Blender  V2.59
pipeline.c
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00001 /*  
00002  *
00003  * ***** BEGIN GPL LICENSE BLOCK *****
00004  *
00005  * This program is free software; you can redistribute it and/or
00006  * modify it under the terms of the GNU General Public License
00007  * as published by the Free Software Foundation; either version 2
00008  * of the License, or (at your option) any later version. 
00009  *
00010  * This program is distributed in the hope that it will be useful,
00011  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  * GNU General Public License for more details.
00014  *
00015  * You should have received a copy of the GNU General Public License
00016  * along with this program; if not, write to the Free Software Foundation,
00017  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00018  *
00019  * The Original Code is Copyright (C) 2006 Blender Foundation.
00020  * All rights reserved.
00021  *
00022  * The Original Code is: all of this file.
00023  *
00024  * Contributor(s): none yet.
00025  *
00026  * ***** END GPL LICENSE BLOCK *****
00027  */
00028 
00034 #include <math.h>
00035 #include <limits.h>
00036 #include <string.h>
00037 #include <stdlib.h>
00038 #include <stddef.h>
00039 
00040 #include "DNA_group_types.h"
00041 #include "DNA_image_types.h"
00042 #include "DNA_node_types.h"
00043 #include "DNA_object_types.h"
00044 #include "DNA_scene_types.h"
00045 #include "DNA_sequence_types.h"
00046 #include "DNA_userdef_types.h"
00047 
00048 #include "MEM_guardedalloc.h"
00049 
00050 #include "BKE_animsys.h"        /* <------ should this be here?, needed for sequencer update */
00051 #include "BKE_global.h"
00052 #include "BKE_image.h"
00053 #include "BKE_main.h"
00054 #include "BKE_node.h"
00055 #include "BKE_object.h"
00056 #include "BKE_pointcache.h"
00057 #include "BKE_report.h"
00058 #include "BKE_scene.h"
00059 #include "BKE_sequencer.h"
00060 #include "BKE_utildefines.h"
00061 #include "BKE_writeavi.h"       /* <------ should be replaced once with generic movie module */
00062 
00063 #include "BLI_math.h"
00064 #include "BLI_blenlib.h"
00065 #include "BLI_rand.h"
00066 #include "BLI_threads.h"
00067 #include "BLI_callbacks.h"
00068 #include "BLI_utildefines.h"
00069 
00070 #include "PIL_time.h"
00071 #include "IMB_imbuf.h"
00072 #include "IMB_imbuf_types.h"
00073 
00074 #include "intern/openexr/openexr_multi.h"
00075 
00076 #include "RE_pipeline.h"
00077 
00078 /* internal */
00079 #include "render_types.h"
00080 #include "renderpipeline.h"
00081 #include "renderdatabase.h"
00082 #include "rendercore.h"
00083 #include "envmap.h"
00084 #include "initrender.h"
00085 #include "shadbuf.h"
00086 #include "pixelblending.h"
00087 #include "zbuf.h"
00088 
00089 
00090 /* render flow
00091 
00092 1) Initialize state
00093 - state data, tables
00094 - movie/image file init
00095 - everything that doesn't change during animation
00096 
00097 2) Initialize data
00098 - camera, world, matrices
00099 - make render verts, faces, halos, strands
00100 - everything can change per frame/field
00101 
00102 3) Render Processor
00103 - multiple layers
00104 - tiles, rect, baking
00105 - layers/tiles optionally to disk or directly in Render Result
00106 
00107 4) Composite Render Result
00108 - also read external files etc
00109 
00110 5) Image Files
00111 - save file or append in movie
00112 
00113 */
00114 
00115 
00116 /* ********* globals ******** */
00117 
00118 /* here we store all renders */
00119 static struct {
00120         ListBase renderlist;
00121 
00122         /* commandline thread override */
00123         int threads;
00124 } RenderGlobal = {{NULL, NULL}, -1}; 
00125 
00126 /* hardcopy of current render, used while rendering for speed */
00127 Render R;
00128 
00129 /* ********* alloc and free ******** */
00130 
00131 static int do_write_image_or_movie(Render *re, Scene *scene, bMovieHandle *mh, const char *name_override);
00132 
00133 static volatile int g_break= 0;
00134 static int thread_break(void *UNUSED(arg))
00135 {
00136         return g_break;
00137 }
00138 
00139 /* default callbacks, set in each new render */
00140 static void result_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr)) {}
00141 static void result_rcti_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect)) {}
00142 static void stats_nothing(void *UNUSED(arg), RenderStats *UNUSED(rs)) {}
00143 static void float_nothing(void *UNUSED(arg), float UNUSED(val)) {}
00144 static int default_break(void *UNUSED(arg)) {return G.afbreek == 1;}
00145 
00146 static void stats_background(void *UNUSED(arg), RenderStats *rs)
00147 {
00148         uintptr_t mem_in_use, mmap_in_use, peak_memory;
00149         float megs_used_memory, mmap_used_memory, megs_peak_memory;
00150 
00151         mem_in_use= MEM_get_memory_in_use();
00152         mmap_in_use= MEM_get_mapped_memory_in_use();
00153         peak_memory = MEM_get_peak_memory();
00154 
00155         megs_used_memory= (mem_in_use-mmap_in_use)/(1024.0*1024.0);
00156         mmap_used_memory= (mmap_in_use)/(1024.0*1024.0);
00157         megs_peak_memory = (peak_memory)/(1024.0*1024.0);
00158 
00159         fprintf(stdout, "Fra:%d Mem:%.2fM (%.2fM, peak %.2fM) ", rs->cfra,
00160                                    megs_used_memory, mmap_used_memory, megs_peak_memory);
00161 
00162         if(rs->curfield)
00163                 fprintf(stdout, "Field %d ", rs->curfield);
00164         if(rs->curblur)
00165                 fprintf(stdout, "Blur %d ", rs->curblur);
00166 
00167         if(rs->infostr) {
00168                 fprintf(stdout, "| %s", rs->infostr);
00169         }
00170         else {
00171                 if(rs->tothalo)
00172                         fprintf(stdout, "Sce: %s Ve:%d Fa:%d Ha:%d La:%d", rs->scenename, rs->totvert, rs->totface, rs->tothalo, rs->totlamp);
00173                 else
00174                         fprintf(stdout, "Sce: %s Ve:%d Fa:%d La:%d", rs->scenename, rs->totvert, rs->totface, rs->totlamp);
00175         }
00176         fputc('\n', stdout);
00177         fflush(stdout);
00178 }
00179 
00180 void RE_FreeRenderResult(RenderResult *res)
00181 {
00182         if(res==NULL) return;
00183 
00184         while(res->layers.first) {
00185                 RenderLayer *rl= res->layers.first;
00186                 
00187                 if(rl->rectf) MEM_freeN(rl->rectf);
00188                 /* acolrect and scolrect are optionally allocated in shade_tile, only free here since it can be used for drawing */
00189                 if(rl->acolrect) MEM_freeN(rl->acolrect);
00190                 if(rl->scolrect) MEM_freeN(rl->scolrect);
00191                 
00192                 while(rl->passes.first) {
00193                         RenderPass *rpass= rl->passes.first;
00194                         if(rpass->rect) MEM_freeN(rpass->rect);
00195                         BLI_remlink(&rl->passes, rpass);
00196                         MEM_freeN(rpass);
00197                 }
00198                 BLI_remlink(&res->layers, rl);
00199                 MEM_freeN(rl);
00200         }
00201         
00202         if(res->rect32)
00203                 MEM_freeN(res->rect32);
00204         if(res->rectz)
00205                 MEM_freeN(res->rectz);
00206         if(res->rectf)
00207                 MEM_freeN(res->rectf);
00208         if(res->text)
00209                 MEM_freeN(res->text);
00210         
00211         MEM_freeN(res);
00212 }
00213 
00214 /* version that's compatible with fullsample buffers */
00215 static void free_render_result(ListBase *lb, RenderResult *rr)
00216 {
00217         RenderResult *rrnext;
00218         
00219         for(; rr; rr= rrnext) {
00220                 rrnext= rr->next;
00221                 
00222                 if(lb && lb->first)
00223                         BLI_remlink(lb, rr);
00224                 
00225                 RE_FreeRenderResult(rr);
00226         }
00227 }
00228 
00229 
00230 /* all layers except the active one get temporally pushed away */
00231 static void push_render_result(Render *re)
00232 {
00233         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
00234 
00235         /* officially pushed result should be NULL... error can happen with do_seq */
00236         RE_FreeRenderResult(re->pushedresult);
00237         
00238         re->pushedresult= re->result;
00239         re->result= NULL;
00240 
00241         BLI_rw_mutex_unlock(&re->resultmutex);
00242 }
00243 
00244 /* if scemode is R_SINGLE_LAYER, at end of rendering, merge the both render results */
00245 static void pop_render_result(Render *re)
00246 {
00247         if(re->result==NULL) {
00248                 printf("pop render result error; no current result!\n");
00249                 return;
00250         }
00251 
00252         if(re->pushedresult) {
00253                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
00254 
00255                 if(re->pushedresult->rectx==re->result->rectx && re->pushedresult->recty==re->result->recty) {
00256                         /* find which layer in pushedresult should be replaced */
00257                         SceneRenderLayer *srl;
00258                         RenderLayer *rlpush;
00259                         RenderLayer *rl= re->result->layers.first;
00260                         int nr;
00261                         
00262                         /* render result should be empty after this */
00263                         BLI_remlink(&re->result->layers, rl);
00264                         
00265                         /* reconstruct render result layers */
00266                         for(nr=0, srl= re->scene->r.layers.first; srl; srl= srl->next, nr++) {
00267                                 if(nr==re->r.actlay)
00268                                         BLI_addtail(&re->result->layers, rl);
00269                                 else {
00270                                         rlpush= RE_GetRenderLayer(re->pushedresult, srl->name);
00271                                         if(rlpush) {
00272                                                 BLI_remlink(&re->pushedresult->layers, rlpush);
00273                                                 BLI_addtail(&re->result->layers, rlpush);
00274                                         }
00275                                 }
00276                         }
00277                 }
00278                 
00279                 RE_FreeRenderResult(re->pushedresult);
00280                 re->pushedresult= NULL;
00281 
00282                 BLI_rw_mutex_unlock(&re->resultmutex);
00283         }
00284 }
00285 
00286 /* NOTE: OpenEXR only supports 32 chars for layer+pass names
00287    In blender we now use max 10 chars for pass, max 20 for layer */
00288 static const char *get_pass_name(int passtype, int channel)
00289 {
00290         
00291         if(passtype == SCE_PASS_COMBINED) {
00292                 if(channel==-1) return "Combined";
00293                 if(channel==0) return "Combined.R";
00294                 if(channel==1) return "Combined.G";
00295                 if(channel==2) return "Combined.B";
00296                 return "Combined.A";
00297         }
00298         if(passtype == SCE_PASS_Z) {
00299                 if(channel==-1) return "Depth";
00300                 return "Depth.Z";
00301         }
00302         if(passtype == SCE_PASS_VECTOR) {
00303                 if(channel==-1) return "Vector";
00304                 if(channel==0) return "Vector.X";
00305                 if(channel==1) return "Vector.Y";
00306                 if(channel==2) return "Vector.Z";
00307                 return "Vector.W";
00308         }
00309         if(passtype == SCE_PASS_NORMAL) {
00310                 if(channel==-1) return "Normal";
00311                 if(channel==0) return "Normal.X";
00312                 if(channel==1) return "Normal.Y";
00313                 return "Normal.Z";
00314         }
00315         if(passtype == SCE_PASS_UV) {
00316                 if(channel==-1) return "UV";
00317                 if(channel==0) return "UV.U";
00318                 if(channel==1) return "UV.V";
00319                 return "UV.A";
00320         }
00321         if(passtype == SCE_PASS_RGBA) {
00322                 if(channel==-1) return "Color";
00323                 if(channel==0) return "Color.R";
00324                 if(channel==1) return "Color.G";
00325                 if(channel==2) return "Color.B";
00326                 return "Color.A";
00327         }
00328         if(passtype == SCE_PASS_EMIT) {
00329                 if(channel==-1) return "Emit";
00330                 if(channel==0) return "Emit.R";
00331                 if(channel==1) return "Emit.G";
00332                 return "Emit.B";
00333         }
00334         if(passtype == SCE_PASS_DIFFUSE) {
00335                 if(channel==-1) return "Diffuse";
00336                 if(channel==0) return "Diffuse.R";
00337                 if(channel==1) return "Diffuse.G";
00338                 return "Diffuse.B";
00339         }
00340         if(passtype == SCE_PASS_SPEC) {
00341                 if(channel==-1) return "Spec";
00342                 if(channel==0) return "Spec.R";
00343                 if(channel==1) return "Spec.G";
00344                 return "Spec.B";
00345         }
00346         if(passtype == SCE_PASS_SHADOW) {
00347                 if(channel==-1) return "Shadow";
00348                 if(channel==0) return "Shadow.R";
00349                 if(channel==1) return "Shadow.G";
00350                 return "Shadow.B";
00351         }
00352         if(passtype == SCE_PASS_AO) {
00353                 if(channel==-1) return "AO";
00354                 if(channel==0) return "AO.R";
00355                 if(channel==1) return "AO.G";
00356                 return "AO.B";
00357         }
00358         if(passtype == SCE_PASS_ENVIRONMENT) {
00359                 if(channel==-1) return "Env";
00360                 if(channel==0) return "Env.R";
00361                 if(channel==1) return "Env.G";
00362                 return "Env.B";
00363         }
00364         if(passtype == SCE_PASS_INDIRECT) {
00365                 if(channel==-1) return "Indirect";
00366                 if(channel==0) return "Indirect.R";
00367                 if(channel==1) return "Indirect.G";
00368                 return "Indirect.B";
00369         }
00370         if(passtype == SCE_PASS_REFLECT) {
00371                 if(channel==-1) return "Reflect";
00372                 if(channel==0) return "Reflect.R";
00373                 if(channel==1) return "Reflect.G";
00374                 return "Reflect.B";
00375         }
00376         if(passtype == SCE_PASS_REFRACT) {
00377                 if(channel==-1) return "Refract";
00378                 if(channel==0) return "Refract.R";
00379                 if(channel==1) return "Refract.G";
00380                 return "Refract.B";
00381         }
00382         if(passtype == SCE_PASS_INDEXOB) {
00383                 if(channel==-1) return "IndexOB";
00384                 return "IndexOB.X";
00385         }
00386         if(passtype == SCE_PASS_INDEXMA) {
00387                 if(channel==-1) return "IndexMA";
00388                 return "IndexMA.X";
00389         }
00390         if(passtype == SCE_PASS_MIST) {
00391                 if(channel==-1) return "Mist";
00392                 return "Mist.Z";
00393         }
00394         if(passtype == SCE_PASS_RAYHITS)
00395         {
00396                 if(channel==-1) return "Rayhits";
00397                 if(channel==0) return "Rayhits.R";
00398                 if(channel==1) return "Rayhits.G";
00399                 return "Rayhits.B";
00400         }
00401         return "Unknown";
00402 }
00403 
00404 static int passtype_from_name(char *str)
00405 {
00406         
00407         if(strcmp(str, "Combined")==0)
00408                 return SCE_PASS_COMBINED;
00409 
00410         if(strcmp(str, "Depth")==0)
00411                 return SCE_PASS_Z;
00412 
00413         if(strcmp(str, "Vector")==0)
00414                 return SCE_PASS_VECTOR;
00415 
00416         if(strcmp(str, "Normal")==0)
00417                 return SCE_PASS_NORMAL;
00418 
00419         if(strcmp(str, "UV")==0)
00420                 return SCE_PASS_UV;
00421 
00422         if(strcmp(str, "Color")==0)
00423                 return SCE_PASS_RGBA;
00424 
00425         if(strcmp(str, "Emit")==0)
00426                 return SCE_PASS_EMIT;
00427 
00428         if(strcmp(str, "Diffuse")==0)
00429                 return SCE_PASS_DIFFUSE;
00430 
00431         if(strcmp(str, "Spec")==0)
00432                 return SCE_PASS_SPEC;
00433 
00434         if(strcmp(str, "Shadow")==0)
00435                 return SCE_PASS_SHADOW;
00436         
00437         if(strcmp(str, "AO")==0)
00438                 return SCE_PASS_AO;
00439 
00440         if(strcmp(str, "Env")==0)
00441                 return SCE_PASS_ENVIRONMENT;
00442 
00443         if(strcmp(str, "Indirect")==0)
00444                 return SCE_PASS_INDIRECT;
00445 
00446         if(strcmp(str, "Reflect")==0)
00447                 return SCE_PASS_REFLECT;
00448 
00449         if(strcmp(str, "Refract")==0)
00450                 return SCE_PASS_REFRACT;
00451 
00452         if(strcmp(str, "IndexOB")==0)
00453                 return SCE_PASS_INDEXOB;
00454 
00455         if(strcmp(str, "IndexMA")==0)
00456                 return SCE_PASS_INDEXMA;
00457 
00458         if(strcmp(str, "Mist")==0)
00459                 return SCE_PASS_MIST;
00460         
00461         if(strcmp(str, "RayHits")==0)
00462                 return SCE_PASS_RAYHITS;
00463         return 0;
00464 }
00465 
00466 static void scene_unique_exr_name(Scene *scene, char *str, int sample)
00467 {
