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.
1147 lines
29 KiB
C
1147 lines
29 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/* global includes */
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#ifndef WIN32
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#include <unistd.h>
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#else
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#include <io.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "BLO_readfile.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_threads.h"
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#include "DNA_texture_types.h"
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#include "DNA_world_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_icons.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_texture.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_world.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "PIL_time.h"
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#include "RE_pipeline.h"
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#include "GPU_material.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "ED_render.h"
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#include "ED_view3d.h"
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#include "UI_interface.h"
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#include "render_intern.h"
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#define PR_XMIN 10
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#define PR_YMIN 5
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#define PR_XMAX 200
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#define PR_YMAX 195
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/* XXX */
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static int qtest() {return 0;}
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/* XXX */
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typedef struct ShaderPreview {
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/* from wmJob */
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void *owner;
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short *stop, *do_update;
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Scene *scene;
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ID *id;
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ID *parent;
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MTex *slot;
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int sizex, sizey;
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unsigned int *pr_rect;
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int pr_method;
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} ShaderPreview;
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/* unused now */
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void draw_tex_crop(Tex *tex)
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{
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rcti rct;
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int ret= 0;
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if(tex==0) return;
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if(tex->type==TEX_IMAGE) {
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if(tex->cropxmin==0.0f) ret++;
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if(tex->cropymin==0.0f) ret++;
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if(tex->cropxmax==1.0f) ret++;
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if(tex->cropymax==1.0f) ret++;
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if(ret==4) return;
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rct.xmin= PR_XMIN+2+tex->cropxmin*(PR_XMAX-PR_XMIN-4);
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rct.xmax= PR_XMIN+2+tex->cropxmax*(PR_XMAX-PR_XMIN-4);
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rct.ymin= PR_YMIN+2+tex->cropymin*(PR_YMAX-PR_YMIN-4);
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rct.ymax= PR_YMIN+2+tex->cropymax*(PR_YMAX-PR_YMIN-4);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glColor3ub(0, 0, 0);
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glRecti(rct.xmin+1, rct.ymin-1, rct.xmax+1, rct.ymax-1);
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glColor3ub(255, 255, 255);
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glRecti(rct.xmin, rct.ymin, rct.xmax, rct.ymax);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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/* temporal abuse; if id_code is -1 it only does texture.... solve! */
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void BIF_preview_changed(short id_code)
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{
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#if 0
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ScrArea *sa;
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for(sa= G.curscreen->areabase.first; sa; sa= sa->next) {
