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blender-archive/source/blender/editors/render/render_preview.c
Sergey Sharybin 8f97f3ed29 Fix #25649: Image editor paint icon missing until enter weight paint
Issue was caused by starting Icon Preview render job from two places:
- Texture buttons for small icon preview
- Properties panel in image editor for large icon of texture

This preview job is starting in suspended mode and if new instance of the same job is
starting, suspended job will be totally stopped. This is normally for cases when you're
changing different settings -- in this case you'd wouldn't want re-render be triggered
on every slide change.
But what we've have with brush preview is that two instances of this job were creating for
large and small icon separately, but because of described policy only one icon was rendered.

If suspended job is getting to be stopped, check if it was started for the same icon
resolution and if not, that resolution will be also rendered in new job.
So it'll be still minimal re-rendering happens, but in cases when job was started from
two places for different icon sizes it'll work just fine.
2012-02-17 16:06:32 +00:00

1090 lines
28 KiB
C

/*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/render/render_preview.c
* \ingroup edrend
*/
/* global includes */
#include <stdlib.h>
#include <math.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLO_readfile.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_lamp_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_scene_types.h"
#include "DNA_brush_types.h"
#include "DNA_screen_types.h"
#include "BKE_brush.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_icons.h"
#include "BKE_lamp.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_world.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "PIL_time.h"
#include "RE_pipeline.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_render.h"
#include "ED_view3d.h"
#include "UI_interface.h"
#include "render_intern.h"
ImBuf* get_brush_icon(Brush *brush)
{
static const int flags = IB_rect|IB_multilayer|IB_metadata;
char path[FILE_MAX];
char *folder;
if (!(brush->icon_imbuf)) {
if (brush->flag & BRUSH_CUSTOM_ICON) {
if (brush->icon_filepath[0]) {
// first use the path directly to try and load the file
BLI_strncpy(path, brush->icon_filepath, sizeof(brush->icon_filepath));
BLI_path_abs(path, G.main->name);
brush->icon_imbuf= IMB_loadiffname(path, flags);
// otherwise lets try to find it in other directories
if (!(brush->icon_imbuf)) {
folder= BLI_get_folder(BLENDER_DATAFILES, "brushicons");
BLI_make_file_string(G.main->name, path, folder, brush->icon_filepath);
if (path[0])
brush->icon_imbuf= IMB_loadiffname(path, flags);
}
if (brush->icon_imbuf)
BKE_icon_changed(BKE_icon_getid(&brush->id));
}
}
}
if (!(brush->icon_imbuf))
brush->id.icon_id = 0;
return brush->icon_imbuf;
}
typedef struct ShaderPreview {
/* from wmJob */
void *owner;
short *stop, *do_update;
Scene *scene;
ID *id;
ID *parent;
MTex *slot;
/* datablocks with nodes need full copy during preview render, glsl uses it too */
Material *matcopy;
Tex *texcopy;
Lamp *lampcopy;
World *worldcopy;
float col[4]; /* active object color */
int sizex, sizey;
unsigned int *pr_rect;
int pr_method;
} ShaderPreview;
typedef struct IconPreviewSize {
struct IconPreviewSize *next, *prev;
int sizex, sizey;
unsigned int *rect;
} IconPreviewSize;
typedef struct IconPreview {
Scene *scene;
void *owner;
ID *id;
ListBase sizes;
} IconPreview;
/* *************************** Preview for buttons *********************** */
static Main *pr_main= NULL;
void ED_preview_init_dbase(void)
{
#ifndef WITH_HEADLESS
BlendFileData *bfd;
extern int datatoc_preview_blend_size;
extern char datatoc_preview_blend[];
const int fileflags= G.fileflags;
G.fileflags |= G_FILE_NO_UI;
bfd= BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
if (bfd) {
pr_main= bfd->main;
MEM_freeN(bfd);
}
G.fileflags= fileflags;
#endif
}
void ED_preview_free_dbase(void)
{
if(pr_main)
free_main(pr_main);
}
static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
{
if(mat) {
if(mat->sss_flag & MA_DIFF_SSS)
return 1;
if(mat->nodetree)
if( preview_mat_has_sss(NULL, mat->nodetree))
return 1;
}
else if(ntree) {
bNode *node;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==NODE_GROUP && node->id) {
if( preview_mat_has_sss(NULL, (bNodeTree *)node->id))
return 1;
}
else if(node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
mat= (Material *)node->id;
if(mat->sss_flag & MA_DIFF_SSS)
return 1;
}
}
}
return 0;
}
/* call this with a pointer to initialize preview scene */
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
