1 /*
2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15 *
16 * The Original Code is Copyright (C) Blender Foundation.
17 * All rights reserved.
18 */
19
20 /** \file
21 * \ingroup edrend
22 */
23
24 /* global includes */
25
26 #include <math.h>
27 #include <stdlib.h>
28 #include <string.h>
29
30 #ifndef WIN32
31 # include <unistd.h>
32 #else
33 # include <io.h>
34 #endif
35 #include "MEM_guardedalloc.h"
36
37 #include "BLI_blenlib.h"
38 #include "BLI_math.h"
39 #include "BLI_utildefines.h"
40
41 #include "PIL_time.h"
42
43 #include "BLO_readfile.h"
44
45 #include "DNA_brush_types.h"
46 #include "DNA_camera_types.h"
47 #include "DNA_collection_types.h"
48 #include "DNA_light_types.h"
49 #include "DNA_material_types.h"
50 #include "DNA_node_types.h"
51 #include "DNA_object_types.h"
52 #include "DNA_scene_types.h"
53 #include "DNA_screen_types.h"
54 #include "DNA_space_types.h"
55 #include "DNA_world_types.h"
56
57 #include "BKE_appdir.h"
58 #include "BKE_brush.h"
59 #include "BKE_colortools.h"
60 #include "BKE_context.h"
61 #include "BKE_global.h"
62 #include "BKE_icons.h"
63 #include "BKE_idprop.h"
64 #include "BKE_image.h"
65 #include "BKE_layer.h"
66 #include "BKE_lib_id.h"
67 #include "BKE_light.h"
68 #include "BKE_main.h"
69 #include "BKE_material.h"
70 #include "BKE_node.h"
71 #include "BKE_scene.h"
72 #include "BKE_texture.h"
73 #include "BKE_world.h"
74
75 #include "DEG_depsgraph.h"
76 #include "DEG_depsgraph_build.h"
77 #include "DEG_depsgraph_query.h"
78
79 #include "IMB_imbuf.h"
80 #include "IMB_imbuf_types.h"
81 #include "IMB_thumbs.h"
82
83 #include "BIF_glutil.h"
84
85 #include "GPU_shader.h"
86
87 #include "RE_engine.h"
88 #include "RE_pipeline.h"
89 #include "RE_shader_ext.h"
90
91 #include "WM_api.h"
92 #include "WM_types.h"
93
94 #include "ED_datafiles.h"
95 #include "ED_render.h"
96 #include "ED_screen.h"
97
98 #ifndef NDEBUG
99 /* Used for database init assert(). */
100 # include "BLI_threads.h"
101 #endif
102
get_brush_icon(Brush * brush)103 ImBuf *get_brush_icon(Brush *brush)
104 {
105 static const int flags = IB_rect | IB_multilayer | IB_metadata;
106
107 char path[FILE_MAX];
108 const char *folder;
109
110 if (!(brush->icon_imbuf)) {
111 if (brush->flag & BRUSH_CUSTOM_ICON) {
112
113 if (brush->icon_filepath[0]) {
114 /* First use the path directly to try and load the file. */
115
116 BLI_strncpy(path, brush->icon_filepath, sizeof(brush->icon_filepath));
117 BLI_path_abs(path, ID_BLEND_PATH_FROM_GLOBAL(&brush->id));
118
119 /* use default colorspaces for brushes */
120 brush->icon_imbuf = IMB_loadiffname(path, flags, NULL);
121
122 /* otherwise lets try to find it in other directories */
123 if (!(brush->icon_imbuf)) {
124 folder = BKE_appdir_folder_id(BLENDER_DATAFILES, "brushicons");
125
126 BLI_make_file_string(
127 BKE_main_blendfile_path_from_global(), path, folder, brush->icon_filepath);
128
129 if (path[0]) {
130 /* use fefault color spaces */
131 brush->icon_imbuf = IMB_loadiffname(path, flags, NULL);
132 }
133 }
134
135 if (brush->icon_imbuf) {
136 BKE_icon_changed(BKE_icon_id_ensure(&brush->id));
137 }
138 }
139 }
140 }
141
142 if (!(brush->icon_imbuf)) {
143 brush->id.icon_id = 0;
144 }
145
146 return brush->icon_imbuf;
147 }
148
149 typedef struct ShaderPreview {
150 /* from wmJob */
151 void *owner;
152 short *stop, *do_update;
153
154 Scene *scene;
155 ID *id, *id_copy;
156 ID *parent;
157 MTex *slot;
158
159 /* datablocks with nodes need full copy during preview render, glsl uses it too */
160 Material *matcopy;
161 Tex *texcopy;
162 Light *lampcopy;
163 World *worldcopy;
164
165 /** Copy of the active objects #Object.color */
166 float color[4];
167
168 int sizex, sizey;
169 uint *pr_rect;
170 int pr_method;
171 bool own_id_copy;
172
173 Main *bmain;
174 Main *pr_main;
175 } ShaderPreview;
176
177 typedef struct IconPreviewSize {
178 struct IconPreviewSize *next, *prev;
179 int sizex, sizey;
180 uint *rect;
181 } IconPreviewSize;
182
183 typedef struct IconPreview {
184 Main *bmain;
185 Scene *scene;
186 void *owner;
187 ID *id, *id_copy;
188 ListBase sizes;
189 } IconPreview;
190
191 /* *************************** Preview for buttons *********************** */
192
193 static Main *G_pr_main = NULL;
194 static Main *G_pr_main_grease_pencil = NULL;
195
196 #ifndef WITH_HEADLESS
load_main_from_memory(const void * blend,int blend_size)197 static Main *load_main_from_memory(const void *blend, int blend_size)
198 {
199 const int fileflags = G.fileflags;
200 Main *bmain = NULL;
201 BlendFileData *bfd;
202
203 G.fileflags |= G_FILE_NO_UI;
204 bfd = BLO_read_from_memory(blend, blend_size, BLO_READ_SKIP_NONE, NULL);
205 if (bfd) {
206 bmain = bfd->main;
207
208 MEM_freeN(bfd);
209 }
210 G.fileflags = fileflags;
211
212 return bmain;
213 }
214 #endif
215
ED_preview_ensure_dbase(void)216 void ED_preview_ensure_dbase(void)
217 {
218 #ifndef WITH_HEADLESS
219 static bool base_initialized = false;
220 BLI_assert(BLI_thread_is_main());
221 if (!base_initialized) {
222 G_pr_main = load_main_from_memory(datatoc_preview_blend, datatoc_preview_blend_size);
223 G_pr_main_grease_pencil = load_main_from_memory(datatoc_preview_grease_pencil_blend,
224 datatoc_preview_grease_pencil_blend_size);
225 base_initialized = true;
226 }
227 #endif
228 }
229