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if(sa->spacetype==SPACE_BUTS) {
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SpaceButs *sbuts= sa->spacedata.first;
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if(sbuts->mainb==CONTEXT_SHADING) {
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int tab= sbuts->tab[CONTEXT_SHADING];
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if(tab==TAB_SHADING_MAT && (id_code==ID_MA || id_code==ID_TE)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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else if(tab==TAB_SHADING_TEX && (id_code==ID_TE || id_code==-1)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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else if(tab==TAB_SHADING_LAMP && (id_code==ID_LA || id_code==ID_TE)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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else if(tab==TAB_SHADING_WORLD && (id_code==ID_WO || id_code==ID_TE)) {
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if (sbuts->ri) sbuts->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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}
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else if (sbuts->ri)
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sbuts->ri->curtile= 0; /* ensure changes always result in re-render when context is restored */
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}
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else if(sa->spacetype==SPACE_NODE) {
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SpaceNode *snode= sa->spacedata.first;
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if(snode->treetype==NTREE_SHADER && (id_code==ID_MA || id_code==ID_TE)) {
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snode_tag_dirty(snode);
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}
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}
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else if(sa->spacetype==SPACE_VIEW3D) {
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View3D *vd= sa->spacedata.first;
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/* if is has a renderinfo, we consider that reason for signalling */
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if (vd->ri) {
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vd->ri->curtile= 0;
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addafterqueue(sa->win, RENDERPREVIEW, 1);
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}
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}
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}
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if(ELEM4(id_code, ID_MA, ID_TE, ID_LA, ID_WO)) {
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Object *ob;
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Material *ma;
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if(id_code == ID_WO) {
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for(ma=G.main->mat.first; ma; ma=ma->id.next) {
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if(ma->gpumaterial.first) {
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GPU_material_free(ma);
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}
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}
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}
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else if(id_code == ID_LA) {
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for(ob=G.main->object.first; ob; ob=ob->id.next) {
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if(ob->gpulamp.first) {
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GPU_lamp_free(ob);
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}
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}
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for(ma=G.main->mat.first; ma; ma=ma->id.next) {
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if(ma->gpumaterial.first) {
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GPU_material_free(ma);
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}
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}
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} else if(OBACT) {
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Object *ob = OBACT;
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ma= give_current_material(ob, ob->actcol);
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if(ma && ma->gpumaterial.first) {
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GPU_material_free(ma);
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}
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}
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}
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#endif
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}
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/* *************************** Preview for buttons *********************** */
