Was trying to use a C++ type (`blender::Span`) in the header but couldn't. I would rather not use a less safe raw pointer to a buffer. Pull Request: https://projects.blender.org/blender/blender/pulls/148214
382 lines
11 KiB
C++
382 lines
11 KiB
C++
/* SPDX-FileCopyrightText: 2009 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edrend
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*/
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#include <cstdlib>
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#include <cstring>
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#include "DNA_anim_types.h"
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#include "DNA_brush_types.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_world_types.h"
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#include "DRW_engine.hh"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BKE_brush.hh"
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#include "BKE_context.hh"
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#include "BKE_icons.hh"
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#include "BKE_main.hh"
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#include "BKE_main_invariants.hh"
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#include "BKE_material.hh"
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#include "BKE_node_runtime.hh"
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#include "BKE_paint.hh"
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#include "BKE_scene.hh"
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#include "NOD_composite.hh"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "SEQ_animation.hh"
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#include "SEQ_prefetch.hh"
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#include "SEQ_relations.hh"
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#include "SEQ_sequencer.hh"
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#include "ED_node.hh"
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#include "ED_node_preview.hh"
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#include "ED_paint.hh"
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#include "ED_render.hh"
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#include "ED_view3d.hh"
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_query.hh"
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#include "WM_api.hh"
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/* -------------------------------------------------------------------- */
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/** \name Render Engines
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* \{ */
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void ED_render_view3d_update(Depsgraph *depsgraph,
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wmWindow *window,
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ScrArea *area,
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const bool updated)
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{
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Main *bmain = DEG_get_bmain(depsgraph);
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Scene *scene = DEG_get_input_scene(depsgraph);
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LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
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if (region->regiontype != RGN_TYPE_WINDOW) {
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continue;
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}
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RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
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RenderEngine *engine = rv3d->view_render ? RE_view_engine_get(rv3d->view_render) : nullptr;
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/* call update if the scene changed, or if the render engine
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* tagged itself for update (e.g. because it was busy at the
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* time of the last update) */
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if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
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/* Create temporary context to execute callback in. */
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bContext *C = CTX_create();
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CTX_data_main_set(C, bmain);
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CTX_data_scene_set(C, scene);
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CTX_wm_manager_set(C, static_cast<wmWindowManager *>(bmain->wm.first));
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CTX_wm_window_set(C, window);
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CTX_wm_screen_set(C, WM_window_get_active_screen(window));
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CTX_wm_area_set(C, area);
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CTX_wm_region_set(C, region);
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engine->flag &= ~RE_ENGINE_DO_UPDATE;
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/* NOTE: Important to pass non-updated depsgraph, This is because this function is called
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* from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
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* we will lose updates stored in the graph. */
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engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
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CTX_free(C);
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}
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}
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}
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void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
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{
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Main *bmain = update_ctx->bmain;
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static bool recursive_check = false;
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/* don't do this render engine update if we're updating the scene from
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* other threads doing e.g. rendering or baking jobs */
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if (!BLI_thread_is_main()) {
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return;
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}
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/* don't call this recursively for frame updates */
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if (recursive_check) {
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return;
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}
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/* Do not call if no WM available, see #42688. */
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if (BLI_listbase_is_empty(&bmain->wm)) {
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return;
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}
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recursive_check = true;
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wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
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LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
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bScreen *screen = WM_window_get_active_screen(window);
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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if (area->spacetype == SPACE_VIEW3D) {
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ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
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}
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}
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}
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recursive_check = false;
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}
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void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
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{
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/* clear all render engines in this area */
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wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
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if (area->spacetype != SPACE_VIEW3D) {
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return;
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}
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LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
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if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
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continue;
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}
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ED_view3d_stop_render_preview(wm, region);
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}
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}
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void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
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{
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/* on changing the render engine type, clear all running render engines */
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for (bScreen *screen = static_cast<bScreen *>(bmain->screens.first); screen;
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screen = static_cast<bScreen *>(screen->id.next))
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{
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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ED_render_engine_area_exit(bmain, area);
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}
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}
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/* Stop and invalidate all shader previews. */
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ED_preview_kill_jobs(static_cast<wmWindowManager *>(bmain->wm.first), bmain);
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LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
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BKE_material_make_node_previews_dirty(ma);
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}
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RE_FreePersistentData(nullptr);
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/* Inform all render engines and draw managers. */
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DEGEditorUpdateContext update_ctx = {nullptr};
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update_ctx.bmain = bmain;
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for (Scene *scene = static_cast<Scene *>(bmain->scenes.first); scene;
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scene = static_cast<Scene *>(scene->id.next))
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{
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update_ctx.scene = scene;
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LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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/* TDODO(sergey): Iterate over depsgraphs instead? */
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update_ctx.depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
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update_ctx.view_layer = view_layer;
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ED_render_id_flush_update(&update_ctx, &scene->id);
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}
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if (scene->compositing_node_group && update_scene_data) {
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ntreeCompositUpdateRLayers(scene->compositing_node_group);
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}
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}
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BKE_main_ensure_invariants(*bmain);
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}
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void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
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{
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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ED_render_engine_area_exit(bmain, area);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Updates
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*
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* #ED_render_id_flush_update gets called from #DEG_id_tag_update,
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* to do editor level updates when the ID changes.