check_engine_supports_preview(Scene * scene)230 static bool check_engine_supports_preview(Scene *scene)
231 {
232 RenderEngineType *type = RE_engines_find(scene->r.engine);
233 return (type->flag & RE_USE_PREVIEW) != 0;
234 }
235
ED_preview_free_dbase(void)236 void ED_preview_free_dbase(void)
237 {
238 if (G_pr_main) {
239 BKE_main_free(G_pr_main);
240 }
241
242 if (G_pr_main_grease_pencil) {
243 BKE_main_free(G_pr_main_grease_pencil);
244 }
245 }
246
preview_get_scene(Main * pr_main)247 static Scene *preview_get_scene(Main *pr_main)
248 {
249 if (pr_main == NULL) {
250 return NULL;
251 }
252
253 return pr_main->scenes.first;
254 }
255
preview_collection_name(const char pr_type)256 static const char *preview_collection_name(const char pr_type)
257 {
258 switch (pr_type) {
259 case MA_FLAT:
260 return "Flat";
261 case MA_SPHERE:
262 return "Sphere";
263 case MA_CUBE:
264 return "Cube";
265 case MA_SHADERBALL:
266 return "Shader Ball";
267 case MA_CLOTH:
268 return "Cloth";
269 case MA_FLUID:
270 return "Fluid";
271 case MA_SPHERE_A:
272 return "World Sphere";
273 case MA_LAMP:
274 return "Lamp";
275 case MA_SKY:
276 return "Sky";
277 case MA_HAIR:
278 return "Hair";
279 case MA_ATMOS:
280 return "Atmosphere";
281 default:
282 BLI_assert(!"Unknown preview type");
283 return "";
284 }
285 }
286
set_preview_visibility(Scene * scene,ViewLayer * view_layer,char pr_type,int pr_method)287 static void set_preview_visibility(Scene *scene,
288 ViewLayer *view_layer,
289 char pr_type,
290 int pr_method)
291 {
292 /* Set appropriate layer as visible. */
293 LayerCollection *lc = view_layer->layer_collections.first;
294 const char *collection_name = preview_collection_name(pr_type);
295
296 for (lc = lc->layer_collections.first; lc; lc = lc->next) {
297 if (STREQ(lc->collection->id.name + 2, collection_name)) {
298 lc->collection->flag &= ~COLLECTION_RESTRICT_RENDER;
299 }
300 else {
301 lc->collection->flag |= COLLECTION_RESTRICT_RENDER;
302 }
303 }
304
305 /* Hide floor for icon renders. */
306 LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
307 if (STREQ(base->object->id.name + 2, "Floor")) {
308 if (pr_method == PR_ICON_RENDER) {
309 base->object->restrictflag |= OB_RESTRICT_RENDER;
310 }
311 else {
312 base->object->restrictflag &= ~OB_RESTRICT_RENDER;
313 }
314 }
315 }
316
317 BKE_layer_collection_sync(scene, view_layer);
318 }
319
preview_get_localized_world(ShaderPreview * sp,World * world)320 static World *preview_get_localized_world(ShaderPreview *sp, World *world)
321 {
322 if (world == NULL) {
323 return NULL;
324 }
325 if (sp->worldcopy != NULL) {
326 return sp->worldcopy;
327 }
328
329 ID *id_copy = BKE_id_copy_ex(NULL,
330 &world->id,
331 NULL,
332 LIB_ID_CREATE_LOCAL | LIB_ID_COPY_LOCALIZE |
333 LIB_ID_COPY_NO_ANIMDATA);
334 sp->worldcopy = (World *)id_copy;
335 BLI_addtail(&sp->pr_main->worlds, sp->worldcopy);
336 return sp->worldcopy;
337 }
338
duplicate_ids(ID * id)339 static ID *duplicate_ids(ID *id)
340 {
341 if (id == NULL) {
342 /* Non-ID preview render. */
343 return NULL;
344 }
345
346 switch (GS(id->name)) {
347 case ID_MA:
348 case ID_TE:
349 case ID_LA:
350 case ID_WO: {
351 ID *id_copy = BKE_id_copy_ex(
352 NULL, id, NULL, LIB_ID_CREATE_LOCAL | LIB_ID_COPY_LOCALIZE | LIB_ID_COPY_NO_ANIMDATA);
353 return id_copy;
354 }
355 case ID_IM:
356 case ID_BR:
357 case ID_SCR:
358 return NULL;
359 default:
360 BLI_assert(!"ID type preview not supported.");
361 return NULL;
362 }
363 }
364
365 /* call this with a pointer to initialize preview scene */
366 /* call this with NULL to restore assigned ID pointers in preview scene */
preview_prepare_scene(Main * bmain,Scene * scene,ID * id,int id_type,ShaderPreview * sp)367 static Scene *preview_prepare_scene(
368 Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp)
369 {
370 Scene *sce;
371 Main *pr_main = sp->pr_main;
372
373 memcpy(pr_main->name, BKE_main_blendfile_path(bmain), sizeof(pr_main->name));
374
375 sce = preview_get_scene(pr_main);
376 if (sce) {
377 ViewLayer *view_layer = sce->view_layers.first;
378
379 /* Only enable the combined renderpass */
380 view_layer->passflag = SCE_PASS_COMBINED;
381 view_layer->eevee.render_passes = 0;
382
383 /* this flag tells render to not execute depsgraph or ipos etc */
384 sce->r.scemode |= R_BUTS_PREVIEW;
385 /* set world always back, is used now */
386 sce->world = pr_main->worlds.first;
387 /* now: exposure copy */
388 if (scene->world) {
389 sce->world->exp = scene->world->exp;
390 sce->world->range = scene->world->range;
391 }
392
393 sce->r.color_mgt_flag = scene->r.color_mgt_flag;
394 BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);
395
396 BKE_color_managed_view_settings_free(&sce->view_settings);
397 BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);
398
399 /* prevent overhead for small renders and icons (32) */
400 if (id && sp->sizex < 40) {
401 sce->r.tilex = sce->r.tiley = 64;
402 }
403 else {
404 sce->r.tilex = sce->r.xsch / 4;
405 sce->r.tiley = sce->r.ysch / 4;
406 }
407
408 if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO) {
409 sce->r.alphamode = R_ALPHAPREMUL;
410 }
411 else {
412 sce->r.alphamode = R_ADDSKY;
413 }
414
415 sce->r.cfra = scene->r.cfra;
416
417 if (id_type == ID_TE) {
418 /* Texture is not actually rendered with engine, just set dummy value. */
