void render_view3d_draw(RenderEngine *engine, const bContext *C)
{
	Render *re = engine->re;
	RenderResult rres;
	int keep_data = render_view3d_changed(engine, C);
	
	if (engine->flag & RE_ENGINE_DO_UPDATE)
		render_view3d_do(engine, C, keep_data);

	if (re == NULL) return;
	
	RE_AcquireResultImage(re, &rres);
	
	if (rres.rectf) {
		Scene *scene = CTX_data_scene(C);
		bool force_fallback = false;
		bool need_fallback = true;
		float dither = scene->r.dither_intensity;

		/* Dithering is not supported on GLSL yet */
		force_fallback |= dither != 0.0f;

		/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
		force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);

		/* Try using GLSL display transform. */
		if (force_fallback == false) {
			if (IMB_colormanagement_setup_glsl_draw(NULL, &scene->display_settings, TRUE)) {
				glEnable(GL_BLEND);
				glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
				glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,
				                 GL_LINEAR, rres.rectf);
				glDisable(GL_BLEND);

				IMB_colormanagement_finish_glsl_draw();
				need_fallback = false;
			}
		}

		/* If GLSL failed, use old-school CPU-based transform. */
		if (need_fallback) {
			unsigned char *display_buffer = MEM_mallocN(4 * rres.rectx * rres.recty * sizeof(char),
			                                            "render_view3d_draw");

			IMB_colormanagement_buffer_make_display_space(rres.rectf, display_buffer, rres.rectx, rres.recty,
			                                              4, dither, NULL, &scene->display_settings);

			glEnable(GL_BLEND);
			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			glaDrawPixelsAuto(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE,
			                  GL_LINEAR, display_buffer);
			glDisable(GL_BLEND);

			MEM_freeN(display_buffer);
		}
	}

	RE_ReleaseResultImage(re);
}
Esempio n. 2
0
/* callback for render engine , on changes */
void render_view3d_update(RenderEngine *engine, const bContext *C)
{	
	/* this shouldn't be needed and causes too many database rebuilds, but we
	 * aren't actually tracking updates for all relevent datablocks so this is
	 * a catch-all for updates */
	engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;

	render_view3d_do(engine, C);
}
/* callback for render engine , on changes */
void render_view3d(RenderEngine *engine, const bContext *C)
{	
	render_view3d_do(engine, C, 0);
}
Esempio n. 4
0
void render_view3d_draw(RenderEngine *engine, const bContext *C)
{
	Render *re = engine->re;
	RenderResult rres;
	char name[32];
	
	render_view3d_do(engine, C);
	
	if (re == NULL) {
		sprintf(name, "View3dPreview %p", (void *)CTX_wm_region(C));
		re = RE_GetRender(name);
	
		if (re == NULL) return;
	}
	
	/* Viewport render preview doesn't support multiview, view hardcoded to 0 */
	RE_AcquireResultImage(re, &rres, 0);
	
	if (rres.rectf) {
		RegionView3D *rv3d = CTX_wm_region_view3d(C);
		View3D *v3d = CTX_wm_view3d(C);
		Scene *scene = CTX_data_scene(C);
		ARegion *ar = CTX_wm_region(C);
		bool force_fallback = false;
		bool need_fallback = true;
		float dither = scene->r.dither_intensity;
		float scale_x, scale_y;
		rcti clip_rect;
		int xof, yof;

		if (render_view3d_disprect(scene, ar, v3d, rv3d, &clip_rect)) {
			scale_x = (float) BLI_rcti_size_x(&clip_rect) / rres.rectx;
			scale_y = (float) BLI_rcti_size_y(&clip_rect) / rres.recty;
			xof = clip_rect.xmin;
			yof = clip_rect.ymin;
		}
		else {
			scale_x = (float) ar->winx / rres.rectx;
			scale_y = (float) ar->winy / rres.recty;
			xof = rres.xof;
			yof = rres.yof;
		}

		/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
		force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);

		/* Try using GLSL display transform. */
		if (force_fallback == false) {
			if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, dither, true)) {
				glEnable(GL_BLEND);
				glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
				glPixelZoom(scale_x, scale_y);
				glaDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
				                 GL_RGBA, GL_FLOAT, GL_NEAREST, rres.rectf);
				glPixelZoom(1.0f, 1.0f);
				glDisable(GL_BLEND);

				IMB_colormanagement_finish_glsl_draw();
				need_fallback = false;
			}
		}

		/* If GLSL failed, use old-school CPU-based transform. */
		if (need_fallback) {
			unsigned char *display_buffer = MEM_mallocN(4 * rres.rectx * rres.recty * sizeof(char),
			                                            "render_view3d_draw");

			IMB_colormanagement_buffer_make_display_space(rres.rectf, display_buffer, rres.rectx, rres.recty,
			                                              4, dither, &scene->view_settings, &scene->display_settings);

			glEnable(GL_BLEND);
			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			glPixelZoom(scale_x, scale_y);
			glaDrawPixelsAuto(xof, yof, rres.rectx, rres.recty,
			                  GL_RGBA, GL_UNSIGNED_BYTE,
			                  GL_NEAREST, display_buffer);
			glPixelZoom(1.0f, 1.0f);
			glDisable(GL_BLEND);

			MEM_freeN(display_buffer);
		}
	}

	RE_ReleaseResultImage(re);
}