00468         char di[FILE_MAX], name[FILE_MAXFILE+MAX_ID_NAME+100], fi[FILE_MAXFILE];
00469         
00470         BLI_strncpy(di, G.main->name, FILE_MAX);
00471         BLI_splitdirstring(di, fi);
00472         
00473         if(sample==0)
00474                 BLI_snprintf(name, sizeof(name), "%s_%s.exr", fi, scene->id.name+2);
00475         else
00476                 BLI_snprintf(name, sizeof(name), "%s_%s%d.exr", fi, scene->id.name+2, sample);
00477 
00478         BLI_make_file_string("/", str, btempdir, name);
00479 }
00480 
00481 static void render_unique_exr_name(Render *re, char *str, int sample)
00482 {
00483         scene_unique_exr_name(re->scene, str, sample);
00484 }
00485 
00486 static void render_layer_add_pass(RenderResult *rr, RenderLayer *rl, int channels, int passtype)
00487 {
00488         const char *typestr= get_pass_name(passtype, 0);
00489         RenderPass *rpass= MEM_callocN(sizeof(RenderPass), typestr);
00490         int rectsize= rr->rectx*rr->recty*channels;
00491         
00492         BLI_addtail(&rl->passes, rpass);
00493         rpass->passtype= passtype;
00494         rpass->channels= channels;
00495         rpass->rectx= rl->rectx;
00496         rpass->recty= rl->recty;
00497         
00498         if(rr->exrhandle) {
00499                 int a;
00500                 for(a=0; a<channels; a++)
00501                         IMB_exr_add_channel(rr->exrhandle, rl->name, get_pass_name(passtype, a), 0, 0, NULL);
00502         }
00503         else {
00504                 float *rect;
00505                 int x;
00506                 
00507                 rpass->rect= MEM_mapallocN(sizeof(float)*rectsize, typestr);
00508                 
00509                 if(passtype==SCE_PASS_VECTOR) {
00510                         /* initialize to max speed */
00511                         rect= rpass->rect;
00512                         for(x= rectsize-1; x>=0; x--)
00513                                 rect[x]= PASS_VECTOR_MAX;
00514                 }
00515                 else if(passtype==SCE_PASS_Z) {
00516                         rect= rpass->rect;
00517                         for(x= rectsize-1; x>=0; x--)
00518                                 rect[x]= 10e10;
00519                 }
00520         }
00521 }
00522 
00523 float *RE_RenderLayerGetPass(RenderLayer *rl, int passtype)
00524 {
00525         RenderPass *rpass;
00526         
00527         for(rpass=rl->passes.first; rpass; rpass= rpass->next)
00528                 if(rpass->passtype== passtype)
00529                         return rpass->rect;
00530         return NULL;
00531 }
00532 
00533 RenderLayer *RE_GetRenderLayer(RenderResult *rr, const char *name)
00534 {
00535         RenderLayer *rl;
00536         
00537         if(rr==NULL) return NULL;
00538         
00539         for(rl= rr->layers.first; rl; rl= rl->next)
00540                 if(strncmp(rl->name, name, RE_MAXNAME)==0)
00541                         return rl;
00542         return NULL;
00543 }
00544 
00545 #define RR_USEMEM       0
00546 /* called by main render as well for parts */
00547 /* will read info from Render *re to define layers */
00548 /* called in threads */
00549 /* re->winx,winy is coordinate space of entire image, partrct the part within */
00550 static RenderResult *new_render_result(Render *re, rcti *partrct, int crop, int savebuffers)
00551 {
00552         RenderResult *rr;
00553         RenderLayer *rl;
00554         SceneRenderLayer *srl;
00555         int rectx, recty, nr;
00556         
00557         rectx= partrct->xmax - partrct->xmin;
00558         recty= partrct->ymax - partrct->ymin;
00559         
00560         if(rectx<=0 || recty<=0)
00561                 return NULL;
00562         
00563         rr= MEM_callocN(sizeof(RenderResult), "new render result");
00564         rr->rectx= rectx;
00565         rr->recty= recty;
00566         rr->renrect.xmin= 0; rr->renrect.xmax= rectx-2*crop;
00567         /* crop is one or two extra pixels rendered for filtering, is used for merging and display too */
00568         rr->crop= crop;
00569         
00570         /* tilerect is relative coordinates within render disprect. do not subtract crop yet */
00571         rr->tilerect.xmin= partrct->xmin - re->disprect.xmin;
00572         rr->tilerect.xmax= partrct->xmax - re->disprect.xmax;
00573         rr->tilerect.ymin= partrct->ymin - re->disprect.ymin;
00574         rr->tilerect.ymax= partrct->ymax - re->disprect.ymax;
00575         
00576         if(savebuffers) {
00577                 rr->exrhandle= IMB_exr_get_handle();
00578         }
00579         
00580         /* check renderdata for amount of layers */
00581         for(nr=0, srl= re->r.layers.first; srl; srl= srl->next, nr++) {
00582                 
00583                 if((re->r.scemode & R_SINGLE_LAYER) && nr!=re->r.actlay)
00584                         continue;
00585                 if(srl->layflag & SCE_LAY_DISABLE)
00586                         continue;
00587                 
00588                 rl= MEM_callocN(sizeof(RenderLayer), "new render layer");
00589                 BLI_addtail(&rr->layers, rl);
00590                 
00591                 BLI_strncpy(rl->name, srl->name, sizeof(rl->name));
00592                 rl->lay= srl->lay;
00593                 rl->lay_zmask= srl->lay_zmask;
00594                 rl->layflag= srl->layflag;
00595                 rl->passflag= srl->passflag; // for debugging: srl->passflag|SCE_PASS_RAYHITS;
00596                 rl->pass_xor= srl->pass_xor;
00597                 rl->light_override= srl->light_override;
00598                 rl->mat_override= srl->mat_override;
00599                 rl->rectx= rectx;
00600                 rl->recty= recty;
00601                 
00602                 if(rr->exrhandle) {
00603                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.R", 0, 0, NULL);
00604                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.G", 0, 0, NULL);
00605                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.B", 0, 0, NULL);
00606                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.A", 0, 0, NULL);
00607                 }
00608                 else
00609                         rl->rectf= MEM_mapallocN(rectx*recty*sizeof(float)*4, "Combined rgba");
00610                 
00611                 if(srl->passflag  & SCE_PASS_Z)
00612                         render_layer_add_pass(rr, rl, 1, SCE_PASS_Z);
00613                 if(srl->passflag  & SCE_PASS_VECTOR)
00614                         render_layer_add_pass(rr, rl, 4, SCE_PASS_VECTOR);
00615                 if(srl->passflag  & SCE_PASS_NORMAL)
00616                         render_layer_add_pass(rr, rl, 3, SCE_PASS_NORMAL);
00617                 if(srl->passflag  & SCE_PASS_UV) 
00618                         render_layer_add_pass(rr, rl, 3, SCE_PASS_UV);
00619                 if(srl->passflag  & SCE_PASS_RGBA)
00620                         render_layer_add_pass(rr, rl, 4, SCE_PASS_RGBA);
00621                 if(srl->passflag  & SCE_PASS_EMIT)
00622                         render_layer_add_pass(rr, rl, 3, SCE_PASS_EMIT);
00623                 if(srl->passflag  & SCE_PASS_DIFFUSE)
00624                         render_layer_add_pass(rr, rl, 3, SCE_PASS_DIFFUSE);
00625                 if(srl->passflag  & SCE_PASS_SPEC)
00626                         render_layer_add_pass(rr, rl, 3, SCE_PASS_SPEC);
00627                 if(srl->passflag  & SCE_PASS_AO)
00628                         render_layer_add_pass(rr, rl, 3, SCE_PASS_AO);
00629                 if(srl->passflag  & SCE_PASS_ENVIRONMENT)
00630                         render_layer_add_pass(rr, rl, 3, SCE_PASS_ENVIRONMENT);
00631                 if(srl->passflag  & SCE_PASS_INDIRECT)
00632                         render_layer_add_pass(rr, rl, 3, SCE_PASS_INDIRECT);
00633                 if(srl->passflag  & SCE_PASS_SHADOW)
00634                         render_layer_add_pass(rr, rl, 3, SCE_PASS_SHADOW);
00635                 if(srl->passflag  & SCE_PASS_REFLECT)
00636                         render_layer_add_pass(rr, rl, 3, SCE_PASS_REFLECT);
00637                 if(srl->passflag  & SCE_PASS_REFRACT)
00638                         render_layer_add_pass(rr, rl, 3, SCE_PASS_REFRACT);
00639                 if(srl->passflag  & SCE_PASS_INDEXOB)
00640                         render_layer_add_pass(rr, rl, 1, SCE_PASS_INDEXOB);
00641                 if(srl->passflag  & SCE_PASS_INDEXMA)
00642                         render_layer_add_pass(rr, rl, 1, SCE_PASS_INDEXMA);
00643                 if(srl->passflag  & SCE_PASS_MIST)
00644                         render_layer_add_pass(rr, rl, 1, SCE_PASS_MIST);
00645                 if(rl->passflag & SCE_PASS_RAYHITS)
00646                         render_layer_add_pass(rr, rl, 4, SCE_PASS_RAYHITS);
00647                 
00648         }
00649         /* sss, previewrender and envmap don't do layers, so we make a default one */
00650         if(rr->layers.first==NULL) {
00651                 rl= MEM_callocN(sizeof(RenderLayer), "new render layer");
00652                 BLI_addtail(&rr->layers, rl);
00653                 
00654                 rl->rectx= rectx;
00655                 rl->recty= recty;
00656 
00657                 /* duplicate code... */
00658                 if(rr->exrhandle) {
00659                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.R", 0, 0, NULL);
00660                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.G", 0, 0, NULL);
00661                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.B", 0, 0, NULL);
00662                         IMB_exr_add_channel(rr->exrhandle, rl->name, "Combined.A", 0, 0, NULL);
00663                 }
00664                 else
00665                         rl->rectf= MEM_mapallocN(rectx*recty*sizeof(float)*4, "Combined rgba");
00666                 
00667                 /* note, this has to be in sync with scene.c */
00668                 rl->lay= (1<<20) -1;
00669                 rl->layflag= 0x7FFF;    /* solid ztra halo strand */
00670                 rl->passflag= SCE_PASS_COMBINED;
00671                 
00672                 re->r.actlay= 0;
00673         }
00674         
00675         /* border render; calculate offset for use in compositor. compo is centralized coords */
00676         rr->xof= re->disprect.xmin + (re->disprect.xmax - re->disprect.xmin)/2 - re->winx/2;
00677         rr->yof= re->disprect.ymin + (re->disprect.ymax - re->disprect.ymin)/2 - re->winy/2;
00678         
00679         return rr;
00680 }
00681 
00682 static int render_scene_needs_vector(Render *re)
00683 {
00684         SceneRenderLayer *srl;
00685         
00686         for(srl= re->scene->r.layers.first; srl; srl= srl->next)
00687                 if(!(srl->layflag & SCE_LAY_DISABLE))
00688                         if(srl->passflag & SCE_PASS_VECTOR)
00689                                 return 1;
00690 
00691         return 0;
00692 }
00693 
00694 static void do_merge_tile(RenderResult *rr, RenderResult *rrpart, float *target, float *tile, int pixsize)
00695 {
00696         int y, ofs, copylen, tilex, tiley;
00697         
00698         copylen= tilex= rrpart->rectx;
00699         tiley= rrpart->recty;
00700         
00701         if(rrpart->crop) {      /* filters add pixel extra */
00702                 tile+= pixsize*(rrpart->crop + rrpart->crop*tilex);
00703                 
00704                 copylen= tilex - 2*rrpart->crop;
00705                 tiley -= 2*rrpart->crop;
00706                 
00707                 ofs= (rrpart->tilerect.ymin + rrpart->crop)*rr->rectx + (rrpart->tilerect.xmin+rrpart->crop);
00708                 target+= pixsize*ofs;
00709         }
00710         else {
00711                 ofs= (rrpart->tilerect.ymin*rr->rectx + rrpart->tilerect.xmin);
00712                 target+= pixsize*ofs;
00713         }
00714 
00715         copylen *= sizeof(float)*pixsize;
00716         tilex *= pixsize;
00717         ofs= pixsize*rr->rectx;
00718 
00719         for(y=0; y<tiley; y++) {
00720                 memcpy(target, tile, copylen);
00721                 target+= ofs;
00722                 tile+= tilex;
00723         }
00724 }
00725 
00726 /* used when rendering to a full buffer, or when reading the exr part-layer-pass file */
00727 /* no test happens here if it fits... we also assume layers are in sync */
00728 /* is used within threads */
00729 static void merge_render_result(RenderResult *rr, RenderResult *rrpart)
00730 {
00731         RenderLayer *rl, *rlp;
00732         RenderPass *rpass, *rpassp;
00733         
00734         for(rl= rr->layers.first, rlp= rrpart->layers.first; rl && rlp; rl= rl->next, rlp= rlp->next) {
00735                 
00736                 /* combined */
00737                 if(rl->rectf && rlp->rectf)
00738                         do_merge_tile(rr, rrpart, rl->rectf, rlp->rectf, 4);
00739                 
00740                 /* passes are allocated in sync */
00741                 for(rpass= rl->passes.first, rpassp= rlp->passes.first; rpass && rpassp; rpass= rpass->next, rpassp= rpassp->next) {
00742                         do_merge_tile(rr, rrpart, rpass->rect, rpassp->rect, rpass->channels);
00743                 }
00744         }
00745 }
00746 
00747 
00748 static void save_render_result_tile(RenderResult *rr, RenderResult *rrpart)
00749 {
00750         RenderLayer *rlp;
00751         RenderPass *rpassp;
00752         int offs, partx, party;
00753         
00754         BLI_lock_thread(LOCK_IMAGE);
00755         
00756         for(rlp= rrpart->layers.first; rlp; rlp= rlp->next) {
00757                 
00758                 if(rrpart->crop) {      /* filters add pixel extra */
00759                         offs= (rrpart->crop + rrpart->crop*rrpart->rectx);
00760                 }
00761                 else {
00762                         offs= 0;
00763                 }
00764                 
00765                 /* combined */
00766                 if(rlp->rectf) {
00767                         int a, xstride= 4;
00768                         for(a=0; a<xstride; a++)
00769                                 IMB_exr_set_channel(rr->exrhandle, rlp->name, get_pass_name(SCE_PASS_COMBINED, a), 
00770                                                                 xstride, xstride*rrpart->rectx, rlp->rectf+a + xstride*offs);
00771                 }
00772                 
00773                 /* passes are allocated in sync */
00774                 for(rpassp= rlp->passes.first; rpassp; rpassp= rpassp->next) {
00775                         int a, xstride= rpassp->channels;
00776                         for(a=0; a<xstride; a++)
00777                                 IMB_exr_set_channel(rr->exrhandle, rlp->name, get_pass_name(rpassp->passtype, a), 
00778                                                                         xstride, xstride*rrpart->rectx, rpassp->rect+a + xstride*offs);
00779                 }
00780                 
00781         }
00782 
00783         party= rrpart->tilerect.ymin + rrpart->crop;
00784         partx= rrpart->tilerect.xmin + rrpart->crop;
00785         IMB_exrtile_write_channels(rr->exrhandle, partx, party, 0);
00786 
00787         BLI_unlock_thread(LOCK_IMAGE);
00788 
00789 }
00790 
00791 static void save_empty_result_tiles(Render *re)
00792 {
00793         RenderPart *pa;
00794         RenderResult *rr;
00795         
00796         for(rr= re->result; rr; rr= rr->next) {
00797                 IMB_exrtile_clear_channels(rr->exrhandle);
00798                 
00799                 for(pa= re->parts.first; pa; pa= pa->next) {
00800                         if(pa->ready==0) {
00801                                 int party= pa->disprect.ymin - re->disprect.ymin + pa->crop;
00802                                 int partx= pa->disprect.xmin - re->disprect.xmin + pa->crop;
00803                                 IMB_exrtile_write_channels(rr->exrhandle, partx, party, 0);
00804                         }
00805                 }
00806         }
00807 }
00808 
00809 
00810 /* for passes read from files, these have names stored */
00811 static char *make_pass_name(RenderPass *rpass, int chan)
00812 {
00813         static char name[16];
00814         int len;
00815         
00816         BLI_strncpy(name, rpass->name, EXR_PASS_MAXNAME);
00817         len= strlen(name);
00818         name[len]= '.';
00819         name[len+1]= rpass->chan_id[chan];
00820         name[len+2]= 0;
00821 
00822         return name;
00823 }
00824 
00825 /* filename already made absolute */
00826 /* called from within UI, saves both rendered result as a file-read result */
00827 void RE_WriteRenderResult(RenderResult *rr, const char *filename, int compress)
00828 {
00829         RenderLayer *rl;
00830         RenderPass *rpass;
00831         void *exrhandle= IMB_exr_get_handle();
00832 
00833         BLI_make_existing_file(filename);
00834         
00835         /* composite result */
00836         if(rr->rectf) {
00837                 IMB_exr_add_channel(exrhandle, "Composite", "Combined.R", 4, 4*rr->rectx, rr->rectf);
00838                 IMB_exr_add_channel(exrhandle, "Composite", "Combined.G", 4, 4*rr->rectx, rr->rectf+1);
00839                 IMB_exr_add_channel(exrhandle, "Composite", "Combined.B", 4, 4*rr->rectx, rr->rectf+2);
00840                 IMB_exr_add_channel(exrhandle, "Composite", "Combined.A", 4, 4*rr->rectx, rr->rectf+3);
00841         }
00842         
00843         /* add layers/passes and assign channels */
00844         for(rl= rr->layers.first; rl; rl= rl->next) {
00845                 
00846                 /* combined */
00847                 if(rl->rectf) {
00848                         int a, xstride= 4;
00849                         for(a=0; a<xstride; a++)
