2011-05-19 11:34:11 +00:00
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-08-12 18:24:17 +00:00
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/** \file blender/editors/render/render_update.c
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2011-05-19 11:34:11 +00:00
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* \ingroup edrend
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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2012-12-18 12:42:13 +00:00
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#include "DNA_meshdata_types.h"
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2011-05-19 11:34:11 +00:00
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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2013-05-17 16:46:59 +00:00
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#include "DNA_windowmanager_types.h"
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2011-05-19 11:34:11 +00:00
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2011-11-28 14:55:35 +00:00
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#include "BLI_threads.h"
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2011-05-19 11:34:11 +00:00
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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2012-12-18 13:25:23 +00:00
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#include "BKE_DerivedMesh.h"
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2011-05-19 11:34:11 +00:00
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#include "BKE_icons.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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Paint refactoring commit, non-disruptive (in theory :p)
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
2013-04-12 17:21:31 +00:00
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#include "BKE_paint.h"
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2011-05-19 11:34:11 +00:00
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#include "BKE_scene.h"
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#include "BKE_texture.h"
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#include "BKE_world.h"
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#include "GPU_material.h"
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2012-12-18 12:42:13 +00:00
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#include "GPU_buffers.h"
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2011-05-19 11:34:11 +00:00
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2011-11-02 18:20:53 +00:00
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#include "RE_engine.h"
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2012-11-09 23:54:58 +00:00
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#include "RE_pipeline.h"
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2011-11-02 18:20:53 +00:00
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2011-08-15 12:07:52 +00:00
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#include "ED_node.h"
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2011-05-19 11:34:11 +00:00
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#include "ED_render.h"
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2012-03-29 22:42:32 +00:00
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#include "render_intern.h" // own include
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2011-05-19 11:34:11 +00:00
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2012-11-29 19:04:33 +00:00
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extern Material defmaterial;
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2011-11-02 18:20:53 +00:00
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/***************************** Render Engines ********************************/
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2011-11-28 14:55:35 +00:00
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void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
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2011-11-02 18:20:53 +00:00
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{
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/* viewport rendering update on data changes, happens after depsgraph
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* updates if there was any change. context is set to the 3d view */
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2011-11-28 14:55:35 +00:00
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bContext *C;
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2013-05-17 16:46:59 +00:00
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wmWindowManager *wm;
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wmWindow *win;
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2014-04-01 11:34:00 +11:00
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static bool recursive_check = false;
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2011-11-28 14:55:35 +00:00
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/* don't do this render engine update if we're updating the scene from
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2012-03-03 16:31:46 +00:00
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* other threads doing e.g. rendering or baking jobs */
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2012-03-24 06:38:07 +00:00
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if (!BLI_thread_is_main())
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2011-11-28 14:55:35 +00:00
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return;
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2012-10-15 21:12:58 +00:00
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/* don't call this recursively for frame updates */
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2012-10-21 07:58:38 +00:00
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if (recursive_check)
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2012-10-15 21:12:58 +00:00
