Files
test/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
Falk David 0a45acbe3b GPv3: Layer Parenting/Transforms
This implements layer parenting and layer transforms.

* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.

Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/117247
2024-02-07 16:28:14 +01:00

2347 lines
82 KiB
C++

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <cstdio>
#include <cstdlib>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_span.hh"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_curves_types.h"
#include "DNA_effect_types.h"
#include "DNA_gpencil_legacy_types.h"
#include "DNA_key_types.h"
#include "DNA_light_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_mask_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_sound_types.h"
#include "DNA_speaker_types.h"
#include "DNA_texture_types.h"
#include "DNA_vfont_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_animsys.h"
#include "BKE_armature.hh"
#include "BKE_bake_geometry_nodes_modifier.hh"
#include "BKE_cachefile.h"
#include "BKE_collection.h"
#include "BKE_constraint.h"
#include "BKE_curve.hh"
#include "BKE_effect.h"
#include "BKE_fcurve_driver.h"
#include "BKE_gpencil_legacy.h"
#include "BKE_gpencil_modifier_legacy.h"
#include "BKE_grease_pencil.hh"
#include "BKE_idprop.h"
#include "BKE_idtype.hh"
#include "BKE_image.h"
#include "BKE_key.hh"
#include "BKE_lattice.hh"
#include "BKE_layer.hh"
#include "BKE_lib_id.hh"
#include "BKE_lib_query.hh"
#include "BKE_light.h"
#include "BKE_mask.h"
#include "BKE_material.h"
#include "BKE_mball.hh"
#include "BKE_mesh.hh"
#include "BKE_modifier.hh"
#include "BKE_movieclip.h"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_object.hh"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_rigidbody.h"
#include "BKE_scene.h"
#include "BKE_shader_fx.h"
#include "BKE_sound.h"
#include "BKE_tracking.h"
#include "BKE_volume.hh"
#include "BKE_world.h"
#include "RNA_access.hh"
#include "RNA_path.hh"
#include "RNA_prototypes.h"
#include "RNA_types.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
#include "SEQ_iterator.hh"
#include "SEQ_sequencer.hh"
#include "intern/builder/deg_builder.h"
#include "intern/builder/deg_builder_key.h"
#include "intern/builder/deg_builder_rna.h"
#include "intern/depsgraph.hh"
#include "intern/depsgraph_light_linking.hh"
#include "intern/depsgraph_tag.hh"
#include "intern/depsgraph_type.hh"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/eval/deg_eval_visibility.h"
#include "intern/node/deg_node.hh"
#include "intern/node/deg_node_component.hh"
#include "intern/node/deg_node_id.hh"
#include "intern/node/deg_node_operation.hh"
namespace blender::deg {
/* ************ */
/* Node Builder */
/* **** General purpose functions **** */
DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain,
Depsgraph *graph,
DepsgraphBuilderCache *cache)
: DepsgraphBuilder(bmain, graph, cache),
scene_(nullptr),
view_layer_(nullptr),
view_layer_index_(-1),
is_parent_collection_visible_(true)
{
}
DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
{
for (IDInfo *id_info : id_info_hash_.values()) {
if (id_info->id_cow != nullptr) {
deg_free_copy_on_write_datablock(id_info->id_cow);
MEM_freeN(id_info->id_cow);
}
MEM_freeN(id_info);
}
}
IDNode *DepsgraphNodeBuilder::add_id_node(ID *id)
{
BLI_assert(id->session_uid != MAIN_ID_SESSION_UID_UNSET);
const ID_Type id_type = GS(id->name);
IDNode *id_node = nullptr;
ID *id_cow = nullptr;
IDComponentsMask previously_visible_components_mask = 0;
uint32_t previous_eval_flags = 0;
DEGCustomDataMeshMasks previous_customdata_masks;
IDInfo *id_info = id_info_hash_.lookup_default(id->session_uid, nullptr);
if (id_info != nullptr) {
id_cow = id_info->id_cow;
previously_visible_components_mask = id_info->previously_visible_components_mask;
previous_eval_flags = id_info->previous_eval_flags;
previous_customdata_masks = id_info->previous_customdata_masks;
/* Tag ID info to not free the CoW ID pointer. */
id_info->id_cow = nullptr;
}
id_node = graph_->add_id_node(id, id_cow);
id_node->previously_visible_components_mask = previously_visible_components_mask;
id_node->previous_eval_flags = previous_eval_flags;
id_node->previous_customdata_masks = previous_customdata_masks;
/* NOTE: Zero number of components indicates that ID node was just created. */
const bool is_newly_created = id_node->components.is_empty();
if (is_newly_created) {
if (deg_copy_on_write_is_needed(id_type)) {
ComponentNode *comp_cow = id_node->add_component(NodeType::COPY_ON_WRITE);
OperationNode *op_cow = comp_cow->add_operation(
[id_node](::Depsgraph *depsgraph) { deg_evaluate_copy_on_write(depsgraph, id_node); },
OperationCode::COPY_ON_WRITE);
graph_->operations.append(op_cow);
}
ComponentNode *visibility_component = id_node->add_component(NodeType::VISIBILITY);
OperationNode *visibility_operation;
/* Optimization: currently only objects need a special visibility evaluation. For the rest ID
* types keep the node as a NO-OP so that relations can still be routed, but without penalty
* during the graph evaluation. */
if (id_type == ID_OB) {
visibility_operation = visibility_component->add_operation(
[id_node](::Depsgraph *depsgraph) {
deg_evaluate_object_node_visibility(depsgraph, id_node);
},
OperationCode::VISIBILITY);
}
else {
visibility_operation = visibility_component->add_operation(nullptr,
OperationCode::VISIBILITY);
}
/* Pin the node so that it and its relations are preserved by the unused nodes/relations
* deletion. This is mainly to make it easier to debug visibility. */
visibility_operation->flag |= (OperationFlag::DEPSOP_FLAG_PINNED |
OperationFlag::DEPSOP_FLAG_AFFECTS_VISIBILITY);
graph_->operations.append(visibility_operation);
}
return id_node;
}
IDNode *DepsgraphNodeBuilder::find_id_node(const ID *id)
{
return graph_->find_id_node(id);
}
TimeSourceNode *DepsgraphNodeBuilder::add_time_source()
{
return graph_->add_time_source();
}
ComponentNode *DepsgraphNodeBuilder::add_component_node(ID *id,
NodeType comp_type,
const char *comp_name)
{
IDNode *id_node = add_id_node(id);
ComponentNode *comp_node = id_node->add_component(comp_type, comp_name);
comp_node->owner = id_node;
return comp_node;
}
ComponentNode *DepsgraphNodeBuilder::find_component_node(const ID *id,
const NodeType comp_type,
const char *comp_name)
{
IDNode *id_node = find_id_node(id);
if (id_node == nullptr) {
return nullptr;
}
return id_node->find_component(comp_type, comp_name);
}
OperationNode *DepsgraphNodeBuilder::add_operation_node(ComponentNode *comp_node,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
OperationNode *op_node = comp_node->find_operation(opcode, name, name_tag);
if (op_node == nullptr) {
op_node = comp_node->add_operation(op, opcode, name, name_tag);
graph_->operations.append(op_node);
}
else {
fprintf(stderr,
"add_operation: Operation already exists - %s has %s at %p\n",
comp_node->identifier().c_str(),
op_node->identifier().c_str(),
op_node);
BLI_assert_msg(0, "Should not happen!");
}
return op_node;
}
OperationNode *DepsgraphNodeBuilder::add_operation_node(ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
ComponentNode *comp_node = add_component_node(id, comp_type, comp_name);
return add_operation_node(comp_node, opcode, op, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::add_operation_node(ID *id,
NodeType comp_type,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
return add_operation_node(id, comp_type, "", opcode, op, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::ensure_operation_node(ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
OperationNode *operation = find_operation_node(id, comp_type, comp_name, opcode, name, name_tag);
if (operation != nullptr) {
return operation;
}
return add_operation_node(id, comp_type, comp_name, opcode, op, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::ensure_operation_node(ID *id,
NodeType comp_type,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
OperationNode *operation = find_operation_node(id, comp_type, opcode, name, name_tag);
if (operation != nullptr) {
return operation;
}
return add_operation_node(id, comp_type, opcode, op, name, name_tag);
}
bool DepsgraphNodeBuilder::has_operation_node(ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const char *name,
int name_tag)
{
return find_operation_node(id, comp_type, comp_name, opcode, name, name_tag) != nullptr;
}
bool DepsgraphNodeBuilder::has_operation_node(ID *id,
const NodeType comp_type,
const OperationCode opcode)
{
return find_operation_node(id, comp_type, opcode) != nullptr;
}
OperationNode *DepsgraphNodeBuilder::find_operation_node(const ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const char *name,
int name_tag)
{
ComponentNode *comp_node = find_component_node(id, comp_type, comp_name);
if (comp_node == nullptr) {
return nullptr;
}
return comp_node->find_operation(opcode, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::find_operation_node(
const ID *id, NodeType comp_type, OperationCode opcode, const char *name, int name_tag)
{
return find_operation_node(id, comp_type, "", opcode, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::find_operation_node(const OperationKey &key)
{
return find_operation_node(
key.id, key.component_type, key.component_name, key.opcode, key.name, key.name_tag);
}
ID *DepsgraphNodeBuilder::get_cow_id(const ID *id_orig) const
{
return graph_->get_cow_id(id_orig);
}
ID *DepsgraphNodeBuilder::ensure_cow_id(ID *id_orig)
{
if (id_orig->tag & LIB_TAG_COPIED_ON_WRITE) {
/* ID is already remapped to copy-on-write. */
return id_orig;
}
IDNode *id_node = add_id_node(id_orig);
return id_node->id_cow;
}
/* **** Build functions for entity nodes **** */
void DepsgraphNodeBuilder::begin_build()
{
/* Store existing copy-on-write versions of datablock, so we can re-use
* them for new ID nodes. */
for (IDNode *id_node : graph_->id_nodes) {
/* It is possible that the ID does not need to have CoW version in which case id_cow is the
* same as id_orig. Additionally, such ID might have been removed, which makes the check
* for whether id_cow is expanded to access freed memory. In order to deal with this we
* check whether CoW is needed based on a scalar value which does not lead to access of
* possibly deleted memory. */
IDInfo *id_info = (IDInfo *)MEM_mallocN(sizeof(IDInfo), "depsgraph id info");
if (deg_copy_on_write_is_needed(id_node->id_type) &&
deg_copy_on_write_is_expanded(id_node->id_cow) && id_node->id_orig != id_node->id_cow)
{
id_info->id_cow = id_node->id_cow;
}
else {
id_info->id_cow = nullptr;
}
id_info->previously_visible_components_mask = id_node->visible_components_mask;
id_info->previous_eval_flags = id_node->eval_flags;
id_info->previous_customdata_masks = id_node->customdata_masks;
BLI_assert(!id_info_hash_.contains(id_node->id_orig_session_uid));
id_info_hash_.add_new(id_node->id_orig_session_uid, id_info);
id_node->id_cow = nullptr;
}
for (const OperationNode *op_node : graph_->entry_tags) {
saved_entry_tags_.append_as(op_node);
}
/* Make sure graph has no nodes left from previous state. */
graph_->clear_all_nodes();
graph_->operations.clear();
graph_->entry_tags.clear();
}
/* Util callbacks for `BKE_library_foreach_ID_link`, used to detect when a COW ID is using ID
* pointers that are either:
* - COW ID pointers that do not exist anymore in current depsgraph.