00850                                 IMB_exr_add_channel(exrhandle, rl->name, get_pass_name(SCE_PASS_COMBINED, a), 
00851                                                                         xstride, xstride*rr->rectx, rl->rectf+a);
00852                 }
00853                 
00854                 /* passes are allocated in sync */
00855                 for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
00856                         int a, xstride= rpass->channels;
00857                         for(a=0; a<xstride; a++) {
00858                                 if(rpass->passtype)
00859                                         IMB_exr_add_channel(exrhandle, rl->name, get_pass_name(rpass->passtype, a), 
00860                                                                                 xstride, xstride*rr->rectx, rpass->rect+a);
00861                                 else
00862                                         IMB_exr_add_channel(exrhandle, rl->name, make_pass_name(rpass, a), 
00863                                                                                 xstride, xstride*rr->rectx, rpass->rect+a);
00864                         }
00865                 }
00866         }
00867         
00868         IMB_exr_begin_write(exrhandle, filename, rr->rectx, rr->recty, compress);
00869         
00870         IMB_exr_write_channels(exrhandle);
00871         IMB_exr_close(exrhandle);
00872 }
00873 
00874 /* callbacks for RE_MultilayerConvert */
00875 static void *ml_addlayer_cb(void *base, char *str)
00876 {
00877         RenderResult *rr= base;
00878         RenderLayer *rl;
00879         
00880         rl= MEM_callocN(sizeof(RenderLayer), "new render layer");
00881         BLI_addtail(&rr->layers, rl);
00882         
00883         BLI_strncpy(rl->name, str, EXR_LAY_MAXNAME);
00884         return rl;
00885 }
00886 static void ml_addpass_cb(void *UNUSED(base), void *lay, char *str, float *rect, int totchan, char *chan_id)
00887 {
00888         RenderLayer *rl= lay;   
00889         RenderPass *rpass= MEM_callocN(sizeof(RenderPass), "loaded pass");
00890         int a;
00891         
00892         BLI_addtail(&rl->passes, rpass);
00893         rpass->channels= totchan;
00894 
00895         rpass->passtype= passtype_from_name(str);
00896         if(rpass->passtype==0) printf("unknown pass %s\n", str);
00897         rl->passflag |= rpass->passtype;
00898         
00899         BLI_strncpy(rpass->name, str, EXR_PASS_MAXNAME);
00900         /* channel id chars */
00901         for(a=0; a<totchan; a++)
00902                 rpass->chan_id[a]= chan_id[a];
00903         
00904         rpass->rect= rect;
00905 }
00906 
00907 /* from imbuf, if a handle was returned we convert this to render result */
00908 RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty)
00909 {
00910         RenderResult *rr= MEM_callocN(sizeof(RenderResult), "loaded render result");
00911         RenderLayer *rl;
00912         RenderPass *rpass;
00913         
00914         rr->rectx= rectx;
00915         rr->recty= recty;
00916         
00917         IMB_exr_multilayer_convert(exrhandle, rr, ml_addlayer_cb, ml_addpass_cb);
00918 
00919         for(rl=rr->layers.first; rl; rl=rl->next) {
00920                 rl->rectx= rectx;
00921                 rl->recty= recty;
00922 
00923                 for(rpass=rl->passes.first; rpass; rpass=rpass->next) {
00924                         rpass->rectx= rectx;
00925                         rpass->recty= recty;
00926                 }
00927         }
00928         
00929         return rr;
00930 }
00931 
00932 /* called in end of render, to add names to passes... for UI only */
00933 static void renderresult_add_names(RenderResult *rr)
00934 {
00935         RenderLayer *rl;
00936         RenderPass *rpass;
00937         
00938         for(rl= rr->layers.first; rl; rl= rl->next)
00939                 for(rpass= rl->passes.first; rpass; rpass= rpass->next)
00940                         BLI_strncpy(rpass->name, get_pass_name(rpass->passtype, -1), sizeof(rpass->name));
00941 }
00942 
00943 /* called for reading temp files, and for external engines */
00944 static int read_render_result_from_file(const char *filename, RenderResult *rr)
00945 {
00946         RenderLayer *rl;
00947         RenderPass *rpass;
00948         void *exrhandle= IMB_exr_get_handle();
00949         int rectx, recty;
00950 
00951         if(IMB_exr_begin_read(exrhandle, filename, &rectx, &recty)==0) {
00952                 printf("failed being read %s\n", filename);
00953                 IMB_exr_close(exrhandle);
00954                 return 0;
00955         }
00956 
00957         if(rr == NULL || rectx!=rr->rectx || recty!=rr->recty) {
00958                 if(rr)
00959                         printf("error in reading render result: dimensions don't match\n");
00960                 else
00961                         printf("error in reading render result: NULL result pointer\n");
00962                 IMB_exr_close(exrhandle);
00963                 return 0;
00964         }
00965         else {
00966                 for(rl= rr->layers.first; rl; rl= rl->next) {
00967                         
00968                         /* combined */
00969                         if(rl->rectf) {
00970                                 int a, xstride= 4;
00971                                 for(a=0; a<xstride; a++)
00972                                         IMB_exr_set_channel(exrhandle, rl->name, get_pass_name(SCE_PASS_COMBINED, a), 
00973                                                                                 xstride, xstride*rectx, rl->rectf+a);
00974                         }
00975                         
00976                         /* passes are allocated in sync */
00977                         for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
00978                                 int a, xstride= rpass->channels;
00979                                 for(a=0; a<xstride; a++)
00980                                         IMB_exr_set_channel(exrhandle, rl->name, get_pass_name(rpass->passtype, a), 
00981                                                                                 xstride, xstride*rectx, rpass->rect+a);
00982                         }
00983                         
00984                 }
00985                 IMB_exr_read_channels(exrhandle);
00986                 renderresult_add_names(rr);
00987         }
00988         
00989         IMB_exr_close(exrhandle);
00990 
00991         return 1;
00992 }
00993 
00994 /* only for temp buffer files, makes exact copy of render result */
00995 static void read_render_result(Render *re, int sample)
00996 {
00997         char str[FILE_MAX];
00998 
00999         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01000 
01001         RE_FreeRenderResult(re->result);
01002         re->result= new_render_result(re, &re->disprect, 0, RR_USEMEM);
01003 
01004         render_unique_exr_name(re, str, sample);
01005         printf("read exr tmp file: %s\n", str);
01006 
01007         if(!read_render_result_from_file(str, re->result))
01008                 printf("cannot read: %s\n", str);
01009 
01010         BLI_rw_mutex_unlock(&re->resultmutex);
01011 }
01012 
01013 /* *************************************************** */
01014 
01015 Render *RE_GetRender(const char *name)
01016 {
01017         Render *re;
01018 
01019         /* search for existing renders */
01020         for(re= RenderGlobal.renderlist.first; re; re= re->next)
01021                 if(strncmp(re->name, name, RE_MAXNAME)==0)
01022                         break;
01023 
01024         return re;
01025 }
01026 
01027 /* if you want to know exactly what has been done */
01028 RenderResult *RE_AcquireResultRead(Render *re)
01029 {
01030         if(re) {
01031                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
01032                 return re->result;
01033         }
01034 
01035         return NULL;
01036 }
01037 
01038 RenderResult *RE_AcquireResultWrite(Render *re)
01039 {
01040         if(re) {
01041                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01042                 return re->result;
01043         }
01044 
01045         return NULL;
01046 }
01047 
01048 void RE_SwapResult(Render *re, RenderResult **rr)
01049 {
01050         /* for keeping render buffers */
01051         if(re) {
01052                 SWAP(RenderResult*, re->result, *rr);
01053         }
01054 }
01055 
01056 
01057 void RE_ReleaseResult(Render *re)
01058 {
01059         if(re)
01060                 BLI_rw_mutex_unlock(&re->resultmutex);
01061 }
01062 
01063 /* displist.c util.... */
01064 Scene *RE_GetScene(Render *re)
01065 {
01066         if(re)
01067                 return re->scene;
01068         return NULL;
01069 }
01070 
01071 RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
01072 {
01073         RenderLayer *rl= BLI_findlink(&rr->layers, re->r.actlay);
01074         
01075         if(rl) 
01076                 return rl;
01077         else 
01078                 return rr->layers.first;
01079 }
01080 
01081 
01082 /* fill provided result struct with what's currently active or done */
01083 void RE_AcquireResultImage(Render *re, RenderResult *rr)
01084 {
01085         memset(rr, 0, sizeof(RenderResult));
01086 
01087         if(re) {
01088                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
01089 
01090                 if(re->result) {
01091                         RenderLayer *rl;
01092                         
01093                         rr->rectx= re->result->rectx;
01094                         rr->recty= re->result->recty;
01095                         
01096                         rr->rectf= re->result->rectf;
01097                         rr->rectz= re->result->rectz;
01098                         rr->rect32= re->result->rect32;
01099                         
01100                         /* active layer */
01101                         rl= render_get_active_layer(re, re->result);
01102 
01103                         if(rl) {
01104                                 if(rr->rectf==NULL)
01105                                         rr->rectf= rl->rectf;
01106                                 if(rr->rectz==NULL)
01107                                         rr->rectz= RE_RenderLayerGetPass(rl, SCE_PASS_Z);       
01108                         }
01109 
01110                         rr->have_combined= (re->result->rectf != NULL);
01111                         rr->layers= re->result->layers;
01112                 }
01113         }
01114 }
01115 
01116 void RE_ReleaseResultImage(Render *re)
01117 {
01118         if(re)
01119                 BLI_rw_mutex_unlock(&re->resultmutex);
01120 }
01121 
01122 /* caller is responsible for allocating rect in correct size! */
01123 void RE_ResultGet32(Render *re, unsigned int *rect)
01124 {
01125         RenderResult rres;
01126         
01127         RE_AcquireResultImage(re, &rres);
01128 
01129         if(rres.rect32) 
01130                 memcpy(rect, rres.rect32, sizeof(int)*rres.rectx*rres.recty);
01131         else if(rres.rectf) {
01132                 float *fp= rres.rectf;
01133                 int tot= rres.rectx*rres.recty;
01134                 char *cp= (char *)rect;
01135                 
01136                 if (re->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
01137                         /* Finally convert back to sRGB rendered image */ 
01138                         for(;tot>0; tot--, cp+=4, fp+=4) {
01139                                 cp[0] = FTOCHAR(linearrgb_to_srgb(fp[0]));
01140                                 cp[1] = FTOCHAR(linearrgb_to_srgb(fp[1]));
01141                                 cp[2] = FTOCHAR(linearrgb_to_srgb(fp[2]));
01142                                 cp[3] = FTOCHAR(fp[3]);
01143                         }
01144                 }
01145                 else {
01146                         /* Color management is off : no conversion necessary */
01147                         for(;tot>0; tot--, cp+=4, fp+=4) {
01148                                 cp[0] = FTOCHAR(fp[0]);
01149                                 cp[1] = FTOCHAR(fp[1]);
01150                                 cp[2] = FTOCHAR(fp[2]);
01151                                 cp[3] = FTOCHAR(fp[3]);
01152                         }
01153                 }
01154 
01155         }
01156         else
01157                 /* else fill with black */
01158                 memset(rect, 0, sizeof(int)*re->rectx*re->recty);
01159 
01160         RE_ReleaseResultImage(re);
01161 }
01162 
01163 RenderStats *RE_GetStats(Render *re)
01164 {
01165         return &re->i;
01166 }
01167 
01168 Render *RE_NewRender(const char *name)
01169 {
01170         Render *re;
01171 
01172         /* only one render per name exists */
01173         re= RE_GetRender(name);
01174         if(re==NULL) {
01175                 
01176                 /* new render data struct */
01177                 re= MEM_callocN(sizeof(Render), "new render");
01178                 BLI_addtail(&RenderGlobal.renderlist, re);
01179                 strncpy(re->name, name, RE_MAXNAME);
01180                 BLI_rw_mutex_init(&re->resultmutex);
01181         }
01182         
01183         RE_InitRenderCB(re);
01184 
01185         /* init some variables */
01186         re->ycor= 1.0f;
01187         
01188         return re;
01189 }
01190 
01191 /* called for new renders and when finishing rendering so
01192  * we calways have valid callbacks on a render */
01193 void RE_InitRenderCB(Render *re)
01194 {
01195         /* set default empty callbacks */
01196         re->display_init= result_nothing;
01197         re->display_clear= result_nothing;
01198         re->display_draw= result_rcti_nothing;
01199         re->progress= float_nothing;
01200         re->test_break= default_break;
01201         if(G.background)
01202                 re->stats_draw= stats_background;
01203         else
01204                 re->stats_draw= stats_nothing;
01205         /* clear callback handles */
01206         re->dih= re->dch= re->ddh= re->sdh= re->prh= re->tbh= NULL;
01207 }
01208 
01209 /* only call this while you know it will remove the link too */
01210 void RE_FreeRender(Render *re)
01211 {
01212         BLI_rw_mutex_end(&re->resultmutex);
01213         
01214         free_renderdata_tables(re);
01215         free_sample_tables(re);
01216         
01217         RE_FreeRenderResult(re->result);
01218         RE_FreeRenderResult(re->pushedresult);
01219         
01220         BLI_remlink(&RenderGlobal.renderlist, re);
01221         MEM_freeN(re);
01222 }
01223 
01224 /* exit blender */
01225 void RE_FreeAllRender(void)
01226 {
01227         while(RenderGlobal.renderlist.first) {
01228                 RE_FreeRender(RenderGlobal.renderlist.first);
01229         }
01230 }
01231 
01232 /* ********* initialize state ******** */
01233 
01234 
01235 /* what doesn't change during entire render sequence */
01236 /* disprect is optional, if NULL it assumes full window render */
01237 void RE_InitState(Render *re, Render *source, RenderData *rd, SceneRenderLayer *srl, int winx, int winy, rcti *disprect)
01238 {
01239         re->ok= TRUE;   /* maybe flag */
01240         
01241         re->i.starttime= PIL_check_seconds_timer();
01242         re->r= *rd;             /* hardcopy */
01243         
01244         re->winx= winx;
01245         re->winy= winy;
01246         if(disprect) {
01247                 re->disprect= *disprect;
01248                 re->rectx= disprect->xmax-disprect->xmin;
01249                 re->recty= disprect->ymax-disprect->ymin;
01250         }
01251         else {
01252                 re->disprect.xmin= re->disprect.ymin= 0;
01253                 re->disprect.xmax= winx;
01254                 re->disprect.ymax= winy;
01255                 re->rectx= winx;
01256                 re->recty= winy;
01257         }
01258         
01259         if(re->rectx < 2 || re->recty < 2 || (BKE_imtype_is_movie(rd->imtype) &&
01260                                                                                   (re->rectx < 16 || re->recty < 16) )) {
01261                 BKE_report(re->reports, RPT_ERROR, "Image too small");
01262                 re->ok= 0;
01263                 return;
01264         }
01265 
01266         if((re->r.mode & (R_OSA))==0)
01267                 re->r.scemode &= ~R_FULL_SAMPLE;
01268 
01269 #ifdef WITH_OPENEXR
01270         if(re->r.scemode & R_FULL_SAMPLE)
01271                 re->r.scemode |= R_EXR_TILE_FILE;       /* enable automatic */
01272 
01273         /* Until use_border is made compatible with save_buffers/full_sample, render without the later instead of not rendering at all.*/
01274         if(re->r.mode & R_BORDER) 
01275         {
01276                 re->r.scemode &= ~(R_EXR_TILE_FILE|R_FULL_SAMPLE);
01277         }
01278 
01279 #else
01280         /* can't do this without openexr support */
01281         re->r.scemode &= ~(R_EXR_TILE_FILE|R_FULL_SAMPLE);
01282 #endif
01283         
01284         /* fullsample wants uniform osa levels */
01285         if(source && (re->r.scemode & R_FULL_SAMPLE)) {
01286                 /* but, if source has no full sample we disable it */
01287                 if((source->r.scemode & R_FULL_SAMPLE)==0)
01288                         re->r.scemode &= ~R_FULL_SAMPLE;
01289                 else
01290                         re->r.osa= re->osa= source->osa;
01291         }
01292         else {
01293                 /* check state variables, osa? */
01294                 if(re->r.mode & (R_OSA)) {
01295                         re->osa= re->r.osa;
01296                         if(re->osa>16) re->osa= 16;
01297                 }
01298                 else re->osa= 0;
01299         }
01300         
01301         if (srl) {
