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

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2012-04-30 14:24:11 +00:00
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edrend
2011-02-27 20:29:51 +00:00
*/
/* global includes */
#include <math.h>
#include <stdlib.h>
#include <string.h>
#ifndef WIN32
# include <unistd.h>
#else
# include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "PIL_time.h"
2013-04-05 17:56:54 +00:00
#include "BLO_readfile.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "BKE_appdir.h"
#include "BKE_brush.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
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#include "BKE_light.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_texture.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_query.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_thumbs.h"
#include "BIF_glutil.h"
#include "GPU_shader.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
2009-01-22 14:59:49 +00:00
#include "WM_api.h"
#include "WM_types.h"
#include "ED_datafiles.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "ED_view3d_offscreen.h"
#ifndef NDEBUG
/* Used for database init assert(). */
# include "BLI_threads.h"
#endif
static void icon_copy_rect(ImBuf *ibuf, uint w, uint h, uint *rect);
/* -------------------------------------------------------------------- */
/** \name Local Structs
* \{ */
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typedef struct ShaderPreview {
/* from wmJob */
void *owner;
short *stop, *do_update;
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Scene *scene;
ID *id, *id_copy;
ID *parent;
MTex *slot;
/* datablocks with nodes need full copy during preview render, glsl uses it too */
Material *matcopy;
Tex *texcopy;
Light *lampcopy;
World *worldcopy;
/** Copy of the active objects #Object.color */
float color[4];
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int sizex, sizey;
uint *pr_rect;
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int pr_method;
bool own_id_copy;
Main *bmain;
Main *pr_main;
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} ShaderPreview;
typedef struct IconPreviewSize {
struct IconPreviewSize *next, *prev;
int sizex, sizey;
uint *rect;
} IconPreviewSize;
typedef struct IconPreview {
Main *bmain;
Depsgraph *depsgraph; /* May be NULL (see #WM_OT_previews_ensure). */
Scene *scene;
void *owner;
ID *id, *id_copy; /* May be NULL! (see ICON_TYPE_PREVIEW case in #ui_icon_ensure_deferred()) */
ListBase sizes;
} IconPreview;
/** \} */
/* -------------------------------------------------------------------- */
/** \name Preview for Buttons
* \{ */
static Main *G_pr_main = NULL;
static Main *G_pr_main_grease_pencil = NULL;
#ifndef WITH_HEADLESS
static Main *load_main_from_memory(const void *blend, int blend_size)
{
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const int fileflags = G.fileflags;
Main *bmain = NULL;
BlendFileData *bfd;
G.fileflags |= G_FILE_NO_UI;
bfd = BLO_read_from_memory(blend, blend_size, BLO_READ_SKIP_NONE, NULL);
if (bfd) {
bmain = bfd->main;
MEM_freeN(bfd);
}
2012-03-29 22:42:32 +00:00
G.fileflags = fileflags;
return bmain;
}
#endif
void ED_preview_ensure_dbase(void)
{
#ifndef WITH_HEADLESS
static bool base_initialized = false;
BLI_assert(BLI_thread_is_main());
if (!base_initialized) {
G_pr_main = load_main_from_memory(datatoc_preview_blend, datatoc_preview_blend_size);
G_pr_main_grease_pencil = load_main_from_memory(datatoc_preview_grease_pencil_blend,
datatoc_preview_grease_pencil_blend_size);
base_initialized = true;
}
#endif
}
static bool check_engine_supports_preview(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type->flag & RE_USE_PREVIEW) != 0;
}
static bool preview_method_is_render(int pr_method)
{
return ELEM(pr_method, PR_ICON_RENDER, PR_BUTS_RENDER, PR_NODE_RENDER);
}
2009-01-22 14:59:49 +00:00
void ED_preview_free_dbase(void)
{
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if (G_pr_main) {
BKE_main_free(G_pr_main);
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}
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if (G_pr_main_grease_pencil) {
BKE_main_free(G_pr_main_grease_pencil);
2019-04-22 09:19:45 +10:00
}
}
static Scene *preview_get_scene(Main *pr_main)
{
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if (pr_main == NULL) {
return NULL;
2019-04-22 09:19:45 +10:00
}
2018-06-04 09:39:04 +02:00
return pr_main->scenes.first;
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
static const char *preview_collection_name(const char pr_type)
{
switch (pr_type) {
case MA_FLAT:
return "Flat";
case MA_SPHERE:
return "Sphere";
case MA_CUBE:
return "Cube";
case MA_SHADERBALL:
return "Shader Ball";
case MA_CLOTH:
return "Cloth";
case MA_FLUID:
return "Fluid";
case MA_SPHERE_A:
return "World Sphere";
case MA_LAMP:
return "Lamp";
case MA_SKY:
return "Sky";
case MA_HAIR:
return "Hair";
case MA_ATMOS:
return "Atmosphere";
default:
BLI_assert(!"Unknown preview type");
return "";
}
}
static void set_preview_visibility(Scene *scene,
ViewLayer *view_layer,
char pr_type,
int pr_method)
{
/* Set appropriate layer as visible. */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
LayerCollection *lc = view_layer->layer_collections.first;
const char *collection_name = preview_collection_name(pr_type);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
for (lc = lc->layer_collections.first; lc; lc = lc->next) {
if (STREQ(lc->collection->id.name + 2, collection_name)) {
lc->collection->flag &= ~COLLECTION_RESTRICT_RENDER;
}
else {
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
lc->collection->flag |= COLLECTION_RESTRICT_RENDER;
}
}
/* Hide floor for icon renders. */
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
if (STREQ(base->object->id.name + 2, "Floor")) {
if (pr_method == PR_ICON_RENDER) {
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
else {
base->object->restrictflag &= ~OB_RESTRICT_RENDER;
}
}
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
BKE_layer_collection_sync(scene, view_layer);
}
static World *preview_get_localized_world(ShaderPreview *sp, World *world)
{
if (world == NULL) {
return NULL;
}
if (sp->worldcopy != NULL) {
return sp->worldcopy;
}
ID *id_copy = BKE_id_copy_ex(NULL,
&world->id,
NULL,
LIB_ID_CREATE_LOCAL | LIB_ID_COPY_LOCALIZE |
LIB_ID_COPY_NO_ANIMDATA);
sp->worldcopy = (World *)id_copy;
BLI_addtail(&sp->pr_main->worlds, sp->worldcopy);
return sp->worldcopy;
}
static ID *duplicate_ids(ID *id, const bool allow_failure)
{
if (id == NULL) {
/* Non-ID preview render. */
return NULL;
}
switch (GS(id->name)) {
case ID_OB:
case ID_MA:
case ID_TE:
case ID_LA:
case ID_WO: {
BLI_assert(BKE_previewimg_id_supports_jobs(id));
ID *id_copy = BKE_id_copy_ex(
NULL, id, NULL, LIB_ID_CREATE_LOCAL | LIB_ID_COPY_LOCALIZE | LIB_ID_COPY_NO_ANIMDATA);
return id_copy;
}
/* These support threading, but don't need duplicating. */
case ID_IM:
case ID_BR:
BLI_assert(BKE_previewimg_id_supports_jobs(id));
return NULL;
default:
if (!allow_failure) {
BLI_assert(!"ID type preview not supported.");
}
return NULL;
}
}
2009-01-22 14:59:49 +00:00
/* call this with a pointer to initialize preview scene */
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(
Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
Scene *sce;
Main *pr_main = sp->pr_main;
memcpy(pr_main->name, BKE_main_blendfile_path(bmain), sizeof(pr_main->name));
sce = preview_get_scene(pr_main);
if (sce) {