419 BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
420 }
421 else {
422 BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
423 }
424
425 if (id_type == ID_MA) {
426 Material *mat = NULL, *origmat = (Material *)id;
427
428 if (origmat) {
429 /* work on a copy */
430 BLI_assert(sp->id_copy != NULL);
431 mat = sp->matcopy = (Material *)sp->id_copy;
432 sp->id_copy = NULL;
433 BLI_addtail(&pr_main->materials, mat);
434
435 /* Use current scene world for lighting. */
436 if (mat->pr_flag == MA_PREVIEW_WORLD && sp->pr_method == PR_BUTS_RENDER) {
437 /* Use current scene world to light sphere. */
438 sce->world = preview_get_localized_world(sp, scene->world);
439 }
440 else if (sce->world) {
441 /* Use a default world color. Using the current
442 * scene world can be slow if it has big textures. */
443 sce->world->use_nodes = false;
444 sce->world->horr = 0.05f;
445 sce->world->horg = 0.05f;
446 sce->world->horb = 0.05f;
447 }
448
449 if (sp->pr_method == PR_ICON_RENDER && sp->pr_main == G_pr_main_grease_pencil) {
450 /* For grease pencil, always use sphere for icon renders. */
451 set_preview_visibility(sce, view_layer, MA_SPHERE_A, sp->pr_method);
452 }
453 else {
454 /* Use specified preview shape for both preview panel and icon previews. */
455 set_preview_visibility(sce, view_layer, mat->pr_type, sp->pr_method);
456 }
457
458 if (sp->pr_method != PR_ICON_RENDER) {
459 if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
460 /* two previews, they get copied by wmJob */
461 BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, true);
462 /* WATCH: Accessing origmat is not safe! */
463 BKE_node_preview_init_tree(origmat->nodetree, sp->sizex, sp->sizey, true);
464 }
465 }
466 }
467 else {
468 sce->display.render_aa = SCE_DISPLAY_AA_OFF;
469 }
470
471 LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
472 if (base->object->id.name[2] == 'p') {
473 /* copy over object color, in case material uses it */
474 copy_v4_v4(base->object->color, sp->color);
475
476 if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
477 /* don't use BKE_object_material_assign, it changed mat->id.us, which shows in the UI
478 */
479 Material ***matar = BKE_object_material_array_p(base->object);
480 int actcol = max_ii(base->object->actcol - 1, 0);
481
482 if (matar && actcol < base->object->totcol) {
483 (*matar)[actcol] = mat;
484 }
485 }
486 else if (base->object->type == OB_LAMP) {
487 base->flag |= BASE_VISIBLE_DEPSGRAPH;
488 }
489 }
490 }
491 }
492 else if (id_type == ID_TE) {
493 Tex *tex = NULL, *origtex = (Tex *)id;
494
495 if (origtex) {
496 BLI_assert(sp->id_copy != NULL);
497 tex = sp->texcopy = (Tex *)sp->id_copy;
498 sp->id_copy = NULL;
499 BLI_addtail(&pr_main->textures, tex);
500 }
501
502 if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
503 /* two previews, they get copied by wmJob */
504 BKE_node_preview_init_tree(tex->nodetree, sp->sizex, sp->sizey, true);
505 /* WATCH: Accessing origtex is not safe! */
506 BKE_node_preview_init_tree(origtex->nodetree, sp->sizex, sp->sizey, true);
507 }
508 }
509 else if (id_type == ID_LA) {
510 Light *la = NULL, *origla = (Light *)id;
511
512 /* work on a copy */
513 if (origla) {
514 BLI_assert(sp->id_copy != NULL);
515 la = sp->lampcopy = (Light *)sp->id_copy;
516 sp->id_copy = NULL;
517 BLI_addtail(&pr_main->lights, la);
518 }
519
520 set_preview_visibility(sce, view_layer, MA_LAMP, sp->pr_method);
521
522 if (sce->world) {
523 /* Only use lighting from the light. */
524 sce->world->use_nodes = false;
525 sce->world->horr = 0.0f;
526 sce->world->horg = 0.0f;
527 sce->world->horb = 0.0f;
528 }
529
530 LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
531 if (base->object->id.name[2] == 'p') {
532 if (base->object->type == OB_LAMP) {
533 base->object->data = la;
534 }
535 }
536 }
537
538 if (la && la->nodetree && sp->pr_method == PR_NODE_RENDER) {
539 /* two previews, they get copied by wmJob */
540 BKE_node_preview_init_tree(la->nodetree, sp->sizex, sp->sizey, true);
541 /* WATCH: Accessing origla is not safe! */
542 BKE_node_preview_init_tree(origla->nodetree, sp->sizex, sp->sizey, true);
543 }
544 }
545 else if (id_type == ID_WO) {
546 World *wrld = NULL, *origwrld = (World *)id;
547
548 if (origwrld) {
549 BLI_assert(sp->id_copy != NULL);
550 wrld = sp->worldcopy = (World *)sp->id_copy;
551 sp->id_copy = NULL;
552 BLI_addtail(&pr_main->worlds, wrld);
553 }
554
555 set_preview_visibility(sce, view_layer, MA_SKY, sp->pr_method);
556 sce->world = wrld;
557
558 if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
559 /* two previews, they get copied by wmJob */
560 BKE_node_preview_init_tree(wrld->nodetree, sp->sizex, sp->sizey, true);
561 /* WATCH: Accessing origwrld is not safe! */
562 BKE_node_preview_init_tree(origwrld->nodetree, sp->sizex, sp->sizey, true);
563 }
564 }
565
566 return sce;
567 }
568
569 return NULL;
570 }
571
572 /* new UI convention: draw is in pixel space already. */
573 /* uses UI_BTYPE_ROUNDBOX button in block to get the rect */
ed_preview_draw_rect(ScrArea * area,int split,int first,rcti * rect,rcti * newrect)574 static bool ed_preview_draw_rect(ScrArea *area, int split, int first, rcti *rect, rcti *newrect)
575 {
576 Render *re;
577 RenderView *rv;
578 RenderResult rres;
579 char name[32];
580 int offx = 0;
