This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/render/render_preview.c
Antonio Vazquez cafb1bc47f Data-block Preview: Create preview using current frame
The preview was always using frame 1, but maybe the object has changed and it's better create preview using the current frame.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12018
2021-07-29 15:08:12 +02:00

1886 lines
53 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* 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,
* 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
*/
/* 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"
#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_animsys.h"
#include "BKE_appdir.h"
#include "BKE_armature.h"
#include "BKE_brush.h"
#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"
#include "BKE_light.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#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"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_armature.h"
#include "ED_datafiles.h"
#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
* \{ */
typedef struct ShaderPreview {
/* from wmJob */
void *owner;
short *stop, *do_update;
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];
int sizex, sizey;
uint *pr_rect;
int pr_method;
bool own_id_copy;
Main *bmain;
Main *pr_main;
} 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;
/* May be NULL, is used for rendering IDs that require some other object for it to be applied on
* before the ID can be represented as an image, for example when rendering an Action. */
struct Object *active_object;
} 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)
{
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);
}
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);
}
void ED_preview_free_dbase(void)
{
if (G_pr_main) {
BKE_main_free(G_pr_main);
}
if (G_pr_main_grease_pencil) {
BKE_main_free(G_pr_main_grease_pencil);
}
}
static Scene *preview_get_scene(Main *pr_main)
{
if (pr_main == NULL) {
return NULL;
}
return pr_main->scenes.first;
}
static const char *preview_collection_name(const ePreviewType 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_msg(0, "Unknown preview type");
return "";
}
}
static void switch_preview_collection_visibilty(ViewLayer *view_layer, const ePreviewType pr_type)
{
/* Set appropriate layer as visible. */
LayerCollection *lc = view_layer->layer_collections.first;
const char *collection_name = preview_collection_name(pr_type);
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 {
lc->collection->flag |= COLLECTION_RESTRICT_RENDER;
}
}
}
static void switch_preview_floor_visibility(ViewLayer *view_layer,
const ePreviewRenderMethod pr_method)
{
/* 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;
}
}
}
}
static void set_preview_visibility(Scene *scene,
ViewLayer *view_layer,
const ePreviewType pr_type,
const ePreviewRenderMethod pr_method)
{
switch_preview_collection_visibilty(view_layer, pr_type);
switch_preview_floor_visibility(view_layer, pr_method);
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_msg(0, "ID type preview not supported.");
}
return NULL;
}
}
static World *preview_get_world(Main *pr_main)
{
World *result = NULL;
const char *world_name = "World";
result = BLI_findstring(&pr_main->worlds, world_name, offsetof(ID, name) + 2);
/* No world found return first world. */
if (result == NULL) {
result = pr_main->worlds.first;
}
BLI_assert_msg(result, "Preview file has no world.");
return result;
}
static void preview_sync_exposure(World *dst, const World *src)
{
BLI_assert(dst);
BLI_assert(src);
dst->exp = src->exp;
dst->range = src->range;
}
static World *preview_prepare_world(Main *pr_main, const World *world)
{
World *result = preview_get_world(pr_main);
if (world) {
preview_sync_exposure(result, world);
}
return result;
}
/* 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;
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);
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;
}
if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO) {
sce->r.alphamode = R_ALPHAPREMUL;
}
else {
sce->r.alphamode = R_ADDSKY;
}
sce->r.cfra = scene->r.cfra;
/* Setup the world. */
sce->world = preview_prepare_world(pr_main, scene->world);
if (id_type == ID_TE) {
/* Texture is not actually rendered with engine, just set dummy value. */
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
}
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) {
/* Use current scene world to light sphere. */
sce->world = preview_get_localized_world(sp, scene->world);
}
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;
}
/* For grease pencil, always use sphere for icon renders. */
const ePreviewType preview_type = (sp->pr_method == PR_ICON_RENDER &&
sp->pr_main == G_pr_main_grease_pencil) ?
