Rendering tricks for improving workflow:

- Button option "Single" in render-layer panel will enable to only render
  the currently indicated render-layer. It will also skip compositing.

- Brought back the 'Local View' render. This will only render the visible
  objects, but with lights from the original view-layers.
  To make the option useful, it also temporal enables 'Single', which has
  the a disadvantage that you need to set the correct render-layer.

  It is a bit a tricky option though... since its quite invisble and
  confusing for people who don't know the feature. This might become either
  a button in 3d header, or use a popup requester to confirm, or... will
  need to think over!

At least; both options display in render window a text to denote the option.
This commit is contained in:
Ton Roosendaal 2006-02-16 12:27:46 +00:00
parent 32a9c7b493
commit 7f4b01ccf0
5 changed files with 66 additions and 22 deletions

@ -31,6 +31,10 @@
#define PIPELINE_H
struct Render;
struct RenderResult;
struct RenderLayer;
struct RenderLayer *render_get_active_layer(struct Render *re, struct RenderResult *rr);
#define PASS_VECTOR_MAX 10000.0f

@ -210,7 +210,7 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop)
RenderResult *rr;
RenderLayer *rl;
SceneRenderLayer *srl;
int rectx, recty;
int rectx, recty, nr;
rectx= partrct->xmax - partrct->xmin;
recty= partrct->ymax - partrct->ymin;
@ -231,8 +231,11 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop)
rr->tilerect.ymax= partrct->ymax - re->disprect.ymax;
/* check renderdata for amount of layers */
for(srl= re->r.layers.first; srl; srl= srl->next) {
for(nr=0, srl= re->r.layers.first; srl; srl= srl->next, nr++) {
if((re->r.scemode & R_SINGLE_LAYER) && nr!=re->r.actlay)
continue;
rl= MEM_callocT(sizeof(RenderLayer), "new render layer");
BLI_addtail(&rr->layers, rl);
@ -279,18 +282,20 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop)
}
/* display active layer */
rr->renlay= BLI_findlink(&rr->layers, re->r.actlay);
rr->renlay= render_get_active_layer(re, rr);
return rr;
}
static int render_result_needs_vector(RenderResult *rr)
static int render_result_needs_vector(Render *re)
{
RenderLayer *rl;
if(re->r.scemode & R_DOCOMP) {
RenderLayer *rl;
for(rl= rr->layers.first; rl; rl= rl->next)
if(rl->passflag & SCE_PASS_VECTOR)
return 1;
for(rl= re->result->layers.first; rl; rl= rl->next)
if(rl->passflag & SCE_PASS_VECTOR)
return 1;
}
return 0;
}
@ -383,6 +388,16 @@ RenderResult *RE_GetResult(Render *re)
return NULL;
}
RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
{
if(re->r.scemode & R_SINGLE_LAYER)
return rr->layers.first;
else
return BLI_findlink(&rr->layers, re->r.actlay);
}
/* fill provided result struct with what's currently active or done */
void RE_GetResultImage(Render *re, RenderResult *rr)
{
@ -399,7 +414,8 @@ void RE_GetResultImage(Render *re, RenderResult *rr)
rr->rect32= re->result->rect32;
/* active layer */
rl= BLI_findlink(&re->result->layers, re->r.actlay);
rl= render_get_active_layer(re, re->result);
if(rl) {
if(rr->rectf==NULL)
rr->rectf= rl->rectf;
@ -542,7 +558,10 @@ void RE_InitState(Render *re, RenderData *rd, int winx, int winy, rcti *disprect
/* initialize render result */
free_render_result(re->result);
re->result= new_render_result(re, &re->disprect, 0);
/* single layer render disables composit */
if(re->r.scemode & R_SINGLE_LAYER)
re->r.scemode &= ~R_DOCOMP;
}
}
@ -847,7 +866,7 @@ void render_one_frame(Render *re)
// re->cfra= cfra; /* <- unused! */
/* make render verts/faces/halos/lamps */
if(render_result_needs_vector(re->result))
if(render_result_needs_vector(re))
RE_Database_FromScene_Vectors(re, re->scene);
else
RE_Database_FromScene(re, re->scene, 1);
@ -1004,9 +1023,11 @@ static void do_render_final(Render *re)
/* checks if there are render-result nodes that need scene */
ntree_render_scenes(re);
ntree->stats_draw= render_composit_stats;
ntreeCompositExecTree(ntree, &re->r, G.background==0);
ntree->stats_draw= NULL;
if(!re->test_break()) {
ntree->stats_draw= render_composit_stats;
ntreeCompositExecTree(ntree, &re->r, G.background==0);
ntree->stats_draw= NULL;
}
}
}
}