581 int newx = BLI_rcti_size_x(rect);
582 int newy = BLI_rcti_size_y(rect);
583 bool ok = false;
584
585 if (!split || first) {
586 sprintf(name, "Preview %p", (void *)area);
587 }
588 else {
589 sprintf(name, "SecondPreview %p", (void *)area);
590 }
591
592 if (split) {
593 if (first) {
594 offx = 0;
595 newx = newx / 2;
596 }
597 else {
598 offx = newx / 2;
599 newx = newx - newx / 2;
600 }
601 }
602
603 /* test if something rendered ok */
604 re = RE_GetRender(name);
605
606 if (re == NULL) {
607 return false;
608 }
609
610 RE_AcquireResultImageViews(re, &rres);
611
612 if (!BLI_listbase_is_empty(&rres.views)) {
613 /* material preview only needs monoscopy (view 0) */
614 rv = RE_RenderViewGetById(&rres, 0);
615 }
616 else {
617 /* possible the job clears the views but we're still drawing T45496 */
618 rv = NULL;
619 }
620
621 if (rv && rv->rectf) {
622
623 if (abs(rres.rectx - newx) < 2 && abs(rres.recty - newy) < 2) {
624
625 newrect->xmax = max_ii(newrect->xmax, rect->xmin + rres.rectx + offx);
626 newrect->ymax = max_ii(newrect->ymax, rect->ymin + rres.recty);
627
628 if (rres.rectx && rres.recty) {
629 uchar *rect_byte = MEM_mallocN(rres.rectx * rres.recty * sizeof(int),
630 "ed_preview_draw_rect");
631 float fx = rect->xmin + offx;
632 float fy = rect->ymin;
633
634 /* material preview only needs monoscopy (view 0) */
635 if (re) {
636 RE_AcquiredResultGet32(re, &rres, (uint *)rect_byte, 0);
637 }
638
639 IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
640 immDrawPixelsTex(
641 &state, fx, fy, rres.rectx, rres.recty, GPU_RGBA8, false, rect_byte, 1.0f, 1.0f, NULL);
642
643 MEM_freeN(rect_byte);
644
645 ok = 1;
646 }
647 }
648 }
649
650 RE_ReleaseResultImageViews(re, &rres);
651
652 return ok;
653 }
654
ED_preview_draw(const bContext * C,void * idp,void * parentp,void * slotp,rcti * rect)655 void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
656 {
657 if (idp) {
658 wmWindowManager *wm = CTX_wm_manager(C);
659 ScrArea *area = CTX_wm_area(C);
660 ID *id = (ID *)idp;
661 ID *parent = (ID *)parentp;
662 MTex *slot = (MTex *)slotp;
663 SpaceProperties *sbuts = CTX_wm_space_properties(C);
664 ShaderPreview *sp = WM_jobs_customdata(wm, area);
665 rcti newrect;
666 int ok;
667 int newx = BLI_rcti_size_x(rect);
668 int newy = BLI_rcti_size_y(rect);
669
670 newrect.xmin = rect->xmin;
671 newrect.xmax = rect->xmin;
672 newrect.ymin = rect->ymin;
673 newrect.ymax = rect->ymin;
674
675 if (parent) {
676 ok = ed_preview_draw_rect(area, 1, 1, rect, &newrect);
677 ok &= ed_preview_draw_rect(area, 1, 0, rect, &newrect);
678 }
679 else {
680 ok = ed_preview_draw_rect(area, 0, 0, rect, &newrect);
681 }
682
683 if (ok) {
684 *rect = newrect;
685 }
686
687 /* start a new preview render job if signaled through sbuts->preview,
688 * if no render result was found and no preview render job is running,
689 * or if the job is running and the size of preview changed */
690 if ((sbuts != NULL && sbuts->preview) ||
691 (!ok && !WM_jobs_test(wm, area, WM_JOB_TYPE_RENDER_PREVIEW)) ||
692 (sp && (abs(sp->sizex - newx) >= 2 || abs(sp->sizey - newy) > 2))) {
693 if (sbuts != NULL) {
694 sbuts->preview = 0;
695 }
696 ED_preview_shader_job(C, area, id, parent, slot, newx, newy, PR_BUTS_RENDER);
697 }
698 }
699 }
700
701 /* **************************** new shader preview system ****************** */
702
703 /* inside thread, called by renderer, sets job update value */
shader_preview_update(void * spv,RenderResult * UNUSED (rr),volatile struct rcti * UNUSED (rect))704 static void shader_preview_update(void *spv,
705 RenderResult *UNUSED(rr),
706 volatile struct rcti *UNUSED(rect))
707 {
708 ShaderPreview *sp = spv;
709
710 *(sp->do_update) = true;
711 }
712
713 /* called by renderer, checks job value */
shader_preview_break(void * spv)714 static int shader_preview_break(void *spv)
715 {
716 ShaderPreview *sp = spv;
717
718 return *(sp->stop);
719 }
720
721 /* outside thread, called before redraw notifiers, it moves finished preview over */
shader_preview_updatejob(void * spv)722 static void shader_preview_updatejob(void *spv)
723 {
724 ShaderPreview *sp = spv;
725
726 if (sp->pr_method == PR_NODE_RENDER) {
727 if (GS(sp->id->name) == ID_MA) {
728 Material *mat = (Material *)sp->id;
729
730 if (sp->matcopy && mat->nodetree && sp->matcopy->nodetree) {
731 ntreeLocalSync(sp->matcopy->nodetree, mat->nodetree);
732 }
733 }
734 else if (GS(sp->id->name) == ID_TE) {
735 Tex *tex = (Tex *)sp->id;
736
737 if (sp->texcopy && tex->nodetree && sp->texcopy->nodetree) {
738 ntreeLocalSync(sp->texcopy->nodetree, tex->nodetree);
739 }
740 }
741 else if (GS(sp->id->name) == ID_WO) {
742 World *wrld = (World *)sp->id;
743
744 if (sp->worldcopy && wrld->nodetree && sp->worldcopy->nodetree) {
745 ntreeLocalSync(sp->worldcopy->nodetree, wrld->nodetree);
746 }
747 }
748 else if (GS(sp->id->name) == ID_LA) {
749 Light *la = (Light *)sp->id;
750
751 if (sp->lampcopy && la->nodetree && sp->lampcopy->nodetree) {
752 ntreeLocalSync(sp->lampcopy->nodetree, la->nodetree);
753 }
754 }
755 }
756 }
757
758 /* Renders texture directly to render buffer. */
shader_preview_texture(ShaderPreview * sp,Tex * tex,Scene * sce,Render * re)759 static void shader_preview_texture(ShaderPreview *sp, Tex *tex, Scene *sce, Render *re)
760 {
761 /* Setup output buffer. */