* - Orig ID pointers that do have now a COW version in current depsgraph.
* In both cases, it means the COW ID user needs to be flushed, to ensure its pointers are properly
* remapped.
*
* NOTE: This is split in two, a static function and a public method of the node builder, to allow
* the code to access the builder's data more easily. */
int DepsgraphNodeBuilder::foreach_id_cow_detect_need_for_update_callback(ID *id_cow_self,
ID *id_pointer)
{
if (id_pointer->orig_id == nullptr) {
/* `id_cow_self` uses a non-cow ID, if that ID has a COW copy in current depsgraph its owner
* needs to be remapped, i.e. COW-flushed. */
IDNode *id_node = find_id_node(id_pointer);
if (id_node != nullptr && id_node->id_cow != nullptr) {
graph_id_tag_update(bmain_,
graph_,
id_cow_self->orig_id,
ID_RECALC_COPY_ON_WRITE,
DEG_UPDATE_SOURCE_RELATIONS);
return IDWALK_RET_STOP_ITER;
}
}
else {
/* `id_cow_self` uses a COW ID, if that COW copy is removed from current depsgraph its owner
* needs to be remapped, i.e. COW-flushed. */
/* NOTE: at that stage, old existing COW copies that are to be removed from current state of
* evaluated depsgraph are still valid pointers, they are freed later (typically during
* destruction of the builder itself). */
IDNode *id_node = find_id_node(id_pointer->orig_id);
if (id_node == nullptr) {
graph_id_tag_update(bmain_,
graph_,
id_cow_self->orig_id,
ID_RECALC_COPY_ON_WRITE,
DEG_UPDATE_SOURCE_RELATIONS);
return IDWALK_RET_STOP_ITER;
}
}
return IDWALK_RET_NOP;
}
static int foreach_id_cow_detect_need_for_update_callback(LibraryIDLinkCallbackData *cb_data)
{
ID *id = *cb_data->id_pointer;
if (id == nullptr) {
return IDWALK_RET_NOP;
}
if (!ID_TYPE_IS_COW(GS(id->name))) {
/* No need to go further if the id never had a cow copy in the depsgraph. This function is
* only concerned with keeping the mapping between original and COW ids intact. */
return IDWALK_RET_NOP;
}
DepsgraphNodeBuilder *builder = static_cast<DepsgraphNodeBuilder *>(cb_data->user_data);
ID *id_cow_self = cb_data->self_id;
return builder->foreach_id_cow_detect_need_for_update_callback(id_cow_self, id);
}
void DepsgraphNodeBuilder::update_invalid_cow_pointers()
{
/* NOTE: Currently the only ID types that depsgraph may decide to not evaluate/generate COW
* copies for, even though they are referenced by other data-blocks, are Collections and Objects
* (through their various visibility flags, and the ones from #LayerCollections too). However,
* this code is kept generic as it makes it more future-proof, and optimization here would give
* negligible performance improvements in typical cases.
*
* NOTE: This mechanism may also 'fix' some missing update tagging from non-depsgraph code in
* some cases. This is slightly unfortunate (as it may hide issues in other parts of Blender
* code), but cannot really be avoided currently. */
for (const IDNode *id_node : graph_->id_nodes) {
if (id_node->previously_visible_components_mask == 0) {
/* Newly added node/ID, no need to check it. */
continue;
}
if (ELEM(id_node->id_cow, id_node->id_orig, nullptr)) {
/* Node/ID with no COW data, no need to check it. */
continue;
}
if ((id_node->id_cow->recalc & ID_RECALC_COPY_ON_WRITE) != 0) {
/* Node/ID already tagged for COW flush, no need to check it. */
continue;
}
if ((id_node->id_cow->flag & LIB_EMBEDDED_DATA) != 0) {
/* For now, we assume embedded data are managed by their owner IDs and do not need to be
* checked here.
*
* NOTE: This exception somewhat weak, and ideally should not be needed. Currently however,
* embedded data are handled as full local (private) data of their owner IDs in part of
* Blender (like read/write code, including undo/redo), while depsgraph generally treat them
* as regular independent IDs. This leads to inconsistencies that can lead to bad level
* memory accesses.
*
* E.g. when undoing creation/deletion of a collection directly child of a scene's master
* collection, the scene itself is re-read in place, but its master collection becomes a
* completely new different pointer, and the existing COW of the old master collection in the
* matching deg node is therefore pointing to fully invalid (freed) memory. */
continue;
}
BKE_library_foreach_ID_link(nullptr,
id_node->id_cow,
deg::foreach_id_cow_detect_need_for_update_callback,
this,
IDWALK_IGNORE_EMBEDDED_ID | IDWALK_READONLY);
}
}
void DepsgraphNodeBuilder::tag_previously_tagged_nodes()
{
for (const OperationKey &operation_key : saved_entry_tags_) {
OperationNode *operation_node = find_operation_node(operation_key);
if (operation_node == nullptr) {
continue;
}
/* Since the tag is coming from a saved copy of entry tags, this means
* that originally node was explicitly tagged for user update. */
operation_node->tag_update(graph_, DEG_UPDATE_SOURCE_USER_EDIT);
}
}
void DepsgraphNodeBuilder::end_build()
{
graph_->light_linking_cache.end_build(*graph_->scene);
tag_previously_tagged_nodes();
update_invalid_cow_pointers();
}
void DepsgraphNodeBuilder::build_id(ID *id, const bool force_be_visible)
{
if (id == nullptr) {
return;
}
const ID_Type id_type = GS(id->name);
switch (id_type) {
case ID_AC:
build_action((bAction *)id);
break;
case ID_AR:
build_armature((bArmature *)id);
break;
case ID_CA:
build_camera((Camera *)id);
break;
case ID_GR:
build_collection(nullptr, (Collection *)id);
break;
case ID_OB:
/* TODO(sergey): Get visibility from a "parent" somehow.
*
* NOTE: Using `false` visibility here should be fine, since if this
* driver affects on something invisible we don't really care if the
* driver gets evaluated (and even don't want this to force object
* to become visible).
