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blender-archive/source/blender/depsgraph/intern/node/deg_node_id.h
Bastien Montagne ab0bc65c24 Refactor CDData masks, to have one mask per mesh elem type.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.

Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!

As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).

Reviewers: brecht, campbellbarton, sergey

Differential Revision: https://developer.blender.org/D4407
2019-03-07 11:29:50 +01:00

106 lines
3.1 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
*/
#pragma once
#include "intern/node/deg_node.h"
#include "BLI_sys_types.h"
namespace DEG {
struct ComponentNode;
typedef uint64_t IDComponentsMask;
/* NOTE: We use max comparison to mark an id node that is linked more than once
* So keep this enum ordered accordingly. */
enum eDepsNode_LinkedState_Type {
/* Generic indirectly linked id node. */
DEG_ID_LINKED_INDIRECTLY = 0,
/* Id node present in the set (background) only. */
DEG_ID_LINKED_VIA_SET = 1,
/* Id node directly linked via the SceneLayer. */
DEG_ID_LINKED_DIRECTLY = 2,
};
const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
/* ID-Block Reference */
struct IDNode : public Node {
struct ComponentIDKey {
ComponentIDKey(NodeType type, const char *name = "");
bool operator==(const ComponentIDKey &other) const;
NodeType type;
const char *name;
};
virtual void init(const ID *id, const char *subdata) override;
void init_copy_on_write(ID *id_cow_hint = NULL);
~IDNode();
void destroy();
virtual string identifier() const override;
ComponentNode *find_component(NodeType type, const char *name = "") const;
ComponentNode *add_component(NodeType type, const char *name = "");
virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
void finalize_build(Depsgraph *graph);
IDComponentsMask get_visible_components_mask() const;
/* ID Block referenced. */
ID *id_orig;
ID *id_cow;
/* Hash to make it faster to look up components. */
GHash *components;
/* Additional flags needed for scene evaluation.
* TODO(sergey): Only needed for until really granular updates
* of all the entities. */
uint32_t eval_flags;
uint32_t previous_eval_flags;
/* Extra customdata mask which needs to be evaluated for the mesh object. */
DEGCustomDataMeshMasks customdata_masks;
DEGCustomDataMeshMasks previous_customdata_masks;
eDepsNode_LinkedState_Type linked_state;
/* Indicates the datablock is visible in the evaluated scene. */
bool is_directly_visible;
/* For the collection type of ID, denotes whether collection was fully
* recursed into. */
bool is_collection_fully_expanded;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;
DEG_DEPSNODE_DECLARE;
};
} // namespace DEG