/* * $Id$ * * ***** 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 #include #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; atex == 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; } }