57 class DepsgraphBuilderCache;
60 struct TimeSourceNode;
82 return (
T *)cow->id.orig_id;
103 const char *name =
"",
107 const char *comp_name,
110 const char *name =
"",
116 const char *name =
"",
121 const char *comp_name,
124 const char *name =
"",
130 const char *name =
"",
135 const char *comp_name,
137 const char *name =
"",
142 const char *comp_name,
144 const char *name =
"",
struct Depsgraph Depsgraph
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
virtual void build_scene_parameters(Scene *scene)
virtual void build_scene_sequencer(Scene *scene)
virtual void build_object_data_camera(Object *object)
virtual void build_object_data_geometry(Object *object)
ID * ensure_cow_id(ID *id_orig)
virtual void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index)
IDNode * find_id_node(ID *id)
virtual void build_object_pointcache(Object *object)
virtual void build_animdata(ID *id)
static void modifier_walk(void *user_data, struct Object *object, struct ID **idpoin, int cb_flag)
virtual void build_world(World *world)
virtual void build_object(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state, bool is_visible)
OperationNode * ensure_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
IDNode * add_id_node(ID *id)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer)
virtual void build_cachefile(CacheFile *cache_file)
virtual void build_object_instance_collection(Object *object, bool is_object_visible)
virtual void build_object_data_speaker(Object *object)
OperationNode * add_operation_node(ComponentNode *comp_node, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
virtual void build_vfont(VFont *vfont)
virtual void build_texture(Tex *tex)
virtual void build_object_data(Object *object)
virtual void build_particle_settings(ParticleSettings *part)
static void constraint_walk(bConstraint *constraint, ID **idpoin, bool is_reference, void *user_data)
virtual void build_particle_systems(Object *object, bool is_object_visible)
virtual void build_dimensions(Object *object)
virtual void build_armature(bArmature *armature)
virtual void build_scene_audio(Scene *scene)
T * get_orig_datablock(const T *cow) const
virtual void build_simulation(Simulation *simulation)
ComponentNode * add_component_node(ID *id, NodeType comp_type, const char *comp_name="")
virtual void build_id(ID *id)
virtual void build_driver_variables(ID *id, FCurve *fcurve)
virtual void build_shapekeys(Key *key)
virtual void build_action(bAction *action)
virtual void build_animdata_nlastrip_targets(ListBase *strips)
virtual void build_animation_images(ID *id)
virtual void build_material(Material *ma)
virtual void build_materials(Material **materials, int num_materials)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_rigidbody(Scene *scene)
virtual void build_object_transform(Object *object)
OperationNode * find_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const char *name="", int name_tag=-1)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
virtual void build_movieclip(MovieClip *clip)
Vector< SavedEntryTag > saved_entry_tags_
virtual void build_object_data_light(Object *object)
Map< uint, IDInfo * > id_info_hash_
virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
virtual void build_scene_render(Scene *scene, ViewLayer *view_layer)
bool is_parent_collection_visible_
virtual void build_image(Image *image)
virtual void build_speaker(Speaker *speaker)
virtual void build_sound(bSound *sound)
virtual void build_object_data_geometry_datablock(ID *obdata)
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
virtual void build_layer_collections(ListBase *lb)
void update_invalid_cow_pointers()
virtual void build_object_flags(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state)
ID * get_cow_id(const ID *id_orig) const
virtual void build_rig(Object *object)
TimeSourceNode * add_time_source()
virtual void build_driver_id_property(ID *id, const char *rna_path)
virtual void build_parameters(ID *id)
virtual void build_lightprobe(LightProbe *probe)
int foreach_id_cow_detect_need_for_update_callback(ID *id_cow_self, ID *id_pointer)
virtual void build_nodetree(bNodeTree *ntree)
virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
virtual void build_idproperties(IDProperty *id_property)
virtual void build_camera(Camera *camera)
virtual void build_light(Light *lamp)
virtual void build_armature_bones(ListBase *bones)
virtual void build_driver(ID *id, FCurve *fcurve, int driver_index)
virtual void begin_build()
virtual void build_mask(Mask *mask)
bool has_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const char *name="", int name_tag=-1)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_nodetree_socket(bNodeSocket *socket)
virtual void build_scene_compositor(Scene *scene)
virtual void build_object_data_lightprobe(Object *object)
virtual void build_generic_id(ID *id)
virtual void build_object_constraints(Object *object)
void tag_previously_tagged_nodes()
T * get_cow_datablock(const T *orig) const
virtual void build_object_from_layer(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state)
FreestyleLineStyle linestyle
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture materials[GPENCIL_MATERIAL_BUFFER_LEN]
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
uint64_t IDComponentsMask
eDepsNode_LinkedState_Type
function< void(struct ::Depsgraph *)> DepsEvalOperationCb
DepsgraphNodeBuilder * builder
DEGCustomDataMeshMasks previous_customdata_masks
IDComponentsMask previously_visible_components_mask
uint32_t previous_eval_flags