762 int width = sp->sizex;
763 int height = sp->sizey;
764
765 /* This is needed otherwise no RenderResult is created. */
766 sce->r.scemode &= ~R_BUTS_PREVIEW;
767 RE_InitState(re, NULL, &sce->r, &sce->view_layers, NULL, width, height, NULL);
768 RE_SetScene(re, sce);
769
770 /* Create buffer in empty RenderView created in the init step. */
771 RenderResult *rr = RE_AcquireResultWrite(re);
772 RenderView *rv = (RenderView *)rr->views.first;
773 rv->rectf = MEM_callocN(sizeof(float[4]) * width * height, "texture render result");
774 RE_ReleaseResult(re);
775
776 /* Get texture image pool (if any) */
777 struct ImagePool *img_pool = BKE_image_pool_new();
778 BKE_texture_fetch_images_for_pool(tex, img_pool);
779
780 /* Fill in image buffer. */
781 float *rect_float = rv->rectf;
782 float tex_coord[3] = {0.0f, 0.0f, 0.0f};
783 bool color_manage = true;
784
785 for (int y = 0; y < height; y++) {
786 /* Tex coords between -1.0f and 1.0f. */
787 tex_coord[1] = ((float)y / (float)height) * 2.0f - 1.0f;
788
789 for (int x = 0; x < width; x++) {
790 tex_coord[0] = ((float)x / (float)height) * 2.0f - 1.0f;
791
792 /* Evaluate texture at tex_coord .*/
793 TexResult texres = {0};
794 BKE_texture_get_value_ex(sce, tex, tex_coord, &texres, img_pool, color_manage);
795
796 rect_float[0] = texres.tr;
797 rect_float[1] = texres.tg;
798 rect_float[2] = texres.tb;
799 rect_float[3] = texres.talpha ? texres.ta : 1.0f;
800
801 rect_float += 4;
802 }
803
804 /* Check if we should cancel texture preview. */
805 if (shader_preview_break(sp)) {
806 break;
807 }
808 }
809
810 BKE_image_pool_free(img_pool);
811 }
812
shader_preview_render(ShaderPreview * sp,ID * id,int split,int first)813 static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
814 {
815 Render *re;
816 Scene *sce;
817 float oldlens;
818 short idtype = GS(id->name);
819 char name[32];
820 int sizex;
821 Main *pr_main = sp->pr_main;
822
823 /* in case of split preview, use border render */
824 if (split) {
825 if (first) {
826 sizex = sp->sizex / 2;
827 }
828 else {
829 sizex = sp->sizex - sp->sizex / 2;
830 }
831 }
832 else {
833 sizex = sp->sizex;
834 }
835
836 /* we have to set preview variables first */
837 sce = preview_get_scene(pr_main);
838 if (sce) {
839 sce->r.xsch = sizex;
840 sce->r.ysch = sp->sizey;
841 sce->r.size = 100;
842 }
843
844 /* get the stuff from the builtin preview dbase */
845 sce = preview_prepare_scene(sp->bmain, sp->scene, id, idtype, sp);
846 if (sce == NULL) {
847 return;
848 }
849
850 if (!split || first) {
851 sprintf(name, "Preview %p", sp->owner);
852 }
853 else {
854 sprintf(name, "SecondPreview %p", sp->owner);
855 }
856 re = RE_GetRender(name);
857
858 /* full refreshed render from first tile */
859 if (re == NULL) {
860 re = RE_NewRender(name);
861 }
862
863 /* sce->r gets copied in RE_InitState! */
864 sce->r.scemode &= ~(R_MATNODE_PREVIEW | R_TEXNODE_PREVIEW);
865 sce->r.scemode &= ~R_NO_IMAGE_LOAD;
866
867 if (sp->pr_method == PR_ICON_RENDER) {
868 sce->r.scemode |= R_NO_IMAGE_LOAD;
869 sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
870 }
871 else if (sp->pr_method == PR_NODE_RENDER) {
872 if (idtype == ID_MA) {
873 sce->r.scemode |= R_MATNODE_PREVIEW;
874 }
875 else if (idtype == ID_TE) {
876 sce->r.scemode |= R_TEXNODE_PREVIEW;
877 }
878 sce->display.render_aa = SCE_DISPLAY_AA_OFF;
879 }
880 else { /* PR_BUTS_RENDER */
881 sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8;
882 }
883
884 /* Callbacks are cleared on GetRender(). */
885 if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
886 RE_display_update_cb(re, sp, shader_preview_update);
887 }
888 /* set this for all previews, default is react to G.is_break still */
889 RE_test_break_cb(re, sp, shader_preview_break);
890
891 /* lens adjust */
892 oldlens = ((Camera *)sce->camera->data)->lens;
893 if (sizex > sp->sizey) {
894 ((Camera *)sce->camera->data)->lens *= (float)sp->sizey / (float)sizex;
895 }
896
897 /* entire cycle for render engine */
898 if (idtype == ID_TE) {
899 shader_preview_texture(sp, (Tex *)id, sce, re);
900 }
901 else {
902 /* Render preview scene */
903 RE_PreviewRender(re, pr_main, sce);
904 }
905
906 ((Camera *)sce->camera->data)->lens = oldlens;
907
908 /* handle results */
909 if (sp->pr_method == PR_ICON_RENDER) {
910 // char *rct = (char *)(sp->pr_rect + 32 * 16 + 16);
911
912 if (sp->pr_rect) {
913 RE_ResultGet32(re, sp->pr_rect);
914 }
915 }
916
917 /* unassign the pointers, reset vars */
918 preview_prepare_scene(sp->bmain, sp->scene, NULL, GS(id->name), sp);
919
920 /* XXX bad exception, end-exec is not being called in render, because it uses local main. */
921 #if 0
922 if (idtype == ID_TE) {
923 Tex *tex = (Tex *)id;
924 if (tex->use_nodes && tex->nodetree)
925 ntreeEndExecTree(tex->nodetree);
926 }
927 #endif
928 }
929
930 /* runs inside thread for material and icons */
shader_preview_startjob(void * customdata,short * stop,short * do_update)931 static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
932 {
933 ShaderPreview *sp = customdata;
934
935 sp->stop = stop;
936 sp->do_update = do_update;
937
938 if (sp->parent) {
939 shader_preview_render(sp, sp->id, 1, 1);
940 shader_preview_render(sp, sp->parent, 1, 0);
941 }
942 else {
943 shader_preview_render(sp, sp->id, 0, 0);
944 }
945
946 *do_update = true;
