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authorDalai Felinto <dfelinto@gmail.com>2017-11-22 15:52:39 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-23 12:48:23 +0300
commit3abe8b3292cf7a50a9200b95401993384df24d9a (patch)
tree6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /intern/cycles
parentfb7d23bdb2a5c0ed00067045e4acdf6593258b52 (diff)
Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/blender/addon/properties.py12
-rw-r--r--intern/cycles/blender/addon/ui.py144
-rw-r--r--intern/cycles/blender/blender_curves.cpp6
-rw-r--r--intern/cycles/blender/blender_mesh.cpp14
-rw-r--r--intern/cycles/blender/blender_object.cpp10
-rw-r--r--intern/cycles/blender/blender_session.cpp16
-rw-r--r--intern/cycles/blender/blender_session.h2
-rw-r--r--intern/cycles/blender/blender_shader.cpp26
-rw-r--r--intern/cycles/blender/blender_sync.cpp48
-rw-r--r--intern/cycles/blender/blender_sync.h18
-rw-r--r--intern/cycles/blender/blender_texture.cpp4
-rw-r--r--intern/cycles/blender/blender_texture.h2
-rw-r--r--intern/cycles/blender/blender_util.h8
13 files changed, 155 insertions, 155 deletions
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index aeeabe001e6..3ce8852abc2 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -1148,15 +1148,15 @@ class CyclesCurveRenderSettings(bpy.types.PropertyGroup):
def update_render_passes(self, context):
scene = context.scene
rd = scene.render
- rl = scene.render_layers.active
- rl.update_render_passes()
+ view_layer = scene.view_layers.active
+ view_layer.update_render_passes()
class CyclesRenderLayerSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
- bpy.types.SceneLayer.cycles = PointerProperty(
- name="Cycles SceneRenderLayer Settings",
- description="Cycles SceneLayer Settings",
+ bpy.types.ViewLayer.cycles = PointerProperty(
+ name="Cycles ViewLayer Settings",
+ description="Cycles ViewLayer Settings",
type=cls,
)
cls.pass_debug_bvh_traversed_nodes = BoolProperty(
@@ -1280,7 +1280,7 @@ class CyclesRenderLayerSettings(bpy.types.PropertyGroup):
@classmethod
def unregister(cls):
- del bpy.types.SceneLayer.cycles
+ del bpy.types.ViewLayer.cycles
class CyclesCurveSettings(bpy.types.PropertyGroup):
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index b1e13de5e0c..79ed01191d8 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -400,8 +400,8 @@ class CYCLES_RENDER_PT_performance(CyclesButtonsPanel, Panel):
subsub = sub.column()
subsub.active = not rd.use_save_buffers
- for rl in scene.render_layers:
- if rl.cycles.use_denoising:
+ for view_layer in scene.view_layers:
+ if view_layer.cycles.use_denoising:
subsub.active = False
subsub.prop(cscene, "use_progressive_refine")
@@ -430,24 +430,24 @@ class CYCLES_RENDER_PT_performance(CyclesButtonsPanel, Panel):
class CYCLES_RENDER_PT_layer_options(CyclesButtonsPanel, Panel):
bl_label = "Layer"
- bl_context = "render_layer"
+ bl_context = "view_layer"
def draw(self, context):
layout = self.layout
scene = context.scene
- rl = scene.render_layers.active
+ view_layer = scene.view_layers.active
col = layout.column()
- col.prop(rl, "use_sky", "Use Environment")
- col.prop(rl, "use_ao", "Use AO")
- col.prop(rl, "use_solid", "Use Surfaces")
- col.prop(rl, "use_strand", "Use Hair")
+ col.prop(view_layer, "use_sky", "Use Environment")
+ col.prop(view_layer, "use_ao", "Use AO")
+ col.prop(view_layer, "use_solid", "Use Surfaces")
+ col.prop(view_layer, "use_strand", "Use Hair")
class CYCLES_RENDER_PT_layer_passes(CyclesButtonsPanel, Panel):
bl_label = "Passes"
- bl_context = "render_layer"
+ bl_context = "view_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
@@ -457,76 +457,76 @@ class CYCLES_RENDER_PT_layer_passes(CyclesButtonsPanel, Panel):
scene = context.scene
rd = scene.render
- rl = scene.render_layers.active
- crl = rl.cycles
+ view_layer = scene.view_layers.active
+ cycles_view_layer = view_layer.cycles
split = layout.split()
col = split.column()
- col.prop(rl, "use_pass_combined")
- col.prop(rl, "use_pass_z")
- col.prop(rl, "use_pass_mist")
- col.prop(rl, "use_pass_normal")
+ col.prop(view_layer, "use_pass_combined")
+ col.prop(view_layer, "use_pass_z")
