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authorCampbell Barton <ideasman42@gmail.com>2018-06-04 10:31:30 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-06-04 10:31:30 +0300
commit44505b38df557a5711703613685a1dec9fc2c3d9 (patch)
tree3f05bebcc7bfadf56569f2dcca7f95fc56b1b0d0 /source/blender/editors/render/render_preview.c
parent6654e109df952be3a3128fae2508a02c196ae593 (diff)
Cleanup: strip trailing space in editors
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r--source/blender/editors/render/render_preview.c132
1 files changed, 66 insertions, 66 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index d236a7ba93d..dc79d5d9847 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -40,7 +40,7 @@
#include <unistd.h>
#else
#include <io.h>
-#endif
+#endif
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
@@ -147,20 +147,20 @@ 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;
@@ -265,7 +265,7 @@ static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
static Scene *preview_get_scene(Main *pr_main)
{
if (pr_main == NULL) return NULL;
-
+
return pr_main->scene.first;
}
@@ -282,7 +282,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce = preview_get_scene(pr_main);
if (sce) {
-
+
/* this flag tells render to not execute depsgraph or ipos etc */
sce->r.scemode |= R_BUTS_PREVIEW;
/* set world always back, is used now */
@@ -292,13 +292,13 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce->world->exp = scene->world->exp;
sce->world->range = scene->world->range;
}
-
+
sce->r.color_mgt_flag = scene->r.color_mgt_flag;
BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);
BKE_color_managed_view_settings_free(&sce->view_settings);
BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);
-
+
/* prevent overhead for small renders and icons (32) */
if (id && sp->sizex < 40) {
sce->r.tilex = sce->r.tiley = 64;
@@ -307,7 +307,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce->r.tilex = sce->r.xsch / 4;
sce->r.tiley = sce->r.ysch / 4;
}
-
+
if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO)
sce->r.alphamode = R_ALPHAPREMUL;
else
@@ -325,20 +325,20 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
else {
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 = BKE_material_localize(origmat);
sp->matcopy = mat;
BLI_addtail(&pr_main->mat, mat);
-
+
if (!BKE_scene_use_new_shading_nodes(scene)) {
init_render_material(bmain, 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;
@@ -352,7 +352,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
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)
@@ -366,8 +366,8 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
}
}
-
- /* turn off bounce lights for volume,
+
+ /* turn off bounce lights for volume,
* doesn't make much visual difference and slows it down too */
for (base = sce->base.first; base; base = base->next) {
if (base->object->type == OB_LAMP) {
@@ -395,7 +395,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce->world->horb = 0.5f;
}
}
-
+
if (sp->pr_method == PR_ICON_RENDER) {
if (mat->material_type == MA_TYPE_HALO) {
sce->lay = 1 << MA_FLAT;
@@ -415,14 +415,14 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
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);
@@ -439,20 +439,20 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
else if (id_type == ID_TE) {
Tex *tex = NULL, *origtex = (Tex *)id;
-
+
if (origtex) {
tex = BKE_texture_localize(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;
@@ -508,7 +508,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sce->world->horb = 0.0f;
}
}
-
+
for (base = sce->base.first; base; base = base->next) {
if (base->object->id.name[2] == 'p') {
if (base->object->type == OB_LAMP)
@@ -543,7 +543,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
return sce;
}
-
+
return NULL;
}
@@ -592,7 +592,7 @@ static bool ed_preview_draw_rect(ScrArea *sa, int split, int first, rcti *rect,
}
if (rv && rv->rectf) {
-
+
if (ABS(rres.rectx - newx) < 2 && ABS(rres.recty - newy) < 2) {
newrect->xmax = max_ii(newrect->xmax, rect->xmin + rres.rectx + offx);
@@ -608,9 +608,9 @@ static bool ed_preview_draw_rect(ScrArea *sa, int split, int first, rcti *rect,
RE_AcquiredResultGet32(re, &rres, (unsigned int *)rect_byte, 0);
glaDrawPixelsSafe(fx, fy, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect_byte);
-
+
MEM_freeN(rect_byte);
-
+
ok = 1;
}
}
@@ -672,7 +672,7 @@ void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, r
static void shader_preview_update(void *spv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect))
{
ShaderPreview *sp = spv;
-
+
*(sp->do_update) = true;
}
@@ -688,30 +688,30 @@ static int shader_preview_break(void *spv)
