blender/source/blender/blenkernel/BKE_depsgraph.h
Lukas Tönne 2fe0cf54a5 Fix T40712: Duplicators don't generate orco and UV coordinates in Cycles viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.

The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.

Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.

The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes

There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.

Differential Revision: https://developer.blender.org/D613
2014-07-07 10:54:14 +02:00

174 lines
6.2 KiB
C

/*
* ***** 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) 2004 Blender Foundation.
* All rights reserved.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_DEPSGRAPH_H__
#define __BKE_DEPSGRAPH_H__
/** \file BKE_depsgraph.h
* \ingroup bke
*/
/* Dependency Graph
*
* The dependency graph tracks relations between datablocks, and is used to
* determine which datablocks need to be update based on dependencies and
* visibility.
*
* It does not itself execute changes in objects, but rather sorts the objects
* in the appropriate order and sets flags indicating they should be updated.
*/
#ifdef __cplusplus
extern "C" {
#endif
struct ID;
struct Main;
struct Object;
struct Scene;
struct ListBase;
/* Dependency graph evaluation context
*
* This structure stores all the local dependency graph data,
* which is needed for it's evaluation,
*/
typedef struct EvaluationContext {
int mode; /* evaluation mode */
} EvaluationContext;
typedef enum eEvaluationMode {
DAG_EVAL_VIEWPORT = 0, /* evaluate for OpenGL viewport */
DAG_EVAL_PREVIEW = 1, /* evaluate for render with preview settings */
DAG_EVAL_RENDER = 2, /* evaluate for render purposes */
} eEvaluationMode;
/* DagNode->eval_flags */
enum {
/* Regardless to curve->path animation flag path is to be evaluated anyway,
* to meet dependencies with such a things as curve modifier and other guys
* who're using curve deform, where_on_path and so.
*/
DAG_EVAL_NEED_CURVE_PATH = 1,
};
/* Global initialization/deinitialization */
void DAG_init(void);
void DAG_exit(void);
/* Build and Update
*
* DAG_scene_relations_update will rebuild the dependency graph for a given
* scene if needed, and sort objects in the scene.
*
* DAG_relations_tag_update will clear all dependency graphs and mark them to
* be rebuilt later. The graph is not rebuilt immediately to avoid slowdowns
* when this function is call multiple times from different operators.
*
* DAG_scene_relations_rebuild forces an immediaterebuild of the dependency
* graph, this is only needed in rare cases
*/
void DAG_scene_relations_update(struct Main *bmain, struct Scene *sce);
void DAG_relations_tag_update(struct Main *bmain);
void DAG_scene_relations_rebuild(struct Main *bmain, struct Scene *scene);
void DAG_scene_free(struct Scene *sce);
/* Update Tagging
*
* DAG_scene_update_flags will mark all objects that depend on time (animation,
* physics, ..) to be recalculated, used when changing the current frame.
*
* DAG_on_visible_update will mark all objects that are visible for the first
* time to be updated, for example on file load or changing layer visibility.
*
* DAG_id_tag_update will mark a given datablock to be updated. The flag indicates
* a specific subset to be update (only object transform and data for now).
*
* DAG_id_type_tag marks a particular datablock type as having changing. This does
* not cause any updates but is used by external render engines to detect if for
* example a datablock was removed. */
void DAG_scene_update_flags(struct Main *bmain, struct Scene *sce, unsigned int lay, const bool do_time, const bool do_invisible_flush);
void DAG_on_visible_update(struct Main *bmain, const bool do_time);
void DAG_id_tag_update(struct ID *id, short flag);
void DAG_id_tag_update_ex(struct Main *bmain, struct ID *id, short flag);
void DAG_id_type_tag(struct Main *bmain, short idtype);
int DAG_id_type_tagged(struct Main *bmain, short idtype);
/* Flushing Tags
*
* DAG_scene_flush_update flushes object recalculation flags immediately to other
* dependencies. Do not use outside of depsgraph.c, this will be removed.
*
* DAG_ids_flush_tagged will flush datablock update flags flags to dependencies,
* use this right before updating to mark all the needed datablocks for update.
*
* DAG_ids_check_recalc and DAG_ids_clear_recalc are used for external render
* engines to detect changes. */
void DAG_scene_flush_update(struct Main *bmain, struct Scene *sce, unsigned int lay, const short do_time);
void DAG_ids_flush_tagged(struct Main *bmain);
void DAG_ids_check_recalc(struct Main *bmain, struct Scene *scene, bool time);
void DAG_ids_clear_recalc(struct Main *bmain);
/* Armature: sorts the bones according to dependencies between them */
void DAG_pose_sort(struct Object *ob);
/* Editors: callbacks to notify editors of datablock changes */
void DAG_editors_update_cb(void (*id_func)(struct Main *bmain, struct ID *id),
void (*scene_func)(struct Main *bmain, struct Scene *scene, int updated));
/* ** Threaded update ** */
/* Initialize the DAG for threaded update. */
void DAG_threaded_update_begin(struct Scene *scene,
void (*func)(void *node, void *user_data),
void *user_data);
void DAG_threaded_update_handle_node_updated(void *node_v,
void (*func)(void *node, void *user_data),
void *user_data);
/* Debugging: print dependency graph for scene or armature object to console */
void DAG_print_dependencies(struct Main *bmain, struct Scene *scene, struct Object *ob);
/* ************************ DAG querying ********************* */
struct Object *DAG_get_node_object(void *node_v);
const char *DAG_get_node_name(struct Scene *scene, void *node_v);
short DAG_get_eval_flags_for_object(struct Scene *scene, void *object);
bool DAG_is_acyclic(struct Scene *scene);
#ifdef __cplusplus
}
#endif
#endif