2009-01-20 11:09:26 +00:00
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/*
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* $Id$
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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) Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/* global includes */
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#ifndef WIN32
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#include <unistd.h>
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#else
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#include <io.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "BLO_readfile.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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2009-06-07 12:12:55 +00:00
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#include "BLI_threads.h"
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2009-01-20 11:09:26 +00:00
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#include "DNA_texture_types.h"
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#include "DNA_world_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_icons.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_texture.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_world.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "PIL_time.h"
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#include "RE_pipeline.h"
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#include "GPU_material.h"
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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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#include "WM_api.h"
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#include "WM_types.h"
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2009-01-20 11:09:26 +00:00
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#include "ED_anim_api.h"
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2009-06-07 11:12:35 +00:00
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#include "ED_previewrender.h"
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2009-01-20 11:09:26 +00:00
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#include "ED_view3d.h"
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#include "UI_interface.h"
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#include "previewrender_intern.h"
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#define PR_XMIN 10
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#define PR_YMIN 5
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#define PR_XMAX 200
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#define PR_YMAX 195
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/* XXX */
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static int qtest() {return 0;}
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/* XXX */
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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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typedef struct ShaderPreview {
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/* from wmJob */
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void *owner;
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short *stop, *do_update;
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Scene *scene;
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ID *id;
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2009-07-21 01:57:46 +00:00
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ID *parent;
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2009-08-18 19:58:27 +00:00
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MTex *slot;
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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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int sizex, sizey;
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2009-06-25 15:41:27 +00:00
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int *pr_rect;
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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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int pr_method;
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2009-06-07 11:12:35 +00:00
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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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} ShaderPreview;
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2009-01-20 11:09:26 +00:00
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/* unused now */
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void draw_tex_crop(Tex *tex)
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{
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rcti rct;