*
* If this happened to be affecting visible object, then it is up to
* deg_graph_build_flush_visibility() to ensure visibility of the
* object is true. */
build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, force_be_visible);
break;
case ID_KE:
build_shapekeys((Key *)id);
break;
case ID_LA:
build_light((Light *)id);
break;
case ID_LP:
build_lightprobe((LightProbe *)id);
break;
case ID_NT:
build_nodetree((bNodeTree *)id);
break;
case ID_MA:
build_material((Material *)id);
break;
case ID_TE:
build_texture((Tex *)id);
break;
case ID_IM:
build_image((Image *)id);
break;
case ID_WO:
build_world((World *)id);
break;
case ID_MSK:
build_mask((Mask *)id);
break;
case ID_LS:
build_freestyle_linestyle((FreestyleLineStyle *)id);
break;
case ID_MC:
build_movieclip((MovieClip *)id);
break;
case ID_ME:
case ID_MB:
case ID_CU_LEGACY:
case ID_LT:
case ID_GD_LEGACY:
case ID_CV:
case ID_PT:
case ID_VO:
case ID_GP:
build_object_data_geometry_datablock(id);
break;
case ID_SPK:
build_speaker((Speaker *)id);
break;
case ID_SO:
build_sound((bSound *)id);
break;
case ID_TXT:
/* Not a part of dependency graph. */
break;
case ID_CF:
build_cachefile((CacheFile *)id);
break;
case ID_SCE:
build_scene_parameters((Scene *)id);
break;
case ID_PA:
build_particle_settings((ParticleSettings *)id);
break;
case ID_LI:
case ID_IP:
case ID_SCR:
case ID_VF:
case ID_BR:
case ID_WM:
case ID_PAL:
case ID_PC:
case ID_WS:
BLI_assert(!deg_copy_on_write_is_needed(id_type));
build_generic_id(id);
break;
}
}
void DepsgraphNodeBuilder::build_generic_id(ID *id)
{
if (built_map_.checkIsBuiltAndTag(id)) {
return;
}
build_idproperties(id->properties);
build_animdata(id);
build_parameters(id);
}
static void build_idproperties_callback(IDProperty *id_property, void *user_data)
{
DepsgraphNodeBuilder *builder = reinterpret_cast<DepsgraphNodeBuilder *>(user_data);
BLI_assert(id_property->type == IDP_ID);
builder->build_id(reinterpret_cast<ID *>(id_property->data.pointer));
}
void DepsgraphNodeBuilder::build_idproperties(IDProperty *id_property)
{
IDP_foreach_property(id_property, IDP_TYPE_FILTER_ID, build_idproperties_callback, this);
}
void DepsgraphNodeBuilder::build_collection(LayerCollection *from_layer_collection,
Collection *collection)
{
const int visibility_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_HIDE_VIEWPORT :
COLLECTION_HIDE_RENDER;
const bool is_collection_restricted = (collection->flag & visibility_flag);
const bool is_collection_visible = !is_collection_restricted && is_parent_collection_visible_;
IDNode *id_node;
if (built_map_.checkIsBuiltAndTag(collection)) {
id_node = find_id_node(&collection->id);
if (is_collection_visible && id_node->is_visible_on_build == false &&
id_node->is_collection_fully_expanded == true)
{
/* Collection became visible, make sure nested collections and
* objects are poked with the new visibility flag, since they
* might become visible too. */
}
else if (from_layer_collection == nullptr && !id_node->is_collection_fully_expanded) {
/* Initially collection was built from layer now, and was requested
* to not recurse into object. But now it's asked to recurse into all objects. */
}
else {
return;
}
}
else {
/* Collection itself. */
id_node = add_id_node(&collection->id);
id_node->is_visible_on_build = is_collection_visible;
add_operation_node(&collection->id, NodeType::HIERARCHY, OperationCode::HIERARCHY);
build_idproperties(collection->id.properties);
build_parameters(&collection->id);
add_operation_node(&collection->id, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL_DONE);
}
if (from_layer_collection != nullptr) {
/* If we came from layer collection we don't go deeper, view layer
* builder takes care of going deeper. */
return;
}
/* Backup state. */
const bool is_current_parent_collection_visible = is_parent_collection_visible_;
/* Modify state as we've entered new collection/ */
is_parent_collection_visible_ = is_collection_visible;
/* Build collection objects. */
LISTBASE_FOREACH (CollectionObject *, cob, &collection->gobject) {
build_object(-1, cob->ob, DEG_ID_LINKED_INDIRECTLY, is_collection_visible);
}
/* Build child collections. */
LISTBASE_FOREACH (CollectionChild *, child, &collection->children) {
build_collection(nullptr, child->collection);
}
/* Restore state. */
is_parent_collection_visible_ = is_current_parent_collection_visible;
id_node->is_collection_fully_expanded = true;
}
void DepsgraphNodeBuilder::build_object(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state,
bool is_visible)
{
const bool has_object = built_map_.checkIsBuiltAndTag(object);
/* When there is already object in the dependency graph accumulate visibility an linked state
* flags. Only do it on the object itself (apart from very special cases) and leave dealing with
* visibility of dependencies to the visibility flush step which happens at the end of the build
* process. */
if (has_object) {
IDNode *id_node = find_id_node(&object->id);
if (id_node->linked_state == DEG_ID_LINKED_INDIRECTLY) {
build_object_flags(base_index, object, linked_state);
}
id_node->linked_state = max(id_node->linked_state, linked_state);
id_node->is_visible_on_build |= is_visible;
id_node->has_base |= (base_index != -1);
/* There is no relation path which will connect current object with all the ones which come
* via the instanced collection, so build the collection again. Note that it will do check
* whether visibility update is needed on its own. */
build_object_instance_collection(object, is_visible);
return;
}
/* Create ID node for object and begin init. */
IDNode *id_node = add_id_node(&object->id);
Object *object_cow = get_cow_datablock(object);
id_node->linked_state = linked_state;
/* NOTE: Scene is nullptr when building dependency graph for render pipeline.
* Probably need to assign that to something non-nullptr, but then the logic here will still be
* somewhat weird. */
if (scene_ != nullptr && object == scene_->camera) {
id_node->is_visible_on_build = true;
}
else {
id_node->is_visible_on_build = is_visible;
}
id_node->has_base |= (base_index != -1);
add_operation_node(&object->id, NodeType::HIERARCHY, OperationCode::HIERARCHY);
/* Various flags, flushing from bases/collections. */
build_object_from_layer(base_index, object, linked_state);
/* Transform. */
build_object_transform(object);
/* Parent. */
if (object->parent != nullptr) {
build_object(-1, object->parent, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
/* Modifiers. */
build_object_modifiers(object);
/* Grease Pencil Modifiers. */
if (object->greasepencil_modifiers.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
BKE_gpencil_modifiers_foreach_ID_link(object, modifier_walk, &data);
}
/* Shader FX. */
if (object->shader_fx.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
BKE_shaderfx_foreach_ID_link(object, modifier_walk, &data);
}
/* Constraints. */
if (object->constraints.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
BKE_constraints_id_loop(&object->constraints, constraint_walk, IDWALK_NOP, &data);
}
/* Object data. */
build_object_data(object);
/* Parameters, used by both drivers/animation and also to inform dependency
* from object's data. */
build_parameters(&object->id);
build_idproperties(object->id.properties);
/* Build animation data,
*
* Do it now because it's possible object data will affect
* on object's level animation, for example in case of rebuilding
* pose for proxy. */
build_animdata(&object->id);
/* Particle systems. */
if (object->particlesystem.first != nullptr) {
build_particle_systems(object, is_visible);
}
/* Force field Texture. */
if ((object->pd != nullptr) && (object->pd->forcefield == PFIELD_TEXTURE) &&
(object->pd->tex != nullptr))
{
build_texture(object->pd->tex);
}
/* Object instancing. */
if (object->instance_collection != nullptr) {
build_object_instance_collection(object, is_visible);
OperationNode *instancer_node = add_operation_node(
&object->id, NodeType::INSTANCING, OperationCode::INSTANCER);
instancer_node->flag |= OperationFlag::DEPSOP_FLAG_PINNED;
}
OperationNode *instance_node = add_operation_node(
&object->id, NodeType::INSTANCING, OperationCode::INSTANCE);
instance_node->flag |= OperationFlag::DEPSOP_FLAG_PINNED;
build_object_light_linking(object);
build_object_shading(object);
/* Synchronization back to original object. */
add_operation_node(&object->id,
NodeType::SYNCHRONIZATION,
OperationCode::SYNCHRONIZE_TO_ORIGINAL,
[object_cow](::Depsgraph *depsgraph) {
BKE_object_sync_to_original(depsgraph, object_cow);
});
}
void DepsgraphNodeBuilder::build_object_from_layer(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state)
{
OperationNode *entry_node = add_operation_node(
&object->id, NodeType::OBJECT_FROM_LAYER, OperationCode::OBJECT_FROM_LAYER_ENTRY);
entry_node->set_as_entry();
OperationNode *exit_node = add_operation_node(
&object->id, NodeType::OBJECT_FROM_LAYER, OperationCode::OBJECT_FROM_LAYER_EXIT);
exit_node->set_as_exit();
build_object_flags(base_index, object, linked_state);
}
void DepsgraphNodeBuilder::build_object_flags(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state)
{
if (base_index == -1) {
return;
}
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
const bool is_from_set = (linked_state == DEG_ID_LINKED_VIA_SET);
/* TODO(sergey): Is this really best component to be used? */
add_operation_node(
&object->id,
NodeType::OBJECT_FROM_LAYER,
OperationCode::OBJECT_BASE_FLAGS,
[view_layer_index = view_layer_index_, scene_cow, object_cow, base_index, is_from_set](
::Depsgraph *depsgraph) {
BKE_object_eval_eval_base_flags(
depsgraph, scene_cow, view_layer_index, object_cow, base_index, is_from_set);
});
}
void DepsgraphNodeBuilder::build_object_instance_collection(Object *object, bool is_object_visible)
{
if (object->instance_collection == nullptr) {
return;
}
const bool is_current_parent_collection_visible = is_parent_collection_visible_;
is_parent_collection_visible_ = is_object_visible;
build_collection(nullptr, object->instance_collection);
is_parent_collection_visible_ = is_current_parent_collection_visible;
}
void DepsgraphNodeBuilder::build_object_modifiers(Object *object)
{
if (BLI_listbase_is_empty(&object->modifiers)) {
return;
}
const ModifierMode modifier_mode = (graph_->mode == DAG_EVAL_VIEWPORT) ? eModifierMode_Realtime :
eModifierMode_Render;
IDNode *id_node = find_id_node(&object->id);
add_operation_node(&object->id,
NodeType::GEOMETRY,
OperationCode::VISIBILITY,
[id_node](::Depsgraph *depsgraph) {
deg_evaluate_object_modifiers_mode_node_visibility(depsgraph, id_node);
});
int modifier_index;
LISTBASE_FOREACH_INDEX (ModifierData *, modifier, &object->modifiers, modifier_index) {
OperationNode *modifier_node = add_operation_node(
&object->id, NodeType::GEOMETRY, OperationCode::MODIFIER, nullptr, modifier->name);
if (modifier->type == eModifierType_Nodes) {
modifier_node->evaluate =
[id_node, modifier_index, modifier_node](::Depsgraph * /*depsgraph*/) {
Object *ob_eval = reinterpret_cast<Object *>(id_node->id_cow);
ModifierData *md_eval = reinterpret_cast<ModifierData *>(
BLI_findlink(&ob_eval->modifiers, modifier_index));
/* Set flag that the modifier can check when it is evaluated. */
const bool is_user_modified = modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED;
SET_FLAG_FROM_TEST(md_eval->flag, is_user_modified, eModifierFlag_UserModified);
};
}
/* Mute modifier mode if the modifier is not enabled for the dependency graph mode.