+ col.prop(view_layer, "use_pass_mist")
+ col.prop(view_layer, "use_pass_normal")
row = col.row()
- row.prop(rl, "use_pass_vector")
+ row.prop(view_layer, "use_pass_vector")
row.active = not rd.use_motion_blur
- col.prop(rl, "use_pass_uv")
- col.prop(rl, "use_pass_object_index")
- col.prop(rl, "use_pass_material_index")
+ col.prop(view_layer, "use_pass_uv")
+ col.prop(view_layer, "use_pass_object_index")
+ col.prop(view_layer, "use_pass_material_index")
col.separator()
- col.prop(rl, "use_pass_shadow")
- col.prop(rl, "use_pass_ambient_occlusion")
+ col.prop(view_layer, "use_pass_shadow")
+ col.prop(view_layer, "use_pass_ambient_occlusion")
col.separator()
- col.prop(rl, "pass_alpha_threshold")
+ col.prop(view_layer, "pass_alpha_threshold")
col = split.column()
col.label(text="Diffuse:")
row = col.row(align=True)
- row.prop(rl, "use_pass_diffuse_direct", text="Direct", toggle=True)
- row.prop(rl, "use_pass_diffuse_indirect", text="Indirect", toggle=True)
- row.prop(rl, "use_pass_diffuse_color", text="Color", toggle=True)
+ row.prop(view_layer, "use_pass_diffuse_direct", text="Direct", toggle=True)
+ row.prop(view_layer, "use_pass_diffuse_indirect", text="Indirect", toggle=True)
+ row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
col.label(text="Glossy:")
row = col.row(align=True)
- row.prop(rl, "use_pass_glossy_direct", text="Direct", toggle=True)
- row.prop(rl, "use_pass_glossy_indirect", text="Indirect", toggle=True)
- row.prop(rl, "use_pass_glossy_color", text="Color", toggle=True)
+ row.prop(view_layer, "use_pass_glossy_direct", text="Direct", toggle=True)
+ row.prop(view_layer, "use_pass_glossy_indirect", text="Indirect", toggle=True)
+ row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
col.label(text="Transmission:")
row = col.row(align=True)
- row.prop(rl, "use_pass_transmission_direct", text="Direct", toggle=True)
- row.prop(rl, "use_pass_transmission_indirect", text="Indirect", toggle=True)
- row.prop(rl, "use_pass_transmission_color", text="Color", toggle=True)
+ row.prop(view_layer, "use_pass_transmission_direct", text="Direct", toggle=True)
+ row.prop(view_layer, "use_pass_transmission_indirect", text="Indirect", toggle=True)
+ row.prop(view_layer, "use_pass_transmission_color", text="Color", toggle=True)
col.label(text="Subsurface:")
row = col.row(align=True)
- row.prop(rl, "use_pass_subsurface_direct", text="Direct", toggle=True)
- row.prop(rl, "use_pass_subsurface_indirect", text="Indirect", toggle=True)
- row.prop(rl, "use_pass_subsurface_color", text="Color", toggle=True)
+ row.prop(view_layer, "use_pass_subsurface_direct", text="Direct", toggle=True)
+ row.prop(view_layer, "use_pass_subsurface_indirect", text="Indirect", toggle=True)
+ row.prop(view_layer, "use_pass_subsurface_color", text="Color", toggle=True)
col.label(text="Volume:")
row = col.row(align=True)
- row.prop(crl, "use_pass_volume_direct", text="Direct", toggle=True)
- row.prop(crl, "use_pass_volume_indirect", text="Indirect", toggle=True)
+ row.prop(cycles_view_layer, "use_pass_volume_direct", text="Direct", toggle=True)
+ row.prop(cycles_view_layer, "use_pass_volume_indirect", text="Indirect", toggle=True)
col.separator()
- col.prop(rl, "use_pass_emit", text="Emission")
- col.prop(rl, "use_pass_environment")
+ col.prop(view_layer, "use_pass_emit", text="Emission")
+ col.prop(view_layer, "use_pass_environment")
if context.scene.cycles.feature_set == 'EXPERIMENTAL':
col.separator()
sub = col.column()
- sub.active = crl.use_denoising
- sub.prop(crl, "denoising_store_passes", text="Denoising")
+ sub.active = cycles_view_layer.use_denoising
+ sub.prop(cycles_view_layer, "denoising_store_passes", text="Denoising")
col = layout.column()
- col.prop(crl, "pass_debug_render_time")
+ col.prop(cycles_view_layer, "pass_debug_render_time")
if _cycles.with_cycles_debug:
- col.prop(crl, "pass_debug_bvh_traversed_nodes")
- col.prop(crl, "pass_debug_bvh_traversed_instances")
- col.prop(crl, "pass_debug_bvh_intersections")
- col.prop(crl, "pass_debug_ray_bounces")
+ col.prop(cycles_view_layer, "pass_debug_bvh_traversed_nodes")
