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authorJacques Lucke <jacques@blender.org>2021-12-27 19:26:09 +0300
committerJacques Lucke <jacques@blender.org>2021-12-27 19:26:09 +0300
commit1c9d8fcb477c5aea5555781cc209d60da126f48f (patch)
tree0dfd7e47181b1750d9f6521ef71150ae7178fce5 /source/blender/editors/render/render_update.cc
parent644e6c7a3e99ae1d43edb25a7d4c3ed86727faba (diff)
Render: move editor/render module to c++
Doing this in preparation for some work on asset preview generation. Differential Revision: https://developer.blender.org/D13676
Diffstat (limited to 'source/blender/editors/render/render_update.cc')
-rw-r--r--source/blender/editors/render/render_update.cc351
1 files changed, 351 insertions, 0 deletions
diff --git a/source/blender/editors/render/render_update.cc b/source/blender/editors/render/render_update.cc
new file mode 100644
index 00000000000..24127cd6840
--- /dev/null
+++ b/source/blender/editors/render/render_update.cc
@@ -0,0 +1,351 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup edrend
+ */
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "DNA_cachefile_types.h"
+#include "DNA_light_types.h"
+#include "DNA_material_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_windowmanager_types.h"
+#include "DNA_world_types.h"
+
+#include "DRW_engine.h"
+
+#include "BLI_listbase.h"
+#include "BLI_threads.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_context.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 "RE_engine.h"
+#include "RE_pipeline.h"
+
+#include "ED_node.h"
+#include "ED_paint.h"
+#include "ED_render.h"
+#include "ED_view3d.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+#include "WM_api.h"
+
+#include <stdio.h>
+
+/* -------------------------------------------------------------------- */
+/** \name Render Engines
+ * \{ */
+
+void ED_render_view3d_update(Depsgraph *depsgraph,
+ wmWindow *window,
+ ScrArea *area,
+ const bool updated)
+{
+ Main *bmain = DEG_get_bmain(depsgraph);
+ Scene *scene = DEG_get_input_scene(depsgraph);
+ ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
+
+ LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
+ if (region->regiontype != RGN_TYPE_WINDOW) {
+ continue;
+ }
+
+ View3D *v3d = static_cast<View3D *>(area->spacedata.first);
+ RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
+ RenderEngine *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))) {
+ /* Create temporary context to execute callback in. */
+ bContext *C = CTX_create();
+ CTX_data_main_set(C, bmain);
+ CTX_data_scene_set(C, scene);
+ CTX_wm_manager_set(C, static_cast<wmWindowManager *>(bmain->wm.first));
+ CTX_wm_window_set(C, window);
+ CTX_wm_screen_set(C, WM_window_get_active_screen(window));
+ CTX_wm_area_set(C, area);
+ CTX_wm_region_set(C, region);
+
+ engine->flag &= ~RE_ENGINE_DO_UPDATE;
+ /* NOTE: Important to pass non-updated depsgraph, This is because this function is called
+ * from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
+ * we will lose updates stored in the graph. */
+ engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
+
+ CTX_free(C);
+ }
+ else {
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
+ if (updated) {
+ DRWUpdateContext drw_context = {0};
+ drw_context.bmain = bmain;
+ drw_context.depsgraph = depsgraph;
+ drw_context.scene = scene;
+ drw_context.view_layer = view_layer;
+ drw_context.region = region;
+ drw_context.v3d = v3d;
+ drw_context.engine_type = engine_type;
+ DRW_notify_view_update(&drw_context);
+ }
+ }
+ }
+}
+
+void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
+{
+ Main *bmain = update_ctx->bmain;
+ 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;
+
+ wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
+ LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
+ bScreen *screen = WM_window_get_active_screen(window);
+
+ LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
+ if (area->spacetype == SPACE_VIEW3D) {
+ ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
+ }
+ }
+ }
+
+ recursive_check = false;
+}
+
+void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
+{
+ /* clear all render engines in this area */
+ ARegion *region;
+ wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
+
+ if (area->spacetype != SPACE_VIEW3D) {
+ return;
+ }
+
+ for (region = static_cast<ARegion *>(area->regionbase.first); region; region = region->next) {
+ if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
+ continue;
+ }
+ ED_view3d_stop_render_preview(wm, region);
+ }
+}
+
+void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
+{
+ /* on changing the render engine type, clear all running render engines */
+ for (bScreen *screen = static_cast<bScreen *>(bmain->screens.first); screen;
+ screen = static_cast<bScreen *>(screen->id.next)) {
+ LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
+ ED_render_engine_area_exit(bmain, area);
+ }
+ }
+ RE_FreePersistentData(NULL);
+ /* Inform all render engines and draw managers. */
+ DEGEditorUpdateContext update_ctx = {NULL};
+ update_ctx.bmain = bmain;
+ for (Scene *scene = static_cast<Scene *>(bmain->scenes.first); scene;
+ scene = static_cast<Scene *>(scene->id.next)) {
+ update_ctx.scene = scene;
+ LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
+ /* TDODO(sergey): Iterate over depsgraphs instead? */
+ update_ctx.depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
+ update_ctx.view_layer = view_layer;
+ ED_render_id_flush_update(&update_ctx, &scene->id);
+ }
+ if (scene->nodetree && update_scene_data) {
+ ntreeCompositUpdateRLayers(scene->nodetree);
+ }
+ }
+
+ /* Update #CacheFiles to ensure that procedurals are properly taken into account. */
+ LISTBASE_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
+ /* Only update cache-files which are set to use a render procedural.