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int ret= 0;
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if(tex==0) return;
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if(tex->type==TEX_IMAGE) {
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if(tex->cropxmin==0.0f) ret++;
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if(tex->cropymin==0.0f) ret++;
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if(tex->cropxmax==1.0f) ret++;
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if(tex->cropymax==1.0f) ret++;
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if(ret==4) return;
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rct.xmin= PR_XMIN+2+tex->cropxmin*(PR_XMAX-PR_XMIN-4);
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rct.xmax= PR_XMIN+2+tex->cropxmax*(PR_XMAX-PR_XMIN-4);
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rct.ymin= PR_YMIN+2+tex->cropymin*(PR_YMAX-PR_YMIN-4);
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rct.ymax= PR_YMIN+2+tex->cropymax*(PR_YMAX-PR_YMIN-4);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glColor3ub(0, 0, 0);
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glRecti(rct.xmin+1, rct.ymin-1, rct.xmax+1, rct.ymax-1);
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glColor3ub(255, 255, 255);
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glRecti(rct.xmin, rct.ymin, rct.xmax, rct.ymax);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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/* temporal abuse; if id_code is -1 it only does texture.... solve! */
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void BIF_preview_changed(short id_code)
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{
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#if 0
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ScrArea *sa;
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for(sa= G.curscreen->areabase.first; sa; sa= sa->next) {
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if(sa->spacetype==SPACE_BUTS) {
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SpaceButs *sbuts= sa->spacedata.first;
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if(sbuts->mainb==CONTEXT_SHADING) {
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int tab= sbuts->tab[CONTEXT_SHADING];
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if(tab==TAB_SHADING_MAT && (id_code==ID_MA || id_code==ID_TE)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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else if(tab==TAB_SHADING_TEX && (id_code==ID_TE || id_code==-1)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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else if(tab==TAB_SHADING_LAMP && (id_code==ID_LA || id_code==ID_TE)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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else if(tab==TAB_SHADING_WORLD && (id_code==ID_WO || id_code==ID_TE)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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}
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else if (sbuts->ri)
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sbuts->ri->curtile= 0; /* ensure changes always result in re-render when context is restored */
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}
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else if(sa->spacetype==SPACE_NODE) {
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SpaceNode *snode= sa->spacedata.first;
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if(snode->treetype==NTREE_SHADER && (id_code==ID_MA || id_code==ID_TE)) {
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snode_tag_dirty(snode);
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}
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}
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else if(sa->spacetype==SPACE_VIEW3D) {
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View3D *vd= sa->spacedata.first;
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/* if is has a renderinfo, we consider that reason for signalling */
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if (vd->ri) {
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vd->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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}
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}
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if(ELEM4(id_code, ID_MA, ID_TE, ID_LA, ID_WO)) {
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Object *ob;
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Material *ma;
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if(id_code == ID_WO) {
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for(ma=G.main->mat.first; ma; ma=ma->id.next) {
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if(ma->gpumaterial.first) {