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);
}
@@ -728,7 +728,7 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
char name[32];
int sizex;
Main *pr_main = sp->pr_main;
-
+
/* in case of split preview, use border render */
if (split) {
if (first) sizex = sp->sizex / 2;
@@ -745,19 +745,19 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
sce->r.ysch = sp->sizey;
sce->r.size = 100;
}
-
+
/* get the stuff from the builtin preview dbase */
sce = preview_prepare_scene(sp->bmain, sp->scene, id, idtype, sp);
if (sce == NULL) return;
-
+
if (!split || first) sprintf(name, "Preview %p", sp->owner);
else sprintf(name, "SecondPreview %p", sp->owner);
re = RE_GetRender(name);
-
+
/* full refreshed render from first tile */
if (re == NULL)
re = RE_NewRender(name);
-
+
/* sce->r gets copied in RE_InitState! */
sce->r.scemode &= ~(R_MATNODE_PREVIEW | R_TEXNODE_PREVIEW);
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
@@ -782,7 +782,7 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
}
/* set this for all previews, default is react to G.is_break still */
RE_test_break_cb(re, sp, shader_preview_break);
-
+
/* lens adjust */
oldlens = ((Camera *)sce->camera->data)->lens;
if (sizex > sp->sizey)
@@ -796,14 +796,14 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
/* handle results */
if (sp->pr_method == PR_ICON_RENDER) {
// char *rct= (char *)(sp->pr_rect + 32*16 + 16);
-
+
if (sp->pr_rect)
RE_ResultGet32(re, sp->pr_rect);
}
/* unassign the pointers, reset vars */
preview_prepare_scene(sp->bmain, sp->scene, NULL, GS(id->name), sp);
-
+
/* XXX bad exception, end-exec is not being called in render, because it uses local main */
// if (idtype == ID_TE) {
// Tex *tex= (Tex *)id;
@@ -835,16 +835,16 @@ static void shader_preview_free(void *customdata)
{
ShaderPreview *sp = customdata;
Main *pr_main = sp->pr_main;
-
+
if (sp->matcopy) {
struct IDProperty *properties;
-
+
/* node previews */
shader_preview_updatejob(sp);
-
+
/* get rid of copied material */
BLI_remlink(&pr_main->mat, sp->matcopy);
-
+
BKE_material_free(sp->matcopy);
properties = IDP_GetProperties((ID *)sp->matcopy, false);
@@ -858,11 +858,11 @@ static void shader_preview_free(void *customdata)
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
-
+
/* get rid of copied texture */
BLI_remlink(&pr_main->tex, sp->texcopy);
BKE_texture_free(sp->texcopy);
-
+
properties = IDP_GetProperties((ID *)sp->texcopy, false);
if (properties) {
IDP_FreeProperty(properties);
@@ -874,11 +874,11 @@ static void shader_preview_free(void *customdata)
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
-
+
/* get rid of copied world */
BLI_remlink(&pr_main->world, sp->worldcopy);
BKE_world_free(sp->worldcopy);
-
+
properties = IDP_GetProperties((ID *)sp->worldcopy, false);
if (properties) {
IDP_FreeProperty(properties);
@@ -890,11 +890,11 @@ static void shader_preview_free(void *customdata)
struct IDProperty *properties;
/* node previews */
shader_preview_updatejob(sp);
-
+
/* get rid of copied lamp */
BLI_remlink(&pr_main->lamp, sp->lampcopy);
BKE_lamp_free(sp->lampcopy);
-
+
properties = IDP_GetProperties((ID *)sp->lampcopy, false);
if (properties) {
IDP_FreeProperty(properties);
@@ -902,7 +902,7 @@ static void shader_preview_free(void *customdata)
}
MEM_freeN(sp->lampcopy);
}
-
+
MEM_freeN(sp);
}
@@ -918,13 +918,13 @@ static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned
/* 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)
+
+ if (!ima)
return;
-
+
if (ima->x > ima->y) {
scaledx = (float)w;
scaledy = ( (float)ima->y / (float)ima->x) * (float)w;
@@ -933,15 +933,15 @@ static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned
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);
@@ -959,7 +959,7 @@ static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned
IMB_freeImBuf(ima);
}
-static void set_alpha(char *cp, int sizex, int sizey, char alpha)
+static void set_alpha(char *cp, int sizex, int sizey, char alpha)
{
int a, size = sizex * sizey;
@@ -1148,7 +1148,7 @@ static void icon_preview_endjob(void *customdata)
if (GS(ip->id->name) == ID_BR)
WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
-#if 0
+#if 0
if (GS(ip->id->name) == ID_MA) {
Material *ma = (Material *)ip->id;
PreviewImage *prv_img = ma->preview;
@@ -1290,12 +1290,12 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
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_set(wm_job, sp, shader_preview_free);
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL, NC_MATERIAL);
WM_jobs_callbacks(wm_job, common_preview_startjob, NULL, shader_preview_updatejob, NULL);
-
+
WM_jobs_start(CTX_wm_manager(C), wm_job);
}