Files
test/source/blender/src/previewrender.c

1561 lines
38 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/* global includes */
#include <stdlib.h>
#include <math.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "MTC_matrixops.h"
#include "render.h"
#include "mydevice.h"
#include "DNA_group_types.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_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_icons.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 "BSE_headerbuttons.h"
#include "BSE_node.h"
#include "BIF_gl.h"
#include "BIF_screen.h"
#include "BIF_space.h" /* allqueue */
#include "BIF_butspace.h"
#include "BIF_mywindow.h"
#include "BIF_interface.h"
#include "BIF_glutil.h"
#include "BIF_previewrender.h" /* include ourself for prototypes */
#include "PIL_time.h"
#include "RE_renderconverter.h"
#include "blendef.h" /* CLAMP */
#include "interface.h" /* ui_graphics_to_window() SOLVE! (ton) */
#define PR_XMIN 10
#define PR_YMIN 5
#define PR_XMAX 200
#define PR_YMAX 195
#define PR_FACY (PR_YMAX-PR_YMIN-4)/(PR_RECTY)
static rctf prerect;
static float pr_facx, pr_facy;
/* implementation */
static short intersect(float *v1, float *v2, float *v3, float *rtlabda, float *ray1, float *ray2)
{
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
float m0,m1,m2,deeldet,det1,det2,det3;
float rtu, rtv;
t00= v3[0]-v1[0];
t01= v3[1]-v1[1];
t02= v3[2]-v1[2];
t10= v3[0]-v2[0];
t11= v3[1]-v2[1];
t12= v3[2]-v2[2];
t20= ray1[0]-ray2[0];
t21= ray1[1]-ray2[1];
t22= ray1[2]-ray2[2];
x0= t11*t22-t12*t21;
x1= t12*t20-t10*t22;
x2= t10*t21-t11*t20;
deeldet= t00*x0+t01*x1+t02*x2;
if(deeldet!=0.0f) {
m0= ray1[0]-v3[0];
m1= ray1[1]-v3[1];
m2= ray1[2]-v3[2];
det1= m0*x0+m1*x1+m2*x2;
rtu= det1/deeldet;
if(rtu<=0.0f) {
det2= t00*(m1*t22-m2*t21);
det2+= t01*(m2*t20-m0*t22);
det2+= t02*(m0*t21-m1*t20);
rtv= det2/deeldet;
if(rtv<=0.0f) {
if(rtu+rtv>= -1.0f) {
det3= m0*(t12*t01-t11*t02);
det3+= m1*(t10*t02-t12*t00);
det3+= m2*(t11*t00-t10*t01);
*rtlabda= det3/deeldet;
if(*rtlabda>=0.0f && *rtlabda<=1.0f) {
return 1;
}
}
}
}
}
return 0;
}
static float rcubev[7][3]= {
{-0.002055, 6.627364, -3.369742},
{-6.031684, -3.750204, -1.992980},
{-6.049086, 3.817431, 1.969788},
{ 6.031685, 3.833064, 1.992979},
{ 6.049086, -3.734571, -1.969787},
{ 0.002054, -6.544502, 3.369744},
{-0.015348, 1.023131, 7.332510} };
static int rcubi[3][4]= {
{3, 6, 5, 4},
{1, 5, 6, 2},
{3, 0, 2, 6} };
static int ray_previewrender(int x, int y, float *vec, float *vn, short pr_rectx, short pr_recty)
{
/* float scalef= 10.0/100.0; - not fixed any more because of different render sizes */
float scalef= ( 64.0f / (float)pr_rectx ) * 0.25f;
float ray1[3], ray2[3];
float minlabda, labda;
int totface= 3, hitface= -1;
int a;
ray1[0]= ray2[0]= x*scalef;
ray1[1]= ray2[1]= y*scalef;
ray1[2]= -10.0f;
ray2[2]= 10.0f;
minlabda= 1.0f;
for(a=0; a<totface; a++) {
if(intersect( rcubev[rcubi[a][0]], rcubev[rcubi[a][1]], rcubev[rcubi[a][2]], &labda, ray1, ray2)) {
if( labda < minlabda) {
minlabda= labda;
hitface= a;
}
}
if(intersect( rcubev[rcubi[a][0]], rcubev[rcubi[a][2]], rcubev[rcubi[a][3]], &labda, ray1, ray2)) {
if( labda < minlabda) {
minlabda= labda;
hitface= a;
}
}
}
if(hitface > -1) {
CalcNormFloat(rcubev[rcubi[hitface][2]], rcubev[rcubi[hitface][1]], rcubev[rcubi[hitface][0]], vn);
vec[0]= (minlabda*(ray1[0]-ray2[0])+ray2[0])/4.1;
vec[1]= (minlabda*(ray1[1]-ray2[1])+ray2[1])/4.1;
vec[2]= (minlabda*(ray1[2]-ray2[2])+ray2[2])/4.1;
return 1;
}
return 0;
}
static unsigned int previewback(int type, int x, int y)
{
unsigned int col;
char* pcol;
/* checkerboard, for later
x+= PR_RECTX/2;
y+= PR_RECTX/2;
if( ((x/24) + (y/24)) & 1) return 0x40404040;
else return 0xa0a0a0a0;
*/
if(type & MA_DARK) {
if(abs(x)>abs(y)) col= 0;
else col= 0x40404040;
}
else {
if(abs(x)>abs(y)) col= 0x40404040;
else col= 0xa0a0a0a0;
