Files
test2/source/blender/editors/render/render_update.c
Brecht Van Lommel da1323d1c9 Fix T60366: texture paint slots not updating when editing material.
Now always refresh when the material changes. Depsgraph tag moved out
of the refresh function since that gets called on depsgraph update,
which should not trigger a second depsgraph update.
2019-02-28 19:17:16 +01:00

310 lines
8.2 KiB
C

/*
* 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.
*/
/** \file
* \ingroup edrend
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_light_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_workspace_types.h"
#include "DNA_world_types.h"
#include "DNA_windowmanager_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_layer.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_workspace.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_node.h"
#include "ED_render.h"
#include "ED_view3d.h"
#include "DEG_depsgraph.h"
#include "WM_api.h"
#include "render_intern.h" // own include
/***************************** Render Engines ********************************/
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
Main *bmain = update_ctx->bmain;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
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 = WM_window_get_active_screen(win);
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;
}
View3D *v3d = sa->spacedata.first;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RegionView3D *rv3d = ar->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))) {
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);
}
else {
RenderEngineType *engine_type =
ED_view3d_engine_type(scene, v3d->shading.type);
if (updated) {
DRW_notify_view_update(
(&(DRWUpdateContext){
.bmain = bmain,
.depsgraph = update_ctx->depsgraph,
.scene = scene,
.view_layer = view_layer,
.ar = ar,
.v3d = (View3D *)sa->spacedata.first,
.engine_type = engine_type,
}));
}
}
}
}
}
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 */
for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
}
RE_FreePersistentData();
/* Inform all render engines and draw managers. */
DEGEditorUpdateContext update_ctx = {NULL};
update_ctx.bmain = bmain;
for (Scene *scene = bmain->scene.first; scene; scene = 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_get_depsgraph(scene, view_layer, true);
update_ctx.view_layer = view_layer;
ED_render_id_flush_update(&update_ctx, &scene->id);
}
if (scene->nodetree) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
}
}
/***************************** 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 *UNUSED(bmain), Material *ma)
{
BKE_texpaint_slot_refresh_cache(ma);
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
}
static void lamp_changed(Main *UNUSED(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 = bmain->scene.first; scene; scene = scene->id.next) {
/* paint overlays */
for (view_layer = 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 = 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 *UNUSED(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 = 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;
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
}
}
}
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;
}
}