+ col.prop(cycles_view_layer, "pass_debug_bvh_traversed_instances")
+ col.prop(cycles_view_layer, "pass_debug_bvh_intersections")
+ col.prop(cycles_view_layer, "pass_debug_ray_bounces")
class CYCLES_RENDER_PT_views(CyclesButtonsPanel, Panel):
bl_label = "Views"
- bl_context = "render_layer"
+ bl_context = "view_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
@@ -548,7 +548,7 @@ class CYCLES_RENDER_PT_views(CyclesButtonsPanel, Panel):
if basic_stereo:
row = layout.row()
- row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
+ row.template_list("VIEWLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
@@ -556,7 +556,7 @@ class CYCLES_RENDER_PT_views(CyclesButtonsPanel, Panel):
else:
row = layout.row()
- row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
+ row.template_list("VIEWLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
@@ -569,65 +569,65 @@ class CYCLES_RENDER_PT_views(CyclesButtonsPanel, Panel):
class CYCLES_RENDER_PT_denoising(CyclesButtonsPanel, Panel):
bl_label = "Denoising"
- bl_context = "render_layer"
+ bl_context = "view_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
- rl = scene.render_layers.active
- crl = rl.cycles
+ view_layer = scene.view_layers.active
+ cycles_view_layer = view_layer.cycles
cscene = scene.cycles
layout = self.layout
- layout.prop(crl, "use_denoising", text="")
+ layout.prop(cycles_view_layer, "use_denoising", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
- rl = scene.render_layers.active
- crl = rl.cycles
+ view_layer = scene.view_layers.active
+ cycles_view_layer = view_layer.cycles
- layout.active = crl.use_denoising
+ layout.active = cycles_view_layer.use_denoising
split = layout.split()
col = split.column()
sub = col.column(align=True)
- sub.prop(crl, "denoising_radius", text="Radius")
- sub.prop(crl, "denoising_strength", slider=True, text="Strength")
+ sub.prop(cycles_view_layer, "denoising_radius", text="Radius")
+ sub.prop(cycles_view_layer, "denoising_strength", slider=True, text="Strength")
col = split.column()
sub = col.column(align=True)
- sub.prop(crl, "denoising_feature_strength", slider=True, text="Feature Strength")
- sub.prop(crl, "denoising_relative_pca")
+ sub.prop(cycles_view_layer, "denoising_feature_strength", slider=True, text="Feature Strength")
+ sub.prop(cycles_view_layer, "denoising_relative_pca")
layout.separator()
row = layout.row()
row.label(text="Diffuse:")
sub = row.row(align=True)
- sub.prop(crl, "denoising_diffuse_direct", text="Direct", toggle=True)
- sub.prop(crl, "denoising_diffuse_indirect", text="Indirect", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_diffuse_direct", text="Direct", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_diffuse_indirect", text="Indirect", toggle=True)
row = layout.row()
row.label(text="Glossy:")
sub = row.row(align=True)
- sub.prop(crl, "denoising_glossy_direct", text="Direct", toggle=True)
- sub.prop(crl, "denoising_glossy_indirect", text="Indirect", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_glossy_direct", text="Direct", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_glossy_indirect", text="Indirect", toggle=True)
row = layout.row()
row.label(text="Transmission:")
sub = row.row(align=True)
- sub.prop(crl, "denoising_transmission_direct", text="Direct", toggle=True)
- sub.prop(crl, "denoising_transmission_indirect", text="Indirect", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_transmission_direct", text="Direct", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_transmission_indirect", text="Indirect", toggle=True)
row = layout.row()
row.label(text="Subsurface:")
sub = row.row(align=True)
- sub.prop(crl, "denoising_subsurface_direct", text="Direct", toggle=True)
- sub.prop(crl, "denoising_subsurface_indirect", text="Indirect", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_subsurface_direct", text="Direct", toggle=True)
+ sub.prop(cycles_view_layer, "denoising_subsurface_indirect", text="Indirect", toggle=True)
class CYCLES_PT_post_processing(CyclesButtonsPanel, Panel):
@@ -1090,8 +1090,8 @@ class CYCLES_WORLD_PT_mist(CyclesButtonsPanel, Panel):
def poll(cls, context):
if CyclesButtonsPanel.poll(context):
