/* * ***** 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 #include #include #ifndef WIN32 #include #else #include #endif #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BLO_readfile.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_scene_types.h" #include "DNA_brush_types.h" #include "DNA_screen_types.h" #include "BKE_appdir.h" #include "BKE_brush.h" #include "BKE_context.h" #include "BKE_colortools.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_library_remap.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_node.h" #include "BKE_scene.h" #include "BKE_texture.h" #include "BKE_world.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "IMB_thumbs.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "RE_pipeline.h" #include "RE_engine.h" #include "WM_api.h" #include "WM_types.h" #include "ED_datafiles.h" #include "ED_render.h" #ifndef NDEBUG /* Used for database init assert(). */ # include "BLI_threads.h" #endif ImBuf *get_brush_icon(Brush *brush) { static const int flags = IB_rect | IB_multilayer | IB_metadata; char path[FILE_MAX]; const 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); /* use default colorspaces for brushes */ brush->icon_imbuf = IMB_loadiffname(path, flags, NULL); // otherwise lets try to find it in other directories if (!(brush->icon_imbuf)) { folder = BKE_appdir_folder_id(BLENDER_DATAFILES, "brushicons"); BLI_make_file_string(G.main->name, path, folder, brush->icon_filepath); if (path[0]) { /* use fefault color spaces */ brush->icon_imbuf = IMB_loadiffname(path, flags, NULL); } } if (brush->icon_imbuf) BKE_icon_changed(BKE_icon_id_ensure(&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; Main *bmain; Main *pr_main; } ShaderPreview; typedef struct IconPreviewSize { struct IconPreviewSize *next, *prev; int sizex, sizey; unsigned int *rect; } IconPreviewSize; typedef struct IconPreview { Main *bmain; Scene *scene; void *owner; ID *id; ListBase sizes; } IconPreview; /* *************************** Preview for buttons *********************** */ static Main *G_pr_main = NULL; static Main *G_pr_main_cycles = NULL; #ifndef WITH_HEADLESS static Main *load_main_from_memory(const void *blend, int blend_size) { const int fileflags = G.fileflags; Main *bmain = NULL; BlendFileData *bfd; G.fileflags |= G_FILE_NO_UI; bfd = BLO_read_from_memory(blend, blend_size, NULL); if (bfd) { bmain = bfd->main; MEM_freeN(bfd); } G.fileflags = fileflags; return bmain; } #endif void ED_preview_ensure_dbase(void) { #ifndef WITH_HEADLESS static bool base_initialized = false; BLI_assert(BLI_thread_is_main()); if (!base_initialized) { G_pr_main = load_main_from_memory(datatoc_preview_blend, datatoc_preview_blend_size); G_pr_main_cycles = load_main_from_memory(datatoc_preview_cycles_blend, datatoc_preview_cycles_blend_size); base_initialized = true; } #endif } static bool check_engine_supports_textures(Scene *scene) { RenderEngineType *type = RE_engines_find(scene->r.engine); return type->flag & RE_USE_TEXTURE_PREVIEW; } void ED_preview_free_dbase(void) { if (G_pr_main) BKE_main_free(G_pr_main); if (G_pr_main_cycles) BKE_main_free(G_pr_main_cycles); } 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; } static Scene *preview_get_scene(Main *pr_main) { if (pr_main == NULL) return NULL; return pr_main->scene.first; } /* 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(Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp) { Scene *sce; Base *base; Main *pr_main = sp->pr_main; memcpy(pr_main->name, bmain->name, sizeof(pr_main->name)); 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 */ 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; 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; } else { 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 sce->r.alphamode = R_ADDSKY; sce->r.cfra = scene->r.cfra; if (id_type == ID_TE && !check_engine_supports_textures(scene)) { /* Force blender internal for texture icons and nodes render, * seems commonly used render