}
pcol = (char*) &col;
pcol[3] = 0; /* set alpha to zero - endianess!*/
return col;
}
static float previewbackf(int type, int x, int y)
{
float col;
if(type & MA_DARK) {
if(abs(x)>abs(y)) col= 0.0f;
else col= 0.25f;
}
else {
if(abs(x)>abs(y)) col= 0.25f;
else col= 0.625f;
}
return col;
}
void set_previewrect(int win, int xmin, int ymin, int xmax, int ymax, short pr_rectx, short pr_recty)
{
float pr_sizex, pr_sizey;
prerect.xmin= xmin;
prerect.ymin= ymin;
prerect.xmax= xmax;
prerect.ymax= ymax;
ui_graphics_to_window(win, &prerect.xmin, &prerect.ymin);
ui_graphics_to_window(win, &prerect.xmax, &prerect.ymax);
pr_sizex= (prerect.xmax-prerect.xmin);
pr_sizey= (prerect.ymax-prerect.ymin);
pr_facx= ( pr_sizex-1.0f)/pr_rectx;
pr_facy= ( pr_sizey-1.0f)/pr_recty;
/* correction for gla draw */
prerect.xmin-= curarea->winrct.xmin;
prerect.ymin-= curarea->winrct.ymin;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&curarea->winrct);
glPixelZoom(pr_facx, pr_facy);
}
static void end_previewrect(void)
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPixelZoom(1.0f, 1.0f);
// restore viewport / scissor which was set by glaDefine2DArea
glViewport(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winx, curarea->winy);
glScissor(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winx, curarea->winy);
}
static void display_pr_scanline(unsigned int *rect, int recty, short pr_rectx)
{
/* we do steps of 4 scanlines. but draw 5, because of errors in some gfx cards (nvidia geforce, ati...) */
if( (recty & 3)==3) {
if(recty == 3) {
glaDrawPixelsSafe(prerect.xmin, prerect.ymin, pr_rectx, 4, GL_UNSIGNED_BYTE, rect);
}
else {
rect+= (recty-4)*pr_rectx;
glaDrawPixelsSafe(prerect.xmin, prerect.ymin + (((float)recty-4.0)*pr_facy), pr_rectx, 5, GL_UNSIGNED_BYTE, rect);
}
}
}
static 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)
{
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->cury= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
else if(tab==TAB_SHADING_TEX && (id_code==ID_TE || id_code==-1)) {
if (sbuts->ri) sbuts->ri->cury= 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->cury= 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->cury= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
}
}
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);
}
}
}
}
static void previewdraw_render(struct RenderInfo* ri, ScrArea* area)
{
int y;
if (!ri) {
return;
}
for (y=0; y<ri->pr_recty; y++) {
display_pr_scanline(ri->rect, y, ri->pr_rectx);
}
}
static void sky_preview_pixel(float lens, int x, int y, char *rect, short pr_rectx, short pr_recty)
{
float view[3];
if(R.wrld.skytype & WO_SKYPAPER) {
view[0]= (2*x)/(float)pr_rectx;
view[1]= (2*y)/(float)pr_recty;
view[2]= 0.0f;
}
else {
view[0]= x;
view[1]= y;
view[2]= -lens*pr_rectx/32.0;
Normalise(view);
}
RE_sky_char(view, rect);
rect[3] = 0xFF;
}
static void init_preview_world(World* wrld)
{
int a;
char *cp;
if(wrld) {
R.wrld= *(wrld);
cp= (char *)&R.wrld.fastcol;
cp[0]= 255.0*R.wrld.horr;
cp[1]= 255.0*R.wrld.horg;
cp[2]= 255.0*R.wrld.horb;
cp[3]= 1;
VECCOPY(R.grvec, R.viewmat[2]);
Normalise(R.grvec);
Mat3CpyMat4(R.imat, R.viewinv);
for(a=0; a<MAX_MTEX; a++)
if(R.wrld.mtex[a] && R.wrld.mtex[a]->tex) R.wrld.skytype |= WO_SKYTEX;
while(R.wrld.aosamp*R.wrld.aosamp < R.osa) R.wrld.aosamp++;
}
else {
memset(&R.wrld, 0, sizeof(World));
R.wrld.exp= 0.0;
R.wrld.range= 1.0;
}
R.wrld.linfac= 1.0 + pow((2.0*R.wrld.exp + 0.5), -10);
R.wrld.logfac= log( (R.wrld.linfac-1.0)/R.wrld.linfac )/R.wrld.range;
}
/* This function carefully copies over the struct members
from the struct Lamp to a new struct LampRen.
It only copies the struct members that are needed
in the lamp_preview_pixel function.
Replacement for the RE_add_render_lamp function in
the preview, because this only works for the
current selected lamp.
