_is_writable(str)) {
3092 BKE_report(reports, RPT_ERROR, "Cannot save render buffers, check the temp default path");
3096 /* no fullsample and edge */
3097 if ((scemode & R_FULL_SAMPLE) && (scene->r.mode & R_EDGE)) {
3098 BKE_report(reports, RPT_ERROR, "Full sample does not support edge enhance");
3104 if (scemode & R_DOCOMP) {
3105 if (scene->use_nodes) {
3106 if (!scene->nodetree) {
3107 BKE_report(reports, RPT_ERROR, "No node tree in scene");
3111 if (!check_composite_output(scene)) {
3112 BKE_report(reports, RPT_ERROR, "No render output node in scene");
3116 if (scemode & R_FULL_SAMPLE) {
3117 if (composite_needs_render(scene, 0) == 0) {
3118 BKE_report(reports, RPT_ERROR, "Full sample AA not supported without 3D rendering");
3125 /* check valid camera, without camera render is OK (compo, seq) */
3126 if (!check_valid_camera(scene, camera_override, reports)) {
3130 /* get panorama & ortho, only after camera is set */
3131 BKE_camera_object_mode(&scene->r, camera_override ? camera_override : scene->camera);
3133 /* forbidden combinations */
3134 if (scene->r.mode & R_PANORAMA) {
3135 if (scene->r.mode & R_ORTHO) {
3136 BKE_report(reports, RPT_ERROR, "No ortho render possible for panorama");
3140 #ifdef WITH_FREESTYLE
3141 if (scene->r.mode & R_EDGE_FRS) {
3142 BKE_report(reports, RPT_ERROR, "Panoramic camera not supported in Freestyle");
3148 #ifdef WITH_FREESTYLE
3149 if (scene->r.mode & R_EDGE_FRS) {
3150 if (scene->r.mode & R_FIELDS) {