4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 * The Original Code is Copyright (C) Blender Foundation.
21 * All rights reserved.
23 * The Original Code is: all of this file.
25 * Contributor(s): none yet.
27 * ***** END GPL LICENSE BLOCK *****
41 #include "MEM_guardedalloc.h"
43 #include "BLO_readfile.h"
45 #include "BLI_arithb.h"
46 #include "BLI_blenlib.h"
47 #include "BLI_threads.h"
49 #include "DNA_texture_types.h"
50 #include "DNA_world_types.h"
51 #include "DNA_camera_types.h"
52 #include "DNA_image_types.h"
53 #include "DNA_material_types.h"
54 #include "DNA_node_types.h"
55 #include "DNA_object_types.h"
56 #include "DNA_lamp_types.h"
57 #include "DNA_space_types.h"
58 #include "DNA_view3d_types.h"
59 #include "DNA_scene_types.h"
60 #include "DNA_screen_types.h"
62 #include "BKE_context.h"
63 #include "BKE_depsgraph.h"
64 #include "BKE_global.h"
65 #include "BKE_image.h"
66 #include "BKE_icons.h"
67 #include "BKE_library.h"
69 #include "BKE_texture.h"
70 #include "BKE_material.h"
72 #include "BKE_world.h"
73 #include "BKE_texture.h"
74 #include "BKE_utildefines.h"
76 #include "IMB_imbuf.h"
77 #include "IMB_imbuf_types.h"
80 #include "BIF_glutil.h"
84 #include "RE_pipeline.h"
86 #include "GPU_material.h"
91 #include "ED_anim_api.h"
92 #include "ED_previewrender.h"
93 #include "ED_view3d.h"
95 #include "UI_interface.h"
97 #include "previewrender_intern.h"
105 static int qtest() {return 0;}
108 typedef struct ShaderPreview {
111 short *stop, *do_update;
125 void draw_tex_crop(Tex *tex)
132 if(tex->type==TEX_IMAGE) {
133 if(tex->cropxmin==0.0f) ret++;
134 if(tex->cropymin==0.0f) ret++;
135 if(tex->cropxmax==1.0f) ret++;
136 if(tex->cropymax==1.0f) ret++;
139 rct.xmin= PR_XMIN+2+tex->cropxmin*(PR_XMAX-PR_XMIN-4);
140 rct.xmax= PR_XMIN+2+tex->cropxmax*(PR_XMAX-PR_XMIN-4);
141 rct.ymin= PR_YMIN+2+tex->cropymin*(PR_YMAX-PR_YMIN-4);
142 rct.ymax= PR_YMIN+2+tex->cropymax*(PR_YMAX-PR_YMIN-4);
144 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
147 glRecti(rct.xmin+1, rct.ymin-1, rct.xmax+1, rct.ymax-1);
149 glColor3ub(255, 255, 255);
150 glRecti(rct.xmin, rct.ymin, rct.xmax, rct.ymax);
152 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
157 /* temporal abuse; if id_code is -1 it only does texture.... solve! */
158 void BIF_preview_changed(short id_code)
163 for(sa= G.curscreen->areabase.first; sa; sa= sa->next) {
164 if(sa->spacetype==SPACE_BUTS) {
165 SpaceButs *sbuts= sa->spacedata.first;
166 if(sbuts->mainb==CONTEXT_SHADING) {
167 int tab= sbuts->tab[CONTEXT_SHADING];
168 if(tab==TAB_SHADING_MAT && (id_code==ID_MA || id_code==ID_TE)) {
169 if (sbuts->ri) sbuts->ri->curtile= 0;
170 addafterqueue(sa->win, RENDERPREVIEW, 1);
172 else if(tab==TAB_SHADING_TEX && (id_code==ID_TE || id_code==-1)) {
173 if (sbuts->ri) sbuts->ri->curtile= 0;
174 addafterqueue(sa->win, RENDERPREVIEW, 1);
176 else if(tab==TAB_SHADING_LAMP && (id_code==ID_LA || id_code==ID_TE)) {
177 if (sbuts->ri) sbuts->ri->curtile= 0;
178 addafterqueue(sa->win, RENDERPREVIEW, 1);
180 else if(tab==TAB_SHADING_WORLD && (id_code==ID_WO || id_code==ID_TE)) {
181 if (sbuts->ri) sbuts->ri->curtile= 0;
182 addafterqueue(sa->win, RENDERPREVIEW, 1);
186 sbuts->ri->curtile= 0; /* ensure changes always result in re-render when context is restored */
