Blender  V2.59
render_preview.c
Go to the documentation of this file.
00001 /* 
00002  * $Id: render_preview.c 38375 2011-07-13 19:27:42Z campbellbarton $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) Blender Foundation.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00035 /* global includes */
00036 
00037 #include <stdlib.h>
00038 #include <math.h>
00039 #include <string.h>
00040 
00041 #ifndef WIN32
00042 #include <unistd.h>
00043 #else
00044 #include <io.h>
00045 #endif   
00046 #include "MEM_guardedalloc.h"
00047 
00048 #include "BLO_readfile.h" 
00049 
00050 #include "BLI_math.h"
00051 #include "BLI_blenlib.h"
00052 #include "BLI_threads.h"
00053 #include "BLI_utildefines.h"
00054 
00055 #include "DNA_world_types.h"
00056 #include "DNA_camera_types.h"
00057 #include "DNA_material_types.h"
00058 #include "DNA_node_types.h"
00059 #include "DNA_object_types.h"
00060 #include "DNA_lamp_types.h"
00061 #include "DNA_space_types.h"
00062 #include "DNA_view3d_types.h"
00063 #include "DNA_scene_types.h"
00064 #include "DNA_brush_types.h"
00065 #include "DNA_screen_types.h"
00066 
00067 #include "BKE_context.h"
00068 #include "BKE_depsgraph.h"
00069 #include "BKE_global.h"
00070 #include "BKE_idprop.h"
00071 #include "BKE_image.h"
00072 #include "BKE_icons.h"
00073 #include "BKE_library.h"
00074 #include "BKE_main.h"
00075 #include "BKE_material.h"
00076 #include "BKE_node.h"
00077 #include "BKE_object.h"
00078 #include "BKE_texture.h"
00079 #include "BKE_world.h"
00080 
00081 #include "IMB_imbuf.h"
00082 #include "IMB_imbuf_types.h"
00083 
00084 #include "BIF_gl.h"
00085 #include "BIF_glutil.h"
00086 
00087 #include "PIL_time.h"
00088 
00089 #include "RE_pipeline.h"
00090 
00091 
00092 #include "WM_api.h"
00093 #include "WM_types.h"
00094 
00095 #include "ED_render.h"
00096 #include "ED_view3d.h"
00097 
00098 #include "UI_interface.h"
00099 
00100 #include "render_intern.h"
00101 
00102 ImBuf* get_brush_icon(Brush *brush)
00103 {
00104         static const int flags = IB_rect|IB_multilayer|IB_metadata;
00105 
00106         char path[240];
00107         char *folder;
00108 
00109         if (!(brush->icon_imbuf)) {
00110                 if (brush->flag & BRUSH_CUSTOM_ICON) {
00111 
00112                         if (brush->icon_filepath[0]) {
00113                                 // first use the path directly to try and load the file
00114 
00115                                 BLI_strncpy(path, brush->icon_filepath, sizeof(brush->icon_filepath));
00116                                 BLI_path_abs(path, G.main->name);
00117 
00118                                 brush->icon_imbuf= IMB_loadiffname(path, flags);
00119 
00120                                 // otherwise lets try to find it in other directories
00121                                 if (!(brush->icon_imbuf)) {
00122                                         folder= BLI_get_folder(BLENDER_DATAFILES, "brushicons");
00123 
00124                                         path[0]= 0;
00125 
00126                                         BLI_make_file_string(G.main->name, path, folder, brush->icon_filepath);
00127 
00128                                         if (path[0])
00129                                                 brush->icon_imbuf= IMB_loadiffname(path, flags);
00130                                 }
00131 
00132                                 if (brush->icon_imbuf)
00133                                         BKE_icon_changed(BKE_icon_getid(&brush->id));
00134                         }
00135                 }
00136         }
00137 
00138         if (!(brush->icon_imbuf))
00139                 brush->id.icon_id = 0;
00140 
00141         return brush->icon_imbuf;
00142 }
00143 
00144 typedef struct ShaderPreview {
00145         /* from wmJob */
00146         void *owner;
00147         short *stop, *do_update;
00148         
00149         Scene *scene;
00150         ID *id;
00151         ID *parent;
00152         MTex *slot;
00153         
00154         /* datablocks with nodes need full copy during preview render, glsl uses it too */
00155         Material *matcopy;
00156         Tex *texcopy;
00157         Lamp *lampcopy;
00158         World *worldcopy;
00159         
00160         float col[4];           /* active object color */
00161         
00162         int sizex, sizey;
00163         unsigned int *pr_rect;
00164         int pr_method;
00165         
00166 } ShaderPreview;
00167 
00168 /* *************************** Preview for buttons *********************** */
00169 
00170 static Main *pr_main= NULL;
00171 
00172 void ED_preview_init_dbase(void)
00173 {
00174 #ifndef WITH_HEADLESS
00175         BlendFileData *bfd;
00176         extern int datatoc_preview_blend_size;
00177         extern char datatoc_preview_blend[];
00178         const int fileflags= G.fileflags;
00179         
00180         G.fileflags |= G_FILE_NO_UI;
00181         bfd= BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
00182         if (bfd) {
00183                 pr_main= bfd->main;
00184                 
00185                 MEM_freeN(bfd);
00186         }
00187         G.fileflags= fileflags;
