/* * 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 #include #include "DNA_light_types.h" #include "DNA_material_types.h" #include "DNA_meshdata_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_workspace_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_layer.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_node.h" #include "BKE_paint.h" #include "BKE_scene.h" #include "BKE_workspace.h" #include "RE_engine.h" #include "RE_pipeline.h" #include "ED_node.h" #include "ED_render.h" #include "ED_view3d.h" #include "DEG_depsgraph.h" #include "WM_api.h" #include "render_intern.h" // own include /***************************** Render Engines ********************************/ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated) { /* viewport rendering update on data changes, happens after depsgraph * updates if there was any change. context is set to the 3d view */ Main *bmain = update_ctx->bmain; Scene *scene = update_ctx->scene; ViewLayer *view_layer = update_ctx->view_layer; bContext *C; wmWindowManager *wm; wmWindow *win; 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; C = CTX_create(); CTX_data_main_set(C, bmain); CTX_data_scene_set(C, scene); CTX_wm_manager_set(C, bmain->wm.first); wm = bmain->wm.first; for (win = wm->windows.first; win; win = win->next) { bScreen *screen = WM_window_get_active_screen(win); ScrArea *area; ARegion *region; CTX_wm_window_set(C, win); for (area = screen->areabase.first; area; area = area->next) { if (area->spacetype != SPACE_VIEW3D) { continue; } View3D *v3d = area->spacedata.first; for (region = area->regionbase.first; region; region = region->next) { if (region->regiontype != RGN_TYPE_WINDOW) { continue; } 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))) { CTX_wm_screen_set(C, screen); 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 loose updates stored in the graph. */ engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C)); } else { RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); if (updated) { DRW_notify_view_update((&(DRWUpdateContext){ .bmain = bmain, .depsgraph = update_ctx->depsgraph, .scene = scene, .view_layer = view_layer, .region = region, .v3d = (View3D *)area->spacedata.first, .engine_type = engine_type, })); } } } } } CTX_free(C); 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(); /* 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_get_depsgraph(bmain, scene, view_layer, true); update_ctx.view_layer = view_layer; ED_render_id_flush_update(&update_ctx, &scene->id); } if (scene->nodetree && update_scene_data) { ntreeCompositUpdateRLayers(scene->nodetree); } } } void ED_render_view_layer_changed(Main *bmain, bScreen *screen) { LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { ED_render_engine_area_exit(bmain, area); } } /***************************** 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); BKE_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; } }