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return;
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2014-04-01 11:34:00 +11:00
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recursive_check = true;
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2012-10-15 21:12:58 +00:00
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2012-03-29 22:42:32 +00:00
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C = CTX_create();
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2011-11-28 14:55:35 +00:00
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CTX_data_main_set(C, bmain);
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CTX_data_scene_set(C, scene);
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CTX_wm_manager_set(C, bmain->wm.first);
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2013-05-17 16:46:59 +00:00
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wm = bmain->wm.first;
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for (win = wm->windows.first; win; win = win->next) {
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bScreen *sc = win->screen;
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ScrArea *sa;
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ARegion *ar;
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CTX_wm_window_set(C, win);
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2012-03-29 22:42:32 +00:00
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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2012-03-24 06:38:07 +00:00
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if (sa->spacetype != SPACE_VIEW3D)
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2011-11-02 18:20:53 +00:00
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continue;
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2012-03-29 22:42:32 +00:00
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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2011-11-02 18:20:53 +00:00
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RegionView3D *rv3d;
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RenderEngine *engine;
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2012-03-24 06:38:07 +00:00
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if (ar->regiontype != RGN_TYPE_WINDOW)
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2011-11-02 18:20:53 +00:00
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continue;
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2012-03-29 22:42:32 +00:00
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rv3d = ar->regiondata;
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engine = rv3d->render_engine;
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2011-11-02 18:20:53 +00:00
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2013-06-09 11:57:50 +00:00
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/* call update if the scene changed, or if the render engine
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* tagged itself for update (e.g. because it was busy at the
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* time of the last update) */
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2012-03-24 06:38:07 +00:00
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if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
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2011-11-02 18:20:53 +00:00
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CTX_wm_screen_set(C, sc);
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CTX_wm_area_set(C, sa);
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CTX_wm_region_set(C, ar);
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engine->flag &= ~RE_ENGINE_DO_UPDATE;
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engine->type->view_update(engine, C);
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}
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}
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}
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}
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2011-11-28 14:55:35 +00:00
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CTX_free(C);
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2012-10-15 21:12:58 +00:00
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2014-04-01 11:34:00 +11:00
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recursive_check = false;
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2011-11-02 18:20:53 +00:00
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}
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2012-04-26 12:30:37 +00:00
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void ED_render_engine_area_exit(ScrArea *sa)
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2011-11-02 18:20:53 +00:00
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{
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2012-04-26 12:30:37 +00:00
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/* clear all render engines in this area */
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2011-11-02 18:20:53 +00:00
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ARegion *ar;
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2012-04-26 12:30:37 +00:00
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if (sa->spacetype != SPACE_VIEW3D)
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return;
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2011-11-02 18:20:53 +00:00
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2012-04-26 12:30:37 +00:00
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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RegionView3D *rv3d;
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2011-11-02 18:20:53 +00:00
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2012-05-15 12:14:03 +00:00
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if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata))