01302                 int index = BLI_findindex(&re->r.layers, srl);
01303                 if (index != -1) {
01304                         re->r.actlay = index;
01305                         re->r.scemode |= R_SINGLE_LAYER;
01306                 }
01307         }
01308                 
01309         /* always call, checks for gamma, gamma tables and jitter too */
01310         make_sample_tables(re); 
01311         
01312         /* if preview render, we try to keep old result */
01313         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01314 
01315         if(re->r.scemode & R_PREVIEWBUTS) {
01316                 if(re->result && re->result->rectx==re->rectx && re->result->recty==re->recty);
01317                 else {
01318                         RE_FreeRenderResult(re->result);
01319                         re->result= NULL;
01320                 }
01321         }
01322         else {
01323                 
01324                 /* make empty render result, so display callbacks can initialize */
01325                 RE_FreeRenderResult(re->result);
01326                 re->result= MEM_callocN(sizeof(RenderResult), "new render result");
01327                 re->result->rectx= re->rectx;
01328                 re->result->recty= re->recty;
01329         }
01330 
01331         BLI_rw_mutex_unlock(&re->resultmutex);
01332         
01333         /* we clip faces with a minimum of 2 pixel boundary outside of image border. see zbuf.c */
01334         re->clipcrop= 1.0f + 2.0f/(float)(re->winx>re->winy?re->winy:re->winx);
01335         
01336         re->mblur_offs = re->field_offs = 0.f;
01337         
01338         RE_init_threadcount(re);
01339 }
01340 
01341 /* part of external api, not called for regular render pipeline */
01342 void RE_SetDispRect (struct Render *re, rcti *disprect)
01343 {
01344         re->disprect= *disprect;
01345         re->rectx= disprect->xmax-disprect->xmin;
01346         re->recty= disprect->ymax-disprect->ymin;
01347         
01348         /* initialize render result */
01349         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01350 
01351         RE_FreeRenderResult(re->result);
01352         re->result= new_render_result(re, &re->disprect, 0, RR_USEMEM);
01353 
01354         BLI_rw_mutex_unlock(&re->resultmutex);
01355 }
01356 
01357 void RE_SetWindow(Render *re, rctf *viewplane, float clipsta, float clipend)
01358 {
01359         /* re->ok flag? */
01360         
01361         re->viewplane= *viewplane;
01362         re->clipsta= clipsta;
01363         re->clipend= clipend;
01364         re->r.mode &= ~R_ORTHO;
01365 
01366         perspective_m4( re->winmat,re->viewplane.xmin, re->viewplane.xmax, re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
01367         
01368 }
01369 
01370 void RE_SetOrtho(Render *re, rctf *viewplane, float clipsta, float clipend)
01371 {
01372         /* re->ok flag? */
01373         
01374         re->viewplane= *viewplane;
01375         re->clipsta= clipsta;
01376         re->clipend= clipend;
01377         re->r.mode |= R_ORTHO;
01378 
01379         orthographic_m4( re->winmat,re->viewplane.xmin, re->viewplane.xmax, re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
01380 }
01381 
01382 void RE_SetView(Render *re, float mat[][4])
01383 {
01384         /* re->ok flag? */
01385         copy_m4_m4(re->viewmat, mat);
01386         invert_m4_m4(re->viewinv, re->viewmat);
01387 }
01388 
01389 /* image and movie output has to move to either imbuf or kernel */
01390 void RE_display_init_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
01391 {
01392         re->display_init= f;
01393         re->dih= handle;
01394 }
01395 void RE_display_clear_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
01396 {
01397         re->display_clear= f;
01398         re->dch= handle;
01399 }
01400 void RE_display_draw_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile rcti *rect))
01401 {
01402         re->display_draw= f;
01403         re->ddh= handle;
01404 }
01405 void RE_stats_draw_cb(Render *re, void *handle, void (*f)(void *handle, RenderStats *rs))
01406 {
01407         re->stats_draw= f;
01408         re->sdh= handle;
01409 }
01410 void RE_progress_cb(Render *re, void *handle, void (*f)(void *handle, float))
01411 {
01412         re->progress= f;
01413         re->prh= handle;
01414 }
01415 
01416 void RE_draw_lock_cb(Render *re, void *handle, void (*f)(void *handle, int i))
01417 {
01418         re->draw_lock= f;
01419         re->tbh= handle;
01420 }
01421 
01422 void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
01423 {
01424         re->test_break= f;
01425         re->tbh= handle;
01426 }
01427 
01428 
01429 /* ********* add object data (later) ******** */
01430 
01431 /* object is considered fully prepared on correct time etc */
01432 /* includes lights */
01433 void RE_AddObject(Render *UNUSED(re), Object *UNUSED(ob))
01434 {
01435         
01436 }
01437 
01438 /* *************************************** */
01439 
01440 static int render_display_draw_enabled(Render *re)
01441 {
01442         /* don't show preprocess for previewrender sss */
01443         if(re->sss_points)
01444                 return !(re->r.scemode & R_PREVIEWBUTS);
01445         else
01446                 return 1;
01447 }
01448 
01449 /* allocate osa new results for samples */
01450 static RenderResult *new_full_sample_buffers(Render *re, ListBase *lb, rcti *partrct, int crop)
01451 {
01452         int a;
01453         
01454         if(re->osa==0)
01455                 return new_render_result(re, partrct, crop, RR_USEMEM);
01456         
01457         for(a=0; a<re->osa; a++) {
01458                 RenderResult *rr= new_render_result(re, partrct, crop, RR_USEMEM);
01459                 BLI_addtail(lb, rr);
01460                 rr->sample_nr= a;
01461         }
01462         
01463         return lb->first;
01464 }
01465 
01466 
01467 /* the main thread call, renders an entire part */
01468 static void *do_part_thread(void *pa_v)
01469 {
01470         RenderPart *pa= pa_v;
01471         
01472         /* need to return nicely all parts on esc */
01473         if(R.test_break(R.tbh)==0) {
01474                 
01475                 if(!R.sss_points && (R.r.scemode & R_FULL_SAMPLE))
01476                         pa->result= new_full_sample_buffers(&R, &pa->fullresult, &pa->disprect, pa->crop);
01477                 else
01478                         pa->result= new_render_result(&R, &pa->disprect, pa->crop, RR_USEMEM);
01479 
01480                 if(R.sss_points)
01481                         zbufshade_sss_tile(pa);
01482                 else if(R.osa)
01483                         zbufshadeDA_tile(pa);
01484                 else
01485                         zbufshade_tile(pa);
01486                 
01487                 /* merge too on break! */
01488                 if(R.result->exrhandle) {
01489                         RenderResult *rr, *rrpart;
01490                         
01491                         for(rr= R.result, rrpart= pa->result; rr && rrpart; rr= rr->next, rrpart= rrpart->next)
01492                                 save_render_result_tile(rr, rrpart);
01493                         
01494                 }
01495                 else if(render_display_draw_enabled(&R)) {
01496                         /* on break, don't merge in result for preview renders, looks nicer */
01497                         if(R.test_break(R.tbh) && (R.r.scemode & R_PREVIEWBUTS));
01498                         else merge_render_result(R.result, pa->result);
01499                 }
01500         }
01501         
01502         pa->ready= 1;
01503         
01504         return NULL;
01505 }
01506 
01507 /* calculus for how much 1 pixel rendered should rotate the 3d geometry */
01508 /* is not that simple, needs to be corrected for errors of larger viewplane sizes */
01509 /* called in initrender.c, initparts() and convertblender.c, for speedvectors */
01510 float panorama_pixel_rot(Render *re)
01511 {
01512         float psize, phi, xfac;
01513         float borderfac= (float)(re->disprect.xmax - re->disprect.xmin) / (float)re->winx;
01514         
01515         /* size of 1 pixel mapped to viewplane coords */
01516         psize= (re->viewplane.xmax-re->viewplane.xmin)/(float)(re->winx);
01517         /* angle of a pixel */
01518         phi= atan(psize/re->clipsta);
01519         
01520         /* correction factor for viewplane shifting, first calculate how much the viewplane angle is */
01521         xfac= borderfac*((re->viewplane.xmax-re->viewplane.xmin))/(float)re->xparts;
01522         xfac= atan(0.5f*xfac/re->clipsta); 
01523         /* and how much the same viewplane angle is wrapped */
01524         psize= 0.5f*phi*((float)re->partx);
01525         
01526         /* the ratio applied to final per-pixel angle */
01527         phi*= xfac/psize;
01528         
01529         return phi;
01530 }
01531 
01532 /* call when all parts stopped rendering, to find the next Y slice */
01533 /* if slice found, it rotates the dbase */
01534 static RenderPart *find_next_pano_slice(Render *re, int *minx, rctf *viewplane)
01535 {
01536         RenderPart *pa, *best= NULL;
01537         
01538         *minx= re->winx;
01539         
01540         /* most left part of the non-rendering parts */
01541         for(pa= re->parts.first; pa; pa= pa->next) {
01542                 if(pa->ready==0 && pa->nr==0) {
01543                         if(pa->disprect.xmin < *minx) {
01544                                 best= pa;
01545                                 *minx= pa->disprect.xmin;
01546                         }
01547                 }
01548         }
01549                         
01550         if(best) {
01551                 float phi= panorama_pixel_rot(re);
01552 
01553                 R.panodxp= (re->winx - (best->disprect.xmin + best->disprect.xmax) )/2;
01554                 R.panodxv= ((viewplane->xmax-viewplane->xmin)*R.panodxp)/(float)(re->winx);
01555 
01556                 /* shift viewplane */
01557                 R.viewplane.xmin = viewplane->xmin + R.panodxv;
01558                 R.viewplane.xmax = viewplane->xmax + R.panodxv;
01559                 RE_SetWindow(re, &R.viewplane, R.clipsta, R.clipend);
01560                 copy_m4_m4(R.winmat, re->winmat);
01561                 
01562                 /* rotate database according to part coordinates */
01563                 project_renderdata(re, projectverto, 1, -R.panodxp*phi, 1);
01564                 R.panosi= sin(R.panodxp*phi);
01565                 R.panoco= cos(R.panodxp*phi);
01566         }
01567         return best;
01568 }
01569 
01570 static RenderPart *find_next_part(Render *re, int minx)
01571 {
01572         RenderPart *pa, *best= NULL;
01573 
01574         /* long long int's needed because of overflow [#24414] */
01575         long long int centx=re->winx/2, centy=re->winy/2, tot=1;
01576         long long int mindist= (long long int)re->winx * (long long int)re->winy;
01577         
01578         /* find center of rendered parts, image center counts for 1 too */
01579         for(pa= re->parts.first; pa; pa= pa->next) {
01580                 if(pa->ready) {
01581                         centx+= (pa->disprect.xmin+pa->disprect.xmax)/2;
01582                         centy+= (pa->disprect.ymin+pa->disprect.ymax)/2;
01583                         tot++;
01584                 }
01585         }
01586         centx/=tot;
01587         centy/=tot;
01588         
01589         /* closest of the non-rendering parts */
01590         for(pa= re->parts.first; pa; pa= pa->next) {
01591                 if(pa->ready==0 && pa->nr==0) {
01592                         long long int distx= centx - (pa->disprect.xmin+pa->disprect.xmax)/2;
01593                         long long int disty= centy - (pa->disprect.ymin+pa->disprect.ymax)/2;
01594                         distx= (long long int)sqrt(distx*distx + disty*disty);
01595                         if(distx<mindist) {
01596                                 if(re->r.mode & R_PANORAMA) {
01597                                         if(pa->disprect.xmin==minx) {
01598                                                 best= pa;
01599                                                 mindist= distx;
01600                                         }
01601                                 }
01602                                 else {
01603                                         best= pa;
01604                                         mindist= distx;
01605                                 }
01606                         }
01607                 }
01608         }
01609         return best;
01610 }
01611 
01612 static void print_part_stats(Render *re, RenderPart *pa)
01613 {
01614         char str[64];
01615         
01616         BLI_snprintf(str, sizeof(str), "%s, Part %d-%d", re->scene->id.name+2, pa->nr, re->i.totpart);
01617         re->i.infostr= str;
01618         re->stats_draw(re->sdh, &re->i);
01619         re->i.infostr= NULL;
01620 }
01621 
01622 /* make osa new results for samples */
01623 static RenderResult *new_full_sample_buffers_exr(Render *re)
01624 {
01625         int a;
01626         
01627         for(a=0; a<re->osa; a++) {
01628                 RenderResult *rr= new_render_result(re, &re->disprect, 0, 1);
01629                 BLI_addtail(&re->fullresult, rr);
01630                 rr->sample_nr= a;
01631         }
01632         
01633         return re->fullresult.first;
01634 }
01635 
01636 static void threaded_tile_processor(Render *re)
01637 {
01638         ListBase threads;
01639         RenderPart *pa, *nextpa;
01640         rctf viewplane= re->viewplane;
01641         int rendering=1, counter= 1, drawtimer=0, hasdrawn, minx=0;
01642         
01643         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01644 
01645         /* first step; free the entire render result, make new, and/or prepare exr buffer saving */
01646         if(re->result==NULL || !(re->r.scemode & R_PREVIEWBUTS)) {
01647                 RE_FreeRenderResult(re->result);
01648         
01649                 if(re->sss_points && render_display_draw_enabled(re))
01650                         re->result= new_render_result(re, &re->disprect, 0, 0);
01651                 else if(re->r.scemode & R_FULL_SAMPLE)
01652                         re->result= new_full_sample_buffers_exr(re);
01653                 else
01654                         re->result= new_render_result(re, &re->disprect, 0, re->r.scemode & (R_EXR_TILE_FILE|R_FULL_SAMPLE));
01655         }
01656 
01657         BLI_rw_mutex_unlock(&re->resultmutex);
01658         
01659         if(re->result==NULL)
01660                 return;
01661         
01662         /* warning; no return here without closing exr file */
01663         
01664         initparts(re);
01665 
01666         if(re->result->exrhandle) {
01667                 RenderResult *rr;
01668                 char str[FILE_MAX];
01669                 
01670                 for(rr= re->result; rr; rr= rr->next) {
01671                         render_unique_exr_name(re, str, rr->sample_nr);
01672                 
01673                         printf("write exr tmp file, %dx%d, %s\n", rr->rectx, rr->recty, str);
01674                         IMB_exrtile_begin_write(rr->exrhandle, str, 0, rr->rectx, rr->recty, re->partx, re->party);
01675                 }
01676         }
01677         
01678         BLI_init_threads(&threads, do_part_thread, re->r.threads);
01679         
01680         /* assuming no new data gets added to dbase... */
01681         R= *re;
01682         
01683         /* set threadsafe break */
01684         R.test_break= thread_break;
01685         
01686         /* timer loop demands to sleep when no parts are left, so we enter loop with a part */
01687         if(re->r.mode & R_PANORAMA)
01688                 nextpa= find_next_pano_slice(re, &minx, &viewplane);
01689         else
01690                 nextpa= find_next_part(re, 0);
01691         
01692         while(rendering) {
01693                 
01694                 if(re->test_break(re->tbh))
01695                         PIL_sleep_ms(50);
01696                 else if(nextpa && BLI_available_threads(&threads)) {
01697                         drawtimer= 0;
01698                         nextpa->nr= counter++;  /* for nicest part, and for stats */
01699                         nextpa->thread= BLI_available_thread_index(&threads);   /* sample index */
01700                         BLI_insert_thread(&threads, nextpa);
01701 
01702                         nextpa= find_next_part(re, minx);
01703                 }
01704                 else if(re->r.mode & R_PANORAMA) {
01705                         if(nextpa==NULL && BLI_available_threads(&threads)==re->r.threads)
01706                                 nextpa= find_next_pano_slice(re, &minx, &viewplane);
01707                         else {
01708                                 PIL_sleep_ms(50);
01709                                 drawtimer++;
01710                         }
01711                 }
01712                 else {
01713                         PIL_sleep_ms(50);
01714                         drawtimer++;
01715                 }
01716                 
01717                 /* check for ready ones to display, and if we need to continue */
01718                 rendering= 0;
01719                 hasdrawn= 0;
01720                 for(pa= re->parts.first; pa; pa= pa->next) {
01721                         if(pa->ready) {
01722                                 
01723                                 BLI_remove_thread(&threads, pa);
01724                                 
01725                                 if(pa->result) {
01726                                         if(render_display_draw_enabled(re))