*/
static LampRen* create_preview_render_lamp(Lamp* la)
{
LampRen *lar;
int c;
lar= (LampRen *)MEM_callocN(sizeof(LampRen),"lampren");
MTC_Mat3One(lar->mat);
MTC_Mat3One(lar->imat);
lar->type= la->type;
lar->mode= la->mode;
lar->energy= la->energy;
if(la->mode & LA_NEG) lar->energy= -lar->energy;
lar->r= lar->energy*la->r;
lar->g= lar->energy*la->g;
lar->b= lar->energy*la->b;
lar->k= la->k;
lar->dist= la->dist;
lar->ld1= la->att1;
lar->ld2= la->att2;
/* exceptions: */
lar->spottexfac= 1.0;
lar->spotsi= cos( M_PI/3.0 );
lar->spotbl= (1.0-lar->spotsi)*la->spotblend;
MTC_Mat3One(lar->imat);
if(lar->type==LA_SPOT) {
if(lar->mode & LA_ONLYSHADOW) {
if((lar->mode & (LA_SHAD|LA_SHAD_RAY))==0) lar->mode -= LA_ONLYSHADOW;
}
}
memcpy(lar->mtex, la->mtex, MAX_MTEX*sizeof(void *));
for(c=0; c<MAX_MTEX; c++) {
if(la->mtex[c] && la->mtex[c]->tex) {
lar->mode |= LA_TEXTURE;
if(R.flag & R_RENDERING) {
if(R.osa) {
if(la->mtex[c]->tex->type==TEX_IMAGE) lar->mode |= LA_OSATEX;
}
}
}
}
return lar;
}
static void lamp_preview_pixel(ShadeInput *shi, LampRen *la, int x, int y, char *rect, short pr_rectx, short pr_recty)
{
float inpr, i, t, dist, distkw, vec[3], lacol[3];
int col;
shi->co[0]= (float)x/(pr_rectx/4);
shi->co[1]= (float)y/(pr_rectx/4);
shi->co[2]= 0;
vec[0]= 0.02f*x;
vec[1]= 0.02f*y;
vec[2]= 0.005f*pr_rectx;
VECCOPY(shi->view, vec);
dist= Normalise(shi->view);
lacol[0]= la->r;
lacol[1]= la->g;
lacol[2]= la->b;
if(la->mode & LA_TEXTURE) do_lamp_tex(la, vec, shi, lacol);
if(la->type==LA_SUN || la->type==LA_HEMI) {
dist= 1.0f;
}
else {
if(la->mode & LA_QUAD) {
t= 1.0f;
if(la->ld1>0.0f)
t= la->dist/(la->dist+la->ld1*dist);
if(la->ld2>0.0f) {
distkw= la->dist*la->dist;
t= t*distkw/(t*distkw+la->ld2*dist*dist);
}
dist= t;
}
else {
dist= (la->dist/(la->dist+dist));
}
}
/* yafray: preview shade as spot, sufficient */
if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
if(la->mode & LA_SQUARE) {
/* slightly smaller... */
inpr= 1.7*cos(MAX2(fabs(shi->view[0]/shi->view[2]) , fabs(shi->view[1]/shi->view[2]) ));
}
else {
inpr= shi->view[2];
}
t= la->spotsi;
if(inpr<t) dist= 0.0f;
else {
t= inpr-t;
if(t<la->spotbl && la->spotbl!=0.0f) {
/* soft area */
i= t/la->spotbl;
t= i*i;
i= t*i;
inpr*=(3.0*t-2.0*i);
}
}
dist*=inpr;
}
else if ELEM(la->type, LA_LOCAL, LA_AREA) dist*= shi->view[2];
col= 255.0*dist*lacol[0];
if(col<=0) rect[0]= 0; else if(col>=255) rect[0]= 255; else rect[0]= col;
col= 255.0*dist*lacol[1];
if(col<=0) rect[1]= 0; else if(col>=255) rect[1]= 255; else rect[1]= col;
col= 255.0*dist*lacol[2];
if(col<=0) rect[2]= 0; else if(col>=255) rect[2]= 255; else rect[2]= col;
rect[3] = 0xFF;
}
static void init_previewhalo(HaloRen *har, Material *mat, short pr_rectx, short pr_recty)
{
har->type= 0;
if(mat->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA;
har->mat= mat;
har->hard= mat->har;
har->rad= pr_rectx/2.0;
har->radsq= pr_rectx*pr_rectx/4.0;
har->alfa= mat->alpha;
har->add= 255.0*mat->add;
har->r= mat->r;
har->g= mat->g;
har->b= mat->b;
har->xs= pr_rectx/2.0;
har->ys= pr_rectx/2.0;
har->zs= har->zd= 0;
har->seed= (mat->seed1 % 256);
if( (mat->mode & MA_HALOTEX) && mat->mtex[0] ) har->tex= 1; else har->tex=0;
if(mat->mode & MA_STAR) har->starpoints= mat->starc; else har->starpoints= 0;
if(mat->mode & MA_HALO_LINES) har->linec= mat->linec; else har->linec= 0;
if(mat->mode & MA_HALO_RINGS) har->ringc= mat->ringc; else har->ringc= 0;
if(mat->mode & MA_HALO_FLARE) har->flarec= mat->flarec; else har->flarec= 0;
if(har->flarec) {
har->xs-= pr_rectx/3;
har->ys+= pr_rectx/3;
har->rad*= 0.3;
har->radsq= har->rad*har->rad;
har->pixels= har->rad*har->rad*har->rad;
}
}
static void halo_preview_pixel(HaloRen *har, int startx, int endx, int y, char *rect, short pr_rectx)
{
float dist, xn, yn, xsq, ysq, colf[4];
int x;
char front[4];
if(har->flarec) yn= y-pr_rectx/3;
else yn= y;
ysq= yn*yn;
for(x=startx; x<endx; x++) {
if(har->flarec) xn= x+pr_rectx/3;
else xn= x;
xsq= xn*xn;
dist= xsq+ysq;
if(dist<har->radsq) {
RE_shadehalo(har, front, colf, 0, dist, xn, yn, har->flarec);
RE_addalphaAddfac(rect, front, har->add);
rect[3] = 0xFF; /* makes icon display all pixels */
}
rect+= 4;
}
}