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2012-04-26 12:30:37 +00:00
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continue;
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rv3d = ar->regiondata;
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2011-11-02 18:20:53 +00:00
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2012-04-26 12:30:37 +00:00
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if (rv3d->render_engine) {
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RE_engine_free(rv3d->render_engine);
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rv3d->render_engine = NULL;
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2011-11-02 18:20:53 +00:00
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}
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}
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}
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2012-04-26 12:30:37 +00:00
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void ED_render_engine_changed(Main *bmain)
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{
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/* on changing the render engine type, clear all running render engines */
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bScreen *sc;
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ScrArea *sa;
|
2012-12-03 08:31:16 +00:00
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Scene *scene;
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2012-04-26 12:30:37 +00:00
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for (sc = bmain->screen.first; sc; sc = sc->id.next)
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for (sa = sc->areabase.first; sa; sa = sa->next)
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ED_render_engine_area_exit(sa);
|
2012-11-09 23:54:58 +00:00
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RE_FreePersistentData();
|
2012-12-03 08:31:16 +00:00
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for (scene = bmain->scene.first; scene; scene = scene->id.next)
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ED_render_id_flush_update(bmain, &scene->id);
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2012-04-26 12:30:37 +00:00
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}
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2011-05-19 11:34:11 +00:00
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/***************************** Updates ***********************************
|
2012-04-22 11:54:53 +00:00
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* ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
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* editor level updates when the ID changes. when these ID blocks are in *
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* the dependency graph, we can get rid of the manual dependency checks */
|
2011-05-19 11:34:11 +00:00
|
|
|
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
static void render_engine_flag_changed(Main *bmain, int update_flag)
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|
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{
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bScreen *sc;
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ScrArea *sa;
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ARegion *ar;
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for (sc = bmain->screen.first; sc; sc = sc->id.next) {
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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if (sa->spacetype != SPACE_VIEW3D)
|
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continue;
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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RegionView3D *rv3d;
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|
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if (ar->regiontype != RGN_TYPE_WINDOW)
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continue;
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|
|
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rv3d = ar->regiondata;
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|
|
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if (rv3d->render_engine)
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rv3d->render_engine->update_flag |= update_flag;
|
|
|
|
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|
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}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
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|
2011-05-19 11:34:11 +00:00
|
|
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static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
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{
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int a;
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|
2012-03-24 06:38:07 +00:00
|
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|
if (!mtex)
|
2011-05-19 11:34:11 +00:00
|
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return 0;
|
|
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|
2012-03-29 22:42:32 +00:00
|
|
|
for (a = 0; a < tot; a++)
|
2012-03-24 06:38:07 +00:00
|
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|
if (mtex[a] && mtex[a]->tex == tex)
|
2011-05-19 11:34:11 +00:00
|
|
|
return 1;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
|
|
|
|
{
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|
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bNode *node;
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|
|
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|
2012-03-29 22:42:32 +00:00
|
|
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for (node = ntree->nodes.first; node; node = node->next) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (node->id) {
|
2012-03-29 22:42:32 +00:00
|
|
|
if (node->id == (ID *)tex) {
