First implementation of node previews in the shader node editor. Using the same user interface as compositor node previews, most shader nodes can now be previewed (except group in/output and material output). This is currently still an experimental feature, as polishing of the user experience and performance improvements are planned. These will be easier to do as incremental changes on this implementation. See #110353 for details on the work that remains to be done and known limitations. Implementation notes: We take advantage of the `RenderResult` available as `ImBuf` images to store a `Render` for every viewed nested node tree present in a `SpaceNode`. The computation is initiated at the moment of drawing nodes overlays. One render is started for the current nodetree, having a `ViewLayer` associated with each previewed node. We separate the previewed nodes in two categories: the shader ones and the non-shader ones. - For non-shader nodes, we use AOVs which highly speed up the rendering process by rendering every non-shader nodes at the same time. They are rendered in the first `ViewLayer`. - For shader nodes, we render them each in a different `ViewLayer`, by rerouting the node to the output of the material in the preview scene. The preview scene takes the same aspect as the Material preview scene, and the same preview object is used. At the moment of drawing the node overlay, we take the `Render` of the viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass for each previewed node. Pull Request: https://projects.blender.org/blender/blender/pulls/110065
364 lines
15 KiB
C
364 lines
15 KiB
C
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AviCodecData;
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struct Collection;
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struct Depsgraph;
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struct GHash;
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struct Main;
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struct Object;
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struct RenderData;
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struct Scene;
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struct TransformOrientation;
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struct UnitSettings;
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struct View3DCursor;
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struct ViewLayer;
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typedef enum eSceneCopyMethod {
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SCE_COPY_NEW = 0,
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SCE_COPY_EMPTY = 1,
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SCE_COPY_LINK_COLLECTION = 2,
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SCE_COPY_FULL = 3,
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} eSceneCopyMethod;
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/** Use as the contents of a 'for' loop: `for (SETLOOPER(...)) { ... }`. */
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#define SETLOOPER(_sce_basis, _sce_iter, _base) \
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_sce_iter = _sce_basis, \
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_base = _setlooper_base_step( \
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&_sce_iter, BKE_view_layer_context_active_PLACEHOLDER(_sce_basis), NULL); \
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_base; \
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_base = _setlooper_base_step(&_sce_iter, NULL, _base)
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#define SETLOOPER_VIEW_LAYER(_sce_basis, _view_layer, _sce_iter, _base) \
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_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, _view_layer, NULL); \
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_base; \
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_base = _setlooper_base_step(&_sce_iter, NULL, _base)
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#define SETLOOPER_SET_ONLY(_sce_basis, _sce_iter, _base) \
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_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, NULL, NULL); \
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_base; \
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_base = _setlooper_base_step(&_sce_iter, NULL, _base)
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/**
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* Helper function for the #SETLOOPER and #SETLOOPER_VIEW_LAYER macros
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*
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* It iterates over the bases of the active layer and then the bases
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* of the active layer of the background (set) scenes recursively.
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*/
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struct Base *_setlooper_base_step(struct Scene **sce_iter,
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struct ViewLayer *view_layer,
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struct Base *base);
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void free_avicodecdata(struct AviCodecData *acd);
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struct Scene *BKE_scene_add(struct Main *bmain, const char *name);
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void BKE_scene_remove_rigidbody_object(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob,
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bool free_us);
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/**
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* Check if there is any instance of the object in the scene.
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*/
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bool BKE_scene_object_find(struct Scene *scene, struct Object *ob);
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struct Object *BKE_scene_object_find_by_name(const struct Scene *scene, const char *name);
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/* Scene base iteration function.
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* Define struct here, so no need to bother with alloc/free it.
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*/
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typedef struct SceneBaseIter {
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struct ListBase *duplilist;
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struct DupliObject *dupob;
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float omat[4][4];
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struct Object *dupli_refob;
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int phase;
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} SceneBaseIter;
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/**
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* Used by meta-balls, return *all* objects (including duplis)
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* existing in the scene (including scene's sets).
