diff options
author | Ton Roosendaal <ton@blender.org> | 2011-02-07 19:41:57 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2011-02-07 19:41:57 +0300 |
commit | 5c421c328e963fe27725e6961e60de74cca87c7f (patch) | |
tree | 040cbd47b5368116f1fdcdb945e7d2a75c099569 /source/blender/blenkernel/intern/depsgraph.c | |
parent | 831ce612e95c7addc387a398e4952bef31752377 (diff) |
Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
Diffstat (limited to 'source/blender/blenkernel/intern/depsgraph.c')
-rw-r--r-- | source/blender/blenkernel/intern/depsgraph.c | 26 |
1 files changed, 26 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/depsgraph.c b/source/blender/blenkernel/intern/depsgraph.c index cedf4e93247..0c5c72627cb 100644 --- a/source/blender/blenkernel/intern/depsgraph.c +++ b/source/blender/blenkernel/intern/depsgraph.c @@ -41,6 +41,7 @@ #include "DNA_lattice_types.h" #include "DNA_key_types.h" #include "DNA_mesh_types.h" +#include "DNA_node_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_windowmanager_types.h" @@ -54,6 +55,7 @@ #include "BKE_key.h" #include "BKE_library.h" #include "BKE_main.h" +#include "BKE_node.h" #include "BKE_mball.h" #include "BKE_modifier.h" #include "BKE_object.h" @@ -1923,6 +1925,28 @@ static void dag_scene_flush_layers(Scene *sce, int lay) flush_layer_node(sce, itA->node, lasttime); } +static void dag_tag_renderlayers(Scene *sce, unsigned int lay) +{ + if(sce->nodetree) { + bNode *node; + Base *base; + unsigned int lay_changed; + + for(base= sce->base.first; base; base= base->next) + if(base->lay & lay) + if(base->object->recalc) + lay_changed |= base->lay; + + for(node= sce->nodetree->nodes.first; node; node= node->next) { + if(node->id==(ID *)sce) { + SceneRenderLayer *srl= BLI_findlink(&sce->r.layers, node->custom1); + if(srl && (srl->lay & lay_changed)) + NodeTagChanged(sce->nodetree, node); + } + } + } +} + /* flushes all recalc flags in objects down the dependency tree */ void DAG_scene_flush_update(Main *bmain, Scene *sce, unsigned int lay, const short time) { @@ -1967,6 +1991,8 @@ void DAG_scene_flush_update(Main *bmain, Scene *sce, unsigned int lay, const sho } } } + + dag_tag_renderlayers(sce, lay); } static int object_modifiers_use_time(Object *ob) |