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blender-archive/source/blender/depsgraph/intern/depsgraph.h
Jeroen Bakker 2069b3b888 DrawManager: Cycles+GPencil
Fix for GPencil and Cycles Render draw type. GPencil objects were only
shown when overlays were turned on. The cause of this is an
optimization we did to not populate any draw engine when an
external renderer was used with overlays turned off.

This will check if there is any visible GPencil object in the scene. if
so it will still perform the loop.

`DEG_id_type_any_exists` can check if any object of a certain type_id is in the
result. This check is also being used to check if there are any
visible grease pencil objects as a precheck in `DRW_render_check_grease_pencil`.

Reviewed By: brecht, fclem, antoniov

Maniphest Tasks: T65191

Differential Revision: https://developer.blender.org/D4962
2019-05-29 14:48:59 +02:00

212 lines
6.5 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup depsgraph
*
* Datatypes for internal use in the Depsgraph
*
* All of these datatypes are only really used within the "core" depsgraph.
* In particular, node types declared here form the structure of operations
* in the graph.
*/
#pragma once
#include <stdlib.h>
#include "DNA_ID.h" /* for ID_Type */
#include "BKE_main.h" /* for MAX_LIBARRAY */
#include "BLI_threads.h" /* for SpinLock */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_physics.h"
#include "intern/depsgraph_type.h"
struct GHash;
struct GSet;
struct ID;
struct Main;
struct Scene;
struct ViewLayer;
namespace DEG {
struct ComponentNode;
struct IDNode;
struct Node;
struct OperationNode;
struct TimeSourceNode;
/* *************************** */
/* Relationships Between Nodes */
/* Settings/Tags on Relationship.
* NOTE: Is a bitmask, allowing accumulation. */
enum RelationFlag {
/* "cyclic" link - when detecting cycles, this relationship was the one
* which triggers a cyclic relationship to exist in the graph. */
RELATION_FLAG_CYCLIC = (1 << 0),
/* Update flush will not go through this relation. */
RELATION_FLAG_NO_FLUSH = (1 << 1),
/* Only flush along the relation is update comes from a node which was
* affected by user input. */
RELATION_FLAG_FLUSH_USER_EDIT_ONLY = (1 << 2),
/* The relation can not be killed by the cyclic dependencies solver. */
RELATION_FLAG_GODMODE = (1 << 4),
/* Relation will check existance before being added. */
RELATION_CHECK_BEFORE_ADD = (1 << 5),
};
/* B depends on A (A -> B) */
struct Relation {
Relation(Node *from, Node *to, const char *description);
~Relation();
void unlink();
/* the nodes in the relationship (since this is shared between the nodes) */
Node *from; /* A */
Node *to; /* B */
/* relationship attributes */
const char *name; /* label for debugging */
int flag; /* Bitmask of RelationFlag) */
};
/* ********* */
/* Depsgraph */
/* Dependency Graph object */
struct Depsgraph {
// TODO(sergey): Go away from C++ container and use some native BLI.
typedef vector<OperationNode *> OperationNodes;
typedef vector<IDNode *> IDDepsNodes;
Depsgraph(Scene *scene, ViewLayer *view_layer, eEvaluationMode mode);
~Depsgraph();
TimeSourceNode *add_time_source();
TimeSourceNode *find_time_source() const;
IDNode *find_id_node(const ID *id) const;
IDNode *add_id_node(ID *id, ID *id_cow_hint = NULL);
void clear_id_nodes();
void clear_id_nodes_conditional(const std::function<bool(ID_Type id_type)> &filter);
/* Add new relationship between two nodes. */
Relation *add_new_relation(Node *from, Node *to, const char *description, int flags = 0);
/* Check whether two nodes are connected by relation with given
* description. Description might be NULL to check ANY relation between
* given nodes. */
Relation *check_nodes_connected(const Node *from, const Node *to, const char *description);
/* Tag a specific node as needing updates. */
void add_entry_tag(OperationNode *node);
/* Clear storage used by all nodes. */
void clear_all_nodes();
/* Copy-on-Write Functionality ........ */
/* For given original ID get ID which is created by CoW system. */
ID *get_cow_id(const ID *id_orig) const;
/* Core Graph Functionality ........... */
/* <ID : IDNode> mapping from ID blocks to nodes representing these
* blocks, used for quick lookups. */
GHash *id_hash;
/* Ordered list of ID nodes, order matches ID allocation order.
* Used for faster iteration, especially for areas which are critical to
* keep exact order of iteration. */
IDDepsNodes id_nodes;
/* Top-level time source node. */
TimeSourceNode *time_source;
/* Indicates whether relations needs to be updated. */
bool need_update;
/* Indicates which ID types were updated. */
char id_type_updated[MAX_LIBARRAY];
/* Indicates type of IDs present in the depsgraph. */
char id_type_exist[MAX_LIBARRAY];
/* Quick-Access Temp Data ............. */
/* Nodes which have been tagged as "directly modified". */
GSet *entry_tags;
/* Convenience Data ................... */
/* XXX: should be collected after building (if actually needed?) */
/* All operation nodes, sorted in order of single-thread traversal order. */
OperationNodes operations;
/* Spin lock for threading-critical operations.
* Mainly used by graph evaluation. */
SpinLock lock;
/* Scene, layer, mode this dependency graph is built for. */
Scene *scene;
ViewLayer *view_layer;
eEvaluationMode mode;
/* Time at which dependency graph is being or was last evaluated. */
float ctime;
/* Evaluated version of datablocks we access a lot.
* Stored here to save us form doing hash lookup. */
Scene *scene_cow;
/* Active dependency graph is a dependency graph which is used by the
* currently active window. When dependency graph is active, it is allowed
* for evaluation functions to write animation f-curve result, drivers
* result and other selective things (object matrix?) to original object.
*
* This way we simplify operators, which don't need to worry about where
* to read stuff from. */
bool is_active;
/* NOTE: Corresponds to G_DEBUG_DEPSGRAPH_* flags. */
int debug_flags;
string debug_name;
bool debug_is_evaluating;
/* Is set to truth for dependency graph which are used for post-processing (compositor and
* sequencer).
* Such dependency graph needs all view layers (so render pipeline can access names), but it
* does not need any bases. */
bool is_render_pipeline_depsgraph;
/* Cached list of colliders/effectors for collections and the scene
* created along with relations, for fast lookup during evaluation. */
GHash *physics_relations[DEG_PHYSICS_RELATIONS_NUM];
};
} // namespace DEG