134 lines
4.3 KiB
C++
134 lines
4.3 KiB
C++
/* SPDX-FileCopyrightText: 2013 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 depsgraph
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*/
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#pragma once
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#include "BLI_ghash.h"
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#include "BLI_sys_types.h"
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#include "DNA_ID.h"
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#include "intern/node/deg_node.hh"
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namespace blender::deg {
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struct ComponentNode;
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typedef uint64_t IDComponentsMask;
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/* NOTE: We use max comparison to mark an id node that is linked more than once
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* So keep this enum ordered accordingly. */
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enum eDepsNode_LinkedState_Type {
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/* Generic indirectly linked id node. */
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DEG_ID_LINKED_INDIRECTLY = 0,
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/* Id node present in the set (background) only. */
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DEG_ID_LINKED_VIA_SET = 1,
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/* Id node directly linked via the SceneLayer. */
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DEG_ID_LINKED_DIRECTLY = 2,
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};
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const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
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/* ID-Block Reference */
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struct IDNode : public Node {
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struct ComponentIDKey {
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ComponentIDKey(NodeType type, const char *name = "");
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uint64_t hash() const;
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bool operator==(const ComponentIDKey &other) const;
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NodeType type;
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const char *name;
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};
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/** Initialize 'id' node - from pointer data given. */
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virtual void init(const ID *id, const char *subdata) override;
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void init_copy_on_write(ID *id_cow_hint = nullptr);
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~IDNode();
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void destroy();
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virtual string identifier() const override;
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ComponentNode *find_component(NodeType type, const char *name = "") const;
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ComponentNode *add_component(NodeType type, const char *name = "");
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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void finalize_build(Depsgraph *graph);
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IDComponentsMask get_visible_components_mask() const;
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/* Type of the ID stored separately, so it's possible to perform check whether CoW is needed
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* without de-referencing the id_cow (which is not safe when ID is NOT covered by CoW and has
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* been deleted from the main database.) */
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ID_Type id_type;
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/* ID Block referenced. */
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ID *id_orig;
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/* Session-wide UUID of the id_orig.
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* Is used on relations update to map evaluated state from old nodes to the new ones, without
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* relying on pointers (which are not guaranteed to be unique) and without dereferencing id_orig
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* which could be "stale" pointer. */
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uint id_orig_session_uuid;
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/* Evaluated data-block.
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* Will be covered by the copy-on-write system if the ID Type needs it. */
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ID *id_cow;
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/* Hash to make it faster to look up components. */
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Map<ComponentIDKey, ComponentNode *> components;
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/* Additional flags needed for scene evaluation.
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* TODO(sergey): Only needed for until really granular updates
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* of all the entities. */
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uint32_t eval_flags;
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uint32_t previous_eval_flags;
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/* Extra customdata mask which needs to be evaluated for the mesh object. */
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DEGCustomDataMeshMasks customdata_masks;
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DEGCustomDataMeshMasks previous_customdata_masks;
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eDepsNode_LinkedState_Type linked_state;
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/* Indicates the data-block is to be considered visible in the evaluated scene.
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*
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* This flag is set during dependency graph build where check for an actual visibility might not
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* be available yet due to driven or animated restriction flags. So it is more of an intent or,
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* in other words, plausibility of the data-block to be visible. */
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bool is_visible_on_build;
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/* Evaluated state of whether evaluation considered this data-block "enabled".
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*
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* For objects this is derived from the base restriction flags, which might be animated or
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* driven. It is set to `BASE_ENABLED_<VIEWPORT, RENDER>` (depending on the graph mode) after
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* the object's flags from layer were evaluated.
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*
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* For other data-types is currently always true. */
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bool is_enabled_on_eval;
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/* For the collection type of ID, denotes whether collection was fully
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* recursed into. */
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bool is_collection_fully_expanded;
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/* Is used to figure out whether object came to the dependency graph via a base. */
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bool has_base;
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/* Accumulated flag from operation. Is initialized and used during updates flush. */
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bool is_user_modified;
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/* Copy-on-Write component has been explicitly tagged for update. */
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bool is_cow_explicitly_tagged;
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/* Accumulate recalc flags from multiple update passes. */
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int id_cow_recalc_backup;
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IDComponentsMask visible_components_mask;
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IDComponentsMask previously_visible_components_mask;
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DEG_DEPSNODE_DECLARE;
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};
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} // namespace blender::deg
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