/* * $Id$ * * ***** 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 ***** */ /* global includes */ #include #include #include #ifndef WIN32 #include #else #include #endif #include "MEM_guardedalloc.h" #include "BLO_readfile.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_threads.h" #include "DNA_texture_types.h" #include "DNA_world_types.h" #include "DNA_camera_types.h" #include "DNA_image_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_screen_types.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_icons.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_texture.h" #include "BKE_material.h" #include "BKE_node.h" #include "BKE_world.h" #include "BKE_texture.h" #include "BKE_utildefines.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 "GPU_material.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" #define PR_XMIN 10 #define PR_YMIN 5 #define PR_XMAX 200 #define PR_YMAX 195 /* XXX */ static int qtest() {return 0;} /* XXX */ typedef struct ShaderPreview { /* from wmJob */ void *owner; short *stop, *do_update; Scene *scene; ID *id; ID *parent; MTex *slot; int sizex, sizey; unsigned int *pr_rect; int pr_method; } ShaderPreview; /* unused now */ void draw_tex_crop(Tex *tex) { rcti rct; int ret= 0; if(tex==0) return; if(tex->type==TEX_IMAGE) { if(tex->cropxmin==0.0f) ret++; if(tex->cropymin==0.0f) ret++; if(tex->cropxmax==1.0f) ret++; if(tex->cropymax==1.0f) ret++; if(ret==4) return; rct.xmin= PR_XMIN+2+tex->cropxmin*(PR_XMAX-PR_XMIN-4); rct.xmax= PR_XMIN+2+tex->cropxmax*(PR_XMAX-PR_XMIN-4); rct.ymin= PR_YMIN+2+tex->cropymin*(PR_YMAX-PR_YMIN-4); rct.ymax= PR_YMIN+2+tex->cropymax*(PR_YMAX-PR_YMIN-4); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glColor3ub(0, 0, 0); glRecti(rct.xmin+1, rct.ymin-1, rct.xmax+1, rct.ymax-1); glColor3ub(255, 255, 255); glRecti(rct.xmin, rct.ymin, rct.xmax, rct.ymax); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } /* temporal abuse; if id_code is -1 it only does texture.... solve! */ void BIF_preview_changed(short id_code) { #if 0 ScrArea *sa; for(sa= G.curscreen->areabase.first; sa; sa= sa->next) { if(sa->spacetype==SPACE_BUTS) { SpaceButs *sbuts= sa->spacedata.first; if(sbuts->mainb==CONTEXT_SHADING) { int tab= sbuts->tab[CONTEXT_SHADING]; if(tab==TAB_SHADING_MAT && (id_code==ID_MA || id_code==ID_TE)) { if (sbuts->ri) sbuts->ri->curtile= 0; addafterqueue(sa->win, RENDERPREVIEW, 1); } else if(tab==TAB_SHADING_TEX && (id_code==ID_TE || id_code==-1)) { if (sbuts->ri) sbuts->ri->curtile= 0; addafterqueue(sa->win, RENDERPREVIEW, 1); } else if(tab==TAB_SHADING_LAMP && (id_code==ID_LA || id_code==ID_TE)) { if (sbuts->ri) sbuts->ri->curtile= 0; addafterqueue(sa->win, RENDERPREVIEW, 1); } else if(tab==TAB_SHADING_WORLD && (id_code==ID_WO || id_code==ID_TE)) { if (sbuts->ri) sbuts->ri->curtile= 0; addafterqueue(sa->win, RENDERPREVIEW, 1); } } else if (sbuts->ri) sbuts->ri->curtile= 0; /* ensure changes always result in re-render when context is restored */ } else if(sa->spacetype==SPACE_NODE) { SpaceNode *snode= sa->spacedata.first; if(snode->treetype==NTREE_SHADER && (id_code==ID_MA || id_code==ID_TE)) { snode_tag_dirty(snode); } } else if(sa->spacetype==SPACE_VIEW3D) { View3D *vd= sa->spacedata.first; /* if is has a renderinfo, we consider that reason for signalling */ if (vd->ri) { vd->ri->curtile= 0; addafterqueue(sa->win, RENDERPREVIEW, 1); } } } if(ELEM4(id_code, ID_MA, ID_TE, ID_LA, ID_WO)) { Object *ob; Material *ma; if(id_code == ID_WO) { for(ma=G.main->mat.first; ma; ma=ma->id.next) { if(ma->gpumaterial.first) { GPU_material_free(ma); } } } else if(id_code == ID_LA) { for(ob=G.main->object.first; ob; ob=ob->id.next) { if(ob->gpulamp.first) { GPU_lamp_free(ob); } } for(ma=G.main->mat.first; ma; ma=ma->id.next) { if(ma->gpumaterial.first) { GPU_material_free(ma); } } } else if(OBACT) { Object *ob = OBACT; ma= give_current_material(ob, ob->actcol); if(ma && ma->gpumaterial.first) { GPU_material_free(ma); } } } #endif } /* *************************** Preview for buttons *********************** */ static Main *pr_main= NULL; void ED_preview_init_dbase(void) { BlendFileData *bfd; extern int datatoc_preview_blend_size; extern char datatoc_preview_blend[]; 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 &= ~G_FILE_NO_UI; } void ED_preview_free_dbase(void) { if(pr_main) free_main(pr_main); } static Object *find_object(ListBase *lb, const char *name) { Object *ob; for(ob= lb->first; ob; ob= ob->id.next) if(strcmp(ob->id.name+2, name)==0) break; return ob; } /* 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; /* exception: don't color manage texture previews or icons */ if((sp && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE) sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT; if((sp && 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; if(id_type==ID_MA) { Material *mat= (Material *)id; if(id) { init_render_material(mat, 0, NULL); /* call that retrieves mode_l */ end_render_material(mat); /* 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(mat->sss_flag & MA_DIFF_SSS) 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<lay= 1<lay= 1<pr_type; if(mat->nodetree && sp->pr_method==PR_NODE_RENDER) ntreeInitPreview(mat->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') { if(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL)) { /* 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= (Tex *)id; sce->lay= 1<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(sp && 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) ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey); } 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<world= scene->world; sce->camera= (Object *)find_object(&pr_main->object, "CameraAtmo"); } else { sce->lay= 1<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<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) { Render *re; 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= 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); glaDrawPixelsSafe_to32(rect->xmin+offx, rect->ymin, rres.rectx, rres.recty, rres.rectx, rres.rectf, gamma_correct); 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, 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, PR_BUTS_RENDER); } } } /* ******************************** 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, NULL, 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; 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; } 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 */ RE_InitState(re, NULL, &sce->r, NULL, sizex, sp->sizey, NULL); /* callbacs are cleared on GetRender() */ if(sp->pr_method==PR_BUTS_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; aid; 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; steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, WM_JOB_EXCL_RENDER); 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, int method) { wmJob *steve; ShaderPreview *sp; steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, 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; /* 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); }