if context.world:
- for rl in context.scene.render_layers:
- if rl.use_pass_mist:
+ for view_layer in context.scene.view_layers:
+ if view_layer.use_pass_mist:
return True
return False
@@ -1729,9 +1729,9 @@ def get_panels():
'MATERIAL_PT_volume_options',
'MATERIAL_PT_volume_shading',
'MATERIAL_PT_volume_transp',
- 'RENDERLAYER_PT_layer_options',
- 'RENDERLAYER_PT_layer_passes',
- 'RENDERLAYER_PT_views',
+ 'VIEWLAYER_PT_layer_options',
+ 'VIEWLAYER_PT_layer_passes',
+ 'VIEWLAYER_PT_views',
'RENDER_PT_antialiasing',
'RENDER_PT_bake',
'RENDER_PT_motion_blur',
diff --git a/intern/cycles/blender/blender_curves.cpp b/intern/cycles/blender/blender_curves.cpp
index 63b07936426..b2c0a09e14b 100644
--- a/intern/cycles/blender/blender_curves.cpp
+++ b/intern/cycles/blender/blender_curves.cpp
@@ -325,7 +325,7 @@ static bool ObtainCacheParticleVcol(Mesh *mesh,
return true;
}
-static void set_resolution(BL::Object *b_ob, BL::Scene *scene, BL::SceneLayer *sl, bool render)
+static void set_resolution(BL::Object *b_ob, BL::Scene *scene, BL::ViewLayer *sl, bool render)
{
BL::Object::modifiers_iterator b_mod;
for(b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
@@ -912,7 +912,7 @@ void BlenderSync::sync_curves(Mesh *mesh,
ParticleCurveData CData;
if(!preview)
- set_resolution(&b_ob, &b_scene, &b_scene_layer, true);
+ set_resolution(&b_ob, &b_scene, &b_view_layer, true);
ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, !preview);
@@ -1057,7 +1057,7 @@ void BlenderSync::sync_curves(Mesh *mesh,
}
if(!preview)
- set_resolution(&b_ob, &b_scene, &b_scene_layer, false);
+ set_resolution(&b_ob, &b_scene, &b_view_layer, false);
mesh->compute_bounds();
}
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 9e9ab030146..4622dce286f 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -980,7 +980,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
/* test if we can instance or if the object is modified */
BL::ID b_ob_data = b_ob.data();
BL::ID key = (BKE_object_is_modified(b_ob))? b_ob_instance: b_ob_data;
- BL::Material material_override = render_layer.material_override;
+ BL::Material material_override = view_layer.material_override;
/* find shader indices */
vector<Shader*> used_shaders;
@@ -1005,10 +1005,10 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
/* test if we need to sync */
int requested_geometry_flags = Mesh::GEOMETRY_NONE;
- if(render_layer.use_surfaces) {
+ if(view_layer.use_surfaces) {
requested_geometry_flags |= Mesh::GEOMETRY_TRIANGLES;
}
- if(render_layer.use_hair) {
+ if(view_layer.use_hair) {
requested_geometry_flags |= Mesh::GEOMETRY_CURVES;
}
Mesh *mesh;
@@ -1076,14 +1076,14 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
BL::Mesh b_mesh = object_to_mesh(b_data,
b_ob,
b_scene,
- b_scene_layer,
+ b_view_layer,
true,
!preview,
need_undeformed,
mesh->subdivision_type);
if(b_mesh) {
- if(render_layer.use_surfaces && !hide_tris) {
+ if(view_layer.use_surfaces && !hide_tris) {
if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE)
create_subd_mesh(scene, mesh, b_ob, b_mesh, used_shaders,
dicing_rate, max_subdivisions);
@@ -1093,7 +1093,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
create_mesh_volume_attributes(scene, b_ob, mesh, b_scene.frame_current());
}
- if(render_layer.use_hair && mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
+ if(view_layer.use_hair && mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
sync_curves(mesh, b_mesh, b_ob, false);
if(can_free_caches) {
@@ -1208,7 +1208,7 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
b_mesh = object_to_mesh(b_data,
b_ob,
b_scene,
- b_scene_layer,
+ b_view_layer,
true,
!preview,
false,
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index 986f0ccda68..d9210585044 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -288,8 +288,8 @@ Object *BlenderSync::sync_object(BL::Depsgraph::duplis_iterator& b_dupli_iter,
/* light is handled separately */
if(object_is_light(b_ob)) {
/* don't use lamps for excluded layers used as mask layer */
- if(!motion && !((layer_flag & render_layer.holdout_layer) &&
- (layer_flag & render_layer.exclude_layer)))
