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blender-archive/source/blender/editors/render/render_preview.c

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/*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/render/render_preview.c
* \ingroup edrend
*/
/* global includes */
#include <stdlib.h>
#include <math.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLO_readfile.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_lamp_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_scene_types.h"
#include "DNA_brush_types.h"
#include "DNA_screen_types.h"
#include "BKE_brush.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_icons.h"
#include "BKE_lamp.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_world.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "PIL_time.h"
#include "RE_pipeline.h"
2009-01-22 14:59:49 +00:00
#include "WM_api.h"
#include "WM_types.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "ED_render.h"
#include "ED_view3d.h"
#include "UI_interface.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "render_intern.h"
2012-03-29 22:42:32 +00:00
ImBuf *get_brush_icon(Brush *brush)
{
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static const int flags = IB_rect | IB_multilayer | IB_metadata;
char path[FILE_MAX];
char *folder;
if (!(brush->icon_imbuf)) {
if (brush->flag & BRUSH_CUSTOM_ICON) {
if (brush->icon_filepath[0]) {
// first use the path directly to try and load the file
BLI_strncpy(path, brush->icon_filepath, sizeof(brush->icon_filepath));
BLI_path_abs(path, G.main->name);
2012-03-29 22:42:32 +00:00
brush->icon_imbuf = IMB_loadiffname(path, flags);
// otherwise lets try to find it in other directories
if (!(brush->icon_imbuf)) {
2012-03-29 22:42:32 +00:00
folder = BLI_get_folder(BLENDER_DATAFILES, "brushicons");
BLI_make_file_string(G.main->name, path, folder, brush->icon_filepath);
if (path[0])
2012-03-29 22:42:32 +00:00
brush->icon_imbuf = IMB_loadiffname(path, flags);
}
if (brush->icon_imbuf)
BKE_icon_changed(BKE_icon_getid(&brush->id));
}
}
}
if (!(brush->icon_imbuf))
brush->id.icon_id = 0;
return brush->icon_imbuf;
}
2009-01-22 14:59:49 +00:00
typedef struct ShaderPreview {
/* from wmJob */
void *owner;
short *stop, *do_update;
Scene *scene;
ID *id;
ID *parent;
MTex *slot;
2009-01-22 14:59:49 +00:00
/* datablocks with nodes need full copy during preview render, glsl uses it too */
Material *matcopy;
Tex *texcopy;
Lamp *lampcopy;
World *worldcopy;
2012-03-29 22:42:32 +00:00
float col[4]; /* active object color */
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int sizex, sizey;
unsigned int *pr_rect;
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int pr_method;
2009-01-22 14:59:49 +00:00
} ShaderPreview;
typedef struct IconPreviewSize {
struct IconPreviewSize *next, *prev;
int sizex, sizey;
unsigned int *rect;
} IconPreviewSize;
typedef struct IconPreview {
Scene *scene;
void *owner;
ID *id;
ListBase sizes;
} IconPreview;
/* *************************** Preview for buttons *********************** */
2012-03-29 22:42:32 +00:00
static Main *pr_main = NULL;
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void ED_preview_init_dbase(void)
{
#ifndef WITH_HEADLESS
BlendFileData *bfd;
extern int datatoc_preview_blend_size;
extern char datatoc_preview_blend[];
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const int fileflags = G.fileflags;
G.fileflags |= G_FILE_NO_UI;
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bfd = BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
if (bfd) {
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pr_main = bfd->main;
MEM_freeN(bfd);
}
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G.fileflags = fileflags;
#endif
}
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void ED_preview_free_dbase(void)
{
if (pr_main)
free_main(pr_main);
}
static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
{
if (mat) {
if (mat->sss_flag & MA_DIFF_SSS)
return 1;
if (mat->nodetree)
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if (preview_mat_has_sss(NULL, mat->nodetree))
return 1;
}
else if (ntree) {
bNode *node;
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for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == NODE_GROUP && node->id) {
if (preview_mat_has_sss(NULL, (bNodeTree *)node->id))
return 1;
}
else if (node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
2012-03-29 22:42:32 +00:00
mat = (Material *)node->id;
if (mat->sss_flag & MA_DIFF_SSS)
return 1;
}
}
}
return 0;
}
2009-01-22 14:59:49 +00:00
/* call this with a pointer to initialize preview scene */
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
Scene *sce;
Base *base;
2012-03-29 22:42:32 +00:00
if (pr_main == NULL) return NULL;
2012-03-29 22:42:32 +00:00
