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authorDalai Felinto <dfelinto@gmail.com>2017-10-16 22:15:03 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-10-16 22:29:04 +0300
commite4f2b2be26adbb5c34231598526a270559c6e183 (patch)
tree40601b1349372904cffe619003dcc83b7011d8be /source/blender/editors/space_view3d
parente8962f90de4222d6f750d3d3478eff65490365d8 (diff)
Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c3
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c32
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c8
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c1
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c6
6 files changed, 30 insertions, 22 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 9654ff74f54..2267c12f100 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -1301,7 +1301,8 @@ static void view3d_props_region_listener(
/* area (not region) level listener */
static void space_view3d_listener(
- bScreen *UNUSED(sc), ScrArea *sa, struct wmNotifier *wmn, const Scene *UNUSED(scene))
+ bScreen *UNUSED(sc), ScrArea *sa, struct wmNotifier *wmn, Scene *UNUSED(scene),
+ WorkSpace *UNUSED(workspace))
{
View3D *v3d = sa->spacedata.first;
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index ed4d7861d6d..ec2dcc75bc0 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1880,10 +1880,11 @@ static void view3d_draw_view(const bContext *C, ARegion *ar)
void view3d_main_region_draw(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
+ WorkSpace *workspace = CTX_wm_workspace(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = ar->regiondata;
- /* XXX: In the future we should get RE from Layers/Depsgraph */
- RenderEngineType *type = RE_engines_find(scene->r.engine);
+ ViewRender *view_render = BKE_viewrender_get(scene, workspace);
+ RenderEngineType *type = RE_engines_find(view_render->engine_id);
/* Provisory Blender Internal drawing */
if (type->flag & RE_USE_LEGACY_PIPELINE) {
@@ -1931,7 +1932,7 @@ static void view3d_stereo3d_setup_offscreen(
void ED_view3d_draw_offscreen_init(const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, View3D *v3d)
{
- RenderEngineType *type = RE_engines_find(scene->r.engine);
+ RenderEngineType *type = eval_ctx->engine;
if (type->flag & RE_USE_LEGACY_PIPELINE) {
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) {
@@ -1959,7 +1960,8 @@ static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
* stuff like shadow buffers
*/
void ED_view3d_draw_offscreen(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int winx, int winy,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *scene_layer,
+ View3D *v3d, ARegion *ar, int winx, int winy,
float viewmat[4][4], float winmat[4][4],
bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
GPUFX *fx, GPUFXSettings *fx_settings,
@@ -2013,7 +2015,7 @@ void ED_view3d_draw_offscreen(
view3d_main_region_setup_view(eval_ctx, scene, v3d, ar, viewmat, winmat, NULL);
/* main drawing call */
- RenderEngineType *type = RE_engines_find(scene->r.engine);
+ RenderEngineType *type = eval_ctx->engine;
if (type->flag & RE_USE_LEGACY_PIPELINE) {
/* framebuffer fx needed, we need to draw offscreen first */
@@ -2055,8 +2057,8 @@ void ED_view3d_draw_offscreen(
}
else {
/* XXX, should take depsgraph as arg */
- Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, sl);
- DRW_draw_render_loop_offscreen(depsgraph, ar, v3d, ofs);
+ Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, scene_layer);
+ DRW_draw_render_loop_offscreen(depsgraph, eval_ctx->engine, ar, v3d, ofs);
}
/* restore size */
@@ -2079,7 +2081,8 @@ void ED_view3d_draw_offscreen(
* (avoids re-creating when doing multiple GL renders).
