267 lines
8.9 KiB
C++
267 lines
8.9 KiB
C++
/* SPDX-FileCopyrightText: 2013 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup depsgraph
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*
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* Public API for Depsgraph
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*
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* Dependency Graph
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* ================
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*
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* The dependency graph tracks relations between various pieces of data in
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* a Blender file, but mainly just those which make up scene data. It is used
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* to determine the set of operations need to ensure that all data has been
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* correctly evaluated in response to changes, based on dependencies and visibility
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* of affected data.
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* Evaluation Engine
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* =================
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*
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* The evaluation takes the operation-nodes the Depsgraph has tagged for updating,
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* and schedules them up for being evaluated/executed such that the all dependency
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* relationship constraints are satisfied.
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*/
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/* ************************************************* */
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/* Forward-defined typedefs for core types
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* - These are used in all depsgraph code and by all callers of Depsgraph API...
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*/
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#pragma once
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#include "DNA_ID.h"
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/* Dependency Graph */
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struct Depsgraph;
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/* ------------------------------------------------ */
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struct Main;
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struct Scene;
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struct ViewLayer;
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enum eEvaluationMode {
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DAG_EVAL_VIEWPORT = 0, /* evaluate for OpenGL viewport */
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DAG_EVAL_RENDER = 1, /* evaluate for render purposes */
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};
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/* DagNode->eval_flags */
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enum {
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/* Regardless to curve->path animation flag path is to be evaluated anyway,
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* to meet dependencies with such a things as curve modifier and other guys
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* who're using curve deform, where_on_path and so. */
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DAG_EVAL_NEED_CURVE_PATH = (1 << 0),
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/* A shrinkwrap modifier or constraint targeting this mesh needs information
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* about non-manifold boundary edges for the Target Normal Project mode. */
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DAG_EVAL_NEED_SHRINKWRAP_BOUNDARY = (1 << 1),
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};
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/* ************************************************ */
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/* Depsgraph API */
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/* -------------------------------------------------------------------- */
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/** \name CRUD
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* \{ */
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/* Get main depsgraph instance from context! */
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/**
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* Create new Depsgraph instance.
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*
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* TODO: what arguments are needed here? What's the building-graph entry point?
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*/
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Depsgraph *DEG_graph_new(Main *bmain, Scene *scene, ViewLayer *view_layer, eEvaluationMode mode);
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/**
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* Replace the "owner" pointers (currently Main/Scene/ViewLayer) of this depsgraph.
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* Used for:
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* - Undo steps when we do want to re-use the old depsgraph data as much as possible.
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* - Rendering where we want to re-use objects between different view layers.
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*/
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void DEG_graph_replace_owners(Depsgraph *depsgraph,
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Main *bmain,
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Scene *scene,
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ViewLayer *view_layer);
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/** Free graph's contents and graph itself. */
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void DEG_graph_free(Depsgraph *graph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Node Types Registry
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* \{ */
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/** Register all node types. */
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void DEG_register_node_types();
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/** Free node type registry on exit. */
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void DEG_free_node_types();
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Update Tagging
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* \{ */
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/** Tag dependency graph for updates when visible scenes/layers changes. */
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void DEG_graph_tag_on_visible_update(Depsgraph *depsgraph, bool do_time);
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/** Tag all dependency graphs for update when visible scenes/layers changes. */
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void DEG_tag_on_visible_update(Main *bmain, bool do_time);
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/**
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* \note Will return NULL if the flag is not known, allowing to gracefully handle situations
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* when recalc flag has been removed.
