Exemple #1
0
/* 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;
	
	if(pr_main==NULL) return NULL;
	
	sce= pr_main->scene.first;
	if(sce) {
		
		/* this flag tells render to not execute depsgraph or ipos etc */
		sce->r.scemode |= R_PREVIEWBUTS;
		/* 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;
		
		/* prevent overhead for small renders and icons (32) */
		if(id && sp->sizex < 40)
			sce->r.xparts= sce->r.yparts= 1;
		else
			sce->r.xparts= sce->r.yparts= 4;
		
		/* exception: don't color manage texture previews or icons */
		if((id && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
			sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
		
		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;
		strcpy(sce->r.engine, scene->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);
				
				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->mode & MA_SHADBUF) shadmat->septex = 0;
							else shadmat->septex |= 1;
						}
					}
				}
				
				/* turn off bounce lights for volume, 
				 * doesn't make much visual difference and slows it down too */
				if(mat->material_type == MA_TYPE_VOLUME) {
					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 ) {
								base->object->restrictflag |= OB_RESTRICT_RENDER;
							}
						}
					}
				}

				
				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;
					}
				}
				else {
					sce->lay= 1<<mat->pr_type;
					if(mat->nodetree && sp->pr_method==PR_NODE_RENDER) {
						/* two previews, they get copied by wmJob */
						ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
						ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
					}
				}
			}
			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(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL)) {
						/* don't use assign_material, it changed mat->id.us, which shows in the UI */
						Material ***matar= give_matarar(base->object);
						int actcol= MAX2(base->object->actcol > 0, 1) - 1;

						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;
						
						/* show alpha in this case */
						if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
							mat->mtex[0]->mapto |= MAP_ALPHA;
							mat->alpha= 0.0f;
						}
						else {
							mat->mtex[0]->mapto &= ~MAP_ALPHA;
							mat->alpha= 1.0f;
						}
					}
				}
			}

			if(tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
				/* two previews, they get copied by wmJob */
				ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
				ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
			}
		}
		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);
			}
			
			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->lay= 1<<MA_LAMP;
				sce->world= NULL;
				sce->camera= (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name)+2);
			}
			sce->r.mode &= ~R_SHADOW;
			
			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;
				}
			}
		}
		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;
		}
		
		return sce;
	}
	
	return NULL;
}
Exemple #2
0
/* 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_PREVIEWBUTS;
		/* 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 && sp->pr_method == PR_ICON_RENDER) {
			/* force blender internal for texture icons 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->mode & MA_SHADBUF) shadmat->septex = 0;
								else shadmat->septex |= 1;
							}
						}
					}
					
					/* turn off bounce lights for volume, 
					 * doesn't make much visual difference and slows it down too */
					if (mat->material_type == MA_TYPE_VOLUME) {
						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) {
									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;
}