Files
test/source/blender/editors/preview/previewrender.c
Ton Roosendaal 47ca543b32 2.5
Rendering preview icons is back!

Note for Andrea: the render code has been decoupled from
drawing, it needs Scene context to be able to run...

At the moment only the search menu calls the new render
code (which is the ID browse menu default anyway)
2009-06-25 15:41:27 +00:00

917 lines
23 KiB
C

/*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 <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_arithb.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_anim_api.h"
#include "ED_previewrender.h"
#include "ED_view3d.h"
#include "UI_interface.h"
#include "previewrender_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;
int sizex, sizey;
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, int id_type, ShaderPreview *sp)
{
Scene *sce;
Base *base;
ID *id= sp?sp->id:NULL;
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.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_RAYTRANSP|MA_RAYMIRROR))
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;
}
}
}
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)
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))
assign_material(base->object, mat, base->object->actcol);
}
}
}
else if(id_type==ID_TE) {
Tex *tex= (Tex *)id;
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;
/* 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;
}
}
}
}
}
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<<MA_ATMOS;
sce->world= scene->world;
sce->camera= (Object *)find_object(&pr_main->object, "CameraAtmo");
}
else {
sce->lay= 1<<MA_LAMP;
sce->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<<MA_SKY;
sce->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 */
void ED_preview_draw(const bContext *C, void *idp, rcti *rect)
{
if(idp) {
ScrArea *sa= CTX_wm_area(C);
SpaceButs *sbuts= sa->spacedata.first;
RenderResult rres;
int newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
int ok= 0;
char name[32];
sprintf(name, "Preview %p", sa);
BLI_lock_malloc_thread();
RE_GetResultImage(RE_GetRender(name), &rres);
if(rres.rectf) {
if( ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2 ) {
/* correct size, then black outline matches */
rect->xmax= rect->xmin + rres.rectx;
rect->ymax= rect->ymin + rres.recty;
glaDrawPixelsSafe(rect->xmin, rect->ymin, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_FLOAT, rres.rectf);
ok= 1;
}
}
BLI_unlock_malloc_thread();
/* check for spacetype... */
if(sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
sbuts->preview= 0;
ok= 0;
}
if(ok==0) {
ED_preview_shader_job(C, sa, idp, newx, newy);
}
}
}
/* *************************** 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, ofsy;
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);
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)
{
bContext *C= NULL;
View3D *v3d= sa->spacedata.first;
RegionView3D *rv3d= NULL; // XXX
Render *re;
RenderInfo *ri; /* 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, 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)
ED_anim_dag_flush_update(C); // <--- only current scene XXX
//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 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;
}
/* runs inside thread for material, in foreground for icons */
static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
{
ShaderPreview *sp= customdata;
Render *re;
Scene *sce;
float oldlens;
char name [32];
sp->stop= stop;
sp->do_update= do_update;
/* get the stuff from the builtin preview dbase */
sce= preview_prepare_scene(sp->scene, GS(sp->id->name), sp);
if(sce==NULL) return;
sprintf(name, "Preview %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! */
if(sp->pr_method==PR_DO_RENDER) {
sce->r.scemode |= R_NODE_PREVIEW;
sce->r.scemode &= ~R_NO_IMAGE_LOAD;
sce->r.mode |= R_OSA;
}
else { /* PR_ICON_RENDER */
sce->r.scemode &= ~R_NODE_PREVIEW;
sce->r.scemode |= R_NO_IMAGE_LOAD;
}
/* allocates or re-uses render result */
RE_InitState(re, NULL, &sce->r, sp->sizex, sp->sizey, NULL);
/* callbacs are cleared on GetRender() */
if(sp->pr_method==PR_DO_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(sp->sizex > sp->sizey)
((Camera *)sce->camera->data)->lens *= (float)sp->sizey/(float)sp->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;
*do_update= 1;
/* 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, GS(sp->id->name), NULL);
}
static void shader_preview_free(void *customdata)
{
ShaderPreview *sp= customdata;
MEM_freeN(sp);
}
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, int sizex, int sizey)
{
wmJob *steve;
ShaderPreview *sp;
/* XXX ugly global still, but we can't do preview while rendering */
if(G.rendering)
return;
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner);
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= PR_DO_RENDER;
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, shader_preview_startjob, NULL, shader_preview_updatejob);
WM_jobs_start(CTX_wm_manager(C), steve);
/* signal to rerender icon in menus */
BKE_icon_changed(BKE_icon_getid(id));
}
/* rect should be allocated, sizex/sizy pixels, 32 bits */
void ED_preview_iconrender(Scene *scene, ID *id, int *rect, int sizex, int sizey)
{
ShaderPreview *sp= MEM_callocN(sizeof(ShaderPreview), "ShaderPreview");
short stop=0, do_update=0;
/* customdata for preview thread */
sp->scene= scene;
sp->sizex= sizex;
sp->sizey= sizey;
sp->pr_method= PR_ICON_RENDER;
sp->pr_rect= rect;
sp->id = id;
shader_preview_startjob(sp, &stop, &do_update);
MEM_freeN(sp);
}