591 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			591 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * Contributor(s): Blender Foundation
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/editors/render/render_update.c
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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_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_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_world_types.h"
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#include "DNA_windowmanager_types.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_DerivedMesh.h"
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#include "BKE_icons.h"
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#include "BKE_layer.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 "GPU_lamp.h"
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#include "GPU_material.h"
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#include "GPU_buffers.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_render.h"
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#include "ED_view3d.h"
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#include "WM_api.h"
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#include "render_intern.h"  // own include
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extern Material defmaterial;
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/***************************** Render Engines ********************************/
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void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
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{
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	/* viewport rendering update on data changes, happens after depsgraph
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	 * updates if there was any change. context is set to the 3d view */
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	bContext *C;
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	wmWindowManager *wm;
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	wmWindow *win;
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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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	/* don't call this recursively for frame updates */
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	if (recursive_check)
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		return;
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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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	recursive_check = true;
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	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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	wm = bmain->wm.first;
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	for (win = wm->windows.first; win; win = win->next) {
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		bScreen *sc = WM_window_get_active_screen(win);
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		ScrArea *sa;
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		ARegion *ar;
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		CTX_wm_window_set(C, win);
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		for (sa = sc->areabase.first; sa; sa = sa->next) {
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			if (sa->spacetype != SPACE_VIEW3D)
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				continue;
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			for (ar = sa->regionbase.first; ar; ar = ar->next) {
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				RegionView3D *rv3d;
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				RenderEngine *engine;
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				if (ar->regiontype != RGN_TYPE_WINDOW)
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					continue;
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				rv3d = ar->regiondata;
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				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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					CTX_wm_screen_set(C, sc);
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					CTX_wm_area_set(C, sa);
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					CTX_wm_region_set(C, ar);
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					engine->flag &= ~RE_ENGINE_DO_UPDATE;
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					engine->type->view_update(engine, C);
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				}
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			}
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		}
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	}
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	CTX_free(C);
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	recursive_check = false;
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}
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void ED_render_scene_update_pre(Main *bmain, Scene *scene, bool time)
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{
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	/* Blender internal might access to the data which is gonna to be freed
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	 * by the scene update functions. This applies for example to simulation
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	 * data like smoke and fire.
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	 */
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	if (time && !BKE_scene_use_new_shading_nodes(scene)) {
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		bScreen *sc;
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		ScrArea *sa;
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		for (sc = bmain->screen.first; sc; sc = sc->id.next) {
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			for (sa = sc->areabase.first; sa; sa = sa->next) {
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				ED_render_engine_area_exit(bmain, sa);
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			}
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		}
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	}
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}
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void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
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{
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	/* clear all render engines in this area */
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	ARegion *ar;
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	wmWindowManager *wm = bmain->wm.first;
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	if (sa->spacetype != SPACE_VIEW3D)
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		return;
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	for (ar = sa->regionbase.first; ar; ar = ar->next) {
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		if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata))
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			continue;
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		ED_view3d_stop_render_preview(wm, ar);
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	}
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}
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void ED_render_engine_changed(Main *bmain)
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{
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	/* on changing the render engine type, clear all running render engines */
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	bScreen *sc;
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	ScrArea *sa;
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	Scene *scene;
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	for (sc = bmain->screen.first; sc; sc = sc->id.next)
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		for (sa = sc->areabase.first; sa; sa = sa->next)
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			ED_render_engine_area_exit(bmain, sa);
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	RE_FreePersistentData();
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	for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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		ED_render_id_flush_update(bmain, &scene->id);
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		if (scene->nodetree) {
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			ntreeCompositUpdateRLayers(scene->nodetree);
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		}
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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 DAG_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 render_engine_flag_changed(Main *bmain, int update_flag)
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{
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	bScreen *sc;
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	ScrArea *sa;
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	ARegion *ar;
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	for (sc = bmain->screen.first; sc; sc = sc->id.next) {
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		for (sa = sc->areabase.first; sa; sa = sa->next) {
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			if (sa->spacetype != SPACE_VIEW3D)
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				continue;
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			for (ar = sa->regionbase.first; ar; ar = ar->next) {
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				RegionView3D *rv3d;
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				if (ar->regiontype != RGN_TYPE_WINDOW)
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					continue;
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				rv3d = ar->regiondata;
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				if (rv3d->render_engine)
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					rv3d->render_engine->update_flag |= update_flag;
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			}
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		}
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	}
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}
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static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
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{
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	int a;
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	if (!mtex)
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		return 0;
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	for (a = 0; a < tot; a++)
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		if (mtex[a] && mtex[a]->tex == tex)
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			return 1;
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	return 0;
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}
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static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
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{
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	bNode *node;
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	for (node = ntree->nodes.first; node; node = node->next) {
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		if (node->id) {
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			if (node->id == (ID *)tex) {
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				return 1;
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			}
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			else if (GS(node->id->name) == ID_MA) {
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				if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex))
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					return 1;
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			}
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			else if (node->type == NODE_GROUP) {
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				if (nodes_use_tex((bNodeTree *)node->id, tex))
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					return 1;
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			}
