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blender-archive/source/blender/editors/render/render_update.c
Dalai Felinto 9a49a26eb3 Fix T62348: Cycles - Viewport rendering not update on switching viewlayer
It updates only the main window you edit and the non-main window
children of this main one.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D4528
2019-03-22 12:46:39 -03:00

315 lines
8.3 KiB
C

/*
* 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>
#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_workspace_types.h"
#include "DNA_world_types.h"
#include "DNA_windowmanager_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"
#include "WM_api.h"
#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 */
if (!BLI_thread_is_main())
return;
/* don't call this recursively for frame updates */
if (recursive_check)
return;
/* Do not call if no WM available, see T42688. */
if (BLI_listbase_is_empty(&bmain->wm))
return;
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 *sc = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
CTX_wm_window_set(C, win);
for (sa = sc->areabase.first; sa; sa = sa->next) {
if (sa->spacetype != SPACE_VIEW3D) {
continue;
}
View3D *v3d = sa->spacedata.first;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RegionView3D *rv3d = ar->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, 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);
}
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,
.ar = ar,
.v3d = (View3D *)sa->spacedata.first,
.engine_type = engine_type,
}));
}
}
}
}
}
CTX_free(C);
recursive_check = false;
}
void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
{
/* clear all render engines in this area */
ARegion *ar;
wmWindowManager *wm = bmain->wm.first;
if (sa->spacetype != SPACE_VIEW3D)
return;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata))
continue;
ED_view3d_stop_render_preview(wm, ar);
}
}
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
for (bScreen *sc = bmain->screens.first; sc; sc = sc->id.next) {
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
}
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(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 *sc)
{
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
}
/***************************** Updates ***********************************
* ED_render_id_flush_update gets called from DEG_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 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) {
if (node->id == &tex->id)
ED_node_tag_update_id(&scene->id);
}
}
}
}
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 */
for (tex = bmain->textures.first; tex; tex = tex->id.next)
if (tex->ima == ima)
texture_changed(bmain, tex);
}
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;
}
}