+ if(!motion && !((layer_flag & view_layer.holdout_layer) &&
+ (layer_flag & view_layer.exclude_layer)))
{
sync_light(b_parent,
persistent_id,
@@ -314,7 +314,7 @@ Object *BlenderSync::sync_object(BL::Depsgraph::duplis_iterator& b_dupli_iter,
}
/* Visibility flags for both parent and child. */
- bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
+ bool use_holdout = (layer_flag & view_layer.holdout_layer) != 0;
uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
if(b_parent.ptr.data != b_ob.ptr.data) {
@@ -322,12 +322,12 @@ Object *BlenderSync::sync_object(BL::Depsgraph::duplis_iterator& b_dupli_iter,
}
/* Make holdout objects on excluded layer invisible for non-camera rays. */
- if(use_holdout && (layer_flag & render_layer.exclude_layer)) {
+ if(use_holdout && (layer_flag & view_layer.exclude_layer)) {
visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
}
/* Hide objects not on render layer from camera rays. */
- if(!(layer_flag & render_layer.layer)) {
+ if(!(layer_flag & view_layer.layer)) {
visibility &= ~PATH_RAY_CAMERA;
}
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 9b06e11fd88..60e49161be2 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -60,7 +60,7 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
b_render(b_engine.render()),
b_depsgraph(b_depsgraph),
b_scene(b_scene),
- b_scene_layer(b_engine.scene_layer()),
+ b_view_layer(b_engine.view_layer()),
b_v3d(PointerRNA_NULL),
b_rv3d(PointerRNA_NULL),
python_thread_state(NULL)
@@ -90,7 +90,7 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
b_render(b_scene.render()),
b_depsgraph(b_depsgraph),
b_scene(b_scene),
- b_scene_layer(b_engine.scene_layer()),
+ b_view_layer(b_engine.view_layer()),
b_v3d(b_v3d),
b_rv3d(b_rv3d),
width(width),
@@ -165,7 +165,7 @@ void BlenderSession::create_session()
else {
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
- sync->sync_render_layers(b_v3d, NULL);
+ sync->sync_view_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_camera_override, width, height, "");
}
@@ -222,7 +222,7 @@ void BlenderSession::reset_session(BL::BlendData& b_data_, BL::Scene& b_scene_)
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
BL::Object b_camera_override(b_engine.camera_override());
- sync->sync_render_layers(b_v3d, NULL);
+ sync->sync_view_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_camera_override, width, height, "");
@@ -383,13 +383,13 @@ void BlenderSession::render()
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
/* render each layer */
- BL::Scene::render_layers_iterator b_layer_iter;
+ BL::Scene::view_layers_iterator b_layer_iter;
BL::RenderResult::views_iterator b_view_iter;
/* We do some special meta attributes when we only have single layer. */
- const bool is_single_layer = (b_scene.render_layers.length() == 1);
+ const bool is_single_layer = (b_scene.view_layers.length() == 1);
- for(b_scene.render_layers.begin(b_layer_iter); b_layer_iter != b_scene.render_layers.end(); ++b_layer_iter) {
+ for(b_scene.view_layers.begin(b_layer_iter); b_layer_iter != b_scene.view_layers.end(); ++b_layer_iter) {
b_rlay_name = b_layer_iter->name();
/* temporary render result to find needed passes and views */
@@ -1311,7 +1311,7 @@ bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
int length;
int settings = background ? 1 : 0; /* 1 - render settings, 0 - vewport settings. */
- b_point_density_node.calc_point_density(b_scene, b_scene_layer, settings, &length, &pixels);
+ b_point_density_node.calc_point_density(b_scene, b_view_layer, settings, &length, &pixels);
}
}
diff --git a/intern/cycles/blender/blender_session.h b/intern/cycles/blender/blender_session.h
index 7ae7bde1737..8694c9499b8 100644
--- a/intern/cycles/blender/blender_session.h
+++ b/intern/cycles/blender/blender_session.h
@@ -108,7 +108,7 @@ public:
BL::RenderSettings b_render;
BL::Depsgraph b_depsgraph;
BL::Scene b_scene;
- BL::SceneLayer b_scene_layer;
+ BL::ViewLayer b_view_layer;
BL::SpaceView3D b_v3d;
BL::RegionView3D b_rv3d;
string b_rlay_name;
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 50a95777a0f..94c7aa3b248 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -235,7 +235,7 @@ static ShaderNode *add_node(Scene *scene,
BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
- BL::SceneLayer b_scene_layer,
+ BL::ViewLayer b_view_layer,
const bool background,
ShaderGraph *graph,
BL::ShaderNodeTree& b_ntree,
@@ -832,7 +832,7 @@ static ShaderNode *add_node(Scene *scene,
/* TODO(sergey): Use more proper update flag. */
if(true) {
- b_point_density_node.cache_point_density(b_scene, b_scene_layer, settings);
+ b_point_density_node.cache_point_density(b_scene, b_view_layer, settings);
scene->image_manager->tag_reload_image(
point_density->filename.string(),
point_density->builtin_data,
@@ -850,7 +850,7 @@ static ShaderNode *add_node(Scene *scene,
BL::Object b_ob(b_point_density_node.object());
if(b_ob) {
float3 loc, size;
- point_density_texture_space(b_scene, b_scene_layer,
+ point_density_texture_space(b_scene, b_view_layer,
b_point_density_node,
settings,
loc,
@@ -978,7 +978,7 @@ static void add_nodes(Scene *scene,
BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
- BL::SceneLayer& b_scene_layer,
+ BL::ViewLayer& b_view_layer,
const bool background,
ShaderGraph *graph,
BL::ShaderNodeTree& b_ntree,
@@ -1053,7 +1053,7 @@ static void add_nodes(Scene *scene,
b_engine,
b_data,
b_scene,
- b_scene_layer,
+ b_view_layer,
background,
graph,
b_group_ntree,
@@ -1101,7 +1101,7 @@ static void add_nodes(Scene *scene,
b_engine,
b_data,
b_scene,
- b_scene_layer,
+ b_view_layer,
background,
graph,
b_ntree,
@@ -1165,7 +1165,7 @@ static void add_nodes(Scene *scene,
BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
- BL::SceneLayer& b_scene_layer,
+ BL::ViewLayer& b_view_layer,
const bool background,
ShaderGraph *graph,
BL::ShaderNodeTree& b_ntree)
@@ -1175,7 +1175,7 @@ static void add_nodes(Scene *scene,
b_engine,
b_data,
b_scene,
- b_scene_layer,
+ b_view_layer,
background,
graph,
b_ntree,
@@ -1214,7 +1214,7 @@ void BlenderSync::sync_materials(bool update_all)
if(b_mat->use_nodes() && b_mat->node_tree()) {
BL::ShaderNodeTree b_ntree(b_mat->node_tree());
- add_nodes(scene, b_engine, b_data, b_scene, b_scene_layer, !preview, graph, b_ntree);
+ add_nodes(scene, b_engine, b_data, b_scene, b_view_layer, !preview, graph, b_ntree);
}
else {
DiffuseBsdfNode *diffuse = new DiffuseBsdfNode();
@@ -1285,7 +1285,7 @@ void BlenderSync::sync_world(bool update_all)
if(b_world && b_world.use_nodes() && b_world.node_tree()) {
BL::ShaderNodeTree b_ntree(b_world.node_tree());
- add_nodes(scene, b_engine, b_data, b_scene, b_scene_layer, !preview, graph, b_ntree);
+ add_nodes(scene, b_engine, b_data, b_scene, b_view_layer, !preview, graph, b_ntree);
/* volume */
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
@@ -1344,8 +1344,8 @@ void BlenderSync::sync_world(bool update_all)
else
background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;
- background->use_shader = render_layer.use_background_shader;
- background->use_ao = background->use_ao && render_layer.use_background_ao;
+ background->use_shader = view_layer.use_background_shader;
+ background->use_ao = background->use_ao && view_layer.use_background_ao;
if(background->modified(prevbackground))
background->tag_update(scene);
@@ -1378,7 +1378,7 @@ void BlenderSync::sync_lamps(bool update_all)
BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
- add_nodes(scene, b_engine, b_data, b_scene, b_scene_layer, !preview, graph, b_ntree);
+ add_nodes(scene, b_engine, b_data, b_scene, b_view_layer, !preview, graph, b_ntree);
}
else {
float strength = 1.0f;
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index d340435aa93..66509ebeef2 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -53,7 +53,7 @@ BlenderSync::BlenderSync(BL::RenderEngine& b_engine,
b_data(b_data),
b_depsgraph(b_depsgraph),
b_scene(b_scene),
- b_scene_layer(b_engine.scene_layer()),
+ b_view_layer(b_engine.view_layer()),
shader_map(&scene->shaders),
object_map(&scene->objects),
mesh_map(&scene->meshes),
@@ -198,7 +198,7 @@ void BlenderSync::sync_data(BL::RenderSettings& b_render,
void **python_thread_state,
const char *layer)
{
- sync_render_layers(b_v3d, layer);
+ sync_view_layers(b_v3d, layer);