188 else if(sa->spacetype==SPACE_NODE) {
189 SpaceNode *snode= sa->spacedata.first;
190 if(snode->treetype==NTREE_SHADER && (id_code==ID_MA || id_code==ID_TE)) {
191 snode_tag_dirty(snode);
194 else if(sa->spacetype==SPACE_VIEW3D) {
195 View3D *vd= sa->spacedata.first;
196 /* if is has a renderinfo, we consider that reason for signalling */
199 addafterqueue(sa->win, RENDERPREVIEW, 1);
204 if(ELEM4(id_code, ID_MA, ID_TE, ID_LA, ID_WO)) {
208 if(id_code == ID_WO) {
209 for(ma=G.main->mat.first; ma; ma=ma->id.next) {
210 if(ma->gpumaterial.first) {
211 GPU_material_free(ma);
215 else if(id_code == ID_LA) {
216 for(ob=G.main->object.first; ob; ob=ob->id.next) {
217 if(ob->gpulamp.first) {
222 for(ma=G.main->mat.first; ma; ma=ma->id.next) {
223 if(ma->gpumaterial.first) {
224 GPU_material_free(ma);
230 ma= give_current_material(ob, ob->actcol);
231 if(ma && ma->gpumaterial.first) {
232 GPU_material_free(ma);
239 /* *************************** Preview for buttons *********************** */
241 static Main *pr_main= NULL;
243 void ED_preview_init_dbase(void)
246 extern int datatoc_preview_blend_size;
247 extern char datatoc_preview_blend[];
249 G.fileflags |= G_FILE_NO_UI;
250 bfd= BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
256 G.fileflags &= ~G_FILE_NO_UI;
259 void ED_preview_free_dbase(void)
265 static Object *find_object(ListBase *lb, const char *name)
268 for(ob= lb->first; ob; ob= ob->id.next)
269 if(strcmp(ob->id.name+2, name)==0)
274 /* call this with a pointer to initialize preview scene */
275 /* call this with NULL to restore assigned ID pointers in preview scene */
276 static Scene *preview_prepare_scene(Scene *scene, int id_type, ShaderPreview *sp)
280 ID *id= sp?sp->id:NULL;
282 if(pr_main==NULL) return NULL;
284 sce= pr_main->scene.first;
286 /* this flag tells render to not execute depsgraph or ipos etc */
287 sce->r.scemode |= R_PREVIEWBUTS;
288 /* set world always back, is used now */
289 sce->world= pr_main->world.first;
290 /* now: exposure copy */
292 sce->world->exp= scene->world->exp;
293 sce->world->range= scene->world->range;
296 sce->r.cfra= scene->r.cfra;
299 Material *mat= (Material *)id;
302 init_render_material(mat, 0, NULL); /* call that retrieves mode_l */
303 end_render_material(mat);
305 /* turn on raytracing if needed */
306 if(mat->mode_l & (MA_RAYTRANSP|MA_RAYMIRROR))
307 sce->r.mode |= R_RAYTRACE;
308 if(mat->sss_flag & MA_DIFF_SSS)
309 sce->r.mode |= R_SSS;
311 /* turn off fake shadows if needed */
312 /* this only works in a specific case where the preview.blend contains
313 * an object starting with 'c' which has a material linked to it (not the obdata)
314 * and that material has a fake shadow texture in the active texture slot */
315 for(base= sce->base.first; base; base= base->next) {
316 if(base->object->id.name[2]=='c') {
317 Material *shadmat= give_current_material(base->object, base->object->actcol);
319 if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
320 else shadmat->septex |= 1;
326 if(sp->pr_method==PR_ICON_RENDER) {
327 if (mat->material_type == MA_TYPE_HALO) {
328 sce->lay= 1<<MA_FLAT;
331 sce->lay= 1<<MA_SPHERE_A;
335 sce->lay= 1<<mat->pr_type;
337 ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