947 }
948
preview_id_copy_free(ID * id)949 static void preview_id_copy_free(ID *id)
950 {
951 struct IDProperty *properties;
952 /* get rid of copied ID */
953 properties = IDP_GetProperties(id, false);
954 if (properties) {
955 IDP_FreePropertyContent_ex(properties, false);
956 MEM_freeN(properties);
957 }
958 BKE_libblock_free_datablock(id, 0);
959 MEM_freeN(id);
960 }
961
shader_preview_free(void * customdata)962 static void shader_preview_free(void *customdata)
963 {
964 ShaderPreview *sp = customdata;
965 Main *pr_main = sp->pr_main;
966 ID *main_id_copy = NULL;
967 ID *sub_id_copy = NULL;
968
969 if (sp->matcopy) {
970 main_id_copy = (ID *)sp->matcopy;
971 BLI_remlink(&pr_main->materials, sp->matcopy);
972 }
973 if (sp->texcopy) {
974 BLI_assert(main_id_copy == NULL);
975 main_id_copy = (ID *)sp->texcopy;
976 BLI_remlink(&pr_main->textures, sp->texcopy);
977 }
978 if (sp->worldcopy) {
979 /* worldcopy is also created for material with `Preview World` enabled */
980 if (main_id_copy) {
981 sub_id_copy = (ID *)sp->worldcopy;
982 }
983 else {
984 main_id_copy = (ID *)sp->worldcopy;
985 }
986 BLI_remlink(&pr_main->worlds, sp->worldcopy);
987 }
988 if (sp->lampcopy) {
989 BLI_assert(main_id_copy == NULL);
990 main_id_copy = (ID *)sp->lampcopy;
991 BLI_remlink(&pr_main->lights, sp->lampcopy);
992 }
993 if (main_id_copy || sp->id_copy) {
994 /* node previews */
995 shader_preview_updatejob(sp);
996 }
997 if (sp->own_id_copy) {
998 if (sp->id_copy) {
999 preview_id_copy_free(sp->id_copy);
1000 }
1001 if (main_id_copy) {
1002 preview_id_copy_free(main_id_copy);
1003 }
1004 if (sub_id_copy) {
1005 preview_id_copy_free(sub_id_copy);
1006 }
1007 }
1008
1009 MEM_freeN(sp);
1010 }
1011
1012 /* ************************* icon preview ********************** */
1013
icon_copy_rect(ImBuf * ibuf,uint w,uint h,uint * rect)1014 static void icon_copy_rect(ImBuf *ibuf, uint w, uint h, uint *rect)
1015 {
1016 struct ImBuf *ima;
1017 uint *drect, *srect;
1018 float scaledx, scaledy;
1019 short ex, ey, dx, dy;
1020
1021 /* paranoia test */
1022 if (ibuf == NULL || (ibuf->rect == NULL && ibuf->rect_float == NULL)) {
1023 return;
1024 }
1025
1026 /* waste of cpu cyles... but the imbuf API has no other way to scale fast (ton) */
1027 ima = IMB_dupImBuf(ibuf);
1028
1029 if (!ima) {
1030 return;
1031 }
1032
1033 if (ima->x > ima->y) {
1034 scaledx = (float)w;
1035 scaledy = ((float)ima->y / (float)ima->x) * (float)w;
1036 }
1037 else {
1038 scaledx = ((float)ima->x / (float)ima->y) * (float)h;
1039 scaledy = (float)h;
1040 }
1041
1042 ex = (short)scaledx;
1043 ey = (short)scaledy;
1044
1045 dx = (w - ex) / 2;
1046 dy = (h - ey) / 2;
1047
1048 IMB_scalefastImBuf(ima, ex, ey);
1049
1050 /* if needed, convert to 32 bits */
1051 if (ima->rect == NULL) {
1052 IMB_rect_from_float(ima);
1053 }
1054
1055 srect = ima->rect;
1056 drect = rect;
1057
1058 drect += dy * w + dx;
1059 for (; ey > 0; ey--) {
1060 memcpy(drect, srect, ex * sizeof(int));
1061 drect += w;
1062 srect += ima->x;
1063 }
1064
1065 IMB_freeImBuf(ima);
1066 }
1067
set_alpha(char * cp,int sizex,int sizey,char alpha)1068 static void set_alpha(char *cp, int sizex, int sizey, char alpha)
1069 {
1070 int a, size = sizex * sizey;
1071
1072 for (a = 0; a < size; a++, cp += 4) {
1073 cp[3] = alpha;
1074 }
1075 }
1076
icon_preview_startjob(void * customdata,short * stop,short * do_update)1077 static void icon_preview_startjob(void *customdata, short *stop, short *do_update)
1078 {
1079 ShaderPreview *sp = customdata;
1080
1081 if (sp->pr_method == PR_ICON_DEFERRED) {
1082 PreviewImage *prv = sp->owner;
1083 ImBuf *thumb;
1084 char *deferred_data = PRV_DEFERRED_DATA(prv);
1085 int source = deferred_data[0];
1086 char *path = &deferred_data[1];
1087
1088 // printf("generating deferred %d×%d preview for %s\n", sp->sizex, sp->sizey, path);
1089
1090 thumb = IMB_thumb_manage(path, THB_LARGE, source);
1091
1092 if (thumb) {
1093 /* PreviewImage assumes premultiplied alhpa... */
1094 IMB_premultiply_alpha(thumb);
1095
1096 icon_copy_rect(thumb, sp->sizex, sp->sizey, sp->pr_rect);
1097 IMB_freeImBuf(thumb);
1098 }
1099 }
1100 else {
1101 ID *id = sp->id;
1102 short idtype = GS(id->name);
1103
1104 if (idtype == ID_IM) {
1105 Image *ima = (Image *)id;
1106 ImBuf *ibuf = NULL;
1107 ImageUser iuser;
1108 BKE_imageuser_default(&iuser);
1109
1110 if (ima == NULL) {
1111 return;
1112 }
1113
1114 ImageTile *tile = BKE_image_get_tile(ima, 0);
1115 /* tile->ok is zero when Image cannot load */
1116 if (tile->ok == 0) {
1117 return;
1118 }
1119
1120 /* setup dummy image user */
1121 iuser.ok = iuser.framenr = 1;
1122 iuser.scene = sp->scene;
1123
1124 /* elubie: this needs to be changed: here image is always loaded if not
1125 * already there. Very expensive for large images. Need to find a way to
1126 * only get existing ibuf */
1127 ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
1128 if (ibuf == NULL || ibuf->rect == NULL) {
1129 BKE_image_release_ibuf(ima, ibuf, NULL);
1130 return;
1131 }
1132
1133 icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
1134
1135 *do_update = true;
1136
1137 BKE_image_release_ibuf(ima, ibuf, NULL);
1138 }
1139 else if (idtype == ID_BR) {
1140 Brush *br = (Brush *)id;
1141
1142 br->icon_imbuf = get_brush_icon(br);
1143
