tornavis/source/blender/render/RE_pipeline.h

508 lines
16 KiB
C

/* SPDX-FileCopyrightText: 2006 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup render
*/
#pragma once
#include "DNA_ID.h"
#include "DNA_listBase.h"
#include "DNA_vec_types.h"
#include "BLI_implicit_sharing.h"
struct GPUTexture;
struct ImBuf;
struct Image;
struct ImageFormatData;
struct Main;
struct Object;
struct RenderData;
struct RenderResult;
struct ReportList;
struct Scene;
struct StampData;
struct ViewLayer;
struct bMovieHandle;
#ifdef __cplusplus
extern "C" {
#endif
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is what is exposed of render to outside world */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* length of the scene name + passname */
#define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)
/* only used as handle */
typedef struct Render Render;
typedef struct RenderView {
struct RenderView *next, *prev;
char name[64]; /* EXR_VIEW_MAXNAME */
/* Image buffer of a composited layer or a sequencer output.
* The ibuf is only allocated if it has an actual data in one of its buffers (float, byte, or
* GPU). */
struct ImBuf *ibuf;
} RenderView;
typedef struct RenderPass {
struct RenderPass *next, *prev;
int channels;
char name[64]; /* amount defined in IMB_openexr.h */
char chan_id[8]; /* amount defined in IMB_openexr.h */
/* Image buffer which contains data of this pass.
*
* The data can be either CPU side stored in ibuf->float_buffer, or a GPU-side stored in
* ibuf->gpu (during rendering, i.e.).
*
* The pass data storage is lazily allocated, and until data is actually provided (via either CPU
* buffer of GPU texture) the ibuf is not allocated. */
struct ImBuf *ibuf;
int rectx, recty;
char fullname[64]; /* EXR_PASS_MAXNAME */
char view[64]; /* EXR_VIEW_MAXNAME */
int view_id; /* quick lookup */
char _pad0[4];
} RenderPass;
/**
* - A render-layer is a full image, but with all passes and samples.
* - The size of the rects is defined in #RenderResult.
* - After render, the Combined pass is in combined,
* for render-layers read from files it is a real pass.
*/
typedef struct RenderLayer {
struct RenderLayer *next, *prev;
/** copy of RenderData */
char name[RE_MAXNAME];
int layflag, passflag, pass_xor;
int rectx, recty;
/** Optional saved end-result on disk. */
void *exrhandle;
ListBase passes;
} RenderLayer;
typedef struct RenderResult {
struct RenderResult *next, *prev;
/* target image size */
int rectx, recty;
/* The temporary storage to pass image data from #RE_AcquireResultImage.
* Is null pointer when the RenderResult is not coming from the #RE_AcquireResultImage, and is
* a pointer to an existing ibuf in either RenderView or a RenderPass otherwise. */
struct ImBuf *ibuf;
/* coordinates within final image (after cropping) */
rcti tilerect;
/* offset to apply to get a border render in full image */
int xof, yof;
/* the main buffers */
ListBase layers;
/* multiView maps to a StringVector in OpenEXR */
ListBase views; /* RenderView */
/* Render layer to display. */
RenderLayer *renlay;
/* for render results in Image, verify validity for sequences */
int framenr;
/* for acquire image, to indicate if it there is a combined layer */
bool have_combined;
/* render info text */
char *text;
char *error;
struct StampData *stamp_data;
bool passes_allocated;
} RenderResult;
typedef struct RenderStats {
int cfra;
bool localview;
double starttime, lastframetime;
const char *infostr, *statstr;
char scene_name[MAX_ID_NAME - 2];
float mem_used, mem_peak;
} RenderStats;
/* *********************** API ******************** */
/**
* The name is used as identifier, so elsewhere in blender the result can retrieved.
* Calling a new render with same name, frees automatic existing render.
*/
struct Render *RE_NewRender(const char *name);
struct Render *RE_GetRender(const char *name);
struct Scene;
struct Render *RE_NewSceneRender(const struct Scene *scene);
struct Render *RE_GetSceneRender(const struct Scene *scene);
struct RenderEngineType;
struct ViewRender *RE_NewViewRender(struct RenderEngineType *engine_type);
/* Assign default dummy callbacks. */
/**
* Called for new renders and when finishing rendering
* so we always have valid callbacks on a render.
*/
void RE_InitRenderCB(struct Render *re);
/**
* Use free render as signal to do everything over (previews).
*
* Only call this while you know it will remove the link too.
*/
void RE_FreeRender(struct Render *re);
void RE_FreeViewRender(struct ViewRender *view_render);
/**
* Only called on exit.
*/
void RE_FreeAllRender(void);
/**
* On file load, free render results.
*/
void RE_FreeAllRenderResults(void);
/**
* On file load or changes engines, free persistent render data.
* Assumes no engines are currently rendering.
*/
void RE_FreeAllPersistentData(void);
/**
* Free persistent render data, optionally only for the given scene.