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GPU_material_free(ma);
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}
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}
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}
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else if(id_code == ID_LA) {
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for(ob=G.main->object.first; ob; ob=ob->id.next) {
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if(ob->gpulamp.first) {
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GPU_lamp_free(ob);
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}
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}
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2009-06-08 20:08:19 +00:00
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for(ma=G.main->mat.first; ma; ma=ma->id.next) {
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if(ma->gpumaterial.first) {
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GPU_material_free(ma);
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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}
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}
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2009-01-20 11:09:26 +00:00
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} else if(OBACT) {
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Object *ob = OBACT;
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ma= give_current_material(ob, ob->actcol);
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if(ma && ma->gpumaterial.first) {
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GPU_material_free(ma);
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}
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}
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}
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#endif
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}
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/* *************************** Preview for buttons *********************** */
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static Main *pr_main= NULL;
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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
|
|
|
void ED_preview_init_dbase(void)
|
2009-01-20 11:09:26 +00:00
|
|
|
{
|
|
|
|
BlendFileData *bfd;
|
|
|
|
extern int datatoc_preview_blend_size;
|
|
|
|
extern char datatoc_preview_blend[];
|
|
|
|
|
|
|
|
G.fileflags |= G_FILE_NO_UI;
|
|
|
|
bfd= BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
|
|
|
|
if (bfd) {
|
|
|
|
pr_main= bfd->main;
|
|
|
|
|
|
|
|
MEM_freeN(bfd);
|
|
|
|
}
|
|
|
|
G.fileflags &= ~G_FILE_NO_UI;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
void ED_preview_free_dbase(void)
|
2009-01-20 11:09:26 +00:00
|
|
|
{
|
|
|
|
if(pr_main)
|
|
|
|
free_main(pr_main);
|
|
|
|
}
|
|
|
|
|
|
|
|
static Object *find_object(ListBase *lb, const char *name)
|
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
for(ob= lb->first; ob; ob= ob->id.next)
|
|
|
|
if(strcmp(ob->id.name+2, name)==0)
|
|
|
|
break;
|
|
|
|
return ob;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
/* call this with a pointer to initialize preview scene */
|
|
|
|
/* call this with NULL to restore assigned ID pointers in preview scene */
|
2009-07-21 01:57:46 +00:00
|
|
|
static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
|
2009-01-20 11:09:26 +00:00
|
|
|
{
|
|
|
|
Scene *sce;
|
|
|
|
Base *base;
|
|
|
|
|
|
|
|
if(pr_main==NULL) return NULL;
|
|
|
|
|
|
|
|
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 */
|
|
|
|
sce->world= pr_main->world.first;
|
|
|
|
/* now: exposure copy */
|
|
|
|
if(scene->world) {
|
|
|
|
sce->world->exp= scene->world->exp;
|
|
|
|
sce->world->range= scene->world->range;
|
|
|
|
}
|
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
|
2009-01-20 11:09:26 +00:00
|
|
|
sce->r.cfra= scene->r.cfra;
|
|
|
|
|
|
|
|
if(id_type==ID_MA) {
|
|
|
|
Material *mat= (Material *)id;
|
|
|
|
|
|
|
|
if(id) {
|
|
|
|
init_render_material(mat, 0, NULL); /* call that retrieves mode_l */
|
|
|
|
end_render_material(mat);
|
|
|
|
|
|
|
|
/* turn on raytracing if needed */
|
2009-08-15 19:35:03 +00:00
|
|
|
if(mat->mode_l & MA_RAYMIRROR)
|
2009-01-20 11:09:26 +00:00
|
|
|
sce->r.mode |= R_RAYTRACE;
|
2009-08-13 05:21:25 +00:00
|
|
|
if(mat->material_type == MA_TYPE_VOLUME)
|
2008-09-22 01:51:24 +00:00
|
|
|
sce->r.mode |= R_RAYTRACE;
|
2009-08-15 19:35:03 +00:00
|
|
|
if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
|
2009-01-20 11:09:26 +00:00
|
|
|
sce->r.mode |= R_RAYTRACE;
|
|
|
|
if(mat->sss_flag & MA_DIFF_SSS)
|
|
|
|
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 */
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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
