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blender-archive/source/blender/editors/render/render_update.cc
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

339 lines
9.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2009 Blender Foundation. All rights reserved. */
/** \file
* \ingroup edrend
*/
#include <cstdlib>
#include <cstring>
#include "DNA_cachefile_types.h"
#include "DNA_light_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_windowmanager_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_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "NOD_composite.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_node.h"
#include "ED_paint.h"
#include "ED_render.h"
#include "ED_view3d.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "WM_api.h"
#include <cstdio>
/* -------------------------------------------------------------------- */
/** \name Render Engines
* \{ */
void ED_render_view3d_update(Depsgraph *depsgraph,
wmWindow *window,
ScrArea *area,
const bool updated)
{
Main *bmain = DEG_get_bmain(depsgraph);
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
RegionView3D *rv3d = static_cast<RegionView3D *>(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))) {
/* Create temporary context to execute callback in. */
bContext *C = CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
CTX_wm_manager_set(C, static_cast<wmWindowManager *>(bmain->wm.first));
CTX_wm_window_set(C, window);
CTX_wm_screen_set(C, WM_window_get_active_screen(window));
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 lose updates stored in the graph. */
engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
CTX_free(C);
}
else {
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
if (updated) {
DRWUpdateContext drw_context = {nullptr};
drw_context.bmain = bmain;
drw_context.depsgraph = depsgraph;
drw_context.scene = scene;
drw_context.view_layer = view_layer;
drw_context.region = region;
drw_context.v3d = v3d;
drw_context.engine_type = engine_type;
DRW_notify_view_update(&drw_context);
}
}
}
}
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
{
Main *bmain = update_ctx->bmain;
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;
wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
bScreen *screen = WM_window_get_active_screen(window);
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
if (area->spacetype == SPACE_VIEW3D) {
ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
}
}
}
recursive_check = false;
}
void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
{
/* clear all render engines in this area */
ARegion *region;
wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
if (area->spacetype != SPACE_VIEW3D) {
return;
}
for (region = static_cast<ARegion *>(area->regionbase.first); region; region = region->next) {
if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
continue;
}
ED_view3d_stop_render_preview(wm, region);
}
}
void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
{
/* on changing the render engine type, clear all running render engines */
for (bScreen *screen = static_cast<bScreen *>(bmain->screens.first); screen;
screen = static_cast<bScreen *>(screen->id.next)) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
ED_render_engine_area_exit(bmain, area);
}
}
RE_FreePersistentData(nullptr);
/* Inform all render engines and draw managers. */
DEGEditorUpdateContext update_ctx = {nullptr};
update_ctx.bmain = bmain;
for (Scene *scene = static_cast<Scene *>(bmain->scenes.first); scene;
scene = static_cast<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_ensure_depsgraph(bmain, scene, view_layer);
update_ctx.view_layer = view_layer;
ED_render_id_flush_update(&update_ctx, &scene->id);
}
if (scene->nodetree && update_scene_data) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
}
/* Update #CacheFiles to ensure that procedurals are properly taken into account. */
LISTBASE_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
/* Only update cache-files which are set to use a render procedural.
* We do not use #BKE_cachefile_uses_render_procedural here as we need to update regardless of
* the current engine or its settings. */
if (cachefile->use_render_procedural) {
DEG_id_tag_update(&cachefile->id, ID_RECALC_COPY_ON_WRITE);
/* Rebuild relations so that modifiers are reconnected to or disconnected from the
* cache-file. */
DEG_relations_tag_update(bmain);
}
}
}
void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
{
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
ED_render_engine_area_exit(bmain, area);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name 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 = static_cast<Scene *>(bmain->scenes.first); scene;
scene = static_cast<Scene *>(scene->id.next)) {
/* paint overlays */
for (view_layer = static_cast<ViewLayer *>(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 = static_cast<bNode *>(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 = static_cast<Tex *>(bmain->textures.first); tex;
tex = static_cast<Tex *>(tex->id.next)) {
if (tex->type == TEX_IMAGE && tex->ima == ima) {
texture_changed(bmain, tex);
}
}
}
static void scene_changed(Main *bmain, Scene *scene)
{
Object *ob;
/* glsl */
for (ob = static_cast<Object *>(bmain->objects.first); ob;
ob = static_cast<Object *>(ob->id.next)) {
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(scene, ob);
ED_paint_proj_mesh_data_check(scene, ob, nullptr, nullptr, nullptr, nullptr);
}
}
}
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;
}
}
/** \} */