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static Main *pr_main= NULL;
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void ED_preview_init_dbase(void)
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{
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BlendFileData *bfd;
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extern int datatoc_preview_blend_size;
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extern char datatoc_preview_blend[];
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G.fileflags |= G_FILE_NO_UI;
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bfd= BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
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if (bfd) {
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pr_main= bfd->main;
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MEM_freeN(bfd);
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}
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G.fileflags &= ~G_FILE_NO_UI;
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}
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void ED_preview_free_dbase(void)
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{
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if(pr_main)
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free_main(pr_main);
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}
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static Object *find_object(ListBase *lb, const char *name)
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{
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Object *ob;
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for(ob= lb->first; ob; ob= ob->id.next)
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if(strcmp(ob->id.name+2, name)==0)
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break;
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return ob;
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}
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/* call this with a pointer to initialize preview scene */
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/* call this with NULL to restore assigned ID pointers in preview scene */
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static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
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{
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Scene *sce;
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Base *base;
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if(pr_main==NULL) return NULL;
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sce= pr_main->scene.first;
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if(sce) {
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/* this flag tells render to not execute depsgraph or ipos etc */
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sce->r.scemode |= R_PREVIEWBUTS;
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/* set world always back, is used now */
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sce->world= pr_main->world.first;
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/* now: exposure copy */
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if(scene->world) {
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sce->world->exp= scene->world->exp;
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sce->world->range= scene->world->range;
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}
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sce->r.color_mgt_flag = scene->r.color_mgt_flag;
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/* exception: don't color manage texture previews or icons */
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if((sp && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
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sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
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if((sp && sp->pr_method==PR_ICON_RENDER) && id_type != ID_WO)
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sce->r.alphamode= R_ALPHAPREMUL;
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else
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sce->r.alphamode= R_ADDSKY;
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sce->r.cfra= scene->r.cfra;
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if(id_type==ID_MA) {
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Material *mat= (Material *)id;
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if(id) {
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init_render_material(mat, 0, NULL); /* call that retrieves mode_l */
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end_render_material(mat);
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/* turn on raytracing if needed */
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if(mat->mode_l & MA_RAYMIRROR)