|
|
|
if(sp->pr_method==PR_ICON_RENDER) {
|
2009-05-20 13:34:04 +00:00
|
|
|
if (mat->material_type == MA_TYPE_HALO) {
|
2009-01-20 11:09:26 +00:00
|
|
|
sce->lay= 1<<MA_FLAT;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sce->lay= 1<<MA_SPHERE_A;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sce->lay= 1<<mat->pr_type;
|
|
|
|
if(mat->nodetree)
|
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
|
|
|
ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
|
2009-01-20 11:09:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sce->r.mode &= ~(R_OSA|R_RAYTRACE|R_SSS);
|
|
|
|
}
|
|
|
|
|
|
|
|
for(base= sce->base.first; base; base= base->next) {
|
|
|
|
if(base->object->id.name[2]=='p') {
|
2009-09-04 21:02:43 +00:00
|
|
|
if(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL)) {
|
|
|
|
/* don't use assign_material, it changed mat->id.us, which shows in the UI */
|
|
|
|
Material ***matar= give_matarar(base->object);
|
|
|
|
int actcol= MAX2(base->object->actcol > 0, 1) - 1;
|
|
|
|
|
|
|
|
if(matar && actcol < base->object->totcol)
|
|
|
|
(*matar)[actcol]= mat;
|
|
|
|
}
|
2009-01-20 11:09:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(id_type==ID_TE) {
|
|
|
|
Tex *tex= (Tex *)id;
|
|
|
|
|
|
|
|
sce->lay= 1<<MA_TEXTURE;
|
|
|
|
|
2009-07-17 02:43:15 +00:00
|
|
|
/* exception: don't color manage texture previews */
|
|
|
|
sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
|
|
|
|
|
2009-01-20 11:09:26 +00:00
|
|
|
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]) {
|
|
|
|
mat->mtex[0]->tex= tex;
|
2009-08-18 19:58:27 +00:00
|
|
|
|
|
|
|
if(sp && sp->slot)
|
|
|
|
mat->mtex[0]->which_output = sp->slot->which_output;
|
|
|
|
|
2009-01-20 11:09:26 +00:00
|
|
|
/* show alpha in this case */
|
|
|
|
if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
|
|
|
|
mat->mtex[0]->mapto |= MAP_ALPHA;
|
|
|
|
mat->alpha= 0.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat->mtex[0]->mapto &= ~MAP_ALPHA;
|
|
|
|
mat->alpha= 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(id_type==ID_LA) {
|
|
|
|
Lamp *la= (Lamp *)id;
|
|
|
|
|
|
|
|
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 *)find_object(&pr_main->object, "CameraAtmo");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sce->lay= 1<<MA_LAMP;
|
|
|
|
sce->world= NULL;
|
|
|
|
sce->camera= (Object *)find_object(&pr_main->object, "Camera");
|
|
|
|
}
|
|
|
|
sce->r.mode &= ~R_SHADOW;
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(id_type==ID_WO) {
|
|
|
|
sce->lay= 1<<MA_SKY;
|
|
|
|
sce->world= (World *)id;
|
|
|
|
}
|
|
|
|
|
|
|
|
return sce;
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
/* new UI convention: draw is in pixel space already. */
|
|
|
|
/* uses ROUNDBOX button in block to get the rect */
|
2009-07-21 01:57:46 +00:00
|
|
|
static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int first, rcti *rect, rcti *newrect)
|
|
|
|
{
|
|
|
|
RenderResult rres;
|
|
|
|
char name[32];
|
|
|
|
int gamma_correct=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) gamma_correct = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!split || first) sprintf(name, "Preview %p", sa);
|
|
|
|
else sprintf(name, "SecondPreview %p", sa);
|
|
|
|
|
|
|
|
if(split) {
|
|
|
|
if(first) {
|
|
|
|
offx= 0;
|
|
|
|
newx= newx/2;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
offx= newx/2;
|
|
|
|
newx= newx - newx/2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
RE_GetResultImage(RE_GetRender(name), &rres);
|
|
|
|
|
|
|
|
if(rres.rectf) {
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef(offx, 0, 0);
|
|
|
|
glaDrawPixelsSafe_to32(rect->xmin, rect->ymin, rres.rectx, rres.recty, rres.rectx, rres.rectf, gamma_correct);
|
|
|
|
glPopMatrix();
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2009-08-18 19:58:27 +00:00
|
|
|
void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
|
2009-01-20 11:09:26 +00:00
|
|
|
{
|
2009-06-11 17:21:27 +00:00
|
|
|
if(idp) {
|
|
|
|
ScrArea *sa= CTX_wm_area(C);
|
2009-07-17 02:43:15 +00:00
|
|
|
Scene *sce = CTX_data_scene(C);
|
|
|
|
ID *id = (ID *)idp;
|
2009-07-21 01:57:46 +00:00
|
|
|
ID *parent= (ID *)parentp;
|
2009-08-18 19:58:27 +00:00
|
|
|
MTex *slot= (MTex *)slotp;
|
2009-06-11 17:21:27 +00:00
|
|
|
SpaceButs *sbuts= sa->spacedata.first;
|
2009-07-21 01:57:46 +00:00
|
|
|
rcti newrect;
|
|
|
|
int ok;
|
2009-06-11 17:21:27 +00:00
|
|
|
int newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
|
|
|
|
|
2009-07-21 01:57:46 +00:00
|
|
|
newrect.xmin= rect->xmin;
|
|
|
|
newrect.xmax= rect->xmin;
|
|
|
|
newrect.ymin= rect->ymin;
|
|
|
|
newrect.ymax= rect->ymin;
|
|
|
|
|
2009-07-21 18:29:37 +00:00
|
|
|
if(parent) {
|
|
|
|
ok = ed_preview_draw_rect(sa, sce, parent, 1, 1, rect, &newrect);
|
|
|
|
ok &= ed_preview_draw_rect(sa, sce, id, 1, 0, rect, &newrect);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
