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Diffstat (limited to 'source/blender/editors/render/render_update.c')
-rw-r--r-- | source/blender/editors/render/render_update.c | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c new file mode 100644 index 00000000000..98f42fe97c1 --- /dev/null +++ b/source/blender/editors/render/render_update.c @@ -0,0 +1,238 @@ +/* + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/editors/render/render_shading.c + * \ingroup edrend + */ + +#include <stdlib.h> +#include <string.h> + +#include "MEM_guardedalloc.h" + +#include "DNA_lamp_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_world_types.h" + +#include "BLI_utildefines.h" + +#include "BKE_context.h" +#include "BKE_depsgraph.h" +#include "BKE_icons.h" +#include "BKE_image.h" +#include "BKE_main.h" +#include "BKE_material.h" +#include "BKE_node.h" +#include "BKE_scene.h" +#include "BKE_texture.h" +#include "BKE_world.h" + +#include "GPU_material.h" + +#include "ED_render.h" + +#include "render_intern.h" // own include + +/***************************** Updates *********************************** + * ED_render_id_flush_update gets called from DAG_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 int mtex_use_tex(MTex **mtex, int tot, Tex *tex) +{ + int a; + + if(!mtex) + return 0; + + for(a=0; a<tot; a++) + if(mtex[a] && mtex[a]->tex == tex) + return 1; + + return 0; +} + +static int nodes_use_tex(bNodeTree *ntree, Tex *tex) +{ + bNode *node; + + for(node=ntree->nodes.first; node; node= node->next) { + if(node->id) { + if(node->id == (ID*)tex) { + return 1; + } + else if(node->type==NODE_GROUP) { + if(nodes_use_tex((bNodeTree *)node->id, tex)) + return 1; + } + } + } + + return 0; +} + +static void material_changed(Main *UNUSED(bmain), Material *ma) +{ + /* icons */ + BKE_icon_changed(BKE_icon_getid(&ma->id)); + + /* glsl */ + if(ma->gpumaterial.first) + GPU_material_free(ma); +} + +static void texture_changed(Main *bmain, Tex *tex) +{ + Material *ma; + Lamp *la; + World *wo; + + /* icons */ + BKE_icon_changed(BKE_icon_getid(&tex->id)); + + /* find materials */ + for(ma=bmain->mat.first; ma; ma=ma->id.next) { + if(mtex_use_tex(ma->mtex, MAX_MTEX, tex)); + else if(ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex)); + else continue; + + BKE_icon_changed(BKE_icon_getid(&ma->id)); + + if(ma->gpumaterial.first) + GPU_material_free(ma); + } + + /* find lamps */ + for(la=bmain->lamp.first; la; la=la->id.next) { + if(mtex_use_tex(la->mtex, MAX_MTEX, tex)); + else continue; + + BKE_icon_changed(BKE_icon_getid(&la->id)); + } + + /* find worlds */ + for(wo=bmain->world.first; wo; wo=wo->id.next) { + if(mtex_use_tex(wo->mtex, MAX_MTEX, tex)); + else continue; + + BKE_icon_changed(BKE_icon_getid(&wo->id)); + } +} + +static void lamp_changed(Main *bmain, Lamp *la) +{ + Object *ob; + Material *ma; + + /* icons */ + BKE_icon_changed(BKE_icon_getid(&la->id)); + + /* glsl */ + for(ob=bmain->object.first; ob; ob=ob->id.next) + if(ob->data == la && ob->gpulamp.first) + GPU_lamp_free(ob); + + for(ma=bmain->mat.first; ma; ma=ma->id.next) + if(ma->gpumaterial.first) + GPU_material_free(ma); +} + +static void world_changed(Main *bmain, World *wo) +{ + Material *ma; + + /* icons */ + BKE_icon_changed(BKE_icon_getid(&wo->id)); + + /* glsl */ + for(ma=bmain->mat.first; ma; ma=ma->id.next) + if(ma->gpumaterial.first) + GPU_material_free(ma); +} + +static void image_changed(Main *bmain, Image *ima) +{ + Tex *tex; + + /* icons */ + BKE_icon_changed(BKE_icon_getid(&ima->id)); + + /* textures */ + for(tex=bmain->tex.first; tex; tex=tex->id.next) + if(tex->ima == ima) + texture_changed(bmain, tex); +} + +static void scene_changed(Main *bmain, Scene *UNUSED(scene)) +{ + Object *ob; + Material *ma; + + /* glsl */ + for(ob=bmain->object.first; ob; ob=ob->id.next) + if(ob->gpulamp.first) + GPU_lamp_free(ob); + + for(ma=bmain->mat.first; ma; ma=ma->id.next) + if(ma->gpumaterial.first) + GPU_material_free(ma); +} + +void ED_render_id_flush_update(Main *bmain, ID *id) +{ + if(!id) + return; + + 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, (Lamp*)id); + break; + case ID_IM: + image_changed(bmain, (Image*)id); + break; + case ID_SCE: + scene_changed(bmain, (Scene*)id); + break; + default: + break; + } +} + |