diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-11-22 15:52:39 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-11-23 12:48:23 +0300 |
commit | 3abe8b3292cf7a50a9200b95401993384df24d9a (patch) | |
tree | 6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /source/blender/blenkernel/intern/layer.c | |
parent | fb7d23bdb2a5c0ed00067045e4acdf6593258b52 (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 'source/blender/blenkernel/intern/layer.c')
-rw-r--r-- | source/blender/blenkernel/intern/layer.c | 288 |
1 files changed, 144 insertions, 144 deletions
diff --git a/source/blender/blenkernel/intern/layer.c b/source/blender/blenkernel/intern/layer.c index 39938f819ef..5e07ad02a07 100644 --- a/source/blender/blenkernel/intern/layer.c +++ b/source/blender/blenkernel/intern/layer.c @@ -57,9 +57,9 @@ /* prototype */ struct EngineSettingsCB_Type; -static void layer_collection_free(SceneLayer *sl, LayerCollection *lc); -static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects); -static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc); +static void layer_collection_free(ViewLayer *sl, LayerCollection *lc); +static void layer_collection_objects_populate(ViewLayer *sl, LayerCollection *lc, ListBase *objects); +static LayerCollection *layer_collection_add(ViewLayer *sl, LayerCollection *parent, SceneCollection *sc); static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc); static IDProperty *collection_engine_settings_create(struct EngineSettingsCB_Type *ces_type, const bool populate); static IDProperty *collection_engine_get(IDProperty *root, const int type, const char *engine_name); @@ -70,60 +70,60 @@ static void object_bases_iterator_next(BLI_Iterator *iter, const int flag); /* RenderLayer */ /** - * Returns the SceneLayer to be used for rendering - * Most of the time BKE_scene_layer_from_workspace_get should be used instead + * Returns the ViewLayer to be used for rendering + * Most of the time BKE_view_layer_from_workspace_get should be used instead */ -SceneLayer *BKE_scene_layer_from_scene_get(const Scene *scene) +ViewLayer *BKE_view_layer_from_scene_get(const Scene *scene) { - SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer); + ViewLayer *sl = BLI_findlink(&scene->view_layers, scene->active_view_layer); BLI_assert(sl); return sl; } /** - * Returns the SceneLayer to be used for drawing, outliner, and other context related areas. + * Returns the ViewLayer to be used for drawing, outliner, and other context related areas. */ -SceneLayer *BKE_scene_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace) +ViewLayer *BKE_view_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace) { if (BKE_workspace_use_scene_settings_get(workspace)) { - return BKE_scene_layer_from_scene_get(scene); + return BKE_view_layer_from_scene_get(scene); } else { - return BKE_workspace_render_layer_get(workspace); + return BKE_workspace_view_layer_get(workspace); } } /** * This is a placeholder to know which areas of the code need to be addressed for the Workspace changes. - * Never use this, you should either use BKE_scene_layer_workspace_active or get SceneLayer explicitly. + * Never use this, you should either use BKE_view_layer_workspace_active or get ViewLayer explicitly. */ -SceneLayer *BKE_scene_layer_context_active_PLACEHOLDER(const Scene *scene) +ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene) { - return BKE_scene_layer_from_scene_get(scene); + return BKE_view_layer_from_scene_get(scene); } /** * Add a new renderlayer * by default, a renderlayer has the master collection */ -SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name) +ViewLayer *BKE_view_layer_add(Scene *scene, const char *name) { if (!name) { name = DATA_("Render Layer"); } IDPropertyTemplate val = {0}; - SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer"); - sl->flag = SCENE_LAYER_RENDER | SCENE_LAYER_FREESTYLE; + ViewLayer *sl = MEM_callocN(sizeof(ViewLayer), "Scene Layer"); + sl->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE; sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); layer_engine_settings_init(sl->properties, false); - BLI_addtail(&scene->render_layers, sl); + BLI_addtail(&scene->view_layers, sl); /* unique name */ BLI_strncpy_utf8(sl->name, name, sizeof(sl->name)); - BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name)); + BLI_uniquename(&scene->view_layers, sl, DATA_("ViewLayer"), '.', offsetof(ViewLayer, name), sizeof(sl->name)); SceneCollection *sc = BKE_collection_master(scene); layer_collection_add(sl, NULL, sc); @@ -138,9 +138,9 @@ SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name) } /** - * Free (or release) any data used by this SceneLayer. + * Free (or release) any data used by this ViewLayer. */ -void BKE_scene_layer_free(SceneLayer *sl) +void BKE_view_layer_free(ViewLayer *sl) { sl->basact = NULL; @@ -167,7 +167,7 @@ void BKE_scene_layer_free(SceneLayer *sl) MEM_freeN(sl->properties_evaluated); } - for (SceneLayerEngineData *sled = sl->drawdata.first; sled; sled = sled->next) { + for (ViewLayerEngineData *sled = sl->drawdata.first; sled; sled = sled->next) { if (sled->storage) { if (sled->free) { sled->free(sled->storage); @@ -192,7 +192,7 @@ void BKE_scene_layer_free(SceneLayer *sl) /** * Tag all the selected objects of a renderlayer */ -void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag) +void BKE_view_layer_selected_objects_tag(ViewLayer *sl, const int tag) { for (Base *base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_SELECTED) != 0) { @@ -220,13 +220,13 @@ static bool find_scene_collection_in_scene_collections(ListBase *lb, const Layer /** * Fallback for when a Scene has no camera to use * - * \param scene_layer: in general you want to use the same SceneLayer that is used + * \param view_layer: in general you want to use the same ViewLayer that is used * for depsgraph. If rendering you pass the scene active layer, when viewing in the viewport - * you want to get SceneLayer from context. + * you want to get ViewLayer from context. */ -Object *BKE_scene_layer_camera_find(SceneLayer *scene_layer) +Object *BKE_view_layer_camera_find(ViewLayer *view_layer) { - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (base->object->type == OB_CAMERA) { return base->object; } @@ -236,11 +236,11 @@ Object *BKE_scene_layer_camera_find(SceneLayer *scene_layer) } /** - * Find the SceneLayer a LayerCollection belongs to + * Find the ViewLayer a LayerCollection belongs to */ -SceneLayer *BKE_scene_layer_find_from_collection(const Scene *scene, LayerCollection *lc) +ViewLayer *BKE_view_layer_find_from_collection(const Scene *scene, LayerCollection *lc) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) { return sl; } @@ -250,12 +250,12 @@ SceneLayer *BKE_scene_layer_find_from_collection(const Scene *scene, LayerCollec /* Base */ -Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob) +Base *BKE_view_layer_base_find(ViewLayer *sl, Object *ob) { return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object)); } -void BKE_scene_layer_base_deselect_all(SceneLayer *sl) +void BKE_view_layer_base_deselect_all(ViewLayer *sl) { Base *base; @@ -264,7 +264,7 @@ void BKE_scene_layer_base_deselect_all(SceneLayer *sl) } } -void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase) +void BKE_view_layer_base_select(struct ViewLayer *sl, Base *selbase) { sl->basact = selbase; if ((selbase->flag & BASE_SELECTABLED) != 0) { @@ -272,7 +272,7 @@ void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase) } } -static void scene_layer_object_base_unref(SceneLayer *sl, Base *base) +static void view_layer_object_base_unref(ViewLayer *sl, Base *base) { base->refcount--; @@ -296,10 +296,10 @@ static void scene_layer_object_base_unref(SceneLayer *sl, Base *base) * Return the base if existent, or create it if necessary * Always bump the refcount */ -static Base *object_base_add(SceneLayer *sl, Object *ob) +static Base *object_base_add(ViewLayer *sl, Object *ob) { Base *base; - base = BKE_scene_layer_base_find(sl, ob); + base = BKE_view_layer_base_find(sl, ob); if (base == NULL) { base = MEM_callocN(sizeof(Base), "Object Base"); @@ -318,11 +318,11 @@ static Base *object_base_add(SceneLayer *sl, Object *ob) /* LayerCollection */ -static void layer_collection_objects_unpopulate(SceneLayer *sl, LayerCollection *lc) +static void layer_collection_objects_unpopulate(ViewLayer *sl, LayerCollection *lc) { if (sl) { for (LinkData *link = lc->object_bases.first; link; link = link->next) { - scene_layer_object_base_unref(sl, link->data); + view_layer_object_base_unref(sl, link->data); } } @@ -330,10 +330,10 @@ static void layer_collection_objects_unpopulate(SceneLayer *sl, LayerCollection } /** - * When freeing the entire SceneLayer at once we don't bother with unref - * otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree + * When freeing the entire ViewLayer at once we don't bother with unref + * otherwise ViewLayer is passed to keep the syncing of the LayerCollection tree */ -static void layer_collection_free(SceneLayer *sl, LayerCollection *lc) +static void