Blender  V2.93
deg_builder_nodes.h
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1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2013 Blender Foundation.
17  * All rights reserved.
18  */
19 
24 #pragma once
25 
28 #include "intern/depsgraph_type.h"
31 
32 #include "DEG_depsgraph.h"
33 
34 struct CacheFile;
35 struct Camera;
36 struct Collection;
37 struct FCurve;
38 struct FreestyleLineSet;
39 struct FreestyleLineStyle;
40 struct ID;
41 struct IDProperty;
42 struct Image;
43 struct Key;
44 struct LayerCollection;
45 struct Light;
46 struct LightProbe;
47 struct ListBase;
48 struct Main;
49 struct Mask;
50 struct Material;
51 struct MovieClip;
52 struct Object;
53 struct ParticleSettings;
54 struct Scene;
55 struct Simulation;
56 struct Speaker;
57 struct Tex;
58 struct World;
59 struct bAction;
60 struct bArmature;
61 struct bConstraint;
62 struct bGPdata;
63 struct bNodeSocket;
64 struct bNodeTree;
65 struct bPoseChannel;
66 struct bSound;
67 
68 namespace blender {
69 namespace deg {
70 
71 struct ComponentNode;
72 struct Depsgraph;
73 class DepsgraphBuilderCache;
74 struct IDNode;
75 struct OperationNode;
76 struct TimeSourceNode;
77 
79  public:
82 
83  /* For given original ID get ID which is created by CoW system. */
84  ID *get_cow_id(const ID *id_orig) const;
85  /* Similar to above, but for the cases when there is no ID node we create
86  * one. */
87  ID *ensure_cow_id(ID *id_orig);
88 
89  /* Helper wrapper function which wraps get_cow_id with a needed type cast. */
90  template<typename T> T *get_cow_datablock(const T *orig) const
91  {
92  return (T *)get_cow_id(&orig->id);
93  }
94 
95  /* For a given COW datablock get corresponding original one. */
96  template<typename T> T *get_orig_datablock(const T *cow) const
97  {
98  return (T *)cow->id.orig_id;
99  }
100 
101  virtual void begin_build();
102  virtual void end_build();
103 
104  IDNode *add_id_node(ID *id);
105  IDNode *find_id_node(ID *id);
107 
108  ComponentNode *add_component_node(ID *id, NodeType comp_type, const char *comp_name = "");
109 
111  OperationCode opcode,
112  const DepsEvalOperationCb &op = nullptr,
113  const char *name = "",
114  int name_tag = -1);
116  NodeType comp_type,
117  const char *comp_name,
118  OperationCode opcode,
119  const DepsEvalOperationCb &op = nullptr,
120  const char *name = "",
121  int name_tag = -1);
123  NodeType comp_type,
124  OperationCode opcode,
125  const DepsEvalOperationCb &op = nullptr,
126  const char *name = "",
127  int name_tag = -1);
128 
130  NodeType comp_type,
131  const char *comp_name,
132  OperationCode opcode,
133  const DepsEvalOperationCb &op = nullptr,
134  const char *name = "",
135  int name_tag = -1);
137  NodeType comp_type,
138  OperationCode opcode,
139  const DepsEvalOperationCb &op = nullptr,
140  const char *name = "",
141  int name_tag = -1);
142 
143  bool has_operation_node(ID *id,
144  NodeType comp_type,
145  const char *comp_name,
146  OperationCode opcode,
147  const char *name = "",
148  int name_tag = -1);
149 
151  NodeType comp_type,
152  const char *comp_name,
153  OperationCode opcode,
154  const char *name = "",
155  int name_tag = -1);
156 
158  ID *id, NodeType comp_type, OperationCode opcode, const char *name = "", int name_tag = -1);
159 
160  virtual void build_id(ID *id);
161 
162  /* Build function for ID types that do not need their own build_xxx() function. */
163  virtual void build_generic_id(ID *id);
164 
165  virtual void build_idproperties(IDProperty *id_property);
166 
167  virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
168  virtual void build_scene_parameters(Scene *scene);
169  virtual void build_scene_compositor(Scene *scene);
170 
171  virtual void build_layer_collections(ListBase *lb);
172  virtual void build_view_layer(Scene *scene,
173  ViewLayer *view_layer,
174  eDepsNode_LinkedState_Type linked_state);
175  virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection);
176  virtual void build_object(int base_index,
177  Object *object,
178  eDepsNode_LinkedState_Type linked_state,
179  bool is_visible);
180  virtual void build_object_proxy_from(Object *object, bool is_object_visible);
181  virtual void build_object_proxy_group(Object *object, bool is_object_visible);
182  virtual void build_object_instance_collection(Object *object, bool is_object_visible);
183  virtual void build_object_from_layer(int base_index,
184  Object *object,
185  eDepsNode_LinkedState_Type linked_state);
