Depsgraph: Remove object-level visibility from geometry builders
Continuation of the D13404 which finished the design of not having geometry-level nodes dependent on object-level. Differential Revision: https://developer.blender.org/D13405
This commit is contained in:
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a3e634d4d7
commit
a230445cae
Notes:
blender-bot
2023-02-14 02:30:11 +01:00
Referenced by commit e5c65709a2
, Fix T98379: Wrong evaluation when deactivating/activating collections
Referenced by issue #98379, Regression: Multiple modifiers failing when deactivating/activating collections
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@ -199,9 +199,7 @@ IDNode *DepsgraphNodeBuilder::add_id_node(ID *id)
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nullptr, OperationCode::OPERATION, "", -1);
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/* Pin the node so that it and its relations are preserved by the unused nodes/relations
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* deletion. This is mainly to make it easier to debug visibility. */
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/* NOTE: Keep un-pinned for the 3.0 release. This way we are more sure that side effects of the
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* change is minimal outside of the dependency graph area. */
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// visibility_operation->flag |= OperationFlag::DEPSOP_FLAG_PINNED;
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visibility_operation->flag |= OperationFlag::DEPSOP_FLAG_PINNED;
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graph_->operations.append(visibility_operation);
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}
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return id_node;
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@ -589,11 +587,7 @@ void DepsgraphNodeBuilder::build_id(ID *id)
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case ID_HA:
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case ID_PT:
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case ID_VO:
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/* TODO(sergey): Get visibility from a "parent" somehow.
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*
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* NOTE: Similarly to above, we don't want false-positives on
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* visibility. */
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build_object_data_geometry_datablock(id, false);
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build_object_data_geometry_datablock(id);
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break;
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case ID_SPK:
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build_speaker((Speaker *)id);
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@ -769,32 +763,28 @@ void DepsgraphNodeBuilder::build_object(int base_index,
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if (object->modifiers.first != nullptr) {
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BuilderWalkUserData data;
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data.builder = this;
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data.is_parent_visible = is_visible;
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BKE_modifiers_foreach_ID_link(object, modifier_walk, &data);
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}
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/* Grease Pencil Modifiers. */
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if (object->greasepencil_modifiers.first != nullptr) {
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BuilderWalkUserData data;
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data.builder = this;
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data.is_parent_visible = is_visible;
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BKE_gpencil_modifiers_foreach_ID_link(object, modifier_walk, &data);
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}
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/* Shader FX. */
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if (object->shader_fx.first != nullptr) {
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BuilderWalkUserData data;
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data.builder = this;
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data.is_parent_visible = is_visible;
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BKE_shaderfx_foreach_ID_link(object, modifier_walk, &data);
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}
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/* Constraints. */
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if (object->constraints.first != nullptr) {
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BuilderWalkUserData data;
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data.builder = this;
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data.is_parent_visible = is_visible;
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BKE_constraints_id_loop(&object->constraints, constraint_walk, &data);
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}
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/* Object data. */
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build_object_data(object, is_visible);
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build_object_data(object);
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/* Parameters, used by both drivers/animation and also to inform dependency
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* from object's data. */
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build_parameters(&object->id);
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@ -897,7 +887,7 @@ void DepsgraphNodeBuilder::build_object_instance_collection(Object *object, bool
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is_parent_collection_visible_ = is_current_parent_collection_visible;
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}
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void DepsgraphNodeBuilder::build_object_data(Object *object, bool is_object_visible)
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void DepsgraphNodeBuilder::build_object_data(Object *object)
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{
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if (object->data == nullptr) {
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return;
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@ -914,14 +904,14 @@ void DepsgraphNodeBuilder::build_object_data(Object *object, bool is_object_visi
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case OB_HAIR:
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case OB_POINTCLOUD:
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case OB_VOLUME:
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build_object_data_geometry(object, is_object_visible);
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build_object_data_geometry(object);
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break;
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case OB_ARMATURE:
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if (ID_IS_LINKED(object) && object->proxy_from != nullptr) {
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build_proxy_rig(object, is_object_visible);
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build_proxy_rig(object);
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}
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else {
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build_rig(object, is_object_visible);
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build_rig(object);
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}
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break;
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case OB_LAMP:
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@ -1472,7 +1462,7 @@ void DepsgraphNodeBuilder::build_shapekeys(Key *key)
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/* ObData Geometry Evaluation */
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/* XXX: what happens if the datablock is shared! */
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void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_object_visible)
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void DepsgraphNodeBuilder::build_object_data_geometry(Object *object)
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{
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OperationNode *op_node;
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Scene *scene_cow = get_cow_datablock(scene_);
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@ -1494,7 +1484,7 @@ void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_ob
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/* Point caches. */
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build_object_pointcache(object);
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/* Geometry. */
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build_object_data_geometry_datablock((ID *)object->data, is_object_visible);
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build_object_data_geometry_datablock((ID *)object->data);
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build_dimensions(object);
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/* Batch cache. */
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add_operation_node(
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@ -1504,7 +1494,7 @@ void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_ob
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[object_cow](::Depsgraph *depsgraph) { BKE_object_select_update(depsgraph, object_cow); });
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}
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void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata, bool is_object_visible)
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void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata)
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{
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if (built_map_.checkIsBuiltAndTag(obdata)) {
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return;
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@ -1548,17 +1538,15 @@ void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata, bool
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BKE_curve_eval_geometry(depsgraph, (Curve *)obdata_cow);
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});
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op_node->set_as_entry();
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/* Make sure objects used for bevel.taper are in the graph.
