UVs need specific data in the VBO, which is not computed unless the shaders assigned to the mesh actually use UVs. When adding UVs to the shader, the VBOs were not being recomputed to include the required data. This adds a DEG relation between the shader and the mesh, and recomputes the required data if the shader changed. Thanks Sergey, for all the DEG stuff...
412 lines
12 KiB
C
412 lines
12 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 20014 by Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/object_update.c
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* \ingroup bke
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*/
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#include "DNA_anim_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_group_types.h"
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#include "DNA_key_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BKE_global.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_constraint.h"
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#include "BKE_curve.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_animsys.h"
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#include "BKE_displist.h"
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#include "BKE_effect.h"
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#include "BKE_key.h"
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#include "BKE_lamp.h"
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#include "BKE_lattice.h"
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#include "BKE_library.h"
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#include "BKE_editmesh.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "BKE_pointcache.h"
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#include "BKE_scene.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_image.h"
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#include "MEM_guardedalloc.h"
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#include "DEG_depsgraph.h"
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#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
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static ThreadMutex material_lock = BLI_MUTEX_INITIALIZER;
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void BKE_object_eval_local_transform(EvaluationContext *UNUSED(eval_ctx),
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Scene *UNUSED(scene),
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Object *ob)
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{
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DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
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/* calculate local matrix */
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BKE_object_to_mat4(ob, ob->obmat);
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}
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/* Evaluate parent */
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/* NOTE: based on solve_parenting(), but with the cruft stripped out */
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void BKE_object_eval_parent(EvaluationContext *UNUSED(eval_ctx),
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Scene *scene,
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Object *ob)
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{
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Object *par = ob->parent;
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float totmat[4][4];
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float tmat[4][4];
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float locmat[4][4];
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DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
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/* get local matrix (but don't calculate it, as that was done already!) */
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// XXX: redundant?
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copy_m4_m4(locmat, ob->obmat);
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/* get parent effect matrix */
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BKE_object_get_parent_matrix(scene, ob, par, totmat);
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/* total */
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mul_m4_m4m4(tmat, totmat, ob->parentinv);
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mul_m4_m4m4(ob->obmat, tmat, locmat);
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/* origin, for help line */
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if ((ob->partype & PARTYPE) == PARSKEL) {
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copy_v3_v3(ob->orig, par->obmat[3]);
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}
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else {
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copy_v3_v3(ob->orig, totmat[3]);
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}
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}
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void BKE_object_eval_constraints(EvaluationContext *UNUSED(eval_ctx),
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Scene *scene,
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Object *ob)
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{
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bConstraintOb *cob;
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float ctime = BKE_scene_frame_get(scene);
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DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
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/* evaluate constraints stack */
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/* TODO: split this into:
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* - pre (i.e. BKE_constraints_make_evalob, per-constraint (i.e.
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* - inner body of BKE_constraints_solve),
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* - post (i.e. BKE_constraints_clear_evalob)
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*
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* Not sure why, this is from Joshua - sergey
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*
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*/
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cob = BKE_constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
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BKE_constraints_solve(&ob->constraints, cob, ctime);
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BKE_constraints_clear_evalob(cob);
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}
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void BKE_object_eval_done(EvaluationContext *UNUSED(eval_ctx), Object *ob)
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{
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DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
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/* Set negative scale flag in object. */
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if (is_negative_m4(ob->obmat)) ob->transflag |= OB_NEG_SCALE;
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else ob->transflag &= ~OB_NEG_SCALE;
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}
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void BKE_object_handle_data_update(EvaluationContext *eval_ctx,
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Scene *scene,
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Object *ob)
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{
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ID *data_id = (ID *)ob->data;
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AnimData *adt = BKE_animdata_from_id(data_id);
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Key *key;
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float ctime = BKE_scene_frame_get(scene);
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if (G.debug & G_DEBUG_DEPSGRAPH)
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printf("recalcdata %s\n", ob->id.name + 2);
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/* TODO(sergey): Only used by legacy depsgraph. */
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if (adt) {
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/* evaluate drivers - datalevel */
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/* XXX: for mesh types, should we push this to derivedmesh instead? */
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BKE_animsys_evaluate_animdata(scene, data_id, adt, ctime, ADT_RECALC_DRIVERS);
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}
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/* TODO(sergey): Only used by legacy depsgraph. */
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key = BKE_key_from_object(ob);
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if (key && key->block.first) {
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if (!(ob->shapeflag & OB_SHAPE_LOCK))
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BKE_animsys_evaluate_animdata(scene, &key->id, key->adt, ctime, ADT_RECALC_DRIVERS);
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}
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/* includes all keys and modifiers */
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switch (ob->type) {
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case OB_MESH:
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{
