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