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Diffstat (limited to 'source/blender/blenkernel/intern/layer.c')
-rw-r--r--source/blender/blenkernel/intern/layer.c1822
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diff --git a/source/blender/blenkernel/intern/layer.c b/source/blender/blenkernel/intern/layer.c
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+++ b/source/blender/blenkernel/intern/layer.c
@@ -0,0 +1,1822 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/blenkernel/intern/layer.c
+ * \ingroup bke
+ */
+
+#include <string.h>
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_string_utf8.h"
+#include "BLI_string_utils.h"
+#include "BLT_translation.h"
+
+#include "BKE_collection.h"
+#include "BKE_global.h"
+#include "BKE_idprop.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+#include "BKE_workspace.h"
+
+#include "DNA_ID.h"
+#include "DNA_layer_types.h"
+#include "DNA_object_types.h"
+#include "DNA_node_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_windowmanager_types.h"
+#include "DNA_workspace_types.h"
+
+#include "DRW_engine.h"
+
+#include "MEM_guardedalloc.h"
+
+#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
+
+/* prototype */
+struct EngineSettingsCB_Type;
+static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
+static LayerCollection *layer_collection_add(SceneLayer *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);
+static void collection_engine_settings_init(IDProperty *root, const bool populate);
+static void layer_engine_settings_init(IDProperty *root, const bool populate);
+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_context_active should be used instead
+ */
+SceneLayer *BKE_scene_layer_render_active(const Scene *scene)
+{
+ SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
+ BLI_assert(sl);
+ return sl;
+}
+
+/**
+ * Returns the SceneLayer to be used for drawing, outliner, and other context related areas.
+ */
+SceneLayer *BKE_scene_layer_context_active_ex(const Main *bmain, const Scene *UNUSED(scene))
+{
+ /* XXX We should really pass the workspace as argument, but would require
+ * some bigger changes since it's often not available where we call this.
+ * Just working around this by getting active window from WM for now */
+ for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
+ /* Called on startup, so 'winactive' may not be set, in that case fall back to first window. */
+ wmWindow *win = wm->winactive ? wm->winactive : wm->windows.first;
+ const WorkSpace *workspace = BKE_workspace_active_get(win->workspace_hook);
+ return BKE_workspace_render_layer_get(workspace);
+ }
+
+ return NULL;
+}
+SceneLayer *BKE_scene_layer_context_active(const Scene *scene)
+{
+ return BKE_scene_layer_context_active_ex(G.main, scene);
+}
+
+/**
+ * Add a new renderlayer
+ * by default, a renderlayer has the master collection
+ */
+SceneLayer *BKE_scene_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;
+
+ sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ layer_engine_settings_init(sl->properties, false);
+
+ BLI_addtail(&scene->render_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));
+
+ SceneCollection *sc = BKE_collection_master(scene);
+ layer_collection_add(sl, NULL, sc);
+
+ return sl;
+}
+
+/**
+ * Free (or release) any data used by this SceneLayer.
+ */
+void BKE_scene_layer_free(SceneLayer *sl)
+{
+ sl->basact = NULL;
+
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if (base->collection_properties) {
+ IDP_FreeProperty(base->collection_properties);
+ MEM_freeN(base->collection_properties);
+ }
+ }
+ BLI_freelistN(&sl->object_bases);
+
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_free(NULL, lc);
+ }
+ BLI_freelistN(&sl->layer_collections);
+
+ if (sl->properties) {
+ IDP_FreeProperty(sl->properties);
+ MEM_freeN(sl->properties);
+ }
+
+ if (sl->properties_evaluated) {
+ IDP_FreeProperty(sl->properties_evaluated);
+ MEM_freeN(sl->properties_evaluated);
+ }
+
+ for (SceneLayerEngineData *sled = sl->drawdata.first; sled; sled = sled->next) {
+ if (sled->storage) {
+ if (sled->free) {
+ sled->free(sled->storage);
+ }
+ MEM_freeN(sled->storage);
+ }
+ }
+ BLI_freelistN(&sl->drawdata);
+
+ MEM_SAFE_FREE(sl->stats);
+
+ MEM_freeN(sl);
+}
+
+/**
+ * Set the render engine of a renderlayer
+ */
+void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
+{
+ BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
+}
+
+/**
+ * Tag all the selected objects of a renderlayer
+ */
+void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
+{
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTED) != 0) {
+ base->object->flag |= tag;
+ }
+ else {
+ base->object->flag &= ~tag;
+ }
+ }
+}
+
+static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
+{
+ for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
+ if (lcn == lc) {
+ return true;
+ }
+ if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Find the SceneLayer a LayerCollection belongs to
+ */
+SceneLayer *BKE_scene_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
+ return sl;
+ }
+ }
+ return NULL;
+}
+
+/* Base */
+
+Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
+{