186  virtual void build_object_flags(int base_index,
187  Object *object,
188  eDepsNode_LinkedState_Type linked_state);
189  virtual void build_object_data(Object *object, bool is_object_visible);
190  virtual void build_object_data_camera(Object *object);
191  virtual void build_object_data_geometry(Object *object, bool is_object_visible);
192  virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
193  virtual void build_object_data_light(Object *object);
194  virtual void build_object_data_lightprobe(Object *object);
195  virtual void build_object_data_speaker(Object *object);
196  virtual void build_object_transform(Object *object);
197  virtual void build_object_constraints(Object *object);
198  virtual void build_object_pointcache(Object *object);
199  virtual void build_pose_constraints(Object *object,
200  bPoseChannel *pchan,
201  int pchan_index,
202  bool is_object_visible);
203  virtual void build_rigidbody(Scene *scene);
204  virtual void build_particle_systems(Object *object, bool is_object_visible);
205  virtual void build_particle_settings(ParticleSettings *part);
206  virtual void build_animdata(ID *id);
207  virtual void build_animdata_nlastrip_targets(ListBase *strips);
208  virtual void build_animation_images(ID *id);
209  virtual void build_action(bAction *action);
210  virtual void build_driver(ID *id, FCurve *fcurve, int driver_index);
211  virtual void build_driver_variables(ID *id, FCurve *fcurve);
212  virtual void build_driver_id_property(ID *id, const char *rna_path);
213  virtual void build_parameters(ID *id);
214  virtual void build_dimensions(Object *object);
215  virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
216  virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
217  virtual void build_rig(Object *object, bool is_object_visible);
218  virtual void build_proxy_rig(Object *object, bool is_object_visible);
219  virtual void build_armature(bArmature *armature);
220  virtual void build_armature_bones(ListBase *bones);
221  virtual void build_shapekeys(Key *key);
222  virtual void build_camera(Camera *camera);
223  virtual void build_light(Light *lamp);
224  virtual void build_nodetree(bNodeTree *ntree);
225  virtual void build_nodetree_socket(bNodeSocket *socket);
226  virtual void build_material(Material *ma);
227  virtual void build_materials(Material **materials, int num_materials);
228  virtual void build_freestyle_lineset(FreestyleLineSet *fls);
230  virtual void build_texture(Tex *tex);
231  virtual void build_image(Image *image);
232  virtual void build_world(World *world);
233  virtual void build_cachefile(CacheFile *cache_file);
234  virtual void build_mask(Mask *mask);
235  virtual void build_movieclip(MovieClip *clip);
236  virtual void build_lightprobe(LightProbe *probe);
237  virtual void build_speaker(Speaker *speaker);
238  virtual void build_sound(bSound *sound);
239  virtual void build_simulation(Simulation *simulation);
240  virtual void build_scene_sequencer(Scene *scene);
241  virtual void build_scene_audio(Scene *scene);
242  virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
243 
244  /* Per-ID information about what was already in the dependency graph.
245  * Allows to re-use certain values, to speed up following evaluation. */
246  struct IDInfo {
247  /* Copy-on-written pointer of the corresponding ID. */
249  /* Mask of visible components from previous state of the
250  * dependency graph. */
252  /* Special evaluation flag mask from the previous depsgraph. */
254  /* Mesh CustomData mask from the previous depsgraph. */
256  };
257 
258  protected:
259  /* Allows to identify an operation which was tagged for update at the time
260  * relations are being updated. We can not reuse operation node pointer
261  * since it will change during dependency graph construction. */
262  struct SavedEntryTag {
266  string name;
267  int name_tag;
268  };
270 
273  /* Denotes whether object the walk is invoked from is visible. */
275  };
276  static void modifier_walk(void *user_data,
277  struct Object *object,
278  struct ID **idpoin,
279  int cb_flag);
280  static void constraint_walk(bConstraint *constraint,
281  ID **idpoin,
282  bool is_reference,
283  void *user_data);
284 
285  /* State which demotes currently built entities. */
289  /* NOTE: Collection are possibly built recursively, so be careful when
290  * setting the current state. */
292  /* Accumulated flag over the hierarchy of currently building collections.