sce = pr_main->scene.first;
if (sce) {
/* this flag tells render to not execute depsgraph or ipos etc */
sce->r.scemode |= R_PREVIEWBUTS;
/* set world always back, is used now */
2012-03-29 22:42:32 +00:00
sce->world = pr_main->world.first;
/* now: exposure copy */
if (scene->world) {
2012-03-29 22:42:32 +00:00
sce->world->exp = scene->world->exp;
sce->world->range = scene->world->range;
}
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
/* prevent overhead for small renders and icons (32) */
if (id && sp->sizex < 40)
2012-03-29 22:42:32 +00:00
sce->r.xparts = sce->r.yparts = 1;
else
2012-03-29 22:42:32 +00:00
sce->r.xparts = sce->r.yparts = 4;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* exception: don't color manage texture previews or icons */
2012-03-29 22:42:32 +00:00
if ((id && sp->pr_method == PR_ICON_RENDER) || id_type == ID_TE)
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
2012-03-29 22:42:32 +00:00
if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO)
sce->r.alphamode = R_ALPHAPREMUL;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
else
2012-03-29 22:42:32 +00:00
sce->r.alphamode = R_ADDSKY;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
2012-03-29 22:42:32 +00:00
sce->r.cfra = scene->r.cfra;
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
2012-03-29 22:42:32 +00:00
if (id_type == ID_MA) {
Material *mat = NULL, *origmat = (Material *)id;
if (origmat) {
/* work on a copy */
2012-03-29 22:42:32 +00:00
mat = localize_material(origmat);
sp->matcopy = mat;
BLI_addtail(&pr_main->mat, mat);
2012-03-29 22:42:32 +00:00
init_render_material(mat, 0, NULL); /* call that retrieves mode_l */
end_render_material(mat);
/* un-useful option */
2012-03-29 22:42:32 +00:00
if (sp->pr_method == PR_ICON_RENDER)
mat->shade_flag &= ~MA_OBCOLOR;
/* turn on raytracing if needed */
if (mat->mode_l & MA_RAYMIRROR)
sce->r.mode |= R_RAYTRACE;
if (mat->material_type == MA_TYPE_VOLUME)
sce->r.mode |= R_RAYTRACE;
if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
sce->r.mode |= R_RAYTRACE;
if (preview_mat_has_sss(mat, NULL))
sce->r.mode |= R_SSS;
/* turn off fake shadows if needed */
/* this only works in a specific case where the preview.blend contains
* an object starting with 'c' which has a material linked to it (not the obdata)
* and that material has a fake shadow texture in the active texture slot */
2012-03-29 22:42:32 +00:00
for (base = sce->base.first; base; base = base->next) {
if (base->object->id.name[2] == 'c') {
Material *shadmat = give_current_material(base->object, base->object->actcol);
if (shadmat) {
if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
else shadmat->septex |= 1;
}
}
}
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
/* turn off bounce lights for volume,
* doesn't make much visual difference and slows it down too */
if (mat->material_type == MA_TYPE_VOLUME) {
2012-03-29 22:42:32 +00:00
for (base = sce->base.first; base; base = base->next) {
if (base->object->type == OB_LAMP) {
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
/* if doesn't match 'Lamp.002' --> main key light */
2012-03-29 22:42:32 +00:00
if (strcmp(base->object->id.name + 2, "Lamp.002") != 0) {
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
}
}
}
2012-03-29 22:42:32 +00:00
if (sp->pr_method == PR_ICON_RENDER) {
if (mat->material_type == MA_TYPE_HALO) {
2012-03-29 22:42:32 +00:00
sce->lay = 1 << MA_FLAT;
}
else {
2012-03-29 22:42:32 +00:00
sce->lay = 1 << MA_SPHERE_A;
}
}
else {
2012-03-29 22:42:32 +00:00
sce->lay = 1 << mat->pr_type;
if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
2009-01-22 14:59:49 +00:00
ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
}
}
}
else {
2012-03-29 22:42:32 +00:00
sce->r.mode &= ~(R_OSA | R_RAYTRACE | R_SSS);
}
2012-03-29 22:42:32 +00:00
for (base = sce->base.first; base; base = base->next) {
if (base->object->id.name[2] == 'p') {
/* copy over object color, in case material uses it */
copy_v4_v4(base->object->col, sp->col);
if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
/* don't use assign_material, it changed mat->id.us, which shows in the UI */
2012-03-29 22:42:32 +00:00
Material ***matar = give_matarar(base->object);
int actcol = MAX2(base->object->actcol > 0, 1) - 1;
if (matar && actcol < base->object->totcol)
2012-03-29 22:42:32 +00:00
(*matar)[actcol] = mat;
}
else if (base->object->type == OB_LAMP) {
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
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base->object->restrictflag &= ~OB_RESTRICT_RENDER;
}
}
}
}
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else if (id_type == ID_TE) {
Tex *tex = NULL, *origtex = (Tex *)id;
if (origtex) {
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tex = localize_texture(origtex);