engines does not support * such kind of rendering. */ BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine)); } 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 = localize_material(origmat); sp->matcopy = mat; BLI_addtail(&pr_main->mat, mat); if (!BKE_scene_use_new_shading_nodes(scene)) { 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->mode2 & MA_CASTSHADOW) shadmat->septex = 0; else shadmat->septex |= 1; } } } /* 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) { /* if doesn't match 'Lamp.002' --> main key light */ if (!STREQ(base->object->id.name + 2, "Lamp.002")) { if (mat->material_type == MA_TYPE_VOLUME) base->object->restrictflag |= OB_RESTRICT_RENDER; else base->object->restrictflag &= ~OB_RESTRICT_RENDER; } } } } else { /* use current scene world to light sphere */ if (mat->pr_type == MA_SPHERE_A) sce->world = scene->world; } 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; /* same as above, use current scene world to light sphere */ if (BKE_scene_use_new_shading_nodes(scene)) sce->world = scene->world; } } else { sce->lay = 1 << mat->pr_type; if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) { /* two previews, they get copied by wmJob */ BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, true); BKE_node_preview_init_tree(origmat->nodetree, sp->sizex, sp->sizey, true); } } } 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 = max_ii(base->object->actcol - 1, 0); 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 = 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; mat->mtex[0]->mapto &= ~MAP_ALPHA; mat->alpha = 1.0f; /* show alpha in this case */ if (tex == NULL || (tex->flag & TEX_PRV_ALPHA)) { if (!(tex && tex->type == TEX_IMAGE && (tex->imaflag & (TEX_USEALPHA | TEX_CALCALPHA)) == 0)) { mat->mtex[0]->mapto |= MAP_ALPHA; mat->alpha = 0.0f; } } } } } if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) { /* two previews, they get copied by wmJob */ BKE_node_preview_init_tree(origtex->nodetree, sp->sizex, sp->sizey, true); BKE_node_preview_init_tree(tex->nodetree, sp->sizex, sp->sizey, true); } } 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); } sce->lay = 1 << MA_LAMP; if (!BKE_scene_use_new_shading_nodes(scene)) { 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->world = NULL; sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2); } } 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 */ BKE_node_preview_init_tree(origla->nodetree, sp->sizex, sp->sizey, true); BKE_node_preview_init_tree(la->nodetree, sp->sizex, sp->sizey, true); } } 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 */ BKE_node_preview_init_tree(wrld->nodetree, sp->sizex, sp->sizey, true); BKE_node_preview_init_tree(origwrld->nodetree, sp->sizex, sp->sizey, true); } } return sce; } return NULL; } /* new UI convention: draw is in pixel space already. */ /* uses UI_BTYPE_ROUNDBOX button in block to get the rect */ static bool ed_preview_draw_rect(ScrArea *sa, int split, int first, rcti *rect, rcti *newrect) { Render *re; RenderView *rv; RenderResult rres; char name[32]; int offx = 0; int newx = BLI_rcti_size_x(rect); int newy = BLI_rcti_size_y(rect); bool ok = false; 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; } } /* test if something rendered ok */ re = RE_GetRender(name); if (re == NULL) return false; RE_AcquireResultImageViews(re, &rres); if (!BLI_listbase_is_empty(&rres.views)) { /* material preview only needs monoscopy (view 0) */ rv = RE_RenderViewGetById(&rres, 0); } else { /* possible the job clears the views but we're still drawing T45496 */ rv = NULL; } 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); newrect->ymax = max_ii(newrect->ymax, rect->ymin + rres.recty); if (rres.rectx && rres.recty) { unsigned char *rect_byte = MEM_mallocN(rres.rectx * rres.recty * sizeof(int), "ed_preview_draw_rect"); float fx = rect->xmin + offx; float fy = rect->ymin; /* material preview only needs monoscopy (view 0) */ if (re) 