01727                                                 re->display_draw(re->ddh, pa->result, NULL);
01728                                         print_part_stats(re, pa);
01729                                         
01730                                         free_render_result(&pa->fullresult, pa->result);
01731                                         pa->result= NULL;
01732                                         re->i.partsdone++;
01733                                         re->progress(re->prh, re->i.partsdone / (float)re->i.totpart);
01734                                         hasdrawn= 1;
01735                                 }
01736                         }
01737                         else {
01738                                 rendering= 1;
01739                                 if(pa->nr && pa->result && drawtimer>20) {
01740                                         if(render_display_draw_enabled(re))
01741                                                 re->display_draw(re->ddh, pa->result, &pa->result->renrect);
01742                                         hasdrawn= 1;
01743                                 }
01744                         }
01745                 }
01746                 if(hasdrawn)
01747                         drawtimer= 0;
01748 
01749                 /* on break, wait for all slots to get freed */
01750                 if( (g_break=re->test_break(re->tbh)) && BLI_available_threads(&threads)==re->r.threads)
01751                         rendering= 0;
01752                 
01753         }
01754         
01755         if(re->result->exrhandle) {
01756                 RenderResult *rr;
01757 
01758                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01759                 save_empty_result_tiles(re);
01760                 
01761                 for(rr= re->result; rr; rr= rr->next) {
01762                         IMB_exr_close(rr->exrhandle);
01763                         rr->exrhandle= NULL;
01764                 }
01765                 
01766                 free_render_result(&re->fullresult, re->result);
01767                 re->result= NULL;
01768 
01769                 BLI_rw_mutex_unlock(&re->resultmutex);
01770                 
01771                 read_render_result(re, 0);
01772         }
01773         
01774         /* unset threadsafety */
01775         g_break= 0;
01776         
01777         BLI_end_threads(&threads);
01778         freeparts(re);
01779         re->viewplane= viewplane; /* restore viewplane, modified by pano render */
01780 }
01781 
01782 /* currently only called by preview renders and envmap */
01783 void RE_TileProcessor(Render *re)
01784 {
01785         threaded_tile_processor(re);
01786 }
01787 
01788 /* ************  This part uses API, for rendering Blender scenes ********** */
01789 
01790 static int external_render_3d(Render *re, int do_all);
01791 
01792 static void do_render_3d(Render *re)
01793 {
01794         /* try external */
01795         if(external_render_3d(re, 0))
01796                 return;
01797 
01798         /* internal */
01799         
01800 //      re->cfra= cfra; /* <- unused! */
01801         re->scene->r.subframe = re->mblur_offs + re->field_offs;
01802         
01803         /* lock drawing in UI during data phase */
01804         if(re->draw_lock)
01805                 re->draw_lock(re->dlh, 1);
01806         
01807         /* make render verts/faces/halos/lamps */
01808         if(render_scene_needs_vector(re))
01809                 RE_Database_FromScene_Vectors(re, re->main, re->scene, re->lay);
01810         else
01811            RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
01812         
01813         /* clear UI drawing locks */
01814         if(re->draw_lock)
01815                 re->draw_lock(re->dlh, 0);
01816         
01817         threaded_tile_processor(re);
01818         
01819         /* do left-over 3d post effects (flares) */
01820         if(re->flag & R_HALO)
01821                 if(!re->test_break(re->tbh))
01822                         add_halo_flare(re);
01823         
01824         /* free all render verts etc */
01825         RE_Database_Free(re);
01826         
01827         re->scene->r.subframe = 0.f;
01828 }
01829 
01830 /* called by blur loop, accumulate RGBA key alpha */
01831 static void addblur_rect_key(RenderResult *rr, float *rectf, float *rectf1, float blurfac)
01832 {
01833         float mfac= 1.0f - blurfac;
01834         int a, b, stride= 4*rr->rectx;
01835         int len= stride*sizeof(float);
01836         
01837         for(a=0; a<rr->recty; a++) {
01838                 if(blurfac==1.0f) {
01839                         memcpy(rectf, rectf1, len);
01840                 }
01841                 else {
01842                         float *rf= rectf, *rf1= rectf1;
01843                         
01844                         for( b= rr->rectx; b>0; b--, rf+=4, rf1+=4) {
01845                                 if(rf1[3]<0.01f)
01846                                         rf[3]= mfac*rf[3];
01847                                 else if(rf[3]<0.01f) {
01848                                         rf[0]= rf1[0];
01849                                         rf[1]= rf1[1];
01850                                         rf[2]= rf1[2];
01851                                         rf[3]= blurfac*rf1[3];
01852                                 }
01853                                 else {
01854                                         rf[0]= mfac*rf[0] + blurfac*rf1[0];
01855                                         rf[1]= mfac*rf[1] + blurfac*rf1[1];
01856                                         rf[2]= mfac*rf[2] + blurfac*rf1[2];
01857                                         rf[3]= mfac*rf[3] + blurfac*rf1[3];
01858                                 }                               
01859                         }
01860                 }
01861                 rectf+= stride;
01862                 rectf1+= stride;
01863         }
01864 }
01865 
01866 /* called by blur loop, accumulate renderlayers */
01867 static void addblur_rect(RenderResult *rr, float *rectf, float *rectf1, float blurfac, int channels)
01868 {
01869         float mfac= 1.0f - blurfac;
01870         int a, b, stride= channels*rr->rectx;
01871         int len= stride*sizeof(float);
01872         
01873         for(a=0; a<rr->recty; a++) {
01874                 if(blurfac==1.0f) {
01875                         memcpy(rectf, rectf1, len);
01876                 }
01877                 else {
01878                         float *rf= rectf, *rf1= rectf1;
01879                         
01880                         for( b= rr->rectx*channels; b>0; b--, rf++, rf1++) {
01881                                 rf[0]= mfac*rf[0] + blurfac*rf1[0];
01882                         }
01883                 }
01884                 rectf+= stride;
01885                 rectf1+= stride;
01886         }
01887 }
01888 
01889 
01890 /* called by blur loop, accumulate renderlayers */
01891 static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float blurfac, int key_alpha)
01892 {
01893         RenderLayer *rl, *rl1;
01894         RenderPass *rpass, *rpass1;
01895         
01896         rl1= brr->layers.first;
01897         for(rl= rr->layers.first; rl && rl1; rl= rl->next, rl1= rl1->next) {
01898                 
01899                 /* combined */
01900                 if(rl->rectf && rl1->rectf) {
01901                         if(key_alpha)
01902                                 addblur_rect_key(rr, rl->rectf, rl1->rectf, blurfac);
01903                         else
01904                                 addblur_rect(rr, rl->rectf, rl1->rectf, blurfac, 4);
01905                 }
01906                 
01907                 /* passes are allocated in sync */
01908                 rpass1= rl1->passes.first;
01909                 for(rpass= rl->passes.first; rpass && rpass1; rpass= rpass->next, rpass1= rpass1->next) {
01910                         addblur_rect(rr, rpass->rect, rpass1->rect, blurfac, rpass->channels);
01911                 }
01912         }
01913 }
01914 
01915 /* main blur loop, can be called by fields too */
01916 static void do_render_blur_3d(Render *re)
01917 {
01918         RenderResult *rres;
01919         float blurfac;
01920         int blur= re->r.mblur_samples;
01921         
01922         /* create accumulation render result */
01923         rres= new_render_result(re, &re->disprect, 0, RR_USEMEM);
01924         
01925         /* do the blur steps */
01926         while(blur--) {
01927                 re->mblur_offs = re->r.blurfac*((float)(re->r.mblur_samples-blur))/(float)re->r.mblur_samples;
01928                 
01929                 re->i.curblur= re->r.mblur_samples-blur;        /* stats */
01930                 
01931                 do_render_3d(re);
01932                 
01933                 blurfac= 1.0f/(float)(re->r.mblur_samples-blur);
01934                 
01935                 merge_renderresult_blur(rres, re->result, blurfac, re->r.alphamode & R_ALPHAKEY);
01936                 if(re->test_break(re->tbh)) break;
01937         }
01938         
01939         /* swap results */
01940         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
01941         RE_FreeRenderResult(re->result);
01942         re->result= rres;
01943         BLI_rw_mutex_unlock(&re->resultmutex);
01944         
01945         re->mblur_offs = 0.0f;
01946         re->i.curblur= 0;       /* stats */
01947         
01948         /* weak... the display callback wants an active renderlayer pointer... */
01949         re->result->renlay= render_get_active_layer(re, re->result);
01950         re->display_draw(re->ddh, re->result, NULL);    
01951 }
01952 
01953 
01954 /* function assumes rectf1 and rectf2 to be half size of rectf */
01955 static void interleave_rect(RenderResult *rr, float *rectf, float *rectf1, float *rectf2, int channels)
01956 {
01957         int a, stride= channels*rr->rectx;
01958         int len= stride*sizeof(float);
01959         
01960         for(a=0; a<rr->recty; a+=2) {
01961                 memcpy(rectf, rectf1, len);
01962                 rectf+= stride;
01963                 rectf1+= stride;
01964                 memcpy(rectf, rectf2, len);
01965                 rectf+= stride;
01966                 rectf2+= stride;
01967         }
01968 }
01969 
01970 /* merge render results of 2 fields */
01971 static void merge_renderresult_fields(RenderResult *rr, RenderResult *rr1, RenderResult *rr2)
01972 {
01973         RenderLayer *rl, *rl1, *rl2;
01974         RenderPass *rpass, *rpass1, *rpass2;
01975         
01976         rl1= rr1->layers.first;
01977         rl2= rr2->layers.first;
01978         for(rl= rr->layers.first; rl && rl1 && rl2; rl= rl->next, rl1= rl1->next, rl2= rl2->next) {
01979                 
01980                 /* combined */
01981                 if(rl->rectf && rl1->rectf && rl2->rectf)
01982                         interleave_rect(rr, rl->rectf, rl1->rectf, rl2->rectf, 4);
01983                 
01984                 /* passes are allocated in sync */
01985                 rpass1= rl1->passes.first;
01986                 rpass2= rl2->passes.first;
01987                 for(rpass= rl->passes.first; rpass && rpass1 && rpass2; rpass= rpass->next, rpass1= rpass1->next, rpass2= rpass2->next) {
01988                         interleave_rect(rr, rpass->rect, rpass1->rect, rpass2->rect, rpass->channels);
01989                 }
01990         }
01991 }
01992 
01993 
01994 /* interleaves 2 frames */
01995 static void do_render_fields_3d(Render *re)
01996 {
01997         Object *camera= RE_GetCamera(re);
01998         RenderResult *rr1, *rr2= NULL;
01999         
02000         /* no render result was created, we can safely halve render y */
02001         re->winy /= 2;
02002         re->recty /= 2;
02003         re->disprect.ymin /= 2;
02004         re->disprect.ymax /= 2;
02005         
02006         re->i.curfield= 1;      /* stats */
02007         
02008         /* first field, we have to call camera routine for correct aspect and subpixel offset */
02009         RE_SetCamera(re, camera);
02010         if(re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE)==0)
02011                 do_render_blur_3d(re);
02012         else
02013                 do_render_3d(re);
02014 
02015         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02016         rr1= re->result;
02017         re->result= NULL;
02018         BLI_rw_mutex_unlock(&re->resultmutex);
02019         
02020         /* second field */
02021         if(!re->test_break(re->tbh)) {
02022                 
02023                 re->i.curfield= 2;      /* stats */
02024                 
02025                 re->flag |= R_SEC_FIELD;
02026                 if((re->r.mode & R_FIELDSTILL)==0) {
02027                         re->field_offs = 0.5f;
02028                 }
02029                 RE_SetCamera(re, camera);
02030                 if(re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE)==0)
02031                         do_render_blur_3d(re);
02032                 else
02033                         do_render_3d(re);
02034                 re->flag &= ~R_SEC_FIELD;
02035                 
02036                 re->field_offs = 0.0f;
02037                 
02038                 rr2= re->result;
02039         }
02040         
02041         /* allocate original height new buffers */
02042         re->winy *= 2;
02043         re->recty *= 2;
02044         re->disprect.ymin *= 2;
02045         re->disprect.ymax *= 2;
02046 
02047         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02048         re->result= new_render_result(re, &re->disprect, 0, RR_USEMEM);
02049 
02050         if(rr2) {
02051                 if(re->r.mode & R_ODDFIELD)
02052                         merge_renderresult_fields(re->result, rr2, rr1);
02053                 else
02054                         merge_renderresult_fields(re->result, rr1, rr2);
02055                 
02056                 RE_FreeRenderResult(rr2);
02057         }
02058 
02059         RE_FreeRenderResult(rr1);
02060         
02061         re->i.curfield= 0;      /* stats */
02062         
02063         /* weak... the display callback wants an active renderlayer pointer... */
02064         re->result->renlay= render_get_active_layer(re, re->result);
02065 
02066         BLI_rw_mutex_unlock(&re->resultmutex);
02067 
02068         re->display_draw(re->ddh, re->result, NULL);
02069 }
02070 
02071 /* main render routine, no compositing */
02072 static void do_render_fields_blur_3d(Render *re)
02073 {
02074         Object *camera= RE_GetCamera(re);
02075         /* also check for camera here */
02076         if(camera == NULL) {
02077                 printf("ERROR: Cannot render, no camera\n");
02078                 G.afbreek= 1;
02079                 return;
02080         }
02081 
02082         /* now use renderdata and camera to set viewplane */
02083         RE_SetCamera(re, camera);
02084         
02085         if(re->r.mode & R_FIELDS)
02086                 do_render_fields_3d(re);
02087         else if(re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE)==0)
02088                 do_render_blur_3d(re);
02089         else
02090                 do_render_3d(re);
02091         
02092         /* when border render, check if we have to insert it in black */
02093         if(re->result) {
02094                 if(re->r.mode & R_BORDER) {
02095                         if((re->r.mode & R_CROP)==0) {
02096                                 RenderResult *rres;
02097                                 
02098                                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02099 
02100                                 /* sub-rect for merge call later on */
02101                                 re->result->tilerect= re->disprect;
02102                                 
02103                                 /* this copying sequence could become function? */
02104                                 /* weak is: it chances disprect from border */
02105                                 re->disprect.xmin= re->disprect.ymin= 0;
02106                                 re->disprect.xmax= re->winx;
02107                                 re->disprect.ymax= re->winy;
02108                                 re->rectx= re->winx;
02109                                 re->recty= re->winy;
02110                                 
02111                                 rres= new_render_result(re, &re->disprect, 0, RR_USEMEM);
02112                                 
02113                                 merge_render_result(rres, re->result);
02114                                 RE_FreeRenderResult(re->result);
02115                                 re->result= rres;
02116                                 
02117                                 /* weak... the display callback wants an active renderlayer pointer... */
02118                                 re->result->renlay= render_get_active_layer(re, re->result);
02119                                 
02120                                 BLI_rw_mutex_unlock(&re->resultmutex);
02121                 
02122                                 re->display_init(re->dih, re->result);
02123                                 re->display_draw(re->ddh, re->result, NULL);
02124                         }
02125                         else {
02126                                 /* set offset (again) for use in compositor, disprect was manipulated. */
02127                                 re->result->xof= 0;
02128                                 re->result->yof= 0;
02129                         }
02130                 }
02131         }
02132 }
02133 
02134 
02135 /* within context of current Render *re, render another scene.