ViewLayer *view_layer = sce->view_layers.first;
/* Only enable the combined renderpass */
view_layer->passflag = SCE_PASS_COMBINED;
view_layer->eevee.render_passes = 0;
/* this flag tells render to not execute depsgraph or ipos etc */
sce->r.scemode |= R_BUTS_PREVIEW;
/* set world always back, is used now */
sce->world = pr_main->worlds.first;
/* now: exposure copy */
if (scene->world) {
2012-03-29 22:42:32 +00:00
sce->world->exp = scene->world->exp;
sce->world->range = scene->world->range;
}
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
BKE_color_managed_view_settings_free(&sce->view_settings);
BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);
/* prevent overhead for small renders and icons (32) */
if (id && sp->sizex < 40) {
sce->r.tilex = sce->r.tiley = 64;
}
else {
sce->r.tilex = sce->r.xsch / 4;
sce->r.tiley = sce->r.ysch / 4;
}
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if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO) {
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sce->r.alphamode = R_ALPHAPREMUL;
2019-04-22 09:19:45 +10:00
}
else {
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sce->r.alphamode = R_ADDSKY;
2019-04-22 09:19:45 +10:00
}
2012-03-29 22:42:32 +00:00
sce->r.cfra = scene->r.cfra;
if (id_type == ID_TE) {
/* Texture is not actually rendered with engine, just set dummy value. */
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
}
else {
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
}
2012-03-29 22:42:32 +00:00
if (id_type == ID_MA) {
Material *mat = NULL, *origmat = (Material *)id;
if (origmat) {
/* work on a copy */
BLI_assert(sp->id_copy != NULL);
mat = sp->matcopy = (Material *)sp->id_copy;
sp->id_copy = NULL;
BLI_addtail(&pr_main->materials, mat);
/* Use current scene world for lighting. */
if (mat->pr_flag == MA_PREVIEW_WORLD && sp->pr_method == PR_BUTS_RENDER) {
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
/* Use current scene world to light sphere. */
sce->world = preview_get_localized_world(sp, scene->world);
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
else if (sce->world) {
/* Use a default world color. Using the current
* scene world can be slow if it has big textures. */
sce->world->use_nodes = false;
sce->world->horr = 0.05f;
sce->world->horg = 0.05f;
sce->world->horb = 0.05f;
}
if (sp->pr_method == PR_ICON_RENDER && sp->pr_main == G_pr_main_grease_pencil) {
/* For grease pencil, always use sphere for icon renders. */
set_preview_visibility(sce, view_layer, MA_SPHERE_A, sp->pr_method);
}
else {
/* Use specified preview shape for both preview panel and icon previews. */
set_preview_visibility(sce, view_layer, mat->pr_type, sp->pr_method);
}
if (sp->pr_method != PR_ICON_RENDER) {
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if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, true);
/* WATCH: Accessing origmat is not safe! */
BKE_node_preview_init_tree(origmat->nodetree, sp->sizex, sp->sizey, true);
}
}
}
else {
sce->display.render_aa = SCE_DISPLAY_AA_OFF;
}
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
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if (base->object->id.name[2] == 'p') {
/* copy over object color, in case material uses it */
copy_v4_v4(base->object->color, sp->color);
if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
/* don't use BKE_object_material_assign, it changed mat->id.us, which shows in the UI
*/
Material ***matar = BKE_object_material_array_p(base->object);
int actcol = max_ii(base->object->actcol - 1, 0);
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if (matar && actcol < base->object->totcol) {
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(*matar)[actcol] = mat;
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}
}
else if (base->object->type == OB_LAMP) {
base->flag |= BASE_VISIBLE_DEPSGRAPH;
}
}
}
}
2012-03-29 22:42:32 +00:00
else if (id_type == ID_TE) {
Tex *tex = NULL, *origtex = (Tex *)id;
if (origtex) {
BLI_assert(sp->id_copy != NULL);
tex = sp->texcopy = (Tex *)sp->id_copy;
sp->id_copy = NULL;
BLI_addtail(&pr_main->textures, tex);
}
2012-03-29 22:42:32 +00:00
if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
BKE_node_preview_init_tree(tex->nodetree, sp->sizex, sp->sizey, true);
/* WATCH: Accessing origtex is not safe! */
BKE_node_preview_init_tree(origtex->nodetree, sp->sizex, sp->sizey, true);
}
}
2012-03-29 22:42:32 +00:00
else if (id_type == ID_LA) {
Light *la = NULL, *origla = (Light *)id;
/* work on a copy */
if (origla) {
BLI_assert(sp->id_copy != NULL);
la = sp->lampcopy = (Light *)sp->id_copy;
sp->id_copy = NULL;
BLI_addtail(&pr_main->lights, la);
}
set_preview_visibility(sce, view_layer, MA_LAMP, sp->pr_method);
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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if (sce->world) {
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/* Only use lighting from the light. */
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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sce->world->use_nodes = false;
sce->world->horr = 0.0f;
sce->world->horg = 0.0f;
sce->world->horb = 0.0f;
}
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
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if (base->object->id.name[2] == 'p') {
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if (base->object->type == OB_LAMP) {
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base->object->data = la;
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}
}
}
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if (la && la->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
BKE_node_preview_init_tree(la->nodetree, sp->sizex, sp->sizey, true);
/* WATCH: Accessing origla is not safe! */
BKE_node_preview_init_tree(origla->nodetree, sp->sizex, sp->sizey, true);
}
}
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else if (id_type == ID_WO) {
World *wrld = NULL, *origwrld = (World *)id;
if (origwrld) {
BLI_assert(sp->id_copy != NULL);
wrld = sp->worldcopy = (World *)sp->id_copy;
sp->id_copy = NULL;
BLI_addtail(&pr_main->worlds, wrld);
}
set_preview_visibility(sce, view_layer, MA_SKY, sp->pr_method);
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sce->world = wrld;
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if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
BKE_node_preview_init_tree(wrld->nodetree, sp->sizex, sp->sizey, true);
/* WATCH: Accessing origwrld is not safe! */
BKE_node_preview_init_tree(origwrld->nodetree, sp->sizex, sp->sizey, true);
}
}
return sce;
}
return NULL;
}
/* new UI convention: draw is in pixel space already. */
/* uses UI_BTYPE_ROUNDBOX button in block to get the rect */
static bool ed_preview_draw_rect(ScrArea *area, int split, int first, rcti *rect, rcti *newrect)
{
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
Render *re;
RenderView *rv;
RenderResult rres;
char name[32];
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int offx = 0;
int newx = BLI_rcti_size_x(rect);
int newy = BLI_rcti_size_y(rect);
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bool ok = false;
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if (!split || first) {
sprintf(name, "Preview %p", (void *)area);
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}
else {
sprintf(name, "SecondPreview %p", (void *)area);
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}
if (split) {
if (first) {
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offx = 0;
