Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
339 lines
9.8 KiB
C++
339 lines
9.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2009 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup edrend
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*/
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#include <cstdlib>
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#include <cstring>
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#include "DNA_cachefile_types.h"
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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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_windowmanager_types.h"
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#include "DNA_world_types.h"
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#include "DRW_engine.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BKE_icons.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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#include "BKE_paint.h"
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#include "BKE_scene.h"
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#include "NOD_composite.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "ED_node.h"
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#include "ED_paint.h"
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#include "ED_render.h"
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#include "ED_view3d.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "WM_api.h"
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#include <cstdio>
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/* -------------------------------------------------------------------- */
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/** \name Render Engines
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* \{ */
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void ED_render_view3d_update(Depsgraph *depsgraph,
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wmWindow *window,
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ScrArea *area,
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const bool updated)
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{
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Main *bmain = DEG_get_bmain(depsgraph);
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Scene *scene = DEG_get_input_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
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LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
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if (region->regiontype != RGN_TYPE_WINDOW) {
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continue;
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}
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View3D *v3d = static_cast<View3D *>(area->spacedata.first);
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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RenderEngine *engine = rv3d->render_engine;
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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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if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
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/* Create temporary context to execute callback in. */
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bContext *C = CTX_create();
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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, static_cast<wmWindowManager *>(bmain->wm.first));
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CTX_wm_window_set(C, window);
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CTX_wm_screen_set(C, WM_window_get_active_screen(window));
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CTX_wm_area_set(C, area);
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CTX_wm_region_set(C, region);
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engine->flag &= ~RE_ENGINE_DO_UPDATE;
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/* NOTE: Important to pass non-updated depsgraph, This is because this function is called
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* from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
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* we will lose updates stored in the graph. */
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engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
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CTX_free(C);
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}
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else {
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RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
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if (updated) {
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DRWUpdateContext drw_context = {nullptr};
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drw_context.bmain = bmain;
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drw_context.depsgraph = depsgraph;
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drw_context.scene = scene;
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drw_context.view_layer = view_layer;
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drw_context.region = region;
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drw_context.v3d = v3d;
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drw_context.engine_type = engine_type;
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DRW_notify_view_update(&drw_context);
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}
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}
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}
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}
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void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
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{
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Main *bmain = update_ctx->bmain;
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static bool recursive_check = false;
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/* don't do this render engine update if we're updating the scene from
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* other threads doing e.g. rendering or baking jobs */
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if (!BLI_thread_is_main()) {
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return;
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}
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/* don't call this recursively for frame updates */
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if (recursive_check) {
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return;
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}
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/* Do not call if no WM available, see T42688. */
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if (BLI_listbase_is_empty(&bmain->wm)) {
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return;
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}
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recursive_check = true;
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wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
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LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
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bScreen *screen = WM_window_get_active_screen(window);
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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if (area->spacetype == SPACE_VIEW3D) {
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ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
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}
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}
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}
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recursive_check = false;
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}
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void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
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{
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/* clear all render engines in this area */
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ARegion *region;
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wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
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if (area->spacetype != SPACE_VIEW3D) {
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return;
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}
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for (region = static_cast<ARegion *>(area->regionbase.first); region; region = region->next) {
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if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
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continue;
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}
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ED_view3d_stop_render_preview(wm, region);
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}
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}
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void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
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{
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/* on changing the render engine type, clear all running render engines */
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for (bScreen *screen = static_cast<bScreen *>(bmain->screens.first); screen;
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screen = static_cast<bScreen *>(screen->id.next)) {
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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ED_render_engine_area_exit(bmain, area);
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}
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}
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RE_FreePersistentData(nullptr);
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/* Inform all render engines and draw managers. */
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DEGEditorUpdateContext update_ctx = {nullptr};
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update_ctx.bmain = bmain;
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for (Scene *scene = static_cast<Scene *>(bmain->scenes.first); scene;
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scene = static_cast<Scene *>(scene->id.next)) {
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update_ctx.scene = scene;
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LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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/* TDODO(sergey): Iterate over depsgraphs instead? */
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update_ctx.depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
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update_ctx.view_layer = view_layer;
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ED_render_id_flush_update(&update_ctx, &scene->id);
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}
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if (scene->nodetree && update_scene_data) {
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ntreeCompositUpdateRLayers(scene->nodetree);
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}
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}
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/* Update #CacheFiles to ensure that procedurals are properly taken into account. */
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LISTBASE_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
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/* Only update cache-files which are set to use a render procedural.