Scene *sce;
Base *base;
if(pr_main==NULL) return NULL;
sce= pr_main->scene.first;
if(sce) {
/* this flag tells render to not execute depsgraph or ipos etc */
sce->r.scemode |= R_PREVIEWBUTS;
/* set world always back, is used now */
sce->world= pr_main->world.first;
/* now: exposure copy */
if(scene->world) {
sce->world->exp= scene->world->exp;
sce->world->range= scene->world->range;
}
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
/* prevent overhead for small renders and icons (32) */
if(id && sp->sizex < 40)
sce->r.xparts= sce->r.yparts= 1;
else
sce->r.xparts= sce->r.yparts= 4;
/* exception: don't color manage texture previews or icons */
if((id && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
if((id && sp->pr_method==PR_ICON_RENDER) && id_type != ID_WO)
sce->r.alphamode= R_ALPHAPREMUL;
else
sce->r.alphamode= R_ADDSKY;
sce->r.cfra= scene->r.cfra;
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
if(id_type==ID_MA) {
Material *mat= NULL, *origmat= (Material *)id;
if(origmat) {
/* work on a copy */
mat= localize_material(origmat);
sp->matcopy= mat;
BLI_addtail(&pr_main->mat, mat);
init_render_material(mat, 0, NULL); /* call that retrieves mode_l */
end_render_material(mat);
/* un-useful option */
if(sp->pr_method==PR_ICON_RENDER)
mat->shade_flag &= ~MA_OBCOLOR;
/* turn on raytracing if needed */
if(mat->mode_l & MA_RAYMIRROR)
sce->r.mode |= R_RAYTRACE;
if(mat->material_type == MA_TYPE_VOLUME)
sce->r.mode |= R_RAYTRACE;
if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
sce->r.mode |= R_RAYTRACE;
if(preview_mat_has_sss(mat, NULL))
sce->r.mode |= R_SSS;
/* turn off fake shadows if needed */
/* this only works in a specific case where the preview.blend contains
* an object starting with 'c' which has a material linked to it (not the obdata)
* and that material has a fake shadow texture in the active texture slot */
for(base= sce->base.first; base; base= base->next) {
if(base->object->id.name[2]=='c') {
Material *shadmat= give_current_material(base->object, base->object->actcol);
if(shadmat) {
if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
else shadmat->septex |= 1;
}
}
}
/* turn off bounce lights for volume,
* doesn't make much visual difference and slows it down too */
if(mat->material_type == MA_TYPE_VOLUME) {
for(base= sce->base.first; base; base= base->next) {
if(base->object->type == OB_LAMP) {
/* if doesn't match 'Lamp.002' --> main key light */
if( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
}
}
}
if(sp->pr_method==PR_ICON_RENDER) {
if (mat->material_type == MA_TYPE_HALO) {
sce->lay= 1<<MA_FLAT;
}
else {
sce->lay= 1<<MA_SPHERE_A;
}
}
else {
sce->lay= 1<<mat->pr_type;
if(mat->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
}
}
}
else {
sce->r.mode &= ~(R_OSA|R_RAYTRACE|R_SSS);
}
for(base= sce->base.first; base; base= base->next) {
if(base->object->id.name[2]=='p') {
/* copy over object color, in case material uses it */
copy_v4_v4(base->object->col, sp->col);
if(OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
/* don't use assign_material, it changed mat->id.us, which shows in the UI */
Material ***matar= give_matarar(base->object);
int actcol= MAX2(base->object->actcol > 0, 1) - 1;
if(matar && actcol < base->object->totcol)
(*matar)[actcol]= mat;
} else if (base->object->type == OB_LAMP) {
base->object->restrictflag &= ~OB_RESTRICT_RENDER;
}
}
}
}
else if(id_type==ID_TE) {
Tex *tex= NULL, *origtex= (Tex *)id;
if(origtex) {
tex= localize_texture(origtex);
sp->texcopy= tex;
BLI_addtail(&pr_main->tex, tex);
}
sce->lay= 1<<MA_TEXTURE;
for(base= sce->base.first; base; base= base->next) {
if(base->object->id.name[2]=='t') {
Material *mat= give_current_material(base->object, base->object->actcol);
if(mat && mat->mtex[0]) {
mat->mtex[0]->tex= tex;
if(tex && sp->slot)
mat->mtex[0]->which_output = sp->slot->which_output;
/* show alpha in this case */
if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
mat->mtex[0]->mapto |= MAP_ALPHA;
mat->alpha= 0.0f;
}
else {
mat->mtex[0]->mapto &= ~MAP_ALPHA;
mat->alpha= 1.0f;
}
}
}
}
if(tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
}
}
else if(id_type==ID_LA) {
Lamp *la= NULL, *origla= (Lamp *)id;
/* work on a copy */
if(origla) {
la= localize_lamp(origla);
sp->lampcopy= la;
BLI_addtail(&pr_main->lamp, la);
}
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 *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name)+2);
}
else {
sce->lay= 1<<MA_LAMP;
sce->world= NULL;
sce->camera= (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name)+2);
}
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;
}
}