sync_integrator();
sync_film();
sync_shaders();
@@ -376,43 +376,43 @@ void BlenderSync::sync_film()
/* Render Layer */
-void BlenderSync::sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer)
+void BlenderSync::sync_view_layers(BL::SpaceView3D& b_v3d, const char *layer)
{
string layername;
/* 3d view */
if(b_v3d) {
- layername = b_scene.render_layers.active().name();
+ layername = b_scene.view_layers.active().name();
layer = layername.c_str();
}
/* render layer */
- BL::Scene::render_layers_iterator b_rlay;
+ BL::Scene::view_layers_iterator b_rlay;
bool first_layer = true;
uint layer_override = get_layer(b_engine.layer_override());
- uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
+ uint view_layers = layer_override ? layer_override : get_layer(b_scene.layers());
- for(b_scene.render_layers.begin(b_rlay); b_rlay != b_scene.render_layers.end(); ++b_rlay) {
+ for(b_scene.view_layers.begin(b_rlay); b_rlay != b_scene.view_layers.end(); ++b_rlay) {
if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
- render_layer.name = b_rlay->name();
+ view_layer.name = b_rlay->name();
- render_layer.holdout_layer = 0;
- render_layer.exclude_layer = 0;
+ view_layer.holdout_layer = 0;
+ view_layer.exclude_layer = 0;
- render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer;
- render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
+ view_layer.view_layer = view_layers & ~view_layer.exclude_layer;
+ view_layer.view_layer |= view_layer.exclude_layer & view_layer.holdout_layer;
- render_layer.layer = (1 << 20) - 1;
- render_layer.layer |= render_layer.holdout_layer;
+ view_layer.layer = (1 << 20) - 1;
+ view_layer.layer |= view_layer.holdout_layer;
- render_layer.material_override = PointerRNA_NULL;
- render_layer.use_background_shader = b_rlay->use_sky();
- render_layer.use_background_ao = b_rlay->use_ao();
- render_layer.use_surfaces = b_rlay->use_solid();
- render_layer.use_hair = b_rlay->use_strand();
+ view_layer.material_override = PointerRNA_NULL;
+ view_layer.use_background_shader = b_rlay->use_sky();
+ view_layer.use_background_ao = b_rlay->use_ao();
+ view_layer.use_surfaces = b_rlay->use_solid();
+ view_layer.use_hair = b_rlay->use_strand();
- render_layer.bound_samples = false;
- render_layer.samples = 0;
+ view_layer.bound_samples = false;
+ view_layer.samples = 0;
}
first_layer = false;
@@ -526,7 +526,7 @@ int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
}
array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
- BL::SceneLayer& b_slay,
+ BL::ViewLayer& b_slay,
const SessionParams &session_params)
{
array<Pass> passes;
@@ -820,8 +820,8 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine& b_engine,
!b_r.use_save_buffers();
if(params.progressive_refine) {
- BL::Scene::render_layers_iterator b_rlay;
- for(b_scene.render_layers.begin(b_rlay); b_rlay != b_scene.render_layers.end(); ++b_rlay) {
+ BL::Scene::view_layers_iterator b_rlay;
+ for(b_scene.view_layers.begin(b_rlay); b_rlay != b_scene.view_layers.end(); ++b_rlay) {
PointerRNA crl = RNA_pointer_get(&b_rlay->ptr, "cycles");
if(get_boolean(crl, "use_denoising")) {
params.progressive_refine = false;
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index d262adb13fe..dd415b1ea9d 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -43,7 +43,7 @@ class Mesh;
class Object;
class ParticleSystem;
class Scene;
-class SceneLayer;
+class ViewLayer;
class Shader;
class ShaderGraph;
class ShaderNode;
@@ -67,9 +67,9 @@ public:
int width, int height,
void **python_thread_state,
const char *layer = 0);
- void sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer);
+ void sync_view_layers(BL::SpaceView3D& b_v3d, const char *layer);
array<Pass> sync_render_passes(BL::RenderLayer& b_rlay,
- BL::SceneLayer& b_slay,
+ BL::ViewLayer& b_slay,
const SessionParams &session_params);
void sync_integrator();
void sync_camera(BL::RenderSettings& b_render,
@@ -79,8 +79,8 @@ public:
void sync_view(BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
int width, int height);
- inline int get_layer_samples() { return render_layer.samples; }
