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