* This handles static (non-animated) mode of the modifier. */
if ((modifier->mode & modifier_mode) == 0) {
modifier_node->flag |= DEPSOP_FLAG_MUTE;
}
if (is_modifier_visibility_animated(object, modifier)) {
graph_->has_animated_visibility = true;
}
}
BuilderWalkUserData data;
data.builder = this;
BKE_modifiers_foreach_ID_link(object, modifier_walk, &data);
}
void DepsgraphNodeBuilder::build_object_data(Object *object)
{
if (object->data == nullptr) {
return;
}
/* type-specific data. */
switch (object->type) {
case OB_MESH:
case OB_CURVES_LEGACY:
case OB_FONT:
case OB_SURF:
case OB_MBALL:
case OB_LATTICE:
case OB_GPENCIL_LEGACY:
case OB_CURVES:
case OB_POINTCLOUD:
case OB_VOLUME:
build_object_data_geometry(object);
break;
case OB_GREASE_PENCIL:
build_object_data_grease_pencil(object);
break;
case OB_ARMATURE:
build_rig(object);
break;
case OB_LAMP:
build_object_data_light(object);
break;
case OB_CAMERA:
build_object_data_camera(object);
break;
case OB_LIGHTPROBE:
build_object_data_lightprobe(object);
break;
case OB_SPEAKER:
build_object_data_speaker(object);
break;
default: {
ID *obdata = (ID *)object->data;
if (!built_map_.checkIsBuilt(obdata)) {
build_animdata(obdata);
}
break;
}
}
/* Materials. */
Material ***materials_ptr = BKE_object_material_array_p(object);
if (materials_ptr != nullptr) {
short *num_materials_ptr = BKE_object_material_len_p(object);
build_materials(*materials_ptr, *num_materials_ptr);
}
}
void DepsgraphNodeBuilder::build_object_data_camera(Object *object)
{
Camera *camera = (Camera *)object->data;
build_camera(camera);
}
void DepsgraphNodeBuilder::build_object_data_light(Object *object)
{
Light *lamp = (Light *)object->data;
build_light(lamp);
}
void DepsgraphNodeBuilder::build_object_data_lightprobe(Object *object)
{
LightProbe *probe = (LightProbe *)object->data;
build_lightprobe(probe);
add_operation_node(&object->id, NodeType::PARAMETERS, OperationCode::LIGHT_PROBE_EVAL);
}
void DepsgraphNodeBuilder::build_object_data_grease_pencil(Object *object)
{
GreasePencil &grease_pencil = *static_cast<GreasePencil *>(object->data);
/* Build the layer parents. */
for (const bke::greasepencil::Layer *layer : grease_pencil.layers()) {
Object *parent = layer->parent;
if (parent == nullptr) {
continue;
}
build_object(-1, parent, DEG_ID_LINKED_INDIRECTLY, false);
}
build_object_data_geometry(object);
}
void DepsgraphNodeBuilder::build_object_data_speaker(Object *object)
{
Speaker *speaker = (Speaker *)object->data;
build_speaker(speaker);
add_operation_node(&object->id, NodeType::AUDIO, OperationCode::SPEAKER_EVAL);
}
void DepsgraphNodeBuilder::build_object_transform(Object *object)
{
OperationNode *op_node;
Object *ob_cow = get_cow_datablock(object);
/* Transform entry operation. */
op_node = add_operation_node(&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_INIT);
op_node->set_as_entry();
/* Local transforms (from transform channels - loc/rot/scale + deltas). */
add_operation_node(
&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_LOCAL,
[ob_cow](::Depsgraph *depsgraph) { BKE_object_eval_local_transform(depsgraph, ob_cow); });
/* Object parent. */
if (object->parent != nullptr) {
add_operation_node(
&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_PARENT,
[ob_cow](::Depsgraph *depsgraph) { BKE_object_eval_parent(depsgraph, ob_cow); });
}
/* Object constraints. */
if (object->constraints.first != nullptr) {
build_object_constraints(object);
}
/* Rest of transformation update. */
add_operation_node(
&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_EVAL,
[ob_cow](::Depsgraph *depsgraph) { BKE_object_eval_uber_transform(depsgraph, ob_cow); });
/* Operation to take of rigid body simulation. soft bodies and other friends
* in the context of point cache invalidation. */
add_operation_node(&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_SIMULATION_INIT);
/* Object transform is done. */
op_node = add_operation_node(
&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_FINAL,
[ob_cow](::Depsgraph *depsgraph) { BKE_object_eval_transform_final(depsgraph, ob_cow); });
op_node->set_as_exit();
}
/**
* Constraints Graph Notes
*
* For constraints, we currently only add a operation node to the Transform
* or Bone components (depending on whichever type of owner we have).
* This represents the entire constraints stack, which is for now just
* executed as a single monolithic block. At least initially, this should
* be sufficient for ensuring that the porting/refactoring process remains
* manageable.
*
* However, when the time comes for developing "node-based" constraints,
* we'll need to split this up into pre/post nodes for "constraint stack
* evaluation" + operation nodes for each constraint (i.e. the contents
* of the loop body used in the current "solve_constraints()" operation).
*
* -- Aligorith, August 2013
*/
void DepsgraphNodeBuilder::build_object_constraints(Object *object)
{
/* create node for constraint stack */
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_CONSTRAINTS,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_object_eval_constraints(depsgraph, scene_cow, object_cow);
});
}
void DepsgraphNodeBuilder::build_object_pointcache(Object *object)
{
if (!BKE_ptcache_object_has(scene_, object, 0)) {
return;
}
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::POINT_CACHE,
OperationCode::POINT_CACHE_RESET,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_object_eval_ptcache_reset(depsgraph, scene_cow, object_cow);
});
}
void DepsgraphNodeBuilder::build_object_light_linking(Object *object)
{
/* For objects put the light linking update callback to the same component as the base flags.
* This way the light linking is updated on the view layer hierarchy change (which does not seem
* to have a dedicated tag). */
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::SHADING,
OperationCode::LIGHT_LINKING_UPDATE,
[object_cow](::Depsgraph *depsgraph) {
BKE_object_eval_light_linking(depsgraph, object_cow);
});
graph_->light_linking_cache.add_emitter(*graph_->scene, *object);
if (object->light_linking) {
build_light_linking_collection(object->light_linking->receiver_collection);
build_light_linking_collection(object->light_linking->blocker_collection);
}
}
void DepsgraphNodeBuilder::build_light_linking_collection(Collection *collection)
{
if (collection == nullptr) {
return;
}
/* TODO(sergey): Support some sort of weak referencing, so that receiver objects which are
* specified by this collection but not in the scene do not use extra memory.
*
* Until the better solution is implemented pull the objects indirectly, and keep them
* invisible. This has penalty of higher memory usage, but not a performance penalty. */
const bool is_current_parent_collection_visible = is_parent_collection_visible_;
is_parent_collection_visible_ = false;
build_collection(nullptr, collection);
is_parent_collection_visible_ = is_current_parent_collection_visible;
/* Ensure the light linking component is created for the collection.