00188 #endif
00189 }
00190 
00191 void ED_preview_free_dbase(void)
00192 {
00193         if(pr_main)
00194                 free_main(pr_main);
00195 }
00196 
00197 static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
00198 {
00199         if(mat) {
00200                 if(mat->sss_flag & MA_DIFF_SSS)
00201                         return 1;
00202                 if(mat->nodetree)
00203                         if( preview_mat_has_sss(NULL, mat->nodetree))
00204                                 return 1;
00205         }
00206         else if(ntree) {
00207                 bNode *node;
00208                 for(node= ntree->nodes.first; node; node= node->next) {
00209                         if(node->type==NODE_GROUP && node->id) {
00210                                 if( preview_mat_has_sss(NULL, (bNodeTree *)node->id))
00211                                         return 1;
00212                         }
00213                         else if(node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
00214                                 mat= (Material *)node->id;
00215                                 if(mat->sss_flag & MA_DIFF_SSS)
00216                                         return 1;
00217                         }
00218                 }
00219         }
00220         return 0;
00221 }
00222 
00223 /* call this with a pointer to initialize preview scene */
00224 /* call this with NULL to restore assigned ID pointers in preview scene */
00225 static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
00226 {
00227         Scene *sce;
00228         Base *base;
00229         
00230         if(pr_main==NULL) return NULL;
00231         
00232         sce= pr_main->scene.first;
00233         if(sce) {
00234                 
00235                 /* this flag tells render to not execute depsgraph or ipos etc */
00236                 sce->r.scemode |= R_PREVIEWBUTS;
00237                 /* set world always back, is used now */
00238                 sce->world= pr_main->world.first;
00239                 /* now: exposure copy */
00240                 if(scene->world) {
00241                         sce->world->exp= scene->world->exp;
00242                         sce->world->range= scene->world->range;
00243                 }
00244                 
00245                 sce->r.color_mgt_flag = scene->r.color_mgt_flag;
00246                 
00247                 /* prevent overhead for small renders and icons (32) */
00248                 if(id && sp->sizex < 40)
00249                         sce->r.xparts= sce->r.yparts= 1;
00250                 else
00251                         sce->r.xparts= sce->r.yparts= 4;
00252                 
00253                 /* exception: don't color manage texture previews or icons */
00254                 if((id && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
00255                         sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
00256                 
00257                 if((id && sp->pr_method==PR_ICON_RENDER) && id_type != ID_WO)
00258                         sce->r.alphamode= R_ALPHAPREMUL;
00259                 else
00260                         sce->r.alphamode= R_ADDSKY;
00261 
00262                 sce->r.cfra= scene->r.cfra;
00263                 strcpy(sce->r.engine, scene->r.engine);
00264                 
00265                 if(id_type==ID_MA) {
00266                         Material *mat= NULL, *origmat= (Material *)id;
00267                         
00268                         if(origmat) {
00269                                 /* work on a copy */
00270                                 mat= localize_material(origmat);
00271                                 sp->matcopy= mat;
00272                                 BLI_addtail(&pr_main->mat, mat);
00273                                 
00274                                 init_render_material(mat, 0, NULL);             /* call that retrieves mode_l */
00275                                 end_render_material(mat);
00276                                 
00277                                 /* un-useful option */
00278                                 if(sp->pr_method==PR_ICON_RENDER)
00279                                         mat->shade_flag &= ~MA_OBCOLOR;
00280 
00281                                 /* turn on raytracing if needed */
00282                                 if(mat->mode_l & MA_RAYMIRROR)
00283                                         sce->r.mode |= R_RAYTRACE;
00284                                 if(mat->material_type == MA_TYPE_VOLUME)
00285                                         sce->r.mode |= R_RAYTRACE;
00286                                 if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
00287                                         sce->r.mode |= R_RAYTRACE;
00288                                 if(preview_mat_has_sss(mat, NULL))
00289                                         sce->r.mode |= R_SSS;
00290                                 
00291                                 /* turn off fake shadows if needed */
00292                                 /* this only works in a specific case where the preview.blend contains