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*/
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int BKE_scene_base_iter_next(struct Depsgraph *depsgraph,
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struct SceneBaseIter *iter,
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struct Scene **scene,
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int val,
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struct Base **base,
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struct Object **ob);
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void BKE_scene_base_flag_to_objects(const struct Scene *scene, struct ViewLayer *view_layer);
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/**
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* Synchronize object base flags
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*
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* This is usually handled by the depsgraph.
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* However, in rare occasions we need to use the latest object flags
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* before depsgraph is fully updated.
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*
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* It should (ideally) only run for copy-on-written objects since this is
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* runtime data generated per-view-layer.
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*/
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void BKE_scene_object_base_flag_sync_from_base(struct Base *base);
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/**
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* Sets the active scene, mainly used when running in background mode
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* (`--scene` command line argument).
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* This is also called to set the scene directly, bypassing windowing code.
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* Otherwise #WM_window_set_active_scene is used when changing scenes by the user.
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*/
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void BKE_scene_set_background(struct Main *bmain, struct Scene *sce);
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/**
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* Called from `creator_args.c`.
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*/
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struct Scene *BKE_scene_set_name(struct Main *bmain, const char *name);
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/**
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* \param flag: copying options (see BKE_lib_id.h's `LIB_ID_COPY_...` flags for more).
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*/
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struct ToolSettings *BKE_toolsettings_copy(struct ToolSettings *toolsettings, int flag);
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void BKE_toolsettings_free(struct ToolSettings *toolsettings);
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struct Scene *BKE_scene_duplicate(struct Main *bmain, struct Scene *sce, eSceneCopyMethod type);
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void BKE_scene_groups_relink(struct Scene *sce);
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bool BKE_scene_can_be_removed(const struct Main *bmain, const struct Scene *scene);
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bool BKE_scene_has_view_layer(const struct Scene *scene, const struct ViewLayer *layer);
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struct Scene *BKE_scene_find_from_collection(const struct Main *bmain,
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const struct Collection *collection);
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#ifdef DURIAN_CAMERA_SWITCH
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struct Object *BKE_scene_camera_switch_find(struct Scene *scene); /* DURIAN_CAMERA_SWITCH */
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#endif
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bool BKE_scene_camera_switch_update(struct Scene *scene);
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const char *BKE_scene_find_marker_name(const struct Scene *scene, int frame);
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/**
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* Return the current marker for this frame,
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* we can have more than 1 marker per frame, this just returns the first (unfortunately).
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*/
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const char *BKE_scene_find_last_marker_name(const struct Scene *scene, int frame);
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int BKE_scene_frame_snap_by_seconds(struct Scene *scene, double interval_in_seconds, int frame);
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/**
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* Checks for cycle, returns true if it's all OK.
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*/
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bool BKE_scene_validate_setscene(struct Main *bmain, struct Scene *sce);
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/**
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* Return fractional frame number taking into account sub-frames and time
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* remapping. This the time value used by animation, modifiers and physics
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* evaluation. */
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float BKE_scene_ctime_get(const struct Scene *scene);
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/**
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* Convert integer frame number to fractional frame number taking into account
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* sub-frames and time remapping.
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*/
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float BKE_scene_frame_to_ctime(const struct Scene *scene, int frame);
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/**
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* Get current fractional frame based on frame and sub-frame.
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*/
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float BKE_scene_frame_get(const struct Scene *scene);
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/**
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* Set current frame and sub-frame based on a fractional frame.
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*/
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void BKE_scene_frame_set(struct Scene *scene, float frame);
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struct TransformOrientationSlot *BKE_scene_orientation_slot_get_from_flag(struct Scene *scene,
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int flag);
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struct TransformOrientationSlot *BKE_scene_orientation_slot_get(struct Scene *scene,
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int slot_index);
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/**
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* Activate a transform orientation in a 3D view based on an enum value.
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*
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* \param orientation: If this is #V3D_ORIENT_CUSTOM or greater, the custom transform orientation
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* with index \a orientation - #V3D_ORIENT_CUSTOM gets activated.
