Commit: 945b1143df1686f705fd8bf2ff05d04460aa52fa
Author: Brecht Van Lommel
Date: Thu Apr 8 13:08:59 2021 +0200
Branches: master
https://developer.blender.org/rB945b1143df1686f705fd8bf2ff05d04460aa52fa
Cleanup: renaming, comments and removing unused code in render pipeline
===================================================================
M source/blender/render/RE_pipeline.h
M source/blender/render/intern/pipeline.c
===================================================================
diff --git a/source/blender/render/RE_pipeline.h
b/source/blender/render/RE_pipeline.h
index 7420ee64a81..4534c86f7f7 100644
--- a/source/blender/render/RE_pipeline.h
+++ b/source/blender/render/RE_pipeline.h
@@ -245,8 +245,6 @@ void RE_InitState(struct Render *re,
int winx,
int winy,
rcti *disprect);
-void RE_ChangeResolution(struct Render *re, int winx, int winy, rcti
*disprect);
-void RE_ChangeModeFlag(struct Render *re, int flag, bool clear);
/* set up the viewplane/perspective matrix, three choices */
struct Object *RE_GetCamera(struct Render *re); /* return camera override if
set */
@@ -297,9 +295,6 @@ void RE_RenderFreestyleStrokes(struct Render *re,
void RE_RenderFreestyleExternal(struct Render *re);
#endif
-/* Free memory and clear runtime data which is only needed during rendering. */
-void RE_CleanAfterRender(struct Render *re);
-
void RE_SetActiveRenderView(struct Render *re, const char *viewname);
const char *RE_GetActiveRenderView(struct Render *re);
diff --git a/source/blender/render/intern/pipeline.c
b/source/blender/render/intern/pipeline.c
index 1fcfac8c9dd..a39214b609d 100644
--- a/source/blender/render/intern/pipeline.c
+++ b/source/blender/render/intern/pipeline.c
@@ -741,7 +741,7 @@ static void re_init_resolution(Render *re, Render *source,
int winx, int winy, r
re->winy = winy;
if (source && (source->r.mode & R_BORDER)) {
/* eeh, doesn't seem original bordered disprect is storing anywhere
- * after insertion on black happening in do_render(),
+ * after insertion on black happening in do_render_engine(),
* so for now simply re-calculate disprect using border from source
* renderer (sergey)
*/
@@ -893,82 +893,6 @@ void RE_InitState(Render *re,
RE_point_density_fix_linking();
}
-/* This function is only called by view3d rendering, which doesn't support
- * multiview at the moment. so handle only one view here */
-static void render_result_rescale(Render *re)
-{
- RenderResult *result = re->result;
- RenderView *rv;
- int x, y;
- float scale_x, scale_y;
- float *src_rectf;
-
- rv = RE_RenderViewGetById(result, 0);
- src_rectf = rv->rectf;
-
- if (src_rectf == NULL) {
- RenderLayer *rl = render_get_active_layer(re, re->result);
- if (rl != NULL) {
- src_rectf = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, NULL);
- }
- }
-
- if (src_rectf != NULL) {
- float *dst_rectf = NULL;
- re->result = render_result_new(re, &re->disprect, RR_USE_MEM,
RR_ALL_LAYERS, "");
-
- if (re->result != NULL) {
- dst_rectf = RE_RenderViewGetById(re->result, 0)->rectf;
- if (dst_rectf == NULL) {
- RenderLayer *rl;
- rl = render_get_active_layer(re, re->result);
- if (rl != NULL) {
- dst_rectf = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, NULL);
- }
- }
-
- scale_x = (float)result->rectx / re->result->rectx;
- scale_y = (float)result->recty / re->result->recty;
- for (x = 0; x < re->result->rectx; x++) {
- for (y = 0; y < re->result->recty; y++) {
- int src_x = x * scale_x;
- int src_y = y * scale_y;
- int dst_index = y * re->result->rectx + x;
- int src_index = src_y * result->rectx + src_x;
- copy_v4_v4(dst_rectf + dst_index * 4, src_rectf + src_index * 4);
- }
- }
- }
- render_result_free(result);
- }
-}
-
-void RE_ChangeResolution(Render *re, int winx, int winy, rcti *disprect)
-{
- re_init_resolution(re, NULL, winx, winy, disprect);
- RE_parts_clamp(re);
-
- if (re->result) {
- BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
- render_result_rescale(re);
- BLI_rw_mutex_unlock(&re->resultmutex);
- }
-}
-
-/* TODO(sergey): This is a bit hackish, used to temporary disable freestyle
when
- * doing viewport render. Needs some better integration of BI viewport
rendering
- * into the pipeline.