|
2011-05-19 11:34:11 +00:00
|
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|
return 1;
|
|
|
|
}
|
2012-03-24 06:38:07 +00:00
|
|
|
else if (GS(node->id->name) == ID_MA) {
|
2012-03-29 22:42:32 +00:00
|
|
|
if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex))
|
2011-11-23 15:16:41 +00:00
|
|
|
return 1;
|
|
|
|
}
|
2012-03-29 22:42:32 +00:00
|
|
|
else if (node->type == NODE_GROUP) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (nodes_use_tex((bNodeTree *)node->id, tex))
|
2011-05-19 11:34:11 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2011-11-23 15:16:41 +00:00
|
|
|
static int nodes_use_material(bNodeTree *ntree, Material *ma)
|
|
|
|
{
|
|
|
|
bNode *node;
|
|
|
|
|
2012-03-29 22:42:32 +00:00
|
|
|
for (node = ntree->nodes.first; node; node = node->next) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (node->id) {
|
2012-03-29 22:42:32 +00:00
|
|
|
if (node->id == (ID *)ma) {
|
2011-11-23 15:16:41 +00:00
|
|
|
return 1;
|
|
|
|
}
|
2012-03-29 22:42:32 +00:00
|
|
|
else if (node->type == NODE_GROUP) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (nodes_use_material((bNodeTree *)node->id, ma))
|
2011-11-23 15:16:41 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void material_changed(Main *bmain, Material *ma)
|
2011-05-19 11:34:11 +00:00
|
|
|
{
|
2011-11-23 15:16:41 +00:00
|
|
|
Material *parent;
|
2012-12-18 12:42:13 +00:00
|
|
|
Object *ob;
|
|
|
|
Scene *scene;
|
2014-04-01 11:34:00 +11:00
|
|
|
int texture_draw = false;
|
2011-11-23 15:16:41 +00:00
|
|
|
|
2011-05-19 11:34:11 +00:00
|
|
|
/* icons */
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&ma->id));
|
|
|
|
|
|
|
|
/* glsl */
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ma->gpumaterial.first)
|
2011-05-19 11:34:11 +00:00
|
|
|
GPU_material_free(ma);
|
2011-11-23 15:16:41 +00:00
|
|
|
|
|
|
|
/* find node materials using this */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (parent = bmain->mat.first; parent; parent = parent->id.next) {
|
2012-10-07 09:48:59 +00:00
|
|
|
if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
}
|
2011-11-23 15:16:41 +00:00
|
|
|
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&parent->id));
|
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (parent->gpumaterial.first)
|
2011-11-23 15:16:41 +00:00
|
|
|
GPU_material_free(parent);
|
|
|
|
}
|
2012-12-18 12:42:13 +00:00
|
|
|
|
|
|
|
/* find if we have a scene with textured display */
|
2012-12-18 13:25:23 +00:00
|
|
|
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
|
|
|
|
if (scene->customdata_mask & CD_MASK_MTFACE) {
|
2014-04-01 11:34:00 +11:00
|
|
|
texture_draw = true;
|
2012-12-18 13:25:23 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2012-12-18 12:42:13 +00:00
|
|
|
|
|
|
|
/* find textured objects */
|
|
|
|
if (texture_draw && !(U.gameflags & USER_DISABLE_VBO)) {
|
|
|
|
for (ob = bmain->object.first; ob; ob = ob->id.next) {
|
|
|
|
DerivedMesh *dm = ob->derivedFinal;
|
|
|
|
Material ***material = give_matarar(ob);
|
|
|
|
short a, *totmaterial = give_totcolp(ob);
|
|
|
|
|
|
|
|
if (dm && totmaterial && material) {
|
|
|
|
for (a = 0; a < *totmaterial; a++) {
|
|
|
|
if ((*material)[a] == ma) {
|
|
|
|
GPU_drawobject_free(dm);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-05-19 11:34:11 +00:00
|
|
|
}
|
|
|
|
|
2012-11-24 14:50:40 +00:00
|
|
|
static void lamp_changed(Main *bmain, Lamp *la)
|
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
Material *ma;
|
|
|
|
|
|
|
|
/* icons */
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&la->id));
|
|
|
|
|
|
|
|
/* glsl */
|
|
|
|
for (ob = bmain->object.first; ob; ob = ob->id.next)
|
|
|
|
if (ob->data == la && ob->gpulamp.first)
|
|
|
|
GPU_lamp_free(ob);
|
|
|
|
|
|
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next)
|
|
|
|
if (ma->gpumaterial.first)
|
|
|
|
GPU_material_free(ma);
|
2012-11-29 19:04:33 +00:00
|
|
|
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
|
|
GPU_material_free(&defmaterial);
|
2012-11-24 14:50:40 +00:00
|
|
|
}
|
|
|
|
|
2012-12-18 12:42:13 +00:00
|
|
|
static int material_uses_texture(Material *ma, Tex *tex)
|
|
|
|
{
|
|
|
|
if (mtex_use_tex(ma->mtex, MAX_MTEX, tex))
|
2014-04-01 11:34:00 +11:00
|
|
|
return true;
|
2012-12-18 12:42:13 +00:00
|
|
|
else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex))
|
2014-04-01 11:34:00 +11:00
|
|
|
return true;
|
2012-12-18 12:42:13 +00:00
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
return false;
|
2012-12-18 12:42:13 +00:00
|
|
|
}
|
|
|
|
|
2011-05-19 11:34:11 +00:00
|
|
|
static void texture_changed(Main *bmain, Tex *tex)
|
|
|
|
{
|
|
|
|
Material *ma;
|
|
|
|
Lamp *la;
|
|
|
|
World *wo;
|
2011-08-15 12:07:52 +00:00
|
|
|
Scene *scene;
|
2012-12-18 12:42:13 +00:00
|
|
|
Object *ob;
|
2011-08-15 12:07:52 +00:00
|
|
|
bNode *node;
|
2014-04-01 11:34:00 +11:00
|
|
|
int texture_draw = false;
|
2011-05-19 11:34:11 +00:00
|
|
|
|
|
|
|
/* icons */
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&tex->id));
|
|
|
|
|
Paint refactoring commit, non-disruptive (in theory :p)
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
2013-04-12 17:21:31 +00:00
|
|
|
/* paint overlays */
|
|
|
|
for (scene = bmain->scene.first; scene; scene = scene->id.next)
|
|
|
|
BKE_paint_invalidate_overlay_tex(scene, tex);
|
|
|
|
|
2011-05-19 11:34:11 +00:00
|
|
|
/* find materials */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
|
2012-12-18 12:42:13 +00:00
|
|
|
if (!material_uses_texture(ma, tex))
|
2012-10-07 09:48:59 +00:00
|
|
|
continue;
|
2011-05-19 11:34:11 +00:00
|
|
|
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&ma->id));
|
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ma->gpumaterial.first)
|
2011-05-19 11:34:11 +00:00
|
|
|
GPU_material_free(ma);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* find lamps */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (la = bmain->lamp.first; la; la = la->id.next) {
|
2012-10-07 09:48:59 +00:00
|
|
|
if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