if(la && la->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(origla->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(la->nodetree, sp->sizex, sp->sizey);
}
}
else if(id_type==ID_WO) {
World *wrld= NULL, *origwrld= (World *)id;
if(origwrld) {
wrld= localize_world(origwrld);
sp->worldcopy= wrld;
BLI_addtail(&pr_main->world, wrld);
}
sce->lay= 1<<MA_SKY;
sce->world= wrld;
if(wrld && wrld->nodetree && sp->pr_method==PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
ntreeInitPreview(wrld->nodetree, sp->sizex, sp->sizey);
ntreeInitPreview(origwrld->nodetree, sp->sizex, sp->sizey);
}
}
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)
{
Render *re;
RenderResult rres;
char name[32];
int do_gamma_correct=0, do_predivide=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) {
do_gamma_correct = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT;
do_predivide = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT_PREDIVIDE;
}
}
if(!split || first) sprintf(name, "Preview %p", (void *)sa);
else sprintf(name, "SecondPreview %p", (void *)sa);
if(split) {
if(first) {
offx= 0;
newx= newx/2;
}
else {
offx= newx/2;
newx= newx - newx/2;
}
}
re= RE_GetRender(name);
RE_AcquireResultImage(re, &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);
if(rres.rectx && rres.recty) {
/* temporary conversion to byte for drawing */
float fx= rect->xmin + offx;
float fy= rect->ymin;
int profile_from= (do_gamma_correct)? IB_PROFILE_LINEAR_RGB: IB_PROFILE_SRGB;
int dither= 0;
unsigned char *rect_byte;
rect_byte= MEM_mallocN(rres.rectx*rres.recty*sizeof(int), "ed_preview_draw_rect");
IMB_buffer_byte_from_float(rect_byte, rres.rectf,
4, dither, IB_PROFILE_SRGB, profile_from, do_predivide,
rres.rectx, rres.recty, rres.rectx, rres.rectx);
glaDrawPixelsSafe(fx, fy, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect_byte);
MEM_freeN(rect_byte);
}
RE_ReleaseResultImage(re);
return 1;
}
}
RE_ReleaseResultImage(re);
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, 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);
}
else if( GS(sp->id->name) == ID_WO) {
World *wrld= (World *)sp->id;
if(sp->worldcopy && wrld->nodetree && sp->worldcopy->nodetree)
ntreeLocalSync(sp->worldcopy->nodetree, wrld->nodetree);
}
else if( GS(sp->id->name) == ID_LA) {
Lamp *la= (Lamp *)sp->id;
if(sp->lampcopy && la->nodetree && sp->lampcopy->nodetree)
ntreeLocalSync(sp->lampcopy->nodetree, la->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);
}
/* exported functions */
static void icon_preview_add_size(IconPreview *ip, unsigned int *rect, int sizex, int sizey)
{
IconPreviewSize *cur_size = ip->sizes.first, *new_size;
while (cur_size) {
if (cur_size->sizex == sizex && cur_size->sizey == sizey) {
/* requested size is already in list, no need to add it again */
return;
}
cur_size = cur_size->next;
}
new_size = MEM_callocN(sizeof(IconPreviewSize), "IconPreviewSize");
new_size->sizex = sizex;
new_size->sizey = sizey;
new_size->rect = rect;
BLI_addtail(&ip->sizes, new_size);
}
static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short *do_update, float *progress)
{
IconPreview *ip = (IconPreview *)customdata;
IconPreviewSize *cur_size = ip->sizes.first;
while (cur_size) {
ShaderPreview sp;
memset(&sp, 0, sizeof(ShaderPreview));
/* construct shader preview from image size and previewcustomdata */
sp.scene= ip->scene;
sp.owner= ip->owner;
sp.sizex= cur_size->sizex;
sp.sizey= cur_size->sizey;
sp.pr_method= PR_ICON_RENDER;
sp.pr_rect= cur_size->rect;
sp.id = ip->id;
common_preview_startjob(&sp, stop, do_update, progress);
cur_size = cur_size->next;
}
}
static void icon_preview_endjob(void *customdata)
{
IconPreview *ip = customdata;
if (ip->id && GS(ip->id->name) == ID_BR)
WM_main_add_notifier(NC_BRUSH|NA_EDITED, ip->id);
}
static void icon_preview_free(void *customdata)
{
IconPreview *ip = (IconPreview *)customdata;
BLI_freelistN(&ip->sizes);
MEM_freeN(ip);
}
void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *rect, int sizex, int sizey)
{
wmJob *steve;
IconPreview *ip, *old_ip;
/* 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);
ip= MEM_callocN(sizeof(IconPreview), "icon preview");
/* render all resolutions from suspended job too */
old_ip= WM_jobs_get_customdata(steve);
if (old_ip)
BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
/* customdata for preview thread */
ip->scene= CTX_data_scene(C);
ip->owner= id;
ip->id= id;
icon_preview_add_size(ip, rect, sizex, sizey);
/* setup job */
WM_jobs_customdata(steve, ip, icon_preview_free);
WM_jobs_timer(steve, 0.25, NC_MATERIAL, NC_MATERIAL);
WM_jobs_callbacks(steve, icon_preview_startjob_all_sizes, NULL, NULL, icon_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);
}