*/
void RE_FreePersistentData(const struct Scene *scene);
/**
* Free cached GPU textures to reduce memory usage.
*/
void RE_FreeGPUTextureCaches(void);
/**
* Free cached GPU textures, contexts and compositor to reduce memory usage,
* when nothing in the UI requires them anymore.
*/
void RE_FreeUnusedGPUResources(void);
/**
* Get results and statistics.
*/
void RE_FreeRenderResult(struct RenderResult *rr);
/**
* If you want to know exactly what has been done.
*/
struct RenderResult *RE_AcquireResultRead(struct Render *re);
struct RenderResult *RE_AcquireResultWrite(struct Render *re);
void RE_ReleaseResult(struct Render *re);
/**
* Same as #RE_AcquireResultImage but creating the necessary views to store the result
* fill provided result struct with a copy of thew views of what is done so far the
* #RenderResult.views #ListBase needs to be freed after with #RE_ReleaseResultImageViews
*/
void RE_AcquireResultImageViews(struct Render *re, struct RenderResult *rr);
/**
* Clear temporary #RenderResult struct.
*/
void RE_ReleaseResultImageViews(struct Render *re, struct RenderResult *rr);
/**
* Fill provided result struct with what's currently active or done.
* This #RenderResult struct is the only exception to the rule of a #RenderResult
* always having at least one #RenderView.
*/
void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr, int view_id);
void RE_ReleaseResultImage(struct Render *re);
void RE_SwapResult(struct Render *re, struct RenderResult **rr);
void RE_ClearResult(struct Render *re);
struct RenderStats *RE_GetStats(struct Render *re);
/**
* Caller is responsible for allocating `rect` in correct size!
*/
void RE_ResultGet32(struct Render *re, unsigned int *rect);
void RE_ResultGetFloat(struct Render *re, float *rect);
void RE_render_result_full_channel_name(char *fullname,
const char *layname,
const char *passname,
const char *viewname,
const char *chan_id,
int channel);
struct ImBuf *RE_render_result_rect_to_ibuf(struct RenderResult *rr,
const struct ImageFormatData *imf,
const float dither,
int view_id);
void RE_render_result_rect_from_ibuf(struct RenderResult *rr,
const struct ImBuf *ibuf,
int view_id);
struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
float *RE_RenderLayerGetPass(struct RenderLayer *rl, const char *name, const char *viewname);
struct ImBuf *RE_RenderLayerGetPassImBuf(struct RenderLayer *rl,
const char *name,
const char *viewname);
bool RE_HasSingleLayer(struct Render *re);
/**
* Add passes for grease pencil.
* Create a render-layer and render-pass for grease-pencil layer.
*/
struct RenderPass *RE_create_gp_pass(struct RenderResult *rr,
const char *layername,
const char *viewname);
void RE_create_render_pass(struct RenderResult *rr,
const char *name,
int channels,
const char *chan_id,
const char *layername,
const char *viewname,
bool allocate);
/**
* Obligatory initialize call, doesn't change during entire render sequence.
* \param disprect: is optional. if NULL it assumes full window render.
*/
void RE_InitState(struct Render *re,
struct Render *source,
struct RenderData *rd,
struct ListBase *render_layers,
struct ViewLayer *single_layer,
int winx,
int winy,
rcti *disprect);
/**
* Set up the view-plane/perspective matrix, three choices.
*
* \return camera override if set.
*/
struct Object *RE_GetCamera(struct Render *re);
void RE_SetOverrideCamera(struct Render *re, struct Object *cam_ob);
/**
* Per render, there's one persistent view-plane. Parts will set their own view-planes.
*
* \note call this after #RE_InitState().
*/
void RE_SetCamera(struct Render *re, const struct Object *cam_ob);
/**
* Get current view and window transform.
*/
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);
/**
* Set the render threads based on the command-line and auto-threads setting.
*/
void RE_init_threadcount(Render *re);
bool RE_WriteRenderViewsMovie(struct ReportList *reports,
struct RenderResult *rr,
struct Scene *scene,
struct RenderData *rd,
struct bMovieHandle *mh,
void **movie_ctx_arr,
int totvideos,
bool preview);
/**
* General Blender frame render call.
*
* \note Only #RE_NewRender() needed, main Blender render calls.
*
* \param write_still: Saves frames to disk (typically disabled). Useful for batch-operations
* (rendering from Python for e.g.) when an additional save action for is inconvenient.
* This is the default behavior for #RE_RenderAnim.
*/
void RE_RenderFrame(struct Render *re,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *single_layer,
struct Object *camera_override,
int frame,
float subframe,
bool write_still);
/**
* A version of #RE_RenderFrame that saves images to disk.