static void previewflare(RenderInfo *ri, HaloRen *har, short pr_rectx, short pr_recty, int pr_method)
{
float ycor;
unsigned int *rectot;
int afmx, afmy, rectx, recty, y;
/* check for "Preview" block already in calling function BIF_previewrender! - elubie */
/* temps */
ycor= R.ycor;
rectx= R.rectx;
recty= R.recty;
afmx= R.afmx;
afmy= R.afmy;
rectot= R.rectot;
R.r.postmul= R.r.postgamma= R.r.postsat= 1.0f;
R.r.posthue= R.r.postadd= 0.0f;
R.ycor= 1.0f;
R.rectx= pr_rectx;
R.recty= pr_recty;
R.afmx= pr_rectx/2;
R.afmy= pr_recty/2;
R.rectot= ri->rect;
waitcursor(1);
RE_renderflare(har);
waitcursor(0);
// not sure why, either waitcursor or renderflare screws up (disabled then)
//areawinset(curarea->win);
/* draw can just be called this way, all settings are OK */
if (pr_method==PR_DRAW_RENDER) {
for (y=0; y<pr_recty; y++) {
display_pr_scanline(ri->rect, y, pr_rectx);
}
}
/* temps */
R.ycor= ycor;
R.rectx= rectx;
R.recty= recty;
R.afmx= afmx;
R.afmy= afmy;
R.rectot= rectot;
}
static void texture_preview_pixel(Tex *tex, int x, int y, char *rect, short pr_rectx, short pr_recty)
{
float i, v1, xsq, ysq, texvec[3];
float tin=1.0f, tr, tg, tb, ta;
int rgbnor, tracol, skip=0;
if(tex->type==TEX_IMAGE) {
v1= 1.0f/pr_rectx;
texvec[0]= 0.5+v1*x;
texvec[1]= 0.5+v1*y;
/* no coordinate mapping, exception: repeat */
if(tex->extend==TEX_REPEAT) {
if(tex->xrepeat>1) {
texvec[0] *= tex->xrepeat;
if(texvec[0]>1.0f) texvec[0] -= (int)(texvec[0]);
}
if(tex->yrepeat>1) {
texvec[1] *= tex->yrepeat;
if(texvec[1]>1.0f) texvec[1] -= (int)(texvec[1]);
}
}
else if(tex->extend==TEX_CHECKER) {
texvec[0]= 0.5+1.6*v1*x;
texvec[1]= 0.5+1.6*v1*y;
}
}
else if(tex->type==TEX_ENVMAP) {
if(tex->env) {
ysq= y*y;
xsq= x*x;
if(xsq+ysq < (pr_rectx/2)*(pr_recty/2)) {
texvec[2]= sqrt( (float)((pr_rectx/2)*(pr_recty/2)-xsq-ysq) );
texvec[0]= -x;
texvec[1]= -y;
Normalise(texvec);
i= 2.0*(texvec[2]);
texvec[0]= (i*texvec[0]);
texvec[1]= (i*texvec[1]);
texvec[2]= (-1.0f+i*texvec[2]);
}
else {
skip= 1;
tr= tg= tb= ta= 0.0f;
}
}
else {
skip= 1;
tr= tg= tb= ta= 0.0f;
}
}
else {
v1= 2.0/pr_rectx;
texvec[0]= v1*x;
texvec[1]= v1*y;
texvec[2]= 0.0f;
}
if(skip==0) rgbnor= multitex_ext(tex, texvec, &tin, &tr, &tg, &tb, &ta);
else rgbnor= 1;
if(rgbnor & 1) {
v1= 255.0*tr;
rect[0]= CLAMPIS(v1, 0, 255);
v1= 255.0*tg;
rect[1]= CLAMPIS(v1, 0, 255);
v1= 255.0*tb;
rect[2]= CLAMPIS(v1, 0, 255);
if(ta!=1.0f) {
tracol= 64+100*(abs(x)>abs(y));
tracol= (1.0f-ta)*tracol;
rect[0]= tracol+ (rect[0]*ta) ;
rect[1]= tracol+ (rect[1]*ta) ;
rect[2]= tracol+ (rect[2]*ta) ;
}
rect[3] = 0xFF;
}
else {
rect[0]= 255.0*tin;
rect[1]= 255.0*tin;
rect[2]= 255.0*tin;
rect[3] = 0xFF;
}
}
static float pr1_lamp[3]= {2.3, -2.4, -4.6}; /* note; is not used! */
static float pr2_lamp[3]= {-8.8, -5.6, -1.5};
static float pr1_col[3]= {0.8, 0.8, 0.8};
static float pr2_col[3]= {0.5, 0.6, 0.7};
static void refraction_prv(int *x, int *y, float *n, float index)
{
float dot, fac, view[3], len;
index= 1.0f/index;
view[0]= index*(float)*x;
view[1]= ((float)*y)/index;
view[2]= 20.0f;
len= Normalise(view);
dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2];
if(dot>0.0f) {
fac= 1.0f - (1.0f - dot*dot)*index*index;
if(fac<= 0.0f) return;
fac= -dot*index + sqrt(fac);
}
else {
index = 1.0f/index;
fac= 1.0f - (1.0f - dot*dot)*index*index;
if(fac<= 0.0f) return;
fac= -dot*index - sqrt(fac);
}
*x= (int)(len*(index*view[0] + fac*n[0]));
*y= (int)(len*(index*view[1] + fac*n[1]));
}
static void shade_lamp_loop_preview(ShadeInput *shi, ShadeResult *shr)
{
extern float fresnel_fac(float *view, float *vn, float ior, float fac);
Material *mat= shi->mat;
float inp, is, inprspec=0;
float lv[3], *la, *vn, vnor[3];
int a;
if((mat->mode & MA_RAYMIRROR)==0) shi->ray_mirror= 0.0f;
memset(shr, 0, sizeof(ShadeResult));
do_material_tex(shi);
shr->alpha= shi->alpha;
if(mat->mode & (MA_ZTRA|MA_RAYTRANSP))
if(mat->fresnel_tra!=0.0f)
shr->alpha*= fresnel_fac(shi->view, shi->vn, mat->fresnel_tra_i, mat->fresnel_tra);
if(mat->mode & MA_SHLESS) {
shr->diff[0]= shi->r;
shr->diff[1]= shi->g;
shr->diff[2]= shi->b;
}
else {
if(mat->texco & TEXCO_REFL) {
inp= -2.0*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