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*/
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void BKE_scene_orientation_slot_set_index(struct TransformOrientationSlot *orient_slot,
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int orientation);
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int BKE_scene_orientation_slot_get_index(const struct TransformOrientationSlot *orient_slot);
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int BKE_scene_orientation_get_index(struct Scene *scene, int slot_index);
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int BKE_scene_orientation_get_index_from_flag(struct Scene *scene, int flag);
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/* ** Scene evaluation ** */
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void BKE_scene_update_sound(struct Depsgraph *depsgraph, struct Main *bmain);
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void BKE_scene_update_tag_audio_volume(struct Depsgraph *, struct Scene *scene);
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void BKE_scene_graph_update_tagged(struct Depsgraph *depsgraph, struct Main *bmain);
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void BKE_scene_graph_evaluated_ensure(struct Depsgraph *depsgraph, struct Main *bmain);
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void BKE_scene_graph_update_for_newframe(struct Depsgraph *depsgraph);
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/**
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* Applies changes right away, does all sets too.
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*/
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void BKE_scene_graph_update_for_newframe_ex(struct Depsgraph *depsgraph, bool clear_recalc);
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/**
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* Ensures given scene/view_layer pair has a valid, up-to-date depsgraph.
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*
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* \warning Sets matching depsgraph as active,
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* so should only be called from the active editing context (usually, from operators).
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*/
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void BKE_scene_view_layer_graph_evaluated_ensure(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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/**
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* Return default view.
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*/
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struct SceneRenderView *BKE_scene_add_render_view(struct Scene *sce, const char *name);
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bool BKE_scene_remove_render_view(struct Scene *scene, struct SceneRenderView *srv);
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/* Render profile. */
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int get_render_subsurf_level(const struct RenderData *r, int lvl, bool for_render);
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int get_render_child_particle_number(const struct RenderData *r, int child_num, bool for_render);
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bool BKE_scene_use_shading_nodes_custom(struct Scene *scene);
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bool BKE_scene_use_spherical_stereo(struct Scene *scene);
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bool BKE_scene_uses_blender_eevee(const struct Scene *scene);
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bool BKE_scene_uses_blender_workbench(const struct Scene *scene);
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bool BKE_scene_uses_cycles(const struct Scene *scene);
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bool BKE_scene_uses_shader_previews(const struct Scene *scene);
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/**
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* Return whether the Cycles experimental feature is enabled. It is invalid to call without first
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* ensuring that Cycles is the active render engine (e.g. with #BKE_scene_uses_cycles).
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*
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* \note We cannot use `const` as RNA_id_pointer_create is not using a const ID.
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*/
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bool BKE_scene_uses_cycles_experimental_features(struct Scene *scene);
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void BKE_scene_copy_data_eevee(struct Scene *sce_dst, const struct Scene *sce_src);
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void BKE_scene_disable_color_management(struct Scene *scene);
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bool BKE_scene_check_rigidbody_active(const struct Scene *scene);
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int BKE_scene_num_threads(const struct Scene *scene);
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int BKE_render_num_threads(const struct RenderData *r);
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void BKE_render_resolution(const struct RenderData *r,
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const bool use_crop,
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int *r_width,
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int *r_height);
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int BKE_render_preview_pixel_size(const struct RenderData *r);
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/**********************************/
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/**
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* Apply the needed correction factor to value, based on unit_type
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* (only length-related are affected currently) and `unit->scale_length`.
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*/
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double BKE_scene_unit_scale(const struct UnitSettings *unit, int unit_type, double value);
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/* Multi-view. */
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bool BKE_scene_multiview_is_stereo3d(const struct RenderData *rd);
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/**
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* Return whether to render this #SceneRenderView.
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*/
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bool BKE_scene_multiview_is_render_view_active(const struct RenderData *rd,
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const struct SceneRenderView *srv);
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/**
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* \return true if `viewname` is the first or if the name is NULL or not found.