ok = ed_preview_draw_rect(sa, sce, id, 0, 0, rect, &newrect);
|
2009-07-21 01:57:46 +00:00
|
|
|
|
|
|
|
if(ok)
|
|
|
|
*rect= newrect;
|
2009-06-07 12:12:55 +00:00
|
|
|
|
2009-06-11 17:21:27 +00:00
|
|
|
/* check for spacetype... */
|
|
|
|
if(sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
|
|
|
|
sbuts->preview= 0;
|
|
|
|
ok= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ok==0) {
|
2009-08-18 19:58:27 +00:00
|
|
|
ED_preview_shader_job(C, sa, id, parent, slot, newx, newy);
|
2009-06-11 17:21:27 +00:00
|
|
|
}
|
|
|
|
}
|
2009-01-20 11:09:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* *************************** Preview for 3d window *********************** */
|
|
|
|
|
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
|
|
|
void view3d_previewrender_progress(RenderResult *rr, volatile rcti *renrect)
|
2009-01-20 11:09:26 +00:00
|
|
|
{
|
|
|
|
// ScrArea *sa= NULL; // XXX
|
|
|
|
// View3D *v3d= NULL; // XXX
|
|
|
|
RenderLayer *rl;
|
2009-07-16 04:45:52 +00:00
|
|
|
int ofsx=0, ofsy=0;
|
2009-01-20 11:09:26 +00:00
|
|
|
|
|
|
|
if(renrect) return;
|
|
|
|
|
|
|
|
rl= rr->layers.first;
|
|
|
|
|
|
|
|
/* this case is when we render envmaps... */
|
|
|
|
// if(rr->rectx > v3d->ri->pr_rectx || rr->recty > v3d->ri->pr_recty)
|
|
|
|
// return;
|
|
|
|
|
|
|
|
// ofsx= v3d->ri->disprect.xmin + rr->tilerect.xmin;
|
|
|
|
// ofsy= v3d->ri->disprect.ymin + rr->tilerect.ymin;
|
|
|
|
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
|
|
// glaDefine2DArea(&sa->winrct);
|
2009-07-17 02:43:15 +00:00
|
|
|
glaDrawPixelsSafe_to32(ofsx, ofsy, rr->rectx, rr->recty, rr->rectx, rl->rectf, 0);
|
2009-01-20 11:09:26 +00:00
|
|
|
bglFlush();
|
|
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void BIF_view3d_previewrender_signal(ScrArea *sa, short signal)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
View3D *v3d= sa->spacedata.first;
|
|
|
|
|
|
|
|
/* this can be called from other window... solve! */
|
|
|
|
if(sa->spacetype!=SPACE_VIEW3D)
|
|
|
|
return; // XXX
|
|
|
|
|
|
|
|
if(v3d && v3d->ri) {
|
|
|
|
RenderInfo *ri= v3d->ri;
|
|
|
|
ri->status &= ~signal;
|
|
|
|
ri->curtile= 0;
|
|
|
|
//printf("preview signal %d\n", signal);
|
|
|
|
if(ri->re && (signal & PR_DBASE))
|
|
|
|
RE_Database_Free(ri->re);
|
|
|
|
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void BIF_view3d_previewrender_free(View3D *v3d)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
if(v3d->ri) {
|
|
|
|
RenderInfo *ri= v3d->ri;
|
|
|
|
if(ri->re) {
|
|
|
|
// printf("free render\n");
|
|
|
|
RE_Database_Free(ri->re);
|
|
|
|
RE_FreeRender(ri->re);
|
|
|
|
ri->re= NULL;
|
|
|
|
}
|
|
|
|
if (v3d->ri->rect) MEM_freeN(v3d->ri->rect);
|
|
|
|
MEM_freeN(v3d->ri);
|
|
|
|
v3d->ri= NULL;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* returns 1 if OK, do not call while in panel space! */
|
|
|
|
static int view3d_previewrender_get_rects(ScrArea *sa, rctf *viewplane, RenderInfo *ri, float *clipsta, float *clipend, int *ortho, float *pixsize)
|
|
|
|
{
|
|
|
|
View3D *v3d= NULL; // XXX
|
|
|
|
RegionView3D *rv3d= NULL; // XXX
|
|
|
|
int rectx, recty;
|
|
|
|
// uiBlock *block;
|
|
|
|
|
|
|
|
// block= uiFindOpenPanelBlockName(&sa->uiblocks, "Preview");
|
|
|
|
// if(block==NULL) return 0;
|
|
|
|
|
|
|
|
/* calculate preview rect size */
|
|
|
|
// BLI_init_rctf(viewplane, 15.0f, (block->maxx - block->minx)-15.0f, 15.0f, (block->maxy - block->miny)-15.0f);
|
|
|
|
// uiPanelPush(block);
|
|
|
|
// ui_graphics_to_window_rct(sa->win, viewplane, &ri->disprect);
|
|
|
|
// uiPanelPop(block);
|
|
|
|
|
|
|
|
/* correction for gla draw */
|
|
|
|
// BLI_translate_rcti(&ri->disprect, -sa->winrct.xmin, -sa->winrct.ymin);
|
|
|
|
|
|
|
|
*ortho= get_view3d_viewplane(v3d, rv3d, sa->winx, sa->winy, viewplane, clipsta, clipend, pixsize);
|
|
|
|
|
|
|
|
rectx= ri->disprect.xmax - ri->disprect.xmin;
|
|
|
|
recty= ri->disprect.ymax - ri->disprect.ymin;
|
|
|
|
|
|
|
|
if(rectx<4 || recty<4) return 0;
|
|
|
|
|
|
|
|
if(ri->rect && (rectx!=ri->pr_rectx || recty!=ri->pr_recty)) {
|
|
|
|
MEM_freeN(ri->rect);
|
|
|
|
ri->rect= NULL;
|
|
|
|
ri->curtile= 0;
|
|
|
|
printf("changed size\n");
|
|
|
|
}
|
|
|
|
ri->pr_rectx= rectx;
|
|
|
|
ri->pr_recty= recty;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* called before a panel gets moved/scaled, makes sure we can see through */
|
|
|
|
void BIF_view3d_previewrender_clear(ScrArea *sa)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
View3D *v3d= sa->spacedata.first;
|
|
|
|
|
|
|
|
if(v3d->ri) {
|
|
|
|
RenderInfo *ri= v3d->ri;
|
|
|
|
ri->curtile= 0;
|
|
|
|
if(ri->rect)
|
|
|
|
MEM_freeN(ri->rect);
|
|
|
|
ri->rect= NULL;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* afterqueue call */
|
|
|
|
void BIF_view3d_previewrender(Scene *scene, ScrArea *sa)
|
|
|
|
{
|
|
|
|
bContext *C= NULL;
