tornavis/source/blender/render/RE_engine.h

304 lines
10 KiB
C

/* SPDX-FileCopyrightText: 2006 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup render
*/
#pragma once
#include "DNA_listBase.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "RE_bake.h"
#include "RNA_types.hh"
#include "BLI_threads.h"
struct BakeTargets;
struct BakePixel;
struct Depsgraph;
struct GPUContext;
struct Main;
struct Object;
struct Render;
struct RenderData;
struct RenderEngine;
struct RenderEngineType;
struct RenderLayer;
struct RenderPass;
struct RenderResult;
struct ReportList;
struct Scene;
struct ViewLayer;
struct ViewRender;
struct bNode;
struct bNodeTree;
#ifdef __cplusplus
extern "C" {
#endif
/* External Engine */
/** #RenderEngineType.flag */
enum RenderEngineTypeFlag {
RE_INTERNAL = (1 << 0),
RE_USE_PREVIEW = (1 << 1),
RE_USE_POSTPROCESS = (1 << 2),
RE_USE_EEVEE_VIEWPORT = (1 << 3),
RE_USE_SHADING_NODES_CUSTOM = (1 << 4),
RE_USE_SPHERICAL_STEREO = (1 << 5),
RE_USE_STEREO_VIEWPORT = (1 << 6),
RE_USE_GPU_CONTEXT = (1 << 7),
RE_USE_CUSTOM_FREESTYLE = (1 << 8),
RE_USE_NO_IMAGE_SAVE = (1 << 9),
RE_USE_ALEMBIC_PROCEDURAL = (1 << 10),
RE_USE_MATERIALX = (1 << 11),
};
/** #RenderEngine.flag */
enum RenderEngineFlag {
RE_ENGINE_ANIMATION = (1 << 0),
RE_ENGINE_PREVIEW = (1 << 1),
RE_ENGINE_DO_DRAW = (1 << 2),
RE_ENGINE_DO_UPDATE = (1 << 3),
RE_ENGINE_RENDERING = (1 << 4),
RE_ENGINE_HIGHLIGHT_TILES = (1 << 5),
RE_ENGINE_CAN_DRAW = (1 << 6),
};
extern ListBase R_engines;
typedef struct RenderEngineType {
struct RenderEngineType *next, *prev;
/* type info */
char idname[64]; /* best keep the same size as BKE_ST_MAXNAME. */
char name[64];
int flag;
void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph);
void (*render)(struct RenderEngine *engine, struct Depsgraph *depsgraph);
/* Offline rendering is finished - no more view layers will be rendered.
*
* All the pending data is to be communicated from the engine back to Blender. In a possibly
* most memory-efficient manner (engine might free its database before making Blender to allocate
* full-frame render result). */
void (*render_frame_finish)(struct RenderEngine *engine);
void (*draw)(struct RenderEngine *engine,
const struct bContext *context,
struct Depsgraph *depsgraph);
void (*bake)(struct RenderEngine *engine,
struct Depsgraph *depsgraph,
struct Object *object,
int pass_type,
int pass_filter,
int width,
int height);
void (*view_update)(struct RenderEngine *engine,
const struct bContext *context,
struct Depsgraph *depsgraph);
void (*view_draw)(struct RenderEngine *engine,
const struct bContext *context,
struct Depsgraph *depsgraph);
void (*update_script_node)(struct RenderEngine *engine,
struct bNodeTree *ntree,
struct bNode *node);
void (*update_render_passes)(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
struct DrawEngineType *draw_engine;
/* RNA integration */
ExtensionRNA rna_ext;
} RenderEngineType;
typedef void (*update_render_passes_cb_t)(void *userdata,
struct Scene *scene,
struct ViewLayer *view_layer,
const char *name,
int channels,
const char *chanid,
eNodeSocketDatatype type);
typedef struct RenderEngine {
RenderEngineType *type;
void *py_instance;
int flag;
struct Object *camera_override;
unsigned int layer_override;
struct Render *re;
ListBase fullresult;
char text[512]; /* IMA_MAX_RENDER_TEXT_SIZE */
int resolution_x, resolution_y;
struct ReportList *reports;
struct {
const struct BakeTargets *targets;
const struct BakePixel *pixels;
float *result;
int image_id;
int object_id;
} bake;
/* Depsgraph */
struct Depsgraph *depsgraph;
bool has_grease_pencil;
/* callback for render pass query */
ThreadMutex update_render_passes_mutex;
update_render_passes_cb_t update_render_passes_cb;
void *update_render_passes_data;
/* GPU context. */
void *system_gpu_context; /* WindowManager GPU context -> GHOSTContext. */
ThreadMutex blender_gpu_context_mutex;
bool use_drw_render_context;
struct GPUContext *blender_gpu_context;
/* Whether to restore DRWState after RenderEngine display pass. */
bool gpu_restore_context;
} RenderEngine;
RenderEngine *RE_engine_create(RenderEngineType *type);
void RE_engine_free(RenderEngine *engine);
/**
* Loads in image into a result, size must match
* x/y offsets are only used on a partial copy when dimensions don't match.