+ return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
+}
+
+void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
+{
+ Base *base;
+
+ for (base = sl->object_bases.first; base; base = base->next) {
+ base->flag &= ~BASE_SELECTED;
+ }
+}
+
+void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
+{
+ sl->basact = selbase;
+ if ((selbase->flag & BASE_SELECTABLED) != 0) {
+ selbase->flag |= BASE_SELECTED;
+ }
+}
+
+static void scene_layer_object_base_unref(SceneLayer *sl, Base *base)
+{
+ base->refcount--;
+
+ /* It only exists in the RenderLayer */
+ if (base->refcount == 0) {
+ if (sl->basact == base) {
+ sl->basact = NULL;
+ }
+
+ if (base->collection_properties) {
+ IDP_FreeProperty(base->collection_properties);
+ MEM_freeN(base->collection_properties);
+ }
+
+ BLI_remlink(&sl->object_bases, base);
+ MEM_freeN(base);
+ }
+}
+
+/**
+ * Return the base if existent, or create it if necessary
+ * Always bump the refcount
+ */
+static Base *object_base_add(SceneLayer *sl, Object *ob)
+{
+ Base *base;
+ base = BKE_scene_layer_base_find(sl, ob);
+
+ if (base == NULL) {
+ base = MEM_callocN(sizeof(Base), "Object Base");
+
+ /* Do not bump user count, leave it for SceneCollections. */
+ base->object = ob;
+ BLI_addtail(&sl->object_bases, base);
+
+ IDPropertyTemplate val = {0};
+ base->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ }
+
+ base->refcount++;
+ return base;
+}
+
+/* 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
+ */
+static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
+{
+ if (sl) {
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ scene_layer_object_base_unref(sl, link->data);
+ }
+ }
+
+ BLI_freelistN(&lc->object_bases);
+ BLI_freelistN(&lc->overrides);
+
+ if (lc->properties) {
+ IDP_FreeProperty(lc->properties);
+ MEM_freeN(lc->properties);
+ }
+
+ if (lc->properties_evaluated) {
+ IDP_FreeProperty(lc->properties_evaluated);
+ MEM_freeN(lc->properties_evaluated);
+ }
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ layer_collection_free(sl, nlc);
+ }
+
+ BLI_freelistN(&lc->layer_collections);
+}
+
+/**
+ * Free (or release) LayerCollection from SceneLayer
+ * (does not free the LayerCollection itself).
+ */
+void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
+{
+ layer_collection_free(sl, lc);
+}
+
+/* LayerCollection */
+
+/**
+ * Recursively get the collection for a given index
+ */
+static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
+{
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ if (*i == number) {
+ return lc;
+ }
+
+ (*i)++;
+
+ LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
+ if (lc_nested) {
+ return lc_nested;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Get the active collection
+ */
+LayerCollection *BKE_layer_collection_get_active(SceneLayer *sl)
+{
+ int i = 0;
+ return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
+}
+
+
+/**
+ * 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 *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. */
+ SceneCollection *sc = BKE_collection_add(scene, NULL, NULL);
+ lc = BKE_collection_link(sl, sc);
+ }
+
+ return lc;
+}
+
+/**
+ * Recursively get the count of collections
+ */
+static int collection_count(ListBase *lb)
+{
+ int i = 0;
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ i += collection_count(&lc->layer_collections) + 1;
+ }
+ return i;
+}
+
+/**
+ * Get the total number of collections
+ * (including all the nested collections)
+ */
+int BKE_layer_collection_count(SceneLayer *sl)
+{
+ return collection_count(&sl->layer_collections);
+}
+
+/**
+ * Recursively get the index for a given collection
+ */
+static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
+{
+ for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
+ if (lcol == lc) {
+ return *i;
+ }
+
+ (*i)++;
+
+ int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
+ if (i_nested != -1) {
+ return i_nested;
+ }
+ }
+ return -1;
+}
+
+/**
+ * Return -1 if not found
+ */
+int BKE_layer_collection_findindex(SceneLayer *sl, const LayerCollection *lc)
+{
+ int i = 0;
+ return index_from_collection(&sl->layer_collections, lc, &i);
+}
+
+/**
+ * Lookup the listbase that contains \a lc.
+ */
+static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
+{
+ for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
+ if (lc_iter == lc) {
+ return lb;
+ }
+
+ ListBase *lb_child_result;
+ if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
+ return lb_child_result;
+ }
+ }
+
+ return NULL;
+}
+
+#if 0
+/**
+ * Lookup the listbase that contains \a sc.
+ */
+static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
+{
+ for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
+ if (sc_iter == sc) {
+ return lb;
+ }
+
+ ListBase *lb_child_result;
+ if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
+ return lb_child_result;
+ }
+ }
+
+ return NULL;
+}
+#endif
+
+/* ---------------------------------------------------------------------- */
+/* Outliner drag and drop */
+
+/**
+ * Nest a LayerCollection into another one
+ * Both collections must be from the same SceneLayer, 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.
