forked from blender/blender
BLEN-359: Implement updates for instances in viewport #20
@ -121,6 +121,9 @@ void BlenderSceneDelegate::update_collection(bool remove, bool visibility)
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id = ObjectData::prim_id(this, object);
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if (remove) {
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available_objects.insert(id);
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if ((object->transflag & OB_DUPLI) && InstancerData::supported(object)) {
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available_objects.insert(InstancerData::prim_id(this, object));
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}
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}
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if (!object_data(id)) {
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@ -261,7 +264,6 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
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/* Export initial objects */
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update_collection(false, false);
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update_world();
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GetRenderIndex().InsertInstancer(this, GetDelegateID().AppendElementString("Instancer"));
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return;
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}
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@ -270,14 +272,37 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
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bool do_update_visibility = false;
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bool do_update_world = false;
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unsigned int scene_recalc = ((ID *)scene)->recalc;
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if (scene_recalc) {
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/* Checking scene updates */
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CLOG_INFO(LOG_BSD, 2, "Update: %s [%s]", ((ID *)scene)->name,
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std::bitset<32>(scene_recalc).to_string().c_str());
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if (scene_recalc & ID_RECALC_BASE_FLAGS) {
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do_update_visibility = true;
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}
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if (scene_recalc & (ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY)) {
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do_update_collection = true;
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}
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if (scene_recalc & ID_RECALC_AUDIO_VOLUME) {
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if ((scene->world && !world_data) || (!scene->world && world_data)) {
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do_update_world = true;
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}
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}
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if (do_update_collection || do_update_visibility) {
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update_collection(do_update_collection, do_update_visibility);
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}
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}
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/* Checking other objects updates */
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DEGIDIterData data = {0};
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data.graph = depsgraph;
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data.only_updated = true;
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ITER_BEGIN (
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DEG_iterator_ids_begin, DEG_iterator_ids_next, DEG_iterator_ids_end, &data, ID *, id) {
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CLOG_INFO(
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LOG_BSD, 2, "Update: %s [%s]", id->name, std::bitset<32>(id->recalc).to_string().c_str());
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CLOG_INFO(LOG_BSD, 2, "Update: %s [%s]", id->name,
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std::bitset<32>(id->recalc).to_string().c_str());
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switch (GS(id->name)) {
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case ID_OB: {
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@ -295,27 +320,6 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
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}
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} break;
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// case ID_GR:
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// if (id->recalc & (ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY)) {
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// do_update_collection = true;
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// }
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// break;
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case ID_SCE: {
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if (id->recalc & ID_RECALC_BASE_FLAGS) {
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do_update_visibility = true;
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}
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if (id->recalc & (ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY)) {
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do_update_collection = true;
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}
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if (id->recalc & ID_RECALC_AUDIO_VOLUME) {
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Scene *scene = (Scene *)id;
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if ((scene->world && !world_data) || (!scene->world && world_data)) {
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do_update_world = true;
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}
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}
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} break;
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case ID_WO: {
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if (id->recalc & ID_RECALC_SHADING) {
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do_update_world = true;
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@ -328,9 +332,6 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
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}
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ITER_END;
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if (do_update_collection || do_update_visibility) {
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update_collection(do_update_collection, do_update_visibility);
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}
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if (do_update_world) {
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update_world();
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}
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