*
* Note that it is not possible to have early output check based on regular built flags because
* the collection might have been first built for the non-light-linking purposes. */
/* TODO(sergey): Can optimize this out by explicitly separating the different built tags. This
* needs to be done in all places where the collection is built (is not something that can be
* easily solved from just adding the light linking functionality). */
if (!has_operation_node(
&collection->id, NodeType::PARAMETERS, OperationCode::LIGHT_LINKING_UPDATE))
{
add_operation_node(&collection->id, NodeType::PARAMETERS, OperationCode::LIGHT_LINKING_UPDATE);
}
}
void DepsgraphNodeBuilder::build_object_shading(Object *object)
{
Object *object_cow = get_cow_datablock(object);
add_operation_node(
&object->id,
NodeType::SHADING,
OperationCode::SHADING,
[object_cow](::Depsgraph *depsgraph) { BKE_object_eval_shading(depsgraph, object_cow); });
OperationNode *done_node = add_operation_node(
&object->id, NodeType::SHADING, OperationCode::SHADING_DONE);
done_node->set_as_exit();
}
void DepsgraphNodeBuilder::build_animdata(ID *id)
{
/* Special handling for animated images/sequences. */
build_animation_images(id);
/* Regular animation. */
AnimData *adt = BKE_animdata_from_id(id);
if (adt == nullptr) {
return;
}
if (adt->action != nullptr) {
build_action(adt->action);
}
/* Make sure ID node exists. */
(void)add_id_node(id);
ID *id_cow = get_cow_id(id);
if (adt->action != nullptr || !BLI_listbase_is_empty(&adt->nla_tracks)) {
OperationNode *operation_node;
/* Explicit entry operation. */
operation_node = add_operation_node(id, NodeType::ANIMATION, OperationCode::ANIMATION_ENTRY);
operation_node->set_as_entry();
/* All the evaluation nodes. */
add_operation_node(
id, NodeType::ANIMATION, OperationCode::ANIMATION_EVAL, [id_cow](::Depsgraph *depsgraph) {
BKE_animsys_eval_animdata(depsgraph, id_cow);
});
/* Explicit exit operation. */
operation_node = add_operation_node(id, NodeType::ANIMATION, OperationCode::ANIMATION_EXIT);
operation_node->set_as_exit();
}
/* NLA strips contain actions. */
LISTBASE_FOREACH (NlaTrack *, nlt, &adt->nla_tracks) {
build_animdata_nlastrip_targets(&nlt->strips);
}
/* Drivers. */
int driver_index = 0;
LISTBASE_FOREACH (FCurve *, fcu, &adt->drivers) {
/* create driver */
build_driver(id, fcu, driver_index++);
}
}
void DepsgraphNodeBuilder::build_animdata_nlastrip_targets(ListBase *strips)
{
LISTBASE_FOREACH (NlaStrip *, strip, strips) {
if (strip->act != nullptr) {
build_action(strip->act);
}
else if (strip->strips.first != nullptr) {
build_animdata_nlastrip_targets(&strip->strips);
}
}
}
void DepsgraphNodeBuilder::build_animation_images(ID *id)
{
/* GPU materials might use an animated image. However, these materials have no been built yet so
* we have to check if they might be created during evaluation. */
bool has_image_animation = false;
if (ELEM(GS(id->name), ID_MA, ID_WO)) {
bNodeTree *ntree = *BKE_ntree_ptr_from_id(id);
if (ntree != nullptr && ntree->runtime->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION)
{
has_image_animation = true;
}
}
if (has_image_animation || BKE_image_user_id_has_animation(id)) {
ID *id_cow = get_cow_id(id);
add_operation_node(
id,
NodeType::IMAGE_ANIMATION,
OperationCode::IMAGE_ANIMATION,
[id_cow](::Depsgraph *depsgraph) { BKE_image_user_id_eval_animation(depsgraph, id_cow); });
}
}
void DepsgraphNodeBuilder::build_action(bAction *action)
{
if (built_map_.checkIsBuiltAndTag(action)) {
return;
}
build_idproperties(action->id.properties);
add_operation_node(&action->id, NodeType::ANIMATION, OperationCode::ANIMATION_EVAL);
}
void DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcurve, int driver_index)
{
/* Create data node for this driver */
ID *id_cow = get_cow_id(id);
/* TODO(sergey): ideally we could pass the COW of fcu, but since it
* has not yet been allocated at this point we can't. As a workaround
* the animation systems allocates an array so we can do a fast lookup
* with the driver index. */
ensure_operation_node(
id,
NodeType::PARAMETERS,
OperationCode::DRIVER,
[id_cow, driver_index, fcurve](::Depsgraph *depsgraph) {
BKE_animsys_eval_driver(depsgraph, id_cow, driver_index, fcurve);
},
fcurve->rna_path ? fcurve->rna_path : "",
fcurve->array_index);
build_driver_variables(id, fcurve);
}
void DepsgraphNodeBuilder::build_driver_variables(ID *id, FCurve *fcurve)
{
PointerRNA id_ptr = RNA_id_pointer_create(id);
build_driver_id_property(id_ptr, fcurve->rna_path);
DriverTargetContext driver_target_context;
driver_target_context.scene = graph_->scene;
driver_target_context.view_layer = graph_->view_layer;
LISTBASE_FOREACH (DriverVar *, dvar, &fcurve->driver->variables) {
DRIVER_TARGETS_USED_LOOPER_BEGIN (dvar) {
PointerRNA target_prop;
if (!driver_get_target_property(&driver_target_context, dvar, dtar, &target_prop)) {
continue;
}
/* Property is always expected to be resolved to a non-null RNA property, which is always
* relative to some ID. */
BLI_assert(target_prop.owner_id);
ID *target_id = target_prop.owner_id;
build_id(target_id);
build_driver_id_property(target_prop, dtar->rna_path);
/* For rna_path based variables: */
if ((dtar->flag & DTAR_FLAG_STRUCT_REF) == 0) {
/* Handle all other cameras used by the scene timeline if applicable. */
if (const char *camera_path = get_rna_path_relative_to_scene_camera(
scene_, target_prop, dtar->rna_path))
{
build_driver_scene_camera_variable(scene_, camera_path);
}
}
}
DRIVER_TARGETS_LOOPER_END;
}
}
void DepsgraphNodeBuilder::build_driver_scene_camera_variable(Scene *scene,
const char *camera_path)
{
/* This skips scene->camera, which was already handled by the caller. */
LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
if (!ELEM(marker->camera, nullptr, scene->camera)) {
PointerRNA camera_ptr = RNA_id_pointer_create(&marker->camera->id);
build_driver_id_property(camera_ptr, camera_path);
}
}
}
void DepsgraphNodeBuilder::build_driver_id_property(const PointerRNA &target_prop,
const char *rna_path_from_target_prop)
{
if (rna_path_from_target_prop == nullptr || rna_path_from_target_prop[0] == '\0') {
return;
}
PointerRNA ptr;
PropertyRNA *prop;
int index;
if (!RNA_path_resolve_full(&target_prop, rna_path_from_target_prop, &ptr, &prop, &index)) {
return;
}
if (prop == nullptr) {
return;
}
if (!rna_prop_affects_parameters_node(&ptr, prop)) {
return;
}
const char *prop_identifier = RNA_property_identifier((PropertyRNA *)prop);
/* Custom properties of bones are placed in their components to improve granularity. */
if (RNA_struct_is_a(ptr.type, &RNA_PoseBone)) {
const bPoseChannel *pchan = static_cast<const bPoseChannel *>(ptr.data);
ensure_operation_node(ptr.owner_id,
NodeType::BONE,
pchan->name,
OperationCode::ID_PROPERTY,
nullptr,
prop_identifier);
}
else {
ensure_operation_node(
ptr.owner_id, NodeType::PARAMETERS, OperationCode::ID_PROPERTY, nullptr, prop_identifier);
}
}
void DepsgraphNodeBuilder::build_parameters(ID *id)
{
(void)add_id_node(id);
OperationNode *op_node;
/* Explicit entry. */
op_node = add_operation_node(id, NodeType::PARAMETERS, OperationCode::PARAMETERS_ENTRY);
op_node->set_as_entry();
/* Generic evaluation node. */
if (ID_TYPE_SUPPORTS_PARAMS_WITHOUT_COW(GS(id->name))) {
ID *id_cow = get_cow_id(id);
add_operation_node(
id,
NodeType::PARAMETERS,
OperationCode::PARAMETERS_EVAL,
[id_cow, id](::Depsgraph * /*depsgraph*/) { BKE_id_eval_properties_copy(id_cow, id); });
}
else {
add_operation_node(id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL);
}
/* Explicit exit operation. */
op_node = add_operation_node(id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EXIT);
op_node->set_as_exit();
}
void DepsgraphNodeBuilder::build_dimensions(Object *object)
{
/* Object dimensions (bounding box) node. Will depend on both geometry and transform. */
add_operation_node(&object->id, NodeType::PARAMETERS, OperationCode::DIMENSIONS);
}
/* Recursively build graph for world */
void DepsgraphNodeBuilder::build_world(World *world)
{
if (built_map_.checkIsBuiltAndTag(world)) {
return;
}
/* World itself. */
add_id_node(&world->id);
World *world_cow = get_cow_datablock(world);
/* Shading update. */
add_operation_node(
&world->id,
NodeType::SHADING,
OperationCode::WORLD_UPDATE,
[world_cow](::Depsgraph *depsgraph) { BKE_world_eval(depsgraph, world_cow); });
build_idproperties(world->id.properties);
/* Animation. */
build_animdata(&world->id);
build_parameters(&world->id);
/* World's nodetree. */
build_nodetree(world->nodetree);
}
/* Rigidbody Simulation - Scene Level */
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
Scene *scene_cow = get_cow_datablock(scene);
/**
* Rigidbody Simulation Nodes
* ==========================
*
* There are 3 nodes related to Rigidbody Simulation:
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the
* simulation needs to be rebuilt (mainly after file reload, or moving
* back to start frame)
* 2) "Do Simulation" - perform a simulation step - interleaved between the
* evaluation steps for clusters of objects (i.e. between those affected
* and/or not affected by the sim for instance).
