This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache modifier in order to use and test it from Blender. To enable it, one has to switch the render feature set to experimental and activate the Procedural in the modifier. An Alembic Procedural is then created for each CacheFile from Blender set to use the Procedural, and each Blender object having a MeshSequenceCache modifier is added to list of objects of the right procedural. The procedural's parameters derive from the CacheFile's properties which are already exposed in the UI through the modifier, although more Cycles specific options might be added in the future. As there is currently no cache controls and since we load all the data at the beginning of the render session, the procedural is only available during viewport renders at the moment. When an Alembic procedural is rendered, data from the archive are not read on the Blender side. If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural, bounding boxes are used to display the objects in the scene as a signal that the objects are not processed by Blender anymore. This is standard in other DCCs. However this does not reduce the memory usage from Blender as the Alembic data was already loaded either during an import or during a .blend file read. This is mostly a hack to test the Cycles Alembic procedural until we have a better Blender side mechanism for letting renderers load their own geometry, which will be based on import and export settings on Collections (T68933). Ref T79174, D3089 Reviewed By: brecht, sybren Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D10197
339 lines
10 KiB
C
339 lines
10 KiB
C
/*
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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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/** \file
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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 "DNA_cachefile_types.h"
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#include "DNA_light_types.h"
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#include "DNA_material_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_windowmanager_types.h"
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#include "DNA_world_types.h"
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#include "DRW_engine.h"
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#include "BLI_listbase.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_icons.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 "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_paint.h"
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#include "ED_render.h"
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#include "ED_view3d.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "WM_api.h"
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#include <stdio.h>
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/***************************** Render Engines ********************************/
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/* Update 3D viewport render or draw engine on changes to the scene or view settings. */
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void ED_render_view3d_update(Depsgraph *depsgraph,
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wmWindow *window,
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ScrArea *area,
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const bool updated)
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{
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Main *bmain = DEG_get_bmain(depsgraph);
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Scene *scene = DEG_get_input_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
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LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
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if (region->regiontype != RGN_TYPE_WINDOW) {
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continue;
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}
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View3D *v3d = area->spacedata.first;
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RegionView3D *rv3d = region->regiondata;
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RenderEngine *engine = rv3d->render_engine;
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/* call update if the scene changed, or if the render engine
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* tagged itself for update (e.g. because it was busy at the
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* time of the last update) */
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if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
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/* Create temporary context to execute callback in. */
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bContext *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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CTX_wm_window_set(C, window);
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CTX_wm_screen_set(C, WM_window_get_active_screen(window));
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CTX_wm_area_set(C, area);
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CTX_wm_region_set(C, region);
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engine->flag &= ~RE_ENGINE_DO_UPDATE;
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/* NOTE: Important to pass non-updated depsgraph, This is because this function is called
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* from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
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* we will lose updates stored in the graph. */
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engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
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CTX_free(C);
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}
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else {
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RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
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if (updated) {
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DRW_notify_view_update((&(DRWUpdateContext){
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.bmain = bmain,
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.depsgraph = depsgraph,
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.scene = scene,
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.view_layer = view_layer,
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.region = region,
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.v3d = v3d,
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.engine_type = engine_type,
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}));
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}
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}
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}
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}
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/* Update all 3D viewport render and draw engines on changes to the scene.
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* This is called by the dependency graph when it detects changes. */
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void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
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{
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Main *bmain = update_ctx->bmain;
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static bool 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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}
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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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}
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/* Do not call if no WM available, see T42688. */
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if (BLI_listbase_is_empty(&bmain->wm)) {
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return;
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}
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recursive_check = true;
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wmWindowManager *wm = bmain->wm.first;
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LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
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bScreen *screen = WM_window_get_active_screen(window);
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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if (area->spacetype == SPACE_VIEW3D) {
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ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
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}
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}
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}
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recursive_check = false;
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}
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void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
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{
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/* clear all render engines in this area */
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ARegion *region;
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wmWindowManager *wm = bmain->wm.first;
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if (area->spacetype != SPACE_VIEW3D) {
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return;
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}
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for (region = area->regionbase.first; region; region = region->next) {
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if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
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continue;
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}
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ED_view3d_stop_render_preview(wm, region);
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}
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}
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void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
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{
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/* on changing the render engine type, clear all running render engines */
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for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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ED_render_engine_area_exit(bmain, area);
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}
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}
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RE_FreePersistentData(NULL);
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/* Inform all render engines and draw managers. */
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DEGEditorUpdateContext update_ctx = {NULL};
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update_ctx.bmain = bmain;
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for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
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update_ctx.scene = scene;
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LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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/* TDODO(sergey): Iterate over depsgraphs instead? */
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update_ctx.depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
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update_ctx.view_layer = view_layer;
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ED_render_id_flush_update(&update_ctx, &scene->id);
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}
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if (scene->nodetree && update_scene_data) {
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ntreeCompositUpdateRLayers(scene->nodetree);
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}
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}
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/* Update CacheFiles to ensure that procedurals are properly taken into account. */
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LISTBASE_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
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/* Only update cachefiles which are set to use a render procedural. We do not use
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* BKE_cachefile_uses_render_procedural here as we need to update regardless of the current
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* engine or its settings. */
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if (cachefile->use_render_procedural) {
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DEG_id_tag_update(&cachefile->id, ID_RECALC_COPY_ON_WRITE);
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/* Rebuild relations so that modifiers are reconnected to or disconnected from the cachefile.
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*/
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DEG_relations_tag_update(bmain);
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}
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}
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}
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void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
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{
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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ED_render_engine_area_exit(bmain, area);
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}
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}
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/***************************** Updates ***********************************
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* ED_render_id_flush_update gets called from DEG_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 material_changed(Main *UNUSED(bmain), Material *ma)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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}
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static void lamp_changed(Main *UNUSED(bmain), Light *la)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&la->id));
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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Scene *scene;
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ViewLayer *view_layer;
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bNode *node;
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
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for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
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/* paint overlays */
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for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
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BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
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}
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/* find compositing nodes */
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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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}
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}
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}
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static void world_changed(Main *UNUSED(bmain), World *wo)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
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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_id_ensure(&ima->id));
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/* textures */
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for (tex = bmain->textures.first; tex; tex = tex->id.next) {
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if (tex->type == TEX_IMAGE && tex->ima == ima) {
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texture_changed(bmain, tex);
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}
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}
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}
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static void scene_changed(Main *bmain, Scene *scene)
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{
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Object *ob;
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/* glsl */
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for (ob = bmain->objects.first; ob; ob = ob->id.next) {
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if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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BKE_texpaint_slots_refresh_object(scene, ob);
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ED_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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}
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}
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}
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void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, 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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}
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Main *bmain = update_ctx->bmain;
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/* Internal ID update handlers. */
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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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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, (Light *)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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break;
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default:
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break;
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}
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}
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