shi->ref[0]= (shi->view[0]+inp*shi->vn[0]);
shi->ref[1]= (shi->view[1]+inp*shi->vn[1]);
shi->ref[2]= (shi->view[2]+inp*shi->vn[2]);
/* normals in render are pointing different... rhm */
// if(shi->pr_type==MA_SPHERE)
// shi->ref[1]= -shi->ref[1];
}
for(a=0; a<2; a++) {
if((mat->pr_lamp & (1<<a))==0) continue;
if(a==0) la= pr1_lamp;
else la= pr2_lamp;
lv[0]= shi->co[0]-la[0];
lv[1]= shi->co[1]-la[1];
lv[2]= shi->co[2]-la[2];
Normalise(lv);
if(shi->spec>0.0f) {
/* specular shaders */
float specfac;
if(mat->mode & MA_TANGENT_V) vn= shi->tang;
else vn= shi->vn;
if(mat->spec_shader==MA_SPEC_PHONG)
specfac= Phong_Spec(vn, lv, shi->view, shi->har, mat->mode & MA_TANGENT_V);
else if(mat->spec_shader==MA_SPEC_COOKTORR)
specfac= CookTorr_Spec(vn, lv, shi->view, shi->har, mat->mode & MA_TANGENT_V);
else if(mat->spec_shader==MA_SPEC_BLINN)
specfac= Blinn_Spec(vn, lv, shi->view, mat->refrac, (float)shi->har, mat->mode & MA_TANGENT_V);
else if(mat->spec_shader==MA_SPEC_WARDISO)
specfac= WardIso_Spec(vn, lv, shi->view, mat->rms, mat->mode & MA_TANGENT_V);
else
specfac= Toon_Spec(vn, lv, shi->view, mat->param[2], mat->param[3], mat->mode & MA_TANGENT_V);
inprspec= specfac*shi->spec;
if(mat->mode & MA_RAMP_SPEC) {
float spec[3];
do_specular_ramp(shi, specfac, inprspec, spec);
shr->spec[0]+= inprspec*spec[0];
shr->spec[1]+= inprspec*spec[1];
shr->spec[2]+= inprspec*spec[2];
}
else {
shr->spec[0]+= inprspec*shi->specr;
shr->spec[1]+= inprspec*shi->specg;
shr->spec[2]+= inprspec*shi->specb;
}
}
if(mat->mode & MA_TANGENT_V) {
float cross[3];
Crossf(cross, lv, shi->tang);
Crossf(vnor, cross, shi->tang);
vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
vn= vnor;
}
else vn= shi->vn;
is= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
if(is<0.0f) is= 0.0f;
/* diffuse shaders */
if(mat->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(vn, lv, shi->view, mat->roughness);
else if(mat->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, shi->view, mat->param[0], mat->param[1]);
else if(mat->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(is, vn, shi->view, mat->darkness);
else if(mat->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, shi->view, mat->param[0], mat->param[1]);
// else Lambert
inp= (shi->refl*is + shi->emit);
if(a==0) la= pr1_col;
else la= pr2_col;
add_to_diffuse(shr->diff, shi, is, inp*la[0], inp*la[1], inp*la[2]);
}
/* end lamp loop */
/* drawing checkerboard and sky */
if(mat->mode & MA_RAYMIRROR) {
float col, div, y, z;
int fac;
/* rotate a bit in x */
y= shi->ref[1]; z= shi->ref[2];
shi->ref[1]= 0.98*y - 0.17*z;
shi->ref[2]= 0.17*y + 0.98*z;
/* scale */
div= (0.85f*shi->ref[1]);
shi->refcol[0]= shi->ray_mirror*fresnel_fac(shi->view, shi->vn, mat->fresnel_mir_i, mat->fresnel_mir);
/* not real 'alpha', but mirror overriding transparency */
if(mat->mode & MA_RAYTRANSP) {
float fac= sqrt(shi->refcol[0]);
shr->alpha= shr->alpha*(1.0f-fac) + fac;
}
else shr->alpha= shr->alpha*(1.0f-shi->refcol[0]) + shi->refcol[0];
if(div<0.0f) {
/* minus 0.5 prevents too many small tiles in distance */
fac= (int)(shi->ref[0]/(div-0.1f) ) + (int)(shi->ref[2]/(div-0.1f) );
if(fac & 1) col= 0.8f;
else col= 0.3f;
shi->refcol[1]= shi->refcol[0]*col;
shi->refcol[2]= shi->refcol[1];
shi->refcol[3]= shi->refcol[2];
}
else {
shi->refcol[1]= 0.0f;
shi->refcol[2]= shi->refcol[0]*0.3f*div;
shi->refcol[3]= shi->refcol[0]*0.8f*div;
}
}
else
shi->refcol[0]= 0.0f;
shr->diff[0]+= shi->ambr;
shr->diff[1]+= shi->ambg;
shr->diff[2]+= shi->ambb;
if(mat->mode & MA_RAMP_COL) ramp_diffuse_result(shr->diff, shi);
if(mat->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shr->spec+1, shr->spec+2, shi);
/* refcol */
if(shi->refcol[0]!=0.0f) {
shr->diff[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->diff[0];
shr->diff[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->diff[1];
shr->diff[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->diff[2];
}
/* ztra shade */
if(shi->spectra!=0.0f) {
inp = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
inp *= shi->spectra;
if(inp>1.0f) inp= 1.0f;
shr->alpha= (1.0f-inp)*shr->alpha+inp;
}
}
}