sp->texcopy = tex;
BLI_addtail(&pr_main->tex, tex);
}
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sce->lay = 1 << MA_TEXTURE;
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for (base = sce->base.first; base; base = base->next) {
if (base->object->id.name[2] == 't') {
Material *mat = give_current_material(base->object, base->object->actcol);
if (mat && mat->mtex[0]) {
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mat->mtex[0]->tex = tex;
if (tex && sp->slot)
mat->mtex[0]->which_output = sp->slot->which_output;
/* show alpha in this case */
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if (tex == NULL || (tex->flag & TEX_PRV_ALPHA)) {
mat->mtex[0]->mapto |= MAP_ALPHA;
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mat->alpha = 0.0f;
}
else {
mat->mtex[0]->mapto &= ~MAP_ALPHA;
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mat->alpha = 1.0f;
}
}
}
}
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if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
}
}
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else if (id_type == ID_LA) {
Lamp *la = NULL, *origla = (Lamp *)id;
/* work on a copy */
if (origla) {
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la = localize_lamp(origla);
sp->lampcopy = la;
BLI_addtail(&pr_main->lamp, la);
}
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if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
sce->lay = 1 << MA_ATMOS;
sce->world = scene->world;
sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2);
}
else {
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sce->lay = 1 << MA_LAMP;
sce->world = NULL;
sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2);
}
sce->r.mode &= ~R_SHADOW;
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for (base = sce->base.first; base; base = base->next) {
if (base->object->id.name[2] == 'p') {
if (base->object->type == OB_LAMP)
base->object->data = la;
}
}
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if (la && la->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(origla->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(la->nodetree, sp->sizex, sp->sizey);
}
}
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else if (id_type == ID_WO) {
World *wrld = NULL, *origwrld = (World *)id;
if (origwrld) {
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wrld = localize_world(origwrld);
sp->worldcopy = wrld;
BLI_addtail(&pr_main->world, wrld);
}
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sce->lay = 1 << MA_SKY;
sce->world = wrld;
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if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(wrld->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(origwrld->nodetree, sp->sizex, sp->sizey);
}
}
return sce;
}
return NULL;
}
/* new UI convention: draw is in pixel space already. */
/* uses ROUNDBOX button in block to get the rect */
static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int first, rcti *rect, rcti *newrect)
{
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
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Render *re;
RenderResult rres;
char name[32];
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int do_gamma_correct = 0, do_predivide = 0;
int offx = 0, newx = rect->xmax - rect->xmin, newy = rect->ymax - rect->ymin;
if (id && GS(id->name) != ID_TE) {
/* exception: don't color manage texture previews - show the raw values */
if (sce) {
do_gamma_correct = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT;
do_predivide = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT_PREDIVIDE;
}
}
if (!split || first) sprintf(name, "Preview %p", (void *)sa);
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else sprintf(name, "SecondPreview %p", (void *)sa);
if (split) {
if (first) {
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offx = 0;
newx = newx / 2;
}
else {
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offx = newx / 2;
newx = newx - newx / 2;
}
}
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re = RE_GetRender(name);
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
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RE_AcquireResultImage(re, &rres);
if (rres.rectf) {
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if (ABS(rres.rectx - newx) < 2 && ABS(rres.recty - newy) < 2) {
newrect->xmax = MAX2(newrect->xmax, rect->xmin + rres.rectx + offx);
newrect->ymax = MAX2(newrect->ymax, rect->ymin + rres.recty);
if (rres.rectx && rres.recty) {
/* temporary conversion to byte for drawing */
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float fx = rect->xmin + offx;
float fy = rect->ymin;
int profile_from = (do_gamma_correct) ? IB_PROFILE_LINEAR_RGB : IB_PROFILE_SRGB;
int dither = 0;
unsigned char *rect_byte;