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*/
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const char *DEG_update_tag_as_string(IDRecalcFlag flag);
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/** Tag given ID for an update in all the dependency graphs. */
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void DEG_id_tag_update(ID *id, unsigned int flags);
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void DEG_id_tag_update_ex(Main *bmain, ID *id, unsigned int flags);
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void DEG_graph_id_tag_update(Main *bmain, Depsgraph *depsgraph, ID *id, unsigned int flags);
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/** Tag all dependency graphs when time has changed. */
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void DEG_time_tag_update(Main *bmain);
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/** Tag a dependency graph when time has changed. */
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void DEG_graph_time_tag_update(Depsgraph *depsgraph);
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/**
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* Mark a particular data-block type as having changing.
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* This does not cause any updates but is used by external
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* render engines to detect if for example a data-block was removed.
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*/
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void DEG_graph_id_type_tag(Depsgraph *depsgraph, short id_type);
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void DEG_id_type_tag(Main *bmain, short id_type);
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/**
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* Set a depsgraph to flush updates to editors. This would be done
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* for viewport depsgraphs, but not render or export depsgraph for example.
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*/
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void DEG_enable_editors_update(Depsgraph *depsgraph);
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/** Check if something was changed in the database and inform editors about this. */
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void DEG_editors_update(Depsgraph *depsgraph, bool time);
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/** Clear recalc flags after editors or renderers have handled updates. */
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void DEG_ids_clear_recalc(Depsgraph *depsgraph, bool backup);
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/**
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* Restore recalc flags, backed up by a previous call to #DEG_ids_clear_recalc.
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* This also clears the backup.
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*/
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void DEG_ids_restore_recalc(Depsgraph *depsgraph);
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/** \} */
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/* ************************************************ */
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/* Evaluation Engine API */
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/* -------------------------------------------------------------------- */
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/** \name Graph Evaluation
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* \{ */
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/**
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* Frame changed recalculation entry point.
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*
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* \note The frame-change happened for root scene that graph belongs to.
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*/
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void DEG_evaluate_on_framechange(Depsgraph *graph, float frame);
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/**
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* Data changed recalculation entry point.
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* Evaluate all nodes tagged for updating.
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*/
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void DEG_evaluate_on_refresh(Depsgraph *graph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Editors Integration
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*
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* Mechanism to allow editors to be informed of depsgraph updates,
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* to do their own updates based on changes.
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* \{ */
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struct DEGEditorUpdateContext {
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Main *bmain;
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Depsgraph *depsgraph;
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Scene *scene;
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ViewLayer *view_layer;
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};
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using DEG_EditorUpdateIDCb = void (*)(const DEGEditorUpdateContext *update_ctx, ID *id);
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using DEG_EditorUpdateSceneCb = void (*)(const DEGEditorUpdateContext *update_ctx, bool updated);
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/** Set callbacks which are being called when depsgraph changes. */
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void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func, DEG_EditorUpdateSceneCb scene_func);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Evaluation
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* \{ */
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bool DEG_is_evaluating(const Depsgraph *depsgraph);
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bool DEG_is_active(const Depsgraph *depsgraph);
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void DEG_make_active(Depsgraph *depsgraph);
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void DEG_make_inactive(Depsgraph *depsgraph);
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/**
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* Disable the visibility optimization making it so IDs which affect hidden objects or disabled
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* modifiers are still evaluated.
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*
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* For example, this ensures that an object which is needed by a modifier is ignoring checks about
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* whether the object is hidden or the modifier is disabled. */
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void DEG_disable_visibility_optimization(Depsgraph *depsgraph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Evaluation Debug
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* \{ */
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void DEG_debug_print_begin(Depsgraph *depsgraph);
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void DEG_debug_print_eval(Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address);
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void DEG_debug_print_eval_subdata(Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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const char *subdata_comment,
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const char *subdata_name,
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const void *subdata_address);
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void DEG_debug_print_eval_subdata_index(Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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const char *subdata_comment,
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const char *subdata_name,
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const void *subdata_address,
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int subdata_index);
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void DEG_debug_print_eval_parent_typed(Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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const char *parent_comment,
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const char *parent_name,
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const void *parent_address);
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void DEG_debug_print_eval_time(Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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float time);
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/** \} */
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