newx = newx / 2;
}
else {
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offx = newx / 2;
newx = newx - newx / 2;
}
}
/* test if something rendered ok */
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re = RE_GetRender(name);
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if (re == NULL) {
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return false;
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}
RE_AcquireResultImageViews(re, &rres);
if (!BLI_listbase_is_empty(&rres.views)) {
/* material preview only needs monoscopy (view 0) */
rv = RE_RenderViewGetById(&rres, 0);
}
else {
/* possible the job clears the views but we're still drawing T45496 */
rv = NULL;
}
if (rv && rv->rectf) {
if (abs(rres.rectx - newx) < 2 && abs(rres.recty - newy) < 2) {
newrect->xmax = max_ii(newrect->xmax, rect->xmin + rres.rectx + offx);
newrect->ymax = max_ii(newrect->ymax, rect->ymin + rres.recty);
if (rres.rectx && rres.recty) {
uchar *rect_byte = MEM_mallocN(rres.rectx * rres.recty * sizeof(int),
"ed_preview_draw_rect");
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float fx = rect->xmin + offx;
float fy = rect->ymin;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
/* material preview only needs monoscopy (view 0) */
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if (re) {
RE_AcquiredResultGet32(re, &rres, (uint *)rect_byte, 0);
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}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
immDrawPixelsTex(
&state, fx, fy, rres.rectx, rres.recty, GPU_RGBA8, false, rect_byte, 1.0f, 1.0f, NULL);
MEM_freeN(rect_byte);
ok = 1;
}
}
}
RE_ReleaseResultImageViews(re, &rres);
return ok;
}
void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
{
if (idp) {
wmWindowManager *wm = CTX_wm_manager(C);
ScrArea *area = CTX_wm_area(C);
ID *id = (ID *)idp;
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ID *parent = (ID *)parentp;
MTex *slot = (MTex *)slotp;
SpaceProperties *sbuts = CTX_wm_space_properties(C);
ShaderPreview *sp = WM_jobs_customdata(wm, area);
rcti newrect;
int ok;
int newx = BLI_rcti_size_x(rect);
int newy = BLI_rcti_size_y(rect);
newrect.xmin = rect->xmin;
newrect.xmax = rect->xmin;
newrect.ymin = rect->ymin;
newrect.ymax = rect->ymin;
if (parent) {
ok = ed_preview_draw_rect(area, 1, 1, rect, &newrect);
ok &= ed_preview_draw_rect(area, 1, 0, rect, &newrect);
}
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else {
ok = ed_preview_draw_rect(area, 0, 0, rect, &newrect);
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}
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if (ok) {
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*rect = newrect;
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}
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/* start a new preview render job if signaled through sbuts->preview,
* if no render result was found and no preview render job is running,
* or if the job is running and the size of preview changed */
if ((sbuts != NULL && sbuts->preview) ||
(!ok && !WM_jobs_test(wm, area, WM_JOB_TYPE_RENDER_PREVIEW)) ||
(sp && (abs(sp->sizex - newx) >= 2 || abs(sp->sizey - newy) > 2))) {
if (sbuts != NULL) {
sbuts->preview = 0;
}
ED_preview_shader_job(C, area, id, parent, slot, newx, newy, PR_BUTS_RENDER);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Preview
* \{ */
struct ObjectPreviewData {
/* The main for the preview, not of the current file. */
Main *pr_main;
/* Copy of the object to create the preview for. The copy is for thread safety (and to insert it
* into an own main). */
Object *object;
int sizex;
int sizey;
};
static Object *object_preview_camera_create(Main *preview_main,
ViewLayer *view_layer,
Object *preview_object)
{
Object *camera = BKE_object_add(preview_main, view_layer, OB_CAMERA, "Preview Camera");
float rotmat[3][3];
float dummyscale[3];
mat4_to_loc_rot_size(camera->loc, rotmat, dummyscale, preview_object->obmat);
/* Camera is Y up, so needs additional rotations to obliquely face the front. */
float drotmat[3][3];
const float eul[3] = {M_PI * 0.4f, 0.0f, M_PI * 0.1f};
eul_to_mat3(drotmat, eul);
mul_m3_m3_post(rotmat, drotmat);
camera->rotmode = ROT_MODE_QUAT;
mat3_to_quat(camera->quat, rotmat);
/* Nice focal length for close portraiture. */
((Camera *)camera->data)->lens = 85;
return camera;
}
static Scene *object_preview_scene_create(const struct ObjectPreviewData *preview_data,
Depsgraph **r_depsgraph)
{
Scene *scene = BKE_scene_add(preview_data->pr_main, "Object preview scene");
ViewLayer *view_layer = scene->view_layers.first;
Depsgraph *depsgraph = DEG_graph_new(
preview_data->pr_main, scene, view_layer, DAG_EVAL_VIEWPORT);
BLI_assert(preview_data->object != NULL);
BLI_addtail(&preview_data->pr_main->objects, preview_data->object);
BKE_collection_object_add(preview_data->pr_main, scene->master_collection, preview_data->object);
Object *camera_object = object_preview_camera_create(
preview_data->pr_main, view_layer, preview_data->object);
scene->camera = camera_object;
scene->r.xsch = preview_data->sizex;
scene->r.ysch = preview_data->sizey;
scene->r.size = 100;
Base *preview_base = BKE_view_layer_base_find(view_layer, preview_data->object);
/* For 'view selected' below. */
preview_base->flag |= BASE_SELECTED;
DEG_graph_build_from_view_layer(depsgraph);
DEG_evaluate_on_refresh(depsgraph);
ED_view3d_camera_to_view_selected(preview_data->pr_main, depsgraph, scene, camera_object);
BKE_scene_graph_update_tagged(depsgraph, preview_data->pr_main);
*r_depsgraph = depsgraph;
return scene;
}
static void object_preview_render(IconPreview *preview, IconPreviewSize *preview_sized)
{
Main *preview_main = BKE_main_new();
const float pixelsize_old = U.pixelsize;
char err_out[256] = "unknown";
BLI_assert(preview->id_copy && (preview->id_copy != preview->id));
struct ObjectPreviewData preview_data = {
.pr_main = preview_main,
/* Act on a copy. */
.object = (Object *)preview->id_copy,
.sizex = preview_sized->sizex,
.sizey = preview_sized->sizey,
};
Depsgraph *depsgraph;
Scene *scene = object_preview_scene_create(&preview_data, &depsgraph);
/* Ownership is now ours. */
preview->id_copy = NULL;
U.pixelsize = 2.0f;
View3DShading shading;
BKE_screen_view3d_shading_init(&shading);
/* Enable shadows, makes it a bit easier to see the shape. */
shading.flag |= V3D_SHADING_SHADOW;
ImBuf *ibuf = ED_view3d_draw_offscreen_imbuf_simple(
depsgraph,
DEG_get_evaluated_scene(depsgraph),
&shading,
OB_TEXTURE,
DEG_get_evaluated_object(depsgraph, scene->camera),
preview_sized->sizex,
preview_sized->sizey,
IB_rect,
V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS,
R_ALPHAPREMUL,
NULL,
NULL,
err_out);
/* TODO color-management? */
U.pixelsize = pixelsize_old;
if (ibuf) {
icon_copy_rect(ibuf, preview_sized->sizex, preview_sized->sizey, preview_sized->rect);
IMB_freeImBuf(ibuf);
}
DEG_graph_free(depsgraph);
BKE_main_free(preview_main);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Action Preview
* \{ */
/* Render a pose. It is assumed that the pose has already been applied and that the scene camera is
* capturing the pose. In other words, this function just renders from the scene camera without
* evaluating the Action stored in preview->id. */
static void action_preview_render(IconPreview *preview, IconPreviewSize *preview_sized)
{
char err_out[256] = "";
Depsgraph *depsgraph = preview->depsgraph;
/* Not all code paths that lead to this function actually provide a depsgraph.