- */
-void RE_ChangeModeFlag(Render *re, int flag, bool clear)
-{
- if (clear) {
- re->r.mode &= ~flag;
- }
- else {
- re->r.mode |= flag;
- }
-}
-
/* update some variables that can be animated, and otherwise wouldn't be due to
* RenderData getting copied once at the start of animation render */
void render_update_anim_renderdata(Render *re, RenderData *rd, ListBase
*render_layers)
@@ -1077,24 +1001,8 @@ void *RE_gpu_context_get(Render *re)
return re->gpu_context;
}
-/* ********* add object data (later) ******** */
-
-/* object is considered fully prepared on correct time etc */
-/* includes lights */
-#if 0
-void RE_AddObject(Render *UNUSED(re), Object *UNUSED(ob))
-{
-}
-#endif
-
/* ************ This part uses API, for rendering Blender scenes ********** */
-static void do_render_3d(Render *re)
-{
- re->current_scene_update(re->suh, re->scene);
- RE_engine_render(re, false);
-}
-
/* make sure disprect is not affected by the render border */
static void render_result_disprect_to_full_resolution(Render *re)
{
@@ -1155,8 +1063,8 @@ static void render_result_uncrop(Render *re)
}
}
-/* main render routine, no compositing */
-static void do_render(Render *re)
+/* Render scene into render result, with a render engine. */
+static void do_render_engine(Render *re)
{
Object *camera = RE_GetCamera(re);
/* also check for camera here */
@@ -1169,16 +1077,16 @@ static void do_render(Render *re)
/* now use renderdata and camera to set viewplane */
RE_SetCamera(re, camera);
- do_render_3d(re);
+ re->current_scene_update(re->suh, re->scene);
+ RE_engine_render(re, false);
/* when border render, check if we have to insert it in black */
render_result_uncrop(re);
}
-/* within context of current Render *re, render another scene.
- * it uses current render image size and disprect, but doesn't execute
composite
- */
-static void render_scene(Render *re, Scene *sce, int cfra)
+/* Render scene into render result, within a compositor node tree.
+ * Uses the same image dimensions, does not recursively perform compositing. */
+static void do_render_compositor_scene(Render *re, Scene *sce, int cfra)
{
Render *resc = RE_NewSceneRender(sce);
int winx = re->winx, winy = re->winy;
@@ -1213,12 +1121,12 @@ static void render_scene(Render *re, Scene *sce, int
cfra)
resc->current_scene_update = re->current_scene_update;
resc->suh = re->suh;
- do_render(resc);
+ do_render_engine(resc);
}
/* helper call to detect if this scene needs a render,
* or if there's a any render layer to render. */
-static int composite_needs_render(Scene *sce, int this_scene)
+static int compositor_needs_render(Scene *sce, int this_scene)
{
bNodeTree *ntree = sce->nodetree;
bNode *node;
@@ -1243,19 +1151,8 @@ static int composite_needs_render(Scene *sce, int
this_scene)
return 0;
}
-bool RE_allow_render_generic_object(Object *ob)
-{
- /* override not showing object when duplis are used with particles */
- if (ob->transflag & OB_DUPLIPARTS) {
- /* pass */ /* let particle system(s) handle showing vs. not showing */
- }
- else if (ob->transflag & OB_DUPLI) {
- return false;
- }
- return true;
-}
-
-static void ntree_render_scenes(Render *re)
+/* Render all scenes within a compositor node tree. */
+static void do_render_compositor_scenes(Render *re)
{
bNode *node;
int cfra = re->scene->r.cfra;
@@ -1274,7 +1171,7 @@ static void ntree_render_scenes(Render *re)
Scene *scene = (Scene *)node->id;
if (!BLI_gset_haskey(scenes_rendered, scene) &&
render_scene_has_layers_to_render(scene, false)) {
- render_scene(re, scene, cfra);
+ do_render_compositor_scene(re, scene, cfra);
BLI_gset_add(scenes_rendered, scene);
nodeUpdate(restore_scene->nodetree, node);
}
@@ -1285,7 +1182,7 @@ static void ntree_render_scenes(Render *re)
}
/* bad call... need to think over proper method still */
-static void render_composit_stats(void *arg, const char *str)
+static void render_compositor_stats(void *arg, const char *str)
{
Render *re = (Render *)arg;
@@ -1295,13 +1192,14 @@ static void render_composit_stats(void *arg, const char
*str)
re->stats_draw(re->sdh, &i);
}
-/* returns fully composited render-result on given time step (in RenderData) */
-static void do_render_composite(Render *re)
+/* Render compositor nodes, along with any scenes required for them.
+ * The result will be output into a compositing render layer in the render
result. */
+static void do_render_compositor(Render *re)
{
bNodeTree *ntree = re->pipeline_scene_eval->nodetree;
int update_newframe = 0;
- if (composite_needs_render(re->pipeline_scene_eval, 1)) {
+ if (compositor_needs_render(re->pipeline_scene_eval, 1)) {
/* save memory... free all cached images */
ntreeFreeCache(ntree);
@@ -1309,7 +1207,7 @@ static void do_render_composite(Render *re)
* it could be optimized to render only the needed view
* but what if a scene has a different number of views
* than the main scene? */
- do_render(re);
+ do_render_engine(re);
}
else {
re->i.cfra = re->r.cfra;
@@ -1345,11 +1243,11 @@ static void do_render_composite(Render *re)
if (ntree && re->scene->use_nodes && re->r.scemode & R_DOCOMP) {
/* checks if there are render-result nodes that need scene */
if ((re->r.scemode & R_SINGLE_LAYER) == 0) {
- ntree_render_scenes(re);
+ do_render_compositor_scenes(re);
}
if (!re->test_break(re->tbh)) {
- ntree->stats_draw = render_composit_stats;
+ ntree->stats_draw = render_compositor_stats;
ntree->test_break = re->test_break;
ntree->progress = re->progress;
ntree->sdh = re;
@@ -1432,7 +1330,8 @@ int RE_seq_render_active(Scene *scene, RenderData *rd)
return 0;
}
-static void do_render_seq(Render *re)
+/* Render sequencer strips into render result. */
+static void do_render_sequencer(Render *re)
{
static int recurs_depth = 0;
struct ImBuf *out;
@@ -1546,8 +1445,8 @@ static void do_render_seq(Render *re)
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-/* main loop: doing sequence + 3d render + compositing */
-static void do_rende
@@ Diff output truncated at 10240 characters. @@
_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs