Render back! And not only back, even full threaded now. :) Current state is unfinished, but too much fun to not to commit for review and test! WARNING: because render is in a threaded job, it will use data as can be edited in the UI. That'll crash in many cases of course... the idea is to limit UI usage to viewing stuff, especially for the Image Window to inspect layers or zoom in/out. What works now; - F12 render (no anim) - ESC from render - ESC pushes back temporary Image Window - Render to ImageWindow or full-screen. - Executing composites, and edit composites after render. Note that the UI is 100% responsive in a render, you can switch screens, slide area dividers around, or even load a new file during render. :) It's quite stable even. I'll collect all crash reports especially to get a good picture of where the protection is required at least. Also added: XKey "Delete Objects", to get things crash... unfortunately it didn't for me.
178 lines
4.8 KiB
C
178 lines
4.8 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation, 2002-2009
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include "DNA_image_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_screen.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "ED_screen.h"
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#include "RE_pipeline.h"
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#include "WM_api.h"
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#define HEADER_HEIGHT 18
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/* *********************** render callbacks ***************** */
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/* set on initialize render, only one render output to imagewindow can exist, so the global isnt dangerous yet :) */
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static ScrArea *image_area= NULL;
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/* can get as well the full picture, as the parts while rendering */
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/* XXX will be obsolete, here for reference now */
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void imagewindow_progress(SpaceImage *sima, RenderResult *rr, volatile rcti *renrect)
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{
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float x1, y1, *rectf= NULL;
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unsigned int *rect32= NULL;
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int ymin, ymax, xmin, xmax;
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/* if renrect argument, we only display scanlines */
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if(renrect) {
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/* if ymax==recty, rendering of layer is ready, we should not draw, other things happen... */
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if(rr->renlay==NULL || renrect->ymax>=rr->recty)
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return;
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/* xmin here is first subrect x coord, xmax defines subrect width */
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xmin = renrect->xmin;
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xmax = renrect->xmax - xmin;
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if (xmax<2) return;
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ymin= renrect->ymin;
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ymax= renrect->ymax - ymin;
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if(ymax<2)
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return;
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renrect->ymin= renrect->ymax;
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}
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else {
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xmin = ymin = 0;
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xmax = rr->rectx - 2*rr->crop;
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ymax = rr->recty - 2*rr->crop;
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}
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/* image window cruft */
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/* find current float rect for display, first case is after composit... still weak */
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if(rr->rectf)
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rectf= rr->rectf;
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else {
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if(rr->rect32)
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rect32= (unsigned int *)rr->rect32;
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else {
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if(rr->renlay==NULL || rr->renlay->rectf==NULL) return;
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rectf= rr->renlay->rectf;
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}
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}
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if(rectf) {
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/* if scanline updates... */
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rectf+= 4*(rr->rectx*ymin + xmin);
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/* when rendering more pixels than needed, we crop away cruft */
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if(rr->crop)
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rectf+= 4*(rr->crop*rr->rectx + rr->crop);
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}
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/* tilerect defines drawing offset from (0,0) */
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/* however, tilerect (xmin, ymin) is first pixel */
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x1 = sima->centx + (rr->tilerect.xmin + rr->crop + xmin)*sima->zoom;
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y1 = sima->centy + (rr->tilerect.ymin + rr->crop + ymin)*sima->zoom;
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/* needed for gla draw */
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// XXX { rcti rct= ar->winrct; rct.ymax-= HEADER_HEIGHT; glaDefine2DArea(&rct);}
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glPixelZoom(sima->zoom, sima->zoom);
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if(rect32)
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glaDrawPixelsSafe(x1, y1, xmax, ymax, rr->rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect32);
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else
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glaDrawPixelsSafe_to32(x1, y1, xmax, ymax, rr->rectx, rectf);
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glPixelZoom(1.0, 1.0);
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}
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/* coming from BIF_toggle_render_display() */
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void imagewindow_toggle_render(bContext *C)
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{
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bScreen *sc= CTX_wm_screen(C);
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ScrArea *sa;
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/* check if any imagewindow is showing temporal render output */
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for(sa=sc->areabase.first; sa; sa= sa->next) {
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if(sa->spacetype==SPACE_IMAGE) {
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SpaceImage *sima= sa->spacedata.first;
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if(sima->image && sima->image->type==IMA_TYPE_R_RESULT)
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if(sima->flag & (SI_PREVSPACE|SI_FULLWINDOW))
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break;
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}
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}
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if(sa) {
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// XXX addqueue(sa->win, ESCKEY, 1); /* also returns from fullscreen */
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}
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else {
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// sa= imagewindow_set_render_display(C);
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// XXX scrarea_queue_headredraw(sa);
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// XXX scrarea_queue_winredraw(sa);
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}
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}
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/* NOTE: called while render, so no malloc allowed! */
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static void imagewindow_renderinfo_cb(void *handle, RenderStats *rs)
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{
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if(image_area) {
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// XXX BIF_make_render_text(rs);
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// XXX sima_draw_render_info(sima, ar);
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/* no screen_swapbuffers, prevent any other window to draw */
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// XXX myswapbuffers();
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}
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}
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void ED_space_image_render_callbacks(bContext *C, Render *re)
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{
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// RE_display_init_cb(re, C, imagewindow_init_display_cb);
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// RE_display_draw_cb(re, C, imagewindow_progress_display_cb);
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// RE_display_clear_cb(re, C, imagewindow_clear_display_cb);
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RE_stats_draw_cb(re, C, imagewindow_renderinfo_cb);
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}
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