@ -3175,8 +3175,7 @@ void zbufshadeDA_tile(RenderPart *pa)
if(edgerect) MEM_freeT(edgerect);
/* display active layer */
rr->renlay= BLI_findlink(&rr->layers, R.r.actlay);
rr->renlay= render_get_active_layer(&R, rr);
}
@ -3279,7 +3278,7 @@ void zbufshade_tile(RenderPart *pa)
}
/* display active layer */
rr->renlay= BLI_findlink(&rr->layers, R.r.actlay);
rr->renlay= render_get_active_layer(&R, rr);
MEM_freeT(pa->rectp); pa->rectp= NULL;
MEM_freeT(pa->rectz); pa->rectz= NULL;

@ -1847,10 +1847,10 @@ static void render_panel_layers(void)
uiDefButS(block, MENU, B_ADD_RENDERLAYER, strp, 10,130,23,20, &(G.scene->r.actlay), 0, 0, 0, 0, "Choose Active Render Layer");
MEM_freeN(strp);
// uiDefButBitS(block, TOG, R_SINGLE_LAYER, B_NOP, "Single", 33,130,50,20, &G.scene->r.scemode, 0, 0, 0, 0, "Only render this layer");
bt= uiDefBut(block, TEX, REDRAWNODE, "", 33,130,252,20, srl->name, 0.0, 31.0, 0, 0, "");
bt= uiDefBut(block, TEX, REDRAWNODE, "", 33,130,192,20, srl->name, 0.0, 31.0, 0, 0, "");
uiButSetFunc(bt, rename_scene_layer_func, srl, NULL);
uiDefButBitS(block, TOG, R_SINGLE_LAYER, B_NOP, "Single", 230,130,60,20, &G.scene->r.scemode, 0, 0, 0, 0, "Only render this layer");
bt=uiDefIconBut(block, BUT, B_NOP, ICON_X, 285, 130, 25, 20, 0, 0, 0, 0, 0, "Deletes current Render Layer");
uiButSetFunc(bt, delete_scene_layer_func, srl, (void *)(long)G.scene->r.actlay);
uiBlockEndAlign(block);

@ -834,6 +834,11 @@ static void printrenderinfo_cb(RenderStats *rs)
if(render_win) {
megs_used_memory= mem_in_use/(1024.0*1024.0);
if(G.scene->lay & 0xFF000000)
spos+= sprintf(spos, "Localview | ");
else if(G.scene->r.scemode & R_SINGLE_LAYER)
spos+= sprintf(spos, "Single Layer | ");
if(rs->tothalo)
spos+= sprintf(spos, "Fra:%d Ve:%d Fa:%d Ha:%d La:%d Mem:%.2fM", (G.scene->r.cfra), rs->totvert, rs->totface, rs->tothalo, rs->totlamp, megs_used_memory);
else
@ -854,7 +859,7 @@ static void printrenderinfo_cb(RenderStats *rs)
}
/* temporal render debug printing, needed for testing orange renders atm... will be gone soon (or option) */
if(rs->convertdone) {
if(G.rt==7 && rs->convertdone) {
spos= str;
spos+= sprintf(spos, "Fra:%d Mem:%.2fM ", G.scene->r.cfra, megs_used_memory);
@ -980,6 +985,8 @@ static void end_test_break_callback()
static void do_render(int anim)
{
Render *re= RE_NewRender("Render");
unsigned int lay= G.scene->lay;
int scemode= G.scene->r.scemode;
/* we set this flag to prevent renderwindow queue to execute another render */
G.rendering= 1;
@ -1000,11 +1007,24 @@ static void do_render(int anim)
if(G.obedit)
exit_editmode(0); /* 0 = no free data */
/* allow localview render for objects with lights in normal layers */
if(curarea->spacetype==SPACE_VIEW3D) {
if(G.vd->lay & 0xFF000000) {
G.scene->lay |= G.vd->lay;
G.scene->r.scemode |= R_SINGLE_LAYER;
}
else G.scene->lay= G.vd->lay;
}
if(anim)
RE_BlenderAnim(re, G.scene, G.scene->r.sfra, G.scene->r.efra);
else
RE_BlenderFrame(re, G.scene, G.scene->r.cfra);
/* restore local view exception */
G.scene->lay= lay;
G.scene->r.scemode= scemode;
if(render_win) window_set_cursor(render_win->win, CURSOR_STD);
free_filesel_spec(G.scene->r.pic);