diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-07-24 15:50:26 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-07-24 15:50:26 +0300 |
commit | bbb1c0a077eaee74f0a3d6872e8513f756bc65a6 (patch) | |
tree | 4c2f1f2b9680a081b9916c690921c42ef08f14d3 /source/blender/editors/render/render_preview.c | |
parent | 4fd3582b32c56692a74c2719b2f064847418491a (diff) |
Render preview: Always make sure all ID datablocks references by objects are in bmain
Otherwise we'll have confused dependency graph builder, which wouldn't be able to
build proper graph.
Didn't find a way to avoid world copy here, we can probably escape with some shallow
copy here, but that will currently complicate code a lot.
Ideas to consider here:
- Use shallow copy of existing world after new ID management API is in place.
Downside would be thread safety, kind of nice to have everything local.
- Switch depsgraph away from ID_TAG and do hash lookup or so.
This will slow down depsgraph builder, but will make code more reliable.
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r-- | source/blender/editors/render/render_preview.c | 19 |
1 files changed, 15 insertions, 4 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c index 1a3d1ce083e..f10cf034f7e 100644 --- a/source/blender/editors/render/render_preview.c +++ b/source/blender/editors/render/render_preview.c @@ -318,6 +318,16 @@ static void set_preview_layer(SceneLayer *scene_layer, char pr_type) } } +static World *preview_get_localized_world(ShaderPreview *sp, World *world) +{ + if (sp->worldcopy != NULL) { + return sp->worldcopy; + } + sp->worldcopy = localize_world(world); + BLI_addtail(&sp->pr_main->world, sp->worldcopy); + return sp->worldcopy; +} + /* call this with a pointer to initialize preview scene */ /* call this with NULL to restore assigned ID pointers in preview scene */ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp) @@ -439,8 +449,9 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty } else { /* use current scene world to light sphere */ - if (mat->pr_type == MA_SPHERE_A) - sce->world = scene->world; + if (mat->pr_type == MA_SPHERE_A) { + sce->world = preview_get_localized_world(sp, scene->world); + } } if (sp->pr_method == PR_ICON_RENDER) { @@ -452,7 +463,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty /* same as above, use current scene world to light sphere */ if (BKE_scene_use_new_shading_nodes(scene)) - sce->world = scene->world; + sce->world = preview_get_localized_world(sp, scene->world); } } else { @@ -541,7 +552,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty if (!BKE_scene_use_new_shading_nodes(scene)) { if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) { set_preview_layer(scene_layer, MA_ATMOS); - sce->world = scene->world; + sce->world = preview_get_localized_world(sp, scene->world); sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2); } else { |