layer_collection_free(ViewLayer *sl, LayerCollection *lc) { layer_collection_objects_unpopulate(sl, lc); BLI_freelistN(&lc->overrides); @@ -356,10 +356,10 @@ static void layer_collection_free(SceneLayer *sl, LayerCollection *lc) } /** - * Free (or release) LayerCollection from SceneLayer + * Free (or release) LayerCollection from ViewLayer * (does not free the LayerCollection itself). */ -void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc) +void BKE_layer_collection_free(ViewLayer *sl, LayerCollection *lc) { layer_collection_free(sl, lc); } @@ -389,7 +389,7 @@ static LayerCollection *collection_from_index(ListBase *lb, const int number, in /** * Get the collection for a given index */ -LayerCollection *BKE_layer_collection_from_index(SceneLayer *sl, const int index) +LayerCollection *BKE_layer_collection_from_index(ViewLayer *sl, const int index) { int i = 0; return collection_from_index(&sl->layer_collections, index, &i); @@ -398,7 +398,7 @@ LayerCollection *BKE_layer_collection_from_index(SceneLayer *sl, const int index /** * Get the active collection */ -LayerCollection *BKE_layer_collection_get_active(SceneLayer *sl) +LayerCollection *BKE_layer_collection_get_active(ViewLayer *sl) { int i = 0; return collection_from_index(&sl->layer_collections, sl->active_collection, &i); @@ -409,13 +409,13 @@ LayerCollection *BKE_layer_collection_get_active(SceneLayer *sl) * Return layer collection to add new object(s). * Create one if none exists. */ -LayerCollection *BKE_layer_collection_get_active_ensure(Scene *scene, SceneLayer *sl) +LayerCollection *BKE_layer_collection_get_active_ensure(Scene *scene, ViewLayer *sl) { LayerCollection *lc = BKE_layer_collection_get_active(sl); if (lc == NULL) { BLI_assert(BLI_listbase_is_empty(&sl->layer_collections)); - /* When there is no collection linked to this SceneLayer, create one. */ + /* When there is no collection linked to this ViewLayer, create one. */ SceneCollection *sc = BKE_collection_add(scene, NULL, NULL); lc = BKE_collection_link(sl, sc); /* New collection has to be the active one. */ @@ -441,7 +441,7 @@ static int collection_count(ListBase *lb) * Get the total number of collections * (including all the nested collections) */ -int BKE_layer_collection_count(SceneLayer *sl) +int BKE_layer_collection_count(ViewLayer *sl) { return collection_count(&sl->layer_collections); } @@ -469,7 +469,7 @@ static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i /** * Return -1 if not found */ -int BKE_layer_collection_findindex(SceneLayer *sl, const LayerCollection *lc) +int BKE_layer_collection_findindex(ViewLayer *sl, const LayerCollection *lc) { int i = 0; return index_from_collection(&sl->layer_collections, lc, &i); @@ -520,13 +520,13 @@ static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *s /** * Nest a LayerCollection into another one - * Both collections must be from the same SceneLayer, return true if succeded. + * Both collections must be from the same ViewLayer, return true if succeded. * * The LayerCollection will effectively be moved into the * new (nested) position. So all the settings, overrides, ... go with it, and - * if the collection was directly linked to the SceneLayer it's then unlinked. + * if the collection was directly linked to the ViewLayer it's then unlinked. * - * For the other SceneLayers we simply resync the tree, without changing directly + * For the other ViewLayers we simply resync the tree, without changing directly * linked collections (even if they link to the same SceneCollection) * * \param lc_src LayerCollection to nest into \a lc_dst @@ -534,7 +534,7 @@ static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *s */ static void layer_collection_swap( - SceneLayer *sl, ListBase *lb_a, ListBase *lb_b, + ViewLayer *sl, ListBase *lb_a, ListBase *lb_b, LayerCollection *lc_a, LayerCollection *lc_b) { if (lb_a == NULL) { @@ -553,14 +553,14 @@ static void layer_collection_swap( /** * Move \a lc_src into \a lc_dst. Both have to be stored in \a sl. - * If \a lc_src is directly linked to the SceneLayer it's unlinked + * If \a lc_src is directly linked to the ViewLayer it's unlinked */ bool BKE_layer_collection_move_into(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src) { - SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src); + ViewLayer *sl = BKE_view_layer_find_from_collection(scene, lc_src); bool is_directly_linked = false; - if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) { + if ((!sl) || (sl != BKE_view_layer_find_from_collection(scene, lc_dst))) { return false; } @@ -620,15 +620,15 @@ bool BKE_layer_collection_move_into(const Scene *scene, LayerCollection *lc_dst, /** * Move \a lc_src above \a lc_dst. Both have to be stored in \a sl. - * If \a lc_src is directly linked to the SceneLayer it's unlinked + * If \a lc_src is directly linked to the ViewLayer it's unlinked */ bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src) { - SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src); + ViewLayer *sl = BKE_view_layer_find_from_collection(scene, lc_src); const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1; const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1; - if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) { + if ((!sl) || (sl != BKE_view_layer_find_from_collection(scene, lc_dst))) { return false; } @@ -651,7 +651,7 @@ bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst /* We don't allow to move above/below a directly linked collection * unless the source collection is also directly linked */ else if (is_directly_linked_dst) { - /* Both directly linked to the SceneLayer, just need to swap */ + /* Both directly linked to the ViewLayer, just need to swap */ if (is_directly_linked_src) { BLI_remlink(&sl->layer_collections, lc_src); BLI_insertlinkbefore(&sl->layer_collections, lc_dst, lc_src); @@ -695,15 +695,15 @@ bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst /** * Move \a lc_src below \a lc_dst. Both have to be stored in \a sl. - * If \a lc_src is directly linked to the SceneLayer it's unlinked + * If \a lc_src is directly linked to the ViewLayer it's unlinked */ bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src) { - SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src); + ViewLayer *sl = BKE_view_layer_find_from_collection(scene, lc_src); const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1; const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1; - if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) { + if ((!sl) || (sl != BKE_view_layer_find_from_collection(scene, lc_dst))) { return false; } @@ -726,7 +726,7 @@ bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst /* We don't allow to move above/below a directly linked collection * unless the source collection is also directly linked */ else if (is_directly_linked_dst) { - /* Both directly linked to the SceneLayer, just need to swap */ + /* Both directly linked to the ViewLayer, just need to swap */ if (is_directly_linked_src) { BLI_remlink(&sl->layer_collections, lc_src); BLI_insertlinkafter(&sl->layer_collections, lc_dst, lc_src); @@ -768,7 +768,7 @@ bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst return true; } -static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const SceneCollection *sc) +static bool layer_collection_resync(ViewLayer *sl, LayerCollection *lc, const SceneCollection *sc) { if (lc->scene_collection == sc) { ListBase collections = {NULL}; @@ -811,7 +811,7 @@ static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const S */ void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { layer_collection_resync(sl, lc, sc); } @@ -824,7 +824,7 @@ void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc) * Link a collection to a renderlayer * The collection needs to be created separately */ -LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc) +LayerCollection *BKE_collection_link(ViewLayer *sl, SceneCollection *sc) { LayerCollection *lc = layer_collection_add(sl, NULL, sc); sl->active_collection = BKE_layer_collection_findindex(sl, lc); @@ -835,7 +835,7 @@ LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc) * Unlink a collection base from a renderlayer * The corresponding collection is not removed from the master collection */ -void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc) +void BKE_collection_unlink(ViewLayer *sl, LayerCollection *lc) { BKE_layer_collection_free(sl, lc); BLI_remlink(&sl->layer_collections, lc); @@ -846,7 +846,7 @@ void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc) /** * Recursively enable nested collections */ -static void layer_collection_enable(SceneLayer *sl, LayerCollection *lc) +static void layer_collection_enable(ViewLayer *sl, LayerCollection *lc) { layer_collection_objects_populate(sl, lc, &lc->scene_collection->objects); @@ -857,10 +857,10 @@ static void layer_collection_enable(SceneLayer *sl, LayerCollection *lc) /** * Enable collection - * Add its objects bases to SceneLayer + * Add its objects bases to ViewLayer * Depsgraph needs to be rebuilt afterwards */ -void BKE_collection_enable(SceneLayer *sl, LayerCollection *lc) +void BKE_collection_enable(ViewLayer *sl, LayerCollection *lc) { if ((lc->flag & COLLECTION_DISABLED) == 0) { return; @@ -873,7 +873,7 @@ void BKE_collection_enable(SceneLayer *sl, LayerCollection *lc) /** * Recursively disable nested collections */ -static void layer_collection_disable(SceneLayer *sl, LayerCollection *lc) +static void layer_collection_disable(ViewLayer *sl, LayerCollection *lc) { layer_collection_objects_unpopulate(sl, lc); @@ -884,10 +884,10 @@ static void layer_collection_disable(SceneLayer *sl, LayerCollection *lc) /** * Disable collection - * Remove all its object bases from SceneLayer + * Remove all its object bases from ViewLayer * Depsgraph needs to be rebuilt afterwards */ -void BKE_collection_disable(SceneLayer *sl, LayerCollection *lc) +void BKE_collection_disable(ViewLayer *sl, LayerCollection *lc) { if ((lc->flag & COLLECTION_DISABLED) != 0) { return; @@ -897,7 +897,7 @@ void BKE_collection_disable(SceneLayer *sl, LayerCollection *lc) layer_collection_disable(sl, lc); } -static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob) +static void layer_collection_object_add(ViewLayer *sl, LayerCollection *lc, Object *ob) { Base *base = object_base_add(sl, ob); @@ -922,26 +922,26 @@ static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Obj BLI_addtail(&lc->object_bases, BLI_genericNodeN(base)); } -static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob) +static void layer_collection_object_remove(ViewLayer *sl, LayerCollection *lc, Object *ob) { Base *base; - base = BKE_scene_layer_base_find(sl, ob); + base = BKE_view_layer_base_find(sl, ob); LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data)); BLI_remlink(&lc->object_bases, link); MEM_freeN(link); - scene_layer_object_base_unref(sl, base); + view_layer_object_base_unref(sl, base); } -static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects) +static void layer_collection_objects_populate(ViewLayer *sl, LayerCollection *lc, ListBase *objects) { for (LinkData *link = objects->first; link; link = link->next) { layer_collection_object_add(sl, lc, link->data); } } -static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc) +static void layer_collection_populate(ViewLayer *sl, LayerCollection *lc, SceneCollection *sc) { layer_collection_objects_populate(sl, lc, &sc->objects); layer_collection_objects_populate(sl, lc, &sc->filter_objects); @@ -951,7 +951,7 @@ static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, Scene } } -static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc) +static LayerCollection *layer_collection_add(ViewLayer *sl, LayerCollection *parent, SceneCollection *sc) { IDPropertyTemplate val = {0}; LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base"); @@ -979,7 +979,7 @@ static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *pa /** * See if render layer has the scene collection linked directly, or indirectly (nested) */ -bool BKE_scene_layer_has_collection(SceneLayer *sl, const SceneCollection *sc) +bool BKE_view_layer_has_collection(ViewLayer *sl, const SceneCollection *sc) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { if (find_layer_collection_by_scene_collection(lc, sc) != NULL) { @@ -994,8 +994,8 @@ bool BKE_scene_layer_has_collection(SceneLayer *sl, const SceneCollection *sc) */ bool BKE_scene_has_object(Scene *scene, Object *ob) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { - Base *base = BKE_scene_layer_base_find(sl, ob); + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { + Base *base = BKE_view_layer_base_find(sl, ob); if (base) { return true; } @@ -1023,11 +1023,11 @@ static LayerCollection *find_layer_collection_by_scene_collection(LayerCollectio } /** - * Add a new LayerCollection for all the SceneLayers that have sc_parent + * Add a new LayerCollection for all the ViewLayers that have sc_parent */ void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent); if (lc_parent) { @@ -1042,7 +1042,7 @@ void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc */ void BKE_layer_sync_object_link(const Scene *scene, SceneCollection *sc, Object *ob) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc); if (found) { @@ -1058,7 +1058,7 @@ void BKE_layer_sync_object_link(const Scene *scene, SceneCollection *sc, Object */ void BKE_layer_sync_object_unlink(const Scene *scene, SceneCollection *sc, Object *ob) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc); if (found) { @@ -1074,18 +1074,18 @@ void BKE_layer_sync_object_unlink(const Scene *scene, SceneCollection *sc, Objec /** * Add a new datablock override */ -void BKE_override_scene_layer_datablock_add(SceneLayer *scene_layer, int id_type, const char *data_path, const ID *id) +void BKE_override_view_layer_datablock_add(ViewLayer *view_layer, int id_type, const char *data_path, const ID *id) { - UNUSED_VARS(scene_layer, id_type, data_path, id); + UNUSED_VARS(view_layer, id_type, data_path, id); TODO_LAYER_OVERRIDE; } /** * Add a new int override */ -void BKE_override_scene_layer_int_add(SceneLayer *scene_layer, int id_type, const char *data_path, const int value) +void BKE_override_view_layer_int_add(ViewLayer *view_layer, int id_type, const char *data_path, const int value) { - UNUSED_VARS(scene_layer, id_type, data_path, value); + UNUSED_VARS(view_layer, id_type, data_path, value); TODO_LAYER_OVERRIDE; } @@ -1102,7 +1102,7 @@ void BKE_override_layer_collection_boolean_add(struct LayerCollection *layer_col /* Engine Settings */ ListBase R_layer_collection_engines_settings_callbacks = {NULL, NULL}; -ListBase R_scene_layer_engines_settings_callbacks = {NULL, NULL}; +ListBase R_view_layer_engines_settings_callbacks = {NULL, NULL}; typedef struct EngineSettingsCB_Type { struct EngineSettingsCB_Type *next, *prev; @@ -1128,7 +1128,7 @@ static void create_layer_collection_engine_settings_scene(Scene *scene, EngineSe create_engine_settings_scene(scene->collection_properties, es_type); } -static void create_scene_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) +static void create_view_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) { create_engine_settings_scene(scene->layer_properties, es_type); } @@ -1152,22 +1152,22 @@ static void create_layer_collection_engines_settings_scene(Scene *scene, EngineS /* Populate the scene with the new settings. */ create_layer_collection_engine_settings_scene(scene, es_type); - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { create_layer_collection_engine_settings_collection(lc, es_type); } } } -static void create_scene_layer_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) +static void create_view_layer_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) { /* Populate the scene with the new settings. */ - create_scene_layer_engine_settings_scene(scene, es_type); + create_view_layer_engine_settings_scene(scene, es_type); } -static void create_scene_layer_engines_settings_layer(SceneLayer *sl, EngineSettingsCB_Type *es_type) +static void create_view_layer_engines_settings_layer(ViewLayer *sl, EngineSettingsCB_Type *es_type) { - if (BKE_scene_layer_engine_layer_get(sl, COLLECTION_MODE_NONE, es_type->name)) { + if (BKE_view_layer_engine_layer_get(sl, COLLECTION_MODE_NONE, es_type->name)) { return; } @@ -1209,19 +1209,19 @@ void BKE_layer_collection_engine_settings_callback_register( } } -void BKE_scene_layer_engine_settings_callback_register( +void BKE_view_layer_engine_settings_callback_register( Main *bmain, const char *engine_name, EngineSettingsCB func) { EngineSettingsCB_Type *es_type = - engine_settings_callback_register(engine_name, func, &R_scene_layer_engines_settings_callbacks); + engine_settings_callback_register(engine_name, func, &R_view_layer_engines_settings_callbacks); if (bmain) { /* Populate all of the collections of the scene with those settings. */ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { - create_scene_layer_engines_settings_scene(scene, es_type); + create_view_layer_engines_settings_scene(scene, es_type); - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { - create_scene_layer_engines_settings_layer(sl, es_type); + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { + create_view_layer_engines_settings_layer(sl, es_type); } } } @@ -1232,9 +1232,9 @@ void BKE_layer_collection_engine_settings_callback_free(void) BLI_freelistN(&R_layer_collection_engines_settings_callbacks); } -void BKE_scene_layer_engine_settings_callback_free(void) +void BKE_view_layer_engine_settings_callback_free(void) { - BLI_freelistN(&R_scene_layer_engines_settings_callbacks); + BLI_freelistN(&R_view_layer_engines_settings_callbacks); } /** @@ -1331,10 +1331,10 @@ static void layer_collection_create_render_settings(IDProperty *root, const bool } } -static void scene_layer_create_render_settings(IDProperty *root, const bool populate) +static void view_layer_create_render_settings(IDProperty *root, const bool populate) { EngineSettingsCB_Type *es_type; - for (es_type = R_scene_layer_engines_settings_callbacks.first; es_type; es_type = es_type->next) { + for (es_type = R_view_layer_engines_settings_callbacks.first; es_type; es_type = es_type->next) { IDProperty *props = collection_engine_settings_create(es_type, populate); IDP_AddToGroup(root, props); } @@ -1432,7 +1432,7 @@ IDProperty *BKE_layer_collection_engine_scene_get(Scene *scene, const int type, /** * Return scene layer engine settings for specified engine in the scene */ -IDProperty *BKE_scene_layer_engine_scene_get(Scene *scene, const int type, const char *engine_name) +IDProperty *BKE_view_layer_engine_scene_get(Scene *scene, const int type, const char *engine_name) { return collection_engine_get(scene->layer_properties, type, engine_name); } @@ -1440,7 +1440,7 @@ IDProperty *BKE_scene_layer_engine_scene_get(Scene *scene, const int type, const /** * Return scene layer engine settings for specified engine */ -IDProperty *BKE_scene_layer_engine_layer_get(SceneLayer *sl, const int type, const char *engine_name) +IDProperty *BKE_view_layer_engine_layer_get(ViewLayer *sl, const int type, const char *engine_name) { return collection_engine_get(sl->properties, type, engine_name); } @@ -1448,7 +1448,7 @@ IDProperty *BKE_scene_layer_engine_layer_get(SceneLayer *sl, const int type, con /** * Return scene layer evaluated engine settings for specified engine */ -IDProperty *BKE_scene_layer_engine_evaluated_get(SceneLayer *sl, const int type, const char *engine_name) +IDProperty *BKE_view_layer_engine_evaluated_get(ViewLayer *sl, const int type, const char *engine_name) { return collection_engine_get(sl->properties_evaluated, type, engine_name); } @@ -1553,7 +1553,7 @@ static void collection_engine_settings_init(IDProperty *root, const bool populat static void layer_engine_settings_init(IDProperty *root, const bool populate) { /* render engines */ - scene_layer_create_render_settings(root, populate); + view_layer_create_render_settings(root, populate); /* mode engines */ layer_create_mode_settings(root, populate); @@ -1572,7 +1572,7 @@ void BKE_layer_collection_engine_settings_create(IDProperty *root) * Initialize the render setings * It's used mainly for scenes */ -void BKE_scene_layer_engine_settings_create(IDProperty *root) +void BKE_view_layer_engine_settings_create(IDProperty *root) { layer_engine_settings_init(root, true); } @@ -1586,11 +1586,11 @@ static struct { IDProperty *collection_properties; IDProperty *render_settings; } scene; - IDProperty *scene_layer; + IDProperty *view_layer; IDProperty *layer_collection; } root_reference = { .scene = {NULL, NULL}, - .scene_layer = NULL, + .view_layer = NULL, .layer_collection = NULL, }; @@ -1618,9 +1618,9 @@ static void engine_settings_validate_init(void) layer_engine_settings_init(root_reference.scene.render_settings, true); } - if (root_reference.scene_layer == NULL) { - root_reference.scene_layer = IDP_New(IDP_GROUP, &val, ROOT_PROP); - layer_engine_settings_init(root_reference.scene_layer, false); + if (root_reference.view_layer == NULL) { + root_reference.view_layer = IDP_New(IDP_GROUP, &val, ROOT_PROP); + layer_engine_settings_init(root_reference.view_layer, false); } } @@ -1632,7 +1632,7 @@ static void layer_collection_engine_settings_validate_free(void) IDProperty *idprops[] = { root_reference.scene.render_settings, root_reference.scene.collection_properties, - root_reference.scene_layer, + root_reference.view_layer, root_reference.layer_collection, NULL, }; @@ -1683,7 +1683,7 @@ void BKE_layer_collection_engine_settings_validate_collection(LayerCollection *l /** * Make sure Scene has all required collection settings. */ -void BKE_scene_layer_engine_settings_validate_scene(Scene *scene) +void BKE_view_layer_engine_settings_validate_scene(Scene *scene) { if (root_reference.scene.render_settings == NULL) { engine_settings_validate_init(); @@ -1692,7 +1692,7 @@ void BKE_scene_layer_engine_settings_validate_scene(Scene *scene) if (scene->layer_properties == NULL) { IDPropertyTemplate val = {0}; scene->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); - BKE_scene_layer_engine_settings_create(scene->layer_properties); + BKE_view_layer_engine_settings_create(scene->layer_properties); } else { IDP_MergeGroup(scene->layer_properties, root_reference.scene.render_settings, false); @@ -1702,13 +1702,13 @@ void BKE_scene_layer_engine_settings_validate_scene(Scene *scene) /** * Make sure Scene has all required collection settings. */ -void BKE_scene_layer_engine_settings_validate_layer(SceneLayer *sl) +void BKE_view_layer_engine_settings_validate_layer(ViewLayer *sl) { - if (root_reference.scene_layer == NULL) { + if (root_reference.view_layer == NULL) { engine_settings_validate_init(); } - IDP_MergeGroup(sl->properties, root_reference.scene_layer, false); + IDP_MergeGroup(sl->properties, root_reference.view_layer, false); } /* ---------------------------------------------------------------------- */ @@ -1716,7 +1716,7 @@ void BKE_scene_layer_engine_settings_validate_layer(SceneLayer *sl) static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag) { - SceneLayer *sl = data_in; + ViewLayer *sl = data_in; Base *base = sl->object_bases.first; /* when there are no objects */ @@ -1834,17 +1834,17 @@ void BKE_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in) ObjectsRenderableIteratorData *data = data_in; for (Scene *scene = data->scene; scene; scene = scene->set) { - for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + for (ViewLayer *sl = scene->view_layers.first; sl; sl = sl->next) { for (Base *base = sl->object_bases.first; base; base = base->next) { base->object->id.flag |= LIB_TAG_DOIT; } } } - SceneLayer *scene_layer = data->scene->render_layers.first; - data->iter.scene_layer = scene_layer; + ViewLayer *view_layer = data->scene->view_layers.first; + data->iter.view_layer = view_layer; - Base base = {(Base *)scene_layer->object_bases.first, NULL}; + Base base = {(Base *)view_layer->object_bases.first, NULL}; data->iter.base = &base; data->iter.set = NULL; @@ -1873,11 +1873,11 @@ void BKE_renderable_objects_iterator_next(BLI_Iterator *iter) /* Time to go to the next scene layer. */ if (data->iter.set == NULL) { - while ((data->iter.scene_layer = data->iter.scene_layer->next)) { - SceneLayer *scene_layer = data->iter.scene_layer; - if (scene_layer->flag & SCENE_LAYER_RENDER) { + while ((data->iter.view_layer = data->iter.view_layer->next)) { + ViewLayer *view_layer = data->iter.view_layer; + if (view_layer->flag & VIEW_LAYER_RENDER) { - Base base_iter = {(Base *)scene_layer->object_bases.first, NULL}; + Base base_iter = {(Base *)view_layer->object_bases.first, NULL}; data->iter.base = &base_iter; BKE_renderable_objects_iterator_next(iter); @@ -1894,9 +1894,9 @@ void BKE_renderable_objects_iterator_next(BLI_Iterator *iter) /* Look for an object in the next set. */ while ((data->iter.set = data->iter.set->set)) { - SceneLayer *scene_layer = BKE_scene_layer_from_scene_get(data->iter.set); + ViewLayer *view_layer = BKE_view_layer_from_scene_get(data->iter.set); - Base base_iter = {(Base *)scene_layer->object_bases.first, NULL}; + Base base_iter = {(Base *)view_layer->object_bases.first, NULL}; data->iter.base = &base_iter; BKE_renderable_objects_iterator_next(iter); @@ -1934,20 +1934,20 @@ static void idproperty_reset(IDProperty **props, IDProperty *props_ref) } void BKE_layer_eval_layer_collection_pre(const struct EvaluationContext *UNUSED(eval_ctx), - Scene *scene, SceneLayer *scene_layer) + Scene *scene, ViewLayer *view_layer) { - DEBUG_PRINT("%s on %s (%p)\n", __func__, scene_layer->name, scene_layer); - for (Base *base = scene_layer->object_bases.first; base != NULL; base = base->next) { + DEBUG_PRINT("%s on %s (%p)\n", __func__, view_layer->name, view_layer); + for (Base *base = view_layer->object_bases.first; base != NULL; base = base->next) { base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED); idproperty_reset(&base->collection_properties, scene->collection_properties); } /* Sync properties from scene to scene layer. */ - idproperty_reset(&scene_layer->properties_evaluated, scene->layer_properties); - IDP_MergeGroup(scene_layer->properties_evaluated, scene_layer->properties, true); + idproperty_reset(&view_layer->properties_evaluated, scene->layer_properties); + IDP_MergeGroup(view_layer->properties_evaluated, view_layer->properties, true); /* TODO(sergey): Is it always required? */ - scene_layer->flag |= SCENE_LAYER_ENGINE_DIRTY; + view_layer->flag |= VIEW_LAYER_ENGINE_DIRTY; } void BKE_layer_eval_layer_collection(const struct EvaluationContext *UNUSED(eval_ctx), @@ -1998,11 +1998,11 @@ void BKE_layer_eval_layer_collection(const struct EvaluationContext *UNUSED(eval } void BKE_layer_eval_layer_collection_post(const struct EvaluationContext *UNUSED(eval_ctx), - SceneLayer *scene_layer) + ViewLayer *view_layer) { - DEBUG_PRINT("%s on %s (%p)\n", __func__, scene_layer->name, scene_layer); + DEBUG_PRINT("%s on %s (%p)\n", __func__, view_layer->name, view_layer); /* if base is not selectabled, clear select */ - for (Base *base = scene_layer->object_bases.first; base; base = base->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { if ((base->flag & BASE_SELECTABLED) == 0) { base->flag &= ~BASE_SELECTED; } |