00293                                  * an object starting with 'c' which has a material linked to it (not the obdata)
00294                                  * and that material has a fake shadow texture in the active texture slot */
00295                                 for(base= sce->base.first; base; base= base->next) {
00296                                         if(base->object->id.name[2]=='c') {
00297                                                 Material *shadmat= give_current_material(base->object, base->object->actcol);
00298                                                 if(shadmat) {
00299                                                         if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
00300                                                         else shadmat->septex |= 1;
00301                                                 }
00302                                         }
00303                                 }
00304                                 
00305                                 /* turn off bounce lights for volume, 
00306                                  * doesn't make much visual difference and slows it down too */
00307                                 if(mat->material_type == MA_TYPE_VOLUME) {
00308                                         for(base= sce->base.first; base; base= base->next) {
00309                                                 if(base->object->type == OB_LAMP) {
00310                                                         /* if doesn't match 'Lamp.002' --> main key light */
00311                                                         if( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
00312                                                                 base->object->restrictflag |= OB_RESTRICT_RENDER;
00313                                                         }
00314                                                 }
00315                                         }
00316                                 }
00317 
00318                                 
00319                                 if(sp->pr_method==PR_ICON_RENDER) {
00320                                         if (mat->material_type == MA_TYPE_HALO) {
00321                                                 sce->lay= 1<<MA_FLAT;
00322                                         } 
00323                                         else {
00324                                                 sce->lay= 1<<MA_SPHERE_A;
00325                                         }
00326                                 }
00327                                 else {
00328                                         sce->lay= 1<<mat->pr_type;
00329                                         if(mat->nodetree && sp->pr_method==PR_NODE_RENDER) {
00330                                                 /* two previews, they get copied by wmJob */
00331                                                 ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
00332                                                 ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
00333                                         }
00334                                 }
00335                         }
00336                         else {
00337                                 sce->r.mode &= ~(R_OSA|R_RAYTRACE|R_SSS);
00338                                 
00339                         }
00340                         
00341                         for(base= sce->base.first; base; base= base->next) {
00342                                 if(base->object->id.name[2]=='p') {
00343                                         /* copy over object color, in case material uses it */
00344                                         copy_v4_v4(base->object->col, sp->col);
00345                                         
00346                                         if(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL)) {
00347                                                 /* don't use assign_material, it changed mat->id.us, which shows in the UI */
00348                                                 Material ***matar= give_matarar(base->object);
00349                                                 int actcol= MAX2(base->object->actcol > 0, 1) - 1;
00350 
00351                                                 if(matar && actcol < base->object->totcol)
00352                                                         (*matar)[actcol]= mat;
00353                                         } else if (base->object->type == OB_LAMP) {
00354                                                 base->object->restrictflag &= ~OB_RESTRICT_RENDER;
00355                                         }
00356                                 }
00357                         }
00358                 }
00359                 else if(id_type==ID_TE) {
00360                         Tex *tex= NULL, *origtex= (Tex *)id;
00361                         
00362                         if(origtex) {
00363                                 tex= localize_texture(origtex);
00364                                 sp->texcopy= tex;
