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Diffstat (limited to 'source/blender/depsgraph/intern/node/deg_node_id.h')
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diff --git a/source/blender/depsgraph/intern/node/deg_node_id.h b/source/blender/depsgraph/intern/node/deg_node_id.h
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+/*
+ * ***** 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