tornavis/source/blender/depsgraph/DEG_depsgraph.hh

267 lines
8.9 KiB
C++

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