BLEN-359: Implement updates for instances in viewport #20

Merged
Bogdan Nagirniak merged 20 commits from BLEN-359_1 into hydra-render 2023-04-05 11:47:37 +02:00
2 changed files with 29 additions and 41 deletions
Showing only changes of commit 3251d36305 - Show all commits

View File

@ -1,6 +1,8 @@
/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include <bitset>
#include "DEG_depsgraph_query.h"
#include "DNA_scene_types.h"
@ -22,14 +24,6 @@ BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
{
}
void BlenderSceneDelegate::update_material(Material *material)
{
MaterialData *mat_data = material_data(MaterialData::prim_id(this, material));
if (mat_data) {
mat_data->update();
}
}
void BlenderSceneDelegate::update_world()
{
Scene *scene = DEG_get_input_scene(depsgraph);
@ -154,7 +148,7 @@ void BlenderSceneDelegate::update_collection(bool remove, bool visibility)
}
if (!object_data(id)) {
add_update_object(object, true, true, true);
add_update_object(object);
}
}
ITER_END;
@ -193,10 +187,7 @@ void BlenderSceneDelegate::update_collection(bool remove, bool visibility)
}
}
void BlenderSceneDelegate::add_update_object(Object *object,
bool geometry,
bool transform,
bool shading)
void BlenderSceneDelegate::add_update_object(Object *object)
{
pxr::SdfPath id = ObjectData::prim_id(this, object);
ObjectData *obj_data = object_data(id);
@ -214,7 +205,7 @@ void BlenderSceneDelegate::add_update_instance(DupliObject *dupli)
{
pxr::SdfPath id = ObjectData::prim_id(this, dupli->ob);
if (!object_data(id)) {
add_update_object(dupli->ob, true, true, true);
add_update_object(dupli->ob);
}
MeshData *m_data = mesh_data(id);
@ -269,7 +260,6 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
bool do_update_collection = false;
bool do_update_visibility = false;
bool do_update_world = false;
bool transform, geometry, shading;
DEGIDIterData data = {0};
data.graph = depsgraph;
@ -277,11 +267,7 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
ITER_BEGIN (
DEG_iterator_ids_begin, DEG_iterator_ids_next, DEG_iterator_ids_end, &data, ID *, id) {
transform = (id->recalc & ID_RECALC_TRANSFORM) != 0;
shading = (id->recalc & (ID_RECALC_SHADING | ID_RECALC_ANIMATION)) != 0;
geometry = (id->recalc & ID_RECALC_GEOMETRY) != 0;
CLOG_INFO(LOG_BSD, 1, "Update: %s [%d%d%d]", id->name, transform, geometry, shading);
CLOG_INFO(LOG_BSD, 2, "Update: %s [%s]", id->name, std::bitset<32>(id->recalc).to_string().c_str());
switch (GS(id->name)) {
case ID_OB: {
@ -289,39 +275,42 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
if (!ObjectData::supported(object)) {
break;
}
geometry |= (((ID *)object->data)->recalc & ID_RECALC_GEOMETRY) != 0;
add_update_object(object, geometry, transform, shading);
add_update_object(object);
} break;
case ID_MA:
if (shading) {
Material *material = (Material *)id;
update_material(material);
case ID_MA: {
MaterialData *mat_data = material_data(MaterialData::prim_id(this, (Material *)id));
if (mat_data) {
mat_data->update();
}
break;
} break;
case ID_GR:
if (transform && geometry) {
//case ID_GR:
// if (id->recalc & (ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY)) {
// do_update_collection = true;
// }
// break;
case ID_SCE: {
if (id->recalc & ID_RECALC_BASE_FLAGS) {
do_update_visibility = true;
}
if (id->recalc & (ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY)) {
do_update_collection = true;
}
break;
case ID_SCE:
if (!geometry && !transform && !shading) {
if (id->recalc & ID_RECALC_AUDIO_VOLUME) {
Scene *scene = (Scene *)id;
do_update_visibility = true;
if ((scene->world && !world_data) || (!scene->world && world_data)) {
do_update_world = true;
}
}
break;
} break;
case ID_WO:
if (shading) {
case ID_WO: {
if (id->recalc & ID_RECALC_SHADING) {
do_update_world = true;
}
break;
} break;
default:
break;

View File

@ -61,9 +61,8 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
LightData *light_data(pxr::SdfPath const &id);
MaterialData *material_data(pxr::SdfPath const &id);
void add_update_object(Object *object, bool geometry, bool transform, bool shading);
void add_update_object(Object *object);
void add_update_instance(DupliObject *dupli);
void update_material(Material *material);
void update_world();
void update_collection(bool remove, bool visibility);