|
2012-11-24 14:50:40 +00:00
|
|
|
lamp_changed(bmain, la);
|
2012-10-07 09:48:59 +00:00
|
|
|
}
|
|
|
|
else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
|
2012-11-24 14:50:40 +00:00
|
|
|
lamp_changed(bmain, la);
|
2012-10-07 09:48:59 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
}
|
2011-05-19 11:34:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* find worlds */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (wo = bmain->world.first; wo; wo = wo->id.next) {
|
2012-10-07 09:48:59 +00:00
|
|
|
if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
}
|
2011-05-19 11:34:11 +00:00
|
|
|
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&wo->id));
|
|
|
|
}
|
2011-08-15 12:07:52 +00:00
|
|
|
|
|
|
|
/* find compositing nodes */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (scene->use_nodes && scene->nodetree) {
|
2012-03-29 22:42:32 +00:00
|
|
|
for (node = scene->nodetree->nodes.first; node; node = node->next) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (node->id == &tex->id)
|
2013-03-18 16:34:57 +00:00
|
|
|
ED_node_tag_update_id(&scene->id);
|
2011-08-15 12:07:52 +00:00
|
|
|
}
|
|
|
|
}
|
2012-12-18 12:42:13 +00:00
|
|
|
|
|
|
|
if (scene->customdata_mask & CD_MASK_MTFACE)
|
2014-04-01 11:34:00 +11:00
|
|
|
texture_draw = true;
|
2012-12-18 12:42:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* find textured objects */
|
|
|
|
if (texture_draw && !(U.gameflags & USER_DISABLE_VBO)) {
|
|
|
|
for (ob = bmain->object.first; ob; ob = ob->id.next) {
|
|
|
|
DerivedMesh *dm = ob->derivedFinal;
|
|
|
|
Material ***material = give_matarar(ob);
|
|
|
|
short a, *totmaterial = give_totcolp(ob);
|
|
|
|
|
|
|
|
if (dm && totmaterial && material) {
|
|
|
|
for (a = 0; a < *totmaterial; a++) {
|
2013-01-24 08:49:48 +00:00
|
|
|
if (ob->matbits && ob->matbits[a])
|
|
|
|
ma = ob->mat[a];
|
|
|
|
else
|
|
|
|
ma = (*material)[a];
|
|
|
|
|
|
|
|
if (ma && material_uses_texture(ma, tex)) {
|
2012-12-18 12:42:13 +00:00
|
|
|
GPU_drawobject_free(dm);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-08-15 12:07:52 +00:00
|
|
|
}
|
2011-05-19 11:34:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void world_changed(Main *bmain, World *wo)
|
|
|
|
{
|
|
|
|
Material *ma;
|
|
|
|
|
|
|
|
/* icons */
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&wo->id));
|
|
|
|
|
|
|
|
/* glsl */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next)
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ma->gpumaterial.first)
|
2011-05-19 11:34:11 +00:00
|
|
|
GPU_material_free(ma);
|
2012-11-29 19:04:33 +00:00
|
|
|
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
|
|
GPU_material_free(&defmaterial);
|
2011-05-19 11:34:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void image_changed(Main *bmain, Image *ima)
|
|
|
|
{
|
|
|
|
Tex *tex;
|
|
|
|
|
|
|
|
/* icons */
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&ima->id));
|
|
|
|
|
|
|
|
/* textures */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (tex = bmain->tex.first; tex; tex = tex->id.next)
|
2012-03-24 06:38:07 +00:00
|
|
|
if (tex->ima == ima)
|
2011-05-19 11:34:11 +00:00
|
|
|
texture_changed(bmain, tex);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void scene_changed(Main *bmain, Scene *UNUSED(scene))
|
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
Material *ma;
|
|
|
|
|
|
|
|
/* glsl */
|
2012-03-29 22:42:32 +00:00
|
|
|
for (ob = bmain->object.first; ob; ob = ob->id.next)
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ob->gpulamp.first)
|
2011-05-19 11:34:11 +00:00
|
|
|
GPU_lamp_free(ob);
|
|
|
|
|
2012-03-29 22:42:32 +00:00
|
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next)
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ma->gpumaterial.first)
|
2011-05-19 11:34:11 +00:00
|
|
|
GPU_material_free(ma);
|
2012-11-29 19:04:33 +00:00
|
|
|
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
|
|
GPU_material_free(&defmaterial);
|
2011-05-19 11:34:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void ED_render_id_flush_update(Main *bmain, ID *id)
|
|
|
|
{
|
2012-11-07 16:27:18 +00:00
|
|
|
/* this can be called from render or baking thread when a python script makes
|
|
|
|
* changes, in that case we don't want to do any editor updates, and making
|
|
|
|
* GPU changes is not possible because OpenGL only works in the main thread */
|
|
|
|
if (!BLI_thread_is_main())
|
|
|
|
return;
|
|
|
|
|
2012-03-29 22:42:32 +00:00
|
|
|
switch (GS(id->name)) {
|
2011-05-19 11:34:11 +00:00
|
|
|
case ID_MA:
|
2012-03-29 22:42:32 +00:00
|
|
|
material_changed(bmain, (Material *)id);
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_MA);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
case ID_TE:
|
2012-03-29 22:42:32 +00:00
|
|
|
texture_changed(bmain, (Tex *)id);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
case ID_WO:
|
2012-03-29 22:42:32 +00:00
|
|
|
world_changed(bmain, (World *)id);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
case ID_LA:
|
2012-03-29 22:42:32 +00:00
|
|
|
lamp_changed(bmain, (Lamp *)id);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
case ID_IM:
|
2012-03-29 22:42:32 +00:00
|
|
|
image_changed(bmain, (Image *)id);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
case ID_SCE:
|
2012-03-29 22:42:32 +00:00
|
|
|
scene_changed(bmain, (Scene *)id);
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
default:
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
|
2011-05-19 11:34:11 +00:00
|
|
|
break;
|
|
|
|
}
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
|
2011-05-19 11:34:11 +00:00
|
|
|
}
|
|
|
|
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
|
|
|
|
void ED_render_internal_init(void)
|
|
|
|
{
|
|
|
|
RenderEngineType *ret = RE_engines_find("BLENDER_RENDER");
|
|
|
|
|
2013-07-08 22:26:10 +00:00
|
|
|
ret->view_update = render_view3d_update;
|
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
2013-04-16 17:39:20 +00:00
|
|
|
ret->view_draw = render_view3d_draw;
|
|
|
|
|
|
|
|
}
|