|
|
|
|
View3D *v3d= sa->spacedata.first;
|
|
|
|
RegionView3D *rv3d= NULL; // XXX
|
|
|
|
Render *re;
|
2009-07-16 04:45:52 +00:00
|
|
|
RenderInfo *ri=NULL; /* preview struct! */
|
2009-01-20 11:09:26 +00:00
|
|
|
RenderStats *rstats;
|
|
|
|
RenderData rdata;
|
|
|
|
rctf viewplane;
|
|
|
|
float clipsta, clipend, pixsize;
|
|
|
|
int orth;
|
|
|
|
|
|
|
|
/* first get the render info right */
|
|
|
|
// if (!v3d->ri) {
|
|
|
|
// ri= v3d->ri= MEM_callocN(sizeof(RenderInfo), "butsrenderinfo");
|
|
|
|
// ri->tottile= 10000;
|
|
|
|
// }
|
|
|
|
// ri= v3d->ri;
|
|
|
|
|
|
|
|
if(0==view3d_previewrender_get_rects(sa, &viewplane, ri, &clipsta, &clipend, &orth, &pixsize))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* render is finished, so return */
|
|
|
|
if(ri->tottile && ri->curtile>=ri->tottile) return;
|
|
|
|
|
|
|
|
/* or return with a new event */
|
|
|
|
if(qtest()) {
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//printf("Enter previewrender\n");
|
|
|
|
/* ok, are we rendering all over? */
|
|
|
|
if(ri->re==NULL) {
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
ri->status= 0;
|
|
|
|
|
|
|
|
sprintf(name, "View3dPreview %p", sa);
|
|
|
|
re= ri->re= RE_NewRender(name);
|
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
|
|
|
//RE_display_draw_cb(re, view3d_previewrender_progress);
|
|
|
|
//RE_stats_draw_cb(re, view3d_previewrender_stats);
|
|
|
|
//RE_test_break_cb(re, qtest);
|
2009-01-20 11:09:26 +00:00
|
|
|
|
|
|
|
/* no osa, blur, seq, layers, etc for preview render */
|
|
|
|
rdata= scene->r;
|
|
|
|
rdata.mode &= ~(R_OSA|R_MBLUR);
|
|
|
|
rdata.scemode &= ~(R_DOSEQ|R_DOCOMP|R_FREE_IMAGE);
|
|
|
|
rdata.layers.first= rdata.layers.last= NULL;
|
|
|
|
rdata.renderer= R_INTERN;
|
|
|
|
|
|
|
|
RE_InitState(re, NULL, &rdata, sa->winx, sa->winy, &ri->disprect);
|
|
|
|
|
|
|
|
if(orth)
|
|
|
|
RE_SetOrtho(re, &viewplane, clipsta, clipend);
|
|
|
|
else
|
|
|
|
RE_SetWindow(re, &viewplane, clipsta, clipend);
|
|
|
|
RE_SetPixelSize(re, pixsize);
|
|
|
|
|
|
|
|
/* until here are no escapes */
|
|
|
|
ri->status |= PR_DISPRECT;
|
|
|
|
ri->curtile= 0;
|
|
|
|
//printf("new render\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
re= ri->re;
|
|
|
|
|
|
|
|
PIL_sleep_ms(100); /* wait 0.1 second if theres really no event... */
|
|
|
|
if(qtest()==0) {
|
|
|
|
|
|
|
|
/* check status */
|
|
|
|
if((ri->status & PR_DISPRECT)==0) {
|
|
|
|
RE_SetDispRect(ri->re, &ri->disprect);
|
|
|
|
if(orth)
|
|
|
|
RE_SetOrtho(ri->re, &viewplane, clipsta, clipend);
|
|
|
|
else
|
|
|
|
RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
|
|
|
|
RE_SetPixelSize(re, pixsize);
|
|
|
|
ri->status |= PR_DISPRECT;
|
|
|
|
ri->curtile= 0;
|
|
|
|
//printf("disprect update\n");
|
|
|
|
}
|
|
|
|
if((ri->status & PR_DBASE)==0) {
|
|
|
|
unsigned int lay= scene->lay;
|
|
|
|
|
|
|
|
RE_SetView(re, rv3d->viewmat);
|
|
|
|
|
|
|
|
/* allow localview render for objects with lights in normal layers */
|
|
|
|
if(v3d->lay & 0xFF000000)
|
|
|
|
scene->lay |= v3d->lay;
|
|
|
|
else scene->lay= v3d->lay;
|
|
|
|
|
|
|
|
RE_Database_FromScene(re, scene, 0); // 0= dont use camera view
|
|
|
|
scene->lay= lay;
|
|
|
|
|
|
|
|
rstats= RE_GetStats(re);
|
|
|
|
if(rstats->convertdone)
|
|
|
|
ri->status |= PR_DBASE|PR_PROJECTED|PR_ROTATED;
|
|
|
|
ri->curtile= 0;
|
|
|
|
|
|
|
|
/* database can have created render-resol data... */
|
|
|
|
if(rstats->convertdone)
|
|
|
|
ED_anim_dag_flush_update(C); // <--- only current scene XXX
|
|
|
|
|
|
|
|
//printf("dbase update\n");
|
|
|
|
}
|
|
|
|
if((ri->status & PR_PROJECTED)==0) {
|
|
|
|
if(ri->status & PR_DBASE) {
|
|
|
|
if(orth)
|
|
|
|
RE_SetOrtho(ri->re, &viewplane, clipsta, clipend);
|
|
|
|
else
|
|
|
|
RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
|
|
|
|
RE_DataBase_ApplyWindow(re);
|
|
|
|
ri->status |= PR_PROJECTED;
|
|
|
|
}
|
|
|
|
ri->curtile= 0;
|
|
|
|
//printf("project update\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* OK, can we enter render code? */
|
|
|
|
if(ri->status==(PR_DISPRECT|PR_DBASE|PR_PROJECTED|PR_ROTATED)) {
|
|
|
|
//printf("curtile %d tottile %d\n", ri->curtile, ri->tottile);
|
|
|
|
RE_TileProcessor(ri->re, ri->curtile, 0);
|
|
|
|
|
|
|
|
if(ri->rect==NULL)
|
|
|
|
ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "preview view3d rect");
|
|
|
|
|
|
|
|
RE_ResultGet32(ri->re, ri->rect);
|
|
|
|
}
|
|
|
|
|
|
|
|
rstats= RE_GetStats(ri->re);
|
|
|
|
// if(rstats->totpart==rstats->partsdone && rstats->partsdone)
|
|
|
|
// addqueue(sa->win, REDRAW, 1);
|
|
|
|
// else
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
|
|
|
|
ri->curtile= rstats->partsdone;
|
|
|
|
ri->tottile= rstats->totpart;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
//printf("\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* in panel space! */
|
|
|
|
