Files
blender/source/blender/editors/render/render_preview.c
2014-06-14 01:06:49 +10:00

1182 lines
31 KiB
C

/*
* ***** 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 <stdlib.h>
#include <math.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#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_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_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_colormanagement.h"
#include "GPU_extensions.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "PIL_time.h"
#include "RE_pipeline.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_datafiles.h"
#include "ED_render.h"
#include "UI_interface.h"
#include "render_intern.h"
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 = BLI_get_folder(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_getid(&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 *pr_main;
} ShaderPreview;
typedef struct IconPreviewSize {
struct IconPreviewSize *next, *prev;
int sizex, sizey;
unsigned int *rect;
} IconPreviewSize;
typedef struct IconPreview {
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_init_dbase(void)
{
#ifndef WITH_HEADLESS
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);
#endif
}
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(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
Scene *sce;
Base *base;
Main *pr_main = sp->pr_main;
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 && ELEM(sp->pr_method, PR_ICON_RENDER, PR_NODE_RENDER)) {
/* 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, "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 (strcmp(base->object->id.name + 2, "Lamp.002") != 0) {
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 = localize_texture(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 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;
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);
RE_AcquireResultImage(re, &rres);
if (rres.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;
RE_AcquiredResultGet32(re, &rres, (unsigned int *)rect_byte);
glaDrawPixelsSafe(fx, fy, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect_byte);
MEM_freeN(rect_byte);
ok = 1;
}
}
}
RE_ReleaseResultImage(re);
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 = sa->spacedata.first;
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->spacetype == SPACE_BUTS && sbuts->preview) ||
(!ok && !WM_jobs_test(wm, sa, WM_JOB_TYPE_RENDER_PREVIEW)) ||
(sp && (ABS(sp->sizex - newx) >= 2 || ABS(sp->sizey - newy) > 2)))
{
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->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);
}
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, 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_ex(sp->matcopy, false);
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_ex(sp->worldcopy, true); /* [#32865] - we need to unlink the texture copies, unlike for materials */
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;
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 (sp->pr_method == PR_ICON_RENDER)
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) {
ShaderPreview *sp = MEM_callocN(sizeof(ShaderPreview), "Icon ShaderPreview");
/* 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 = PR_ICON_RENDER;
sp->pr_rect = cur_size->rect;
sp->id = 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_job(const bContext *C, void *owner, ID *id, unsigned int *rect, int sizex, int sizey)
{
wmJob *wm_job;
IconPreview *ip, *old_ip;
/* 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->scene = CTX_data_scene(C);
ip->owner = id;
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_MATERIAL, NC_MATERIAL);
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);
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;
/* hardcoded preview .blend for cycles/internal, this should be solved
* once with custom preview .blend path for external engines */
if ((method != PR_NODE_RENDER) && BKE_scene_use_new_shading_nodes(scene))
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(const struct bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
if (wm)
WM_jobs_kill(wm, NULL, common_preview_startjob);
ED_viewport_render_kill_jobs(C, false);
}