02136    it uses current render image size and disprect, but doesn't execute composite
02137 */
02138 static void render_scene(Render *re, Scene *sce, int cfra)
02139 {
02140         Render *resc= RE_NewRender(sce->id.name);
02141         int winx= re->winx, winy= re->winy;
02142         
02143         sce->r.cfra= cfra;
02144 
02145         scene_camera_switch_update(sce);
02146 
02147         /* exception: scene uses own size (unfinished code) */
02148         if(0) {
02149                 winx= (sce->r.size*sce->r.xsch)/100;
02150                 winy= (sce->r.size*sce->r.ysch)/100;
02151         }
02152         
02153         /* initial setup */
02154         RE_InitState(resc, re, &sce->r, NULL, winx, winy, &re->disprect);
02155         
02156         /* still unsure entity this... */
02157         resc->main= re->main;
02158         resc->scene= sce;
02159         resc->lay= sce->lay;
02160         
02161         /* ensure scene has depsgraph, base flags etc OK */
02162         set_scene_bg(re->main, sce);
02163 
02164         /* copy callbacks */
02165         resc->display_draw= re->display_draw;
02166         resc->ddh= re->ddh;
02167         resc->test_break= re->test_break;
02168         resc->tbh= re->tbh;
02169         resc->stats_draw= re->stats_draw;
02170         resc->sdh= re->sdh;
02171         
02172         do_render_fields_blur_3d(resc);
02173 }
02174 
02175 /* helper call to detect if this scene needs a render, or if there's a any render layer to render */
02176 static int composite_needs_render(Scene *sce, int this_scene)
02177 {
02178         bNodeTree *ntree= sce->nodetree;
02179         bNode *node;
02180         
02181         if(ntree==NULL) return 1;
02182         if(sce->use_nodes==0) return 1;
02183         if((sce->r.scemode & R_DOCOMP)==0) return 1;
02184         
02185         for(node= ntree->nodes.first; node; node= node->next) {
02186                 if(node->type==CMP_NODE_R_LAYERS)
02187                         if(this_scene==0 || node->id==NULL || node->id==&sce->id)
02188                                 return 1;
02189         }
02190         return 0;
02191 }
02192 
02193 static void tag_scenes_for_render(Render *re)
02194 {
02195         bNode *node;
02196         Scene *sce;
02197         
02198         for(sce= re->main->scene.first; sce; sce= sce->id.next)
02199                 sce->id.flag &= ~LIB_DOIT;
02200         
02201         if(RE_GetCamera(re) && composite_needs_render(re->scene, 1))
02202                 re->scene->id.flag |= LIB_DOIT;
02203         
02204         if(re->scene->nodetree==NULL) return;
02205         
02206         /* check for render-layers nodes using other scenes, we tag them LIB_DOIT */
02207         for(node= re->scene->nodetree->nodes.first; node; node= node->next) {
02208                 if(node->type==CMP_NODE_R_LAYERS) {
02209                         if(node->id) {
02210                                 if(node->id != (ID *)re->scene)
02211                                         node->id->flag |= LIB_DOIT;
02212                         }
02213                 }
02214         }
02215         
02216 }
02217 
02218 static void ntree_render_scenes(Render *re)
02219 {
02220         bNode *node;
02221         int cfra= re->scene->r.cfra;
02222         int restore_scene= 0;
02223         
02224         if(re->scene->nodetree==NULL) return;
02225         
02226         tag_scenes_for_render(re);
02227         
02228         /* now foreach render-result node tagged we do a full render */
02229         /* results are stored in a way compisitor will find it */
02230         for(node= re->scene->nodetree->nodes.first; node; node= node->next) {
02231                 if(node->type==CMP_NODE_R_LAYERS) {
02232                         if(node->id && node->id != (ID *)re->scene) {
02233                                 if(node->id->flag & LIB_DOIT) {
02234                                         Scene *scene = (Scene*)node->id;
02235 
02236                                         render_scene(re, scene, cfra);
02237                                         restore_scene= (scene != re->scene);
02238                                         node->id->flag &= ~LIB_DOIT;
02239                                         
02240                                         NodeTagChanged(re->scene->nodetree, node);
02241                                 }
02242                         }
02243                 }
02244         }
02245 
02246         /* restore scene if we rendered another last */
02247         if(restore_scene)
02248                 set_scene_bg(re->main, re->scene);
02249 }
02250 
02251 /* bad call... need to think over proper method still */
02252 static void render_composit_stats(void *UNUSED(arg), char *str)
02253 {
02254         R.i.infostr= str;
02255         R.stats_draw(R.sdh, &R.i);
02256         R.i.infostr= NULL;
02257 }
02258 
02259 
02260 /* reads all buffers, calls optional composite, merges in first result->rectf */
02261 static void do_merge_fullsample(Render *re, bNodeTree *ntree)
02262 {
02263         float *rectf, filt[3][3];
02264         int sample;
02265         
02266         /* interaction callbacks */
02267         if(ntree) {
02268                 ntree->stats_draw= render_composit_stats;
02269                 ntree->test_break= re->test_break;
02270                 ntree->progress= re->progress;
02271                 ntree->sdh= re->sdh;
02272                 ntree->tbh= re->tbh;
02273                 ntree->prh= re->prh;
02274         }
02275         
02276         /* filtmask needs it */
02277         R= *re;
02278         
02279         /* we accumulate in here */
02280         rectf= MEM_mapallocN(re->rectx*re->recty*sizeof(float)*4, "fullsample rgba");
02281         
02282         for(sample=0; sample<re->r.osa; sample++) {
02283                 Render *re1;
02284                 RenderResult rres;
02285                 int x, y, mask;
02286                 
02287                 /* enable full sample print */
02288                 R.i.curfsa= sample+1;
02289                 
02290                 /* set all involved renders on the samplebuffers (first was done by render itself, but needs tagged) */
02291                 /* also function below assumes this */
02292                         
02293                 tag_scenes_for_render(re);
02294                 for(re1= RenderGlobal.renderlist.first; re1; re1= re1->next) {
02295                         if(re1->scene->id.flag & LIB_DOIT) {
02296                                 if(re1->r.scemode & R_FULL_SAMPLE) {
02297                                         if(sample)
02298                                                 read_render_result(re1, sample);
02299                                         ntreeCompositTagRender(re1->scene); /* ensure node gets exec to put buffers on stack */
02300                                 }
02301                         }
02302                 }
02303                 
02304                 /* composite */
02305                 if(ntree) {
02306                         ntreeCompositTagRender(re->scene);
02307                         ntreeCompositTagAnimated(ntree);
02308                         
02309                         ntreeCompositExecTree(ntree, &re->r, G.background==0);
02310                 }
02311                 
02312                 /* ensure we get either composited result or the active layer */
02313                 RE_AcquireResultImage(re, &rres);
02314                 
02315                 /* accumulate with filter, and clip */
02316                 mask= (1<<sample);
02317                 mask_array(mask, filt);
02318 
02319                 for(y=0; y<re->recty; y++) {
02320                         float *rf= rectf + 4*y*re->rectx;
02321                         float *col= rres.rectf + 4*y*re->rectx;
02322                                 
02323                         for(x=0; x<re->rectx; x++, rf+=4, col+=4) {
02324                                 /* clamping to 1.0 is needed for correct AA */
02325                                 if(col[0]<0.0f) col[0]=0.0f; else if(col[0] > 1.0f) col[0]= 1.0f;
02326                                 if(col[1]<0.0f) col[1]=0.0f; else if(col[1] > 1.0f) col[1]= 1.0f;
02327                                 if(col[2]<0.0f) col[2]=0.0f; else if(col[2] > 1.0f) col[2]= 1.0f;
02328                                 
02329                                 add_filt_fmask_coord(filt, col, rf, re->rectx, re->recty, x, y);
02330                         }
02331                 }
02332                 
02333                 RE_ReleaseResultImage(re);
02334 
02335                 /* show stuff */
02336                 if(sample!=re->osa-1) {
02337                         /* weak... the display callback wants an active renderlayer pointer... */
02338                         re->result->renlay= render_get_active_layer(re, re->result);
02339                         re->display_draw(re->ddh, re->result, NULL);
02340                 }
02341                 
02342                 if(re->test_break(re->tbh))
02343                         break;
02344         }
02345         
02346         /* clear interaction callbacks */
02347         if(ntree) {
02348                 ntree->stats_draw= NULL;
02349                 ntree->test_break= NULL;
02350                 ntree->progress= NULL;
02351                 ntree->tbh= ntree->sdh= ntree->prh= NULL;
02352         }
02353         
02354         /* disable full sample print */
02355         R.i.curfsa= 0;
02356         
02357         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02358         if(re->result->rectf) 
02359                 MEM_freeN(re->result->rectf);
02360         re->result->rectf= rectf;
02361         BLI_rw_mutex_unlock(&re->resultmutex);
02362 }
02363 
02364 /* called externally, via compositor */
02365 void RE_MergeFullSample(Render *re, Main *bmain, Scene *sce, bNodeTree *ntree)
02366 {
02367         Scene *scene;
02368         bNode *node;
02369 
02370         /* default start situation */
02371         G.afbreek= 0;
02372         
02373         re->main= bmain;
02374         re->scene= sce;
02375         
02376         /* first call RE_ReadRenderResult on every renderlayer scene. this creates Render structs */
02377         
02378         /* tag scenes unread */
02379         for(scene= re->main->scene.first; scene; scene= scene->id.next) 
02380                 scene->id.flag |= LIB_DOIT;
02381         
02382         for(node= ntree->nodes.first; node; node= node->next) {
02383                 if(node->type==CMP_NODE_R_LAYERS) {
02384                         Scene *nodescene= (Scene *)node->id;
02385                         
02386                         if(nodescene==NULL) nodescene= sce;
02387                         if(nodescene->id.flag & LIB_DOIT) {
02388                                 nodescene->r.mode |= R_OSA;     /* render struct needs tables */
02389                                 RE_ReadRenderResult(sce, nodescene);
02390                                 nodescene->id.flag &= ~LIB_DOIT;
02391                         }
02392                 }
02393         }
02394         
02395         /* own render result should be read/allocated */
02396         if(re->scene->id.flag & LIB_DOIT) {
02397                 RE_ReadRenderResult(re->scene, re->scene);
02398                 re->scene->id.flag &= ~LIB_DOIT;
02399         }
02400         
02401         /* and now we can draw (result is there) */
02402         re->display_init(re->dih, re->result);
02403         re->display_clear(re->dch, re->result);
02404         
02405         do_merge_fullsample(re, ntree);
02406 }
02407 
02408 /* returns fully composited render-result on given time step (in RenderData) */
02409 static void do_render_composite_fields_blur_3d(Render *re)
02410 {
02411         bNodeTree *ntree= re->scene->nodetree;
02412         int update_newframe=0;
02413         
02414         /* INIT seeding, compositor can use random texture */
02415         BLI_srandom(re->r.cfra);
02416         
02417         if(composite_needs_render(re->scene, 1)) {
02418                 /* save memory... free all cached images */
02419                 ntreeFreeCache(ntree);
02420                 
02421                 do_render_fields_blur_3d(re);
02422         } 
02423         else {
02424                 /* ensure new result gets added, like for regular renders */
02425                 BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02426                 
02427                 RE_FreeRenderResult(re->result);
02428                 re->result= new_render_result(re, &re->disprect, 0, RR_USEMEM);
02429 
02430                 BLI_rw_mutex_unlock(&re->resultmutex);
02431                 
02432                 /* scene render process already updates animsys */
02433                 update_newframe = 1;
02434         }
02435         
02436         /* swap render result */
02437         if(re->r.scemode & R_SINGLE_LAYER)
02438                 pop_render_result(re);
02439         
02440         if(!re->test_break(re->tbh)) {
02441                 
02442                 if(ntree) {
02443                         ntreeCompositTagRender(re->scene);
02444                         ntreeCompositTagAnimated(ntree);
02445                 }
02446                 
02447                 if(ntree && re->r.scemode & R_DOCOMP) {
02448                         /* checks if there are render-result nodes that need scene */
02449                         if((re->r.scemode & R_SINGLE_LAYER)==0)
02450                                 ntree_render_scenes(re);
02451                         
02452                         if(!re->test_break(re->tbh)) {
02453                                 ntree->stats_draw= render_composit_stats;
02454                                 ntree->test_break= re->test_break;
02455                                 ntree->progress= re->progress;
02456                                 ntree->sdh= re->sdh;
02457                                 ntree->tbh= re->tbh;
02458                                 ntree->prh= re->prh;
02459                                 
02460                                 /* in case it was never initialized */
02461                                 R.sdh= re->sdh;
02462                                 R.stats_draw= re->stats_draw;
02463                                 
02464                                 if (update_newframe)
02465                                         scene_update_for_newframe(re->main, re->scene, re->lay);
02466                                 
02467                                 if(re->r.scemode & R_FULL_SAMPLE) 
02468                                         do_merge_fullsample(re, ntree);
02469                                 else {
02470                                         ntreeCompositExecTree(ntree, &re->r, G.background==0);
02471                                 }
02472                                 
02473                                 ntree->stats_draw= NULL;
02474                                 ntree->test_break= NULL;
02475                                 ntree->progress= NULL;
02476                                 ntree->tbh= ntree->sdh= ntree->prh= NULL;
02477                         }
02478                 }
02479                 else if(re->r.scemode & R_FULL_SAMPLE)
02480                         do_merge_fullsample(re, NULL);
02481         }
02482 
02483         /* weak... the display callback wants an active renderlayer pointer... */
02484         re->result->renlay= render_get_active_layer(re, re->result);
02485         re->display_draw(re->ddh, re->result, NULL);
02486 }
02487 
02488 static void renderresult_stampinfo(Render *re)
02489 {
02490         RenderResult rres;
02491 
02492         /* this is the basic trick to get the displayed float or char rect from render result */
02493         RE_AcquireResultImage(re, &rres);
02494         BKE_stamp_buf(re->scene, RE_GetCamera(re), (unsigned char *)rres.rect32, rres.rectf, rres.rectx, rres.recty, 4);
02495         RE_ReleaseResultImage(re);
02496 }
02497 
02498 static int seq_render_active(Render *re)
02499 {
02500         Editing *ed;
02501         Sequence *seq;
02502 
02503         ed = re->scene->ed;
02504         
02505         if (!(re->r.scemode & R_DOSEQ) || !ed || !ed->seqbase.first)
02506                 return 0;
02507         
02508         for (seq= ed->seqbase.first; seq; seq= seq->next) {
02509                 if (seq->type != SEQ_SOUND)
02510                         return 1;
02511         }
02512         
02513         return 0;
02514 }
02515 
02516 static void do_render_seq(Render * re)
02517 {
02518         static int recurs_depth = 0;
02519         struct ImBuf *ibuf;
02520         RenderResult *rr; /* don't assign re->result here as it might change during give_ibuf_seq */
02521         int cfra = re->r.cfra;
02522         SeqRenderData context;
02523 
02524         re->i.cfra= cfra;
02525 
02526         if(recurs_depth==0) {
02527                 /* otherwise sequencer animation isnt updated */
02528                 BKE_animsys_evaluate_all_animation(re->main, (float)cfra); // XXX, was BKE_curframe(re->scene)
02529         }
02530 
02531         recurs_depth++;
02532 
02533         context = seq_new_render_data(re->main, re->scene,
02534                                       re->result->rectx, re->result->recty, 
02535                                       100);
02536 
02537         ibuf = give_ibuf_seq(context, cfra, 0);
02538 
02539         recurs_depth--;
02540 
02541         rr = re->result;
02542         
02543         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02544 
02545         if(ibuf) {
02546                 if(ibuf->rect_float) {
02547                         if (!rr->rectf)
02548                                 rr->rectf= MEM_mallocN(4*sizeof(float)*rr->rectx*rr->recty, "render_seq rectf");
02549                         
02550                         /* color management: when off ensure rectf is non-lin, since thats what the internal
02551                          * render engine delivers */
02552                         if(re->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
02553                                 if(ibuf->profile == IB_PROFILE_LINEAR_RGB)
02554                                         memcpy(rr->rectf, ibuf->rect_float, 4*sizeof(float)*rr->rectx*rr->recty);
02555                                 else
02556                                         srgb_to_linearrgb_rgba_rgba_buf(rr->rectf, ibuf->rect_float, rr->rectx*rr->recty);
02557                                         
02558                         }
02559                         else {
02560                                 if(ibuf->profile != IB_PROFILE_LINEAR_RGB)
02561                                         memcpy(rr->rectf, ibuf->rect_float, 4*sizeof(float)*rr->rectx*rr->recty);
02562                                 else
02563                                         linearrgb_to_srgb_rgba_rgba_buf(rr->rectf, ibuf->rect_float, rr->rectx*rr->recty);
02564                         }
02565                         
02566                         /* TSK! Since sequence render doesn't free the *rr render result, the old rect32
02567                            can hang around when sequence render has rendered a 32 bits one before */
02568                         if(rr->rect32) {
02569                                 MEM_freeN(rr->rect32);
02570                                 rr->rect32= NULL;
02571                         }
02572                 }
02573                 else if(ibuf->rect) {
02574                         if (!rr->rect32)
02575                                 rr->rect32= MEM_mallocN(sizeof(int)*rr->rectx*rr->recty, "render_seq rect");
02576 
02577                         memcpy(rr->rect32, ibuf->rect, 4*rr->rectx*rr->recty);
02578 
02579                         /* if (ibuf->zbuf) { */
02580                         /*      if (R.rectz) freeN(R.rectz); */
02581                         /*      R.rectz = BLI_dupallocN(ibuf->zbuf); */
02582                         /* } */
02583 
02584                         /* Same things as above, old rectf can hang around from previous render. */
02585                         if(rr->rectf) {
02586                                 MEM_freeN(rr->rectf);
02587                                 rr->rectf= NULL;
02588                         }
02589                 }
02590                 
02591                 if (recurs_depth == 0) { /* with nested scenes, only free on toplevel... */
02592                         Editing * ed = re->scene->ed;
02593                         if (ed) {
02594                                 free_imbuf_seq(re->scene, &ed->seqbase, TRUE, TRUE);
02595                         }
02596                 }
02597                 IMB_freeImBuf(ibuf);
02598         }
02599         else {
02600                 /* render result is delivered empty in most cases, nevertheless we handle all cases */
02601                 if (rr->rectf)
02602                         memset(rr->rectf, 0, 4*sizeof(float)*rr->rectx*rr->recty);
02603                 else if (rr->rect32)
02604                         memset(rr->rect32, 0, 4*rr->rectx*rr->recty);
02605                 else
02606                         rr->rect32= MEM_callocN(sizeof(int)*rr->rectx*rr->recty, "render_seq rect");
02607         }
02608 
02609         BLI_rw_mutex_unlock(&re->resultmutex);
02610 
02611         /* just in case this flag went missing at some point */
02612         re->r.scemode |= R_DOSEQ;
02613 }
02614 
02615 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
02616 
02617 /* main loop: doing sequence + fields + blur + 3d render + compositing */
02618 static void do_render_all_options(Render *re)
02619 {
02620         scene_camera_switch_update(re->scene);
02621 
02622         re->i.starttime= PIL_check_seconds_timer();
02623 
02624         /* ensure no images are in memory from previous animated sequences */
02625         BKE_image_all_free_anim_ibufs(re->r.cfra);
02626 
02627         if(external_render_3d(re, 1)) {
02628                 /* in this case external render overrides all */
02629         }