static void view3d_previewdraw_rect(ScrArea *sa, uiBlock *block, RenderInfo *ri)
|
|
|
|
{
|
|
|
|
// rctf dispf;
|
|
|
|
|
|
|
|
if(ri->rect==NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// BLI_init_rctf(&dispf, 15.0f, (block->maxx - block->minx)-15.0f, 15.0f, (block->maxy - block->miny)-15.0f);
|
|
|
|
// ui_graphics_to_window_rct(sa->win, &dispf, &ri->disprect);
|
|
|
|
|
|
|
|
/* correction for gla draw */
|
|
|
|
// BLI_translate_rcti(&ri->disprect, -sa->winrct.xmin, -sa->winrct.ymin);
|
|
|
|
|
|
|
|
/* when panel scale changed, free rect */
|
|
|
|
if(ri->disprect.xmax-ri->disprect.xmin != ri->pr_rectx ||
|
|
|
|
ri->disprect.ymax-ri->disprect.ymin != ri->pr_recty) {
|
|
|
|
MEM_freeN(ri->rect);
|
|
|
|
ri->rect= NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// glaDefine2DArea(&sa->winrct);
|
|
|
|
glaDrawPixelsSafe(ri->disprect.xmin, ri->disprect.ymin, ri->pr_rectx, ri->pr_recty, ri->pr_rectx, GL_RGBA, GL_UNSIGNED_BYTE, ri->rect);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* is panel callback, supposed to be called with correct panel offset matrix */
|
|
|
|
void BIF_view3d_previewdraw(struct ScrArea *sa, struct uiBlock *block)
|
|
|
|
{
|
|
|
|
RegionView3D *rv3d= NULL;
|
|
|
|
|
|
|
|
// if (v3d->ri==NULL || v3d->ri->rect==NULL)
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
// else {
|
|
|
|
view3d_previewdraw_rect(sa, block, rv3d->ri);
|
|
|
|
// if(v3d->ri->curtile==0)
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
|
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
|
|
|
|
|
|
|
/* **************************** New preview system ****************** */
|
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
/* inside thread, called by renderer, sets job update value */
|
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
|
|
|
static void shader_preview_draw(void *spv, RenderResult *rr, volatile struct rcti *rect)
|
|
|
|
{
|
|
|
|
ShaderPreview *sp= spv;
|
|
|
|
|
|
|
|
*(sp->do_update)= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* called by renderer, checks job value */
|
|
|
|
static int shader_preview_break(void *spv)
|
|
|
|
{
|
|
|
|
ShaderPreview *sp= spv;
|
|
|
|
|
|
|
|
return *(sp->stop);
|
|
|
|
}
|
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
/* outside thread, called before redraw notifiers, it moves finished preview over */
|
|
|
|
static void shader_preview_updatejob(void *spv)
|
|
|
|
{
|
|
|
|
// ShaderPreview *sp= spv;
|
|
|
|
|
|
|
|
}
|
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
|
|
|
|
2009-07-21 01:57:46 +00:00
|
|
|
static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
|
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
|
|
|
{
|
|
|
|
Render *re;
|
|
|
|
Scene *sce;
|
2009-06-07 11:12:35 +00:00
|
|
|
float oldlens;
|
2009-07-21 01:57:46 +00:00
|
|
|
char name[32];
|
|
|
|
int sizex;
|
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
|
|
|
|
|
|
|
/* get the stuff from the builtin preview dbase */
|
2009-07-21 01:57:46 +00:00
|
|
|
sce= preview_prepare_scene(sp->scene, id, GS(id->name), sp); // XXX sizex
|
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
|
|
|
if(sce==NULL) return;
|
|
|
|
|
2009-07-21 01:57:46 +00:00
|
|
|
if(!split || first) sprintf(name, "Preview %p", sp->owner);
|
|
|
|
else sprintf(name, "SecondPreview %p", sp->owner);
|
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
|
|
|
re= RE_GetRender(name);
|
|
|
|
|
|
|
|
/* full refreshed render from first tile */
|
2009-06-07 11:12:35 +00:00
|
|
|
if(re==NULL)
|
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
|
|
|
re= RE_NewRender(name);
|
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
/* sce->r gets copied in RE_InitState! */
|
|
|
|
if(sp->pr_method==PR_DO_RENDER) {
|
|
|
|
sce->r.scemode |= R_NODE_PREVIEW;
|
|
|
|
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
|
|
|
|
sce->r.mode |= R_OSA;
|
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
|
|
|
}
|
2009-06-07 11:12:35 +00:00
|
|
|
else { /* PR_ICON_RENDER */
|
|
|
|
sce->r.scemode &= ~R_NODE_PREVIEW;
|
|
|
|
sce->r.scemode |= R_NO_IMAGE_LOAD;
|
|
|
|
}
|
|
|
|
|
2009-07-21 01:57:46 +00:00
|
|
|
/* in case of split preview, use border render */
|
|
|
|
if(split) {
|
|
|
|
if(first) sizex= sp->sizex/2;
|
|
|
|
else sizex= sp->sizex - sp->sizex/2;
|
|
|
|
}
|
|
|
|
else sizex= sp->sizex;
|
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
/* allocates or re-uses render result */
|
2009-07-21 01:57:46 +00:00
|
|
|
RE_InitState(re, NULL, &sce->r, sizex, sp->sizey, NULL);
|
2009-06-07 11:12:35 +00:00
|
|
|
|
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
|
|
|
/* callbacs are cleared on GetRender() */
|
|
|
|
if(sp->pr_method==PR_DO_RENDER) {
|
|
|
|
RE_display_draw_cb(re, sp, shader_preview_draw);
|
|
|
|
RE_test_break_cb(re, sp, shader_preview_break);
|
|
|
|
}
|
2009-06-07 11:12:35 +00:00
|
|
|
/* lens adjust */
