This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
122 lines
3.3 KiB
C++
122 lines
3.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Joshua Leung
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/depsgraph_intern.h
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* \ingroup depsgraph
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*
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* API's for internal use in the Depsgraph
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* - Also, defines for "Node Type Info"
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*/
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#pragma once
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#include <cstdlib>
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "BKE_global.h"
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}
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph.h"
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struct Main;
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struct Group;
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struct Scene;
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namespace DEG {
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/* Node Types Handling ================================================= */
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/* "Typeinfo" for Node Types ------------------------------------------- */
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/* Typeinfo Struct (nti) */
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struct DepsNodeFactory {
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virtual eDepsNode_Type type() const = 0;
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virtual eDepsNode_Class tclass() const = 0;
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virtual const char *tname() const = 0;
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virtual DepsNode *create_node(const ID *id,
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const string &subdata,
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const string &name) const = 0;
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};
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template <class NodeType>
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struct DepsNodeFactoryImpl : public DepsNodeFactory {
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eDepsNode_Type type() const { return NodeType::typeinfo.type; }
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eDepsNode_Class tclass() const { return NodeType::typeinfo.tclass; }
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const char *tname() const { return NodeType::typeinfo.tname; }
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DepsNode *create_node(const ID *id, const string &subdata, const string &name) const
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{
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DepsNode *node = OBJECT_GUARDED_NEW(NodeType);
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/* populate base node settings */
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node->type = type();
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node->tclass = tclass();
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if (!name.empty())
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/* set name if provided ... */
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node->name = name;
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else
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/* ... otherwise use default type name */
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node->name = tname();
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node->init(id, subdata);
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return node;
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}
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};
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/* Typeinfo Management -------------------------------------------------- */
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/* Register typeinfo */
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void deg_register_node_typeinfo(DepsNodeFactory *factory);
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/* Get typeinfo for specified type */
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DepsNodeFactory *deg_get_node_factory(const eDepsNode_Type type);
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/* Get typeinfo for provided node */
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DepsNodeFactory *deg_node_get_factory(const DepsNode *node);
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/* Editors Integration -------------------------------------------------- */
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void deg_editors_id_update(struct Main *bmain, struct ID *id);
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void deg_editors_scene_update(struct Main *bmain, struct Scene *scene, bool updated);
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#define DEG_DEBUG_PRINTF(...) \
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do { \
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if (G.debug & G_DEBUG_DEPSGRAPH) { \
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fprintf(stderr, __VA_ARGS__); \
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} \
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} while (0)
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} // namespace DEG
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