- inline int get_layer_bound_samples() { return render_layer.bound_samples; }
+ inline int get_layer_samples() { return view_layer.samples; }
+ inline int get_layer_bound_samples() { return view_layer.bound_samples; }
/* get parameters */
static SceneParams get_scene_params(BL::Scene& b_scene,
@@ -165,7 +165,7 @@ private:
BL::BlendData b_data;
BL::Depsgraph b_depsgraph;
BL::Scene b_scene;
- BL::SceneLayer b_scene_layer;
+ BL::ViewLayer b_view_layer;
id_map<void*, Shader> shader_map;
id_map<ObjectKey, Object> object_map;
@@ -187,7 +187,7 @@ private:
struct RenderLayerInfo {
RenderLayerInfo()
- : scene_layer(0), layer(0),
+ : view_layer(0), layer(0),
holdout_layer(0), exclude_layer(0),
material_override(PointerRNA_NULL),
use_background_shader(true),
@@ -198,7 +198,7 @@ private:
{}
string name;
- uint scene_layer;
+ uint view_layer;
uint layer; /* This can be safely removed from Cycles. */
uint holdout_layer; /* This can be safely removed from Cycles. */
uint exclude_layer; /* This can be safely removed from Cycles. */
@@ -209,7 +209,7 @@ private:
bool use_hair;
int samples; /* This can be safely removed from Cycles. */
bool bound_samples; /* This can be safely removed from Cycles. */
- } render_layer;
+ } view_layer;
Progress &progress;
};
diff --git a/intern/cycles/blender/blender_texture.cpp b/intern/cycles/blender/blender_texture.cpp
index dd08be3ddc9..3b06fb720de 100644
--- a/intern/cycles/blender/blender_texture.cpp
+++ b/intern/cycles/blender/blender_texture.cpp
@@ -34,7 +34,7 @@ void density_texture_space_invert(float3& loc,
} /* namespace */
-void point_density_texture_space(BL::Scene& b_scene, BL::SceneLayer& b_scene_layer,
+void point_density_texture_space(BL::Scene& b_scene, BL::ViewLayer& b_view_layer,
BL::ShaderNodeTexPointDensity& b_point_density_node,
int settings,
float3& loc,
@@ -48,7 +48,7 @@ void point_density_texture_space(BL::Scene& b_scene, BL::SceneLayer& b_scene_lay
}
float3 min, max;
b_point_density_node.calc_point_density_minmax(b_scene,
- b_scene_layer,
+ b_view_layer,
settings,
&min[0],
&max[0]);
diff --git a/intern/cycles/blender/blender_texture.h b/intern/cycles/blender/blender_texture.h
index c343d5dab92..3d4b8739d49 100644
--- a/intern/cycles/blender/blender_texture.h
+++ b/intern/cycles/blender/blender_texture.h
@@ -22,7 +22,7 @@
CCL_NAMESPACE_BEGIN
-void point_density_texture_space(BL::Scene& b_scene, BL::SceneLayer& b_scene_layer,
+void point_density_texture_space(BL::Scene& b_scene, BL::ViewLayer& b_view_layer,
BL::ShaderNodeTexPointDensity& b_point_density_node,
const int settings,
float3& loc,
diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h
index 314bcaf23c4..a813a09f38a 100644
--- a/intern/cycles/blender/blender_util.h
+++ b/intern/cycles/blender/blender_util.h
@@ -46,7 +46,7 @@ void python_thread_state_restore(void **python_thread_state);
static inline BL::Mesh object_to_mesh(BL::BlendData& data,
BL::Object& object,
BL::Scene& scene,
- BL::SceneLayer scene_layer,
+ BL::ViewLayer view_layer,
bool apply_modifiers,
bool render,
bool calc_undeformed,
@@ -65,7 +65,7 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data,
subsurf_mod.show_viewport(false);
}
- BL::Mesh me = data.meshes.new_from_object(scene, scene_layer, object, apply_modifiers, (render)? 2: 1, false, calc_undeformed);
+ BL::Mesh me = data.meshes.new_from_object(scene, view_layer, object, apply_modifiers, (render)? 2: 1, false, calc_undeformed);
if(subdivision_type != Mesh::SUBDIVISION_NONE) {
BL::Modifier subsurf_mod = object.modifiers[object.modifiers.length()-1];
@@ -307,7 +307,7 @@ static inline uint get_layer(const BL::Array<int, 20>& array)
static inline uint get_layer(const BL::Array<int, 20>& array,
const BL::Array<int, 8>& local_array,
bool is_light = false,
- uint scene_layers = (1 << 20) - 1)
+ uint view_layers = (1 << 20) - 1)
{
uint layer = 0;
@@ -319,7 +319,7 @@ static inline uint get_layer(const BL::Array<int, 20>& array,
/* Consider light is visible if it was visible without layer
* override, which matches behavior of Blender Internal.
*/
- if(layer & scene_layers) {
+ if(layer & view_layers) {
for(uint i = 0; i < 8; i++)
layer |= (1 << (20+i));
}