1144 memset(sp->pr_rect, 0x88, sp->sizex * sp->sizey * sizeof(uint));
1145
1146 if (!(br->icon_imbuf) || !(br->icon_imbuf->rect)) {
1147 return;
1148 }
1149
1150 icon_copy_rect(br->icon_imbuf, sp->sizex, sp->sizey, sp->pr_rect);
1151
1152 *do_update = true;
1153 }
1154 else if (idtype == ID_SCR) {
1155 bScreen *screen = (bScreen *)id;
1156
1157 ED_screen_preview_render(screen, sp->sizex, sp->sizey, sp->pr_rect);
1158 *do_update = true;
1159 }
1160 else {
1161 /* re-use shader job */
1162 shader_preview_startjob(customdata, stop, do_update);
1163
1164 /* world is rendered with alpha=0, so it wasn't displayed
1165 * this could be render option for sky to, for later */
1166 if (idtype == ID_WO) {
1167 set_alpha((char *)sp->pr_rect, sp->sizex, sp->sizey, 255);
1168 }
1169 }
1170 }
1171 }
1172
1173 /* use same function for icon & shader, so the job manager
1174 * does not run two of them at the same time. */
1175
common_preview_startjob(void * customdata,short * stop,short * do_update,float * UNUSED (progress))1176 static void common_preview_startjob(void *customdata,
1177 short *stop,
1178 short *do_update,
1179 float *UNUSED(progress))
1180 {
1181 ShaderPreview *sp = customdata;
1182
1183 if (ELEM(sp->pr_method, PR_ICON_RENDER, PR_ICON_DEFERRED)) {
1184 icon_preview_startjob(customdata, stop, do_update);
1185 }
1186 else {
1187 shader_preview_startjob(customdata, stop, do_update);
1188 }
1189 }
1190
1191 /* exported functions */
1192
icon_preview_add_size(IconPreview * ip,uint * rect,int sizex,int sizey)1193 static void icon_preview_add_size(IconPreview *ip, uint *rect, int sizex, int sizey)
1194 {
1195 IconPreviewSize *cur_size = ip->sizes.first, *new_size;
1196
1197 while (cur_size) {
1198 if (cur_size->sizex == sizex && cur_size->sizey == sizey) {
1199 /* requested size is already in list, no need to add it again */
1200 return;
1201 }
1202
1203 cur_size = cur_size->next;
1204 }
1205
1206 new_size = MEM_callocN(sizeof(IconPreviewSize), "IconPreviewSize");
1207 new_size->sizex = sizex;
1208 new_size->sizey = sizey;
1209 new_size->rect = rect;
1210
1211 BLI_addtail(&ip->sizes, new_size);
1212 }
1213
icon_preview_startjob_all_sizes(void * customdata,short * stop,short * do_update,float * progress)1214 static void icon_preview_startjob_all_sizes(void *customdata,
1215 short *stop,
1216 short *do_update,
1217 float *progress)
1218 {
1219 IconPreview *ip = (IconPreview *)customdata;
1220 IconPreviewSize *cur_size;
1221
1222 for (cur_size = ip->sizes.first; cur_size; cur_size = cur_size->next) {
1223 PreviewImage *prv = ip->owner;
1224
1225 if (*stop) {
1226 break;
1227 }
1228
1229 if (prv->tag & PRV_TAG_DEFFERED_DELETE) {
1230 /* Non-thread-protected reading is not an issue here. */
1231 continue;
1232 }
1233
1234 if (!check_engine_supports_preview(ip->scene)) {
1235 continue;
1236 }
1237
1238 ShaderPreview *sp = MEM_callocN(sizeof(ShaderPreview), "Icon ShaderPreview");
1239 const bool is_render = !(prv->tag & PRV_TAG_DEFFERED);
1240
1241 /* construct shader preview from image size and previewcustomdata */
1242 sp->scene = ip->scene;
1243 sp->owner = ip->owner;
1244 sp->sizex = cur_size->sizex;
1245 sp->sizey = cur_size->sizey;
1246 sp->pr_method = is_render ? PR_ICON_RENDER : PR_ICON_DEFERRED;
1247 sp->pr_rect = cur_size->rect;
1248 sp->id = ip->id;
1249 sp->id_copy = ip->id_copy;
1250 sp->bmain = ip->bmain;
1251 sp->own_id_copy = false;
1252 Material *ma = NULL;
1253
1254 if (is_render) {
1255 BLI_assert(ip->id);
1256
1257 /* grease pencil use its own preview file */
1258 if (GS(ip->id->name) == ID_MA) {
1259 ma = (Material *)ip->id;
1260 }
1261
1262 if ((ma == NULL) || (ma->gp_style == NULL)) {
1263 sp->pr_main = G_pr_main;
1264 }
1265 else {
1266 sp->pr_main = G_pr_main_grease_pencil;
1267 }
1268 }
1269
1270 common_preview_startjob(sp, stop, do_update, progress);
1271 shader_preview_free(sp);
1272 }
1273 }
1274
icon_preview_endjob(void * customdata)1275 static void icon_preview_endjob(void *customdata)
1276 {
1277 IconPreview *ip = customdata;
1278
1279 if (ip->id) {
1280
1281 if (GS(ip->id->name) == ID_BR) {
1282 WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
1283 }
1284 #if 0
1285 if (GS(ip->id->name) == ID_MA) {
1286 Material *ma = (Material *)ip->id;
1287 PreviewImage *prv_img = ma->preview;
1288 int i;
1289
1290 /* signal to gpu texture */
1291 for (i = 0; i < NUM_ICON_SIZES; i++) {
1292 if (prv_img->gputexture[i]) {
1293 GPU_texture_free(prv_img->gputexture[i]);
1294 prv_img->gputexture[i] = NULL;
1295 WM_main_add_notifier(NC_MATERIAL | ND_SHADING_DRAW, ip->id);
1296 }
1297 }
1298 }
1299 #endif
1300 }
1301
1302 if (ip->owner) {
1303 PreviewImage *prv_img = ip->owner;
1304 prv_img->tag &= ~PRV_TAG_DEFFERED_RENDERING;
1305 if (prv_img->tag & PRV_TAG_DEFFERED_DELETE) {
1306 BLI_assert(prv_img->tag & PRV_TAG_DEFFERED);
1307 BKE_previewimg_cached_release_pointer(prv_img);
1308 }
1309 }
1310 }
1311
icon_preview_free(void * customdata)1312 static void icon_preview_free(void *customdata)
1313 {
1314 IconPreview *ip = (IconPreview *)customdata;
1315
1316 if (ip->id_copy) {
1317 preview_id_copy_free(ip->id_copy);
1318 }
1319
1320 BLI_freelistN(&ip->sizes);
1321 MEM_freeN(ip);
1322 }
1323
ED_preview_icon_render(Main * bmain,Scene * scene,ID * id,uint * rect,int sizex,int sizey)1324 void ED_preview_icon_render(Main *bmain, Scene *scene, ID *id, uint *rect, int sizex, int sizey)
