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blender-archive/source/blender/editors/render/render_update.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edrend
*/
#include <stdlib.h>
#include <string.h>
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#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
#include "DRW_engine.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_icons.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_workspace.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_node.h"
#include "ED_render.h"
#include "ED_view3d.h"
#include "DEG_depsgraph.h"
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
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#include "WM_api.h"
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#include "render_intern.h" // own include
/***************************** Render Engines ********************************/
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
Main *bmain = update_ctx->bmain;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
bContext *C;
wmWindowManager *wm;
wmWindow *win;
static bool recursive_check = false;
/* don't do this render engine update if we're updating the scene from
* other threads doing e.g. rendering or baking jobs */
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if (!BLI_thread_is_main()) {
return;
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}
/* don't call this recursively for frame updates */
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if (recursive_check) {
return;
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}
/* Do not call if no WM available, see T42688. */
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if (BLI_listbase_is_empty(&bmain->wm)) {
return;
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}
recursive_check = true;
C = CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
CTX_wm_manager_set(C, bmain->wm.first);
wm = bmain->wm.first;
for (win = wm->windows.first; win; win = win->next) {
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *area;
ARegion *region;
CTX_wm_window_set(C, win);
for (area = screen->areabase.first; area; area = area->next) {
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
View3D *v3d = area->spacedata.first;
for (region = area->regionbase.first; region; region = region->next) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
/* call update if the scene changed, or if the render engine
* tagged itself for update (e.g. because it was busy at the
* time of the last update) */
if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
CTX_wm_screen_set(C, screen);
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
engine->flag &= ~RE_ENGINE_DO_UPDATE;
/* NOTE: Important to pass non-updated depsgraph, This is because this function is called
* from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
* we will loose updates stored in the graph. */
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
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engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
}
else {
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
if (updated) {
DRW_notify_view_update((&(DRWUpdateContext){
.bmain = bmain,
.depsgraph = update_ctx->depsgraph,
.scene = scene,
.view_layer = view_layer,
.region = region,
.v3d = (View3D *)area->spacedata.first,
.engine_type = engine_type,
}));
}
}
}
}
}
CTX_free(C);
recursive_check = false;
}
void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
{
/* clear all render engines in this area */
ARegion *region;
wmWindowManager *wm = bmain->wm.first;
if (area->spacetype != SPACE_VIEW3D) {
return;
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}
for (region = area->regionbase.first; region; region = region->next) {
if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
continue;
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}
ED_view3d_stop_render_preview(wm, region);
}
}
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
for (ScrArea *area = screen->areabase.first; area; area = area->next) {
ED_render_engine_area_exit(bmain, area);
}
}
RE_FreePersistentData();
/* Inform all render engines and draw managers. */
DEGEditorUpdateContext update_ctx = {NULL};
update_ctx.bmain = bmain;
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
update_ctx.scene = scene;
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
/* TDODO(sergey): Iterate over depsgraphs instead? */
update_ctx.depsgraph = BKE_scene_get_depsgraph(bmain, scene, view_layer, true);
update_ctx.view_layer = view_layer;
ED_render_id_flush_update(&update_ctx, &scene->id);
}
if (scene->nodetree) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
}
}
void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
{
for (ScrArea *area = screen->areabase.first; area; area = area->next) {
ED_render_engine_area_exit(bmain, area);
}
}
/***************************** Updates ***********************************
* ED_render_id_flush_update gets called from DEG_id_tag_update, to do *
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* editor level updates when the ID changes. when these ID blocks are in *
* the dependency graph, we can get rid of the manual dependency checks */
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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static void material_changed(Main *UNUSED(bmain), Material *ma)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
}
static void lamp_changed(Main *UNUSED(bmain), Light *la)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&la->id));
}
static void texture_changed(Main *bmain, Tex *tex)
{
Scene *scene;
ViewLayer *view_layer;
bNode *node;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
/* paint overlays */
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
}
/* find compositing nodes */
if (scene->use_nodes && scene->nodetree) {
for (node = scene->nodetree->nodes.first; node; node = node->next) {
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if (node->id == &tex->id) {
ED_node_tag_update_id(&scene->id);
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}
}
}
}
}
static void world_changed(Main *UNUSED(bmain), World *wo)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
}
static void image_changed(Main *bmain, Image *ima)
{
Tex *tex;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
/* textures */
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for (tex = bmain->textures.first; tex; tex = tex->id.next) {
if (tex->type == TEX_IMAGE && tex->ima == ima) {
texture_changed(bmain, tex);
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}
}
}
static void scene_changed(Main *bmain, Scene *scene)
{
Object *ob;
/* glsl */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
}
}
}
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
{
/* 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;
}
Main *bmain = update_ctx->bmain;
/* Internal ID update handlers. */
switch (GS(id->name)) {
case ID_MA:
material_changed(bmain, (Material *)id);
break;
case ID_TE:
texture_changed(bmain, (Tex *)id);
break;
case ID_WO:
world_changed(bmain, (World *)id);
break;
case ID_LA:
lamp_changed(bmain, (Light *)id);
break;
case ID_IM:
image_changed(bmain, (Image *)id);
break;
case ID_SCE:
scene_changed(bmain, (Scene *)id);
break;
default:
break;
}
}