2008-12-13 19:00:54 +00:00
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/**
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2009-01-06 10:31:25 +00:00
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#ifndef ED_PREVIEWRENDER_H
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#define ED_PREVIEWRENDER_H
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2008-12-13 19:00:54 +00:00
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#include "DNA_vec_types.h"
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struct View3D;
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struct SpaceButs;
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struct RenderInfo;
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2009-06-25 15:41:27 +00:00
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struct Scene;
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2008-12-13 19:00:54 +00:00
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struct Image;
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struct Render;
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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struct bContext;
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struct ID;
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2009-08-18 19:58:27 +00:00
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struct MTex;
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2008-12-13 19:00:54 +00:00
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#define PREVIEW_RENDERSIZE 140
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/* stores rendered preview - is also used for icons */
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typedef struct RenderInfo {
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int pr_rectx;
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int pr_recty;
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short curtile, tottile, status;
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rcti disprect; /* storage for view3d preview rect */
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unsigned int* rect;
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struct Render *re; /* persistant render */
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} RenderInfo;
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/* ri->status */
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#define PR_DBASE 1
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#define PR_DISPRECT 2
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#define PR_PROJECTED 4
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#define PR_ROTATED 8
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/* Render the preview
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pr_method:
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- PR_DRAW_RENDER: preview is rendered and drawn, as indicated by called context (buttons panel)
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- PR_ICON_RENDER: the preview is not drawn and the function is not dynamic,
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so no events are processed. Hopefully fast enough for at least 32x32
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- PR_DO_RENDER: preview is rendered, not drawn, but events are processed for afterqueue,
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in use for node editor now.
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*/
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#define PR_DRAW_RENDER 0
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#define PR_ICON_RENDER 1
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#define PR_DO_RENDER 2
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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void ED_preview_init_dbase(void);
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void ED_preview_free_dbase(void);
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2008-12-13 19:00:54 +00:00
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2009-08-18 19:58:27 +00:00
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void ED_preview_shader_job(const struct bContext *C, void *owner, struct ID *id, struct ID *parent, struct MTex *slot, int sizex, int sizey);
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2009-07-31 01:40:15 +00:00
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void ED_preview_iconrender(struct Scene *scene, struct ID *id, unsigned int *rect, int sizex, int sizey);
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2008-12-13 19:00:54 +00:00
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2009-08-18 19:58:27 +00:00
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void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
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2008-12-13 19:00:54 +00:00
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#endif
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