Preview rendering improvement;

Until now, on each mouse/key event preview render restarted with first tile.
It now rememers where it was, and continues rendering.
Also tried to get threaded preview working, but its more work than I can
spend right now. Back to bugs :)
This commit is contained in:
2006-02-13 19:27:16 +00:00
parent f9d7f9ea45
commit ff7f544dec
10 changed files with 139 additions and 81 deletions

View File

@@ -189,19 +189,19 @@ void BIF_preview_changed(short id_code)
if(sbuts->mainb==CONTEXT_SHADING) {
int tab= sbuts->tab[CONTEXT_SHADING];
if(tab==TAB_SHADING_MAT && (id_code==ID_MA || id_code==ID_TE)) {
if (sbuts->ri) sbuts->ri->cury= 0;
if (sbuts->ri) sbuts->ri->curtile= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
else if(tab==TAB_SHADING_TEX && (id_code==ID_TE || id_code==-1)) {
if (sbuts->ri) sbuts->ri->cury= 0;
if (sbuts->ri) sbuts->ri->curtile= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
else if(tab==TAB_SHADING_LAMP && (id_code==ID_LA || id_code==ID_TE)) {
if (sbuts->ri) sbuts->ri->cury= 0;
if (sbuts->ri) sbuts->ri->curtile= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
else if(tab==TAB_SHADING_WORLD && (id_code==ID_WO || id_code==ID_TE)) {
if (sbuts->ri) sbuts->ri->cury= 0;
if (sbuts->ri) sbuts->ri->curtile= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
}
@@ -216,7 +216,7 @@ void BIF_preview_changed(short id_code)
View3D *vd= sa->spacedata.first;
/* if is has a renderinfo, we consider that reason for signalling */
if (vd->ri) {
vd->ri->cury= 0;
vd->ri->curtile= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
}
@@ -261,11 +261,14 @@ static Scene *preview_prepare_scene(RenderInfo *ri, int id_type, ID *id, int pr_
sce= pr_main->scene.first;
if(sce) {
sce->r.mode |= G.scene->r.mode & R_THREADS;
if(id_type==ID_MA) {
Material *mat= (Material *)id;
sce->r.mode |= R_SHADOW;
if(id) {
if(pr_method==PR_ICON_RENDER) {
sce->lay= 1<<MA_SPHERE_A;
@@ -321,12 +324,14 @@ static Scene *preview_prepare_scene(RenderInfo *ri, int id_type, ID *id, int pr_
return NULL;
}
static void previewrender_progress(RenderResult *rr, rcti *unused)
static void previewrender_progress(RenderResult *rr, rcti *renrect)
{
RenderLayer *rl;
RenderInfo *ri= G.buts->ri;
float ofsx, ofsy;
if(renrect) return;
rl= rr->layers.first;
ofsx= ri->disprect.xmin + rr->tilerect.xmin;
@@ -345,14 +350,10 @@ void BIF_previewrender(struct ID *id, struct RenderInfo *ri, struct ScrArea *are
Render *re;
RenderStats *rstats;
Scene *sce;
int oldx= ri->pr_rectx, oldy= ri->pr_recty;
char name [32];
if(ri->cury>=ri->pr_recty) return;
/* because preview render size differs all the time, we alloc here to make sure its right size */
if(ri->rect)
MEM_freeN(ri->rect);
ri->rect= MEM_callocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
if(ri->tottile && ri->curtile>=ri->tottile) return;
/* check for return with a new event */
if(pr_method!=PR_ICON_RENDER && qtest()) {
@@ -365,53 +366,79 @@ void BIF_previewrender(struct ID *id, struct RenderInfo *ri, struct ScrArea *are
sce= preview_prepare_scene(ri, GS(id->name), id, pr_method);
if(sce==NULL) return;
/* just create new render always now */
sprintf(name, "ButsPreview %d", area?area->win:0);
re= RE_NewRender(name);
/* set drawing conditions OK */
if(area) {
set_previewrect(ri, area->win); // uses UImat
/* because preview render size can differs */
if(ri->rect && (oldx!=ri->pr_rectx || oldy!=ri->pr_recty)) {
MEM_freeN(ri->rect);
ri->rect= NULL;
ri->curtile= 0;
}
}
/* handle cases */
