Fix T52653: Render output of linked scenes conflicts with other scenes with the same name

The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.

On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.

The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.

Reviewers: campbellbarton, mont29, brecht

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2836
This commit is contained in:
2017-09-12 11:27:22 +05:00
parent 09c6c6c486
commit ff79406404
18 changed files with 68 additions and 27 deletions

View File

@@ -307,7 +307,6 @@ Render *RE_GetRender(const char *name)
return re;
}
/* if you want to know exactly what has been done */
RenderResult *RE_AcquireResultRead(Render *re)
{
@@ -514,6 +513,36 @@ Render *RE_NewRender(const char *name)
return re;
}
/* MAX_ID_NAME + sizeof(Library->name) + space + null-terminator. */
#define MAX_SCENE_RENDER_NAME (MAX_ID_NAME + 1024 + 2)
static void scene_render_name_get(const Scene *scene,
const size_t max_size,
char *render_name)
{
if (ID_IS_LINKED_DATABLOCK(scene)) {
BLI_snprintf(render_name, max_size, "%s %s",
scene->id.lib->id.name, scene->id.name);
}
else {
BLI_snprintf(render_name, max_size, "%s", scene->id.name);
}
}
Render *RE_GetSceneRender(const Scene *scene)
{
char render_name[MAX_SCENE_RENDER_NAME];
scene_render_name_get(scene, sizeof(render_name), render_name);
return RE_GetRender(render_name);
}
Render *RE_NewSceneRender(const Scene *scene)
{
char render_name[MAX_SCENE_RENDER_NAME];
scene_render_name_get(scene, sizeof(render_name), render_name);
return RE_NewRender(render_name);
}
/* called for new renders and when finishing rendering so
* we always have valid callbacks on a render */
void RE_InitRenderCB(Render *re)
@@ -1913,7 +1942,7 @@ static void do_render_fields_blur_3d(Render *re)
*/
static void render_scene(Render *re, Scene *sce, int cfra)
{
Render *resc = RE_NewRender(sce->id.name);
Render *resc = RE_NewSceneRender(sce);
int winx = re->winx, winy = re->winy;
sce->r.cfra = cfra;
@@ -2348,7 +2377,7 @@ static void do_merge_fullsample(Render *re, bNodeTree *ntree)
tag_scenes_for_render(re);
for (sce = re->main->scene.first; sce; sce = sce->id.next) {
if (sce->id.tag & LIB_TAG_DOIT) {
re1 = RE_GetRender(sce->id.name);
re1 = RE_GetSceneRender(sce);
if (re1 && (re1->r.scemode & R_FULL_SAMPLE)) {
if (sample) {
@@ -3858,9 +3887,9 @@ bool RE_ReadRenderResult(Scene *scene, Scene *scenode)
scene = scenode;
/* get render: it can be called from UI with draw callbacks */
re = RE_GetRender(scene->id.name);
re = RE_GetSceneRender(scene);
if (re == NULL)
re = RE_NewRender(scene->id.name);
re = RE_NewSceneRender(scene);
RE_InitState(re, NULL, &scene->r, NULL, winx, winy, &disprect);
re->scene = scene;
re->scene_color_manage = BKE_scene_check_color_management_enabled(scene);