973 lines
24 KiB
C
973 lines
24 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file blender/editors/render/render_preview.c
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* \ingroup edrend
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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_math.h"
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#include "BLI_blenlib.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.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_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_brush_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_idprop.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_material.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_texture.h"
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#include "BKE_world.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 "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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ImBuf* get_brush_icon(Brush *brush)
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{
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static const int flags = IB_rect|IB_multilayer|IB_metadata;
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char path[240];
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char *folder;
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if (!(brush->icon_imbuf)) {
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if (brush->flag & BRUSH_CUSTOM_ICON) {
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if (brush->icon_filepath[0]) {
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// first use the path directly to try and load the file
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BLI_strncpy(path, brush->icon_filepath, sizeof(brush->icon_filepath));
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BLI_path_abs(path, G.main->name);
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brush->icon_imbuf= IMB_loadiffname(path, flags);
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// otherwise lets try to find it in other directories
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if (!(brush->icon_imbuf)) {
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folder= BLI_get_folder(BLENDER_DATAFILES, "brushicons");
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path[0]= 0;
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BLI_make_file_string(G.main->name, path, folder, brush->icon_filepath);
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if (path[0])
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brush->icon_imbuf= IMB_loadiffname(path, flags);
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}
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if (brush->icon_imbuf)
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BKE_icon_changed(BKE_icon_getid(&brush->id));
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}
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}
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}
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if (!(brush->icon_imbuf))
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brush->id.icon_id = 0;
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return brush->icon_imbuf;
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}
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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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/* datablocks with nodes need full copy during preview render, glsl uses it too */
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Material *matcopy;
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Tex *texcopy;
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Lamp *lampcopy;
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World *worldcopy;
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float col[4]; /* active object color */
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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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/* *************************** 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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const int fileflags= G.fileflags;
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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= fileflags;
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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 int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
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{
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if(mat) {
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if(mat->sss_flag & MA_DIFF_SSS)
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return 1;
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if(mat->nodetree)
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if( preview_mat_has_sss(NULL, mat->nodetree))
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return 1;
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}
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else if(ntree) {
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bNode *node;
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for(node= ntree->nodes.first; node; node= node->next) {
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if(node->type==NODE_GROUP && node->id) {
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if( preview_mat_has_sss(NULL, (bNodeTree *)node->id))
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return 1;
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}
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else if(node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
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mat= (Material *)node->id;
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if(mat->sss_flag & MA_DIFF_SSS)
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return 1;
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}
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}
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}
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return 0;
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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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/* prevent overhead for small renders and icons (32) */
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if(id && sp->sizex < 40)
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sce->r.xparts= sce->r.yparts= 1;
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else
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sce->r.xparts= sce->r.yparts= 4;
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/* exception: don't color manage texture previews or icons */
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if((id && 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((id && 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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strcpy(sce->r.engine, scene->r.engine);
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if(id_type==ID_MA) {
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Material *mat= NULL, *origmat= (Material *)id;
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if(origmat) {
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/* work on a copy */
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mat= localize_material(origmat);
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sp->matcopy= mat;
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BLI_addtail(&pr_main->mat, mat);
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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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/* un-useful option */
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if(sp->pr_method==PR_ICON_RENDER)
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mat->shade_flag &= ~MA_OBCOLOR;
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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(preview_mat_has_sss(mat, NULL))