* The "Refresh Asset Preview" button (ED_OT_lib_id_generate_preview) does,
* but WM_OT_previews_ensure does not. */
BLI_assert(depsgraph != NULL);
BLI_assert(preview->scene == DEG_get_input_scene(depsgraph));
Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
Object *camera_eval = scene_eval->camera;
if (camera_eval == NULL) {
printf("Scene has no camera, unable to render preview of %s without it.\n",
preview->id->name + 2);
return;
}
/* This renders with the Workbench engine settings stored on the Scene. */
ImBuf *ibuf = ED_view3d_draw_offscreen_imbuf_simple(depsgraph,
scene_eval,
NULL,
OB_SOLID,
camera_eval,
preview_sized->sizex,
preview_sized->sizey,
IB_rect,
V3D_OFSDRAW_NONE,
R_ALPHAPREMUL,
NULL,
NULL,
err_out);
if (err_out[0] != '\0') {
printf("Error rendering Action %s preview: %s\n", preview->id->name + 2, err_out);
}
if (ibuf) {
icon_copy_rect(ibuf, preview_sized->sizex, preview_sized->sizey, preview_sized->rect);
IMB_freeImBuf(ibuf);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name New Shader Preview System
* \{ */
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/* inside thread, called by renderer, sets job update value */
Changes to partial update during rendering Summary: Mainly addressed to solve old TODO with color managed fallback to CPU mode when displaying render result during rendering. That fallback was caused by the fact that partial image update was always acquiring image buffer for composite output and was only modifying display buffer directly. This was a big issue for Cycles rendering which renders layers one by one and wanted to display progress of each individual layer. This lead to situations when display buffer was based on what Cycles passes via RenderResult and didn't take layer/pass from image editor header into account. Now made it so image buffer which partial update is operating with always corresponds to what is set in image editor header. To make Cycles displaying progress of all the layers one by one made it so image_rect_update switches image editor user to newly rendering render layer. It happens only once when render engine starts rendering next render layer, so should not be annoying for navigation during rendering. Additional change to render engines was done to make it so they're able to merge composite output to final result without marking tile as done. This is done via do_merge_result argument to end_result() callback. This argument is optional so should not break script compatibility. Additional changes: - Partial display update for Blender Internal now happens from the same thread as tile rendering. This makes it so display conversion (which could be pretty heavy actually) is done in separate threads. Also gives better UI feedback when rendering easy scene with small tiles. - Avoid freeing/allocating byte buffer for render result if it's owned by the image buffer. Only mark it as invalid for color management. Saves loads of buffer re-allocations in cases when having several image editors opened with render result. This change in conjunction with the rest of the patch gave around 50%-100% speedup of render time when displaying non-combined pass during rendering on my laptop. - Partial display buffer update was wrong for buffers with number of channels different from 4. - Remove unused window from RenderJob. - Made image_buffer_rect_update static since it's only used in single file. Reviewers: brecht Reviewed By: brecht CC: dingto Differential Revision: http://developer.blender.org/D98
2013-12-17 23:42:38 +06:00
static void shader_preview_update(void *spv,
RenderResult *UNUSED(rr),
volatile struct rcti *UNUSED(rect))
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{
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ShaderPreview *sp = spv;
*(sp->do_update) = true;
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}
/* called by renderer, checks job value */
static int shader_preview_break(void *spv)
{
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ShaderPreview *sp = spv;
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return *(sp->stop);
}
/* outside thread, called before redraw notifiers, it moves finished preview over */
static void shader_preview_updatejob(void *spv)
{
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ShaderPreview *sp = spv;
if (sp->pr_method == PR_NODE_RENDER) {
if (GS(sp->id->name) == ID_MA) {
Material *mat = (Material *)sp->id;
if (sp->matcopy && mat->nodetree && sp->matcopy->nodetree) {
ntreeLocalSync(sp->matcopy->nodetree, mat->nodetree);
}
}
else if (GS(sp->id->name) == ID_TE) {
Tex *tex = (Tex *)sp->id;
if (sp->texcopy && tex->nodetree && sp->texcopy->nodetree) {
ntreeLocalSync(sp->texcopy->nodetree, tex->nodetree);
}
}
else if (GS(sp->id->name) == ID_WO) {
World *wrld = (World *)sp->id;
if (sp->worldcopy && wrld->nodetree && sp->worldcopy->nodetree) {
ntreeLocalSync(sp->worldcopy->nodetree, wrld->nodetree);
}
}
else if (GS(sp->id->name) == ID_LA) {
Light *la = (Light *)sp->id;
if (sp->lampcopy && la->nodetree && sp->lampcopy->nodetree) {
ntreeLocalSync(sp->lampcopy->nodetree, la->nodetree);
}
}
}
}
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/* Renders texture directly to render buffer. */
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static void shader_preview_texture(ShaderPreview *sp, Tex *tex, Scene *sce, Render *re)
{
/* Setup output buffer. */
int width = sp->sizex;
int height = sp->sizey;
/* This is needed otherwise no RenderResult is created. */
sce->r.scemode &= ~R_BUTS_PREVIEW;
RE_InitState(re, NULL, &sce->r, &sce->view_layers, NULL, width, height, NULL);
RE_SetScene(re, sce);
/* Create buffer in empty RenderView created in the init step. */
RenderResult *rr = RE_AcquireResultWrite(re);
RenderView *rv = (RenderView *)rr->views.first;
rv->rectf = MEM_callocN(sizeof(float[4]) * width * height, "texture render result");
RE_ReleaseResult(re);
/* Get texture image pool (if any) */
struct ImagePool *img_pool = BKE_image_pool_new();
BKE_texture_fetch_images_for_pool(tex, img_pool);
/* Fill in image buffer. */
float *rect_float = rv->rectf;
float tex_coord[3] = {0.0f, 0.0f, 0.0f};
bool color_manage = true;
for (int y = 0; y < height; y++) {
/* Tex coords between -1.0f and 1.0f. */
tex_coord[1] = ((float)y / (float)height) * 2.0f - 1.0f;
for (int x = 0; x < width; x++) {
tex_coord[0] = ((float)x / (float)height) * 2.0f - 1.0f;
/* Evaluate texture at tex_coord .*/
TexResult texres = {0};
BKE_texture_get_value_ex(sce, tex, tex_coord, &texres, img_pool, color_manage);
rect_float[0] = texres.tr;
rect_float[1] = texres.tg;
rect_float[2] = texres.tb;
rect_float[3] = texres.talpha ? texres.ta : 1.0f;
rect_float += 4;
}
/* Check if we should cancel texture preview. */
if (shader_preview_break(sp)) {
break;
}
}
BKE_image_pool_free(img_pool);
}
static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
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{
Render *re;
Scene *sce;
float oldlens;
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short idtype = GS(id->name);
char name[32];
int sizex;
Main *pr_main = sp->pr_main;
/* in case of split preview, use border render */
if (split) {
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if (first) {
sizex = sp->sizex / 2;
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}
else {
sizex = sp->sizex - sp->sizex / 2;
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}
}
else {
sizex = sp->sizex;
}
/* we have to set preview variables first */
sce = preview_get_scene(pr_main);
if (sce) {
sce->r.xsch = sizex;
sce->r.ysch = sp->sizey;
sce->r.size = 100;
}
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/* get the stuff from the builtin preview dbase */
