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blender-archive/source/blender/editors/render/render_update.c

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C

/*
* $Id$
*
* ***** 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 "MEM_guardedalloc.h"
#include "DNA_lamp_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_world_types.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "BKE_world.h"
#include "GPU_material.h"
#include "ED_node.h"
#include "ED_render.h"
#include "render_intern.h" // own include
/***************************** Updates ***********************************
* ED_render_id_flush_update gets called from DAG_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 int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
{
int a;
if(!mtex)
return 0;
for(a=0; a<tot; a++)
if(mtex[a] && mtex[a]->tex == tex)
return 1;
return 0;
}
static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
{
bNode *node;
for(node=ntree->nodes.first; node; node= node->next) {
if(node->id) {
if(node->id == (ID*)tex) {
return 1;
}
else if(node->type==NODE_GROUP) {
if(nodes_use_tex((bNodeTree *)node->id, tex))
return 1;
}
}
}
return 0;
}
static void material_changed(Main *UNUSED(bmain), Material *ma)
{
/* icons */
BKE_icon_changed(BKE_icon_getid(&ma->id));
/* glsl */
if(ma->gpumaterial.first)
GPU_material_free(ma);
}
static void texture_changed(Main *bmain, Tex *tex)
{
Material *ma;
Lamp *la;
World *wo;
Scene *scene;
bNode *node;
/* icons */
BKE_icon_changed(BKE_icon_getid(&tex->id));
/* find materials */
for(ma=bmain->mat.first; ma; ma=ma->id.next) {
if(mtex_use_tex(ma->mtex, MAX_MTEX, tex));
else if(ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex));
else continue;
BKE_icon_changed(BKE_icon_getid(&ma->id));
if(ma->gpumaterial.first)
GPU_material_free(ma);
}
/* find lamps */
for(la=bmain->lamp.first; la; la=la->id.next) {
if(mtex_use_tex(la->mtex, MAX_MTEX, tex));
else continue;
BKE_icon_changed(BKE_icon_getid(&la->id));
}
/* find worlds */
for(wo=bmain->world.first; wo; wo=wo->id.next) {
if(mtex_use_tex(wo->mtex, MAX_MTEX, tex));
else continue;
BKE_icon_changed(BKE_icon_getid(&wo->id));
}
/* find compositing nodes */
for(scene=bmain->scene.first; scene; scene=scene->id.next) {
if(scene->use_nodes && scene->nodetree) {
for(node=scene->nodetree->nodes.first; node; node=node->next) {
if(node->id == &tex->id)
ED_node_changed_update(&scene->id, node);
}
}
}
}
static void lamp_changed(Main *bmain, Lamp *la)
{
Object *ob;
Material *ma;
/* icons */
BKE_icon_changed(BKE_icon_getid(&la->id));
/* glsl */
for(ob=bmain->object.first; ob; ob=ob->id.next)
if(ob->data == la && ob->gpulamp.first)
GPU_lamp_free(ob);
for(ma=bmain->mat.first; ma; ma=ma->id.next)
if(ma->gpumaterial.first)
GPU_material_free(ma);
}
static void world_changed(Main *bmain, World *wo)
{
Material *ma;
/* icons */
BKE_icon_changed(BKE_icon_getid(&wo->id));
/* glsl */
for(ma=bmain->mat.first; ma; ma=ma->id.next)
if(ma->gpumaterial.first)
GPU_material_free(ma);
}
static void image_changed(Main *bmain, Image *ima)
{
Tex *tex;
/* icons */
BKE_icon_changed(BKE_icon_getid(&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 *UNUSED(scene))
{
Object *ob;
Material *ma;
/* glsl */
for(ob=bmain->object.first; ob; ob=ob->id.next)
if(ob->gpulamp.first)
GPU_lamp_free(ob);
for(ma=bmain->mat.first; ma; ma=ma->id.next)
if(ma->gpumaterial.first)
GPU_material_free(ma);
}
void ED_render_id_flush_update(Main *bmain, ID *id)
{
if(!id)
return;
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, (Lamp*)id);
break;
case ID_IM:
image_changed(bmain, (Image*)id);
break;
case ID_SCE:
scene_changed(bmain, (Scene*)id);
break;
default:
break;
}
}