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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_sub_frame.hh"
#include "BKE_bake_items.hh"
#include "BKE_bake_items_paths.hh"
#include "BKE_bake_items_serialize.hh"
struct NodesModifierData;
struct Main;
struct Object;
struct Scene;
namespace blender::bke::bake {
enum class CacheStatus {
/** The cache is up-to-date with the inputs. */
Valid,
/**
* Nodes or input values have changed since the cache was created, i.e. the output would be
* different if the simulation was run again.
*/
Invalid,
/** The cache has been baked and will not be invalidated by changing inputs. */
Baked,
};
/**
* Stores the state for a specific frame.
*/
struct FrameCache {
SubFrame frame;
BakeState state;
/** Used when the baked data is loaded lazily. */
std::optional<std::string> meta_path;
};
/**
* Stores the state after the previous simulation step. This is only used, when the frame-cache is
* not used.
*/
struct PrevCache {
BakeState state;
SubFrame frame;
};
/**
* Stores the cached/baked data for simulation nodes in geometry nodes.
*/
struct NodeCache {
CacheStatus cache_status = CacheStatus::Valid;
/** All cached frames. */
Vector<std::unique_ptr<FrameCache>> frame_caches;
/** Previous simulation state when only that is stored (instead of the state for every frame). */
std::optional<PrevCache> prev_cache;
/** Where to load blobs from disk when loading the baked data lazily. */
std::optional<std::string> blobs_dir;
/** Used to avoid reading blobs multiple times for different frames. */
std::unique_ptr<BlobSharing> blob_sharing;
/** Used to avoid checking if a bake exists many times. */
bool failed_finding_bake = false;
void reset();
};
struct ModifierCache {
mutable std::mutex mutex;
Map<int, std::unique_ptr<NodeCache>> cache_by_id;
};
/**
* Reset all simulation caches in the scene, for use when some fundamental change made them
* impossible to reuse.
*/
void scene_simulation_states_reset(Scene &scene);
std::optional<BakePath> get_node_bake_path(const Main &bmain,
const Object &object,
const NodesModifierData &nmd,
int node_id);
std::optional<std::string> get_modifier_bake_path(const Main &bmain,
const Object &object,
const NodesModifierData &nmd);
/**
* Get the directory that contains all baked data for the given modifier by default.
*/
std::string get_default_modifier_bake_directory(const Main &bmain,
const Object &object,
const NodesModifierData &nmd);
} // namespace blender::bke::bake