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BMEditMesh *em = (ob == scene->obedit) ? BKE_editmesh_from_object(ob) : NULL;
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uint64_t data_mask = scene->customdata_mask | CD_MASK_BAREMESH;
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#ifdef WITH_FREESTYLE
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/* make sure Freestyle edge/face marks appear in DM for render (see T40315) */
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if (eval_ctx->mode != DAG_EVAL_VIEWPORT) {
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data_mask |= CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE;
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}
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#endif
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if (em) {
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makeDerivedMesh(scene, ob, em, data_mask, false); /* was CD_MASK_BAREMESH */
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}
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else {
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makeDerivedMesh(scene, ob, NULL, data_mask, false);
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}
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break;
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}
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case OB_ARMATURE:
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if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from) {
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if (BKE_pose_copy_result(ob->pose, ob->proxy_from->pose) == false) {
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printf("Proxy copy error, lib Object: %s proxy Object: %s\n",
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ob->id.name + 2, ob->proxy_from->id.name + 2);
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}
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}
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else {
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BKE_pose_where_is(scene, ob);
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}
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break;
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case OB_MBALL:
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BKE_displist_make_mball(eval_ctx, scene, ob);
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break;
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case OB_CURVE:
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case OB_SURF:
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case OB_FONT:
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BKE_displist_make_curveTypes(scene, ob, 0);
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break;
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case OB_LATTICE:
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BKE_lattice_modifiers_calc(scene, ob);
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break;
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case OB_EMPTY:
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if (ob->empty_drawtype == OB_EMPTY_IMAGE && ob->data)
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if (BKE_image_is_animated(ob->data))
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BKE_image_user_check_frame_calc(ob->iuser, (int)ctime, 0);
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break;
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}
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/* related materials */
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/* XXX: without depsgraph tagging, this will always need to be run, which will be slow!
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* However, not doing anything (or trying to hack around this lack) is not an option
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* anymore, especially due to Cycles [#31834]
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*/
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if (ob->totcol) {
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int a;
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if (ob->totcol != 0) {
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BLI_mutex_lock(&material_lock);
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for (a = 1; a <= ob->totcol; a++) {
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Material *ma = give_current_material(ob, a);
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if (ma) {
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/* recursively update drivers for this material */
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material_drivers_update(scene, ma, ctime);
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}
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}
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BLI_mutex_unlock(&material_lock);
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}
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}
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else if (ob->type == OB_LAMP)
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lamp_drivers_update(scene, ob->data, ctime);
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/* particles */
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if (ob != scene->obedit && ob->particlesystem.first) {
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ParticleSystem *tpsys, *psys;
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DerivedMesh *dm;
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ob->transflag &= ~OB_DUPLIPARTS;
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psys = ob->particlesystem.first;
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while (psys) {
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/* ensure this update always happens even if psys is disabled */
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if (psys->recalc & PSYS_RECALC_TYPE) {
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psys_changed_type(ob, psys);
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}
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if (psys_check_enabled(ob, psys, eval_ctx->mode == DAG_EVAL_RENDER)) {
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/* check use of dupli objects here */
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if (psys->part && (psys->part->draw_as == PART_DRAW_REND || eval_ctx->mode == DAG_EVAL_RENDER) &&
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((psys->part->ren_as == PART_DRAW_OB && psys->part->dup_ob) ||
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(psys->part->ren_as == PART_DRAW_GR && psys->part->dup_group)))
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{
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ob->transflag |= OB_DUPLIPARTS;
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}
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particle_system_update(scene, ob, psys, (eval_ctx->mode == DAG_EVAL_RENDER));
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psys = psys->next;
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}
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else if (psys->flag & PSYS_DELETE) {
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tpsys = psys->next;
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BLI_remlink(&ob->particlesystem, psys);
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psys_free(ob, psys);
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psys = tpsys;
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}
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else
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psys = psys->next;
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}
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if (eval_ctx->mode == DAG_EVAL_RENDER && ob->transflag & OB_DUPLIPARTS) {
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/* this is to make sure we get render level duplis in groups:
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* the derivedmesh must be created before init_render_mesh,
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* since object_duplilist does dupliparticles before that */
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CustomDataMask data_mask = CD_MASK_BAREMESH | CD_MASK_MFACE | CD_MASK_MTFACE | CD_MASK_MCOL;
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dm = mesh_create_derived_render(scene, ob, data_mask);
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dm->release(dm);
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for (psys = ob->particlesystem.first; psys; psys = psys->next)
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psys_get_modifier(ob, psys)->flag &= ~eParticleSystemFlag_psys_updated;
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}
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}
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/* quick cache removed */
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}
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void BKE_object_eval_uber_transform(EvaluationContext *UNUSED(eval_ctx),
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Scene *UNUSED(scene),
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Object *ob)
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{
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/* TODO(sergey): Currently it's a duplicate of logic in BKE_object_handle_update_ex(). */
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// XXX: it's almost redundant now...