00365                                 BLI_addtail(&pr_main->tex, tex);
00366                         }                       
00367                         sce->lay= 1<<MA_TEXTURE;
00368                         
00369                         for(base= sce->base.first; base; base= base->next) {
00370                                 if(base->object->id.name[2]=='t') {
00371                                         Material *mat= give_current_material(base->object, base->object->actcol);
00372                                         if(mat && mat->mtex[0]) {
00373                                                 mat->mtex[0]->tex= tex;
00374                                                 
00375                                                 if(tex && sp->slot)
00376                                                         mat->mtex[0]->which_output = sp->slot->which_output;
00377                                                 
00378                                                 /* show alpha in this case */
00379                                                 if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
00380                                                         mat->mtex[0]->mapto |= MAP_ALPHA;
00381                                                         mat->alpha= 0.0f;
00382                                                 }
00383                                                 else {
00384                                                         mat->mtex[0]->mapto &= ~MAP_ALPHA;
00385                                                         mat->alpha= 1.0f;
00386                                                 }
00387                                         }
00388                                 }
00389                         }
00390 
00391                         if(tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
00392                                 /* two previews, they get copied by wmJob */
00393                                 ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
00394                                 ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
00395                         }
00396                 }
00397                 else if(id_type==ID_LA) {
00398                         Lamp *la= NULL, *origla= (Lamp *)id;
00399 
00400                         /* work on a copy */
00401                         if(origla) {
00402                                 la= localize_lamp(origla);
00403                                 sp->lampcopy= la;
00404                                 BLI_addtail(&pr_main->lamp, la);
00405                         }
00406                         
00407                         if(la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
00408                                 sce->lay= 1<<MA_ATMOS;
00409                                 sce->world= scene->world;
00410                                 sce->camera= (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name)+2);
00411                         }
00412                         else {
00413                                 sce->lay= 1<<MA_LAMP;
00414                                 sce->world= NULL;
00415                                 sce->camera= (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name)+2);
00416                         }
00417                         sce->r.mode &= ~R_SHADOW;
00418                         
00419                         for(base= sce->base.first; base; base= base->next) {
00420                                 if(base->object->id.name[2]=='p') {
00421                                         if(base->object->type==OB_LAMP)
00422                                                 base->object->data= la;
00423                                 }
00424                         }
00425                 }
00426                 else if(id_type==ID_WO) {
00427                         World *wrld= NULL, *origwrld= (World *)id;
00428 
00429                         if(origwrld) {
00430                                 wrld= localize_world(origwrld);
00431                                 sp->worldcopy= wrld;
00432                                 BLI_addtail(&pr_main->world, wrld);
00433                         }
00434 
00435                         sce->lay= 1<<MA_SKY;
00436                         sce->world= wrld;
00437                 }
00438                 
00439                 return sce;
00440         }
00441         
00442         return NULL;
00443 }
00444 
00445 /* new UI convention: draw is in pixel space already. */
00446 /* uses ROUNDBOX button in block to get the rect */
00447 static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int first, rcti *rect, rcti *newrect)
00448 {
00449         Render *re;
00450         RenderResult rres;
00451         char name[32];
00452         int do_gamma_correct=0;
00453         int offx=0, newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
00454 
00455         if (id && GS(id->name) != ID_TE) {
00456                 /* exception: don't color manage texture previews - show the raw values */