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* We do not use #BKE_cachefile_uses_render_procedural here as we need to update regardless of
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* the current engine or its settings. */
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if (cachefile->use_render_procedural) {
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DEG_id_tag_update(&cachefile->id, ID_RECALC_COPY_ON_WRITE);
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/* Rebuild relations so that modifiers are reconnected to or disconnected from the
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* cache-file. */
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DEG_relations_tag_update(bmain);
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}
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}
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}
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void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
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{
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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ED_render_engine_area_exit(bmain, area);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Updates
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*
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* #ED_render_id_flush_update gets called from #DEG_id_tag_update,
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* to do editor level updates when the ID changes.
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* When these ID blocks are in the dependency graph,
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* we can get rid of the manual dependency checks.
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* \{ */
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static void material_changed(Main *UNUSED(bmain), Material *ma)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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}
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static void lamp_changed(Main *UNUSED(bmain), Light *la)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&la->id));
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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Scene *scene;
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ViewLayer *view_layer;
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bNode *node;
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
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for (scene = static_cast<Scene *>(bmain->scenes.first); scene;
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scene = static_cast<Scene *>(scene->id.next)) {
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/* paint overlays */
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for (view_layer = static_cast<ViewLayer *>(scene->view_layers.first); view_layer;
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view_layer = view_layer->next) {
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BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
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}
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/* find compositing nodes */
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if (scene->use_nodes && scene->nodetree) {
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for (node = static_cast<bNode *>(scene->nodetree->nodes.first); node; node = node->next) {
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if (node->id == &tex->id) {
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ED_node_tag_update_id(&scene->id);
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}
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}
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}
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}
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}
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static void world_changed(Main *UNUSED(bmain), World *wo)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
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}
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static void image_changed(Main *bmain, Image *ima)
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{
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Tex *tex;
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
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/* textures */
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for (tex = static_cast<Tex *>(bmain->textures.first); tex;
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tex = static_cast<Tex *>(tex->id.next)) {
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if (tex->type == TEX_IMAGE && tex->ima == ima) {
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texture_changed(bmain, tex);
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}
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}
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}
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static void scene_changed(Main *bmain, Scene *scene)
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{
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Object *ob;
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/* glsl */
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for (ob = static_cast<Object *>(bmain->objects.first); ob;
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ob = static_cast<Object *>(ob->id.next)) {
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if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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BKE_texpaint_slots_refresh_object(scene, ob);
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ED_paint_proj_mesh_data_check(scene, ob, nullptr, nullptr, nullptr, nullptr);
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}
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}
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}
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void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
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{
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/* this can be called from render or baking thread when a python script makes
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* changes, in that case we don't want to do any editor updates, and making
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* GPU changes is not possible because OpenGL only works in the main thread */
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if (!BLI_thread_is_main()) {
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return;
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}
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Main *bmain = update_ctx->bmain;
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/* Internal ID update handlers. */
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switch (GS(id->name)) {
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case ID_MA:
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material_changed(bmain, (Material *)id);
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break;
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case ID_TE:
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texture_changed(bmain, (Tex *)id);
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break;
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case ID_WO:
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world_changed(bmain, (World *)id);
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break;
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case ID_LA:
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lamp_changed(bmain, (Light *)id);
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break;
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case ID_IM:
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image_changed(bmain, (Image *)id);
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break;
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case ID_SCE:
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scene_changed(bmain, (Scene *)id);
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break;
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default:
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break;
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}
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}
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/** \} */
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