static void shade_preview_pixel(ShadeInput *shi, float *vec, int x, int y, char *rect, short pr_rectx, short pr_recty)
{
Material *mat;
ShadeResult shr;
float v1;
float eul[3], tmat[3][3], imat[3][3], col[4];
mat= shi->mat;
v1= 0.5/pr_rectx;
shi->view[0]= v1*x;
shi->view[1]= v1*y;
shi->view[2]= -1.0f;
Normalise(shi->view);
shi->xs= x + pr_rectx/2;
shi->ys= y + pr_recty/2;
shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
VECCOPY(shi->co, vec);
/* texture handling */
if(mat->texco) {
VECCOPY(shi->lo, vec);
if(mat->pr_type==MA_CUBE) {
eul[0]= (297)*M_PI/180.0;
eul[1]= 0.0;
eul[2]= (45)*M_PI/180.0;
EulToMat3(eul, tmat);
MTC_Mat3MulVecfl(tmat, shi->lo);
MTC_Mat3MulVecfl(tmat, shi->vn);
/* hack for cubemap, why!!! */
SWAP(float, shi->vn[0], shi->vn[1]);
}
/* textures otherwise upside down */
if(mat->pr_type==MA_CUBE || mat->pr_type==MA_SPHERE)
shi->lo[2]= -shi->lo[2];
if(mat->texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->lo);
}
if(mat->texco & TEXCO_WINDOW) {
VECCOPY(shi->winco, shi->lo);
}
if(mat->texco & TEXCO_STICKY) {
VECCOPY(shi->sticky, shi->lo);
}
if(mat->texco & TEXCO_UV) {
VECCOPY(shi->uv, shi->lo);
}
if(mat->texco & TEXCO_STRAND) {
shi->strand= shi->lo[0];
}
if(mat->texco & TEXCO_OBJECT) {
/* nothing */
}
if(mat->texco & (TEXCO_NORM)) {
//shi->orn[0]= shi->vn[0];
//shi->orn[1]= shi->vn[1];
//shi->orn[2]= shi->vn[2];
}
/* Clear displase vec for preview */
shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
if(mat->pr_type==MA_CUBE) {
/* rotate normal back for normals texture */
SWAP(float, shi->vn[0], shi->vn[1]);
MTC_Mat3Inv(imat, tmat);
MTC_Mat3MulVecfl(imat, shi->vn);
}
}
if(mat->mapto & MAP_DISPLACE) { /* Quick hack of fake displacement preview */
// shi->vn[0]-=2.0*shi->displace[2];
// shi->vn[1]-=2.0*shi->displace[0];
// shi->vn[2]+=2.0*shi->displace[1];
// Normalise(shi->vn);
}
VECCOPY(shi->vno, shi->vn);
if(mat->nodetree && mat->use_nodes) {
ntreeShaderExecTree(mat->nodetree, shi, &shr);
}
else {
/* copy all relevant material vars, note, keep this synced with render_types.h */
memcpy(&shi->r, &mat->r, 23*sizeof(float));
shi->har= mat->har;
shade_lamp_loop_preview(shi, &shr);
}
shi->mat= mat; /* restore, shade input is re-used! */
/* after shading and composit layers */
if(shr.spec[0]<0.0f) shr.spec[0]= 0.0f;
if(shr.spec[1]<0.0f) shr.spec[1]= 0.0f;
if(shr.spec[2]<0.0f) shr.spec[2]= 0.0f;
if(shr.diff[0]<0.0f) shr.diff[0]= 0.0f;
if(shr.diff[1]<0.0f) shr.diff[1]= 0.0f;
if(shr.diff[2]<0.0f) shr.diff[2]= 0.0f;
VECADD(col, shr.diff, shr.spec);
col[3]= shr.alpha;
/* handle backdrop now */
if(col[3]!=1.0f) {
float back, backm;
/* distorts x and y */
if(mat->mode & MA_RAYTRANSP) {
refraction_prv(&x, &y, shi->vn, shi->ang);
}
back= previewbackf(mat->pr_back, x, y);
backm= (1.0f-shr.alpha)*back;
if((mat->mode & MA_RAYTRANSP) && mat->filter!=0.0) {
float fr= 1.0f+ mat->filter*(shr.diff[0]-1.0f);
col[0]= fr*backm+ (col[3]*col[0]);
fr= 1.0f+ mat->filter*(shr.diff[1]-1.0f);
col[1]= fr*backm+ (col[3]*col[1]);
fr= 1.0f+ mat->filter*(shr.diff[2]-1.0f);
col[2]= fr*backm+ (col[3]*col[2]);
}
else {
col[0]= backm + (col[3]*col[0]);
col[1]= backm + (col[3]*col[1]);
col[2]= backm + (col[3]*col[2]);
}
}
if(col[0]<=0.0f) rect[0]= 0; else if(col[0]>=1.0f) rect[0]= 255; else rect[0]= (char)(255.0f*col[0]);
if(col[1]<=0.0f) rect[1]= 0; else if(col[1]>=1.0f) rect[1]= 255; else rect[1]= (char)(255.0f*col[1]);
if(col[2]<=0.0f) rect[2]= 0; else if(col[2]>=1.0f) rect[2]= 255; else rect[2]= (char)(255.0f*col[2]);
if(col[3]<=0.0f) rect[3]= 0; else if(col[3]>=1.0f) rect[3]= 255; else rect[3]= (char)(255.0f*col[3]);
}
static void preview_init_render_textures(MTex **mtex)
{
int x;
for(x=0; x<MAX_MTEX; x++) {
if(mtex[x]) {
if(mtex[x]->tex) {
init_render_texture(mtex[x]->tex);
if(mtex[x]->tex->env && mtex[x]->tex->env->object)
MTC_Mat4One(mtex[x]->tex->env->object->imat);
}
if(mtex[x]->object) MTC_Mat4One(mtex[x]->object->imat);
if(mtex[x]->object) MTC_Mat4One(mtex[x]->object->imat);
}
}
}
/* main previewrender loop */
void BIF_previewrender(struct ID *id, struct RenderInfo *ri, struct ScrArea *area, int pr_method)
{
static double lasttime= 0;
Material *mat= NULL;
Tex *tex= NULL;
Lamp *la= NULL;
World *wrld= NULL;