*/
void RE_layer_load_from_file(
struct RenderLayer *layer, struct ReportList *reports, const char *filepath, int x, int y);
void RE_result_load_from_file(struct RenderResult *result,
struct ReportList *reports,
const char *filepath);
struct RenderResult *RE_engine_begin_result(
RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname);
void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
void RE_engine_add_pass(RenderEngine *engine,
const char *name,
int channels,
const char *chan_id,
const char *layername);
void RE_engine_end_result(RenderEngine *engine,
struct RenderResult *result,
bool cancel,
bool highlight,
bool merge_results);
struct RenderResult *RE_engine_get_result(struct RenderEngine *engine);
struct RenderPass *RE_engine_pass_by_index_get(struct RenderEngine *engine,
const char *layer_name,
int index);
const char *RE_engine_active_view_get(RenderEngine *engine);
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
float RE_engine_get_camera_shift_x(RenderEngine *engine,
struct Object *camera,
bool use_spherical_stereo);
void RE_engine_get_camera_model_matrix(RenderEngine *engine,
struct Object *camera,
bool use_spherical_stereo,
float r_modelmat[16]);
bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera);
bool RE_engine_test_break(RenderEngine *engine);
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
void RE_engine_update_progress(RenderEngine *engine, float progress);
void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak);
void RE_engine_report(RenderEngine *engine, int type, const char *msg);
void RE_engine_set_error_message(RenderEngine *engine, const char *msg);
bool RE_engine_render(struct Render *re, bool do_all);
bool RE_engine_is_external(const struct Render *re);
void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe);
void RE_engine_update_render_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer,
update_render_passes_cb_t callback,
void *callback_data);
void RE_engine_register_pass(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer,
const char *name,
int channels,
const char *chanid,
eNodeSocketDatatype type);
bool RE_engine_use_persistent_data(struct RenderEngine *engine);
struct RenderEngine *RE_engine_get(const struct Render *re);
struct RenderEngine *RE_view_engine_get(const struct ViewRender *view_render);
/**
* Acquire render engine for drawing via its `draw()` callback.
*
* If drawing is not possible false is returned. If drawing is possible then the engine is
* "acquired" so that it can not be freed by the render pipeline.
*
* Drawing is possible if the engine has the `draw()` callback and it is in its `render()`
* callback.
*/
bool RE_engine_draw_acquire(struct Render *re);
void RE_engine_draw_release(struct Render *re);
/**
* GPU context for engine to create and update GPU resources in its own thread,
* without blocking the main thread. Used by Cycles' display driver to create
* display textures.
*/
bool RE_engine_gpu_context_create(struct RenderEngine *engine);
void RE_engine_gpu_context_destroy(struct RenderEngine *engine);
bool RE_engine_gpu_context_enable(struct RenderEngine *engine);
void RE_engine_gpu_context_disable(struct RenderEngine *engine);
void RE_engine_gpu_context_lock(struct RenderEngine *engine);
void RE_engine_gpu_context_unlock(struct RenderEngine *engine);
/* Engine Types */
void RE_engines_init(void);
void RE_engines_exit(void);
void RE_engines_register(RenderEngineType *render_type);
/**
* Return true if the RenderEngineType has native support for direct loading of Alembic data. For
* Cycles, this also checks that the experimental feature set is enabled.
*/
bool RE_engine_supports_alembic_procedural(const RenderEngineType *render_type, Scene *scene);
RenderEngineType *RE_engines_find(const char *idname);
const rcti *RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles);
struct RenderData *RE_engine_get_render_data(struct Render *re);
void RE_bake_engine_set_engine_parameters(struct Render *re,
struct Main *bmain,
struct Scene *scene);
void RE_engine_free_blender_memory(struct RenderEngine *engine);
void RE_engine_tile_highlight_set(
struct RenderEngine *engine, int x, int y, int width, int height, bool highlight);
void RE_engine_tile_highlight_clear_all(struct RenderEngine *engine);
#ifdef __cplusplus
}
#endif