MA_SPHERE_A :
mat->pr_type;
set_preview_visibility(sce, view_layer, preview_type, sp->pr_method);
if (sp->pr_method != PR_ICON_RENDER) {
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) {
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);
if (matar && actcol < base->object->totcol) {
(*matar)[actcol] = mat;
}
}
else if (base->object->type == OB_LAMP) {
base->flag |= BASE_VISIBLE_DEPSGRAPH;
}
}
}
}
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);
}
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);
}
}
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);
if (sce->world) {
/* Only use lighting from the light. */
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) {
if (base->object->id.name[2] == 'p') {
if (base->object->type == OB_LAMP) {
base->object->data = la;
}
}
}
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);
}
}
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);
sce->world = wrld;
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 *re;
RenderView *rv;
RenderResult rres;
char name[32];
int offx = 0;
int newx = BLI_rcti_size_x(rect);
int newy = BLI_rcti_size_y(rect);
bool ok = false;
if (!split || first) {
sprintf(name, "Preview %p", (void *)area);
}
else {
sprintf(name, "SecondPreview %p", (void *)area);
}
if (split) {
if (first) {
offx = 0;
newx = newx / 2;
}
else {
offx = newx / 2;
newx = newx - newx / 2;
}
}
/* test if something rendered ok */
re = RE_GetRender(name);
if (re == NULL) {
return false;
}
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");
float fx = rect->xmin + offx;
float fy = rect->ymin;
/* material preview only needs monoscopy (view 0) */
RE_AcquiredResultGet32(re, &rres, (uint *)rect_byte, 0);
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;
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);
}
else {
ok = ed_preview_draw_rect(area, 0, 0, rect, &newrect);
}
if (ok) {
*rect = newrect;
}
/* 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;
/* Current frame. */
int cfra;
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");
/* Preview need to be in the current frame to get a thumbnail similar of what
* viewport displays. */
CFRA = preview_data->cfra;
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,
.cfra = preview->scene->r.cfra,
.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
* \{ */
static struct PoseBackup *action_preview_render_prepare(IconPreview *preview)
{
Object *object = preview->active_object;
if (object == NULL) {
WM_report(RPT_WARNING, "No active object, unable to apply the Action before rendering");
return NULL;
}
if (object->pose == NULL) {
WM_reportf(RPT_WARNING,
"Object %s has no pose, unable to apply the Action before rendering",
object->id.name + 2);
return NULL;
}
/* Create a backup of the current pose. */
struct bAction *action = (struct bAction *)preview->id;
struct PoseBackup *pose_backup = ED_pose_backup_create_all_bones(object, action);
/* Apply the Action as pose, so that it can be rendered. This assumes the Action represents a
* single pose, and that thus the evaluation time doesn't matter. */
AnimationEvalContext anim_eval_context = {preview->depsgraph, 0.0f};
BKE_pose_apply_action_all_bones(object, action, &anim_eval_context);
/* Force evaluation of the new pose, before the preview is rendered. */
DEG_id_tag_update(&object->id, ID_RECALC_GEOMETRY);
DEG_evaluate_on_refresh(preview->depsgraph);
return pose_backup;
}
static void action_preview_render_cleanup(IconPreview *preview, struct PoseBackup *pose_backup)
{
if (pose_backup == NULL) {
return;
}
ED_pose_backup_restore(pose_backup);
ED_pose_backup_free(pose_backup);
DEG_id_tag_update(&preview->active_object->id, ID_RECALC_GEOMETRY);
}
/* Render a pose from the scene camera. It is assumed that the scene camera is
* capturing the pose. The pose is applied temporarily to the current object
* before rendering. */
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));
/* Apply the pose before getting the evaluated scene, so that the new pose is evaluated. */
struct PoseBackup *pose_backup = action_preview_render_prepare(preview);
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);
action_preview_render_cleanup(preview, pose_backup);
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
* \{ */
/* inside thread, called by renderer, sets job update value */
static void shader_preview_update(void *spv,
RenderResult *UNUSED(rr),
volatile struct rcti *UNUSED(rect))
{
ShaderPreview *sp = spv;
*(sp->do_update) = true;
}
/* called by renderer, checks job value */
static int shader_preview_break(void *spv)
{
ShaderPreview *sp = spv;
return *(sp->stop);
}
/* outside thread, called before redraw notifiers, it moves finished preview over */
static void shader_preview_updatejob(void *spv)
{
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);
}
}
}
}
/* Renders texture directly to render buffer. */
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)
{
Render *re;
Scene *sce;
float oldlens;
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) {
if (first) {
sizex = sp->sizex / 2;
}
else {
sizex = sp->sizex - sp->sizex / 2;
}
}
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;
}
/* get the stuff from the builtin preview dbase */
sce = preview_prepare_scene(sp->bmain, sp->scene, id, idtype, sp);
if (sce == NULL) {
return;
}
if (!split || first) {
sprintf(name, "Preview %p", sp->owner);
}
else {
sprintf(name, "SecondPreview %p", sp->owner);
}
re = RE_GetRender(name);
/* full refreshed render from first tile */
if (re == NULL) {
re = RE_NewRender(name);
}
/* sce->r gets copied in RE_InitState! */
sce->r.scemode &= ~(R_MATNODE_PREVIEW | R_TEXNODE_PREVIEW);
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
if (sp->pr_method == PR_ICON_RENDER) {
sce->r.scemode |= R_NO_IMAGE_LOAD;
sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
}
else if (sp->pr_method == PR_NODE_RENDER) {
if (idtype == ID_MA) {
sce->r.scemode |= R_MATNODE_PREVIEW;
}
else if (idtype == ID_TE) {
sce->r.scemode |= R_TEXNODE_PREVIEW;
}
sce->display.render_aa = SCE_DISPLAY_AA_OFF;
}
else { /* PR_BUTS_RENDER */
sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
}
/* Callbacks are cleared on GetRender(). */
if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
RE_display_update_cb(re, sp, shader_preview_update);
}
/* set this for all previews, default is react to G.is_break still */
RE_test_break_cb(re, sp, shader_preview_break);
/* lens adjust */
oldlens = ((Camera *)sce->camera->data)->lens;
if (sizex > sp->sizey) {
((Camera *)sce->camera->data)->lens *= (float)sp->sizey / (float)sizex;
}
/* 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);
}
((Camera *)sce->camera->data)->lens = oldlens;
/* handle results */
if (sp->pr_method == PR_ICON_RENDER) {
// char *rct = (char *)(sp->pr_rect + 32 * 16 + 16);
if (sp->pr_rect) {
RE_ResultGet32(re, sp->pr_rect);
}
}
/* 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
}
/* runs inside thread for material and icons */
static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
{
ShaderPreview *sp = customdata;
sp->stop = stop;
sp->do_update = do_update;
if (sp->parent) {
shader_preview_render(sp, sp->id, 1, 1);
shader_preview_render(sp, sp->parent, 1, 0);
}
else {
shader_preview_render(sp, sp->id, 0, 0);
}
*do_update = true;
}
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);
}
static void shader_preview_free(void *customdata)
{
ShaderPreview *sp = customdata;
Main *pr_main = sp->pr_main;
ID *main_id_copy = NULL;
ID *sub_id_copy = NULL;
if (sp->matcopy) {
main_id_copy = (ID *)sp->matcopy;
BLI_remlink(&pr_main->materials, sp->matcopy);
}
if (sp->texcopy) {
BLI_assert(main_id_copy == NULL);
main_id_copy = (ID *)sp->texcopy;
BLI_remlink(&pr_main->textures, sp->texcopy);
}
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);
}
if (sp->lampcopy) {
BLI_assert(main_id_copy == NULL);
main_id_copy = (ID *)sp->lampcopy;
BLI_remlink(&pr_main->lights, sp->lampcopy);
}
if (main_id_copy || sp->id_copy) {
/* 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);
}
if (sub_id_copy) {
preview_id_copy_free(sub_id_copy);
}
}
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 */
if (ibuf == NULL || (ibuf->rect == NULL && ibuf->rect_float == NULL)) {
return;
}
/* Waste of cpu cycles... but the imbuf API has no other way to scale fast (ton). */
ima = IMB_dupImBuf(ibuf);
if (!ima) {
return;
}
if (ima->x > ima->y) {
scaledx = (float)w;
scaledy = ((float)ima->y / (float)ima->x) * (float)w;
}
else {
scaledx = ((float)ima->x / (float)ima->y) * (float)h;
scaledy = (float)h;
}
/* Scaling down must never assign zero width/height, see: T89868. */
ex = MAX2(1, (short)scaledx);
ey = MAX2(1, (short)scaledy);
dx = (w - ex) / 2;
dy = (h - ey) / 2;
IMB_scalefastImBuf(ima, ex, ey);
/* if needed, convert to 32 bits */
if (ima->rect == NULL) {
IMB_rect_from_float(ima);
}
srect = ima->rect;
drect = rect;
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)
{
int a, size = sizex * sizey;
for (a = 0; a < size; a++, cp += 4) {
cp[3] = alpha;
}
}
static void icon_preview_startjob(void *customdata, short *stop, short *do_update)
{
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;
ImageUser iuser;
BKE_imageuser_default(&iuser);
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;
}
/* 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));
if (!(br->icon_imbuf) || !(br->icon_imbuf->rect)) {
return;
}
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) {
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))
{
ShaderPreview *sp = customdata;
if (ELEM(sp->pr_method, PR_ICON_RENDER, PR_ICON_DEFERRED)) {
icon_preview_startjob(customdata, stop, do_update);
}
else {
shader_preview_startjob(customdata, stop, do_update);
}
}
/**
* 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_msg(0, "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) {
if (GS(ip->id->name) == ID_BR) {
WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
}
#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)
{
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);
ip.active_object = CTX_data_active_object(C);
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)
{
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",
WM_JOB_EXCL_RENDER,
WM_JOB_TYPE_RENDER_PREVIEW);
ip = MEM_callocN(sizeof(IconPreview), "icon preview");
/* render all resolutions from suspended job too */
old_ip = WM_jobs_customdata_get(wm_job);
if (old_ip) {
BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
}
/* 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->active_object = CTX_data_active_object(C);
ip->owner = owner;
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;
}
}
/* setup job */
WM_jobs_customdata_set(wm_job, ip, icon_preview_free);
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. */
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);
}
void ED_preview_shader_job(const bContext *C,
void *owner,
ID *id,
ID *parent,
MTex *slot,
int sizex,
int sizey,
int method)
{
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. */
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);
sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
/* customdata for preview thread */
sp->scene = scene;
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;
sp->parent = parent;
sp->slot = slot;
sp->bmain = CTX_data_main(C);
Material *ma = NULL;
/* 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);
}
void ED_preview_kill_jobs(wmWindowManager *wm, Main *UNUSED(bmain))
{
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);
}
}
/** \} */