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rect_byte = MEM_mallocN(rres.rectx * rres.recty * sizeof(int), "ed_preview_draw_rect");
IMB_buffer_byte_from_float(rect_byte, rres.rectf,
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4, dither, IB_PROFILE_SRGB, profile_from, do_predivide,
rres.rectx, rres.recty, rres.rectx, rres.rectx);
glaDrawPixelsSafe(fx, fy, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect_byte);
MEM_freeN(rect_byte);
}
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
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RE_ReleaseResultImage(re);
return 1;
}
}
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
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RE_ReleaseResultImage(re);
return 0;
}
void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
{
if (idp) {
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ScrArea *sa = CTX_wm_area(C);
Scene *sce = CTX_data_scene(C);
ID *id = (ID *)idp;
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ID *parent = (ID *)parentp;
MTex *slot = (MTex *)slotp;
SpaceButs *sbuts = sa->spacedata.first;
rcti newrect;
int ok;
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int newx = rect->xmax - rect->xmin, newy = rect->ymax - rect->ymin;
newrect.xmin = rect->xmin;
newrect.xmax = rect->xmin;
newrect.ymin = rect->ymin;
newrect.ymax = rect->ymin;
if (parent) {
ok = ed_preview_draw_rect(sa, sce, id, 1, 1, rect, &newrect);
ok &= ed_preview_draw_rect(sa, sce, parent, 1, 0, rect, &newrect);
}
else
ok = ed_preview_draw_rect(sa, sce, id, 0, 0, rect, &newrect);
if (ok)
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*rect = newrect;
/* check for spacetype... */
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if (sbuts->spacetype == SPACE_BUTS && sbuts->preview) {
sbuts->preview = 0;
ok = 0;
}
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if (ok == 0) {
ED_preview_shader_job(C, sa, id, parent, slot, newx, newy, PR_BUTS_RENDER);
}
}
}
/* **************************** new shader preview system ****************** */
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/* inside thread, called by renderer, sets job update value */
static void shader_preview_draw(void *spv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect))
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{
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ShaderPreview *sp = spv;
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*(sp->do_update) = 1;
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}
/* called by renderer, checks job value */
static int shader_preview_break(void *spv)
{
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ShaderPreview *sp = spv;
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return *(sp->stop);
}
/* outside thread, called before redraw notifiers, it moves finished preview over */
static void shader_preview_updatejob(void *spv)
{
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ShaderPreview *sp = spv;
if (sp->id) {
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if (sp->pr_method == PR_NODE_RENDER) {
if (GS(sp->id->name) == ID_MA) {
Material *mat = (Material *)sp->id;
if (sp->matcopy && mat->nodetree && sp->matcopy->nodetree)
ntreeLocalSync(sp->matcopy->nodetree, mat->nodetree);
}
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else if (GS(sp->id->name) == ID_TE) {
Tex *tex = (Tex *)sp->id;
if (sp->texcopy && tex->nodetree && sp->texcopy->nodetree)
ntreeLocalSync(sp->texcopy->nodetree, tex->nodetree);
}
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else if (GS(sp->id->name) == ID_WO) {
World *wrld = (World *)sp->id;
if (sp->worldcopy && wrld->nodetree && sp->worldcopy->nodetree)
ntreeLocalSync(sp->worldcopy->nodetree, wrld->nodetree);
}
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else if (GS(sp->id->name) == ID_LA) {
Lamp *la = (Lamp *)sp->id;
if (sp->lampcopy && la->nodetree && sp->lampcopy->nodetree)
ntreeLocalSync(sp->lampcopy->nodetree, la->nodetree);
}
}
}
}
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static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
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{
Render *re;
Scene *sce;
float oldlens;
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short idtype = GS(id->name);
char name[32];
int sizex;
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/* get the stuff from the builtin preview dbase */
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sce = preview_prepare_scene(sp->scene, id, idtype, sp); // XXX sizex
if (sce == NULL) return;
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if (!split || first) sprintf(name, "Preview %p", sp->owner);
else sprintf(name, "SecondPreview %p", sp->owner);