sce = preview_prepare_scene(sp->bmain, sp->scene, id, idtype, sp);
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if (sce == NULL) {
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return;
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}
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if (!split || first) {
sprintf(name, "Preview %p", sp->owner);
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}
else {
sprintf(name, "SecondPreview %p", sp->owner);
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}
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re = RE_GetRender(name);
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/* full refreshed render from first tile */
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if (re == NULL) {
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re = RE_NewRender(name);
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}
/* sce->r gets copied in RE_InitState! */
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sce->r.scemode &= ~(R_MATNODE_PREVIEW | R_TEXNODE_PREVIEW);
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
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if (sp->pr_method == PR_ICON_RENDER) {
sce->r.scemode |= R_NO_IMAGE_LOAD;
sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
}
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else if (sp->pr_method == PR_NODE_RENDER) {
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if (idtype == ID_MA) {
sce->r.scemode |= R_MATNODE_PREVIEW;
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}
else if (idtype == ID_TE) {
sce->r.scemode |= R_TEXNODE_PREVIEW;
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}
sce->display.render_aa = SCE_DISPLAY_AA_OFF;
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}
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else { /* PR_BUTS_RENDER */
sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
}
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/* Callbacks are cleared on GetRender(). */
if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
Changes to partial update during rendering Summary: Mainly addressed to solve old TODO with color managed fallback to CPU mode when displaying render result during rendering. That fallback was caused by the fact that partial image update was always acquiring image buffer for composite output and was only modifying display buffer directly. This was a big issue for Cycles rendering which renders layers one by one and wanted to display progress of each individual layer. This lead to situations when display buffer was based on what Cycles passes via RenderResult and didn't take layer/pass from image editor header into account. Now made it so image buffer which partial update is operating with always corresponds to what is set in image editor header. To make Cycles displaying progress of all the layers one by one made it so image_rect_update switches image editor user to newly rendering render layer. It happens only once when render engine starts rendering next render layer, so should not be annoying for navigation during rendering. Additional change to render engines was done to make it so they're able to merge composite output to final result without marking tile as done. This is done via do_merge_result argument to end_result() callback. This argument is optional so should not break script compatibility. Additional changes: - Partial display update for Blender Internal now happens from the same thread as tile rendering. This makes it so display conversion (which could be pretty heavy actually) is done in separate threads. Also gives better UI feedback when rendering easy scene with small tiles. - Avoid freeing/allocating byte buffer for render result if it's owned by the image buffer. Only mark it as invalid for color management. Saves loads of buffer re-allocations in cases when having several image editors opened with render result. This change in conjunction with the rest of the patch gave around 50%-100% speedup of render time when displaying non-combined pass during rendering on my laptop. - Partial display buffer update was wrong for buffers with number of channels different from 4. - Remove unused window from RenderJob. - Made image_buffer_rect_update static since it's only used in single file. Reviewers: brecht Reviewed By: brecht CC: dingto Differential Revision: http://developer.blender.org/D98
2013-12-17 23:42:38 +06:00
RE_display_update_cb(re, sp, shader_preview_update);
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}
/* set this for all previews, default is react to G.is_break still */
RE_test_break_cb(re, sp, shader_preview_break);
/* lens adjust */
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oldlens = ((Camera *)sce->camera->data)->lens;
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if (sizex > sp->sizey) {
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((Camera *)sce->camera->data)->lens *= (float)sp->sizey / (float)sizex;
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}
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/* entire cycle for render engine */
if (idtype == ID_TE) {
shader_preview_texture(sp, (Tex *)id, sce, re);
}
else {
/* Render preview scene */
RE_PreviewRender(re, pr_main, sce);
}
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((Camera *)sce->camera->data)->lens = oldlens;
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/* handle results */
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if (sp->pr_method == PR_ICON_RENDER) {
// char *rct = (char *)(sp->pr_rect + 32 * 16 + 16);
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if (sp->pr_rect) {
RE_ResultGet32(re, sp->pr_rect);
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}
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}
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/* unassign the pointers, reset vars */
preview_prepare_scene(sp->bmain, sp->scene, NULL, GS(id->name), sp);
/* XXX bad exception, end-exec is not being called in render, because it uses local main. */
#if 0
if (idtype == ID_TE) {
Tex *tex = (Tex *)id;
if (tex->use_nodes && tex->nodetree)
ntreeEndExecTree(tex->nodetree);
}
#endif
}
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/* runs inside thread for material and icons */
static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
{
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ShaderPreview *sp = customdata;
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sp->stop = stop;
sp->do_update = do_update;
if (sp->parent) {
shader_preview_render(sp, sp->id, 1, 1);
shader_preview_render(sp, sp->parent, 1, 0);
}
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else {
shader_preview_render(sp, sp->id, 0, 0);
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}
*do_update = true;
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}
static void preview_id_copy_free(ID *id)
{
struct IDProperty *properties;
/* get rid of copied ID */
properties = IDP_GetProperties(id, false);
if (properties) {
IDP_FreePropertyContent_ex(properties, false);
MEM_freeN(properties);
}
BKE_libblock_free_datablock(id, 0);
MEM_freeN(id);
}
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static void shader_preview_free(void *customdata)
{
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ShaderPreview *sp = customdata;
Main *pr_main = sp->pr_main;
ID *main_id_copy = NULL;
ID *sub_id_copy = NULL;
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if (sp->matcopy) {
main_id_copy = (ID *)sp->matcopy;
BLI_remlink(&pr_main->materials, sp->matcopy);
