Because of our release soon, feature has been added behind the Debug Menu. CTRL+ALT+D and set it to -1. Or commandline --debug-value -1. When debug set to -1, you can put the viewport to 'render' mode, just like for Cycles. Notes for testers: (and please no bugs in tracker for this :) - It renders without AA, MBlur, Panorama, Sequence, Composite - Only active render layer gets rendered. Select another layer will re-render. - But yes: it works for FreeStyle renders! - Also does great for local view. - BI is not well suited for incremental renders on view changes. This only works for non-raytrace scenes, or zoom in ortho or camera mode, or for Material changes. In most cases a full re-render is being done. - ESC works to stop the preview render. - Borders render as well. (CTRL+B) - Force a refresh with arrow key left/right. A lot of settings don't trigger re-render yet. Tech notes: - FreeStyle is adding a lot of temp objects/meshes in the Main database. This caused DepsGraph to trigger changes (and redraws). I've prepended the names for these temp objects with char number 27 (ESC), and made these names be ignored for tag update checking. - Fixed some bugs that were noticable with such excessive re-renders, like for opening file window, quit during renders.
536 lines
12 KiB
C
536 lines
12 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/render/render_update.c
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* \ingroup edrend
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_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_world_types.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_depsgraph.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_icons.h"
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#include "BKE_image.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 "BKE_texture.h"
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#include "BKE_world.h"
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#include "GPU_material.h"
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#include "GPU_buffers.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_render.h"
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#include "render_intern.h" // own include
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extern Material defmaterial;
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/***************************** Render Engines ********************************/
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void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
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{
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/* viewport rendering update on data changes, happens after depsgraph
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* updates if there was any change. context is set to the 3d view */
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bContext *C;
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bScreen *sc;
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ScrArea *sa;
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ARegion *ar;
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static int 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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/* don't call this recursively for frame updates */
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if (recursive_check)
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return;
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recursive_check = TRUE;
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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, bmain->wm.first);
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for (sc = bmain->screen.first; sc; sc = sc->id.next) {
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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if (sa->spacetype != SPACE_VIEW3D)
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continue;
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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RegionView3D *rv3d;
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RenderEngine *engine;
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if (ar->regiontype != RGN_TYPE_WINDOW)
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continue;
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rv3d = ar->regiondata;
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engine = rv3d->render_engine;
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if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
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CTX_wm_screen_set(C, sc);
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CTX_wm_area_set(C, sa);
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CTX_wm_region_set(C, ar);
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engine->flag &= ~RE_ENGINE_DO_UPDATE;
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engine->type->view_update(engine, C);
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}
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}
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}
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}
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CTX_free(C);
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recursive_check = FALSE;
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}
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void ED_render_engine_area_exit(ScrArea *sa)
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{
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/* clear all render engines in this area */
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ARegion *ar;
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if (sa->spacetype != SPACE_VIEW3D)
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return;
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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RegionView3D *rv3d;
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if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata))
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continue;
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rv3d = ar->regiondata;
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if (rv3d->render_engine) {
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RE_engine_free(rv3d->render_engine);
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rv3d->render_engine = NULL;
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}
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}
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}
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void ED_render_engine_changed(Main *bmain)
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{
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/* on changing the render engine type, clear all running render engines */
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bScreen *sc;
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ScrArea *sa;
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Scene *scene;
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for (sc = bmain->screen.first; sc; sc = sc->id.next)
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for (sa = sc->areabase.first; sa; sa = sa->next)
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ED_render_engine_area_exit(sa);
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RE_FreePersistentData();
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for (scene = bmain->scene.first; scene; scene = scene->id.next)
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ED_render_id_flush_update(bmain, &scene->id);
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}
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/***************************** Updates ***********************************
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* ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
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* editor level updates when the ID changes. when these ID blocks are in *
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* the dependency graph, we can get rid of the manual dependency checks */
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static void render_engine_flag_changed(Main *bmain, int update_flag)
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{
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bScreen *sc;
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ScrArea *sa;
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ARegion *ar;
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for (sc = bmain->screen.first; sc; sc = sc->id.next) {
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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if (sa->spacetype != SPACE_VIEW3D)
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continue;
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for (ar = sa->regionbase.first; ar; ar = ar->next) {
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RegionView3D *rv3d;
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if (ar->regiontype != RGN_TYPE_WINDOW)
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continue;
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rv3d = ar->regiondata;
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if (rv3d->render_engine)
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rv3d->render_engine->update_flag |= update_flag;
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}
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}
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}
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}
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static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
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{
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int a;
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if (!mtex)
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return 0;
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for (a = 0; a < tot; a++)
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if (mtex[a] && mtex[a]->tex == tex)
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return 1;
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return 0;
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}
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static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
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{
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bNode *node;
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->id) {
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if (node->id == (ID *)tex) {
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return 1;
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}
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else if (GS(node->id->name) == ID_MA) {
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if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex))
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return 1;
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}
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else if (node->type == NODE_GROUP) {
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if (nodes_use_tex((bNodeTree *)node->id, tex))
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return 1;
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}
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}
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}
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return 0;
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}
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static int nodes_use_material(bNodeTree *ntree, Material *ma)
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{
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bNode *node;
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->id) {
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if (node->id == (ID *)ma) {
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return 1;
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}
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else if (node->type == NODE_GROUP) {
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if (nodes_use_material((bNodeTree *)node->id, ma))
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return 1;
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}
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}
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}
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return 0;
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}
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static void material_changed(Main *bmain, Material *ma)
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{
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Material *parent;
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Object *ob;
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Scene *scene;
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int texture_draw = FALSE;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&ma->id));
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/* glsl */
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if (ma->gpumaterial.first)
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GPU_material_free(ma);
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/* find node materials using this */