*
* 3) "Pull Results" - grab the specific transforms applied for a specific
* object - performed as part of object's transform-stack building. */
/* Create nodes --------------------------------------------------------- */
/* XXX: is this the right component, or do we want to use another one
* instead? */
/* Init/rebuild operation. */
add_operation_node(
&scene->id,
NodeType::TRANSFORM,
OperationCode::RIGIDBODY_REBUILD,
[scene_cow](::Depsgraph *depsgraph) { BKE_rigidbody_rebuild_sim(depsgraph, scene_cow); });
/* Do-sim operation. */
OperationNode *sim_node = add_operation_node(&scene->id,
NodeType::TRANSFORM,
OperationCode::RIGIDBODY_SIM,
[scene_cow](::Depsgraph *depsgraph) {
BKE_rigidbody_eval_simulation(depsgraph,
scene_cow);
});
sim_node->set_as_entry();
sim_node->set_as_exit();
sim_node->owner->entry_operation = sim_node;
/* Objects - simulation participants. */
if (rbw->group != nullptr) {
build_collection(nullptr, rbw->group);
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (rbw->group, object) {
if (object->type != OB_MESH) {
continue;
}
if (object->rigidbody_object == nullptr) {
continue;
}
if (object->rigidbody_object->type == RBO_TYPE_PASSIVE) {
continue;
}
/* Create operation for flushing results. */
/* Object's transform component - where the rigidbody operation
* lives. */
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::TRANSFORM,
OperationCode::RIGIDBODY_TRANSFORM_COPY,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_rigidbody_object_sync_transforms(depsgraph, scene_cow, object_cow);
});
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
/* Constraints. */
if (rbw->constraints != nullptr) {
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (rbw->constraints, object) {
RigidBodyCon *rbc = object->rigidbody_constraint;
if (rbc == nullptr || rbc->ob1 == nullptr || rbc->ob2 == nullptr) {
/* When either ob1 or ob2 is nullptr, the constraint doesn't work. */
continue;
}
/* Make sure indirectly linked objects are fully built. */
build_object(-1, object, DEG_ID_LINKED_INDIRECTLY, false);
build_object(-1, rbc->ob1, DEG_ID_LINKED_INDIRECTLY, false);
build_object(-1, rbc->ob2, DEG_ID_LINKED_INDIRECTLY, false);
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
}
void DepsgraphNodeBuilder::build_particle_systems(Object *object, bool is_object_visible)
{
/**
* Particle Systems Nodes
* ======================
*
* There are two types of nodes associated with representing
* particle systems:
* 1) Component (EVAL_PARTICLES) - This is the particle-system
* evaluation context for an object. It acts as the container
* for all the nodes associated with a particular set of particle
* systems.
* 2) Particle System Evaluation Operation - This operation node acts as a
* black-box evaluation step for one particle system referenced by
* the particle systems stack. All dependencies link to this operation. */
/* Component for all particle systems. */
ComponentNode *psys_comp = add_component_node(&object->id, NodeType::PARTICLE_SYSTEM);
Object *ob_cow = get_cow_datablock(object);
OperationNode *op_node;
op_node = add_operation_node(
psys_comp, OperationCode::PARTICLE_SYSTEM_INIT, [ob_cow](::Depsgraph *depsgraph) {
BKE_particle_system_eval_init(depsgraph, ob_cow);
});
op_node->set_as_entry();
/* Build all particle systems. */
LISTBASE_FOREACH (ParticleSystem *, psys, &object->particlesystem) {
ParticleSettings *part = psys->part;
/* Build particle settings operations.
*
* NOTE: The call itself ensures settings are only build once. */
build_particle_settings(part);
/* Particle system evaluation. */
add_operation_node(psys_comp, OperationCode::PARTICLE_SYSTEM_EVAL, nullptr, psys->name);
/* Keyed particle targets. */
if (ELEM(part->phystype, PART_PHYS_KEYED, PART_PHYS_BOIDS)) {
LISTBASE_FOREACH (ParticleTarget *, particle_target, &psys->targets) {
if (ELEM(particle_target->ob, nullptr, object)) {
continue;
}
build_object(-1, particle_target->ob, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
}
/* Visualization of particle system. */
switch (part->ren_as) {
case PART_DRAW_OB:
if (part->instance_object != nullptr) {
build_object(-1, part->instance_object, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
break;
case PART_DRAW_GR:
if (part->instance_collection != nullptr) {
build_collection(nullptr, part->instance_collection);
}
break;
}
}
op_node = add_operation_node(psys_comp, OperationCode::PARTICLE_SYSTEM_DONE);
op_node->set_as_exit();
}
void DepsgraphNodeBuilder::build_particle_settings(ParticleSettings *particle_settings)
{
if (built_map_.checkIsBuiltAndTag(particle_settings)) {
return;
}
/* Make sure we've got proper copied ID pointer. */
add_id_node(&particle_settings->id);
ParticleSettings *particle_settings_cow = get_cow_datablock(particle_settings);
/* Animation data. */
build_animdata(&particle_settings->id);
build_parameters(&particle_settings->id);
/* Parameters change. */
OperationNode *op_node;
op_node = add_operation_node(
&particle_settings->id, NodeType::PARTICLE_SETTINGS, OperationCode::PARTICLE_SETTINGS_INIT);
op_node->set_as_entry();
add_operation_node(&particle_settings->id,
NodeType::PARTICLE_SETTINGS,
OperationCode::PARTICLE_SETTINGS_RESET,
[particle_settings_cow](::Depsgraph *depsgraph) {
BKE_particle_settings_eval_reset(depsgraph, particle_settings_cow);
});
op_node = add_operation_node(
&particle_settings->id, NodeType::PARTICLE_SETTINGS, OperationCode::PARTICLE_SETTINGS_EVAL);
op_node->set_as_exit();
/* Texture slots. */
for (MTex *mtex : particle_settings->mtex) {
if (mtex == nullptr || mtex->tex == nullptr) {
continue;
}
build_texture(mtex->tex);
}
}
/* Shape-keys. */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
if (built_map_.checkIsBuiltAndTag(key)) {
return;
}
build_idproperties(key->id.properties);
build_animdata(&key->id);
build_parameters(&key->id);
/* This is an exit operation for the entire key datablock, is what is used
* as dependency for modifiers evaluation. */
add_operation_node(&key->id, NodeType::GEOMETRY, OperationCode::GEOMETRY_SHAPEKEY);
/* Create per-key block properties, allowing tricky inter-dependencies for
* drivers evaluation. */
LISTBASE_FOREACH (KeyBlock *, key_block, &key->block) {
add_operation_node(
&key->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL, nullptr, key_block->name);
}
}
/* ObData Geometry Evaluation */
/* XXX: what happens if the datablock is shared! */
void DepsgraphNodeBuilder::build_object_data_geometry(Object *object)
{
OperationNode *op_node;
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
/* Entry operation, takes care of initialization, and some other
* relations which needs to be run prior actual geometry evaluation. */
op_node = add_operation_node(&object->id, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL_INIT);
op_node->set_as_entry();
/* Geometry evaluation. */
op_node = add_operation_node(&object->id,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
[scene_cow, object_cow](::Depsgraph *depsgraph) {
BKE_object_eval_uber_data(depsgraph, scene_cow, object_cow);
});
op_node->set_as_exit();
/* Materials. */
build_materials(object->mat, object->totcol);
/* Point caches. */
build_object_pointcache(object);
/* Geometry. */
build_object_data_geometry_datablock((ID *)object->data);
build_dimensions(object);
/* Batch cache. */
add_operation_node(
&object->id,
NodeType::BATCH_CACHE,
OperationCode::GEOMETRY_SELECT_UPDATE,
[object_cow](::Depsgraph *depsgraph) { BKE_object_select_update(depsgraph, object_cow); });
}
void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata)
{
if (built_map_.checkIsBuiltAndTag(obdata)) {
return;
}
OperationNode *op_node;
/* Make sure we've got an ID node before requesting CoW pointer. */
(void)add_id_node((ID *)obdata);
ID *obdata_cow = get_cow_id(obdata);
build_idproperties(obdata->properties);
/* Animation. */
build_animdata(obdata);
/* ShapeKeys */
Key *key = BKE_key_from_id(obdata);
if (key) {
build_shapekeys(key);
}
/* Nodes for result of obdata's evaluation, and geometry
* evaluation on object. */
const ID_Type id_type = GS(obdata->name);
switch (id_type) {
case ID_ME: {
op_node = add_operation_node(obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
[obdata_cow](::Depsgraph *depsgraph) {
BKE_mesh_eval_geometry(depsgraph, (Mesh *)obdata_cow);
});
op_node->set_as_entry();
break;
}
case ID_MB: {
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL);
op_node->set_as_entry();
break;
}
case ID_CU_LEGACY: {
op_node = add_operation_node(obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
[obdata_cow](::Depsgraph *depsgraph) {
BKE_curve_eval_geometry(depsgraph, (Curve *)obdata_cow);
});
op_node->set_as_entry();
Curve *cu = (Curve *)obdata;
if (cu->bevobj != nullptr) {
build_object(-1, cu->bevobj, DEG_ID_LINKED_INDIRECTLY, false);
}
if (cu->taperobj != nullptr) {
build_object(-1, cu->taperobj, DEG_ID_LINKED_INDIRECTLY, false);
}
if (cu->textoncurve != nullptr) {
build_object(-1, cu->textoncurve, DEG_ID_LINKED_INDIRECTLY, false);
}
break;
}
case ID_LT: {
op_node = add_operation_node(obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
[obdata_cow](::Depsgraph *depsgraph) {
BKE_lattice_eval_geometry(depsgraph, (Lattice *)obdata_cow);
});
op_node->set_as_entry();
break;
}
case ID_GD_LEGACY: {
/* GPencil evaluation operations. */
op_node = add_operation_node(obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
[obdata_cow](::Depsgraph *depsgraph) {
BKE_gpencil_frame_active_set(depsgraph,
(bGPdata *)obdata_cow);
});
op_node->set_as_entry();
break;
}
case ID_CV: {
Curves *curves_id = reinterpret_cast<Curves *>(obdata);
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL);
op_node->set_as_entry();
if (curves_id->surface != nullptr) {
build_object(-1, curves_id->surface, DEG_ID_LINKED_INDIRECTLY, false);
}
break;
}
case ID_PT: {
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL);
op_node->set_as_entry();
break;
}
case ID_VO: {
/* Volume frame update. */
op_node = add_operation_node(obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
[obdata_cow](::Depsgraph *depsgraph) {
BKE_volume_eval_geometry(depsgraph, (Volume *)obdata_cow);
});
op_node->set_as_entry();
break;
}
case ID_GP: {
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL);
op_node->set_as_entry();
break;
}
default:
BLI_assert_msg(0, "Should not happen");
break;
}
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL_DONE);
op_node->set_as_exit();
/* Parameters for driver sources. */
build_parameters(obdata);
/* Batch cache. */
add_operation_node(obdata,
NodeType::BATCH_CACHE,
OperationCode::GEOMETRY_SELECT_UPDATE,
[obdata_cow](::Depsgraph *depsgraph) {
BKE_object_data_select_update(depsgraph, obdata_cow);
});
/* Shading (No-Op).
