/* * ***** 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_update.c * \ingroup edrend */ #include #include #include "DNA_lamp_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_world_types.h" #include "DNA_windowmanager_types.h" #include "BLI_listbase.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "BKE_context.h" #include "BKE_DerivedMesh.h" #include "BKE_icons.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_node.h" #include "BKE_paint.h" #include "GPU_material.h" #include "GPU_buffers.h" #include "RE_engine.h" #include "RE_pipeline.h" #include "ED_node.h" #include "ED_render.h" #include "ED_view3d.h" #include "render_intern.h" // own include extern Material defmaterial; /***************************** Render Engines ********************************/ void ED_render_scene_update(Main *bmain, Scene *scene, int updated) { /* viewport rendering update on data changes, happens after depsgraph * updates if there was any change. context is set to the 3d view */ 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 *sc = win->screen; ScrArea *sa; ARegion *ar; CTX_wm_window_set(C, win); for (sa = sc->areabase.first; sa; sa = sa->next) { if (sa->spacetype != SPACE_VIEW3D) continue; for (ar = sa->regionbase.first; ar; ar = ar->next) { RegionView3D *rv3d; RenderEngine *engine; if (ar->regiontype != RGN_TYPE_WINDOW) continue; rv3d = ar->regiondata; 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, sc); CTX_wm_area_set(C, sa); CTX_wm_region_set(C, ar); engine->flag &= ~RE_ENGINE_DO_UPDATE; engine->type->view_update(engine, C); } } } } CTX_free(C); recursive_check = false; } void ED_render_engine_area_exit(Main *bmain, ScrArea *sa) { /* clear all render engines in this area */ ARegion *ar; wmWindowManager *wm = bmain->wm.first; if (sa->spacetype != SPACE_VIEW3D) return; for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata)) continue; ED_view3d_stop_render_preview(wm, ar); } } void ED_render_engine_changed(Main *bmain) { /* on changing the render engine type, clear all running render engines */ bScreen *sc; ScrArea *sa; Scene *scene; for (sc = bmain->screen.first; sc; sc = sc->id.next) for (sa = sc->areabase.first; sa; sa = sa->next) ED_render_engine_area_exit(bmain, sa); RE_FreePersistentData(); for (scene = bmain->scene.first; scene; scene = scene->id.next) ED_render_id_flush_update(bmain, &scene->id); } /***************************** 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 void render_engine_flag_changed(Main *bmain, int update_flag) { bScreen *sc; ScrArea *sa; ARegion *ar; for (sc = bmain->screen.first; sc; sc = sc->id.next) { for (sa = sc->areabase.first; sa; sa = sa->next) { if (sa->spacetype != SPACE_VIEW3D) continue; for (ar = sa->regionbase.first; ar; ar = ar->next) { RegionView3D *rv3d; if (ar->regiontype != RGN_TYPE_WINDOW) continue; rv3d = ar->regiondata; if (rv3d->render_engine) rv3d->render_engine->update_flag |= update_flag; } } } } 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 (GS(node->id->name) == ID_MA) { if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex)) return 1; } else if (node->type == NODE_GROUP) { if (nodes_use_tex((bNodeTree *)node->id, tex)) return 1; } } } return 0; } static int nodes_use_material(bNodeTree *ntree, Material *ma) { bNode *node; for (node = ntree->nodes.first; node; node = node->next) { if (node->id) { if (node->id == (ID *)ma) { return 1; } else if (node->type == NODE_GROUP) { if (nodes_use_material((bNodeTree *)node->id, ma)) return 1; } } } return 0; } static void material_changed(Main *bmain, Material *ma) { Material *parent; Object *ob; Scene *scene; int texture_draw = false; /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&ma->id)); /* glsl */ if (ma->gpumaterial.first) GPU_material_free(&ma->gpumaterial); /* find node materials using this */ for (parent = bmain->mat.first; parent; parent = parent->id.next) { if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) { /* pass */ } else { continue; } BKE_icon_changed(BKE_icon_id_ensure(&parent->id)); if (parent->gpumaterial.first) GPU_material_free(&parent->gpumaterial); } /* find if we have a scene with textured display */ for (scene = bmain->scene.first; scene; scene = scene->id.next) { if (scene->customdata_mask & CD_MASK_MTFACE) { texture_draw = true; break; } } /* find textured objects */ if (texture_draw) { for (ob = bmain->object.first; ob; ob = ob->id.next) { DerivedMesh *dm = ob->derivedFinal; Material ***material = give_matarar(ob); short a, *totmaterial = give_totcolp(ob); if (dm && totmaterial && material) { for (a = 0; a < *totmaterial; a++) { if ((*material)[a] == ma) { GPU_drawobject_free(dm); break; } } } } } } static void lamp_changed(Main *bmain, Lamp *la) { Object *ob; Material *ma; /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&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->gpumaterial); if (defmaterial.gpumaterial.first) GPU_material_free(&defmaterial.gpumaterial); } static int material_uses_texture(Material *ma, Tex *tex) { if (mtex_use_tex(ma->mtex, MAX_MTEX, tex)) return true; else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex)) return true; return false; } static void texture_changed(Main *bmain, Tex *tex) { Material *ma; Lamp *la; World *wo; Scene *scene; Object *ob; bNode *node; bool texture_draw = false; /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&tex->id)); /* paint overlays */ for (scene = bmain->scene.first; scene; scene = scene->id.next) BKE_paint_invalidate_overlay_tex(scene, tex); /* find materials */ for (ma = bmain->mat.first; ma; ma = ma->id.next) { if (!material_uses_texture(ma, tex)) continue; BKE_icon_changed(BKE_icon_id_ensure(&ma->id)); if (ma->gpumaterial.first) GPU_material_free(&ma->gpumaterial); } /* find lamps */ for (la = bmain->lamp.first; la; la = la->id.next) { if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) { lamp_changed(bmain, la); } else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) { lamp_changed(bmain, la); } else { continue; } } /* find worlds */ for (wo = bmain->world.first; wo; wo = wo->id.next) { if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) { /* pass */ } else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) { /* pass */ } else { continue; } BKE_icon_changed(BKE_icon_id_ensure(&wo->id)); if (wo->gpumaterial.first) GPU_material_free(&wo->gpumaterial); } /* find compositing nodes */ for (scene = bmain->scene.first; scene; scene = scene->id.next) { 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); } } if (scene->customdata_mask & CD_MASK_MTFACE) texture_draw = true; } /* find textured objects */ if (texture_draw) { for (ob = bmain->object.first; ob; ob = ob->id.next) { DerivedMesh *dm = ob->derivedFinal; Material ***material = give_matarar(ob); short a, *totmaterial = give_totcolp(ob); if (dm && totmaterial && material) { for (a = 0; a < *totmaterial; a++) { if (ob->matbits && ob->matbits[a]) ma = ob->mat[a]; else ma = (*material)[a]; if (ma && material_uses_texture(ma, tex)) { GPU_drawobject_free(dm); break; } } } } } } static void world_changed(Main *bmain, World *wo) { Material *ma; /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&wo->id)); /* glsl */ for (ma = bmain->mat.first; ma; ma = ma->id.next) if (ma->gpumaterial.first) GPU_material_free(&ma->gpumaterial); if (defmaterial.gpumaterial.first) GPU_material_free(&defmaterial.gpumaterial); if (wo->gpumaterial.first) GPU_material_free(&wo->gpumaterial); } static void image_changed(Main *bmain, Image *ima) { Tex *tex; /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&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 *scene) { Object *ob; Material *ma; World *wo; /* glsl */ for (ob = bmain->object.first; ob; ob = ob->id.next) { if (ob->gpulamp.first) GPU_lamp_free(ob); 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); GPU_drawobject_free(ob->derivedFinal); } } for (ma = bmain->mat.first; ma; ma = ma->id.next) if (ma->gpumaterial.first) GPU_material_free(&ma->gpumaterial); for (wo = bmain->world.first; wo; wo = wo->id.next) if (wo->gpumaterial.first) GPU_material_free(&wo->gpumaterial); if (defmaterial.gpumaterial.first) GPU_material_free(&defmaterial.gpumaterial); } void ED_render_id_flush_update(Main *bmain, 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; switch (GS(id->name)) { case ID_MA: material_changed(bmain, (Material *)id); render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_MA); 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); render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER); break; default: render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER); break; } } void ED_render_internal_init(void) { RenderEngineType *ret = RE_engines_find(RE_engine_id_BLENDER_RENDER); ret->view_update = render_view3d_update; ret->view_draw = render_view3d_draw; }