First implementation of node previews in the shader node editor. Using the same user interface as compositor node previews, most shader nodes can now be previewed (except group in/output and material output). This is currently still an experimental feature, as polishing of the user experience and performance improvements are planned. These will be easier to do as incremental changes on this implementation. See #110353 for details on the work that remains to be done and known limitations. Implementation notes: We take advantage of the `RenderResult` available as `ImBuf` images to store a `Render` for every viewed nested node tree present in a `SpaceNode`. The computation is initiated at the moment of drawing nodes overlays. One render is started for the current nodetree, having a `ViewLayer` associated with each previewed node. We separate the previewed nodes in two categories: the shader ones and the non-shader ones. - For non-shader nodes, we use AOVs which highly speed up the rendering process by rendering every non-shader nodes at the same time. They are rendered in the first `ViewLayer`. - For shader nodes, we render them each in a different `ViewLayer`, by rerouting the node to the output of the material in the preview scene. The preview scene takes the same aspect as the Material preview scene, and the same preview object is used. At the moment of drawing the node overlay, we take the `Render` of the viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass for each previewed node. Pull Request: https://projects.blender.org/blender/blender/pulls/110065
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "DNA_ID_enums.h"
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#include "DNA_material_types.h"
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#include "DNA_vec_types.h"
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struct DEGEditorUpdateContext;
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struct Depsgraph;
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struct ID;
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struct MTex;
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struct Main;
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struct Render;
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struct Scene;
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struct ScrArea;
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struct bContext;
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struct bScreen;
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struct PreviewImage;
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struct ViewLayer;
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struct World;
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struct wmWindow;
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struct wmWindowManager;
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/* `render_ops.cc` */
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void ED_operatortypes_render();
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/* `render_update.cc` */
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void ED_render_engine_changed(Main *bmain, bool update_scene_data);
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void ED_render_engine_area_exit(Main *bmain, ScrArea *area);
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void ED_render_view_layer_changed(Main *bmain, bScreen *screen);
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/* Callbacks handling data update events coming from depsgraph. */
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void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id);
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/**
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* Update all 3D viewport render and draw engines on changes to the scene.
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* This is called by the dependency graph when it detects changes.
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*/
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void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, bool updated);
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/**
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* Update 3D viewport render or draw engine on changes to the scene or view settings.
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*/
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void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, bool updated);
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Scene *ED_render_job_get_scene(const bContext *C);
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Scene *ED_render_job_get_current_scene(const bContext *C);
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/* Render the preview
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*
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* pr_method:
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* - PR_BUTS_RENDER: preview is rendered for buttons window
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* - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
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* - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
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*/
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enum ePreviewRenderMethod {
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PR_BUTS_RENDER = 0,
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PR_ICON_RENDER = 1,
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PR_ICON_DEFERRED = 2,
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};
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bool ED_check_engine_supports_preview(const Scene *scene);
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const char *ED_preview_collection_name(ePreviewType pr_type);
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void ED_preview_ensure_dbase(bool with_gpencil);
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void ED_preview_free_dbase();
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/**
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* Check if \a id is supported by the automatic preview render.
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*/
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bool ED_preview_id_is_supported(const ID *id);
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void ED_preview_set_visibility(Main *pr_main,
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Scene *scene,
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ViewLayer *view_layer,
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ePreviewType pr_type,
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ePreviewRenderMethod pr_method);
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struct World *ED_preview_prepare_world(Main *pr_main,
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const Scene *scene,
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const World *world,
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ID_Type id_type,
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ePreviewRenderMethod pr_method);
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void ED_preview_shader_job(const bContext *C,
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void *owner,
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ID *id,
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ID *parent,
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MTex *slot,
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int sizex,
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int sizey,
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ePreviewRenderMethod method);
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void ED_preview_icon_render(
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const bContext *C, Scene *scene, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size);
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void ED_preview_icon_job(
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const bContext *C, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size, bool delay);
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void ED_preview_restart_queue_free();
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void ED_preview_restart_queue_add(ID *id, enum eIconSizes size);
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void ED_preview_restart_queue_work(const bContext *C);
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void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain);
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void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
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void ED_render_clear_mtex_copybuf();
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void ED_render_internal_init();
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