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}
if (sp->texcopy) {
BLI_assert(main_id_copy == NULL);
main_id_copy = (ID *)sp->texcopy;
BLI_remlink(&pr_main->textures, sp->texcopy);
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}
if (sp->worldcopy) {
/* worldcopy is also created for material with `Preview World` enabled */
if (main_id_copy) {
sub_id_copy = (ID *)sp->worldcopy;
}
else {
main_id_copy = (ID *)sp->worldcopy;
}
BLI_remlink(&pr_main->worlds, sp->worldcopy);
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}
if (sp->lampcopy) {
BLI_assert(main_id_copy == NULL);
main_id_copy = (ID *)sp->lampcopy;
BLI_remlink(&pr_main->lights, sp->lampcopy);
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}
if (main_id_copy || sp->id_copy) {
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/* node previews */
shader_preview_updatejob(sp);
}
if (sp->own_id_copy) {
if (sp->id_copy) {
preview_id_copy_free(sp->id_copy);
}
if (main_id_copy) {
preview_id_copy_free(main_id_copy);
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}
if (sub_id_copy) {
preview_id_copy_free(sub_id_copy);
}
}
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MEM_freeN(sp);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Icon Preview
* \{ */
static ImBuf *icon_preview_imbuf_from_brush(Brush *brush)
{
static const int flags = IB_rect | IB_multilayer | IB_metadata;
char path[FILE_MAX];
const char *folder;
if (!(brush->icon_imbuf)) {
if (brush->flag & BRUSH_CUSTOM_ICON) {
if (brush->icon_filepath[0]) {
/* First use the path directly to try and load the file. */
BLI_strncpy(path, brush->icon_filepath, sizeof(brush->icon_filepath));
BLI_path_abs(path, ID_BLEND_PATH_FROM_GLOBAL(&brush->id));
/* use default colorspaces for brushes */
brush->icon_imbuf = IMB_loadiffname(path, flags, NULL);
/* otherwise lets try to find it in other directories */
if (!(brush->icon_imbuf)) {
folder = BKE_appdir_folder_id(BLENDER_DATAFILES, "brushicons");
BLI_make_file_string(
BKE_main_blendfile_path_from_global(), path, folder, brush->icon_filepath);
if (path[0]) {
/* Use default color spaces. */
brush->icon_imbuf = IMB_loadiffname(path, flags, NULL);
}
}
if (brush->icon_imbuf) {
BKE_icon_changed(BKE_icon_id_ensure(&brush->id));
}
}
}
}
if (!(brush->icon_imbuf)) {
brush->id.icon_id = 0;
}
return brush->icon_imbuf;
}
static void icon_copy_rect(ImBuf *ibuf, uint w, uint h, uint *rect)
{
struct ImBuf *ima;
uint *drect, *srect;
float scaledx, scaledy;
short ex, ey, dx, dy;
/* paranoia test */
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if (ibuf == NULL || (ibuf->rect == NULL && ibuf->rect_float == NULL)) {
return;
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}
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/* Waste of cpu cycles... but the imbuf API has no other way to scale fast (ton). */
ima = IMB_dupImBuf(ibuf);
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if (!ima) {
return;
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}
if (ima->x > ima->y) {
scaledx = (float)w;
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scaledy = ((float)ima->y / (float)ima->x) * (float)w;
}
else {
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scaledx = ((float)ima->x / (float)ima->y) * (float)h;
scaledy = (float)h;
}
ex = (short)scaledx;
ey = (short)scaledy;
dx = (w - ex) / 2;
dy = (h - ey) / 2;
IMB_scalefastImBuf(ima, ex, ey);
/* if needed, convert to 32 bits */
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if (ima->rect == NULL) {
IMB_rect_from_float(ima);
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}
srect = ima->rect;
drect = rect;
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drect += dy * w + dx;
for (; ey > 0; ey--) {
memcpy(drect, srect, ex * sizeof(int));
drect += w;
srect += ima->x;
}
IMB_freeImBuf(ima);
}
static void set_alpha(char *cp, int sizex, int sizey, char alpha)
{
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int a, size = sizex * sizey;
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for (a = 0; a < size; a++, cp += 4) {
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cp[3] = alpha;
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}
}
static void icon_preview_startjob(void *customdata, short *stop, short *do_update)
{
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ShaderPreview *sp = customdata;
if (sp->pr_method == PR_ICON_DEFERRED) {
PreviewImage *prv = sp->owner;
ImBuf *thumb;
char *deferred_data = PRV_DEFERRED_DATA(prv);
int source = deferred_data[0];
char *path = &deferred_data[1];
// printf("generating deferred %d×%d preview for %s\n", sp->sizex, sp->sizey, path);
thumb = IMB_thumb_manage(path, THB_LARGE, source);
if (thumb) {
/* PreviewImage assumes premultiplied alhpa... */
IMB_premultiply_alpha(thumb);
icon_copy_rect(thumb, sp->sizex, sp->sizey, sp->pr_rect);
IMB_freeImBuf(thumb);
}
}
else {
ID *id = sp->id;
short idtype = GS(id->name);
BLI_assert(id != NULL);
if (idtype == ID_IM) {
Image *ima = (Image *)id;
ImBuf *ibuf = NULL;
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
ImageUser iuser;
BKE_imageuser_default(&iuser);
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
if (ima == NULL) {
return;
}
ImageTile *tile = BKE_image_get_tile(ima, 0);
/* tile->ok is zero when Image cannot load */
if (tile->ok == 0) {
return;
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}
/* setup dummy image user */
iuser.ok = iuser.framenr = 1;
iuser.scene = sp->scene;
/* elubie: this needs to be changed: here image is always loaded if not
* already there. Very expensive for large images. Need to find a way to
* only get existing ibuf */
ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
if (ibuf == NULL || (ibuf->rect == NULL && ibuf->rect_float == NULL)) {
BKE_image_release_ibuf(ima, ibuf, NULL);
return;
}
icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
*do_update = true;
BKE_image_release_ibuf(ima, ibuf, NULL);
}
else if (idtype == ID_BR) {
Brush *br = (Brush *)id;
br->icon_imbuf = icon_preview_imbuf_from_brush(br);
memset(sp->pr_rect, 0x88, sp->sizex * sp->sizey * sizeof(uint));
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if (!(br->icon_imbuf) || !(br->icon_imbuf->rect)) {
return;
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}
icon_copy_rect(br->icon_imbuf, sp->sizex, sp->sizey, sp->pr_rect);
*do_update = true;
}
else if (idtype == ID_SCR) {
bScreen *screen = (bScreen *)id;
ED_screen_preview_render(screen, sp->sizex, sp->sizey, sp->pr_rect);
*do_update = true;
}
else {
/* re-use shader job */
shader_preview_startjob(customdata, stop, do_update);
/* world is rendered with alpha=0, so it wasn't displayed
* this could be render option for sky to, for later */
if (idtype == ID_WO) {
2012-03-29 22:42:32 +00:00
set_alpha((char *)sp->pr_rect, sp->sizex, sp->sizey, 255);
}
}
}
}
/* use same function for icon & shader, so the job manager
* does not run two of them at the same time. */
static void common_preview_startjob(void *customdata,
short *stop,
short *do_update,
float *UNUSED(progress))
{
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ShaderPreview *sp = customdata;
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if (ELEM(sp->pr_method, PR_ICON_RENDER, PR_ICON_DEFERRED)) {
icon_preview_startjob(customdata, stop, do_update);
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}
else {
shader_preview_startjob(customdata, stop, do_update);
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}
}
/**
* Some ID types already have their own, more focused rendering (only objects right now). This is
* for the other ones, which all share #ShaderPreview and some functions.