* Needed to allow the Material shading updates reach the Object. */
add_operation_node(obdata, NodeType::SHADING, OperationCode::SHADING);
}
void DepsgraphNodeBuilder::build_armature(bArmature *armature)
{
if (built_map_.checkIsBuiltAndTag(armature)) {
return;
}
build_idproperties(armature->id.properties);
build_animdata(&armature->id);
build_parameters(&armature->id);
/* This operation is no longer necessary, as it was updating things with the bone layers (which
* got replaced by bone collections). However, it's still used by other depsgraph components as a
* dependency, so for now the node itself is kept as a no-op.
* TODO: remove this node & the references to it, if eventually it turns out we really don't need
* this.
*/
add_operation_node(
&armature->id, NodeType::ARMATURE, OperationCode::ARMATURE_EVAL, [](::Depsgraph *) {});
build_armature_bones(&armature->bonebase);
build_armature_bone_collections(armature->collections_span());
}
void DepsgraphNodeBuilder::build_armature_bones(ListBase *bones)
{
LISTBASE_FOREACH (Bone *, bone, bones) {
build_idproperties(bone->prop);
build_armature_bones(&bone->childbase);
}
}
void DepsgraphNodeBuilder::build_armature_bone_collections(
blender::Span<BoneCollection *> collections)
{
for (BoneCollection *bcoll : collections) {
build_idproperties(bcoll->prop);
}
}
void DepsgraphNodeBuilder::build_camera(Camera *camera)
{
if (built_map_.checkIsBuiltAndTag(camera)) {
return;
}
build_idproperties(camera->id.properties);
build_animdata(&camera->id);
build_parameters(&camera->id);
if (camera->dof.focus_object != nullptr) {
build_object(-1, camera->dof.focus_object, DEG_ID_LINKED_INDIRECTLY, false);
}
}
void DepsgraphNodeBuilder::build_light(Light *lamp)
{
if (built_map_.checkIsBuiltAndTag(lamp)) {
return;
}
build_idproperties(lamp->id.properties);
build_animdata(&lamp->id);
build_parameters(&lamp->id);
/* light's nodetree */
build_nodetree(lamp->nodetree);
Light *lamp_cow = get_cow_datablock(lamp);
add_operation_node(&lamp->id,
NodeType::SHADING,
OperationCode::LIGHT_UPDATE,
[lamp_cow](::Depsgraph *depsgraph) { BKE_light_eval(depsgraph, lamp_cow); });
}
void DepsgraphNodeBuilder::build_nodetree_socket(bNodeSocket *socket)
{
build_idproperties(socket->prop);
if (socket->type == SOCK_OBJECT) {
build_id((ID *)((bNodeSocketValueObject *)socket->default_value)->value);
}
else if (socket->type == SOCK_IMAGE) {
build_id((ID *)((bNodeSocketValueImage *)socket->default_value)->value);
}
else if (socket->type == SOCK_COLLECTION) {
build_id((ID *)((bNodeSocketValueCollection *)socket->default_value)->value);
}
else if (socket->type == SOCK_TEXTURE) {
build_id((ID *)((bNodeSocketValueTexture *)socket->default_value)->value);
}
else if (socket->type == SOCK_MATERIAL) {
build_id((ID *)((bNodeSocketValueMaterial *)socket->default_value)->value);
}
}
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
{
if (ntree == nullptr) {
return;
}
if (built_map_.checkIsBuiltAndTag(ntree)) {
return;
}
/* nodetree itself */
add_id_node(&ntree->id);
/* General parameters. */
build_parameters(&ntree->id);
build_idproperties(ntree->id.properties);
/* Animation, */
build_animdata(&ntree->id);
/* Output update. */
add_operation_node(&ntree->id, NodeType::NTREE_OUTPUT, OperationCode::NTREE_OUTPUT);
if (ntree->type == NTREE_GEOMETRY) {
ID *id_cow = get_cow_id(&ntree->id);
add_operation_node(&ntree->id,
NodeType::NTREE_GEOMETRY_PREPROCESS,
OperationCode::NTREE_GEOMETRY_PREPROCESS,
[id_cow](::Depsgraph * /*depsgraph*/) {
bNodeTree *ntree_cow = reinterpret_cast<bNodeTree *>(id_cow);
bke::node_tree_runtime::preprocess_geometry_node_tree_for_evaluation(
*ntree_cow);
});
}
/* nodetree's nodes... */
for (bNode *bnode : ntree->all_nodes()) {
build_idproperties(bnode->prop);
LISTBASE_FOREACH (bNodeSocket *, socket, &bnode->inputs) {
build_nodetree_socket(socket);
}
LISTBASE_FOREACH (bNodeSocket *, socket, &bnode->outputs) {
build_nodetree_socket(socket);
}
ID *id = bnode->id;
if (id == nullptr) {
continue;
}
ID_Type id_type = GS(id->name);
if (id_type == ID_MA) {
build_material((Material *)id);
}
else if (id_type == ID_TE) {
build_texture((Tex *)id);
}
else if (id_type == ID_IM) {
build_image((Image *)id);
}
else if (id_type == ID_OB) {
/* TODO(sergey): Use visibility of owner of the node tree. */
build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, true);
}
else if (id_type == ID_SCE) {
Scene *node_scene = (Scene *)id;
build_scene_parameters(node_scene);
/* Camera is used by defocus node.
