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blender-archive/source/blender/editors/render/render_update.c
Brecht Van Lommel 7baaa08211 Fix #29389: cycles viewport render not updating on frame changes. This sort of
worked by accident before, because of flags that weren't cleared properly. Now
moved the call to update render engines into scene_update_* itself.
2011-11-28 14:55:35 +00:00

369 lines
8.1 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 "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_threads.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 "RE_engine.h"
#include "ED_node.h"
#include "ED_render.h"
#include "render_intern.h" // own include
/***************************** Render Engines ********************************/
void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
bContext *C;
bScreen *sc;
ScrArea *sa;
ARegion *ar;
/* 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;
C= CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
CTX_wm_manager_set(C, bmain->wm.first);
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;
RenderEngine *engine;
if(ar->regiontype != RGN_TYPE_WINDOW)
continue;
rv3d= ar->regiondata;
engine= rv3d->render_engine;
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);
}
}
}
}
CTX_free(C);
}
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
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) {
RE_engine_free(rv3d->render_engine);
rv3d->render_engine= NULL;
}
}
}
}
}
/***************************** 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(GS(node->id->name) == ID_MA) {
if(mtex_use_tex(((Material*)node->id)->mtex, MAX_MTEX, tex))
return 1;
}
else if(node->type==NODE_GROUP) {
if(nodes_use_tex((bNodeTree *)node->id, tex))
return 1;
}
}
}
return 0;
}
static int nodes_use_material(bNodeTree *ntree, Material *ma)
{
bNode *node;
for(node=ntree->nodes.first; node; node= node->next) {
if(node->id) {
if(node->id == (ID*)ma) {
return 1;
}
else if(node->type==NODE_GROUP) {
if(nodes_use_material((bNodeTree *)node->id, ma))
return 1;
}
}
}
return 0;
}
static void material_changed(Main *bmain, Material *ma)
{
Material *parent;
/* icons */
BKE_icon_changed(BKE_icon_getid(&ma->id));
/* glsl */
if(ma->gpumaterial.first)
GPU_material_free(ma);
/* find node materials using this */
for(parent=bmain->mat.first; parent; parent=parent->id.next) {
if(parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma));
else continue;
BKE_icon_changed(BKE_icon_getid(&parent->id));
if(parent->gpumaterial.first)
GPU_material_free(parent);
}
}
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 if(la->nodetree && nodes_use_tex(la->nodetree, 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 if(wo->nodetree && nodes_use_tex(wo->nodetree, 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)
{
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;
}
}