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blender-archive/source/blender/editors/render/render_update.c
Lukas Stockner 4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00

578 lines
13 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_world_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_DerivedMesh.h"
#include "BKE_icons.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "GPU_material.h"
#include "GPU_buffers.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_node.h"
#include "ED_render.h"
#include "ED_view3d.h"
#include "render_intern.h" // own include
extern Material defmaterial;
/***************************** 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;
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 = win->screen;
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;
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;
/* 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);
}
}
}
}
CTX_free(C);
recursive_check = false;
}
void ED_render_scene_update_pre(Main *bmain, Scene *scene, bool time)
{
/* Blender internal might access to the data which is gonna to be freed
* by the scene update functions. This applies for example to simulation
* data like smoke and fire.
*/
if (time && !BKE_scene_use_new_shading_nodes(scene)) {
bScreen *sc;
ScrArea *sa;
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
}
}
}
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 */
bScreen *sc;
ScrArea *sa;
Scene *scene;
for (sc = bmain->screen.first; sc; sc = sc->id.next)
for (sa = sc->areabase.first; sa; sa = sa->next)
ED_render_engine_area_exit(bmain, sa);
RE_FreePersistentData();
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
ED_render_id_flush_update(bmain, &scene->id);
if (scene->nodetree) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
}
}
/***************************** 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 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 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;
Object *ob;
Scene *scene;
int texture_draw = false;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
/* glsl */
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
/* 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)) {
/* pass */
}
else {
continue;
}
BKE_icon_changed(BKE_icon_id_ensure(&parent->id));
if (parent->gpumaterial.first)
GPU_material_free(&parent->gpumaterial);
}
/* find if we have a scene with textured display */
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
if (scene->customdata_mask & CD_MASK_MTFACE) {
texture_draw = true;
break;
}
}
/* find textured objects */
if (texture_draw) {
for (ob = bmain->object.first; ob; ob = ob->id.next) {
DerivedMesh *dm = ob->derivedFinal;
Material ***material = give_matarar(ob);
short a, *totmaterial = give_totcolp(ob);
if (dm && totmaterial && material) {
for (a = 0; a < *totmaterial; a++) {
if ((*material)[a] == ma) {
GPU_drawobject_free(dm);
break;
}
}
}
}
}
}
static void lamp_changed(Main *bmain, Lamp *la)
{
Object *ob;
Material *ma;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&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->gpumaterial);
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
}
static int material_uses_texture(Material *ma, Tex *tex)
{
if (mtex_use_tex(ma->mtex, MAX_MTEX, tex))
return true;
else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex))
return true;
return false;
}
static void texture_changed(Main *bmain, Tex *tex)
{
Material *ma;
Lamp *la;
World *wo;
Scene *scene;
Object *ob;
bNode *node;
bool texture_draw = false;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
/* paint overlays */
for (scene = bmain->scene.first; scene; scene = scene->id.next)
BKE_paint_invalidate_overlay_tex(scene, tex);
/* find materials */
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
if (!material_uses_texture(ma, tex))
continue;
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
}
/* find lamps */
for (la = bmain->lamp.first; la; la = la->id.next) {
if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
lamp_changed(bmain, la);
}
else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
lamp_changed(bmain, la);
}
else {
continue;
}
}
/* find worlds */
for (wo = bmain->world.first; wo; wo = wo->id.next) {
if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
/* pass */
}
else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
/* pass */
}
else {
continue;
}
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
if (wo->gpumaterial.first)
GPU_material_free(&wo->gpumaterial);
}
/* 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_tag_update_id(&scene->id);
}
}
if (scene->customdata_mask & CD_MASK_MTFACE)
texture_draw = true;
}
/* find textured objects */
if (texture_draw) {
for (ob = bmain->object.first; ob; ob = ob->id.next) {
DerivedMesh *dm = ob->derivedFinal;
Material ***material = give_matarar(ob);
short a, *totmaterial = give_totcolp(ob);
if (dm && totmaterial && material) {
for (a = 0; a < *totmaterial; a++) {
if (ob->matbits && ob->matbits[a])
ma = ob->mat[a];
else
ma = (*material)[a];
if (ma && material_uses_texture(ma, tex)) {
GPU_drawobject_free(dm);
break;
}
}
}
}
}
}
static void world_changed(Main *bmain, World *wo)
{
Material *ma;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
/* glsl */
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
if (wo->gpumaterial.first)
GPU_material_free(&wo->gpumaterial);
}
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;
Material *ma;
World *wo;
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->gpulamp.first)
GPU_lamp_free(ob);
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);
GPU_drawobject_free(ob->derivedFinal);
}
}
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
for (wo = bmain->world.first; wo; wo = wo->id.next)
if (wo->gpumaterial.first)
GPU_material_free(&wo->gpumaterial);
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
}
void ED_render_id_flush_update(Main *bmain, 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;
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;
}
}
void ED_render_internal_init(void)
{
RenderEngineType *ret = RE_engines_find(RE_engine_id_BLENDER_RENDER);
ret->view_update = render_view3d_update;
ret->view_draw = render_view3d_draw;
}