293  * Denotes whether all the hierarchy from parent of collection_ to the
294  * very root is visible (aka not restricted.). */
296 
297  /* Indexed by original ID.session_uuid, values are IDInfo. */
299 
300  /* Set of IDs which were already build. Makes it easier to keep track of
301  * what was already built and what was not. */
303 };
304 
305 } // namespace deg
306 } // namespace blender
struct Depsgraph Depsgraph
Definition: DEG_depsgraph.h:51
virtual void build_scene_parameters(Scene *scene)
virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible)
virtual void build_scene_sequencer(Scene *scene)
virtual void build_object_data_camera(Object *object)
virtual void build_object_pointcache(Object *object)
static void modifier_walk(void *user_data, struct Object *object, struct ID **idpoin, int cb_flag)
virtual void build_world(World *world)
virtual void build_object(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state, bool is_visible)
virtual void build_object_proxy_group(Object *object, bool is_object_visible)
OperationNode * ensure_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer)
virtual void build_cachefile(CacheFile *cache_file)
virtual void build_object_instance_collection(Object *object, bool is_object_visible)
virtual void build_object_data_speaker(Object *object)
OperationNode * add_operation_node(ComponentNode *comp_node, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
virtual void build_particle_settings(ParticleSettings *part)
static void constraint_walk(bConstraint *constraint, ID **idpoin, bool is_reference, void *user_data)
virtual void build_particle_systems(Object *object, bool is_object_visible)
virtual void build_dimensions(Object *object)
virtual void build_armature(bArmature *armature)
virtual void build_scene_audio(Scene *scene)
T * get_orig_datablock(const T *cow) const
virtual void build_simulation(Simulation *simulation)
virtual void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index, bool is_object_visible)
ComponentNode * add_component_node(ID *id, NodeType comp_type, const char *comp_name="")
virtual void build_driver_variables(ID *id, FCurve *fcurve)
virtual void build_action(bAction *action)
virtual void build_animdata_nlastrip_targets(ListBase *strips)
virtual void build_material(Material *ma)
virtual void build_materials(Material **materials, int num_materials)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_rigidbody(Scene *scene)
virtual void build_object_transform(Object *object)
OperationNode * find_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const char *name="", int name_tag=-1)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
virtual void build_movieclip(MovieClip *clip)
Vector< SavedEntryTag > saved_entry_tags_
virtual void build_object_data_light(Object *object)
virtual void build_proxy_rig(Object *object, bool is_object_visible)
virtual void build_rig(Object *object, bool is_object_visible)
virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
virtual void build_scene_render(Scene *scene, ViewLayer *view_layer)
virtual void build_image(Image *image)
virtual void build_speaker(Speaker *speaker)
virtual void build_sound(bSound *sound)
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
virtual void build_object_data(Object *object, bool is_object_visible)
virtual void build_layer_collections(ListBase *lb)
virtual void build_object_proxy_from(Object *object, bool is_object_visible)
virtual void build_object_flags(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state)
ID * get_cow_id(const ID *id_orig) const
virtual void build_driver_id_property(ID *id, const char *rna_path)
virtual void build_lightprobe(LightProbe *probe)
virtual void build_nodetree(bNodeTree *ntree)
virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
virtual void build_idproperties(IDProperty *id_property)
virtual void build_camera(Camera *camera)
virtual void build_light(Light *lamp)
virtual void build_armature_bones(ListBase *bones)
virtual void build_driver(ID *id, FCurve *fcurve, int driver_index)
bool has_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const char *name="", int name_tag=-1)
virtual void build_object_data_geometry(Object *object, bool is_object_visible)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_nodetree_socket(bNodeSocket *socket)
virtual void build_scene_compositor(Scene *scene)
virtual void build_object_data_lightprobe(Object *object)
virtual void build_object_constraints(Object *object)
T * get_cow_datablock(const T *orig) const
virtual void build_object_from_layer(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state)
Depsgraph * graph
Scene scene
FreestyleLineStyle linestyle
World world
Simulation simulation
Light lamp
void * user_data
bNodeTree * ntree
#define T
uint64_t IDComponentsMask
Definition: deg_node_id.h:34
eDepsNode_LinkedState_Type
Definition: deg_node_id.h:40
function< void(struct ::Depsgraph *)> DepsEvalOperationCb
unsigned int uint32_t
Definition: stdint.h:83
Definition: DNA_ID.h:273
Definition: BKE_main.h:116
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)