00457                 if (sce) do_gamma_correct = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT;
00458         }
00459 
00460         if(!split || first) sprintf(name, "Preview %p", (void *)sa);
00461         else sprintf(name, "SecondPreview %p", (void *)sa);
00462 
00463         if(split) {
00464                 if(first) {
00465                         offx= 0;
00466                         newx= newx/2;
00467                 }
00468                 else {
00469                         offx= newx/2;
00470                         newx= newx - newx/2;
00471                 }
00472         }
00473 
00474         re= RE_GetRender(name);
00475         RE_AcquireResultImage(re, &rres);
00476 
00477         if(rres.rectf) {
00478                 
00479                 if(ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2) {
00480                         newrect->xmax= MAX2(newrect->xmax, rect->xmin + rres.rectx + offx);
00481                         newrect->ymax= MAX2(newrect->ymax, rect->ymin + rres.recty);
00482 
00483                         glaDrawPixelsSafe_to32(rect->xmin+offx, rect->ymin, rres.rectx, rres.recty, rres.rectx, rres.rectf, do_gamma_correct);
00484 
00485                         RE_ReleaseResultImage(re);
00486                         return 1;
00487                 }
00488         }
00489 
00490         RE_ReleaseResultImage(re);
00491         return 0;
00492 }
00493 
00494 void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, rcti *rect)
00495 {
00496         if(idp) {
00497                 ScrArea *sa= CTX_wm_area(C);
00498                 Scene *sce = CTX_data_scene(C);
00499                 ID *id = (ID *)idp;
00500                 ID *parent= (ID *)parentp;
00501                 MTex *slot= (MTex *)slotp;
00502                 SpaceButs *sbuts= sa->spacedata.first;
00503                 rcti newrect;
00504                 int ok;
00505                 int newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
00506 
00507                 newrect.xmin= rect->xmin;
00508                 newrect.xmax= rect->xmin;
00509                 newrect.ymin= rect->ymin;
00510                 newrect.ymax= rect->ymin;
00511 
00512                 if(parent) {
00513                         ok = ed_preview_draw_rect(sa, sce, id, 1, 1, rect, &newrect);
00514                         ok &= ed_preview_draw_rect(sa, sce, parent, 1, 0, rect, &newrect);
00515                 }
00516                 else
00517                         ok = ed_preview_draw_rect(sa, sce, id, 0, 0, rect, &newrect);
00518 
00519                 if(ok)
00520                         *rect= newrect;
00521 
00522                 /* check for spacetype... */
00523                 if(sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
00524                         sbuts->preview= 0;
00525                         ok= 0;
00526                 }
00527         
00528                 if(ok==0) {
00529                         ED_preview_shader_job(C, sa, id, parent, slot, newx, newy, PR_BUTS_RENDER);
00530                 }
00531         }       
00532 }
00533 
00534 /* **************************** new shader preview system ****************** */
00535 
00536 /* inside thread, called by renderer, sets job update value */
00537 static void shader_preview_draw(void *spv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect))
00538 {
00539         ShaderPreview *sp= spv;
00540         
00541         *(sp->do_update)= 1;
00542 }
00543 
00544 /* called by renderer, checks job value */
00545 static int shader_preview_break(void *spv)
00546 {
00547         ShaderPreview *sp= spv;
00548 
00549         return *(sp->stop);
00550 }
00551 
00552 /* outside thread, called before redraw notifiers, it moves finished preview over */
00553 static void shader_preview_updatejob(void *spv)
00554 {
00555         ShaderPreview *sp= spv;
00556         
00557         if(sp->id) {
00558                 if(sp->pr_method==PR_NODE_RENDER) {
00559                         if( GS(sp->id->name) == ID_MA) {
00560                                 Material *mat= (Material *)sp->id;
00561                                 
00562                                 if(sp->matcopy && mat->nodetree && sp->matcopy->nodetree)
00563                                         ntreeLocalSync(sp->matcopy->nodetree, mat->nodetree);
00564                         }
00565                         else if( GS(sp->id->name) == ID_TE) {
00566                                 Tex *tex= (Tex *)sp->id;
00567                                 
00568                                 if(sp->texcopy && tex->nodetree && sp->texcopy->nodetree)
00569                                         ntreeLocalSync(sp->texcopy->nodetree, tex->nodetree);
00570                         }
00571                 }               
00572         }
00573 }
00574 
00575 static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int first)
00576 {
00577         Render *re;
00578         Scene *sce;
00579         float oldlens;
00580         short idtype= GS(id->name);
00581         char name[32];
00582         int sizex;
00583         
00584         /* get the stuff from the builtin preview dbase */