LampRen *lar= NULL;
Image *ima;
HaloRen har;
Object *ob;
ShadeInput shi;
float lens = 0.0, vec[3];
int x, y, starty, startx, endy, endx, radsq, xsq, ysq, last = 0;
unsigned int *rect;
if(ri->cury>=ri->pr_rectx) return;
ob= ((G.scene->basact)? (G.scene->basact)->object: 0);
switch(GS(id->name))
{
case ID_MA:
mat = (Material*)id; break;
case ID_TE:
tex = (Tex*)id; break;
case ID_LA:
la = (Lamp*)id; break;
case ID_WO:
wrld = (World*)id; break;
default:
return;
}
har.flarec= 0; /* below is a test for postrender flare */
/* no event escape for icon render */
if(pr_method!=PR_ICON_RENDER && qtest()) {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
return;
}
MTC_Mat4One(R.viewmat);
MTC_Mat4One(R.viewinv);
shi.osatex= 0;
if(mat) {
/* rendervars */
init_render_world();
init_render_material(mat); /* does nodes too */
/* also clears imats */
preview_init_render_textures(mat->mtex);
/* do the textures for nodes */
if(mat->nodetree && mat->use_nodes) {
bNode *node;
for(node=mat->nodetree->nodes.first; node; node= node->next) {
if(node->id && GS(node->id->name)==ID_MA) {
Material *ma= (Material *)node->id;
preview_init_render_textures(ma->mtex);
}
}
/* signal to node editor to store previews or not */
if(pr_method==PR_ICON_RENDER) {
shi.do_preview= 0;
}
else {
ntreeInitPreview(mat->nodetree, ri->pr_rectx, ri->pr_recty);
shi.do_preview= 1;
}
}
shi.vlr= NULL;
shi.mat= mat;
shi.pr_type= mat->pr_type;
if(mat->mode & MA_HALO) init_previewhalo(&har, mat, ri->pr_rectx, ri->pr_recty);
set_node_shader_lamp_loop(shade_lamp_loop_preview);
}
else if(tex) {
ima= tex->ima;
if(ima) last= ima->lastframe;
init_render_texture(tex);
free_unused_animimages();
if(tex->ima) {
if(tex->ima!=ima) allqueue(REDRAWBUTSSHADING, 0);
else if(last!=ima->lastframe) allqueue(REDRAWBUTSSHADING, 0);
}
if(tex->env && tex->env->object)
MTC_Mat4Invert(tex->env->object->imat, tex->env->object->obmat);
}
else if(la) {
init_render_world();
preview_init_render_textures(la->mtex);
/* lar= ((GroupObject *)R.lights.first)->lampren;
RE_add_render_lamp(ob, 0); */ /* 0=no shadbuf or tables */
/* elubie: not nice, but ob contains current object, not usable if you
need to render lamp that's not active object :( */
lar = create_preview_render_lamp(la);
/* exceptions: */
lar->spottexfac= 1.0f;
lar->spotsi= cos( M_PI/3.0f );
lar->spotbl= (1.0f-lar->spotsi)*la->spotblend;
MTC_Mat3One(lar->imat);
}
else if(wrld) {
lens= 35.0;
if(G.scene->camera) {
lens= ( (Camera *)G.scene->camera->data)->lens;
/* needed for init_render_world */
MTC_Mat4CpyMat4(R.viewinv, G.scene->camera->obmat);
MTC_Mat4Ortho(R.viewinv);
MTC_Mat4Invert(R.viewmat, R.viewinv);
}
init_preview_world(wrld);
preview_init_render_textures(wrld->mtex);
}
if(ri->rect==NULL) {
ri->rect= MEM_callocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "butsrect");
}
starty= -ri->pr_recty/2;
endy= starty+ri->pr_recty;
starty+= ri->cury;
startx= -ri->pr_rectx/2;
endx= startx+ri->pr_rectx;
radsq= (ri->pr_rectx/2)*(ri->pr_recty/2);
if(mat) {
pr1_lamp[0]= -2.3; pr1_lamp[1]= 2.4; pr1_lamp[2]= 4.6;
pr2_lamp[0]= 8.8; pr2_lamp[1]= 5.6; pr2_lamp[2]= 1.5;
}
if (pr_method==PR_DRAW_RENDER)
glDrawBuffer(GL_FRONT);
/* here it starts! */
for(y=starty; y<endy; y++) {
rect= ri->rect + ri->pr_rectx*ri->cury;
if(mat) {
if(mat->mode & MA_HALO) {
for(x=startx; x<endx; x++, rect++) {
rect[0]= previewback(mat->pr_back, x, y);
}
if(har.flarec) {
if(y==endy-2) previewflare(ri, &har, ri->pr_rectx, ri->pr_recty, pr_method);
}
else {
halo_preview_pixel(&har, startx, endx, y, (char *) (rect-ri->pr_rectx), ri->pr_rectx);
}
}
else {
ysq= y*y;
for(x=startx; x<endx; x++, rect++) {
xsq= x*x;
if(mat->pr_type==MA_SPHERE) {
if(xsq+ysq <= radsq) {
shi.vn[0]= -x;
shi.vn[1]= -y;
shi.vn[2]= -sqrt( (float)(radsq-xsq-ysq) );
Normalise(shi.vn);
vec[0]= shi.vn[0];
vec[1]= shi.vn[1];
vec[2]= -shi.vn[2];
if(mat->mode & MA_TANGENT_V) {
float tmp[3];
tmp[0]=tmp[2]= 0.0f;
tmp[1]= 1.0f;
Crossf(shi.tang, tmp, shi.vn);
Normalise(shi.tang);
}
shade_preview_pixel(&shi, vec, x, y, (char *)rect, ri->pr_rectx, ri->pr_recty);
}
else {
rect[0]= previewback(mat->pr_back, x, y);
if(pr_method!=PR_ICON_RENDER && mat->nodetree && mat->use_nodes)