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*/
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bool BKE_scene_multiview_is_render_view_first(const struct RenderData *rd, const char *viewname);
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/**
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* \return true if `viewname` is the last or if the name is NULL or not found.
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*/
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bool BKE_scene_multiview_is_render_view_last(const struct RenderData *rd, const char *viewname);
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int BKE_scene_multiview_num_views_get(const struct RenderData *rd);
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struct SceneRenderView *BKE_scene_multiview_render_view_findindex(const struct RenderData *rd,
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int view_id);
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const char *BKE_scene_multiview_render_view_name_get(const struct RenderData *rd, int view_id);
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int BKE_scene_multiview_view_id_get(const struct RenderData *rd, const char *viewname);
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void BKE_scene_multiview_filepath_get(const struct SceneRenderView *srv,
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const char *filepath,
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char *r_filepath);
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/**
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* When multi-view is not used the `filepath` is as usual (e.g., `Image.jpg`).
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* When multi-view is on, even if only one view is enabled the view is incorporated
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* into the file name (e.g., `Image_L.jpg`). That allows for the user to re-render
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* individual views.
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*/
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void BKE_scene_multiview_view_filepath_get(const struct RenderData *rd,
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const char *filepath,
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const char *view,
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char *r_filepath);
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const char *BKE_scene_multiview_view_suffix_get(const struct RenderData *rd, const char *viewname);
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const char *BKE_scene_multiview_view_id_suffix_get(const struct RenderData *rd, int view_id);
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void BKE_scene_multiview_view_prefix_get(struct Scene *scene,
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const char *name,
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char *r_prefix,
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const char **r_ext);
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void BKE_scene_multiview_videos_dimensions_get(
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const struct RenderData *rd, size_t width, size_t height, size_t *r_width, size_t *r_height);
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int BKE_scene_multiview_num_videos_get(const struct RenderData *rd);
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/* depsgraph */
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void BKE_scene_allocate_depsgraph_hash(struct Scene *scene);
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void BKE_scene_ensure_depsgraph_hash(struct Scene *scene);
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void BKE_scene_free_depsgraph_hash(struct Scene *scene);
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void BKE_scene_free_view_layer_depsgraph(struct Scene *scene, struct ViewLayer *view_layer);
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/**
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* \note Do not allocate new depsgraph.
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*/
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struct Depsgraph *BKE_scene_get_depsgraph(const struct Scene *scene,
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const struct ViewLayer *view_layer);
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/**
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* \note Allocate new depsgraph if necessary.
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*/
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struct Depsgraph *BKE_scene_ensure_depsgraph(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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struct GHash *BKE_scene_undo_depsgraphs_extract(struct Main *bmain);
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void BKE_scene_undo_depsgraphs_restore(struct Main *bmain, struct GHash *depsgraph_extract);
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void BKE_scene_transform_orientation_remove(struct Scene *scene,
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struct TransformOrientation *orientation);
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struct TransformOrientation *BKE_scene_transform_orientation_find(const struct Scene *scene,
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int index);
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/**
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* \return the index that \a orientation has within \a scene's transform-orientation list
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* or -1 if not found.
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*/
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int BKE_scene_transform_orientation_get_index(const struct Scene *scene,
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const struct TransformOrientation *orientation);
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void BKE_scene_cursor_rot_to_mat3(const struct View3DCursor *cursor, float mat[3][3]);
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void BKE_scene_cursor_mat3_to_rot(struct View3DCursor *cursor,
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const float mat[3][3],
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bool use_compat);
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void BKE_scene_cursor_rot_to_quat(const struct View3DCursor *cursor, float quat[4]);
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void BKE_scene_cursor_quat_to_rot(struct View3DCursor *cursor,
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const float quat[4],
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bool use_compat);
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void BKE_scene_cursor_to_mat4(const struct View3DCursor *cursor, float mat[4][4]);
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void BKE_scene_cursor_from_mat4(struct View3DCursor *cursor,
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const float mat[4][4],
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bool use_compat);
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#ifdef __cplusplus
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}
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#endif
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