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sce->r.mode |= R_RAYTRACE;
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if(mat->material_type == MA_TYPE_VOLUME)
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sce->r.mode |= R_RAYTRACE;
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if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
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sce->r.mode |= R_RAYTRACE;
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if(mat->sss_flag & MA_DIFF_SSS)
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sce->r.mode |= R_SSS;
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/* turn off fake shadows if needed */
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/* this only works in a specific case where the preview.blend contains
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* an object starting with 'c' which has a material linked to it (not the obdata)
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* and that material has a fake shadow texture in the active texture slot */
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for(base= sce->base.first; base; base= base->next) {
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if(base->object->id.name[2]=='c') {
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Material *shadmat= give_current_material(base->object, base->object->actcol);
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if(shadmat) {
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if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
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else shadmat->septex |= 1;
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}
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}
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}
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if(sp->pr_method==PR_ICON_RENDER) {
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if (mat->material_type == MA_TYPE_HALO) {
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sce->lay= 1<<MA_FLAT;
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}
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else {
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sce->lay= 1<<MA_SPHERE_A;
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}
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}
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else {
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sce->lay= 1<<mat->pr_type;
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if(mat->nodetree)
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ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
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}
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}
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else {
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sce->r.mode &= ~(R_OSA|R_RAYTRACE|R_SSS);
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}
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for(base= sce->base.first; base; base= base->next) {
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if(base->object->id.name[2]=='p') {
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if(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL)) {
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/* don't use assign_material, it changed mat->id.us, which shows in the UI */
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Material ***matar= give_matarar(base->object);
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int actcol= MAX2(base->object->actcol > 0, 1) - 1;
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if(matar && actcol < base->object->totcol)
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(*matar)[actcol]= mat;
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}
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}
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}
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}
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else if(id_type==ID_TE) {
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Tex *tex= (Tex *)id;
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sce->lay= 1<<MA_TEXTURE;
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for(base= sce->base.first; base; base= base->next) {
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if(base->object->id.name[2]=='t') {
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Material *mat= give_current_material(base->object, base->object->actcol);
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if(mat && mat->mtex[0]) {
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mat->mtex[0]->tex= tex;
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if(sp && sp->slot)
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mat->mtex[0]->which_output = sp->slot->which_output;
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|