02630         else if(seq_render_active(re)) {
02631                 /* note: do_render_seq() frees rect32 when sequencer returns float images */
02632                 if(!re->test_break(re->tbh)) 
02633                         do_render_seq(re);
02634                 
02635                 re->stats_draw(re->sdh, &re->i);
02636                 re->display_draw(re->ddh, re->result, NULL);
02637         }
02638         else {
02639                 do_render_composite_fields_blur_3d(re);
02640         }
02641         
02642         /* for UI only */
02643         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
02644         renderresult_add_names(re->result);
02645         BLI_rw_mutex_unlock(&re->resultmutex);
02646         
02647         re->i.lastframetime= PIL_check_seconds_timer()- re->i.starttime;
02648         
02649         re->stats_draw(re->sdh, &re->i);
02650         
02651         /* stamp image info here */
02652         if((re->r.stamp & R_STAMP_ALL) && (re->r.stamp & R_STAMP_DRAW)) {
02653                 renderresult_stampinfo(re);
02654                 re->display_draw(re->ddh, re->result, NULL);
02655         }
02656 }
02657 
02658 static int check_valid_camera(Scene *scene, Object *camera_override)
02659 {
02660         int check_comp= 1;
02661 
02662         if (camera_override == NULL && scene->camera == NULL)
02663                 scene->camera= scene_find_camera(scene);
02664 
02665         if(scene->r.scemode&R_DOSEQ) {
02666                 if(scene->ed) {
02667                         Sequence *seq= scene->ed->seqbase.first;
02668 
02669                         check_comp= 0;
02670 
02671                         while(seq) {
02672                                 if(seq->type == SEQ_SCENE) {
02673                                         if(!seq->scene_camera) {
02674                                                 if(!seq->scene->camera && !scene_find_camera(seq->scene)) {
02675                                                         if(seq->scene == scene) {
02676                                                                 /* for current scene camera could be unneeded due to compisite nodes */
02677                                                                 check_comp= 1;
02678                                                         } else {
02679                                                                 /* for other scenes camera is necessary */
02680                                                                 return 0;
02681                                                         }
02682                                                 }
02683                                         }
02684                                 }
02685 
02686                                 seq= seq->next;
02687                         }
02688                 }
02689         }
02690 
02691         if(check_comp) { /* no sequencer or sequencer depends on compositor */
02692                 if(scene->r.scemode&R_DOCOMP && scene->use_nodes) {
02693                         bNode *node= scene->nodetree->nodes.first;
02694 
02695                         while(node) {
02696                                 if(node->type == CMP_NODE_R_LAYERS) {
02697                                         Scene *sce= node->id ? (Scene*)node->id : scene;
02698 
02699                                         if(!sce->camera && !scene_find_camera(sce)) {
02700                                                 /* all render layers nodes need camera */
02701                                                 return 0;
02702                                         }
02703                                 }
02704 
02705                                 node= node->next;
02706                         }
02707                 } else {
02708                         return (camera_override != NULL || scene->camera != NULL);
02709                 }
02710         }
02711 
02712         return 1;
02713 }
02714 
02715 int RE_is_rendering_allowed(Scene *scene, Object *camera_override, ReportList *reports)
02716 {
02717         SceneRenderLayer *srl;
02718         
02719         if(scene->r.mode & R_BORDER) {
02720                 if(scene->r.border.xmax <= scene->r.border.xmin ||
02721                    scene->r.border.ymax <= scene->r.border.ymin) {
02722                         BKE_report(reports, RPT_ERROR, "No border area selected.");
02723                         return 0;
02724                 }
02725         }
02726         
02727         if(scene->r.scemode & (R_EXR_TILE_FILE|R_FULL_SAMPLE)) {
02728                 char str[FILE_MAX];
02729                 
02730                 scene_unique_exr_name(scene, str, 0);
02731                 
02732                 if (BLI_is_writable(str)==0) {
02733                         BKE_report(reports, RPT_ERROR, "Can not save render buffers, check the temp default path");
02734                         return 0;
02735                 }
02736                 
02737                 /* no fullsample and edge */
02738                 if((scene->r.scemode & R_FULL_SAMPLE) && (scene->r.mode & R_EDGE)) {
02739                         BKE_report(reports, RPT_ERROR, "Full Sample doesn't support Edge Enhance");
02740                         return 0;
02741                 }
02742                 
02743         }
02744         else
02745                 scene->r.scemode &= ~R_FULL_SAMPLE;     /* clear to be sure */
02746         
02747         if(scene->r.scemode & R_DOCOMP) {
02748                 if(scene->use_nodes) {
02749                         bNodeTree *ntree= scene->nodetree;
02750                         bNode *node;
02751                 
02752                         if(ntree==NULL) {
02753                                 BKE_report(reports, RPT_ERROR, "No Nodetree in Scene");
02754                                 return 0;
02755                         }
02756                         
02757                         for(node= ntree->nodes.first; node; node= node->next)
02758                                 if(node->type==CMP_NODE_COMPOSITE)
02759                                         break;
02760                         
02761                         if(node==NULL) {
02762                                 BKE_report(reports, RPT_ERROR, "No Render Output Node in Scene");
02763                                 return 0;
02764                         }
02765                         
02766                         if(scene->r.scemode & R_FULL_SAMPLE) {
02767                                 if(composite_needs_render(scene, 0)==0) {
02768                                         BKE_report(reports, RPT_ERROR, "Full Sample AA not supported without 3d rendering");
02769                                         return 0;
02770                                 }
02771                         }
02772                 }
02773         }
02774         
02775          /* check valid camera, without camera render is OK (compo, seq) */
02776         if(!check_valid_camera(scene, camera_override)) {
02777                 BKE_report(reports, RPT_ERROR, "No camera");
02778                 return 0;
02779         }
02780         
02781         /* get panorama & ortho, only after camera is set */
02782         object_camera_mode(&scene->r, camera_override ? camera_override : scene->camera);
02783 
02784         /* forbidden combinations */
02785         if(scene->r.mode & R_PANORAMA) {
02786                 if(scene->r.mode & R_ORTHO) {
02787                         BKE_report(reports, RPT_ERROR, "No Ortho render possible for Panorama");
02788                         return 0;
02789                 }
02790         }
02791 
02792         /* layer flag tests */
02793         if(scene->r.scemode & R_SINGLE_LAYER) {
02794                 srl= BLI_findlink(&scene->r.layers, scene->r.actlay);
02795                 /* force layer to be enabled */
02796                 srl->layflag &= ~SCE_LAY_DISABLE;
02797         }
02798         
02799         for(srl= scene->r.layers.first; srl; srl= srl->next)
02800                 if(!(srl->layflag & SCE_LAY_DISABLE))
02801                         break;
02802         if(srl==NULL) {
02803                 BKE_report(reports, RPT_ERROR, "All RenderLayers are disabled");
02804                 return 0;
02805         }
02806         
02807         /* renderer */
02808         if(!ELEM(scene->r.renderer, R_INTERN, R_YAFRAY)) {
02809                 BKE_report(reports, RPT_ERROR, "Unknown render engine set");
02810                 return 0;
02811         }
02812 
02813         return 1;
02814 }
02815 
02816 static void validate_render_settings(Render *re)
02817 {
02818         if(re->r.scemode & (R_EXR_TILE_FILE|R_FULL_SAMPLE)) {
02819                 /* no osa + fullsample won't work... */
02820                 if(re->r.osa==0)
02821                         re->r.scemode &= ~R_FULL_SAMPLE;
02822         } else re->r.scemode &= ~R_FULL_SAMPLE; /* clear to be sure */
02823 }
02824 
02825 static void update_physics_cache(Render *re, Scene *scene, int UNUSED(anim_init))
02826 {
02827         PTCacheBaker baker;
02828 
02829         baker.main = re->main;
02830         baker.scene = scene;
02831         baker.pid = NULL;
02832         baker.bake = 0;
02833         baker.render = 1;
02834         baker.anim_init = 1;
02835         baker.quick_step = 1;
02836         baker.break_test = re->test_break;
02837         baker.break_data = re->tbh;
02838         baker.progressbar = NULL;
02839 
02840         BKE_ptcache_bake(&baker);
02841 }
02842 /* evaluating scene options for general Blender render */
02843 static int render_initialize_from_main(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override, unsigned int lay, int anim, int anim_init)
02844 {
02845         int winx, winy;
02846         rcti disprect;
02847         
02848         /* r.xsch and r.ysch has the actual view window size
02849                 r.border is the clipping rect */
02850         
02851         /* calculate actual render result and display size */
02852         winx= (scene->r.size*scene->r.xsch)/100;
02853         winy= (scene->r.size*scene->r.ysch)/100;
02854         
02855         /* we always render smaller part, inserting it in larger image is compositor bizz, it uses disprect for it */
02856         if(scene->r.mode & R_BORDER) {
02857                 disprect.xmin= scene->r.border.xmin*winx;
02858                 disprect.xmax= scene->r.border.xmax*winx;
02859                 
02860                 disprect.ymin= scene->r.border.ymin*winy;
02861                 disprect.ymax= scene->r.border.ymax*winy;
02862         }
02863         else {
02864                 disprect.xmin= disprect.ymin= 0;
02865                 disprect.xmax= winx;
02866                 disprect.ymax= winy;
02867         }
02868         
02869         re->main= bmain;
02870         re->scene= scene;
02871         re->camera_override= camera_override;
02872         re->lay= lay;
02873         
02874         /* not too nice, but it survives anim-border render */
02875         if(anim) {
02876                 re->disprect= disprect;
02877                 return 1;
02878         }
02879         
02880         /* check all scenes involved */
02881         tag_scenes_for_render(re);
02882 
02883         /*
02884          * Disabled completely for now,
02885          * can be later set as render profile option
02886          * and default for background render.
02887         */
02888         if(0) {
02889                 /* make sure dynamics are up to date */
02890                 update_physics_cache(re, scene, anim_init);
02891         }
02892         
02893         if(srl || scene->r.scemode & R_SINGLE_LAYER)
02894                 push_render_result(re);
02895         
02896         RE_InitState(re, NULL, &scene->r, srl, winx, winy, &disprect);
02897         if(!re->ok)  /* if an error was printed, abort */
02898                 return 0;
02899         
02900         /* initstate makes new result, have to send changed tags around */
02901         ntreeCompositTagRender(re->scene);
02902 
02903         validate_render_settings(re);
02904 
02905         re->display_init(re->dih, re->result);
02906         re->display_clear(re->dch, re->result);
02907         
02908         return 1;
02909 }
02910 
02911 void RE_SetReports(Render *re, ReportList *reports)
02912 {
02913         re->reports= reports;
02914 }
02915 
02916 /* general Blender frame render call */
02917 void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override, unsigned int lay, int frame, const short write_still)
02918 {
02919         /* ugly global still... is to prevent preview events and signal subsurfs etc to make full resol */
02920         G.rendering= 1;
02921         
02922         scene->r.cfra= frame;
02923         
02924         if(render_initialize_from_main(re, bmain, scene, srl, camera_override, lay, 0, 0)) {
02925                 MEM_reset_peak_memory();
02926 
02927                 BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
02928 
02929                 do_render_all_options(re);
02930 
02931                 if(write_still && !G.afbreek) {
02932                         if(BKE_imtype_is_movie(scene->r.imtype)) {
02933                                 /* operator checks this but incase its called from elsewhere */
02934                                 printf("Error: cant write single images with a movie format!\n");
02935                         }
02936                         else {
02937                                 char name[FILE_MAX];
02938                                 BKE_makepicstring(name, scene->r.pic, scene->r.cfra, scene->r.imtype, scene->r.scemode & R_EXTENSION, FALSE);
02939         
02940                                 /* reports only used for Movie */
02941                                 do_write_image_or_movie(re, scene, NULL, name);
02942                         }
02943                 }
02944 
02945                 BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
02946         }
02947 
02948         /* UGLY WARNING */
02949         G.rendering= 0;
02950 }
02951 
02952 static int do_write_image_or_movie(Render *re, Scene *scene, bMovieHandle *mh, const char *name_override)
02953 {
02954         char name[FILE_MAX];
02955         RenderResult rres;
02956         Object *camera= RE_GetCamera(re);
02957         int ok= 1;
02958         
02959         RE_AcquireResultImage(re, &rres);
02960 
02961         /* write movie or image */
02962         if(BKE_imtype_is_movie(scene->r.imtype)) {
02963                 int dofree = 0;
02964                 /* note; the way it gets 32 bits rects is weak... */
02965                 if(rres.rect32==NULL) {
02966                         rres.rect32= MEM_mapallocN(sizeof(int)*rres.rectx*rres.recty, "temp 32 bits rect");
02967                         dofree = 1;
02968                 }
02969                 RE_ResultGet32(re, (unsigned int *)rres.rect32);
02970                 ok= mh->append_movie(&re->r, scene->r.cfra, rres.rect32, rres.rectx, rres.recty, re->reports);
02971                 if(dofree) {
02972                         MEM_freeN(rres.rect32);
02973                 }
02974                 printf("Append frame %d", scene->r.cfra);
02975         } 
02976         else {
02977                 if(name_override)
02978                         BLI_strncpy(name, name_override, sizeof(name));
02979                 else
02980                         BKE_makepicstring(name, scene->r.pic, scene->r.cfra, scene->r.imtype, scene->r.scemode & R_EXTENSION, TRUE);
02981                 
02982                 if(re->r.imtype==R_MULTILAYER) {
02983                         if(re->result) {
02984                                 RE_WriteRenderResult(re->result, name, scene->r.quality);
02985                                 printf("Saved: %s", name);
02986                         }
02987                 }
02988                 else {
02989                         ImBuf *ibuf= IMB_allocImBuf(rres.rectx, rres.recty, scene->r.planes, 0);
02990                         
02991                         /* if not exists, BKE_write_ibuf makes one */
02992                         ibuf->rect= (unsigned int *)rres.rect32;    
02993                         ibuf->rect_float= rres.rectf;
02994                         ibuf->zbuf_float= rres.rectz;
02995                         
02996                         /* float factor for random dither, imbuf takes care of it */
02997                         ibuf->dither= scene->r.dither_intensity;
02998                         
02999                         /* prepare to gamma correct to sRGB color space */
03000                         if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
03001                                 /* sequence editor can generate 8bpc render buffers */
03002                                 if (ibuf->rect) {
03003                                         ibuf->profile = IB_PROFILE_SRGB;
03004                                         if (ELEM(scene->r.imtype, R_OPENEXR, R_RADHDR))
03005                                                 IMB_float_from_rect(ibuf);
03006                                 } else {                                
03007                                         ibuf->profile = IB_PROFILE_LINEAR_RGB;
03008                                 }
03009                         }
03010 
03011                         /* color -> greyscale */
03012                         /* editing directly would alter the render view */
03013                         if(scene->r.planes == 8) {
03014                                 ImBuf *ibuf_bw= IMB_dupImBuf(ibuf);
03015                                 IMB_color_to_bw(ibuf_bw);
03016                                 IMB_freeImBuf(ibuf);
03017                                 ibuf= ibuf_bw;
03018                         }
03019 
03020                         ok= BKE_write_ibuf_stamp(scene, camera, ibuf, name, scene->r.imtype, scene->r.subimtype, scene->r.quality);
03021                         
03022                         if(ok==0) {
03023                                 printf("Render error: cannot save %s\n", name);
03024                         }
03025                         else printf("Saved: %s", name);
03026                         
03027                         /* optional preview images for exr */
03028                         if(ok && scene->r.imtype==R_OPENEXR && (scene->r.subimtype & R_PREVIEW_JPG)) {
03029                                 if(BLI_testextensie(name, ".exr")) 
03030                                         name[strlen(name)-4]= 0;
03031                                 BKE_add_image_extension(name, R_JPEG90);
03032                                 ibuf->depth= 24; 
03033                                 BKE_write_ibuf_stamp(scene, camera, ibuf, name, R_JPEG90, scene->r.subimtype, scene->r.quality);
03034                                 printf("\nSaved: %s", name);
03035                         }
03036                         
03037                                         /* imbuf knows which rects are not part of ibuf */
03038                         IMB_freeImBuf(ibuf);
03039                 }
03040         }
03041         
03042         RE_ReleaseResultImage(re);
03043 
03044         BLI_timestr(re->i.lastframetime, name);
03045         printf(" Time: %s\n", name);
03046         fflush(stdout); /* needed for renderd !! (not anymore... (ton)) */
03047 
03048         return ok;
03049 }
03050 
03051 /* saves images to disk */
03052 void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_override, unsigned int lay, int sfra, int efra, int tfra)
03053 {
03054         bMovieHandle *mh= BKE_get_movie_handle(scene->r.imtype);
03055         int cfrao= scene->r.cfra;
03056         int nfra;
03057         
03058         /* do not fully call for each frame, it initializes & pops output window */
03059         if(!render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay, 0, 1))
03060                 return;
03061         
03062         /* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
03063         /* is also set by caller renderwin.c */
03064         G.rendering= 1;
03065 
03066         if(BKE_imtype_is_movie(scene->r.imtype))
03067                 if(!mh->start_movie(scene, &re->r, re->rectx, re->recty, re->reports))
03068                         G.afbreek= 1;
03069 
03070         if (mh->get_next_frame) {
03071                 while (!(G.afbreek == 1)) {
03072                         int nf = mh->get_next_frame(&re->r, re->reports);
03073                         if (nf >= 0 && nf >= scene->r.sfra && nf <= scene->r.efra) {
03074                                 scene->r.cfra = re->r.cfra = nf;
03075 
03076                                 BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
03077 
03078                                 do_render_all_options(re);
03079 
03080                                 if(re->test_break(re->tbh) == 0) {
03081                                         if(!do_write_image_or_movie(re, scene, mh, NULL))
03082                                                 G.afbreek= 1;
03083                                 }
03084 
03085                                 if(G.afbreek == 0) {
03086                                         BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
03087                                 }
03088                         }
03089                         else {
03090                                 if(re->test_break(re->tbh))
03091                                         G.afbreek= 1;
03092                         }
03093                 }
03094         } else {
03095                 for(nfra= sfra, scene->r.cfra= sfra; scene->r.cfra<=efra; scene->r.cfra++) {
03096                         char name[FILE_MAX];
03097                         
03098                         /* only border now, todo: camera lens. (ton) */
03099                         render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay, 1, 0);
03100 
03101                         if(nfra!=scene->r.cfra) {
03102                                 /*
03103                                  * Skip this frame, but update for physics and particles system.