341 sce->r.mode &= ~(R_OSA|R_RAYTRACE|R_SSS);
344 for(base= sce->base.first; base; base= base->next) {
345 if(base->object->id.name[2]=='p') {
346 if(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL))
347 assign_material(base->object, mat, base->object->actcol);
351 else if(id_type==ID_TE) {
354 sce->lay= 1<<MA_TEXTURE;
356 for(base= sce->base.first; base; base= base->next) {
357 if(base->object->id.name[2]=='t') {
358 Material *mat= give_current_material(base->object, base->object->actcol);
359 if(mat && mat->mtex[0]) {
360 mat->mtex[0]->tex= tex;
361 /* show alpha in this case */
362 if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
363 mat->mtex[0]->mapto |= MAP_ALPHA;
367 mat->mtex[0]->mapto &= ~MAP_ALPHA;
374 else if(id_type==ID_LA) {
375 Lamp *la= (Lamp *)id;
377 if(la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
378 sce->lay= 1<<MA_ATMOS;
379 sce->world= scene->world;
380 sce->camera= (Object *)find_object(&pr_main->object, "CameraAtmo");
383 sce->lay= 1<<MA_LAMP;
385 sce->camera= (Object *)find_object(&pr_main->object, "Camera");
387 sce->r.mode &= ~R_SHADOW;
389 for(base= sce->base.first; base; base= base->next) {
390 if(base->object->id.name[2]=='p') {
391 if(base->object->type==OB_LAMP)
392 base->object->data= la;
396 else if(id_type==ID_WO) {
398 sce->world= (World *)id;
408 /* new UI convention: draw is in pixel space already. */
409 /* uses ROUNDBOX button in block to get the rect */
410 void ED_preview_draw(const bContext *C, void *idp, rcti *rect)
413 ScrArea *sa= CTX_wm_area(C);
414 SpaceButs *sbuts= sa->spacedata.first;
416 int newx= rect->xmax-rect->xmin, newy= rect->ymax-rect->ymin;
420 sprintf(name, "Preview %p", sa);
421 BLI_lock_malloc_thread();
422 RE_GetResultImage(RE_GetRender(name), &rres);
426 if( ABS(rres.rectx-newx)<2 && ABS(rres.recty-newy)<2 ) {
427 /* correct size, then black outline matches */
428 rect->xmax= rect->xmin + rres.rectx;
429 rect->ymax= rect->ymin + rres.recty;
431 glaDrawPixelsSafe(rect->xmin, rect->ymin, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_FLOAT, rres.rectf);
435 BLI_unlock_malloc_thread();
437 /* check for spacetype... */
438 if(sbuts->spacetype==SPACE_BUTS && sbuts->preview) {
444 ED_preview_shader_job(C, sa, idp, newx, newy);
449 /* *************************** Preview for 3d window *********************** */
451 void view3d_previewrender_progress(RenderResult *rr, volatile rcti *renrect)
453 // ScrArea *sa= NULL; // XXX
454 // View3D *v3d= NULL; // XXX
460 rl= rr->layers.first;
462 /* this case is when we render envmaps... */
463 // if(rr->rectx > v3d->ri->pr_rectx || rr->recty > v3d->ri->pr_recty)
466 // ofsx= v3d->ri->disprect.xmin + rr->tilerect.xmin;
467 // ofsy= v3d->ri->disprect.ymin + rr->tilerect.ymin;
469 glDrawBuffer(GL_FRONT);
470 // glaDefine2DArea(&sa->winrct);
471 glaDrawPixelsSafe_to32(ofsx, ofsy, rr->rectx, rr->recty, rr->rectx, rl->rectf);
473 glDrawBuffer(GL_BACK);
477 void BIF_view3d_previewrender_signal(ScrArea *sa, short signal)
480 View3D *v3d= sa->spacedata.first;
482 /* this can be called from other window... solve! */
483 if(sa->spacetype!=SPACE_VIEW3D)
487 RenderInfo *ri= v3d->ri;
488 ri->status &= ~signal;
490 //printf("preview signal %d\n", signal);
491 if(ri->re && (signal & PR_DBASE))
