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Diffstat (limited to 'source/blender/editors/render/render_update.c')
-rw-r--r--source/blender/editors/render/render_update.c238
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
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+++ b/source/blender/editors/render/render_update.c
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+/*
+ * $Id$
+ *
+ * ***** 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;
+ }
+}
+