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Diffstat (limited to 'source/blender/depsgraph/intern/node/deg_node_id.h')
-rw-r--r-- | source/blender/depsgraph/intern/node/deg_node_id.h | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/source/blender/depsgraph/intern/node/deg_node_id.h b/source/blender/depsgraph/intern/node/deg_node_id.h new file mode 100644 index 00000000000..556f61a87e2 --- /dev/null +++ b/source/blender/depsgraph/intern/node/deg_node_id.h @@ -0,0 +1,114 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2013 Blender Foundation. + * All rights reserved. + * + * Original Author: Joshua Leung + * Contributor(s): None Yet + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file depsgraph/intern/node/deg_node_id.h + * \ingroup depsgraph + */ + +#pragma once + +#include "intern/node/deg_node.h" +#include "BLI_sys_types.h" + +namespace DEG { + +struct ComponentNode; + +typedef uint64_t IDComponentsMask; + +/* NOTE: We use max comparison to mark an id node that is linked more than once + * So keep this enum ordered accordingly. */ +enum eDepsNode_LinkedState_Type { + /* Generic indirectly linked id node. */ + DEG_ID_LINKED_INDIRECTLY = 0, + /* Id node present in the set (background) only. */ + DEG_ID_LINKED_VIA_SET = 1, + /* Id node directly linked via the SceneLayer. */ + DEG_ID_LINKED_DIRECTLY = 2, +}; +const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state); + +/* ID-Block Reference */ +struct IDNode : public Node { + struct ComponentIDKey { + ComponentIDKey(NodeType type, const char *name = ""); + bool operator==(const ComponentIDKey &other) const; + + NodeType type; + const char *name; + }; + + virtual void init(const ID *id, const char *subdata) override; + void init_copy_on_write(ID *id_cow_hint = NULL); + ~IDNode(); + void destroy(); + + virtual string identifier() const override; + + ComponentNode *find_component(NodeType type, + const char *name = "") const; + ComponentNode *add_component(NodeType type, + const char *name = ""); + + virtual void tag_update(Depsgraph *graph, eUpdateSource source) override; + + void finalize_build(Depsgraph *graph); + + IDComponentsMask get_visible_components_mask() const; + + /* ID Block referenced. */ + ID *id_orig; + ID *id_cow; + + /* Hash to make it faster to look up components. */ + GHash *components; + + /* Additional flags needed for scene evaluation. + * TODO(sergey): Only needed for until really granular updates + * of all the entities. */ + uint32_t eval_flags; + uint32_t previous_eval_flags; + + /* Extra customdata mask which needs to be evaluated for the mesh object. */ + uint64_t customdata_mask; + uint64_t previous_customdata_mask; + + eDepsNode_LinkedState_Type linked_state; + + /* Indicates the datablock is visible in the evaluated scene. */ + bool is_directly_visible; + + /* For the collection type of ID, denotes whether collection was fully + * recursed into. */ + bool is_collection_fully_expanded; + + IDComponentsMask visible_components_mask; + IDComponentsMask previously_visible_components_mask; + + DEG_DEPSNODE_DECLARE; +}; + +} // namespace DEG |