492 RE_Database_Free(ri->re);
494 // addafterqueue(sa->win, RENDERPREVIEW, 1);
499 void BIF_view3d_previewrender_free(View3D *v3d)
503 RenderInfo *ri= v3d->ri;
505 // printf("free render\n");
506 RE_Database_Free(ri->re);
507 RE_FreeRender(ri->re);
510 if (v3d->ri->rect) MEM_freeN(v3d->ri->rect);
517 /* returns 1 if OK, do not call while in panel space! */
518 static int view3d_previewrender_get_rects(ScrArea *sa, rctf *viewplane, RenderInfo *ri, float *clipsta, float *clipend, int *ortho, float *pixsize)
520 View3D *v3d= NULL; // XXX
521 RegionView3D *rv3d= NULL; // XXX
525 // block= uiFindOpenPanelBlockName(&sa->uiblocks, "Preview");
526 // if(block==NULL) return 0;
528 /* calculate preview rect size */
529 // BLI_init_rctf(viewplane, 15.0f, (block->maxx - block->minx)-15.0f, 15.0f, (block->maxy - block->miny)-15.0f);
530 // uiPanelPush(block);
531 // ui_graphics_to_window_rct(sa->win, viewplane, &ri->disprect);
532 // uiPanelPop(block);
534 /* correction for gla draw */
535 // BLI_translate_rcti(&ri->disprect, -sa->winrct.xmin, -sa->winrct.ymin);
537 *ortho= get_view3d_viewplane(v3d, rv3d, sa->winx, sa->winy, viewplane, clipsta, clipend, pixsize);
539 rectx= ri->disprect.xmax - ri->disprect.xmin;
540 recty= ri->disprect.ymax - ri->disprect.ymin;
542 if(rectx<4 || recty<4) return 0;
544 if(ri->rect && (rectx!=ri->pr_rectx || recty!=ri->pr_recty)) {
548 printf("changed size\n");
556 /* called before a panel gets moved/scaled, makes sure we can see through */
557 void BIF_view3d_previewrender_clear(ScrArea *sa)
560 View3D *v3d= sa->spacedata.first;
563 RenderInfo *ri= v3d->ri;
572 /* afterqueue call */
573 void BIF_view3d_previewrender(Scene *scene, ScrArea *sa)
576 View3D *v3d= sa->spacedata.first;
577 RegionView3D *rv3d= NULL; // XXX
579 RenderInfo *ri=NULL; /* preview struct! */
583 float clipsta, clipend, pixsize;
586 /* first get the render info right */
588 // ri= v3d->ri= MEM_callocN(sizeof(RenderInfo), "butsrenderinfo");
589 // ri->tottile= 10000;
593 if(0==view3d_previewrender_get_rects(sa, &viewplane, ri, &clipsta, &clipend, &orth, &pixsize))
596 /* render is finished, so return */
597 if(ri->tottile && ri->curtile>=ri->tottile) return;
599 /* or return with a new event */
601 // addafterqueue(sa->win, RENDERPREVIEW, 1);
604 //printf("Enter previewrender\n");
605 /* ok, are we rendering all over? */
611 sprintf(name, "View3dPreview %p", sa);
612 re= ri->re= RE_NewRender(name);
613 //RE_display_draw_cb(re, view3d_previewrender_progress);
614 //RE_stats_draw_cb(re, view3d_previewrender_stats);
615 //RE_test_break_cb(re, qtest);
617 /* no osa, blur, seq, layers, etc for preview render */
619 rdata.mode &= ~(R_OSA|R_MBLUR);
620 rdata.scemode &= ~(R_DOSEQ|R_DOCOMP|R_FREE_IMAGE);
621 rdata.layers.first= rdata.layers.last= NULL;
622 rdata.renderer= R_INTERN;
624 RE_InitState(re, NULL, &rdata, sa->winx, sa->winy, &ri->disprect);
627 RE_SetOrtho(re, &viewplane, clipsta, clipend);
629 RE_SetWindow(re, &viewplane, clipsta, clipend);
630 RE_SetPixelSize(re, pixsize);
632 /* until here are no escapes */
633 ri->status |= PR_DISPRECT;
635 //printf("new render\n");
640 PIL_sleep_ms(100); /* wait 0.1 second if theres really no event... */
644 if((ri->status & PR_DISPRECT)==0) {
645 RE_SetDispRect(ri->re, &ri->disprect);
