diff options
author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-08-31 00:20:51 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-08-31 00:49:38 +0300 |
commit | 429afe0c626a6d608385c6bc3a348b3ac8cfa8c0 (patch) | |
tree | 3240319bcb09b1737c5b2759a3ecbdd3b45ca59f /intern/cycles/render/scene.cpp | |
parent | 19363880a6770852a8f94565c162a987850d58e3 (diff) |
Cycles: introduce an ownership system to protect nodes from unwanted deletions.
Problem: the Blender synchronization process creates and tags nodes for usage. It does
this by directly adding and removing nodes from the scene data. If some node is not tagged
as used at the end of a synchronization, it then deletes the node from the scene. This poses
a problem when it comes to supporting procedural nodes who can create other nodes not known
by the Blender synchonization system, which will remove them.
Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene
for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting
nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods
found on the owners. `delete_node` will assert that the owner is the right one.
Whenever a scene level node is created or deleted, the appropriate node manager is tagged for
an update, freeing this responsability from BlenderSync or other software exporters.
Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they
only keep track of which nodes are used, employing the scene to create and delete them. To
achieve this, the ParticleSystem is now a Node, although it does not have any sockets.
This is part of T79131.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79131
Differential Revision: https://developer.blender.org/D8540
Diffstat (limited to 'intern/cycles/render/scene.cpp')
-rw-r--r-- | intern/cycles/render/scene.cpp | 134 |
1 files changed, 129 insertions, 5 deletions
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp index a8a5b50e6a2..8f863b5d15f 100644 --- a/intern/cycles/render/scene.cpp +++ b/intern/cycles/render/scene.cpp @@ -33,6 +33,7 @@ #include "render/shader.h" #include "render/svm.h" #include "render/tables.h" +#include "render/volume.h" #include "util/util_foreach.h" #include "util/util_guarded_allocator.h" @@ -98,15 +99,15 @@ Scene::Scene(const SceneParams ¶ms_, Device *device) { memset((void *)&dscene.data, 0, sizeof(dscene.data)); - camera = new Camera(); - dicing_camera = new Camera(); + camera = create_node<Camera>(); + dicing_camera = create_node<Camera>(); lookup_tables = new LookupTables(); - film = new Film(); - background = new Background(); + film = create_node<Film>(); + background = create_node<Background>(); light_manager = new LightManager(); geometry_manager = new GeometryManager(); object_manager = new ObjectManager(); - integrator = new Integrator(); + integrator = create_node<Integrator>(); image_manager = new ImageManager(device->info); particle_system_manager = new ParticleSystemManager(); bake_manager = new BakeManager(); @@ -560,4 +561,127 @@ int Scene::get_max_closure_count() return max_closure_global; } +template<> Light *Scene::create_node<Light>() +{ + Light *node = new Light(); + node->set_owner(this); + lights.push_back(node); + light_manager->tag_update(this); + return node; +} + +template<> Mesh *Scene::create_node<Mesh>() +{ + Mesh *node = new Mesh(); + node->set_owner(this); + geometry.push_back(node); + geometry_manager->tag_update(this); + return node; +} + +template<> Hair *Scene::create_node<Hair>() +{ + Hair *node = new Hair(); + node->set_owner(this); + geometry.push_back(node); + geometry_manager->tag_update(this); + return node; +} + +template<> Volume *Scene::create_node<Volume>() +{ + Volume *node = new Volume(); + node->set_owner(this); + geometry.push_back(node); + geometry_manager->tag_update(this); + return node; +} + +template<> Object *Scene::create_node<Object>() +{ + Object *node = new Object(); + node->set_owner(this); + objects.push_back(node); + object_manager->tag_update(this); + return node; +} + +template<> ParticleSystem *Scene::create_node<ParticleSystem>() +{ + ParticleSystem *node = new ParticleSystem(); + node->set_owner(this); + particle_systems.push_back(node); + particle_system_manager->tag_update(this); + return node; +} + +template<> Shader *Scene::create_node<Shader>() +{ + Shader *node = new Shader(); + node->set_owner(this); + shaders.push_back(node); + shader_manager->need_update = true; + return node; +} + +template<typename T> void delete_node_from_array(vector<T> &nodes, T node) +{ + for (size_t i = 0; i < nodes.size(); ++i) { + if (nodes[i] == node) { + std::swap(nodes[i], nodes[nodes.size() - 1]); + break; + } + } + + nodes.resize(nodes.size() - 1); + delete node; +} + +template<> void Scene::delete_node_impl(Light *node) +{ + delete_node_from_array(lights, node); + light_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Mesh *node) +{ + delete_node_from_array(geometry, static_cast<Geometry *>(node)); + geometry_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Hair *node) +{ + delete_node_from_array(geometry, static_cast<Geometry *>(node)); + geometry_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Volume *node) +{ + delete_node_from_array(geometry, static_cast<Geometry *>(node)); + geometry_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Geometry *node) +{ + delete_node_from_array(geometry, node); + geometry_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Object *node) +{ + delete_node_from_array(objects, node); + object_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(ParticleSystem *node) +{ + delete_node_from_array(particle_systems, node); + particle_system_manager->tag_update(this); +} + +template<> void Scene::delete_node_impl(Shader * /*node*/) +{ + /* don't delete unused shaders, not supported */ +} + CCL_NAMESPACE_END |