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blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
Bastien Montagne 069569f820 Merge branch 'master' into blender2.8
In addition to pack of conflicts listed below, also had to comment out particle part of new Alembic code... :/

Conflicts:
	intern/ghost/intern/GHOST_WindowWin32.cpp
	source/blender/blenkernel/BKE_effect.h
	source/blender/blenkernel/BKE_pointcache.h
	source/blender/blenkernel/intern/cloth.c
	source/blender/blenkernel/intern/depsgraph.c
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/effect.c
	source/blender/blenkernel/intern/particle_system.c
	source/blender/blenkernel/intern/pointcache.c
	source/blender/blenkernel/intern/rigidbody.c
	source/blender/blenkernel/intern/smoke.c
	source/blender/blenkernel/intern/softbody.c
	source/blender/depsgraph/intern/builder/deg_builder_relations.cc
	source/blender/gpu/intern/gpu_debug.c
	source/blender/makesdna/DNA_object_types.h
	source/blender/makesrna/intern/rna_particle.c
2016-08-21 13:18:26 +02:00

353 lines
12 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_build.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph.
*/
#include "MEM_guardedalloc.h"
extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_force.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BKE_main.h"
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_modifier.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "builder/deg_builder.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
/* ****************** */
/* External Build API */
static DEG::eDepsNode_Type deg_build_scene_component_type(
eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEG::DEPSNODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEG::DEPSNODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEG::DEPSNODE_TYPE_SEQUENCER;
}
return DEG::DEPSNODE_TYPE_UNDEFINED;
}
static DEG::eDepsNode_Type deg_build_object_component_type(
eDepsObjectComponentType component)
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEG::DEPSNODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEG::DEPSNODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEG::DEPSNODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEG::DEPSNODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEG::DEPSNODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEG::DEPSNODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEG::DEPSNODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEG::DEPSNODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEG::DEPSNODE_TYPE_SHADING;
case DEG_OB_COMP_CACHE: return DEG::DEPSNODE_TYPE_CACHE;
}
return DEG::DEPSNODE_TYPE_UNDEFINED;
}
static DEG::DepsNodeHandle *get_handle(DepsNodeHandle *handle)
{
return reinterpret_cast<DEG::DepsNodeHandle *>(handle);
}
void DEG_add_scene_relation(DepsNodeHandle *handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_scene_component_type(component);
DEG::ComponentKey comp_key(&scene->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_object_relation(DepsNodeHandle *handle,
Object *ob,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_object_cache_relation(DepsNodeHandle *handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&cache_file->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_CACHE,
description);
}
void DEG_add_bone_relation(DepsNodeHandle *handle,
Object *ob,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type, bone_name);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
/* XXX: "Geometry Eval" might not always be true, but this only gets called
* from modifier building now.
*/
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ******************** */
/* Graph Building API's */
/* Build depsgraph for the given scene, and dump results in given
* graph container.
*/
/* XXX: assume that this is called from outside, given the current scene as
* the "main" scene.
*/
void DEG_graph_build_from_scene(Depsgraph *graph, Main *bmain, Scene *scene)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* 1) Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph);
/* create root node for scene first
* - this way it should be the first in the graph,
* reflecting its role as the entrypoint
*/
node_builder.add_root_node();
node_builder.build_scene(bmain, scene);
/* 2) Hook up relationships between operations - to determine evaluation
* order.
*/
DEG::DepsgraphRelationBuilder relation_builder(deg_graph);
/* Hook scene up to the root node as entrypoint to graph. */
/* XXX what does this relation actually mean?
* it doesnt add any operations anyway and is not clear what part of the
* scene is to be connected.
*/
#if 0
relation_builder.add_relation(RootKey(),
IDKey(scene),
DEPSREL_TYPE_ROOT_TO_ACTIVE,
"Root to Active Scene");
#endif
relation_builder.build_scene(bmain, scene);
/* Detect and solve cycles. */
DEG::deg_graph_detect_cycles(deg_graph);
/* 3) Simplify the graph by removing redundant relations (to optimize
* traversal later). */
/* TODO: it would be useful to have an option to disable this in cases where
* it is causing trouble.
*/
if (G.debug_value == 799) {
DEG::deg_graph_transitive_reduction(deg_graph);
}
/* 4) Flush visibility layer and re-schedule nodes for update. */
DEG::deg_graph_build_finalize(deg_graph);
#if 0
if (!DEG_debug_consistency_check(deg_graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
deg_graph->need_update = true;
}
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
}
}
/* Create new graph if didn't exist yet,
* or update relations if graph was tagged for update.
*/
void DEG_scene_relations_update(Main *bmain, Scene *scene)
{
if (scene->depsgraph == NULL) {
/* Rebuild graph from scratch and exit. */
scene->depsgraph = DEG_graph_new();
DEG_graph_build_from_scene(scene->depsgraph, bmain, scene);
return;
}
DEG::Depsgraph *graph = reinterpret_cast<DEG::Depsgraph *>(scene->depsgraph);
if (!graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
/* Clear all previous nodes and operations. */
graph->clear_all_nodes();
graph->operations.clear();
BLI_gset_clear(graph->entry_tags, NULL);
/* Build new nodes and relations. */
DEG_graph_build_from_scene(reinterpret_cast< ::Depsgraph * >(graph),
bmain,
scene);
graph->need_update = false;
}
/* Rebuild dependency graph only for a given scene. */
void DEG_scene_relations_rebuild(Main *bmain, Scene *scene)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
DEG_scene_relations_update(bmain, scene);
}
void DEG_scene_graph_free(Scene *scene)
{
if (scene->depsgraph) {
DEG_graph_free(scene->depsgraph);
scene->depsgraph = NULL;
}
}
void DEG_add_collision_relations(DepsNodeHandle *handle, Scene *scene, Object *ob, Group *group, int layer, unsigned int modifier_type, DEG_CollobjFilterFunction fn, bool dupli, const char *name)
{
unsigned int numcollobj;
Object **collobjs = get_collisionobjects_ext(scene, ob, group, layer, &numcollobj, modifier_type, dupli);
for (unsigned int i = 0; i < numcollobj; i++) {
Object *ob1 = collobjs[i];
if (!fn || fn(ob1, modifiers_findByType(ob1, (ModifierType)modifier_type))) {
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_TRANSFORM, name);
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_GEOMETRY, name);
}
}
if (collobjs)
MEM_freeN(collobjs);
}
void DEG_add_forcefield_relations(DepsNodeHandle *handle, Scene *scene, Object *ob, EffectorWeights *effector_weights, bool add_absorption, int skip_forcefield, const char *name)
{
ListBase *effectors = pdInitEffectors(scene, ob, effector_weights, false);
if (effectors) {
for (EffectorCache *eff = (EffectorCache*)effectors->first; eff; eff = eff->next) {
if (eff->ob != ob && eff->pd->forcefield != skip_forcefield) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_TRANSFORM, name);
if (eff->pd->forcefield == PFIELD_SMOKEFLOW && eff->pd->f_source) {
DEG_add_object_relation(handle, eff->pd->f_source, DEG_OB_COMP_TRANSFORM, "Smoke Force Domain");
DEG_add_object_relation(handle, eff->pd->f_source, DEG_OB_COMP_GEOMETRY, "Smoke Force Domain");
}
if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
DEG_add_collision_relations(handle, scene, ob, NULL, eff->ob->lay, eModifierType_Collision, NULL, true, "Force Absorption");
}
}
}
}
pdEndEffectors(&effectors);
}