00585         sce= preview_prepare_scene(sp->scene, id, idtype, sp); // XXX sizex
00586         if(sce==NULL) return;
00587         
00588         if(!split || first) sprintf(name, "Preview %p", sp->owner);
00589         else sprintf(name, "SecondPreview %p", sp->owner);
00590         re= RE_GetRender(name);
00591         
00592         /* full refreshed render from first tile */
00593         if(re==NULL)
00594                 re= RE_NewRender(name);
00595                 
00596         /* sce->r gets copied in RE_InitState! */
00597         sce->r.scemode &= ~(R_MATNODE_PREVIEW|R_TEXNODE_PREVIEW);
00598         sce->r.scemode &= ~R_NO_IMAGE_LOAD;
00599 
00600         if(sp->pr_method==PR_ICON_RENDER) {
00601                 sce->r.scemode |= R_NO_IMAGE_LOAD;
00602                 sce->r.mode |= R_OSA;
00603         }
00604         else if(sp->pr_method==PR_NODE_RENDER) {
00605                 if(idtype == ID_MA) sce->r.scemode |= R_MATNODE_PREVIEW;
00606                 else if(idtype == ID_TE) sce->r.scemode |= R_TEXNODE_PREVIEW;
00607                 sce->r.mode &= ~R_OSA;
00608         }
00609         else {  /* PR_BUTS_RENDER */
00610                 sce->r.mode |= R_OSA;
00611         }
00612 
00613         /* in case of split preview, use border render */
00614         if(split) {
00615                 if(first) sizex= sp->sizex/2;
00616                 else sizex= sp->sizex - sp->sizex/2;
00617         }
00618         else sizex= sp->sizex;
00619 
00620         /* allocates or re-uses render result */
00621         sce->r.xsch= sizex;
00622         sce->r.ysch= sp->sizey;
00623         sce->r.size= 100;
00624 
00625         /* callbacs are cleared on GetRender() */
00626         if(ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
00627                 RE_display_draw_cb(re, sp, shader_preview_draw);
00628         }
00629         /* set this for all previews, default is react to G.afbreek still */
00630         RE_test_break_cb(re, sp, shader_preview_break);
00631         
00632         /* lens adjust */
00633         oldlens= ((Camera *)sce->camera->data)->lens;
00634         if(sizex > sp->sizey)
00635                 ((Camera *)sce->camera->data)->lens *= (float)sp->sizey/(float)sizex;
00636 
00637         /* entire cycle for render engine */
00638         RE_PreviewRender(re, pr_main, sce);
00639 
00640         ((Camera *)sce->camera->data)->lens= oldlens;
00641 
00642         /* handle results */
00643         if(sp->pr_method==PR_ICON_RENDER) {
00644                 // char *rct= (char *)(sp->pr_rect + 32*16 + 16);
00645                 
00646                 if(sp->pr_rect)
00647                         RE_ResultGet32(re, sp->pr_rect);
00648         }
00649         else {
00650                 /* validate owner */
00651                 //if(ri->rect==NULL)
00652                 //      ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
00653                 //RE_ResultGet32(re, ri->rect);
00654         }
00655 
00656         /* unassign the pointers, reset vars */
00657         preview_prepare_scene(sp->scene, NULL, GS(id->name), sp);
00658         
00659         /* XXX bad exception, end-exec is not being called in render, because it uses local main */
00660 //      if(idtype == ID_TE) {
00661 //              Tex *tex= (Tex *)id;
00662 //              if(tex->use_nodes && tex->nodetree)
00663 //                      ntreeEndExecTree(tex->nodetree);
00664 //      }
00665 
00666 }
00667 
00668 /* runs inside thread for material and icons */
00669 static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
00670 {
00671         ShaderPreview *sp= customdata;
00672 
00673         sp->stop= stop;
00674         sp->do_update= do_update;
00675 
00676         if(sp->parent) {
00677                 shader_preview_render(sp, sp->id, 1, 1);
00678                 shader_preview_render(sp, sp->parent, 1, 0);
00679         }
00680         else
00681                 shader_preview_render(sp, sp->id, 0, 0);
00682 
00683         *do_update= 1;
00684 }
00685 
00686 static void shader_preview_free(void *customdata)
00687 {
00688         ShaderPreview *sp= customdata;
00689         
00690         if(sp->matcopy) {
00691                 struct IDProperty *properties;
00692                 int a;
00693                 
00694                 /* node previews */
00695                 shader_preview_updatejob(sp);
00696                 
00697                 /* get rid of copied material */
00698                 BLI_remlink(&pr_main->mat, sp->matcopy);
00699                 
00700                 /* free_material decrements texture, prevent this. hack alert! */
00701                 for(a=0; a<MAX_MTEX; a++) {
00702                         MTex *mtex= sp->matcopy->mtex[a];
00703                         if(mtex && mtex->tex) mtex->tex= NULL;
00704                 }
00705                 
00706                 free_material(sp->matcopy);
00707 
00708                 properties= IDP_GetProperties((ID *)sp->matcopy, FALSE);
00709                 if (properties) {
00710                         IDP_FreeProperty(properties);
