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Diffstat (limited to 'source/blender/editors/render/render_update.c')
-rw-r--r--source/blender/editors/render/render_update.c348
1 files changed, 0 insertions, 348 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
deleted file mode 100644
index 8bc2281db73..00000000000
--- a/source/blender/editors/render/render_update.c
+++ /dev/null
@@ -1,348 +0,0 @@
-/*
- * 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
- * \{ */
-
-/* Update 3D viewport render or draw engine on changes to the scene or view settings. */
-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 = area->spacedata.first;
- RegionView3D *rv3d = 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, 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) {
- DRW_notify_view_update((&(DRWUpdateContext){
- .bmain = bmain,
- .depsgraph = depsgraph,
- .scene = scene,
- .view_layer = view_layer,
- .region = region,
- .v3d = v3d,
- .engine_type = engine_type,
- }));
- }
- }
- }
-}
-
-/* Update all 3D viewport render and draw engines on changes to the scene.
- * This is called by the dependency graph when it detects changes. */
-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 = 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 = bmain->wm.first;
-
- if (area->spacetype != SPACE_VIEW3D) {
- return;
- }
-
- for (region = 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 = bmain->screens.first; screen; screen = 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 = bmain->scenes.first; scene; 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 = bmain->scenes.first; scene; scene = scene->id.next) {
- /* paint overlays */
- for (view_layer = 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 = 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 = bmain->textures.first; tex; 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 = bmain->objects.first; ob; ob = 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;
- }
-}
-
-/** \} */