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re = RE_GetRender(name);
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/* full refreshed render from first tile */
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if (re == NULL)
re = RE_NewRender(name);
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/* sce->r gets copied in RE_InitState! */
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sce->r.scemode &= ~(R_MATNODE_PREVIEW | R_TEXNODE_PREVIEW);
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
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if (sp->pr_method == PR_ICON_RENDER) {
sce->r.scemode |= R_NO_IMAGE_LOAD;
sce->r.mode |= R_OSA;
}
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else if (sp->pr_method == PR_NODE_RENDER) {
if (idtype == ID_MA) sce->r.scemode |= R_MATNODE_PREVIEW;
else if (idtype == ID_TE) sce->r.scemode |= R_TEXNODE_PREVIEW;
sce->r.mode &= ~R_OSA;
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}
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else { /* PR_BUTS_RENDER */
sce->r.mode |= R_OSA;
}
/* in case of split preview, use border render */
if (split) {
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if (first) sizex = sp->sizex / 2;
else sizex = sp->sizex - sp->sizex / 2;
}
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else sizex = sp->sizex;
/* allocates or re-uses render result */
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sce->r.xsch = sizex;
sce->r.ysch = sp->sizey;
sce->r.size = 100;
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/* callbacs are cleared on GetRender() */
if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
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RE_display_draw_cb(re, sp, shader_preview_draw);
}
/* set this for all previews, default is react to G.afbreek still */
RE_test_break_cb(re, sp, shader_preview_break);
/* lens adjust */
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oldlens = ((Camera *)sce->camera->data)->lens;
if (sizex > sp->sizey)
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((Camera *)sce->camera->data)->lens *= (float)sp->sizey / (float)sizex;
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/* entire cycle for render engine */
RE_PreviewRender(re, pr_main, sce);
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((Camera *)sce->camera->data)->lens = oldlens;
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/* handle results */
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if (sp->pr_method == PR_ICON_RENDER) {
// char *rct= (char *)(sp->pr_rect + 32*16 + 16);
if (sp->pr_rect)
RE_ResultGet32(re, sp->pr_rect);
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}
else {
/* validate owner */
//if(ri->rect==NULL)
// ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
//RE_ResultGet32(re, ri->rect);
}
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/* unassign the pointers, reset vars */
preview_prepare_scene(sp->scene, NULL, GS(id->name), sp);
/* XXX bad exception, end-exec is not being called in render, because it uses local main */
// if (idtype == ID_TE) {
// Tex *tex= (Tex *)id;
// if (tex->use_nodes && tex->nodetree)
// ntreeEndExecTree(tex->nodetree);
// }
}
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/* runs inside thread for material and icons */
static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
{
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ShaderPreview *sp = customdata;
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sp->stop = stop;
sp->do_update = do_update;
if (sp->parent) {
shader_preview_render(sp, sp->id, 1, 1);
shader_preview_render(sp, sp->parent, 1, 0);
}
else
shader_preview_render(sp, sp->id, 0, 0);
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*do_update = 1;
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}
static void shader_preview_free(void *customdata)
{
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ShaderPreview *sp = customdata;
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if (sp->matcopy) {
struct IDProperty *properties;
int a;
/* node previews */
shader_preview_updatejob(sp);
/* get rid of copied material */
BLI_remlink(&pr_main->mat, sp->matcopy);
/* free_material decrements texture, prevent this. hack alert! */
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for (a = 0; a < MAX_MTEX; a++) {
MTex *mtex = sp->matcopy->mtex[a];
if (mtex && mtex->tex) mtex->tex = NULL;
}
free_material(sp->matcopy);
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properties = IDP_GetProperties((ID *)sp->matcopy, FALSE);
if (properties) {
IDP_FreeProperty(properties);
MEM_freeN(properties);
}
MEM_freeN(sp->matcopy);
}
if (sp->texcopy) {
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
/* get rid of copied texture */