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* NOTE: This objects might be not linked to the scene. */
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Curve *cu = (Curve *)obdata;
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if (cu->bevobj != nullptr) {
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build_object(-1, cu->bevobj, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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build_object(-1, cu->bevobj, DEG_ID_LINKED_INDIRECTLY, false);
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}
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if (cu->taperobj != nullptr) {
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build_object(-1, cu->taperobj, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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build_object(-1, cu->taperobj, DEG_ID_LINKED_INDIRECTLY, false);
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}
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if (cu->textoncurve != nullptr) {
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build_object(-1, cu->textoncurve, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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build_object(-1, cu->textoncurve, DEG_ID_LINKED_INDIRECTLY, false);
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}
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break;
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}
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@ -2121,10 +2109,7 @@ void DepsgraphNodeBuilder::modifier_walk(void *user_data,
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}
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switch (GS(id->name)) {
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case ID_OB:
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/* Special case for object, so we take owner visibility into
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* account. */
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data->builder->build_object(
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-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, data->is_parent_visible);
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data->builder->build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
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break;
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default:
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data->builder->build_id(id);
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@ -2144,10 +2129,7 @@ void DepsgraphNodeBuilder::constraint_walk(bConstraint * /*con*/,
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}
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switch (GS(id->name)) {
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case ID_OB:
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/* Special case for object, so we take owner visibility into
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* account. */
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data->builder->build_object(
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-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, data->is_parent_visible);
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data->builder->build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
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break;
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default:
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data->builder->build_id(id);
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@ -186,20 +186,17 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
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virtual void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_object_data(Object *object, bool is_object_visible);
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virtual void build_object_data(Object *object);
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virtual void build_object_data_camera(Object *object);
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virtual void build_object_data_geometry(Object *object, bool is_object_visible);
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virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
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virtual void build_object_data_geometry(Object *object);
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virtual void build_object_data_geometry_datablock(ID *obdata);
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virtual void build_object_data_light(Object *object);
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virtual void build_object_data_lightprobe(Object *object);
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virtual void build_object_data_speaker(Object *object);
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virtual void build_object_transform(Object *object);
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virtual void build_object_constraints(Object *object);
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virtual void build_object_pointcache(Object *object);
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virtual void build_pose_constraints(Object *object,
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bPoseChannel *pchan,
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int pchan_index,
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bool is_object_visible);
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virtual void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
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virtual void build_rigidbody(Scene *scene);
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virtual void build_particle_systems(Object *object, bool is_object_visible);
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virtual void build_particle_settings(ParticleSettings *part);
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@ -227,8 +224,8 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
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virtual void build_dimensions(Object *object);
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virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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virtual void build_rig(Object *object, bool is_object_visible);
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virtual void build_proxy_rig(Object *object, bool is_object_visible);
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virtual void build_rig(Object *object);
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virtual void build_proxy_rig(Object *object);
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virtual void build_armature(bArmature *armature);
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virtual void build_armature_bones(ListBase *bones);
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virtual void build_shapekeys(Key *key);
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@ -284,8 +281,6 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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/* Denotes whether object the walk is invoked from is visible. */
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bool is_parent_visible;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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@ -58,13 +58,11 @@ namespace blender::deg {
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void DepsgraphNodeBuilder::build_pose_constraints(Object *object,
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bPoseChannel *pchan,
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int pchan_index,
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bool is_object_visible)
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int pchan_index)
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{
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/* Pull indirect dependencies via constraints. */
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BuilderWalkUserData data;
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data.builder = this;
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data.is_parent_visible = is_object_visible;
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BKE_constraints_id_loop(&pchan->constraints, constraint_walk, &data);
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/* Create node for constraint stack. */
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@ -147,7 +145,7 @@ void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
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}
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/* Pose/Armature Bones Graph */
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void DepsgraphNodeBuilder::build_rig(Object *object, bool is_object_visible)
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void DepsgraphNodeBuilder::build_rig(Object *object)
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{
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bArmature *armature = (bArmature *)object->data;
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Scene *scene_cow = get_cow_datablock(scene_);
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@ -272,7 +270,7 @@ void DepsgraphNodeBuilder::build_rig(Object *object, bool is_object_visible)
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}
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/* Build constraints. */
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if (pchan->constraints.first != nullptr) {
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build_pose_constraints(object, pchan, pchan_index, is_object_visible);
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build_pose_constraints(object, pchan, pchan_index);
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}
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/**
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* IK Solvers.
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}
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/* Custom shape. */
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if (pchan->custom != nullptr) {
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/* TODO(sergey): Use own visibility. */
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build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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/* NOTE: The relation builder will ensure visibility of the custom shape object. */
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build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, false);
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}
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pchan_index++;
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}
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}
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void DepsgraphNodeBuilder::build_proxy_rig(Object *object, bool is_object_visible)
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void DepsgraphNodeBuilder::build_proxy_rig(Object *object)
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{
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bArmature *armature = (bArmature *)object->data;
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OperationNode *op_node;
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@ -356,7 +354,8 @@ void DepsgraphNodeBuilder::build_proxy_rig(Object *object, bool is_object_visibl
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/* Custom shape. */
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if (pchan->custom != nullptr) {
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build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
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/* NOTE: The relation builder will ensure visibility of the custom shape object. */
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build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, false);
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}
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pchan_index++;
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@ -112,11 +112,11 @@ enum class NodeType {
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* which simplifies common algorithms which are dealing with relations and visibility.
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*
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* The fact that the visibility operates on the ID level basically means that all components in
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* NodeA will be considered as affecting directly visible when NodeB's visibility is
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* the NodeA will be considered as affecting directly visible when NodeB's visibility is
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* affecting directly visible ID.
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*
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* This is the way to ensure objects needed for visualization without any actual data dependency
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* are properly evaluated. Example of this is custom shapes for bones. */
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* properly evaluated. Example of this is custom shapes for bones. */
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VISIBILITY,
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/* **** Evaluation-Related Outer Types (with Subdata) **** */
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