Пример #1
0
static ID *duplicate_ids(ID *id)
{
  if (id == NULL) {
    /* Non-ID preview render. */
    return NULL;
  }

  switch (GS(id->name)) {
    case ID_MA:
      return (ID *)BKE_material_localize((Material *)id);
    case ID_TE:
      return (ID *)BKE_texture_localize((Tex *)id);
    case ID_LA:
      return (ID *)BKE_light_localize((Light *)id);
    case ID_WO:
      return (ID *)BKE_world_localize((World *)id);
    case ID_IM:
    case ID_BR:
    case ID_SCR:
      return NULL;
    default:
      BLI_assert(!"ID type preview not supported.");
      return NULL;
  }
}
Пример #2
0
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
	Scene *sce;
	Base *base;
	Main *pr_main = sp->pr_main;

	memcpy(pr_main->name, bmain->name, sizeof(pr_main->name));

	sce = preview_get_scene(pr_main);
	if (sce) {
		
		/* this flag tells render to not execute depsgraph or ipos etc */
		sce->r.scemode |= R_BUTS_PREVIEW;
		/* set world always back, is used now */
		sce->world = pr_main->world.first;
		/* now: exposure copy */
		if (scene->world) {
			sce->world->exp = scene->world->exp;
			sce->world->range = scene->world->range;
		}
		
		sce->r.color_mgt_flag = scene->r.color_mgt_flag;
		BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);

		BKE_color_managed_view_settings_free(&sce->view_settings);
		BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);
		
		/* prevent overhead for small renders and icons (32) */
		if (id && sp->sizex < 40) {
			sce->r.tilex = sce->r.tiley = 64;
		}
		else {
			sce->r.tilex = sce->r.xsch / 4;
			sce->r.tiley = sce->r.ysch / 4;
		}
		
		if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO)
			sce->r.alphamode = R_ALPHAPREMUL;
		else
			sce->r.alphamode = R_ADDSKY;

		sce->r.cfra = scene->r.cfra;

		if (id_type == ID_TE && !check_engine_supports_textures(scene)) {
			/* Force blender internal for texture icons and nodes render,
			 * seems commonly used render engines does not support
			 * such kind of rendering.
			 */
			BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine));
		}
		else {
			BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
		}
		
		if (id_type == ID_MA) {
			Material *mat = NULL, *origmat = (Material *)id;
			
			if (origmat) {
				/* work on a copy */
				mat = localize_material(origmat);
				sp->matcopy = mat;
				BLI_addtail(&pr_main->mat, mat);
				
				if (!BKE_scene_use_new_shading_nodes(scene)) {
					init_render_material(mat, 0, NULL);     /* call that retrieves mode_l */
					end_render_material(mat);
					
					/* un-useful option */
					if (sp->pr_method == PR_ICON_RENDER)
						mat->shade_flag &= ~MA_OBCOLOR;

					/* turn on raytracing if needed */
					if (mat->mode_l & MA_RAYMIRROR)
						sce->r.mode |= R_RAYTRACE;
					if (mat->material_type == MA_TYPE_VOLUME)
						sce->r.mode |= R_RAYTRACE;
					if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
						sce->r.mode |= R_RAYTRACE;
					if (preview_mat_has_sss(mat, NULL))
						sce->r.mode |= R_SSS;
					
					/* turn off fake shadows if needed */
					/* this only works in a specific case where the preview.blend contains
					 * an object starting with 'c' which has a material linked to it (not the obdata)
					 * and that material has a fake shadow texture in the active texture slot */
					for (base = sce->base.first; base; base = base->next) {
						if (base->object->id.name[2] == 'c') {
							Material *shadmat = give_current_material(base->object, base->object->actcol);
							if (shadmat) {
								if (mat->mode2 & MA_CASTSHADOW) shadmat->septex = 0;
								else shadmat->septex |= 1;
							}
						}
					}
					
					/* turn off bounce lights for volume, 
					 * doesn't make much visual difference and slows it down too */
					for (base = sce->base.first; base; base = base->next) {
						if (base->object->type == OB_LAMP) {
							/* if doesn't match 'Lamp.002' --> main key light */
							if (!STREQ(base->object->id.name + 2, "Lamp.002")) {
								if (mat->material_type == MA_TYPE_VOLUME)
									base->object->restrictflag |= OB_RESTRICT_RENDER;
								else
									base->object->restrictflag &= ~OB_RESTRICT_RENDER;
							}
						}
					}
				}
				else {
					/* use current scene world to light sphere */
					if (mat->pr_type == MA_SPHERE_A)
						sce->world = scene->world;
				}
				
				if (sp->pr_method == PR_ICON_RENDER) {
					if (mat->material_type == MA_TYPE_HALO) {
						sce->lay = 1 << MA_FLAT;
					}
					else {
						sce->lay = 1 << MA_SPHERE_A;

						/* same as above, use current scene world to light sphere */
						if (BKE_scene_use_new_shading_nodes(scene))
							sce->world = scene->world;
					}
				}
				else {
					sce->lay = 1 << mat->pr_type;
					if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
						/* two previews, they get copied by wmJob */
						BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, true);
						BKE_node_preview_init_tree(origmat->nodetree, sp->sizex, sp->sizey, true);
					}
				}
			}
			else {
				sce->r.mode &= ~(R_OSA | R_RAYTRACE | R_SSS);
				
			}
			
			for (base = sce->base.first; base; base = base->next) {
				if (base->object->id.name[2] == 'p') {
					/* copy over object color, in case material uses it */
					copy_v4_v4(base->object->col, sp->col);
					
					if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
						/* don't use assign_material, it changed mat->id.us, which shows in the UI */
						Material ***matar = give_matarar(base->object);
						int actcol = max_ii(base->object->actcol - 1, 0);

						if (matar && actcol < base->object->totcol)
							(*matar)[actcol] = mat;
					}
					else if (base->object->type == OB_LAMP) {
						base->object->restrictflag &= ~OB_RESTRICT_RENDER;
					}
				}
			}
		}
		else if (id_type == ID_TE) {
			Tex *tex = NULL, *origtex = (Tex *)id;
			
			if (origtex) {
				tex = BKE_texture_localize(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;
}