343 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			343 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			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 "DNA_lamp_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->screen.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->scene.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);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /***************************** 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 render_engine_flag_changed(Main *bmain, int update_flag)
 | |
| {
 | |
| 	bScreen *sc;
 | |
| 	ScrArea *sa;
 | |
| 	ARegion *ar;
 | |
| 
 | |
| 	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;
 | |
| 
 | |
| 				if (ar->regiontype != RGN_TYPE_WINDOW)
 | |
| 					continue;
 | |
| 
 | |
| 				rv3d = ar->regiondata;
 | |
| 				if (rv3d->render_engine)
 | |
| 					rv3d->render_engine->update_flag |= update_flag;
 | |
| 
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 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), Lamp *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->scene.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->tex.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->object.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);
 | |
| 			render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_MA);
 | |
| 			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);
 | |
| 			render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
 | |
| 			break;
 | |
| 		default:
 | |
| 			render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
 | |
| 			break;
 | |
| 	}
 | |
| }
 |