*/
static void other_id_types_preview_render(IconPreview *ip,
IconPreviewSize *cur_size,
const int pr_method,
short *stop,
short *do_update,
float *progress)
{
ShaderPreview *sp = MEM_callocN(sizeof(ShaderPreview), "Icon ShaderPreview");
/* These types don't use the ShaderPreview mess, they have their own types and functions. */
BLI_assert(!ip->id || !ELEM(GS(ip->id->name), ID_OB));
/* construct shader preview from image size and previewcustomdata */
sp->scene = ip->scene;
sp->owner = ip->owner;
sp->sizex = cur_size->sizex;
sp->sizey = cur_size->sizey;
sp->pr_method = pr_method;
sp->pr_rect = cur_size->rect;
sp->id = ip->id;
sp->id_copy = ip->id_copy;
sp->bmain = ip->bmain;
sp->own_id_copy = false;
Material *ma = NULL;
if (sp->pr_method == PR_ICON_RENDER) {
BLI_assert(ip->id);
/* grease pencil use its own preview file */
if (GS(ip->id->name) == ID_MA) {
ma = (Material *)ip->id;
}
if ((ma == NULL) || (ma->gp_style == NULL)) {
sp->pr_main = G_pr_main;
}
else {
sp->pr_main = G_pr_main_grease_pencil;
}
}
common_preview_startjob(sp, stop, do_update, progress);
shader_preview_free(sp);
}
/* exported functions */
/**
* Find the index to map \a icon_size to data in \a preview_image.
*/
static int icon_previewimg_size_index_get(const IconPreviewSize *icon_size,
const PreviewImage *preview_image)
{
for (int i = 0; i < NUM_ICON_SIZES; i++) {
if ((preview_image->w[i] == icon_size->sizex) && (preview_image->h[i] == icon_size->sizey)) {
return i;
}
}
BLI_assert(!"The searched icon size does not match any in the preview image");
return -1;
}
static void icon_preview_startjob_all_sizes(void *customdata,
short *stop,
short *do_update,
float *progress)
{
IconPreview *ip = (IconPreview *)customdata;
IconPreviewSize *cur_size;
for (cur_size = ip->sizes.first; cur_size; cur_size = cur_size->next) {
PreviewImage *prv = ip->owner;
/* Is this a render job or a deferred loading job? */
const int pr_method = (prv->tag & PRV_TAG_DEFFERED) ? PR_ICON_DEFERRED : PR_ICON_RENDER;
if (*stop) {
break;
}
if (prv->tag & PRV_TAG_DEFFERED_DELETE) {
/* Non-thread-protected reading is not an issue here. */
continue;
}
/* check_engine_supports_preview() checks whether the engine supports "preview mode" (think:
* Material Preview). This check is only relevant when the render function called below is
* going to use such a mode. Object and Action render functions use Solid mode, though, so they
* can skip this test. */
/* TODO: Decouple the ID-type-specific render functions from this function, so that it's not
* necessary to know here what happens inside lower-level functions. */
const bool use_solid_render_mode = (ip->id != NULL) && ELEM(GS(ip->id->name), ID_OB, ID_AC);
if (!use_solid_render_mode && preview_method_is_render(pr_method) &&
!check_engine_supports_preview(ip->scene)) {
continue;
}
#ifndef NDEBUG
{
int size_index = icon_previewimg_size_index_get(cur_size, prv);
BLI_assert(!BKE_previewimg_is_finished(prv, size_index));
}
#endif
if (ip->id != NULL) {
switch (GS(ip->id->name)) {
case ID_OB:
/* Much simpler than the ShaderPreview mess used for other ID types. */
object_preview_render(ip, cur_size);
continue;
case ID_AC:
action_preview_render(ip, cur_size);
continue;
default:
/* Fall through to the same code as the `ip->id == NULL` case. */
break;
}
}
other_id_types_preview_render(ip, cur_size, pr_method, stop, do_update, progress);
}
}
static void icon_preview_add_size(IconPreview *ip, uint *rect, int sizex, int sizey)
{
IconPreviewSize *cur_size = ip->sizes.first, *new_size;
while (cur_size) {
if (cur_size->sizex == sizex && cur_size->sizey == sizey) {
/* requested size is already in list, no need to add it again */
return;
}
cur_size = cur_size->next;
}
new_size = MEM_callocN(sizeof(IconPreviewSize), "IconPreviewSize");
new_size->sizex = sizex;
new_size->sizey = sizey;
new_size->rect = rect;
BLI_addtail(&ip->sizes, new_size);
}
static void icon_preview_endjob(void *customdata)
{
IconPreview *ip = customdata;
if (ip->id) {
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if (GS(ip->id->name) == ID_BR) {
WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
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}
#if 0
if (GS(ip->id->name) == ID_MA) {
Material *ma = (Material *)ip->id;
PreviewImage *prv_img = ma->preview;
int i;
/* signal to gpu texture */
for (i = 0; i < NUM_ICON_SIZES; i++) {
if (prv_img->gputexture[i]) {
GPU_texture_free(prv_img->gputexture[i]);
prv_img->gputexture[i] = NULL;
WM_main_add_notifier(NC_MATERIAL | ND_SHADING_DRAW, ip->id);
}
}
}
#endif
}
if (ip->owner) {
PreviewImage *prv_img = ip->owner;
prv_img->tag &= ~PRV_TAG_DEFFERED_RENDERING;
LISTBASE_FOREACH (IconPreviewSize *, icon_size, &ip->sizes) {
int size_index = icon_previewimg_size_index_get(icon_size, prv_img);
BKE_previewimg_finish(prv_img, size_index);
}
if (prv_img->tag & PRV_TAG_DEFFERED_DELETE) {
BLI_assert(prv_img->tag & PRV_TAG_DEFFERED);
BKE_previewimg_deferred_release(prv_img);
}
}
}
static void icon_preview_free(void *customdata)
{
IconPreview *ip = (IconPreview *)customdata;
if (ip->id_copy) {
preview_id_copy_free(ip->id_copy);
}
BLI_freelistN(&ip->sizes);
MEM_freeN(ip);
}
void ED_preview_icon_render(
const bContext *C, Scene *scene, ID *id, uint *rect, int sizex, int sizey)
{
2015-01-25 21:15:27 +11:00
IconPreview ip = {NULL};
short stop = false, update = false;
float progress = 0.0f;
ED_preview_ensure_dbase();
ip.bmain = CTX_data_main(C);
ip.scene = scene;
ip.depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