00711                         MEM_freeN(properties);
00712                 }
00713                 MEM_freeN(sp->matcopy);
00714         }
00715         if(sp->texcopy) {
00716                 struct IDProperty *properties;
00717                 /* node previews */
00718                 shader_preview_updatejob(sp);
00719                 
00720                 /* get rid of copied texture */
00721                 BLI_remlink(&pr_main->tex, sp->texcopy);
00722                 free_texture(sp->texcopy);
00723                 
00724                 properties= IDP_GetProperties((ID *)sp->texcopy, FALSE);
00725                 if (properties) {
00726                         IDP_FreeProperty(properties);
00727                         MEM_freeN(properties);
00728                 }
00729                 MEM_freeN(sp->texcopy);
00730         }
00731         if(sp->worldcopy) {
00732                 struct IDProperty *properties;
00733                 /* node previews */
00734                 shader_preview_updatejob(sp);
00735                 
00736                 /* get rid of copied world */
00737                 BLI_remlink(&pr_main->world, sp->worldcopy);
00738                 free_world(sp->worldcopy);
00739                 
00740                 properties= IDP_GetProperties((ID *)sp->worldcopy, FALSE);
00741                 if (properties) {
00742                         IDP_FreeProperty(properties);
00743                         MEM_freeN(properties);
00744                 }
00745                 MEM_freeN(sp->worldcopy);
00746         }
00747         if(sp->lampcopy) {
00748                 struct IDProperty *properties;
00749                 /* node previews */
00750                 shader_preview_updatejob(sp);
00751                 
00752                 /* get rid of copied lamp */
00753                 BLI_remlink(&pr_main->lamp, sp->lampcopy);
00754                 free_lamp(sp->lampcopy);
00755                 
00756                 properties= IDP_GetProperties((ID *)sp->lampcopy, FALSE);
00757                 if (properties) {
00758                         IDP_FreeProperty(properties);
00759                         MEM_freeN(properties);
00760                 }
00761                 MEM_freeN(sp->lampcopy);
00762         }
00763         
00764         MEM_freeN(sp);
00765 }
00766 
00767 /* ************************* icon preview ********************** */
00768 
00769 static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned int *rect)
00770 {
00771         struct ImBuf *ima;
00772         unsigned int *drect, *srect;
00773         float scaledx, scaledy;
00774         short ex, ey, dx, dy;
00775 
00776         /* paranoia test */
00777         if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL))
00778                 return;
00779         
00780         /* waste of cpu cyles... but the imbuf API has no other way to scale fast (ton) */
00781         ima = IMB_dupImBuf(ibuf);
00782         
00783         if (!ima) 
00784                 return;
00785         
00786         if (ima->x > ima->y) {
00787                 scaledx = (float)w;
00788                 scaledy =  ( (float)ima->y/(float)ima->x )*(float)w;
00789         }
00790         else {                  
00791                 scaledx =  ( (float)ima->x/(float)ima->y )*(float)h;
00792                 scaledy = (float)h;
00793         }
00794         
00795         ex = (short)scaledx;
00796         ey = (short)scaledy;
00797         
00798         dx = (w - ex) / 2;
00799         dy = (h - ey) / 2;
00800         
00801         IMB_scalefastImBuf(ima, ex, ey);
00802         
00803         /* if needed, convert to 32 bits */
00804         if(ima->rect==NULL)
00805                 IMB_rect_from_float(ima);
00806 
00807         srect = ima->rect;
00808         drect = rect;
00809 
00810         drect+= dy*w+dx;
00811         for (;ey > 0; ey--){            
00812                 memcpy(drect,srect, ex * sizeof(int));
00813                 drect += w;
00814                 srect += ima->x;
00815         }
00816 
00817         IMB_freeImBuf(ima);
00818 }
00819 
00820 static void set_alpha(char *cp, int sizex, int sizey, char alpha) 
00821 {
00822         int a, size= sizex*sizey;
00823 
00824         for(a=0; a<size; a++, cp+=4)
00825                 cp[3]= alpha;
00826 }
00827 
00828 static void icon_preview_startjob(void *customdata, short *stop, short *do_update)
00829 {
00830         ShaderPreview *sp= customdata;
00831         ID *id= sp->id;
00832         short idtype= GS(id->name);
00833 
00834         if(idtype == ID_IM) {
00835                 Image *ima= (Image*)id;
00836                 ImBuf *ibuf= NULL;
00837                 ImageUser iuser= {NULL};
00838 
00839                 /* ima->ok is zero when Image cannot load */
00840                 if(ima==NULL || ima->ok==0)
00841                         return;
00842 
00843                 /* setup dummy image user */
00844                 iuser.ok= iuser.framenr= 1;
00845                 iuser.scene= sp->scene;
00846                 
00847                 /* elubie: this needs to be changed: here image is always loaded if not