647 RE_SetOrtho(ri->re, &viewplane, clipsta, clipend);
649 RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
650 RE_SetPixelSize(re, pixsize);
651 ri->status |= PR_DISPRECT;
653 //printf("disprect update\n");
655 if((ri->status & PR_DBASE)==0) {
656 unsigned int lay= scene->lay;
658 RE_SetView(re, rv3d->viewmat);
660 /* allow localview render for objects with lights in normal layers */
661 if(v3d->lay & 0xFF000000)
662 scene->lay |= v3d->lay;
663 else scene->lay= v3d->lay;
665 RE_Database_FromScene(re, scene, 0); // 0= dont use camera view
668 rstats= RE_GetStats(re);
669 if(rstats->convertdone)
670 ri->status |= PR_DBASE|PR_PROJECTED|PR_ROTATED;
673 /* database can have created render-resol data... */
674 if(rstats->convertdone)
675 ED_anim_dag_flush_update(C); // <--- only current scene XXX
677 //printf("dbase update\n");
679 if((ri->status & PR_PROJECTED)==0) {
680 if(ri->status & PR_DBASE) {
682 RE_SetOrtho(ri->re, &viewplane, clipsta, clipend);
684 RE_SetWindow(ri->re, &viewplane, clipsta, clipend);
685 RE_DataBase_ApplyWindow(re);
686 ri->status |= PR_PROJECTED;
689 //printf("project update\n");
692 /* OK, can we enter render code? */
693 if(ri->status==(PR_DISPRECT|PR_DBASE|PR_PROJECTED|PR_ROTATED)) {
694 //printf("curtile %d tottile %d\n", ri->curtile, ri->tottile);
695 RE_TileProcessor(ri->re, ri->curtile, 0);
698 ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "preview view3d rect");
700 RE_ResultGet32(ri->re, ri->rect);
703 rstats= RE_GetStats(ri->re);
704 // if(rstats->totpart==rstats->partsdone && rstats->partsdone)
705 // addqueue(sa->win, REDRAW, 1);
707 // addafterqueue(sa->win, RENDERPREVIEW, 1);
709 ri->curtile= rstats->partsdone;
710 ri->tottile= rstats->totpart;
713 // addafterqueue(sa->win, RENDERPREVIEW, 1);
719 /* in panel space! */
720 static void view3d_previewdraw_rect(ScrArea *sa, uiBlock *block, RenderInfo *ri)
727 // BLI_init_rctf(&dispf, 15.0f, (block->maxx - block->minx)-15.0f, 15.0f, (block->maxy - block->miny)-15.0f);
728 // ui_graphics_to_window_rct(sa->win, &dispf, &ri->disprect);
730 /* correction for gla draw */
731 // BLI_translate_rcti(&ri->disprect, -sa->winrct.xmin, -sa->winrct.ymin);
733 /* when panel scale changed, free rect */
734 if(ri->disprect.xmax-ri->disprect.xmin != ri->pr_rectx ||
735 ri->disprect.ymax-ri->disprect.ymin != ri->pr_recty) {
740 // glaDefine2DArea(&sa->winrct);
741 glaDrawPixelsSafe(ri->disprect.xmin, ri->disprect.ymin, ri->pr_rectx, ri->pr_recty, ri->pr_rectx, GL_RGBA, GL_UNSIGNED_BYTE, ri->rect);
745 /* is panel callback, supposed to be called with correct panel offset matrix */
746 void BIF_view3d_previewdraw(struct ScrArea *sa, struct uiBlock *block)
748 RegionView3D *rv3d= NULL;
750 // if (v3d->ri==NULL || v3d->ri->rect==NULL)
751 // addafterqueue(sa->win, RENDERPREVIEW, 1);
753 view3d_previewdraw_rect(sa, block, rv3d->ri);
754 // if(v3d->ri->curtile==0)
755 // addafterqueue(sa->win, RENDERPREVIEW, 1);
760 /* **************************** New preview system ****************** */
762 /* inside thread, called by renderer, sets job update value */
763 static void shader_preview_draw(void *spv, RenderResult *rr, volatile struct rcti *rect)
765 ShaderPreview *sp= spv;
770 /* called by renderer, checks job value */