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* When these ID blocks are in the dependency graph,
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* we can get rid of the manual dependency checks.
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* \{ */
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static void material_changed(Main *bmain, Material *ma)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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ED_previews_tag_dirty_by_id(*bmain, ma->id);
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}
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static void lamp_changed(Main *bmain, Light *la)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&la->id));
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ED_previews_tag_dirty_by_id(*bmain, la->id);
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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Scene *scene;
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
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ED_previews_tag_dirty_by_id(*bmain, tex->id);
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for (scene = static_cast<Scene *>(bmain->scenes.first); scene;
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scene = static_cast<Scene *>(scene->id.next))
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{
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/* paint overlays */
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LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
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}
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/* find compositing nodes */
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if (scene->compositing_node_group) {
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for (bNode *node : scene->compositing_node_group->all_nodes()) {
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if (node->id == &tex->id) {
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blender::ed::space_node::tag_update_id(&scene->id);
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}
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}
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}
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}
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LISTBASE_FOREACH (Brush *, brush, &bmain->brushes) {
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if (ELEM(tex, brush->mtex.tex, brush->mask_mtex.tex)) {
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BKE_brush_tag_unsaved_changes(brush);
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}
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}
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}
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static void world_changed(Main *bmain, World *wo)
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{
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
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ED_previews_tag_dirty_by_id(*bmain, wo->id);
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}
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static void image_changed(Main *bmain, Image *ima)
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{
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Tex *tex;
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
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ED_previews_tag_dirty_by_id(*bmain, ima->id);
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/* textures */
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for (tex = static_cast<Tex *>(bmain->textures.first); tex;
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tex = static_cast<Tex *>(tex->id.next))
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{
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if (tex->type == TEX_IMAGE && tex->ima == ima) {
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texture_changed(bmain, tex);
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}
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}
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}
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static void scene_changed(Main *bmain, Scene *scene)
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{
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Object *ob;
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/* glsl */
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for (ob = static_cast<Object *>(bmain->objects.first); ob;
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ob = static_cast<Object *>(ob->id.next))
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{
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if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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BKE_texpaint_slots_refresh_object(scene, ob);
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ED_paint_proj_mesh_data_check(*scene, *ob, nullptr, nullptr, nullptr, nullptr);
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}
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}
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}
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static void update_sequencer(const DEGEditorUpdateContext *update_ctx, Main *bmain, ID *id)
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{
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if (ELEM(id->recalc,
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0,
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ID_RECALC_SELECT,
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ID_RECALC_FRAME_CHANGE,
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ID_RECALC_AUDIO_FPS,
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ID_RECALC_AUDIO_VOLUME,
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ID_RECALC_AUDIO_MUTE,
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ID_RECALC_AUDIO_LISTENER,
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ID_RECALC_AUDIO))
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{
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return;
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}
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Scene *changed_scene = update_ctx->scene;
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if (GS(id->name) != ID_SCE) {
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blender::seq::relations_invalidate_scene_strips(bmain, changed_scene);
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}
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/* Invalidate VSE cache in `changed_scene`, because strip animation may have been updated. */
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if (GS(id->name) == ID_AC) {
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Editing *ed = blender::seq::editing_get(changed_scene);
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if (ed != nullptr && blender::seq::animation_keyframes_exist(changed_scene) &&
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&changed_scene->adt->action->id == id)
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{
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blender::seq::prefetch_stop(changed_scene);
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blender::seq::cache_cleanup_intra(changed_scene);
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blender::seq::cache_cleanup_final(changed_scene);
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}
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}
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/* Invalidate cache for strips that use this compositing tree as a modifier. */
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if (GS(id->name) == ID_NT) {
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const bNodeTree *node_tree = reinterpret_cast<const bNodeTree *>(id);
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if (node_tree->type == NTREE_COMPOSIT) {
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blender::seq::relations_invalidate_compositor_modifiers(bmain, node_tree);
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}
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}
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}
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void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
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{
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/* this can be called from render or baking thread when a python script makes
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* changes, in that case we don't want to do any editor updates, and making
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* GPU changes is not possible because OpenGL only works in the main thread */
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if (!BLI_thread_is_main()) {
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return;
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}
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Main *bmain = update_ctx->bmain;
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/* Internal ID update handlers. */
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switch (GS(id->name)) {
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case ID_MA:
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material_changed(bmain, (Material *)id);
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break;
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case ID_TE:
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texture_changed(bmain, (Tex *)id);
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break;
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case ID_WO:
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world_changed(bmain, (World *)id);
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break;
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case ID_LA:
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lamp_changed(bmain, (Light *)id);
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break;
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case ID_IM:
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image_changed(bmain, (Image *)id);
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break;
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case ID_SCE:
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scene_changed(bmain, (Scene *)id);
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break;
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case ID_BR:
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BKE_brush_tag_unsaved_changes(reinterpret_cast<Brush *>(id));
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break;
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default:
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break;
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}
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update_sequencer(update_ctx, bmain, id);
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}
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/** \} */
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