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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-24 16:20:17 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-26 18:06:14 +0300
commit67b014af484ad4ba6667e3cf9907422bedc8238a (patch)
tree68408128f8377b864c7b77be7c91b1fcead601b7 /source/blender/editors/render/render_internal.c
parentc490428bd4dff75fb371777d4e95ea270c77ea94 (diff)
Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c49
1 files changed, 21 insertions, 28 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 89dbd3da16d..4e44c9b1185 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -104,7 +104,7 @@ static int render_break(void *rjv);
typedef struct RenderJob {
Main *main;
Scene *scene;
- ViewLayer *view_layer;
+ ViewLayer *single_layer;
Scene *current_scene;
/* TODO(sergey): Should not be needed once engine will have own
* depsgraph and copy-on-write will be implemented.
@@ -263,7 +263,7 @@ static void image_buffer_rect_update(RenderJob *rj, RenderResult *rr, ImBuf *ibu
/* set callbacks, exported to sequence render too.
* Only call in foreground (UI) renders. */
-static void screen_render_view_layer_set(wmOperator *op, Main *mainp, Scene **scene, ViewLayer **view_layer)
+static void screen_render_single_layer_set(wmOperator *op, Main *mainp, WorkSpace *workspace, Scene **scene, ViewLayer **single_layer)
{
/* single layer re-render */
if (RNA_struct_property_is_set(op->ptr, "scene")) {
@@ -290,7 +290,10 @@ static void screen_render_view_layer_set(wmOperator *op, Main *mainp, Scene **sc
rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name));
if (rl)
- *view_layer = rl;
+ *single_layer = rl;
+ }
+ else if (((*scene)->r.scemode & R_SINGLE_LAYER) && workspace) {
+ *single_layer = BKE_view_layer_from_workspace_get(*scene, workspace);
}
}
@@ -299,11 +302,12 @@ static int screen_render_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
RenderEngineType *re_type = RE_engines_find(scene->r.engine);
- ViewLayer *view_layer = NULL;
+ ViewLayer *single_layer = NULL;
Render *re;
Image *ima;
View3D *v3d = CTX_wm_view3d(C);
Main *mainp = CTX_data_main(C);
+ WorkSpace *workspace = CTX_wm_workspace(C);
unsigned int lay_override;
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
@@ -315,7 +319,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
}
/* custom scene and single layer re-render */
- screen_render_view_layer_set(op, mainp, &scene, &view_layer);
+ screen_render_single_layer_set(op, mainp, workspace, &scene, &single_layer);
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
@@ -344,7 +348,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
if (is_animation)
RE_BlenderAnim(re, mainp, scene, camera_override, lay_override, scene->r.sfra, scene->r.efra, scene->r.frame_step);
else
- RE_BlenderFrame(re, mainp, scene, view_layer, camera_override, lay_override, scene->r.cfra, is_write_still);
+ RE_BlenderFrame(re, mainp, scene, single_layer, camera_override, lay_override, scene->r.cfra, is_write_still);
BLI_threaded_malloc_end();
RE_SetReports(re, NULL);
@@ -619,7 +623,7 @@ static void render_startjob(void *rjv, short *stop, short *do_update, float *pro
if (rj->anim)
RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay_override, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
else
- RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->view_layer, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still);
+ RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->single_layer, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
@@ -686,7 +690,7 @@ static void render_endjob(void *rjv)
/* potentially set by caller */
rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
- if (rj->view_layer) {
+ if (rj->single_layer) {
nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
}
@@ -860,8 +864,8 @@ static void clean_viewport_memory(Main *bmain, Scene *scene)
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
/* new render clears all callbacks */
- Main *mainp;
- ViewLayer *view_layer = NULL;
+ Main *bmain = CTX_data_main(C);
+ ViewLayer *single_layer = NULL;
Scene *scene = CTX_data_scene(C);
RenderEngineType *re_type = RE_engines_find(scene->r.engine);
Render *re;
@@ -873,6 +877,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
+ WorkSpace *workspace = CTX_wm_workspace(C);
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
ScrArea *sa;
@@ -882,14 +887,14 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
return OPERATOR_CANCELLED;
}
+ /* custom scene and single layer re-render */
+ screen_render_single_layer_set(op, bmain, workspace, &scene, &single_layer);
+
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
- if (RE_force_single_renderlayer(scene))
- WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, NULL);
-
- if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
+ if (!RE_is_rendering_allowed(scene, single_layer, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
@@ -901,15 +906,6 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
- /* get main */
- if (G.debug_value == 101) {
- /* thread-safety experiment, copy main from the undo buffer */
- struct MemFile *memfile = ED_undosys_stack_memfile_get_active(CTX_wm_manager(C)->undo_stack);
- mainp = BLO_memfile_main_get(memfile, CTX_data_main(C), &scene);
- }
- else
- mainp = CTX_data_main(C);
-
/* cancel animation playback */
if (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
@@ -935,18 +931,15 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
- /* custom scene and single layer re-render */
- screen_render_view_layer_set(op, mainp, &scene, &view_layer);
-
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
/* job custom data */
rj = MEM_callocN(sizeof(RenderJob), "render job");
- rj->main = mainp;
+ rj->main = bmain;
rj->scene = scene;
rj->current_scene = rj->scene;
- rj->view_layer = view_layer;
+ rj->single_layer = single_layer;
/* TODO(sergey): Render engine should be using own depsgraph. */
rj->depsgraph = CTX_data_depsgraph(C);
rj->camera_override = camera_override;