03104                                  * From convertblender.c:
03105                                  * in localview, lamps are using normal layers, objects only local bits.
03106                                  */
03107                                 unsigned int updatelay;
03108 
03109                                 if(re->lay & 0xFF000000)
03110                                         updatelay= re->lay & 0xFF000000;
03111                                 else
03112                                         updatelay= re->lay;
03113 
03114                                 scene_update_for_newframe(bmain, scene, updatelay);
03115                                 continue;
03116                         }
03117                         else
03118                                 nfra+= tfra;
03119 
03120                         /* Touch/NoOverwrite options are only valid for image's */
03121                         if(BKE_imtype_is_movie(scene->r.imtype) == 0) {
03122                                 if(scene->r.mode & (R_NO_OVERWRITE | R_TOUCH))
03123                                         BKE_makepicstring(name, scene->r.pic, scene->r.cfra, scene->r.imtype, scene->r.scemode & R_EXTENSION, TRUE);
03124 
03125                                 if(scene->r.mode & R_NO_OVERWRITE && BLI_exist(name)) {
03126                                         printf("skipping existing frame \"%s\"\n", name);
03127                                         continue;
03128                                 }
03129                                 if(scene->r.mode & R_TOUCH && !BLI_exist(name)) {
03130                                         BLI_make_existing_file(name); /* makes the dir if its not there */
03131                                         BLI_touch(name);
03132                                 }
03133                         }
03134 
03135                         re->r.cfra= scene->r.cfra;         /* weak.... */
03136 
03137                         /* run callbacs before rendering, before the scene is updated */
03138                         BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
03139 
03140                         
03141                         do_render_all_options(re);
03142                         
03143                         if(re->test_break(re->tbh) == 0) {
03144                                 if(!G.afbreek)
03145                                         if(!do_write_image_or_movie(re, scene, mh, NULL))
03146                                                 G.afbreek= 1;
03147                         }
03148                         else
03149                                 G.afbreek= 1;
03150                 
03151                         if(G.afbreek==1) {
03152                                 /* remove touched file */
03153                                 if(BKE_imtype_is_movie(scene->r.imtype) == 0) {
03154                                         if (scene->r.mode & R_TOUCH && BLI_exist(name) && BLI_filepathsize(name) == 0) {
03155                                                 BLI_delete(name, 0, 0);
03156                                         }
03157                                 }
03158                                 
03159                                 break;
03160                         }
03161 
03162                         if(G.afbreek==0) {
03163                                 BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
03164                         }
03165                 }
03166         }
03167         
03168         /* end movie */
03169         if(BKE_imtype_is_movie(scene->r.imtype))
03170                 mh->end_movie();
03171 
03172         scene->r.cfra= cfrao;
03173 
03174         /* UGLY WARNING */
03175         G.rendering= 0;
03176 }
03177 
03178 void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
03179 {
03180         Object *camera;
03181         int winx, winy;
03182 
03183         winx= (sce->r.size*sce->r.xsch)/100;
03184         winy= (sce->r.size*sce->r.ysch)/100;
03185 
03186         RE_InitState(re, NULL, &sce->r, NULL, winx, winy, NULL);
03187 
03188         re->main = bmain;
03189         re->scene = sce;
03190         re->lay = sce->lay;
03191 
03192         camera = RE_GetCamera(re);
03193         RE_SetCamera(re, camera);
03194 
03195         do_render_3d(re);
03196 }
03197 
03198 /* note; repeated win/disprect calc... solve that nicer, also in compo */
03199 
03200 /* only the temp file! */
03201 void RE_ReadRenderResult(Scene *scene, Scene *scenode)
03202 {
03203         Render *re;
03204         int winx, winy;
03205         rcti disprect;
03206         
03207         /* calculate actual render result and display size */
03208         winx= (scene->r.size*scene->r.xsch)/100;
03209         winy= (scene->r.size*scene->r.ysch)/100;
03210         
03211         /* only in movie case we render smaller part */
03212         if(scene->r.mode & R_BORDER) {
03213                 disprect.xmin= scene->r.border.xmin*winx;
03214                 disprect.xmax= scene->r.border.xmax*winx;
03215                 
03216                 disprect.ymin= scene->r.border.ymin*winy;
03217                 disprect.ymax= scene->r.border.ymax*winy;
03218         }
03219         else {
03220                 disprect.xmin= disprect.ymin= 0;
03221                 disprect.xmax= winx;
03222                 disprect.ymax= winy;
03223         }
03224         
03225         if(scenode)
03226                 scene= scenode;
03227         
03228         /* get render: it can be called from UI with draw callbacks */
03229         re= RE_GetRender(scene->id.name);
03230         if(re==NULL)
03231                 re= RE_NewRender(scene->id.name);
03232         RE_InitState(re, NULL, &scene->r, NULL, winx, winy, &disprect);
03233         re->scene= scene;
03234         
03235         read_render_result(re, 0);
03236 }
03237 
03238 void RE_set_max_threads(int threads)
03239 {
03240         if (threads==0) {
03241                 RenderGlobal.threads = BLI_system_thread_count();
03242         } else if(threads>=1 && threads<=BLENDER_MAX_THREADS) {
03243                 RenderGlobal.threads= threads;
03244         } else {
03245                 printf("Error, threads has to be in range 0-%d\n", BLENDER_MAX_THREADS);
03246         }
03247 }
03248 
03249 void RE_init_threadcount(Render *re) 
03250 {
03251         if(RenderGlobal.threads >= 1) { /* only set as an arg in background mode */
03252                 re->r.threads= MIN2(RenderGlobal.threads, BLENDER_MAX_THREADS);
03253         } else if ((re->r.mode & R_FIXED_THREADS)==0 || RenderGlobal.threads == 0) { /* Automatic threads */
03254                 re->r.threads = BLI_system_thread_count();
03255         }
03256 }
03257 
03258 /************************** External Engines ***************************/
03259 
03260 RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h)
03261 {
03262         Render *re= engine->re;
03263         RenderResult *result;
03264         rcti disprect;
03265 
03266         /* ensure the coordinates are within the right limits */
03267         CLAMP(x, 0, re->result->rectx);
03268         CLAMP(y, 0, re->result->recty);
03269         CLAMP(w, 0, re->result->rectx);
03270         CLAMP(h, 0, re->result->recty);
03271 
03272         if(x + w > re->result->rectx)
03273                 w= re->result->rectx - x;
03274         if(y + h > re->result->recty)
03275                 h= re->result->recty - y;
03276 
03277         /* allocate a render result */
03278         disprect.xmin= x;
03279         disprect.xmax= x+w;
03280         disprect.ymin= y;
03281         disprect.ymax= y+h;
03282 
03283         if(0) { // XXX (re->r.scemode & R_FULL_SAMPLE)) {
03284                 result= new_full_sample_buffers(re, &engine->fullresult, &disprect, 0);
03285         }
03286         else {
03287                 result= new_render_result(re, &disprect, 0, RR_USEMEM);
03288                 BLI_addtail(&engine->fullresult, result);
03289         }
03290 
03291         return result;
03292 }
03293 
03294 void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
03295 {
03296         Render *re= engine->re;
03297 
03298         if(result && render_display_draw_enabled(re)) {
03299                 result->renlay= result->layers.first; // weak
03300                 re->display_draw(re->ddh, result, NULL);
03301         }
03302 }
03303 
03304 void RE_engine_end_result(RenderEngine *engine, RenderResult *result)
03305 {
03306         Render *re= engine->re;
03307 
03308         if(!result)
03309                 return;
03310 
03311         /* merge */
03312         if(re->result->exrhandle) {
03313                 RenderResult *rr, *rrpart;
03314                 
03315                 // XXX crashes, exr expects very particular part sizes
03316                 for(rr= re->result, rrpart= result; rr && rrpart; rr= rr->next, rrpart= rrpart->next)
03317                         save_render_result_tile(rr, rrpart);
03318         }
03319         else if(render_display_draw_enabled(re)) {
03320                 /* on break, don't merge in result for preview renders, looks nicer */
03321                 if(re->test_break(re->tbh) && (re->r.scemode & R_PREVIEWBUTS));
03322                 else merge_render_result(re->result, result);
03323         }
03324 
03325         /* draw */
03326         if(!re->test_break(re->tbh) && render_display_draw_enabled(re)) {
03327                 result->renlay= result->layers.first; // weak
03328                 re->display_draw(re->ddh, result, NULL);
03329         }
03330 
03331         /* free */
03332         free_render_result(&engine->fullresult, result);
03333 }
03334 
03335 int RE_engine_test_break(RenderEngine *engine)
03336 {
03337         Render *re= engine->re;
03338 
03339         return re->test_break(re->tbh);
03340 }
03341 
03342 void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
03343 {
03344         Render *re= engine->re;
03345 
03346         re->i.statstr= stats;
03347         re->i.infostr= info;
03348         re->stats_draw(re->sdh, &re->i);
03349         re->i.infostr= NULL;
03350         re->i.statstr= NULL;
03351 }
03352 
03353 void RE_engine_report(RenderEngine *engine, int type, const char *msg)
03354 {
03355         BKE_report(engine->re->reports, type, msg);
03356 }
03357 
03358 /* loads in image into a result, size must match
03359  * x/y offsets are only used on a partial copy when dimensions dont match */
03360 void RE_layer_load_from_file(RenderLayer *layer, ReportList *reports, const char *filename, int x, int y)
03361 {
03362         ImBuf *ibuf = IMB_loadiffname(filename, IB_rect);
03363 
03364         if(ibuf  && (ibuf->rect || ibuf->rect_float)) {
03365                 if (ibuf->x == layer->rectx && ibuf->y == layer->recty) {
03366                         if(ibuf->rect_float==NULL)
03367                                 IMB_float_from_rect(ibuf);
03368 
03369                         memcpy(layer->rectf, ibuf->rect_float, sizeof(float)*4*layer->rectx*layer->recty);
03370                 } else {
03371                         if ((ibuf->x - x >= layer->rectx) && (ibuf->y - y >= layer->recty)) {
03372                                 ImBuf *ibuf_clip;
03373 
03374                                 if(ibuf->rect_float==NULL)
03375                                         IMB_float_from_rect(ibuf);
03376 
03377                                 ibuf_clip = IMB_allocImBuf(layer->rectx, layer->recty, 32, IB_rectfloat);
03378                                 if(ibuf_clip) {
03379                                         IMB_rectcpy(ibuf_clip, ibuf, 0,0, x,y, layer->rectx, layer->recty);
03380 
03381                                         memcpy(layer->rectf, ibuf_clip->rect_float, sizeof(float)*4*layer->rectx*layer->recty);
03382                                         IMB_freeImBuf(ibuf_clip);
03383                                 }
03384                                 else {
03385                                         BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: failed to allocate clip buffer '%s'\n", filename);
03386                                 }
03387                         }
03388                         else {
03389                                 BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: incorrect dimensions for partial copy '%s'\n", filename);
03390                         }
03391                 }
03392 
03393                 IMB_freeImBuf(ibuf);
03394         }
03395         else {
03396                 BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: failed to load '%s'\n", filename);
03397         }
03398 }
03399 
03400 void RE_result_load_from_file(RenderResult *result, ReportList *reports, const char *filename)
03401 {
03402         if(!read_render_result_from_file(filename, result)) {
03403                 BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: failed to load '%s'\n", filename);
03404                 return;
03405         }
03406 }
03407 
03408 static int external_render_3d(Render *re, int do_all)
03409 {
03410         RenderEngineType *type= BLI_findstring(&R_engines, re->r.engine, offsetof(RenderEngineType, idname));
03411         RenderEngine engine;
03412 
03413         if(!(type && type->render))
03414                 return 0;
03415         if((re->r.scemode & R_PREVIEWBUTS) && !(type->flag & RE_DO_PREVIEW))
03416                 return 0;
03417         if(do_all && !(type->flag & RE_DO_ALL))
03418                 return 0;
03419         if(!do_all && (type->flag & RE_DO_ALL))
03420                 return 0;
03421 
03422         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
03423         if(re->result==NULL || !(re->r.scemode & R_PREVIEWBUTS)) {
03424                 RE_FreeRenderResult(re->result);
03425         
03426                 if(0) // XXX re->r.scemode & R_FULL_SAMPLE)
03427                         re->result= new_full_sample_buffers_exr(re);
03428                 else
03429                         re->result= new_render_result(re, &re->disprect, 0, 0); // XXX re->r.scemode & (R_EXR_TILE_FILE|R_FULL_SAMPLE));
03430         }
03431         BLI_rw_mutex_unlock(&re->resultmutex);
03432         
03433         if(re->result==NULL)
03434                 return 1;
03435 
03436         /* external */
03437         memset(&engine, 0, sizeof(engine));
03438         engine.type= type;
03439         engine.re= re;
03440 
03441         type->render(&engine, re->scene);
03442 
03443         free_render_result(&engine.fullresult, engine.fullresult.first);
03444 
03445         BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
03446         if(re->result->exrhandle) {
03447                 RenderResult *rr;
03448 
03449                 save_empty_result_tiles(re);
03450                 
03451                 for(rr= re->result; rr; rr= rr->next) {
03452                         IMB_exr_close(rr->exrhandle);
03453                         rr->exrhandle= NULL;
03454                 }
03455                 
03456                 free_render_result(&re->fullresult, re->result);
03457                 re->result= NULL;
03458                 
03459                 read_render_result(re, 0);
03460         }
03461         BLI_rw_mutex_unlock(&re->resultmutex);
03462 
03463         return 1;
03464 }
03465