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for (parent = bmain->mat.first; parent; parent = parent->id.next) {
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if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) {
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/* pass */
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}
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else {
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continue;
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}
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BKE_icon_changed(BKE_icon_getid(&parent->id));
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if (parent->gpumaterial.first)
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GPU_material_free(parent);
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}
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/* find if we have a scene with textured display */
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for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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if (scene->customdata_mask & CD_MASK_MTFACE) {
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texture_draw = TRUE;
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break;
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}
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}
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/* find textured objects */
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if (texture_draw && !(U.gameflags & USER_DISABLE_VBO)) {
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for (ob = bmain->object.first; ob; ob = ob->id.next) {
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DerivedMesh *dm = ob->derivedFinal;
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Material ***material = give_matarar(ob);
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short a, *totmaterial = give_totcolp(ob);
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if (dm && totmaterial && material) {
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for (a = 0; a < *totmaterial; a++) {
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if ((*material)[a] == ma) {
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GPU_drawobject_free(dm);
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break;
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}
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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 lamp_changed(Main *bmain, Lamp *la)
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{
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Object *ob;
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Material *ma;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&la->id));
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/* glsl */
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for (ob = bmain->object.first; ob; ob = ob->id.next)
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if (ob->data == la && ob->gpulamp.first)
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GPU_lamp_free(ob);
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for (ma = bmain->mat.first; ma; ma = ma->id.next)
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if (ma->gpumaterial.first)
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GPU_material_free(ma);
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if (defmaterial.gpumaterial.first)
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GPU_material_free(&defmaterial);
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}
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static int material_uses_texture(Material *ma, Tex *tex)
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{
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if (mtex_use_tex(ma->mtex, MAX_MTEX, tex))
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return TRUE;
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else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex))
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return TRUE;
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return FALSE;
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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Material *ma;
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Lamp *la;
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World *wo;
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Scene *scene;
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Object *ob;
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bNode *node;
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int texture_draw = FALSE;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&tex->id));
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/* paint overlays */
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for (scene = bmain->scene.first; scene; scene = scene->id.next)
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BKE_paint_invalidate_overlay_tex(scene, tex);
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/* find materials */
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for (ma = bmain->mat.first; ma; ma = ma->id.next) {
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if (!material_uses_texture(ma, tex))
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continue;
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BKE_icon_changed(BKE_icon_getid(&ma->id));
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if (ma->gpumaterial.first)
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GPU_material_free(ma);
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}
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/* find lamps */
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for (la = bmain->lamp.first; la; la = la->id.next) {
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if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
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lamp_changed(bmain, la);
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}
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else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
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lamp_changed(bmain, la);
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}
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else {
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continue;
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}
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}
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/* find worlds */
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for (wo = bmain->world.first; wo; wo = wo->id.next) {
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if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
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/* pass */
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}
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else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
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/* pass */
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}
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else {
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continue;
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}
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BKE_icon_changed(BKE_icon_getid(&wo->id));
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}
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/* find compositing nodes */
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for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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if (scene->use_nodes && scene->nodetree) {
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for (node = 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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if (scene->customdata_mask & CD_MASK_MTFACE)
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texture_draw = TRUE;
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}
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/* find textured objects */
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if (texture_draw && !(U.gameflags & USER_DISABLE_VBO)) {
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for (ob = bmain->object.first; ob; ob = ob->id.next) {
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DerivedMesh *dm = ob->derivedFinal;
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Material ***material = give_matarar(ob);
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short a, *totmaterial = give_totcolp(ob);
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if (dm && totmaterial && material) {
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for (a = 0; a < *totmaterial; a++) {
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if (ob->matbits && ob->matbits[a])
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ma = ob->mat[a];
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else
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ma = (*material)[a];
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if (ma && material_uses_texture(ma, tex)) {
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GPU_drawobject_free(dm);
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break;
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}
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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 *bmain, World *wo)
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{
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Material *ma;
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/* icons */
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BKE_icon_changed(BKE_icon_getid(&wo->id));
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/* glsl */
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for (ma = bmain->mat.first; ma; ma = ma->id.next)
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if (ma->gpumaterial.first)
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GPU_material_free(ma);
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if (defmaterial.gpumaterial.first)
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GPU_material_free(&defmaterial);
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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_getid(&ima->id));
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/* textures */
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for (tex = bmain->tex.first; tex; tex = tex->id.next)
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if (tex->ima == ima)
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texture_changed(bmain, tex);
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}
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static void scene_changed(Main *bmain, Scene *UNUSED(scene))
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{
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Object *ob;
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Material *ma;
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/* glsl */
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for (ob = bmain->object.first; ob; ob = ob->id.next)
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if (ob->gpulamp.first)
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GPU_lamp_free(ob);
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for (ma = bmain->mat.first; ma; ma = ma->id.next)
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if (ma->gpumaterial.first)
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GPU_material_free(ma);
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if (defmaterial.gpumaterial.first)
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GPU_material_free(&defmaterial);
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}
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void ED_render_id_flush_update(Main *bmain, 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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switch (GS(id->name)) {
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case ID_MA:
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material_changed(bmain, (Material *)id);
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render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_MA);
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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, (Lamp *)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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render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
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break;
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default:
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render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
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break;
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}
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}
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void ED_render_internal_init(void)
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{
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RenderEngineType *ret = RE_engines_find("BLENDER_RENDER");
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ret->view_update = render_view3d;
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ret->view_draw = render_view3d_draw;
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}
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