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

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/render/render_update.c
* \ingroup edrend
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_lamp_types.h"
#include "DNA_material_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_world_types.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "BKE_world.h"
#include "GPU_material.h"
#include "RE_engine.h"
#include "ED_node.h"
#include "ED_render.h"
#include "render_intern.h" // own include
/***************************** Render Engines ********************************/
void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
bContext *C;
bScreen *sc;
ScrArea *sa;
ARegion *ar;
/* don't do this render engine update if we're updating the scene from
* other threads doing e.g. rendering or baking jobs */
if (!BLI_thread_is_main())
return;
C = CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
CTX_wm_manager_set(C, bmain->wm.first);
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
if (sa->spacetype != SPACE_VIEW3D)
continue;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
RegionView3D *rv3d;
RenderEngine *engine;
if (ar->regiontype != RGN_TYPE_WINDOW)
continue;
rv3d = ar->regiondata;
engine = rv3d->render_engine;
if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
CTX_wm_screen_set(C, sc);
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
engine->flag &= ~RE_ENGINE_DO_UPDATE;
engine->type->view_update(engine, C);
}
}
}
}
CTX_free(C);
}
void ED_render_engine_area_exit(ScrArea *sa)
{
/* clear all render engines in this area */
ARegion *ar;
if (sa->spacetype != SPACE_VIEW3D)
return;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
RegionView3D *rv3d;
if (ar->regiontype != RGN_TYPE_WINDOW)
continue;
rv3d = ar->regiondata;
if (rv3d->render_engine) {
RE_engine_free(rv3d->render_engine);
rv3d->render_engine = NULL;
}
}
}
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
bScreen *sc;
ScrArea *sa;
for (sc = bmain->screen.first; sc; sc = sc->id.next)
for (sa = sc->areabase.first; sa; sa = sa->next)
ED_render_engine_area_exit(sa);
}
/***************************** Updates ***********************************
* ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
* 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 */
static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
{
int a;
if (!mtex)
return 0;
for (a = 0; a < tot; a++)
if (mtex[a] && mtex[a]->tex == tex)
return 1;
return 0;
}
static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
{
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->id) {
if (node->id == (ID *)tex) {
return 1;
}
else if (GS(node->id->name) == ID_MA) {
if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex))
return 1;
}
else if (node->type == NODE_GROUP) {
if (nodes_use_tex((bNodeTree *)node->id, tex))
return 1;
}
}
}
return 0;
}
static int nodes_use_material(bNodeTree *ntree, Material *ma)
{
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->id) {
if (node->id == (ID *)ma) {
return 1;
}
else if (node->type == NODE_GROUP) {
if (nodes_use_material((bNodeTree *)node->id, ma))
return 1;
}
}
}
return 0;
}
static void material_changed(Main *bmain, Material *ma)
{
Material *parent;
/* icons */
BKE_icon_changed(BKE_icon_getid(&ma->id));
/* glsl */
if (ma->gpumaterial.first)
GPU_material_free(ma);
/* find node materials using this */
for (parent = bmain->mat.first; parent; parent = parent->id.next) {
if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) ;
else continue;
BKE_icon_changed(BKE_icon_getid(&parent->id));
if (parent->gpumaterial.first)
GPU_material_free(parent);
}
}
static void texture_changed(Main *bmain, Tex *tex)
{
Material *ma;
Lamp *la;
World *wo;
Scene *scene;
bNode *node;
/* icons */
BKE_icon_changed(BKE_icon_getid(&tex->id));
/* find materials */
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
if (mtex_use_tex(ma->mtex, MAX_MTEX, tex)) ;
else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex)) ;
else continue;
BKE_icon_changed(BKE_icon_getid(&ma->id));
if (ma->gpumaterial.first)
GPU_material_free(ma);
}
/* find lamps */
for (la = bmain->lamp.first; la; la = la->id.next) {
if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) ;
else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) ;
else continue;
BKE_icon_changed(BKE_icon_getid(&la->id));
}
/* find worlds */
for (wo = bmain->world.first; wo; wo = wo->id.next) {
if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) ;
else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) ;
else continue;
BKE_icon_changed(BKE_icon_getid(&wo->id));
}
/* find compositing nodes */
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
if (scene->use_nodes && scene->nodetree) {
for (node = scene->nodetree->nodes.first; node; node = node->next) {
if (node->id == &tex->id)
ED_node_changed_update(&scene->id, node);
}
}
}
}
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);
}
static void world_changed(Main *bmain, World *wo)
{
Material *ma;
/* icons */
BKE_icon_changed(BKE_icon_getid(&wo->id));
/* glsl */
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->gpumaterial.first)
GPU_material_free(ma);
}
static void image_changed(Main *bmain, Image *ima)
{
Tex *tex;
/* icons */
BKE_icon_changed(BKE_icon_getid(&ima->id));
/* textures */
for (tex = bmain->tex.first; tex; tex = tex->id.next)
if (tex->ima == ima)
texture_changed(bmain, tex);
}
static void scene_changed(Main *bmain, Scene *UNUSED(scene))
{
Object *ob;
Material *ma;
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next)
if (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);
}
void ED_render_id_flush_update(Main *bmain, ID *id)
{
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, (Lamp *)id);
break;
case ID_IM:
image_changed(bmain, (Image *)id);
break;
case ID_SCE:
scene_changed(bmain, (Scene *)id);
break;
default:
break;
}
}