forked from bartvdbraak/blender
Fix T49826: NEW-DEPSGRAPH - Texture is not updated after changing its space color
The issue was caused by image ID nodes not being in the depsgraph. Now, tricky part: we only add nodes but do not add relations yet. Reasoning: - It's currently important to only call editor's ID update callback to solve the issue, without need to flush changes somewhere deeper. - Adding relations might cause some unwanted updates, so will leave that for a later investigation.
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@ -1180,6 +1180,9 @@ void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree
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else if (id_type == ID_TE) {
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build_texture(owner_node, (Tex *)id);
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}
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else if (id_type == ID_IM) {
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build_image((Image *)id);
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}
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else if (bnode->type == NODE_GROUP) {
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bNodeTree *group_ntree = (bNodeTree *)id;
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if ((group_ntree->id.tag & LIB_TAG_DOIT) == 0) {
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@ -1238,10 +1241,33 @@ void DepsgraphNodeBuilder::build_texture(DepsNode *owner_node, Tex *tex)
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return;
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}
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tex_id->tag |= LIB_TAG_DOIT;
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/* texture itself */
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/* Texture itself. */
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build_animdata(tex_id);
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/* texture's nodetree */
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/* Texture's nodetree. */
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build_nodetree(owner_node, tex->nodetree);
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/* Special cases for different IDs which texture uses. */
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if (tex->type == TEX_IMAGE) {
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if (tex->ima != NULL) {
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build_image(tex->ima);
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}
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}
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}
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void DepsgraphNodeBuilder::build_image(Image *image) {
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ID *image_id = &image->id;
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if (image_id->tag & LIB_TAG_DOIT) {
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return;
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}
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image_id->tag |= LIB_TAG_DOIT;
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/* Image ID node itself. */
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add_id_node(image_id);
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/* Placeholder so we can add relations and tag ID node for update. */
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add_operation_node(image_id,
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DEPSNODE_TYPE_PARAMETERS,
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DEPSOP_TYPE_EXEC,
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NULL,
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DEG_OPCODE_PLACEHOLDER,
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"Image Eval");
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}
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void DepsgraphNodeBuilder::build_compositor(Scene *scene)
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@ -38,6 +38,7 @@ struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Group;
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struct Key;
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@ -142,6 +143,7 @@ struct DepsgraphNodeBuilder {
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void build_material(DepsNode *owner_node, Material *ma);
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void build_texture(DepsNode *owner_node, Tex *tex);
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void build_texture_stack(DepsNode *owner_node, MTex **texture_stack);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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