771 static int shader_preview_break(void *spv)
773 ShaderPreview *sp= spv;
778 /* outside thread, called before redraw notifiers, it moves finished preview over */
779 static void shader_preview_updatejob(void *spv)
781 // ShaderPreview *sp= spv;
785 /* runs inside thread for material, in foreground for icons */
786 static void shader_preview_startjob(void *customdata, short *stop, short *do_update)
788 ShaderPreview *sp= customdata;
795 sp->do_update= do_update;
797 /* get the stuff from the builtin preview dbase */
798 sce= preview_prepare_scene(sp->scene, GS(sp->id->name), sp);
799 if(sce==NULL) return;
801 sprintf(name, "Preview %p", sp->owner);
802 re= RE_GetRender(name);
804 /* full refreshed render from first tile */
806 re= RE_NewRender(name);
808 /* sce->r gets copied in RE_InitState! */
809 if(sp->pr_method==PR_DO_RENDER) {
810 sce->r.scemode |= R_NODE_PREVIEW;
811 sce->r.scemode &= ~R_NO_IMAGE_LOAD;
812 sce->r.mode |= R_OSA;
814 else { /* PR_ICON_RENDER */
815 sce->r.scemode &= ~R_NODE_PREVIEW;
816 sce->r.scemode |= R_NO_IMAGE_LOAD;
819 /* allocates or re-uses render result */
820 RE_InitState(re, NULL, &sce->r, sp->sizex, sp->sizey, NULL);
822 /* callbacs are cleared on GetRender() */
823 if(sp->pr_method==PR_DO_RENDER) {
824 RE_display_draw_cb(re, sp, shader_preview_draw);
825 RE_test_break_cb(re, sp, shader_preview_break);
828 oldlens= ((Camera *)sce->camera->data)->lens;
829 if(sp->sizex > sp->sizey)
830 ((Camera *)sce->camera->data)->lens *= (float)sp->sizey/(float)sp->sizex;
832 /* entire cycle for render engine */
833 RE_SetCamera(re, sce->camera);
834 RE_Database_FromScene(re, sce, 1);
835 RE_TileProcessor(re, 0, 1); // actual render engine
836 RE_Database_Free(re);
838 ((Camera *)sce->camera->data)->lens= oldlens;
842 if(sp->pr_method==PR_ICON_RENDER) {
844 RE_ResultGet32(re, sp->pr_rect);
849 // ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
850 //RE_ResultGet32(re, ri->rect);
853 /* unassign the pointers, reset vars */
854 preview_prepare_scene(sp->scene, GS(sp->id->name), NULL);
858 static void shader_preview_free(void *customdata)
860 ShaderPreview *sp= customdata;
865 void ED_preview_shader_job(const bContext *C, void *owner, ID *id, int sizex, int sizey)
870 /* XXX ugly global still, but we can't do preview while rendering */
874 steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner);
875 sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
877 /* customdata for preview thread */
878 sp->scene= CTX_data_scene(C);
882 sp->pr_method= PR_DO_RENDER;
886 WM_jobs_customdata(steve, sp, shader_preview_free);
887 WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
888 WM_jobs_callbacks(steve, shader_preview_startjob, NULL, shader_preview_updatejob);
890 WM_jobs_start(CTX_wm_manager(C), steve);
892 /* signal to rerender icon in menus */
893 BKE_icon_changed(BKE_icon_getid(id));
896 /* rect should be allocated, sizex/sizy pixels, 32 bits */
897 void ED_preview_iconrender(Scene *scene, ID *id, int *rect, int sizex, int sizey)
899 ShaderPreview *sp= MEM_callocN(sizeof(ShaderPreview), "ShaderPreview");
900 short stop=0, do_update=0;
902 /* customdata for preview thread */
906 sp->pr_method= PR_ICON_RENDER;
910 shader_preview_startjob(sp, &stop, &do_update);