BLI_remlink(&pr_main->tex, sp->texcopy);
free_texture(sp->texcopy);
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properties = IDP_GetProperties((ID *)sp->texcopy, FALSE);
if (properties) {
IDP_FreeProperty(properties);
MEM_freeN(properties);
}
MEM_freeN(sp->texcopy);
}
if (sp->worldcopy) {
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
/* get rid of copied world */
BLI_remlink(&pr_main->world, sp->worldcopy);
free_world(sp->worldcopy);
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properties = IDP_GetProperties((ID *)sp->worldcopy, FALSE);
if (properties) {
IDP_FreeProperty(properties);
MEM_freeN(properties);
}
MEM_freeN(sp->worldcopy);
}
if (sp->lampcopy) {
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
/* get rid of copied lamp */
BLI_remlink(&pr_main->lamp, sp->lampcopy);
free_lamp(sp->lampcopy);
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properties = IDP_GetProperties((ID *)sp->lampcopy, FALSE);
if (properties) {
IDP_FreeProperty(properties);
MEM_freeN(properties);
}
MEM_freeN(sp->lampcopy);
}
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MEM_freeN(sp);
}
/* ************************* icon preview ********************** */
static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned int *rect)
{
struct ImBuf *ima;
unsigned int *drect, *srect;
float scaledx, scaledy;
short ex, ey, dx, dy;
/* paranoia test */
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if (ibuf == NULL || (ibuf->rect == NULL && ibuf->rect_float == NULL))
return;
/* waste of cpu cyles... but the imbuf API has no other way to scale fast (ton) */
ima = IMB_dupImBuf(ibuf);
if (!ima)
return;
if (ima->x > ima->y) {
scaledx = (float)w;
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scaledy = ( (float)ima->y / (float)ima->x) * (float)w;
}
else {
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scaledx = ( (float)ima->x / (float)ima->y) * (float)h;
scaledy = (float)h;
}
ex = (short)scaledx;
ey = (short)scaledy;
dx = (w - ex) / 2;
dy = (h - ey) / 2;
IMB_scalefastImBuf(ima, ex, ey);
/* if needed, convert to 32 bits */
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if (ima->rect == NULL)
IMB_rect_from_float(ima);
srect = ima->rect;
drect = rect;
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drect += dy * w + dx;
for (; ey > 0; ey--) {
memcpy(drect, srect, ex * sizeof(int));
drect += w;
srect += ima->x;
}
IMB_freeImBuf(ima);
}
static void set_alpha(char *cp, int sizex, int sizey, char alpha)
{
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int a, size = sizex * sizey;
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for (a = 0; a < size; a++, cp += 4)
cp[3] = alpha;
}
static void icon_preview_startjob(void *customdata, short *stop, short *do_update)
{
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ShaderPreview *sp = customdata;
ID *id = sp->id;
short idtype = GS(id->name);
if (idtype == ID_IM) {
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Image *ima = (Image *)id;
ImBuf *ibuf = NULL;
ImageUser iuser = {NULL};
/* ima->ok is zero when Image cannot load */
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if (ima == NULL || ima->ok == 0)
return;
/* setup dummy image user */
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iuser.ok = iuser.framenr = 1;
iuser.scene = sp->scene;
/* elubie: this needs to be changed: here image is always loaded if not
* already there. Very expensive for large images. Need to find a way to
* only get existing ibuf */
ibuf = BKE_image_get_ibuf(ima, &iuser);
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if (ibuf == NULL || ibuf->rect == NULL)
return;
icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
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*do_update = 1;
}
else if (idtype == ID_BR) {
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Brush *br = (Brush *)id;
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br->icon_imbuf = get_brush_icon(br);
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memset(sp->pr_rect, 0x888888, sp->sizex * sp->sizey * sizeof(unsigned int));
if (!(br->icon_imbuf) || !(br->icon_imbuf->rect))
return;
icon_copy_rect(br->icon_imbuf, sp->sizex, sp->sizey, sp->pr_rect);
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*do_update = 1;
}
else {
/* re-use shader job */
shader_preview_startjob(customdata, stop, do_update);
/* world is rendered with alpha=0, so it wasn't displayed
* this could be render option for sky to, for later */
if (idtype == ID_WO) {
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set_alpha((char *)sp->pr_rect, sp->sizex, sp->sizey, 255);
}
else if (idtype == ID_MA) {
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Material *ma = (Material *)id;
if (ma->material_type == MA_TYPE_HALO)