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		}
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	}
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	return 0;
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}
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static int nodes_use_material(bNodeTree *ntree, Material *ma)
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{
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	bNode *node;
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	for (node = ntree->nodes.first; node; node = node->next) {
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		if (node->id) {
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			if (node->id == (ID *)ma) {
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				return 1;
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			}
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			else if (node->type == NODE_GROUP) {
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				if (nodes_use_material((bNodeTree *)node->id, ma))
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					return 1;
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			}
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		}
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	}
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	return 0;
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}
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static void material_changed(Main *bmain, Material *ma)
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{
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	Material *parent;
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	Object *ob;
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	Scene *scene;
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	int texture_draw = false;
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	/* icons */
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	BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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	/* glsl */
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	if (ma->gpumaterial.first)
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		GPU_material_free(&ma->gpumaterial);
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	/* find node materials using this */
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	for (parent = bmain->mat.first; parent; parent = parent->id.next) {
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		if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) {
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			/* pass */
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		}
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		else {
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			continue;
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		}
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		BKE_icon_changed(BKE_icon_id_ensure(&parent->id));
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		if (parent->gpumaterial.first)
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			GPU_material_free(&parent->gpumaterial);
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	}
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	/* find if we have a scene with textured display */
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	for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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		if (scene->customdata_mask & CD_MASK_MTFACE) {
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			texture_draw = true;
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			break;
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		}
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	}
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	/* find textured objects */
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	if (texture_draw) {
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		for (ob = bmain->object.first; ob; ob = ob->id.next) {
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			DerivedMesh *dm = ob->derivedFinal;
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			Material ***material = give_matarar(ob);
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			short a, *totmaterial = give_totcolp(ob);
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			if (dm && totmaterial && material) {
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				for (a = 0; a < *totmaterial; a++) {
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					if ((*material)[a] == ma) {
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						GPU_drawobject_free(dm);
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						break;
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					}
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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 lamp_changed(Main *bmain, Lamp *la)
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{
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	Object *ob;
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	Material *ma;
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	/* icons */
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	BKE_icon_changed(BKE_icon_id_ensure(&la->id));
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	/* glsl */
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	for (ob = bmain->object.first; ob; ob = ob->id.next)
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		if (ob->data == la && ob->gpulamp.first)
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			GPU_lamp_free(ob);
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	for (ma = bmain->mat.first; ma; ma = ma->id.next)
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		if (ma->gpumaterial.first)
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			GPU_material_free(&ma->gpumaterial);
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	if (defmaterial.gpumaterial.first)
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		GPU_material_free(&defmaterial.gpumaterial);
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}
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static int material_uses_texture(Material *ma, Tex *tex)
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{
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	if (mtex_use_tex(ma->mtex, MAX_MTEX, tex))
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		return true;
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	else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex))
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		return true;
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	return false;
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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	Material *ma;
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	Lamp *la;
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	World *wo;
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	Scene *scene;
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	SceneLayer *sl;
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	Object *ob;
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	bNode *node;
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	bool texture_draw = false;
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	/* icons */
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	BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
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	/* paint overlays */
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	for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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		for (sl = scene->render_layers.first; sl; sl = sl->next) {
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			BKE_paint_invalidate_overlay_tex(scene, sl, tex);
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		}
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	}
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	/* find materials */
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	for (ma = bmain->mat.first; ma; ma = ma->id.next) {
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		if (!material_uses_texture(ma, tex))
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			continue;
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		BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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		if (ma->gpumaterial.first)
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			GPU_material_free(&ma->gpumaterial);
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	}
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	/* find lamps */
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	for (la = bmain->lamp.first; la; la = la->id.next) {
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		if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
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			lamp_changed(bmain, la);
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		}
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		else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
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			lamp_changed(bmain, la);
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		}
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		else {
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			continue;
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		}
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	}
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	/* find worlds */
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	for (wo = bmain->world.first; wo; wo = wo->id.next) {
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		if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
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			/* pass */
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		}
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		else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
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			/* pass */
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		}
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		else {
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			continue;
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		}
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		BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
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		if (wo->gpumaterial.first)
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			GPU_material_free(&wo->gpumaterial);		
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	}
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	/* find compositing nodes */
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	for (scene = bmain->scene.first; scene; scene = scene->id.next) {
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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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		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));
 | 
						|
 | 
						|
	/* XXX temporary flag waiting for depsgraph proper tagging */
 | 
						|
	wo->update_flag = 1;
 | 
						|
	
 | 
						|
	/* 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;
 | 
						|
 | 
						|
	/* glsl */
 | 
						|
	for (ob = bmain->object.first; ob; ob = ob->id.next) {
 | 
						|
#if 0 /* This was needed by old glsl where all lighting was statically linked into the shader. */
 | 
						|
		if (ob->gpulamp.first)
 | 
						|
			GPU_lamp_free(ob);
 | 
						|
#endif
 | 
						|
		
 | 
						|
		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);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
#if 0 /* This was needed by old glsl where all lighting was statically linked into the shader. */
 | 
						|
	for (Material *ma = bmain->mat.first; ma; ma = ma->id.next)
 | 
						|
		if (ma->gpumaterial.first)
 | 
						|
			GPU_material_free(&ma->gpumaterial);
 | 
						|
 | 
						|
	for (World *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);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
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->render_to_view = render_view3d_draw;
 | 
						|
	
 | 
						|
}
 |