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/* Handle proxy copy for target, */
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if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from) {
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if (ob->proxy_from->proxy_group) {
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/* Transform proxy into group space. */
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Object *obg = ob->proxy_from->proxy_group;
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float imat[4][4];
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invert_m4_m4(imat, obg->obmat);
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mul_m4_m4m4(ob->obmat, imat, ob->proxy_from->obmat);
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/* Should always be true. */
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if (obg->dup_group) {
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add_v3_v3(ob->obmat[3], obg->dup_group->dupli_ofs);
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}
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}
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else
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copy_m4_m4(ob->obmat, ob->proxy_from->obmat);
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}
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ob->recalc &= ~(OB_RECALC_OB | OB_RECALC_TIME);
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if (ob->data == NULL) {
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ob->recalc &= ~OB_RECALC_DATA;
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}
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}
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void BKE_object_eval_uber_data(EvaluationContext *eval_ctx,
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Scene *scene,
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Object *ob)
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{
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DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
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BLI_assert(ob->type != OB_ARMATURE);
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BKE_object_handle_data_update(eval_ctx, scene, ob);
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switch (ob->type) {
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case OB_MESH:
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BKE_mesh_batch_cache_dirty(ob->data, BKE_MESH_BATCH_DIRTY_ALL);
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break;
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case OB_LATTICE:
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BKE_lattice_batch_cache_dirty(ob->data, BKE_LATTICE_BATCH_DIRTY_ALL);
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break;
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case OB_CURVE:
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case OB_FONT:
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case OB_SURF:
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BKE_curve_batch_cache_dirty(ob->data, BKE_CURVE_BATCH_DIRTY_ALL);
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break;
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}
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#ifdef WITH_COPY_ON_WRITE
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if (ob->type == OB_MESH) {
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/* Quick hack to convert evaluated derivedMesh to Mesh. */
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DerivedMesh *dm = ob->derivedFinal;
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if (dm != NULL) {
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Mesh *mesh = (Mesh *)ob->data;
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Mesh *new_mesh = BKE_libblock_alloc_notest(ID_ME);
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BKE_mesh_init(new_mesh);
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/* Copy ID name so GS(new_mesh->id) works correct later on. */
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BLI_strncpy(new_mesh->id.name, mesh->id.name, sizeof(new_mesh->id.name));
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/* Copy materials so render engines can access them. */
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new_mesh->mat = MEM_dupallocN(mesh->mat);
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new_mesh->totcol = mesh->totcol;
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DM_to_mesh(dm, new_mesh, ob, ob->lastDataMask, true);
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new_mesh->edit_btmesh = mesh->edit_btmesh;
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/* Store result mesh as derived_mesh of object. This way we have
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* explicit way to query final object evaluated data and know for sure
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* who owns the newly created mesh datablock.
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*/
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ob->mesh_evaluated = new_mesh;
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/* TODO(sergey): This is kind of compatibility thing, so all render
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* engines can use object->data for mesh data for display. This is
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* something what we might want to change in the future.
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*/
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ob->data = new_mesh;
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/* Save some memory by throwing DerivedMesh away. */
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/* NOTE: Watch out, some tools might need it!
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* So keep around for now..
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*/
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}
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#if 0
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if (ob->derivedFinal != NULL) {
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ob->derivedFinal->needsFree = 1;
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ob->derivedFinal->release(ob->derivedFinal);
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ob->derivedFinal = NULL;
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}
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if (ob->derivedDeform != NULL) {
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ob->derivedDeform->needsFree = 1;
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ob->derivedDeform->release(ob->derivedDeform);
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ob->derivedDeform = NULL;
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}
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#endif
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}
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#endif
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ob->recalc &= ~(OB_RECALC_DATA | OB_RECALC_TIME);
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}
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void BKE_object_eval_cloth(EvaluationContext *UNUSED(eval_ctx), Scene *scene, Object *object)
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{
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DEBUG_PRINT("%s on %s\n", __func__, object->id.name);
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BKE_ptcache_object_reset(scene, object, PTCACHE_RESET_DEPSGRAPH);
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}
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void BKE_object_eval_update_shading(EvaluationContext *UNUSED(eval_ctx), Object *object)
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{
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DEBUG_PRINT("%s on %s\n", __func__, object->id.name);
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if (object->type == OB_MESH) {
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BKE_mesh_batch_cache_dirty(object->data, BKE_MESH_BATCH_DIRTY_SHADING);
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}
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}
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