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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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/* turn off bounce lights for volume,
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* doesn't make much visual difference and slows it down too */
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if(mat->material_type == MA_TYPE_VOLUME) {
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for(base= sce->base.first; base; base= base->next) {
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if(base->object->type == OB_LAMP) {
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/* if doesn't match 'Lamp.002' --> main key light */
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if( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
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base->object->restrictflag |= OB_RESTRICT_RENDER;
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}
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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 && sp->pr_method==PR_NODE_RENDER) {
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/* two previews, they get copied by wmJob */
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ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
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ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
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}
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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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/* copy over object color, in case material uses it */
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copy_v4_v4(base->object->col, sp->col);
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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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} else if (base->object->type == OB_LAMP) {
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base->object->restrictflag &= ~OB_RESTRICT_RENDER;
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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= NULL, *origtex= (Tex *)id;
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if(origtex) {
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tex= localize_texture(origtex);
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sp->texcopy= tex;
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BLI_addtail(&pr_main->tex, tex);
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}
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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(tex && sp->slot)
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mat->mtex[0]->which_output = sp->slot->which_output;
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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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}
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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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if(tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
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/* two previews, they get copied by wmJob */
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ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
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ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
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}
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}
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else if(id_type==ID_LA) {
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Lamp *la= NULL, *origla= (Lamp *)id;
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/* work on a copy */
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if(origla) {
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la= localize_lamp(origla);
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sp->lampcopy= la;
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BLI_addtail(&pr_main->lamp, la);
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}
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if(la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
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sce->lay= 1<<MA_ATMOS;
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sce->world= scene->world;
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sce->camera= (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name)+2);
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}
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else {
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sce->lay= 1<<MA_LAMP;
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sce->world= NULL;
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sce->camera= (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name)+2);
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}
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sce->r.mode &= ~R_SHADOW;
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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(base->object->type==OB_LAMP)
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base->object->data= la;
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}
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}
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}
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else if(id_type==ID_WO) {
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World *wrld= NULL, *origwrld= (World *)id;
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if(origwrld) {
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wrld= localize_world(origwrld);
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sp->worldcopy= wrld;
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BLI_addtail(&pr_main->world, wrld);
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}
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sce->lay= 1<<MA_SKY;
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sce->world= wrld;
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}
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return sce;
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}
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return NULL;
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}
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/* new UI convention: draw is in pixel space already. */
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/* uses ROUNDBOX button in block to get the rect */
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static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int first, rcti *rect, rcti *newrect)
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{
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Render *re;
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RenderResult rres;
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char name[32];
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int do_gamma_correct=0;
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int offx=0, newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
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if (id && GS(id->name) != ID_TE) {
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/* exception: don't color manage texture previews - show the raw values */
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if (sce) do_gamma_correct = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT;
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}
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if(!split || first) sprintf(name, "Preview %p", (void *)sa);
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else sprintf(name, "SecondPreview %p", (void *)sa);
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if(split) {
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if(first) {
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offx= 0;
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newx= newx/2;
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}
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else {
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offx= newx/2;