if(pr_method==PR_DRAW_RENDER) {
RE_display_draw_cb(re, previewrender_progress);
RE_test_break_cb(re, qtest);
sce->r.scemode |= R_NODE_PREVIEW;
sprintf(name, "ButsPreview %d", area?area->win:0);
re= RE_GetRender(name);
if(re==NULL || ri->curtile==0) {
re= RE_NewRender(name);
/* handle cases */
if(pr_method==PR_DRAW_RENDER) {
RE_display_draw_cb(re, previewrender_progress);
RE_test_break_cb(re, qtest);
sce->r.scemode |= R_NODE_PREVIEW;
}
else if(pr_method==PR_DO_RENDER) {
RE_test_break_cb(re, qtest);
sce->r.scemode |= R_NODE_PREVIEW;
}
else { /* PR_ICON_RENDER */
sce->r.scemode &= ~R_NODE_PREVIEW;
}
/* allocates render result */
RE_InitState(re, &sce->r, ri->pr_rectx, ri->pr_recty, NULL);
}
else if(pr_method==PR_DO_RENDER) {
RE_test_break_cb(re, qtest);
sce->r.scemode |= R_NODE_PREVIEW;
}
else { /* PR_ICON_RENDER */
sce->r.scemode &= ~R_NODE_PREVIEW;
}
/* entire cycle for render engine */
RE_InitState(re, &sce->r, ri->pr_rectx, ri->pr_recty, NULL);
RE_SetCamera(re, sce->camera);
RE_Database_FromScene(re, sce, 1);
RE_TileProcessor(re); // actual render engine
RE_TileProcessor(re, ri->curtile); // actual render engine
RE_Database_Free(re);
/* handle results */
if(pr_method==PR_ICON_RENDER) {
if(ri->rect==NULL)
ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
RE_ResultGet32(re, ri->rect);
}
else {
rstats= RE_GetStats(re);
if(rstats->totpart==rstats->partsdone && rstats->partsdone) {
ri->cury= ri->pr_recty;
if(rstats->partsdone!=ri->curtile) {
if(ri->rect==NULL)
ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
RE_ResultGet32(re, ri->rect);
}
if(rstats->totpart==rstats->partsdone && rstats->partsdone) {
if(GS(id->name)==ID_MA && ((Material *)id)->use_nodes)
allqueue(REDRAWNODE, 0);
allqueue(REDRAWBUTSSHADING, 0);
}
else {
if(pr_method==PR_DRAW_RENDER && qtest()) {
if(pr_method==PR_DRAW_RENDER && qtest())
addafterqueue(area->win, RENDERPREVIEW, 1);
}
}
ri->curtile= rstats->partsdone;
ri->tottile= rstats->totpart;
}
/* unassign the pointer */
preview_prepare_scene(ri, GS(id->name), NULL, 0);
RE_FreeRender(re);
}
@@ -458,7 +485,6 @@ void BIF_previewrender_buts(SpaceButs *sbuts)
if (idshow) {
BKE_icon_changed(BKE_icon_getid(idshow));
uiPanelPush(block);
set_previewrect(sbuts->ri, sbuts->area->win); // uses UImat
BIF_previewrender(idshow, sbuts->ri, sbuts->area, PR_DRAW_RENDER);
uiPanelPop(block);
end_previewrect();
@@ -467,7 +493,7 @@ void BIF_previewrender_buts(SpaceButs *sbuts)
/* no active block to draw. But we do draw black if possible */
if(sbuts->ri->rect) {
memset(sbuts->ri->rect, 0, sizeof(int)*sbuts->ri->pr_rectx*sbuts->ri->pr_recty);
sbuts->ri->cury= sbuts->ri->pr_recty;
sbuts->ri->tottile= 10000;
addqueue(curarea->win, REDRAW, 1);
}
return;
@@ -488,8 +514,7 @@ void BIF_previewdraw(ScrArea *sa, uiBlock *block)
if (!sbuts->ri) {
sbuts->ri= MEM_callocN(sizeof(RenderInfo), "butsrenderinfo");
sbuts->ri->cury = 0;
sbuts->ri->rect = NULL;
sbuts->ri->tottile = 10000;
}
if (sbuts->ri->rect==NULL) BIF_preview_changed(id_code);
@@ -508,11 +533,11 @@ void BIF_previewdraw(ScrArea *sa, uiBlock *block)
else {
MEM_freeN(ri->rect);
ri->rect= NULL;
sbuts->ri->cury= 0;
sbuts->ri->curtile= 0;
}
end_previewrect();
}
if(sbuts->ri->cury==0) BIF_preview_changed(id_code);
if(sbuts->ri->curtile==0) BIF_preview_changed(id_code);
}
@@ -522,11 +547,13 @@ static void view3d_previewrender_stats(RenderStats *rs)
printf("rendered %.3f\n", rs->lastframetime);
}
static void view3d_previewrender_progress(RenderResult *rr, rcti *unused)