*
* On the one hand it's annoying to always pull it in, but on another hand it's also annoying
* to have hardcoded node-type exception here. */
if (node_scene->camera != nullptr) {
/* TODO(sergey): Use visibility of owner of the node tree. */
build_object(-1, node_scene->camera, DEG_ID_LINKED_INDIRECTLY, true);
}
}
else if (id_type == ID_TXT) {
/* Ignore script nodes. */
}
else if (id_type == ID_MSK) {
build_mask((Mask *)id);
}
else if (id_type == ID_MC) {
build_movieclip((MovieClip *)id);
}
else if (id_type == ID_VF) {
build_vfont((VFont *)id);
}
else if (ELEM(bnode->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
bNodeTree *group_ntree = (bNodeTree *)id;
build_nodetree(group_ntree);
}
else {
BLI_assert_msg(0, "Unknown ID type used for node");
}
}
/* Needed for interface cache. */
ntree->ensure_interface_cache();
for (bNodeTreeInterfaceSocket *socket : ntree->interface_inputs()) {
build_idproperties(socket->properties);
}
for (bNodeTreeInterfaceSocket *socket : ntree->interface_outputs()) {
build_idproperties(socket->properties);
}
/* TODO: link from nodetree to owner_component? */
}
/* Recursively build graph for material */
void DepsgraphNodeBuilder::build_material(Material *material)
{
if (built_map_.checkIsBuiltAndTag(material)) {
return;
}
/* Material itself. */
add_id_node(&material->id);
Material *material_cow = get_cow_datablock(material);
/* Shading update. */
add_operation_node(
&material->id,
NodeType::SHADING,
OperationCode::MATERIAL_UPDATE,
[material_cow](::Depsgraph *depsgraph) { BKE_material_eval(depsgraph, material_cow); });
build_idproperties(material->id.properties);
/* Material animation. */
build_animdata(&material->id);
build_parameters(&material->id);
/* Material's nodetree. */
build_nodetree(material->nodetree);
}
void DepsgraphNodeBuilder::build_materials(Material **materials, int num_materials)
{
for (int i = 0; i < num_materials; i++) {
if (materials[i] == nullptr) {
continue;
}
build_material(materials[i]);
}
}
/* Recursively build graph for texture */
void DepsgraphNodeBuilder::build_texture(Tex *texture)
{
if (built_map_.checkIsBuiltAndTag(texture)) {
return;
}
/* Texture itself. */
add_id_node(&texture->id);
build_idproperties(texture->id.properties);
build_animdata(&texture->id);
build_parameters(&texture->id);
/* Texture's nodetree. */
build_nodetree(texture->nodetree);
/* Special cases for different IDs which texture uses. */
if (texture->type == TEX_IMAGE) {
if (texture->ima != nullptr) {
build_image(texture->ima);
}
}
add_operation_node(
&texture->id, NodeType::GENERIC_DATABLOCK, OperationCode::GENERIC_DATABLOCK_UPDATE);
}
void DepsgraphNodeBuilder::build_image(Image *image)
{
if (built_map_.checkIsBuiltAndTag(image)) {
return;
}
build_parameters(&image->id);
build_idproperties(image->id.properties);
add_operation_node(
&image->id, NodeType::GENERIC_DATABLOCK, OperationCode::GENERIC_DATABLOCK_UPDATE);
}
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
{
if (built_map_.checkIsBuiltAndTag(cache_file)) {
return;
}
ID *cache_file_id = &cache_file->id;
add_id_node(cache_file_id);
CacheFile *cache_file_cow = get_cow_datablock(cache_file);
build_idproperties(cache_file_id->properties);
/* Animation, */
build_animdata(cache_file_id);
build_parameters(cache_file_id);
/* Cache evaluation itself. */
add_operation_node(cache_file_id,
NodeType::CACHE,
OperationCode::FILE_CACHE_UPDATE,
[bmain = bmain_, cache_file_cow](::Depsgraph *depsgraph) {
BKE_cachefile_eval(bmain, depsgraph, cache_file_cow);
});
}
void DepsgraphNodeBuilder::build_mask(Mask *mask)
{
if (built_map_.checkIsBuiltAndTag(mask)) {
return;
}
ID *mask_id = &mask->id;
Mask *mask_cow = (Mask *)ensure_cow_id(mask_id);
build_idproperties(mask->id.properties);
/* F-Curve based animation. */
build_animdata(mask_id);
build_parameters(mask_id);
/* Animation based on mask's shapes. */
add_operation_node(
mask_id,
NodeType::ANIMATION,
OperationCode::MASK_ANIMATION,
[mask_cow](::Depsgraph *depsgraph) { BKE_mask_eval_animation(depsgraph, mask_cow); });
/* Final mask evaluation. */
add_operation_node(
mask_id, NodeType::PARAMETERS, OperationCode::MASK_EVAL, [mask_cow](::Depsgraph *depsgraph) {
BKE_mask_eval_update(depsgraph, mask_cow);
});
/* Build parents. */
LISTBASE_FOREACH (MaskLayer *, mask_layer, &mask->masklayers) {
LISTBASE_FOREACH (MaskSpline *, spline, &mask_layer->splines) {
for (int i = 0; i < spline->tot_point; i++) {
MaskSplinePoint *point = &spline->points[i];
MaskParent *parent = &point->parent;
if (parent == nullptr || parent->id == nullptr) {
continue;
}
build_id(parent->id);
}
}
}
}
void DepsgraphNodeBuilder::build_freestyle_linestyle(FreestyleLineStyle *linestyle)
{
if (built_map_.checkIsBuiltAndTag(linestyle)) {
return;
}
ID *linestyle_id = &linestyle->id;
build_parameters(linestyle_id);
build_idproperties(linestyle->id.properties);
build_animdata(linestyle_id);
build_nodetree(linestyle->nodetree);
}
void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip)
{
if (built_map_.checkIsBuiltAndTag(clip)) {
return;
}
ID *clip_id = &clip->id;
MovieClip *clip_cow = (MovieClip *)ensure_cow_id(clip_id);
build_idproperties(clip_id->properties);
/* Animation. */
build_animdata(clip_id);
build_parameters(clip_id);
/* Movie clip evaluation. */
add_operation_node(clip_id,
NodeType::PARAMETERS,
OperationCode::MOVIECLIP_EVAL,
[bmain = bmain_, clip_cow](::Depsgraph *depsgraph) {
BKE_movieclip_eval_update(depsgraph, bmain, clip_cow);
});
}
void DepsgraphNodeBuilder::build_lightprobe(LightProbe *probe)
{
if (built_map_.checkIsBuiltAndTag(probe)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&probe->id, NodeType::PARAMETERS, OperationCode::LIGHT_PROBE_EVAL);
build_idproperties(probe->id.properties);
build_animdata(&probe->id);
build_parameters(&probe->id);
}
void DepsgraphNodeBuilder::build_speaker(Speaker *speaker)
{
if (built_map_.checkIsBuiltAndTag(speaker)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&speaker->id, NodeType::AUDIO, OperationCode::SPEAKER_EVAL);
build_idproperties(speaker->id.properties);
build_animdata(&speaker->id);
build_parameters(&speaker->id);
if (speaker->sound != nullptr) {
build_sound(speaker->sound);
}
}
void DepsgraphNodeBuilder::build_sound(bSound *sound)
{
if (built_map_.checkIsBuiltAndTag(sound)) {
return;
}
add_id_node(&sound->id);
bSound *sound_cow = get_cow_datablock(sound);
add_operation_node(&sound->id,
NodeType::AUDIO,
OperationCode::SOUND_EVAL,
[bmain = bmain_, sound_cow](::Depsgraph *depsgraph) {
BKE_sound_evaluate(depsgraph, bmain, sound_cow);
});
build_idproperties(sound->id.properties);
build_animdata(&sound->id);
build_parameters(&sound->id);
}
void DepsgraphNodeBuilder::build_vfont(VFont *vfont)
{
if (built_map_.checkIsBuiltAndTag(vfont)) {
return;
}
build_parameters(&vfont->id);
build_idproperties(vfont->id.properties);
add_operation_node(
&vfont->id, NodeType::GENERIC_DATABLOCK, OperationCode::GENERIC_DATABLOCK_UPDATE);
}
static bool seq_node_build_cb(Sequence *seq, void *user_data)
{
DepsgraphNodeBuilder *nb = (DepsgraphNodeBuilder *)user_data;
nb->build_idproperties(seq->prop);
if (seq->sound != nullptr) {
nb->build_sound(seq->sound);
}
if (seq->scene != nullptr) {
nb->build_scene_parameters(seq->scene);
}
if (seq->type == SEQ_TYPE_SCENE && seq->scene != nullptr) {
if (seq->flag & SEQ_SCENE_STRIPS) {
nb->build_scene_sequencer(seq->scene);
}
ViewLayer *sequence_view_layer = BKE_view_layer_default_render(seq->scene);
nb->build_scene_speakers(seq->scene, sequence_view_layer);
}
/* TODO(sergey): Movie clip, scene, camera, mask. */
return true;
}
void DepsgraphNodeBuilder::build_scene_sequencer(Scene *scene)
{
if (scene->ed == nullptr) {
return;
}
if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_SCENE_SEQUENCER)) {
return;
}
build_scene_audio(scene);
Scene *scene_cow = get_cow_datablock(scene);
add_operation_node(&scene->id,
NodeType::SEQUENCER,
OperationCode::SEQUENCES_EVAL,
[scene_cow](::Depsgraph *depsgraph) {
SEQ_eval_sequences(depsgraph, scene_cow, &scene_cow->ed->seqbase);
});
/* Make sure data for sequences is in the graph. */
SEQ_for_each_callback(&scene->ed->seqbase, seq_node_build_cb, this);
}
void DepsgraphNodeBuilder::build_scene_audio(Scene *scene)
{
if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_SCENE_AUDIO)) {
return;
}
OperationNode *audio_entry_node = add_operation_node(
&scene->id, NodeType::AUDIO, OperationCode::AUDIO_ENTRY);
audio_entry_node->set_as_entry();
add_operation_node(&scene->id, NodeType::AUDIO, OperationCode::SOUND_EVAL);
Scene *scene_cow = get_cow_datablock(scene);
add_operation_node(&scene->id,
NodeType::AUDIO,
OperationCode::AUDIO_VOLUME,
[scene_cow](::Depsgraph *depsgraph) {
BKE_scene_update_tag_audio_volume(depsgraph, scene_cow);
});
}
void DepsgraphNodeBuilder::build_scene_speakers(Scene *scene, ViewLayer *view_layer)
{
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
Object *object = base->object;
if (object->type != OB_SPEAKER || !need_pull_base_into_graph(base)) {
continue;
}
/* NOTE: Can not use base because it does not belong to a current view layer. */
build_object(-1, base->object, DEG_ID_LINKED_INDIRECTLY, true);
}
}
/* **** ID traversal callbacks functions **** */
void DepsgraphNodeBuilder::modifier_walk(void *user_data,
Object * /*object*/,
ID **idpoin,
int /*cb_flag*/)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
ID *id = *idpoin;
if (id == nullptr) {
return;
}
switch (GS(id->name)) {
case ID_OB:
data->builder->build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
break;
default:
data->builder->build_id(id);
break;
}
}
void DepsgraphNodeBuilder::constraint_walk(bConstraint * /*con*/,
ID **idpoin,
bool /*is_reference*/,
void *user_data)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
ID *id = *idpoin;
if (id == nullptr) {
return;
}
switch (GS(id->name)) {
case ID_OB:
data->builder->build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
break;
default:
data->builder->build_id(id);
break;
}
}
} // namespace blender::deg