+ * We do not use #BKE_cachefile_uses_render_procedural here as we need to update regardless of
+ * the current engine or its settings. */
+ if (cachefile->use_render_procedural) {
+ DEG_id_tag_update(&cachefile->id, ID_RECALC_COPY_ON_WRITE);
+ /* Rebuild relations so that modifiers are reconnected to or disconnected from the
+ * cache-file. */
+ DEG_relations_tag_update(bmain);
+ }
+ }
+}
+
+void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
+{
+ LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
+ ED_render_engine_area_exit(bmain, area);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Updates
+ *
+ * #ED_render_id_flush_update gets called from #DEG_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 material_changed(Main *UNUSED(bmain), Material *ma)
+{
+ /* icons */
+ BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
+}
+
+static void lamp_changed(Main *UNUSED(bmain), Light *la)
+{
+ /* icons */
+ BKE_icon_changed(BKE_icon_id_ensure(&la->id));
+}
+
+static void texture_changed(Main *bmain, Tex *tex)
+{
+ Scene *scene;
+ ViewLayer *view_layer;
+ bNode *node;
+
+ /* icons */
+ BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
+
+ for (scene = static_cast<Scene *>(bmain->scenes.first); scene;
+ scene = static_cast<Scene *>(scene->id.next)) {
+ /* paint overlays */
+ for (view_layer = static_cast<ViewLayer *>(scene->view_layers.first); view_layer;
+ view_layer = view_layer->next) {
+ BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
+ }
+ /* find compositing nodes */
+ if (scene->use_nodes && scene->nodetree) {
+ for (node = static_cast<bNode *>(scene->nodetree->nodes.first); node; node = node->next) {
+ if (node->id == &tex->id) {
+ ED_node_tag_update_id(&scene->id);
+ }
+ }
+ }
+ }
+}
+
+static void world_changed(Main *UNUSED(bmain), World *wo)
+{
+ /* icons */
+ BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
+}
+
+static void image_changed(Main *bmain, Image *ima)
+{
+ Tex *tex;
+
+ /* icons */
+ BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
+
+ /* textures */
+ for (tex = static_cast<Tex *>(bmain->textures.first); tex;
+ tex = static_cast<Tex *>(tex->id.next)) {
+ if (tex->type == TEX_IMAGE && tex->ima == ima) {
+ texture_changed(bmain, tex);
+ }
+ }
+}
+
+static void scene_changed(Main *bmain, Scene *scene)
+{
+ Object *ob;
+
+ /* glsl */
+ for (ob = static_cast<Object *>(bmain->objects.first); ob;
+ ob = static_cast<Object *>(ob->id.next)) {
+ if (ob->mode & OB_MODE_TEXTURE_PAINT) {
+ BKE_texpaint_slots_refresh_object(scene, ob);
+ ED_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
+ }
+ }
+}
+
+void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, 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;
+ }
+ Main *bmain = update_ctx->bmain;
+ /* Internal ID update handlers. */
+ switch (GS(id->name)) {
+ case ID_MA:
+ material_changed(bmain, (Material *)id);
+ 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, (Light *)id);
+ break;
+ case ID_IM:
+ image_changed(bmain, (Image *)id);
+ break;
+ case ID_SCE:
+ scene_changed(bmain, (Scene *)id);
+ break;
+ default:
+ break;
+ }
+}
+
+/** \} */