static void view3d_previewrender_progress(RenderResult *rr, rcti *renrect)
{
RenderLayer *rl;
int ofsx, ofsy;
if(renrect) return;
rl= rr->layers.first;
/* this case is when we render envmaps... */
@@ -555,7 +582,8 @@ void BIF_view3d_previewrender_signal(ScrArea *sa, short signal)
if(v3d && v3d->ri) {
RenderInfo *ri= v3d->ri;
ri->status &= ~signal;
ri->cury= 0;
ri->curtile= 0;
// printf("preview signal\n");
if(ri->re && (signal & PR_DBASE))
RE_Database_Free(ri->re);
@@ -608,6 +636,8 @@ static int view3d_previewrender_get_rects(ScrArea *sa, rctf *viewplane, RenderIn
if(ri->rect && (rectx!=ri->pr_rectx || recty!=ri->pr_recty)) {
MEM_freeN(ri->rect);
ri->rect= NULL;
ri->curtile= 0;
printf("changed size\n");
}
ri->pr_rectx= rectx;
ri->pr_recty= recty;
@@ -622,7 +652,7 @@ void BIF_view3d_previewrender_clear(ScrArea *sa)
if(v3d->ri) {
RenderInfo *ri= v3d->ri;
ri->cury= 0;
ri->curtile= 0;
if(ri->rect)
MEM_freeN(ri->rect);
ri->rect= NULL;
@@ -642,15 +672,17 @@ void BIF_view3d_previewrender(ScrArea *sa)
int orth;
/* first get the render info right */
if (!v3d->ri)
if (!v3d->ri) {
ri= v3d->ri= MEM_callocN(sizeof(RenderInfo), "butsrenderinfo");
ri->tottile= 10000;
}
ri= v3d->ri;
if(0==view3d_previewrender_get_rects(sa, &viewplane, ri, &clipsta, &clipend, &orth))
return;
/* render is finished, so return */
if(ri->cury>=ri->pr_rectx) return;
if(ri->tottile && ri->curtile>=ri->tottile) return;
/* or return with a new event */
if(qtest()) {
@@ -685,6 +717,8 @@ void BIF_view3d_previewrender(ScrArea *sa)
/* until here are no escapes */
ri->status |= PR_DISPRECT;
ri->curtile= 0;
// printf("new render\n");
}
re= ri->re;
@@ -700,6 +734,8 @@ void BIF_view3d_previewrender(ScrArea *sa)
else
RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
ri->status |= PR_DISPRECT;
ri->curtile= 0;
// printf("disprect update\n");
}
if((ri->status & PR_DBASE)==0) {
unsigned int lay= G.scene->lay;
@@ -717,6 +753,8 @@ void BIF_view3d_previewrender(ScrArea *sa)
rstats= RE_GetStats(re);
if(rstats->convertdone)
ri->status |= PR_DBASE|PR_PROJECTED|PR_ROTATED;
ri->curtile= 0;
// printf("dbase update\n");
}
if((ri->status & PR_PROJECTED)==0) {
if(ri->status & PR_DBASE) {
@@ -727,31 +765,32 @@ void BIF_view3d_previewrender(ScrArea *sa)
RE_DataBase_ApplyWindow(re);
ri->status |= PR_PROJECTED;
}
ri->curtile= 0;
// printf("project update\n");
}
/* OK, can we enter render code? */
if(ri->status==(PR_DISPRECT|PR_DBASE|PR_PROJECTED|PR_ROTATED)) {
RE_TileProcessor(ri->re);
// printf("curtile %d tottile %d\n", ri->curtile, ri->tottile);
RE_TileProcessor(ri->re, ri->curtile);
if(ri->rect==NULL)
ri->rect= MEM_callocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "preview view3d rect");
ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "preview view3d rect");
RE_ResultGet32(ri->re, ri->rect);
}
rstats= RE_GetStats(ri->re);
if(rstats->totpart==rstats->partsdone && rstats->partsdone) {
ri->cury= 12000; /* arbitrary... */
if(rstats->totpart==rstats->partsdone && rstats->partsdone)
addqueue(sa->win, REDRAW, 1);
}
else {
else
addafterqueue(curarea->win, RENDERPREVIEW, 1);
ri->cury= 0;
}
ri->curtile= rstats->partsdone;
ri->tottile= rstats->totpart;
}
else {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
ri->cury= 0;
}
}
@@ -790,7 +829,7 @@ void BIF_view3d_previewdraw(struct ScrArea *sa, struct uiBlock *block)
addafterqueue(sa->win, RENDERPREVIEW, 1);
else {
view3d_previewdraw_rect(sa, block, v3d->ri);
if(v3d->ri->cury==0)
if(v3d->ri->curtile==0)
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
}