/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2009 Blender Foundation. All rights reserved. */ /** \file * \ingroup edrend */ #include #include #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 "NOD_composite.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 /* -------------------------------------------------------------------- */ /** \name Render Engines * \{ */ 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 = static_cast(area->spacedata.first); RegionView3D *rv3d = static_cast(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, static_cast(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); } if (!updated) { continue; } DRWUpdateContext drw_context = {nullptr}; drw_context.bmain = bmain; drw_context.depsgraph = depsgraph; drw_context.scene = scene; drw_context.view_layer = view_layer; drw_context.region = region; drw_context.v3d = v3d; drw_context.engine_type = ED_view3d_engine_type(scene, v3d->shading.type); DRW_notify_view_update(&drw_context); } } 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 = static_cast(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 = static_cast(bmain->wm.first); if (area->spacetype != SPACE_VIEW3D) { return; } for (region = static_cast(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 = static_cast(bmain->screens.first); screen; screen = static_cast(screen->id.next)) { LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { ED_render_engine_area_exit(bmain, area); } } RE_FreePersistentData(nullptr); /* Inform all render engines and draw managers. */ DEGEditorUpdateContext update_ctx = {nullptr}; update_ctx.bmain = bmain; for (Scene *scene = static_cast(bmain->scenes.first); scene; scene = static_cast(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 * /*bmain*/, Material *ma) { /* icons */ BKE_icon_changed(BKE_icon_id_ensure(&ma->id)); } static void lamp_changed(Main * /*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 = static_cast(bmain->scenes.first); scene; scene = static_cast(scene->id.next)) { /* paint overlays */ for (view_layer = static_cast(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 = static_cast(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 * /*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 = static_cast(bmain->textures.first); tex; tex = static_cast(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 = static_cast(bmain->objects.first); ob; ob = static_cast(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, nullptr, nullptr, nullptr, nullptr); } } } 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; } } /** \} */