ip.owner = BKE_previewimg_id_ensure(id);
ip.id = id;
/* Control isn't given back to the caller until the preview is done. So we don't need to copy
* the ID to avoid thread races. */
ip.id_copy = duplicate_ids(id, true);
icon_preview_add_size(&ip, rect, sizex, sizey);
icon_preview_startjob_all_sizes(&ip, &stop, &update, &progress);
icon_preview_endjob(&ip);
BLI_freelistN(&ip.sizes);
if (ip.id_copy != NULL) {
preview_id_copy_free(ip.id_copy);
}
}
void ED_preview_icon_job(
const bContext *C, void *owner, ID *id, uint *rect, int sizex, int sizey, const bool delay)
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{
wmJob *wm_job;
IconPreview *ip, *old_ip;
ED_preview_ensure_dbase();
/* suspended start means it starts after 1 timer step, see WM_jobs_timer below */
wm_job = WM_jobs_get(CTX_wm_manager(C),
CTX_wm_window(C),
owner,
"Icon Preview",
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WM_JOB_EXCL_RENDER,
WM_JOB_TYPE_RENDER_PREVIEW);
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ip = MEM_callocN(sizeof(IconPreview), "icon preview");
/* render all resolutions from suspended job too */
old_ip = WM_jobs_customdata_get(wm_job);
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if (old_ip) {
BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
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}
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/* customdata for preview thread */
ip->bmain = CTX_data_main(C);
ip->depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
ip->scene = DEG_get_input_scene(ip->depsgraph);
ip->owner = owner;
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ip->id = id;
ip->id_copy = duplicate_ids(id, false);
icon_preview_add_size(ip, rect, sizex, sizey);
/* Special threading hack:
* warn main code that this preview is being rendered and cannot be freed... */
{
PreviewImage *prv_img = owner;
if (prv_img->tag & PRV_TAG_DEFFERED) {
prv_img->tag |= PRV_TAG_DEFFERED_RENDERING;
}
}
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/* setup job */
WM_jobs_customdata_set(wm_job, ip, icon_preview_free);
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WM_jobs_timer(wm_job, 0.1, NC_WINDOW, NC_WINDOW);
/* Wait 2s to start rendering icon previews, to not bog down user interaction.
* Particularly important for heavy scenes and Eevee using OpenGL that blocks
* the user interface drawing. */
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WM_jobs_delay_start(wm_job, (delay) ? 2.0 : 0.0);
WM_jobs_callbacks(wm_job, icon_preview_startjob_all_sizes, NULL, NULL, icon_preview_endjob);
WM_jobs_start(CTX_wm_manager(C), wm_job);
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}
void ED_preview_shader_job(const bContext *C,
void *owner,
ID *id,
ID *parent,
MTex *slot,
int sizex,
int sizey,
int method)
{
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Object *ob = CTX_data_active_object(C);
wmJob *wm_job;
ShaderPreview *sp;
Scene *scene = CTX_data_scene(C);
short id_type = GS(id->name);
BLI_assert(BKE_previewimg_id_supports_jobs(id));
/* Use workspace render only for buttons Window,
* since the other previews are related to the datablock. */
if (preview_method_is_render(method) && !check_engine_supports_preview(scene)) {
return;
}
/* Only texture node preview is supported with Cycles. */
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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if (method == PR_NODE_RENDER && id_type != ID_TE) {
return;
}
ED_preview_ensure_dbase();
wm_job = WM_jobs_get(CTX_wm_manager(C),
CTX_wm_window(C),
owner,
"Shader Preview",
WM_JOB_EXCL_RENDER,
WM_JOB_TYPE_RENDER_PREVIEW);
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sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
/* customdata for preview thread */
sp->scene = scene;
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sp->owner = owner;
sp->sizex = sizex;
sp->sizey = sizey;
sp->pr_method = method;
sp->id = id;
sp->id_copy = duplicate_ids(id, false);
sp->own_id_copy = true;
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sp->parent = parent;
sp->slot = slot;
sp->bmain = CTX_data_main(C);
Material *ma = NULL;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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/* hardcoded preview .blend for Eevee + Cycles, this should be solved
* once with custom preview .blend path for external engines */
/* grease pencil use its own preview file */
if (GS(id->name) == ID_MA) {
ma = (Material *)id;
}
if ((ma == NULL) || (ma->gp_style == NULL)) {
sp->pr_main = G_pr_main;
}
else {
sp->pr_main = G_pr_main_grease_pencil;
}
if (ob && ob->totcol) {
copy_v4_v4(sp->color, ob->color);
}
else {
ARRAY_SET_ITEMS(sp->color, 0.0f, 0.0f, 0.0f, 1.0f);
}
/* setup job */
WM_jobs_customdata_set(wm_job, sp, shader_preview_free);
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL, NC_MATERIAL);
WM_jobs_callbacks(wm_job, common_preview_startjob, NULL, shader_preview_updatejob, NULL);
WM_jobs_start(CTX_wm_manager(C), wm_job);
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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void ED_preview_kill_jobs(wmWindowManager *wm, Main *UNUSED(bmain))
{
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if (wm) {
/* This is called to stop all preview jobs before scene data changes, to
* avoid invalid memory access. */
WM_jobs_kill(wm, NULL, common_preview_startjob);
WM_jobs_kill(wm, NULL, icon_preview_startjob_all_sizes);
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}
}
/** \} */