00848                    already there. Very expensive for large images. Need to find a way to 
00849                    only get existing ibuf */
00850                 ibuf = BKE_image_get_ibuf(ima, &iuser);
00851                 if(ibuf==NULL || ibuf->rect==NULL)
00852                         return;
00853                 
00854                 icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
00855 
00856                 *do_update= 1;
00857         }
00858         else if(idtype == ID_BR) {
00859                 Brush *br= (Brush*)id;
00860 
00861                 br->icon_imbuf= get_brush_icon(br);
00862 
00863                 memset(sp->pr_rect, 0x888888, sp->sizex*sp->sizey*sizeof(unsigned int));
00864 
00865                 if(!(br->icon_imbuf) || !(br->icon_imbuf->rect))
00866                         return;
00867 
00868                 icon_copy_rect(br->icon_imbuf, sp->sizex, sp->sizey, sp->pr_rect);
00869 
00870                 *do_update= 1;
00871         }
00872         else {
00873                 /* re-use shader job */
00874                 shader_preview_startjob(customdata, stop, do_update);
00875 
00876                 /* world is rendered with alpha=0, so it wasn't displayed 
00877                    this could be render option for sky to, for later */
00878                 if(idtype == ID_WO) {
00879                         set_alpha((char*)sp->pr_rect, sp->sizex, sp->sizey, 255);
00880                 }
00881                 else if(idtype == ID_MA) {
00882                         Material* ma = (Material*)id;
00883 
00884                         if(ma->material_type == MA_TYPE_HALO)
00885                                 set_alpha((char*)sp->pr_rect, sp->sizex, sp->sizey, 255);
00886                 }
00887         }
00888 }
00889 
00890 /* use same function for icon & shader, so the job manager
00891    does not run two of them at the same time. */
00892 
00893 static void common_preview_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
00894 {
00895         ShaderPreview *sp= customdata;
00896 
00897         if(sp->pr_method == PR_ICON_RENDER)
00898                 icon_preview_startjob(customdata, stop, do_update);
00899         else
00900                 shader_preview_startjob(customdata, stop, do_update);
00901 }
00902 
00903 static void common_preview_endjob(void *customdata)
00904 {
00905         ShaderPreview *sp= customdata;
00906 
00907         if(sp->id && GS(sp->id->name) == ID_BR)
00908                 WM_main_add_notifier(NC_BRUSH|NA_EDITED, sp->id);
00909 }
00910 
00911 /* exported functions */
00912 
00913 void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *rect, int sizex, int sizey)
00914 {
00915         wmJob *steve;
00916         ShaderPreview *sp;
00917         
00918         /* suspended start means it starts after 1 timer step, see WM_jobs_timer below */
00919         steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Icon Preview", WM_JOB_EXCL_RENDER|WM_JOB_SUSPEND);
00920         sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
00921 
00922         /* customdata for preview thread */
00923         sp->scene= CTX_data_scene(C);
00924         sp->owner= id;
00925         sp->sizex= sizex;
00926         sp->sizey= sizey;
00927         sp->pr_method= PR_ICON_RENDER;
00928         sp->pr_rect= rect;
00929         sp->id = id;
00930 
00931         /* setup job */
00932         WM_jobs_customdata(steve, sp, shader_preview_free);
00933         WM_jobs_timer(steve, 0.25, NC_MATERIAL, NC_MATERIAL);
00934         WM_jobs_callbacks(steve, common_preview_startjob, NULL, NULL, common_preview_endjob);
00935 
00936         WM_jobs_start(CTX_wm_manager(C), steve);
00937 }
00938 
00939 void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey, int method)
00940 {
00941         Object *ob= CTX_data_active_object(C);
00942         wmJob *steve;
00943         ShaderPreview *sp;
00944 
00945         steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview", WM_JOB_EXCL_RENDER);
00946         sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
00947 
00948         /* customdata for preview thread */
00949         sp->scene= CTX_data_scene(C);
00950         sp->owner= owner;
00951         sp->sizex= sizex;
00952         sp->sizey= sizey;
00953         sp->pr_method= method;
00954         sp->id = id;
00955         sp->parent= parent;
00956         sp->slot= slot;
00957         if(ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
00958         else sp->col[0]= sp->col[1]= sp->col[2]= sp->col[3]= 1.0f;
00959         
00960         /* setup job */
00961         WM_jobs_customdata(steve, sp, shader_preview_free);
00962         WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
00963         WM_jobs_callbacks(steve, common_preview_startjob, NULL, shader_preview_updatejob, NULL);
00964         
00965         WM_jobs_start(CTX_wm_manager(C), steve);
00966 }
00967 
00968 void ED_preview_kill_jobs(const struct bContext *C)
00969 {
00970         wmWindowManager *wm= CTX_wm_manager(C);
00971         if(wm)
00972                 WM_jobs_kill(wm, NULL, common_preview_startjob);
00973 }
00974