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newx= newx - newx/2;
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}
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}
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re= RE_GetRender(name);
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RE_AcquireResultImage(re, &rres);
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if(rres.rectf) {
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if(ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2) {
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newrect->xmax= MAX2(newrect->xmax, rect->xmin + rres.rectx + offx);
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newrect->ymax= MAX2(newrect->ymax, rect->ymin + rres.recty);
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glaDrawPixelsSafe_to32(rect->xmin+offx, rect->ymin, rres.rectx, rres.recty, rres.rectx, rres.rectf, do_gamma_correct);
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RE_ReleaseResultImage(re);
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return 1;
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}
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}
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RE_ReleaseResultImage(re);
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return 0;
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}
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void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
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{
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if(idp) {
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ScrArea *sa= CTX_wm_area(C);
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Scene *sce = CTX_data_scene(C);
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ID *id = (ID *)idp;
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ID *parent= (ID *)parentp;
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MTex *slot= (MTex *)slotp;
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SpaceButs *sbuts= sa->spacedata.first;
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rcti newrect;
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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, id, 1, 1, rect, &newrect);
|
|
ok &= ed_preview_draw_rect(sa, sce, parent, 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, PR_BUTS_RENDER);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **************************** new shader preview system ****************** */
|
|
|
|
/* inside thread, called by renderer, sets job update value */
|
|
static void shader_preview_draw(void *spv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(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;
|
|
|
|
if(sp->id) {
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
/* get the stuff from the builtin preview dbase */
|
|
sce= preview_prepare_scene(sp->scene, id, idtype, 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! */
|
|
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->r.mode |= R_OSA;
|
|
}
|
|
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->r.mode &= ~R_OSA;
|
|
}
|
|
else { /* PR_BUTS_RENDER */
|
|
sce->r.mode |= R_OSA;
|
|
}
|
|
|
|
/* 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 */
|
|
sce->r.xsch= sizex;
|
|
sce->r.ysch= sp->sizey;
|
|
sce->r.size= 100;
|
|
|
|
/* callbacs are cleared on GetRender() */
|
|
if(ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
|
|
RE_display_draw_cb(re, sp, shader_preview_draw);
|
|
}
|
|
/* set this for all previews, default is react to G.afbreek 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 */
|
|
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);
|
|
}
|
|
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), sp);
|
|
|
|
/* XXX bad exception, end-exec is not being called in render, because it uses local main */
|
|
// if(idtype == ID_TE) {
|
|
// Tex *tex= (Tex *)id;
|
|
// if(tex->use_nodes && tex->nodetree)
|
|
// ntreeEndExecTree(tex->nodetree);
|
|
// }
|
|
|
|
}
|
|
|
|
/* 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= 1;
|
|
}
|
|
|
|
static void shader_preview_free(void *customdata)
|
|
{
|
|
ShaderPreview *sp= customdata;
|
|
|
|
if(sp->matcopy) {
|
|
struct IDProperty *properties;
|
|
int a;
|
|
|
|
/* node previews */
|
|
shader_preview_updatejob(sp);
|
|
|
|
/* get rid of copied material */
|
|
BLI_remlink(&pr_main->mat, sp->matcopy);
|
|
|
|
/* free_material decrements texture, prevent this. hack alert! */
|
|
for(a=0; a<MAX_MTEX; a++) {
|
|
MTex *mtex= sp->matcopy->mtex[a];
|
|
if(mtex && mtex->tex) mtex->tex= NULL;
|
|
}
|
|
|
|
free_material(sp->matcopy);
|
|
|
|
properties= IDP_GetProperties((ID *)sp->matcopy, FALSE);
|
|
if (properties) {
|
|
IDP_FreeProperty(properties);
|
|
MEM_freeN(properties);
|
|
}
|
|
MEM_freeN(sp->matcopy);
|
|
}
|
|
if(sp->texcopy) {
|
|
struct IDProperty *properties;
|
|
/* node previews */
|
|
shader_preview_updatejob(sp);
|
|
|
|
/* get rid of copied texture */
|
|
BLI_remlink(&pr_main->tex, sp->texcopy);
|
|
free_texture(sp->texcopy);
|
|
|
|
properties= IDP_GetProperties((ID *)sp->texcopy, FALSE);
|
|
if (properties) {
|
|
IDP_FreeProperty(properties);
|
|
MEM_freeN(properties);
|
|
}
|
|
MEM_freeN(sp->texcopy);
|
|
}
|
|
if(sp->worldcopy) {
|
|
struct IDProperty *properties;
|
|
/* node previews */
|
|
shader_preview_updatejob(sp);
|
|
|
|
/* get rid of copied world */
|
|
BLI_remlink(&pr_main->world, sp->worldcopy);
|
|
free_world(sp->worldcopy);
|
|
|
|
properties= IDP_GetProperties((ID *)sp->worldcopy, FALSE);
|
|
if (properties) {
|
|
IDP_FreeProperty(properties);
|
|
MEM_freeN(properties);
|
|
}
|
|
MEM_freeN(sp->worldcopy);
|
|
}
|
|
if(sp->lampcopy) {
|
|
struct IDProperty *properties;
|
|
/* node previews */
|
|
shader_preview_updatejob(sp);
|
|
|
|
/* get rid of copied lamp */
|
|
BLI_remlink(&pr_main->lamp, sp->lampcopy);
|
|
free_lamp(sp->lampcopy);
|
|
|
|
properties= IDP_GetProperties((ID *)sp->lampcopy, FALSE);
|
|
if (properties) {
|
|
IDP_FreeProperty(properties);
|
|
MEM_freeN(properties);
|
|
}
|
|
MEM_freeN(sp->lampcopy);
|
|
}
|
|
|
|
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= {NULL};
|
|
|
|
/* ima->ok is zero when Image cannot load */
|
|
if(ima==NULL || ima->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_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 if(idtype == ID_BR) {
|
|
Brush *br= (Brush*)id;
|
|
|
|
br->icon_imbuf= get_brush_icon(br);
|
|
|
|
memset(sp->pr_rect, 0x888888, sp->sizex*sp->sizey*sizeof(unsigned int));
|
|
|
|
if(!(br->icon_imbuf) || !(br->icon_imbuf->rect))
|
|
return;
|
|
|
|
icon_copy_rect(br->icon_imbuf, 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, float *UNUSED(progress))
|
|
{
|
|
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);
|
|
}
|
|
|
|
static void common_preview_endjob(void *customdata)
|
|
{
|
|
ShaderPreview *sp= customdata;
|
|
|
|
if(sp->id && GS(sp->id->name) == ID_BR)
|
|
WM_main_add_notifier(NC_BRUSH|NA_EDITED, sp->id);
|
|
}
|
|
|
|
/* 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;
|
|
|
|
/* suspended start means it starts after 1 timer step, see WM_jobs_timer below */
|
|
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Icon Preview", WM_JOB_EXCL_RENDER|WM_JOB_SUSPEND);
|
|
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, 0.25, NC_MATERIAL, NC_MATERIAL);
|
|
WM_jobs_callbacks(steve, common_preview_startjob, NULL, NULL, common_preview_endjob);
|
|
|
|
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, int method)
|
|
{
|
|
Object *ob= CTX_data_active_object(C);
|
|
wmJob *steve;
|
|
ShaderPreview *sp;
|
|
|
|
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview", WM_JOB_EXCL_RENDER);
|
|
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= method;
|
|
sp->id = id;
|
|
sp->parent= parent;
|
|
sp->slot= slot;
|
|
if(ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
|
|
else sp->col[0]= sp->col[1]= sp->col[2]= sp->col[3]= 1.0f;
|
|
|
|
/* 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, NULL);
|
|
|
|
WM_jobs_start(CTX_wm_manager(C), steve);
|
|
}
|
|
|
|
void ED_preview_kill_jobs(const struct bContext *C)
|
|
{
|
|
wmWindowManager *wm= CTX_wm_manager(C);
|
|
if(wm)
|
|
WM_jobs_kill(wm, NULL, common_preview_startjob);
|
|
}
|
|
|