Welcome to mirror list, hosted at ThFree Co, Russian Federation.

render_update.c « render « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e80c3d85670daafff0bc04bfef218d9dc2a918e1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
/*
 * ***** 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 <stdlib.h>
#include <string.h>

#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_node.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; 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(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;
	Scene *scene;
	bNode *node;

	/* 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));
	}

	/* 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_changed_update(&scene->id, node);
			}
		}
	}
}

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;
	}
}