|
|
|
|
oldlens= ((Camera *)sce->camera->data)->lens;
|
2009-07-21 01:57:46 +00:00
|
|
|
if(sizex > sp->sizey)
|
|
|
|
((Camera *)sce->camera->data)->lens *= (float)sp->sizey/(float)sizex;
|
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
|
|
|
|
|
|
|
/* entire cycle for render engine */
|
|
|
|
RE_SetCamera(re, sce->camera);
|
|
|
|
RE_Database_FromScene(re, sce, 1);
|
2009-06-07 11:12:35 +00:00
|
|
|
RE_TileProcessor(re, 0, 1); // actual render engine
|
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
|
|
|
RE_Database_Free(re);
|
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
((Camera *)sce->camera->data)->lens= oldlens;
|
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
|
|
|
|
|
|
|
/* handle results */
|
|
|
|
if(sp->pr_method==PR_ICON_RENDER) {
|
2009-06-25 15:41:27 +00:00
|
|
|
if(sp->pr_rect)
|
2009-07-31 01:40:15 +00:00
|
|
|
RE_ResultGet32(re, (unsigned int *)sp->pr_rect);
|
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
|
|
|
}
|
2009-06-07 11:12:35 +00:00
|
|
|
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);
|
|
|
|
}
|
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
|
|
|
|
|
|
|
/* unassign the pointers, reset vars */
|
2009-07-21 01:57:46 +00:00
|
|
|
preview_prepare_scene(sp->scene, NULL, GS(id->name), NULL);
|
|
|
|
}
|
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
|
|
|
|
2009-07-21 01:57:46 +00:00
|
|
|
/* runs inside thread for material, in foreground for icons */
|
|
|
|
static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
|
|
|
|
{
|
|
|
|
ShaderPreview *sp= customdata;
|
|
|
|
|
|
|
|
sp->stop= stop;
|
|
|
|
sp->do_update= do_update;
|
|
|
|
|
|
|
|
if(sp->parent) {
|
|
|
|
shader_preview_render(sp, sp->parent, 1, 1);
|
|
|
|
shader_preview_render(sp, sp->id, 1, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
shader_preview_render(sp, sp->id, 0, 0);
|
|
|
|
|
|
|
|
*do_update= 1;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static void shader_preview_free(void *customdata)
|
|
|
|
{
|
|
|
|
ShaderPreview *sp= customdata;
|
|
|
|
|
|
|
|
MEM_freeN(sp);
|
|
|
|
}
|
|
|
|
|
2009-08-18 19:58:27 +00:00
|
|
|
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey)
|
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
|
|
|
{
|
2009-06-08 10:00:14 +00:00
|
|
|
wmJob *steve;
|
|
|
|
ShaderPreview *sp;
|
|
|
|
|
|
|
|
/* XXX ugly global still, but we can't do preview while rendering */
|
|
|
|
if(G.rendering)
|
|
|
|
return;
|
2009-08-19 15:45:16 +00:00
|
|
|
|
|
|
|
if(GS(id->name) == ID_TE) {
|
|
|
|
ntreeTexSetPreviewFlag(1);
|
|
|
|
}
|
|
|
|
|
2009-06-08 10:00:14 +00:00
|
|
|
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner);
|
|
|
|
sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
|
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
|
|
|
|
|
|
|
/* customdata for preview thread */
|
|
|
|
sp->scene= CTX_data_scene(C);
|
|
|
|
sp->owner= owner;
|
|
|
|
sp->sizex= sizex;
|
|
|
|
sp->sizey= sizey;
|
|
|
|
sp->pr_method= PR_DO_RENDER;
|
|
|
|
sp->id = id;
|
2009-07-21 01:57:46 +00:00
|
|
|
sp->parent= parent;
|
2009-08-18 19:58:27 +00:00
|
|
|
sp->slot= slot;
|
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
|
|
|
|
|
|
|
/* setup job */
|
|
|
|
WM_jobs_customdata(steve, sp, shader_preview_free);
|
2009-01-27 17:12:40 +00:00
|
|
|
WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
|
2009-06-07 11:12:35 +00:00
|
|
|
WM_jobs_callbacks(steve, shader_preview_startjob, NULL, shader_preview_updatejob);
|
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
|
|
|
|
2009-06-07 11:12:35 +00:00
|
|
|
WM_jobs_start(CTX_wm_manager(C), steve);
|
2009-06-25 15:41:27 +00:00
|
|
|
|
|
|
|
/* signal to rerender icon in menus */
|
|
|
|
BKE_icon_changed(BKE_icon_getid(id));
|
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
|
|
|
}
|
|
|
|
|
2009-06-25 15:41:27 +00:00
|
|
|
/* rect should be allocated, sizex/sizy pixels, 32 bits */
|
2009-07-31 01:40:15 +00:00
|
|
|
void ED_preview_iconrender(Scene *scene, ID *id, unsigned int *rect, int sizex, int sizey)
|
2009-06-25 15:41:27 +00:00
|
|
|
{
|
2009-07-21 01:57:46 +00:00
|
|
|
ShaderPreview *sp;
|
2009-06-25 15:41:27 +00:00
|
|
|
short stop=0, do_update=0;
|
2009-07-21 01:57:46 +00:00
|
|
|
|
|
|
|
sp= MEM_callocN(sizeof(ShaderPreview), "ShaderPreview");
|
2009-06-25 15:41:27 +00:00
|
|
|
|
|
|
|
/* customdata for preview thread */
|
|
|
|
sp->scene= scene;
|
|
|
|
sp->sizex= sizex;
|
|
|
|
sp->sizey= sizey;
|
|
|
|
sp->pr_method= PR_ICON_RENDER;
|
2009-07-31 01:40:15 +00:00
|
|
|
sp->pr_rect= (int *)rect; /* shouldnt pr_rect be unsigned int also? - Campbell */
|
2009-06-25 15:41:27 +00:00
|
|
|
sp->id = id;
|
|
|
|
|
|
|
|
shader_preview_startjob(sp, &stop, &do_update);
|
|
|
|
|
|
|
|
MEM_freeN(sp);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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
|
|
|
|