*/
ImBuf *ED_view3d_draw_offscreen_imbuf(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *scene_layer,
+ View3D *v3d, ARegion *ar, int sizex, int sizey,
unsigned int flag, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
/* output vars */
@@ -2108,7 +2111,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
}
}
- ED_view3d_draw_offscreen_init(eval_ctx, scene, sl, v3d);
+ ED_view3d_draw_offscreen_init(eval_ctx, scene, scene_layer, v3d);
GPU_offscreen_bind(ofs, true);
@@ -2150,7 +2153,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
if ((samples && full_samples) == 0) {
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
- eval_ctx, scene, sl, v3d, ar, sizex, sizey, NULL, winmat,
+ eval_ctx, scene, scene_layer, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
@@ -2174,7 +2177,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
/* first sample buffer, also initializes 'rv3d->persmat' */
ED_view3d_draw_offscreen(
- eval_ctx, scene, sl, v3d, ar, sizex, sizey, NULL, winmat,
+ eval_ctx, scene, scene_layer, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
@@ -2193,7 +2196,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
(jit_ofs[j][1] * 2.0f) / sizey);
ED_view3d_draw_offscreen(
- eval_ctx, scene, sl, v3d, ar, sizex, sizey, NULL, winmat_jitter,
+ eval_ctx, scene, scene_layer, v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
@@ -2244,7 +2247,8 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
- const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
+ const EvaluationContext *eval_ctx, Scene *scene, SceneLayer *scene_layer,
+ Object *camera, int width, int height,
unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
@@ -2298,7 +2302,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(
- eval_ctx, scene, sl, &v3d, &ar, width, height, flag,
+ eval_ctx, scene, scene_layer, &v3d, &ar, width, height, flag,
draw_background, alpha_mode, samples, full_samples, viewname,
fx, ofs, err_out);
}
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index d24c8241855..3680470c734 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -1786,8 +1786,7 @@ void ED_scene_draw_fps(Scene *scene, const rcti *rect)
static bool view3d_main_region_do_render_draw(const Scene *scene)
{
- RenderEngineType *type = RE_engines_find(scene->r.engine);
-
+ RenderEngineType *type = RE_engines_find(scene->view_render.engine_id);
return (type && type->view_update && type->render_to_view);
}
@@ -1849,8 +1848,7 @@ static bool view3d_main_region_draw_engine(
/* create render engine */
if (!rv3d->render_engine) {
RenderEngine *engine;
-
- type = RE_engines_find(scene->r.engine);
+ type = RE_engines_find(scene->view_render.engine_id);
if (!(type->view_update && type->render_to_view))
return false;
@@ -1979,7 +1977,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Sce
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE
- if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
+ if (STREQ(scene->view_render.engine_id, RE_engine_id_BLENDER_GAME)) {
rv3d->rflag |= RV3D_IS_GAME_ENGINE;
/* Make sure LoDs are up to date */
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
index 60e90121ad1..03f4f506c13 100644
--- a/source/blender/editors/space_view3d/view3d_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -282,7 +282,7 @@ static void ruler_state_set(bContext *C, RulerInfo *ruler_info, int state)
}
else if (state == RULER_STATE_DRAG) {
ruler_info->snap_context = ED_transform_snap_object_context_create_view3d(
- CTX_data_main(C), CTX_data_scene(C), CTX_data_scene_layer(C), 0,
+ CTX_data_main(C), CTX_data_scene(C), CTX_data_scene_layer(C), CTX_data_engine(C), 0,
ruler_info->ar, CTX_wm_view3d(C));
}
else {
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index f5d5ae3726f..9014a2c74e6 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -114,6 +114,7 @@ void view3d_set_viewcontext(bContext *C, ViewContext *vc)
vc->depsgraph = CTX_data_depsgraph(C);
vc->scene = CTX_data_scene(C);
vc->scene_layer = CTX_data_scene_layer(C);
+ vc->engine = CTX_data_engine(C);
vc->v3d = CTX_wm_view3d(C);
vc->win = CTX_wm_window(C);
vc->rv3d = CTX_wm_region_view3d(C);
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index 44b7fadd29f..2f7893b9b83 100644
--- a/source/blender/editors/space_view3d/view3d_walk.c
+++ b/source/blender/editors/space_view3d/view3d_walk.c
@@ -58,6 +58,8 @@
#include "GPU_immediate.h"
+#include "RE_engine.h"
+
#include "view3d_intern.h" /* own include */
#ifdef WITH_INPUT_NDOF
@@ -249,6 +251,7 @@ typedef struct WalkInfo {
ARegion *ar;
Scene *scene;
SceneLayer *scene_layer;
+ RenderEngineType *engine;
wmTimer *timer; /* needed for redraws */
@@ -512,6 +515,7 @@ static bool initWalkInfo(bContext *C, WalkInfo *walk, wmOperator *op)
walk->ar = CTX_wm_region(C);
walk->scene = CTX_data_scene(C);
walk->scene_layer = CTX_data_scene_layer(C);
+ walk->engine = CTX_data_engine(C);
#ifdef NDOF_WALK_DEBUG
puts("\n-- walk begin --");
@@ -600,7 +604,7 @@ static bool initWalkInfo(bContext *C, WalkInfo *walk, wmOperator *op)
walk->rv3d->rflag |= RV3D_NAVIGATING;
walk->snap_context = ED_transform_snap_object_context_create_view3d(
- CTX_data_main(C), walk->scene, walk->scene_layer, 0,
+ CTX_data_main(C), walk->scene, walk->scene_layer, walk->engine, 0,
walk->ar, walk->v3d);
walk->v3d_camera_control = ED_view3d_cameracontrol_acquire(