1325 {
1326 IconPreview ip = {NULL};
1327 short stop = false, update = false;
1328 float progress = 0.0f;
1329
1330 ED_preview_ensure_dbase();
1331
1332 ip.bmain = bmain;
1333 ip.scene = scene;
1334 ip.owner = BKE_previewimg_id_ensure(id);
1335 ip.id = id;
1336 ip.id_copy = duplicate_ids(id);
1337
1338 icon_preview_add_size(&ip, rect, sizex, sizey);
1339
1340 icon_preview_startjob_all_sizes(&ip, &stop, &update, &progress);
1341
1342 icon_preview_endjob(&ip);
1343
1344 BLI_freelistN(&ip.sizes);
1345 if (ip.id_copy != NULL) {
1346 preview_id_copy_free(ip.id_copy);
1347 }
1348 }
1349
ED_preview_icon_job(const bContext * C,void * owner,ID * id,uint * rect,int sizex,int sizey,const bool delay)1350 void ED_preview_icon_job(
1351 const bContext *C, void *owner, ID *id, uint *rect, int sizex, int sizey, const bool delay)
1352 {
1353 wmJob *wm_job;
1354 IconPreview *ip, *old_ip;
1355
1356 ED_preview_ensure_dbase();
1357
1358 /* suspended start means it starts after 1 timer step, see WM_jobs_timer below */
1359 wm_job = WM_jobs_get(CTX_wm_manager(C),
1360 CTX_wm_window(C),
1361 owner,
1362 "Icon Preview",
1363 WM_JOB_EXCL_RENDER,
1364 WM_JOB_TYPE_RENDER_PREVIEW);
1365
1366 ip = MEM_callocN(sizeof(IconPreview), "icon preview");
1367
1368 /* render all resolutions from suspended job too */
1369 old_ip = WM_jobs_customdata_get(wm_job);
1370 if (old_ip) {
1371 BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
1372 }
1373
1374 /* customdata for preview thread */
1375 ip->bmain = CTX_data_main(C);
1376 ip->scene = CTX_data_scene(C);
1377 ip->owner = owner;
1378 ip->id = id;
1379 ip->id_copy = duplicate_ids(id);
1380
1381 icon_preview_add_size(ip, rect, sizex, sizey);
1382
1383 /* Special threading hack:
1384 * warn main code that this preview is being rendered and cannot be freed... */
1385 {
1386 PreviewImage *prv_img = owner;
1387 if (prv_img->tag & PRV_TAG_DEFFERED) {
1388 prv_img->tag |= PRV_TAG_DEFFERED_RENDERING;
1389 }
1390 }
1391
1392 /* setup job */
1393 WM_jobs_customdata_set(wm_job, ip, icon_preview_free);
1394 WM_jobs_timer(wm_job, 0.1, NC_WINDOW, NC_WINDOW);
1395 /* Wait 2s to start rendering icon previews, to not bog down user interaction.
1396 * Particularly important for heavy scenes and Eevee using OpenGL that blocks
1397 * the user interface drawing. */
1398 WM_jobs_delay_start(wm_job, (delay) ? 2.0 : 0.0);
1399 WM_jobs_callbacks(wm_job, icon_preview_startjob_all_sizes, NULL, NULL, icon_preview_endjob);
1400
1401 WM_jobs_start(CTX_wm_manager(C), wm_job);
1402 }
1403
ED_preview_shader_job(const bContext * C,void * owner,ID * id,ID * parent,MTex * slot,int sizex,int sizey,int method)1404 void ED_preview_shader_job(const bContext *C,
1405 void *owner,
1406 ID *id,
1407 ID *parent,
1408 MTex *slot,
1409 int sizex,
1410 int sizey,
1411 int method)
1412 {
1413 Object *ob = CTX_data_active_object(C);
1414 wmJob *wm_job;
1415 ShaderPreview *sp;
1416 Scene *scene = CTX_data_scene(C);
1417 short id_type = GS(id->name);
1418
1419 /* Use workspace render only for buttons Window,
1420 * since the other previews are related to the datablock. */
1421
1422 if (!check_engine_supports_preview(scene)) {
1423 return;
1424 }
1425
1426 /* Only texture node preview is supported with Cycles. */
1427 if (method == PR_NODE_RENDER && id_type != ID_TE) {
1428 return;
1429 }
1430
1431 ED_preview_ensure_dbase();
1432
1433 wm_job = WM_jobs_get(CTX_wm_manager(C),
1434 CTX_wm_window(C),
1435 owner,
1436 "Shader Preview",
1437 WM_JOB_EXCL_RENDER,
1438 WM_JOB_TYPE_RENDER_PREVIEW);
1439 sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
1440
1441 /* customdata for preview thread */
1442 sp->scene = scene;
1443 sp->owner = owner;
1444 sp->sizex = sizex;
1445 sp->sizey = sizey;
1446 sp->pr_method = method;
1447 sp->id = id;
1448 sp->id_copy = duplicate_ids(id);
1449 sp->own_id_copy = true;
1450 sp->parent = parent;
1451 sp->slot = slot;
1452 sp->bmain = CTX_data_main(C);
1453 Material *ma = NULL;
1454
1455 /* hardcoded preview .blend for Eevee + Cycles, this should be solved
1456 * once with custom preview .blend path for external engines */
1457
1458 /* grease pencil use its own preview file */
1459 if (GS(id->name) == ID_MA) {
1460 ma = (Material *)id;
1461 }
1462
1463 if ((ma == NULL) || (ma->gp_style == NULL)) {
1464 sp->pr_main = G_pr_main;
1465 }
1466 else {
1467 sp->pr_main = G_pr_main_grease_pencil;
1468 }
1469
1470 if (ob && ob->totcol) {
1471 copy_v4_v4(sp->color, ob->color);
1472 }
1473 else {
1474 ARRAY_SET_ITEMS(sp->color, 0.0f, 0.0f, 0.0f, 1.0f);
1475 }
1476
1477 /* setup job */
1478 WM_jobs_customdata_set(wm_job, sp, shader_preview_free);
1479 WM_jobs_timer(wm_job, 0.1, NC_MATERIAL, NC_MATERIAL);
1480 WM_jobs_callbacks(wm_job, common_preview_startjob, NULL, shader_preview_updatejob, NULL);
1481
1482 WM_jobs_start(CTX_wm_manager(C), wm_job);
1483 }
1484
ED_preview_kill_jobs(wmWindowManager * wm,Main * UNUSED (bmain))1485 void ED_preview_kill_jobs(wmWindowManager *wm, Main *UNUSED(bmain))
1486 {
1487 if (wm) {
1488 /* This is called to stop all preview jobs before scene data changes, to
1489 * avoid invalid memory access. */
1490 WM_jobs_kill(wm, NULL, common_preview_startjob);
1491 WM_jobs_kill(wm, NULL, icon_preview_startjob_all_sizes);
1492 }
1493 }
1494