*/
void RE_RenderAnim(struct Render *re,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *single_layer,
struct Object *camera_override,
int sfra,
int efra,
int tfra);
#ifdef WITH_FREESTYLE
void RE_RenderFreestyleStrokes(struct Render *re,
struct Main *bmain,
struct Scene *scene,
bool render);
void RE_RenderFreestyleExternal(struct Render *re);
#endif
void RE_SetActiveRenderView(struct Render *re, const char *viewname);
const char *RE_GetActiveRenderView(struct Render *re);
/**
* Error reporting.
*/
void RE_SetReports(struct Render *re, struct ReportList *reports);
/**
* Main preview render call.
*/
void RE_PreviewRender(struct Render *re, struct Main *bmain, struct Scene *scene);
/**
* Only the temp file!
*/
bool RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
struct RenderResult *RE_MultilayerConvert(
void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);
/* Display and event callbacks. */
/**
* Image and movie output has to move to either imbuf or kernel.
*/
void RE_display_init_cb(struct Render *re,
void *handle,
void (*f)(void *handle, RenderResult *rr));
void RE_display_clear_cb(struct Render *re,
void *handle,
void (*f)(void *handle, RenderResult *rr));
void RE_display_update_cb(struct Render *re,
void *handle,
void (*f)(void *handle, RenderResult *rr, struct rcti *rect));
void RE_stats_draw_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
void RE_progress_cb(struct Render *re, void *handle, void (*f)(void *handle, float));
void RE_draw_lock_cb(struct Render *re, void *handle, void (*f)(void *handle, bool lock));
void RE_test_break_cb(struct Render *re, void *handle, bool (*f)(void *handle));
void RE_prepare_viewlayer_cb(struct Render *re,
void *handle,
bool (*f)(void *handle, ViewLayer *vl, struct Depsgraph *depsgraph));
void RE_current_scene_update_cb(struct Render *re,
void *handle,
void (*f)(void *handle, struct Scene *scene));
void RE_system_gpu_context_ensure(Render *re);
void RE_system_gpu_context_free(Render *re);
void *RE_system_gpu_context_get(Render *re);
void *RE_blender_gpu_context_ensure(Render *re);
void RE_blender_gpu_context_free(Render *re);
/**
* \param x: ranges from -1 to 1.
*
* TODO: Should move to kernel once... still unsure on how/where.
*/
float RE_filter_value(int type, float x);
bool RE_seq_render_active(struct Scene *scene, struct RenderData *rd);
/**
* Used in the interface to decide whether to show layers or passes.
*/
bool RE_layers_have_name(struct RenderResult *result);
bool RE_passes_have_name(struct RenderLayer *rl);
struct RenderPass *RE_pass_find_by_name(struct RenderLayer *rl,
const char *name,
const char *viewname);
/**
* Only provided for API compatibility, don't use this in new code!
*/
struct RenderPass *RE_pass_find_by_type(struct RenderLayer *rl,
int passtype,
const char *viewname);
/**
* Set the buffer data of the render pass.
* The pass takes ownership of the data, and creates an implicit sharing handle to allow its
* sharing with other users.
*/
void RE_pass_set_buffer_data(struct RenderPass *pass, float *data);
/**
* Ensure a GPU texture corresponding to the render buffer data exists.
*/
struct GPUTexture *RE_pass_ensure_gpu_texture_cache(struct Render *re, struct RenderPass *rpass);
/* shaded view or baking options */
#define RE_BAKE_NORMALS 0
#define RE_BAKE_DISPLACEMENT 1
#define RE_BAKE_AO 2
void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float mat[4][4]);
/**
* Must be called after #RE_GetCameraWindow(), does not change `re->winmat`.
*/
void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4]);
void RE_GetCameraModelMatrix(const struct Render *re,
const struct Object *camera,
float r_modelmat[4][4]);
void RE_GetWindowMatrixWithOverscan(bool is_ortho,
float clip_start,
float clip_end,
rctf viewplane,
float overscan,
float r_winmat[4][4]);
struct Scene *RE_GetScene(struct Render *re);
void RE_SetScene(struct Render *re, struct Scene *sce);
bool RE_is_rendering_allowed(struct Scene *scene,
struct ViewLayer *single_layer,
struct Object *camera_override,
struct ReportList *reports);
bool RE_allow_render_generic_object(struct Object *ob);
/******* defined in `render_result.cc` *********/
bool RE_HasCombinedLayer(const RenderResult *result);
bool RE_HasFloatPixels(const RenderResult *result);
bool RE_RenderResult_is_stereo(const RenderResult *result);
struct RenderView *RE_RenderViewGetById(struct RenderResult *rr, int view_id);
struct RenderView *RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname);
RenderResult *RE_DuplicateRenderResult(RenderResult *rr);
struct ImBuf *RE_RenderPassEnsureImBuf(RenderPass *render_pass);
struct ImBuf *RE_RenderViewEnsureImBuf(const RenderResult *render_result, RenderView *render_view);
#ifdef __cplusplus
}
#endif