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set_alpha((char *)sp->pr_rect, sp->sizex, sp->sizey, 255);
}
}
}
/* use same function for icon & shader, so the job manager
* does not run two of them at the same time. */
static void common_preview_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
{
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ShaderPreview *sp = customdata;
if (sp->pr_method == PR_ICON_RENDER)
icon_preview_startjob(customdata, stop, do_update);
else
shader_preview_startjob(customdata, stop, do_update);
}
/* exported functions */
static void icon_preview_add_size(IconPreview *ip, unsigned int *rect, int sizex, int sizey)
{
IconPreviewSize *cur_size = ip->sizes.first, *new_size;
while (cur_size) {
if (cur_size->sizex == sizex && cur_size->sizey == sizey) {
/* requested size is already in list, no need to add it again */
return;
}
cur_size = cur_size->next;
}
new_size = MEM_callocN(sizeof(IconPreviewSize), "IconPreviewSize");
new_size->sizex = sizex;
new_size->sizey = sizey;
new_size->rect = rect;
BLI_addtail(&ip->sizes, new_size);
}
static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short *do_update, float *progress)
{
IconPreview *ip = (IconPreview *)customdata;
IconPreviewSize *cur_size = ip->sizes.first;
while (cur_size) {
ShaderPreview sp;
memset(&sp, 0, sizeof(ShaderPreview));
/* construct shader preview from image size and previewcustomdata */
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sp.scene = ip->scene;
sp.owner = ip->owner;
sp.sizex = cur_size->sizex;
sp.sizey = cur_size->sizey;
sp.pr_method = PR_ICON_RENDER;
sp.pr_rect = cur_size->rect;
sp.id = ip->id;
common_preview_startjob(&sp, stop, do_update, progress);
cur_size = cur_size->next;
}
}
static void icon_preview_endjob(void *customdata)
{
IconPreview *ip = customdata;
if (ip->id && GS(ip->id->name) == ID_BR)
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WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
}
static void icon_preview_free(void *customdata)
{
IconPreview *ip = (IconPreview *)customdata;
BLI_freelistN(&ip->sizes);
MEM_freeN(ip);
}
void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *rect, int sizex, int sizey)
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{
wmJob *steve;
IconPreview *ip, *old_ip;
/* suspended start means it starts after 1 timer step, see WM_jobs_timer below */
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steve = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Icon Preview", WM_JOB_EXCL_RENDER | WM_JOB_SUSPEND);
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ip = MEM_callocN(sizeof(IconPreview), "icon preview");
/* render all resolutions from suspended job too */
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old_ip = WM_jobs_get_customdata(steve);
if (old_ip)
BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
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/* customdata for preview thread */
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ip->scene = CTX_data_scene(C);
ip->owner = id;
ip->id = id;
icon_preview_add_size(ip, rect, sizex, sizey);
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/* setup job */
WM_jobs_customdata(steve, ip, icon_preview_free);
WM_jobs_timer(steve, 0.25, NC_MATERIAL, NC_MATERIAL);
WM_jobs_callbacks(steve, icon_preview_startjob_all_sizes, NULL, NULL, icon_preview_endjob);
WM_jobs_start(CTX_wm_manager(C), steve);
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}
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey, int method)
{
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Object *ob = CTX_data_active_object(C);
wmJob *steve;
ShaderPreview *sp;
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steve = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview", WM_JOB_EXCL_RENDER);
sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
/* customdata for preview thread */
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sp->scene = CTX_data_scene(C);
sp->owner = owner;
sp->sizex = sizex;
sp->sizey = sizey;
sp->pr_method = method;
sp->id = id;
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sp->parent = parent;
sp->slot = slot;
if (ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
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else sp->col[0] = sp->col[1] = sp->col[2] = sp->col[3] = 1.0f;
/* setup job */
WM_jobs_customdata(steve, sp, shader_preview_free);
WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
WM_jobs_callbacks(steve, common_preview_startjob, NULL, shader_preview_updatejob, NULL);
WM_jobs_start(CTX_wm_manager(C), steve);
}
void ED_preview_kill_jobs(const struct bContext *C)
{
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wmWindowManager *wm = CTX_wm_manager(C);
if (wm)
WM_jobs_kill(wm, NULL, common_preview_startjob);
}