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/* show alpha in this case */
|
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if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
|
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mat->mtex[0]->mapto |= MAP_ALPHA;
|
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mat->alpha= 0.0f;
|
|
}
|
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else {
|
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mat->mtex[0]->mapto &= ~MAP_ALPHA;
|
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mat->alpha= 1.0f;
|
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}
|
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}
|
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}
|
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}
|
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}
|
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else if(id_type==ID_LA) {
|
|
Lamp *la= (Lamp *)id;
|
|
|
|
if(la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
|
|
sce->lay= 1<<MA_ATMOS;
|
|
sce->world= scene->world;
|
|
sce->camera= (Object *)find_object(&pr_main->object, "CameraAtmo");
|
|
}
|
|
else {
|
|
sce->lay= 1<<MA_LAMP;
|
|
sce->world= NULL;
|
|
sce->camera= (Object *)find_object(&pr_main->object, "Camera");
|
|
}
|
|
sce->r.mode &= ~R_SHADOW;
|
|
|
|
for(base= sce->base.first; base; base= base->next) {
|
|
if(base->object->id.name[2]=='p') {
|
|
if(base->object->type==OB_LAMP)
|
|
base->object->data= la;
|
|
}
|
|
}
|
|
}
|
|
else if(id_type==ID_WO) {
|
|
sce->lay= 1<<MA_SKY;
|
|
sce->world= (World *)id;
|
|
}
|
|
|
|
return sce;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/* new UI convention: draw is in pixel space already. */
|
|
/* uses ROUNDBOX button in block to get the rect */
|
|
static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int first, rcti *rect, rcti *newrect)
|
|
{
|
|
RenderResult rres;
|
|
char name[32];
|
|
int gamma_correct=0;
|
|
int offx=0, newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
|
|
|
|
if (id && GS(id->name) != ID_TE) {
|
|
/* exception: don't color manage texture previews - show the raw values */
|
|
if (sce) gamma_correct = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT;
|
|
}
|
|
|
|
if(!split || first) sprintf(name, "Preview %p", sa);
|
|
else sprintf(name, "SecondPreview %p", sa);
|
|
|
|
if(split) {
|
|
if(first) {
|
|
offx= 0;
|
|
newx= newx/2;
|
|
}
|
|
else {
|
|
offx= newx/2;
|
|
newx= newx - newx/2;
|
|
}
|
|
}
|
|
|
|
RE_GetResultImage(RE_GetRender(name), &rres);
|
|
|
|
if(rres.rectf) {
|
|
|
|
if(ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2) {
|
|
newrect->xmax= MAX2(newrect->xmax, rect->xmin + rres.rectx + offx);
|
|
newrect->ymax= MAX2(newrect->ymax, rect->ymin + rres.recty);
|
|
|
|
glPushMatrix();
|
|
glTranslatef(offx, 0, 0);
|
|
glaDrawPixelsSafe_to32(rect->xmin, rect->ymin, rres.rectx, rres.recty, rres.rectx, rres.rectf, gamma_correct);
|
|
glPopMatrix();
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
|
|
{
|
|
if(idp) {
|
|
ScrArea *sa= CTX_wm_area(C);
|
|
Scene *sce = CTX_data_scene(C);
|
|
ID *id = (ID *)idp;
|
|
ID *parent= (ID *)parentp;
|
|
MTex *slot= (MTex *)slotp;
|
|
SpaceButs *sbuts= sa->spacedata.first;
|
|
rcti newrect;
|
|
int ok;
|
|
int newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
|
|
|
|
newrect.xmin= rect->xmin;
|
|
newrect.xmax= rect->xmin;
|
|
newrect.ymin= rect->ymin;
|
|
newrect.ymax= rect->ymin;
|
|
|
|
if(parent) {
|
|
ok = ed_preview_draw_rect(sa, sce, parent, 1, 1, rect, &newrect);
|
|
ok &= ed_preview_draw_rect(sa, sce, id, 1, 0, rect, &newrect);
|
|
}
|
|
else
|
|
ok = ed_preview_draw_rect(sa, sce, id, 0, 0, rect, &newrect);
|
|
|
|
if(ok)
|
|
*rect= newrect;
|
|
|
|
/* check for spacetype... */
|
|
if(sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
|
|
sbuts->preview= 0;
|
|
ok= 0;
|
|
}
|
|
|
|
if(ok==0) {
|
|
ED_preview_shader_job(C, sa, id, parent, slot, newx, newy);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ******************************** Icon Preview **************************** */
|
|
|
|
void ED_preview_icon_draw(const bContext *C, void *idp, void *arg1, void *arg2, rcti *rect)
|
|
{
|
|
}
|
|
|
|
/* *************************** Preview for 3d window *********************** */
|
|
|
|
void view3d_previewrender_progress(RenderResult *rr, volatile rcti *renrect)
|
|
{
|
|
// ScrArea *sa= NULL; // XXX
|
|
// View3D *v3d= NULL; // XXX
|
|
RenderLayer *rl;
|
|
int ofsx=0, ofsy=0;
|
|
|
|
if(renrect) return;
|
|
|
|
rl= rr->layers.first;
|
|
|
|
/* this case is when we render envmaps... */
|
|
// if(rr->rectx > v3d->ri->pr_rectx || rr->recty > v3d->ri->pr_recty)
|
|
// return;
|
|
|
|
// ofsx= v3d->ri->disprect.xmin + rr->tilerect.xmin;
|
|
// ofsy= v3d->ri->disprect.ymin + rr->tilerect.ymin;
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
// glaDefine2DArea(&sa->winrct);
|
|
glaDrawPixelsSafe_to32(ofsx, ofsy, rr->rectx, rr->recty, rr->rectx, rl->rectf, 0);
|
|
bglFlush();