ntreeClearPixelTree(mat->nodetree, x+ri->pr_rectx/2, y+ri->pr_recty/2);
}
}
else if(mat->pr_type==MA_CUBE) {
if( ray_previewrender(x, y, vec, shi.vn, ri->pr_rectx, ri->pr_recty) ) {
shade_preview_pixel(&shi, vec, x, y, (char *)rect, ri->pr_rectx, ri->pr_recty);
}
else {
rect[0]= previewback(mat->pr_back, x, y);
if(pr_method!=PR_ICON_RENDER && mat->nodetree && mat->use_nodes)
ntreeClearPixelTree(mat->nodetree, x+ri->pr_rectx/2, y+ri->pr_recty/2);
}
}
else {
vec[0]= x*(2.0f/ri->pr_rectx);
vec[1]= y*(2.0f/ri->pr_recty);
vec[2]= 0.0;
shi.vn[0]= shi.vn[1]= 0.0f;
shi.vn[2]= -1.0f;
shade_preview_pixel(&shi, vec, x, y, (char *)rect, ri->pr_rectx, ri->pr_recty);
}
}
}
}
else if(tex) {
for(x=startx; x<endx; x++, rect++) {
texture_preview_pixel(tex, x, y, (char *)rect, ri->pr_rectx, ri->pr_recty);
}
}
else if(la) {
for(x=startx; x<endx; x++, rect++) {
lamp_preview_pixel(&shi, lar, x, y, (char *)rect, ri->pr_rectx, ri->pr_recty);
}
}
else {
for(x=startx; x<endx; x++, rect++) {
sky_preview_pixel(lens, x, y, (char *)rect, ri->pr_rectx, ri->pr_recty);
}
}
if (pr_method!=PR_ICON_RENDER) {
if(y<endy-2) {
if(qtest()) {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
break;
}
}
display_pr_scanline(ri->rect, ri->cury, ri->pr_rectx);
/* flush opengl for cards with frontbuffer slowness */
if(ri->cury==ri->pr_recty-1 || (PIL_check_seconds_timer() - lasttime > 0.05)) {
lasttime= PIL_check_seconds_timer();
glFlush();
}
}
ri->cury++;
}
if (pr_method==PR_DRAW_RENDER) {
if(ri->cury>=ri->pr_recty && tex)
draw_tex_crop((Tex*)id);
glDrawBuffer(GL_BACK);
/* draw again for clean swapbufers */
previewdraw_render(ri, area);
}
if(lar) {
MEM_freeN(lar);
/*
MEM_freeN(R.lights.first);
R.lights.first= R.lights.last= NULL;
*/
}
if(mat) {
end_render_material(mat);
if(mat->nodetree && mat->use_nodes)
if(ri->cury>=ri->pr_recty)
allqueue(REDRAWNODE, 0);
}
}
void BIF_previewrender_buts(SpaceButs *sbuts)
{
uiBlock *block;
struct ID* id = 0;
struct ID* idfrom = 0;
struct ID* idshow = 0;
Object *ob;
if (!sbuts->ri) return;
/* we safely assume curarea has panel "preview" */
/* quick hack for now, later on preview should become uiBlock itself */
block= uiFindOpenPanelBlockName(&curarea->uiblocks, "Preview");
if(block==NULL) return;
ob= ((G.scene->basact)? (G.scene->basact)->object: 0);
/* we cant trust this global lockpoin.. for example with headerless window */
buttons_active_id(&id, &idfrom);
G.buts->lockpoin= id;
if(sbuts->mainb==CONTEXT_SHADING) {
int tab= sbuts->tab[CONTEXT_SHADING];
if(tab==TAB_SHADING_MAT)
idshow = sbuts->lockpoin;
else if(tab==TAB_SHADING_TEX)
idshow = sbuts->lockpoin;
else if(tab==TAB_SHADING_LAMP) {
if(ob && ob->type==OB_LAMP) idshow= ob->data;
}
else if(tab==TAB_SHADING_WORLD)
idshow = sbuts->lockpoin;
}
else if(sbuts->mainb==CONTEXT_OBJECT) {
if(ob && ob->type==OB_LAMP) idshow = ob->data;
}
if (idshow) {
BKE_icon_changed(BKE_icon_getid(idshow));
uiPanelPush(block);
set_previewrect(sbuts->area->win, PR_XMIN, PR_YMIN, PR_XMAX, PR_YMAX, sbuts->ri->pr_rectx, sbuts->ri->pr_recty); // uses UImat
BIF_previewrender(idshow, sbuts->ri, sbuts->area, PR_DRAW_RENDER);
uiPanelPop(block);
end_previewrect();
}
else {
/* no active block to draw. But we do draw black if possible */
if(sbuts->ri->rect) {
memset(sbuts->ri->rect, 0, sizeof(int)*sbuts->ri->pr_rectx*sbuts->ri->pr_recty);
sbuts->ri->cury= sbuts->ri->pr_recty;
addqueue(curarea->win, REDRAW, 1);
}
return;
}
}
/* is panel callback, supposed to be called with correct panel offset matrix */
void BIF_previewdraw(void)
{
SpaceButs *sbuts= curarea->spacedata.first;
short id_code= 0;
if(sbuts->lockpoin) {
ID *id= sbuts->lockpoin;
id_code= GS(id->name);
}
if (!sbuts->ri) {
sbuts->ri= MEM_callocN(sizeof(RenderInfo), "butsrenderinfo");
sbuts->ri->cury = 0;
sbuts->ri->rect = NULL;
sbuts->ri->pr_rectx = PREVIEW_RENDERSIZE;
sbuts->ri->pr_recty = PREVIEW_RENDERSIZE;
}
if (sbuts->ri->rect==NULL) BIF_preview_changed(id_code);
else {
set_previewrect(sbuts->area->win, PR_XMIN, PR_YMIN, PR_XMAX, PR_YMAX, sbuts->ri->pr_rectx, sbuts->ri->pr_recty);
previewdraw_render(sbuts->ri, sbuts->area);
end_previewrect();
}
if(sbuts->ri->cury==0) BIF_preview_changed(id_code);
}