Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
373 lines
9.7 KiB
C
373 lines
9.7 KiB
C
/*
|
|
* ***** 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 "DNA_lamp_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_DerivedMesh.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 "GPU_material.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
|
|
|
|
extern Material defmaterial;
|
|
|
|
/***************************** 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;
|
|
|
|
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 = RE_engines_find(scene->r.engine);
|
|
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 render_engine_flag_changed(Main *bmain, int update_flag)
|
|
{
|
|
bScreen *sc;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
|
|
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
|
|
for (sa = sc->areabase.first; sa; sa = sa->next) {
|
|
if (sa->spacetype != SPACE_VIEW3D)
|
|
continue;
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
RegionView3D *rv3d;
|
|
|
|
if (ar->regiontype != RGN_TYPE_WINDOW)
|
|
continue;
|
|
|
|
rv3d = ar->regiondata;
|
|
if (rv3d->render_engine)
|
|
rv3d->render_engine->update_flag |= update_flag;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void material_changed(Main *UNUSED(bmain), Material *ma)
|
|
{
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
|
|
|
|
/* glsl */
|
|
if (ma->id.recalc & ID_RECALC) {
|
|
if (!BLI_listbase_is_empty(&ma->gpumaterial)) {
|
|
GPU_material_free(&ma->gpumaterial);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void lamp_changed(Main *UNUSED(bmain), Lamp *la)
|
|
{
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_id_ensure(&la->id));
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
GPU_material_free(&defmaterial.gpumaterial);
|
|
}
|
|
|
|
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));
|
|
|
|
/* paint overlays */
|
|
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
|
|
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 */
|
|
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_tag_update_id(&scene->id);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void world_changed(Main *UNUSED(bmain), World *wo)
|
|
{
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
|
|
|
|
/* XXX temporary flag waiting for depsgraph proper tagging */
|
|
wo->update_flag = 1;
|
|
|
|
/* glsl */
|
|
if (wo->id.recalc & ID_RECALC) {
|
|
if (!BLI_listbase_is_empty(&defmaterial.gpumaterial)) {
|
|
GPU_material_free(&defmaterial.gpumaterial);
|
|
}
|
|
if (!BLI_listbase_is_empty(&wo->gpumaterial)) {
|
|
GPU_material_free(&wo->gpumaterial);
|
|
}
|
|
}
|
|
}
|
|
|
|
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(scene, 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);
|
|
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_MA);
|
|
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);
|
|
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
|
|
break;
|
|
default:
|
|
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
|
|
break;
|
|
}
|
|
}
|
|
|