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
}
|
|
|
|
void BIF_view3d_previewrender_signal(ScrArea *sa, short signal)
|
|
{
|
|
#if 0
|
|
View3D *v3d= sa->spacedata.first;
|
|
|
|
/* this can be called from other window... solve! */
|
|
if(sa->spacetype!=SPACE_VIEW3D)
|
|
return; // XXX
|
|
|
|
if(v3d && v3d->ri) {
|
|
RenderInfo *ri= v3d->ri;
|
|
ri->status &= ~signal;
|
|
ri->curtile= 0;
|
|
//printf("preview signal %d\n", signal);
|
|
if(ri->re && (signal & PR_DBASE))
|
|
RE_Database_Free(ri->re);
|
|
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void BIF_view3d_previewrender_free(View3D *v3d)
|
|
{
|
|
#if 0
|
|
if(v3d->ri) {
|
|
RenderInfo *ri= v3d->ri;
|
|
if(ri->re) {
|
|
// printf("free render\n");
|
|
RE_Database_Free(ri->re);
|
|
RE_FreeRender(ri->re);
|
|
ri->re= NULL;
|
|
}
|
|
if (v3d->ri->rect) MEM_freeN(v3d->ri->rect);
|
|
MEM_freeN(v3d->ri);
|
|
v3d->ri= NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* returns 1 if OK, do not call while in panel space! */
|
|
static int view3d_previewrender_get_rects(ScrArea *sa, rctf *viewplane, RenderInfo *ri, float *clipsta, float *clipend, int *ortho, float *pixsize)
|
|
{
|
|
View3D *v3d= NULL; // XXX
|
|
RegionView3D *rv3d= NULL; // XXX
|
|
int rectx, recty;
|
|
// uiBlock *block;
|
|
|
|
// block= uiFindOpenPanelBlockName(&sa->uiblocks, "Preview");
|
|
// if(block==NULL) return 0;
|
|
|
|
/* calculate preview rect size */
|
|
// BLI_init_rctf(viewplane, 15.0f, (block->maxx - block->minx)-15.0f, 15.0f, (block->maxy - block->miny)-15.0f);
|
|
// uiPanelPush(block);
|
|
// ui_graphics_to_window_rct(sa->win, viewplane, &ri->disprect);
|
|
// uiPanelPop(block);
|
|
|
|
/* correction for gla draw */
|
|
// BLI_translate_rcti(&ri->disprect, -sa->winrct.xmin, -sa->winrct.ymin);
|
|
|
|
*ortho= get_view3d_viewplane(v3d, rv3d, sa->winx, sa->winy, viewplane, clipsta, clipend, pixsize);
|
|
|
|
rectx= ri->disprect.xmax - ri->disprect.xmin;
|
|
recty= ri->disprect.ymax - ri->disprect.ymin;
|
|
|
|
if(rectx<4 || recty<4) return 0;
|
|
|
|
if(ri->rect && (rectx!=ri->pr_rectx || recty!=ri->pr_recty)) {
|
|
MEM_freeN(ri->rect);
|
|
ri->rect= NULL;
|
|
ri->curtile= 0;
|
|
printf("changed size\n");
|
|
}
|
|
ri->pr_rectx= rectx;
|
|
ri->pr_recty= recty;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* called before a panel gets moved/scaled, makes sure we can see through */
|
|
void BIF_view3d_previewrender_clear(ScrArea *sa)
|
|
{
|
|
#if 0
|
|
View3D *v3d= sa->spacedata.first;
|
|
|
|
if(v3d->ri) {
|
|
RenderInfo *ri= v3d->ri;
|
|
ri->curtile= 0;
|
|
if(ri->rect)
|
|
MEM_freeN(ri->rect);
|
|
ri->rect= NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* afterqueue call */
|
|
void BIF_view3d_previewrender(Scene *scene, ScrArea *sa)
|
|
{
|
|
View3D *v3d= sa->spacedata.first;
|
|
RegionView3D *rv3d= NULL; // XXX
|
|
Render *re;
|
|
RenderInfo *ri=NULL; /* preview struct! */
|
|
RenderStats *rstats;
|
|
RenderData rdata;
|
|
rctf viewplane;
|
|
float clipsta, clipend, pixsize;
|
|
int orth;
|
|
|
|
/* first get the render info right */
|
|
// if (!v3d->ri) {
|
|
// ri= v3d->ri= MEM_callocN(sizeof(RenderInfo), "butsrenderinfo");
|
|
// ri->tottile= 10000;
|
|
// }
|
|
// ri= v3d->ri;
|
|
|
|
if(0==view3d_previewrender_get_rects(sa, &viewplane, ri, &clipsta, &clipend, &orth, &pixsize))
|
|
return;
|
|
|
|
/* render is finished, so return */
|
|
if(ri->tottile && ri->curtile>=ri->tottile) return;
|
|
|
|
/* or return with a new event */
|
|
if(qtest()) {
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
return;
|
|
}
|
|
//printf("Enter previewrender\n");
|
|
/* ok, are we rendering all over? */
|
|
if(ri->re==NULL) {
|
|
char name[32];
|
|
|
|
ri->status= 0;
|
|
|
|
sprintf(name, "View3dPreview %p", sa);
|
|
re= ri->re= RE_NewRender(name);
|
|
//RE_display_draw_cb(re, view3d_previewrender_progress);
|
|
//RE_stats_draw_cb(re, view3d_previewrender_stats);
|
|
//RE_test_break_cb(re, qtest);
|
|
|
|
/* no osa, blur, seq, layers, etc for preview render */
|
|
rdata= scene->r;
|
|
rdata.mode &= ~(R_OSA|R_MBLUR);
|
|
rdata.scemode &= ~(R_DOSEQ|R_DOCOMP|R_FREE_IMAGE);
|
|
rdata.layers.first= rdata.layers.last= NULL;
|
|
rdata.renderer= R_INTERN;
|
|
|
|
RE_InitState(re, NULL, &rdata, sa->winx, sa->winy, &ri->disprect);
|
|
|
|
if(orth)
|
|
RE_SetOrtho(re, &viewplane, clipsta, clipend);
|
|
else
|
|
RE_SetWindow(re, &viewplane, clipsta, clipend);
|
|
RE_SetPixelSize(re, pixsize);
|
|
|
|
/* until here are no escapes */
|
|
ri->status |= PR_DISPRECT;
|
|
ri->curtile= 0;
|
|
//printf("new render\n");
|
|
}
|
|
|
|
re= ri->re;
|
|
|
|
PIL_sleep_ms(100); /* wait 0.1 second if theres really no event... */
|
|
if(qtest()==0) {
|
|
|
|
/* check status */
|
|
if((ri->status & PR_DISPRECT)==0) {
|
|
RE_SetDispRect(ri->re, &ri->disprect);
|
|
if(orth)
|
|
RE_SetOrtho(ri->re, &viewplane, clipsta, clipend);
|
|
else
|
|
RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
|
|
RE_SetPixelSize(re, pixsize);
|
|
ri->status |= PR_DISPRECT;
|
|
ri->curtile= 0;
|
|