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; } } } RE_ReleaseResultImageViews(re, &rres); return ok; } void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect) { if (idp) { wmWindowManager *wm = CTX_wm_manager(C); ScrArea *sa = CTX_wm_area(C); ID *id = (ID *)idp; ID *parent = (ID *)parentp; MTex *slot = (MTex *)slotp; SpaceButs *sbuts = CTX_wm_space_buts(C); ShaderPreview *sp = WM_jobs_customdata(wm, sa); rcti newrect; int ok; int newx = BLI_rcti_size_x(rect); int newy = BLI_rcti_size_y(rect); newrect.xmin = rect->xmin; newrect.xmax = rect->xmin; newrect.ymin = rect->ymin; newrect.ymax = rect->ymin; if (parent) { ok = ed_preview_draw_rect(sa, 1, 1, rect, &newrect); ok &= ed_preview_draw_rect(sa, 1, 0, rect, &newrect); } else ok = ed_preview_draw_rect(sa, 0, 0, rect, &newrect); if (ok) *rect = newrect; /* start a new preview render job if signalled through sbuts->preview, * if no render result was found and no preview render job is running, * or if the job is running and the size of preview changed */ if ((sbuts != NULL && sbuts->preview) || (!ok && !WM_jobs_test(wm, sa, WM_JOB_TYPE_RENDER_PREVIEW)) || (sp && (ABS(sp->sizex - newx) >= 2 || ABS(sp->sizey - newy) > 2))) { if (sbuts != NULL) { sbuts->preview = 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_update(void *spv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect)) { ShaderPreview *sp = spv; *(sp->do_update) = true; } /* 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; Main *pr_main = sp->pr_main; /* 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; } /* we have to set preview variables first */ sce = preview_get_scene(pr_main); if (sce) { sce->r.xsch = sizex; 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; 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; } /* callbacs are cleared on GetRender() */ if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) { RE_display_update_cb(re, sp, shader_preview_update); } /* 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) ((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); } /* 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; // 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 = true; } 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); 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); BKE_texture_free(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); BKE_world_free(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); BKE_lamp_free(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; if (sp->pr_method == PR_ICON_DEFERRED) { PreviewImage *prv = sp->owner; ImBuf *thumb; char *deferred_data = PRV_DEFERRED_DATA(prv); int source = deferred_data[0]; char *path = &deferred_data[1]; // printf("generating deferred %d×%d preview for %s\n", sp->sizex, sp->sizey, path); thumb = IMB_thumb_manage(path, THB_LARGE, source); if (thumb) { /* PreviewImage assumes premultiplied alhpa... */ IMB_premultiply_alpha(thumb); icon_copy_rect(thumb, sp->sizex, sp->sizey, sp->pr_rect); IMB_freeImBuf(thumb); } } else { 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_acquire_ibuf(ima, &iuser, NULL); if (ibuf == NULL || ibuf->rect == NULL) { BKE_image_release_ibuf(ima, ibuf, NULL); return; } icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect); *do_update = true; BKE_image_release_ibuf(ima, ibuf, NULL); } else if (idtype == ID_BR) { Brush *br = (Brush *)id; br->icon_imbuf = get_brush_icon(br); memset(sp->pr_rect, 0x88, 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 = true; } 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 (ELEM(sp->pr_method, PR_ICON_RENDER, PR_ICON_DEFERRED)) 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; const bool use_new_shading = BKE_scene_use_new_shading_nodes(ip->scene); while (cur_size) { PreviewImage *prv = ip->owner; ShaderPreview *sp = MEM_callocN(sizeof(ShaderPreview), "Icon ShaderPreview"); const bool is_render = !prv->use_deferred; /* 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 = is_render ? PR_ICON_RENDER : PR_ICON_DEFERRED; sp->pr_rect = cur_size->rect; sp->id = ip->id; sp->bmain = ip->bmain; if (is_render) { BLI_assert(ip->id); if (use_new_shading) { /* texture icon rendering is hardcoded to use BI, * so don't even think of using cycle's bmain for * texture icons */ if (GS(ip->id->name) != ID_TE) sp->pr_main = G_pr_main_cycles; else sp->pr_main = G_pr_main; } else { sp->pr_main = G_pr_main; } } common_preview_startjob(sp, stop, do_update, progress); shader_preview_free(sp); cur_size = cur_size->next; } } static void icon_preview_endjob(void *customdata) { IconPreview *ip = customdata; if (ip->id) { if (GS(ip->id->name) == ID_BR) WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id); #if 0 if (GS(ip->id->name) == ID_MA) { Material *ma = (Material *)ip->id; PreviewImage *prv_img = ma->preview; int i; /* signal to gpu texture */ for (i = 0; i < NUM_ICON_SIZES; ++i) { if (prv_img->gputexture[i]) { GPU_texture_free(prv_img->gputexture[i]); prv_img->gputexture[i] = NULL; WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, ip->id); } } } #endif } } static void icon_preview_free(void *customdata) { IconPreview *ip = (IconPreview *)customdata; BLI_freelistN(&ip->sizes); MEM_freeN(ip); } void ED_preview_icon_render(Main *bmain, Scene *scene, ID *id, unsigned int *rect, int sizex, int sizey) { IconPreview ip = {NULL}; short stop = false, update = false; float progress = 0.0f; ED_preview_ensure_dbase(); ip.bmain = bmain; ip.scene = scene; ip.owner = id; ip.id = id; icon_preview_add_size(&ip, rect, sizex, sizey); icon_preview_startjob_all_sizes(&ip, &stop, &update, &progress); icon_preview_endjob(&ip); BLI_freelistN(&ip.sizes); } void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *rect, int sizex, int sizey) { wmJob *wm_job; IconPreview *ip, *old_ip; ED_preview_ensure_dbase(); /* suspended start means it starts after 1 timer step, see WM_jobs_timer below */ wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Icon Preview", WM_JOB_EXCL_RENDER | WM_JOB_SUSPEND, WM_JOB_TYPE_RENDER_PREVIEW); ip = MEM_callocN(sizeof(IconPreview), "icon preview"); /* render all resolutions from suspended job too */ old_ip = WM_jobs_customdata_get(wm_job); if (old_ip) BLI_movelisttolist(&ip->sizes, &old_ip->sizes); /* customdata for preview thread */ ip->bmain = CTX_data_main(C); ip->scene = CTX_data_scene(C); ip->owner = owner; ip->id = id; icon_preview_add_size(ip, rect, sizex, sizey); /* setup job */ WM_jobs_customdata_set(wm_job, ip, icon_preview_free); WM_jobs_timer(wm_job, 0.1, NC_WINDOW, NC_WINDOW); WM_jobs_callbacks(wm_job, icon_preview_startjob_all_sizes, NULL, NULL, icon_preview_endjob); WM_jobs_start(CTX_wm_manager(C), wm_job); } 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 *wm_job; ShaderPreview *sp; Scene *scene = CTX_data_scene(C); short id_type = GS(id->name); bool use_new_shading = BKE_scene_use_new_shading_nodes(scene); /* Only texture node preview is supported with Cycles. */ if (use_new_shading && method == PR_NODE_RENDER && id_type != ID_TE) { return; } ED_preview_ensure_dbase(); wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview", WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW); sp = MEM_callocN(sizeof(ShaderPreview), "shader preview"); /* customdata for preview thread */ sp->scene = scene; sp->owner = owner; sp->sizex = sizex; sp->sizey = sizey; sp->pr_method = method; sp->id = id; sp->parent = parent; sp->slot = slot; sp->bmain = CTX_data_main(C); /* hardcoded preview .blend for cycles/internal, this should be solved * once with custom preview .blend path for external engines */ if ((method != PR_NODE_RENDER) && id_type != ID_TE && use_new_shading) { sp->pr_main = G_pr_main_cycles; } else { sp->pr_main = G_pr_main; } 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); } void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain) { if (wm) WM_jobs_kill(wm, NULL, common_preview_startjob); ED_viewport_render_kill_jobs(wm, bmain, false); }