//printf("disprect update\n");
|
|
}
|
|
if((ri->status & PR_DBASE)==0) {
|
|
unsigned int lay= scene->lay;
|
|
|
|
RE_SetView(re, rv3d->viewmat);
|
|
|
|
/* allow localview render for objects with lights in normal layers */
|
|
if(v3d->lay & 0xFF000000)
|
|
scene->lay |= v3d->lay;
|
|
else scene->lay= v3d->lay;
|
|
|
|
RE_Database_FromScene(re, scene, 0); // 0= dont use camera view
|
|
scene->lay= lay;
|
|
|
|
rstats= RE_GetStats(re);
|
|
if(rstats->convertdone)
|
|
ri->status |= PR_DBASE|PR_PROJECTED|PR_ROTATED;
|
|
ri->curtile= 0;
|
|
|
|
/* database can have created render-resol data... */
|
|
if(rstats->convertdone)
|
|
DAG_scene_flush_update(scene, scene->lay, 0);
|
|
|
|
//printf("dbase update\n");
|
|
}
|
|
if((ri->status & PR_PROJECTED)==0) {
|
|
if(ri->status & PR_DBASE) {
|
|
if(orth)
|
|
RE_SetOrtho(ri->re, &viewplane, clipsta, clipend);
|
|
else
|
|
RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
|
|
RE_DataBase_ApplyWindow(re);
|
|
ri->status |= PR_PROJECTED;
|
|
}
|
|
ri->curtile= 0;
|
|
//printf("project update\n");
|
|
}
|
|
|
|
/* OK, can we enter render code? */
|
|
if(ri->status==(PR_DISPRECT|PR_DBASE|PR_PROJECTED|PR_ROTATED)) {
|
|
//printf("curtile %d tottile %d\n", ri->curtile, ri->tottile);
|
|
RE_TileProcessor(ri->re, ri->curtile, 0);
|
|
|
|
if(ri->rect==NULL)
|
|
ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "preview view3d rect");
|
|
|
|
RE_ResultGet32(ri->re, ri->rect);
|
|
}
|
|
|
|
rstats= RE_GetStats(ri->re);
|
|
// if(rstats->totpart==rstats->partsdone && rstats->partsdone)
|
|
// addqueue(sa->win, REDRAW, 1);
|
|
// else
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
|
|
ri->curtile= rstats->partsdone;
|
|
ri->tottile= rstats->totpart;
|
|
}
|
|
else {
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
}
|
|
|
|
//printf("\n");
|
|
}
|
|
|
|
/* in panel space! */
|
|
static void view3d_previewdraw_rect(ScrArea *sa, uiBlock *block, RenderInfo *ri)
|
|
{
|
|
// rctf dispf;
|
|
|
|
if(ri->rect==NULL)
|
|
return;
|
|
|
|
// BLI_init_rctf(&dispf, 15.0f, (block->maxx - block->minx)-15.0f, 15.0f, (block->maxy - block->miny)-15.0f);
|
|
// ui_graphics_to_window_rct(sa->win, &dispf, &ri->disprect);
|
|
|
|
/* correction for gla draw */
|
|
// BLI_translate_rcti(&ri->disprect, -sa->winrct.xmin, -sa->winrct.ymin);
|
|
|
|
/* when panel scale changed, free rect */
|
|
if(ri->disprect.xmax-ri->disprect.xmin != ri->pr_rectx ||
|
|
ri->disprect.ymax-ri->disprect.ymin != ri->pr_recty) {
|
|
MEM_freeN(ri->rect);
|
|
ri->rect= NULL;
|
|
}
|
|
else {
|
|
// glaDefine2DArea(&sa->winrct);
|
|
glaDrawPixelsSafe(ri->disprect.xmin, ri->disprect.ymin, ri->pr_rectx, ri->pr_recty, ri->pr_rectx, GL_RGBA, GL_UNSIGNED_BYTE, ri->rect);
|
|
}
|
|
}
|
|
|
|
/* is panel callback, supposed to be called with correct panel offset matrix */
|
|
void BIF_view3d_previewdraw(struct ScrArea *sa, struct uiBlock *block)
|
|
{
|
|
RegionView3D *rv3d= NULL;
|
|
|
|
// if (v3d->ri==NULL || v3d->ri->rect==NULL)
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
// else {
|
|
view3d_previewdraw_rect(sa, block, rv3d->ri);
|
|
// if(v3d->ri->curtile==0)
|
|
// addafterqueue(sa->win, RENDERPREVIEW, 1);
|
|
// }
|
|
}
|
|
|
|
|
|
/* **************************** new shader preview system ****************** */
|
|
|
|
/* inside thread, called by renderer, sets job update value */
|
|
static void shader_preview_draw(void *spv, RenderResult *rr, volatile struct rcti *rect)
|
|
{
|
|
ShaderPreview *sp= spv;
|
|
|
|
*(sp->do_update)= 1;
|
|
}
|
|
|
|
/* called by renderer, checks job value */
|
|
static int shader_preview_break(void *spv)
|
|
{
|
|
ShaderPreview *sp= spv;
|
|
|
|
return *(sp->stop);
|
|
}
|
|
|
|
/* outside thread, called before redraw notifiers, it moves finished preview over */
|
|
static void shader_preview_updatejob(void *spv)
|
|
{
|
|
// ShaderPreview *sp= spv;
|
|
|
|
}
|
|
|
|
static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
|
|
{
|
|
Render *re;
|
|
Scene *sce;
|
|
float oldlens;
|
|
char name[32];
|
|
int sizex;
|
|
|
|
/* get the stuff from the builtin preview dbase */
|
|
sce= preview_prepare_scene(sp->scene, id, GS(id->name), sp); // XXX sizex
|
|
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! */
|
|
if(sp->pr_method==PR_DO_RENDER) {
|
|
sce->r.scemode |= R_NODE_PREVIEW;
|
|
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
|
|
sce->r.mode |= R_OSA;
|
|
}
|
|
else { /* PR_ICON_RENDER */
|
|
sce->r.scemode &= ~R_NODE_PREVIEW;
|
|
sce->r.scemode |= R_NO_IMAGE_LOAD;
|
|
}
|
|
|
|
/* 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;
|
|
|
|
/* allocates or re-uses render result */
|
|
RE_InitState(re, NULL, &sce->r, sizex, sp->sizey, NULL);
|
|
|
|
/* callbacs are cleared on GetRender() */
|
|
if(sp->pr_method==PR_DO_RENDER) {
|
|
RE_display_draw_cb(re, sp, shader_preview_draw);
|
|
RE_test_break_cb(re, sp, shader_preview_break);
|
|
}
|
|
/* 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 */
|
|
RE_SetCamera(re, sce->camera);
|
|
RE_Database_FromScene(re, sce, 1);
|
|
RE_TileProcessor(re, 0, 1); // actual render engine
|
|
RE_Database_Free(re);
|
|
|
|
((Camera *)sce->camera->data)->lens= oldlens;
|
|
|
|
/* handle results */
|
|
if(sp->pr_method==PR_ICON_RENDER) {
|
|
if(sp->pr_rect)
|
|
RE_ResultGet32(re, sp->pr_rect);
|
|
}
|
|
else {
|
|
/* validate owner */
|
|
//if(ri->rect==NULL)
|
|
// ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
|
|
//RE_ResultGet32(re, ri->rect);
|
|
}
|
|
|
|
/* unassign the pointers, reset vars */
|
|
preview_prepare_scene(sp->scene, NULL, GS(id->name), NULL);
|
|
}
|
|
|
|
/* 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->parent, 1, 1);
|
|
shader_preview_render(sp, sp->id, 1, 0);
|
|
}
|
|
else
|
|
shader_preview_render(sp, sp->id, 0, 0);
|
|
|
|
*do_update= 1;
|
|
}
|
|
|
|
static void shader_preview_free(void *customdata)
|
|
{
|
|
ShaderPreview *sp= customdata;
|
|
|
|
MEM_freeN(sp);
|
|
}
|
|
|
|
/* ************************* icon preview ********************** */
|
|
|
|
static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned int *rect)
|
|
{
|
|
struct ImBuf *ima;
|
|
unsigned int *drect, *srect;
|
|
float scaledx, scaledy;
|
|
short ex, ey, dx, dy;
|
|
|
|
/* paranoia test */
|
|
if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL))
|
|
return;
|
|
|
|
/* waste of cpu cyles... but the imbuf API has no other way to scale fast (ton) */
|
|
ima = IMB_dupImBuf(ibuf);
|
|
|
|
if (!ima)
|
|
return;
|
|
|
|
if (ima->x > ima->y) {
|
|
scaledx = (float)w;
|
|
scaledy = ( (float)ima->y/(float)ima->x )*(float)w;
|
|
}
|
|
else {
|
|
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 */
|
|
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;
|
|
ID *id= sp->id;
|
|
short idtype= GS(id->name);
|
|
|
|
if(idtype == ID_IM) {
|
|
Image *ima= (Image*)id;
|
|
ImBuf *ibuf= NULL;
|
|
ImageUser iuser;
|
|
|
|
/* ima->ok is zero when Image cannot load */
|
|
if(ima==NULL || ima->ok==0)
|
|
return;
|
|
|
|
/* setup dummy image user */
|
|
memset(&iuser, 0, sizeof(ImageUser));
|
|
iuser.ok= iuser.framenr= 1;
|
|
iuser.scene= sp->scene;
|
|
|
|
/* elubie: this needs to be changed: here image is always loaded if not
|
|
already there. Very expensive for large images. Need to find a way to
|
|
only get existing ibuf */
|
|
ibuf = BKE_image_get_ibuf(ima, &iuser);
|
|
if(ibuf==NULL || ibuf->rect==NULL)
|
|
return;
|
|
|
|
icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
|
|
|
|
*do_update= 1;
|
|
}
|
|
else {
|
|
/* re-use shader job */
|
|
shader_preview_startjob(customdata, stop, do_update);
|
|
|
|
/* world is rendered with alpha=0, so it wasn't displayed
|
|
this could be render option for sky to, for later */
|
|
if(idtype == ID_WO) {
|
|
set_alpha((char*)sp->pr_rect, sp->sizex, sp->sizey, 255);
|
|
}
|
|
else if(idtype == ID_MA) {
|
|
Material* ma = (Material*)id;
|
|
|
|
if(ma->material_type == MA_TYPE_HALO)
|
|
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)
|
|
{
|
|
ShaderPreview *sp= customdata;
|
|
|
|
if(sp->pr_method == PR_ICON_RENDER)
|
|
icon_preview_startjob(customdata, stop, do_update);
|
|
else
|
|
shader_preview_startjob(customdata, stop, do_update);
|
|
}
|
|
|
|
/* exported functions */
|
|
|
|
void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *rect, int sizex, int sizey)
|
|
{
|
|
wmJob *steve;
|
|
ShaderPreview *sp;
|
|
|
|
/* XXX ugly global still, but we can't do preview while rendering */
|
|
if(G.rendering) {
|
|
printf("abort icon because rendering\n");
|
|
return;
|
|
}
|
|
|
|
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner);
|
|
sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
|
|
|
|
/* customdata for preview thread */
|
|
sp->scene= CTX_data_scene(C);
|
|
sp->owner= id;
|
|
sp->sizex= sizex;
|
|
sp->sizey= sizey;
|
|
sp->pr_method= PR_ICON_RENDER;
|
|
sp->pr_rect= rect;
|
|
sp->id = id;
|
|
|
|
/* setup job */
|
|
WM_jobs_customdata(steve, sp, shader_preview_free);
|
|
WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
|
|
WM_jobs_callbacks(steve, common_preview_startjob, NULL, NULL);
|
|
|
|
WM_jobs_start(CTX_wm_manager(C), steve);
|
|
}
|
|
|
|
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey)
|
|
{
|
|
wmJob *steve;
|
|
ShaderPreview *sp;
|
|
|
|
/* XXX ugly global still, but we can't do preview while rendering */
|
|
if(G.rendering) {
|
|
printf("abort shader because rendering\n");
|
|
return;
|
|
}
|
|
|
|
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner);
|
|
sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
|
|
|
|
/* customdata for preview thread */
|
|
sp->scene= CTX_data_scene(C);
|
|
sp->owner= owner;
|
|
sp->sizex= sizex;
|
|
sp->sizey= sizey;
|
|
sp->pr_method= PR_DO_RENDER;
|
|
sp->id = id;
|
|
sp->parent= parent;
|
|
sp->slot= slot;
|
|
|
|
/* setup job */
|
|
WM_jobs_customdata(steve, sp, shader_preview_free);
|
|
WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
|
|
WM_jobs_callbacks(steve, common_preview_startjob, NULL, shader_preview_updatejob);
|
|
|
|
WM_jobs_start(CTX_wm_manager(C), steve);
|
|
}
|
|
|
|
|