+ *
+ * For the other SceneLayers 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
+ * \param lc_dst LayerCollection to have \a lc_src inserted into
+ */
+
+static void layer_collection_swap(
+ SceneLayer *sl, ListBase *lb_a, ListBase *lb_b,
+ LayerCollection *lc_a, LayerCollection *lc_b)
+{
+ if (lb_a == NULL) {
+ lb_a = layer_collection_listbase_find(&sl->layer_collections, lc_a);
+ }
+
+ if (lb_b == NULL) {
+ lb_b = layer_collection_listbase_find(&sl->layer_collections, lc_b);
+ }
+
+ BLI_assert(lb_a);
+ BLI_assert(lb_b);
+
+ BLI_listbases_swaplinks(lb_a, lb_b, lc_a, lc_b);
+}
+
+/**
+ * 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
+ */
+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);
+ bool is_directly_linked = false;
+
+ if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
+ return false;
+ }
+
+ /* We can't nest the collection into itself */
+ if (lc_src->scene_collection == lc_dst->scene_collection) {
+ return false;
+ }
+
+ /* Collection is already where we wanted it to be */
+ if (lc_dst->layer_collections.last == lc_src) {
+ return false;
+ }
+
+ /* Collection is already where we want it to be in the scene tree
+ * but we want to swap it in the layer tree still */
+ if (lc_dst->scene_collection->scene_collections.last == lc_src->scene_collection) {
+ LayerCollection *lc_swap = lc_dst->layer_collections.last;
+ layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_dst->layer_collections.last, lc_src);
+
+ if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
+ BKE_collection_unlink(sl, lc_swap);
+ }
+ return true;
+ }
+ else {
+ LayerCollection *lc_temp;
+ is_directly_linked = BLI_findindex(&sl->layer_collections, lc_src) != -1;
+
+ if (!is_directly_linked) {
+ /* lc_src will be invalid after BKE_collection_move_into!
+ * so we swap it with lc_temp to preserve its settings */
+ lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
+ layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
+ }
+
+ if (!BKE_collection_move_into(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
+ if (!is_directly_linked) {
+ /* Swap back and remove */
+ layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
+ BKE_collection_unlink(sl, lc_temp);
+ }
+ return false;
+ }
+ }
+
+ LayerCollection *lc_new = BLI_findptr(&lc_dst->layer_collections, lc_src->scene_collection, offsetof(LayerCollection, scene_collection));
+ BLI_assert(lc_new);
+ layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_new, lc_src);
+
+ /* If it's directly linked, unlink it after the swap */
+ if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
+ BKE_collection_unlink(sl, lc_new);
+ }
+
+ return true;
+}
+
+/**
+ * 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
+ */
+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);
+ 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))) {
+ return false;
+ }
+
+ /* Collection is already where we wanted it to be */
+ if (lc_dst->prev == lc_src) {
+ return false;
+ }
+
+ /* Collection is already where we want it to be in the scene tree
+ * but we want to swap it in the layer tree still */
+ if (lc_dst->prev && lc_dst->prev->scene_collection == lc_src->scene_collection) {
+ LayerCollection *lc_swap = lc_dst->prev;
+ layer_collection_swap(sl, NULL, NULL, lc_dst->prev, lc_src);
+
+ if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
+ BKE_collection_unlink(sl, lc_swap);
+ }
+ return true;
+ }
+ /* 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 */
+ if (is_directly_linked_src) {
+ BLI_remlink(&sl->layer_collections, lc_src);
+ BLI_insertlinkbefore(&sl->layer_collections, lc_dst, lc_src);
+ return true;
+ }
+ else {
+ return false;
+ }
+ }
+ else {
+ LayerCollection *lc_temp;
+
+ if (!is_directly_linked_src) {
+ /* lc_src will be invalid after BKE_collection_move_into!
+ * so we swap it with lc_temp to preserve its settings */
+ lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
+ layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
+ }
+
+ if (!BKE_collection_move_above(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
+ if (!is_directly_linked_src) {
+ /* Swap back and remove */
+ layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
+ BKE_collection_unlink(sl, lc_temp);
+ }
+ return false;
+ }
+ }
+
+ LayerCollection *lc_new = lc_dst->prev;
+ BLI_assert(lc_new);
+ layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
+
+ /* If it's directly linked, unlink it after the swap */
+ if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
+ BKE_collection_unlink(sl, lc_new);
+ }
+
+ return true;
+}
+
+/**
+ * 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
+ */
+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);
+ 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))) {
+ return false;
+ }
+
+ /* Collection is already where we wanted it to be */
+ if (lc_dst->next == lc_src) {
+ return false;
+ }
+
+ /* Collection is already where we want it to be in the scene tree
+ * but we want to swap it in the layer tree still */
+ if (lc_dst->next && lc_dst->next->scene_collection == lc_src->scene_collection) {
+ LayerCollection *lc_swap = lc_dst->next;
+ layer_collection_swap(sl, NULL, NULL, lc_dst->next, lc_src);
+
+ if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
+ BKE_collection_unlink(sl, lc_swap);
+ }
+ return true;
+ }
+ /* 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 */
+ if (is_directly_linked_src) {
+ BLI_remlink(&sl->layer_collections, lc_src);
+ BLI_insertlinkafter(&sl->layer_collections, lc_dst, lc_src);
+ return true;
+ }
+ else {
+ return false;
+ }
+ }
+ else {
+ LayerCollection *lc_temp;
+
+ if (!is_directly_linked_src) {
+ /* lc_src will be invalid after BKE_collection_move_into!
+ * so we swap it with lc_temp to preserve its settings */
+ lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
+ layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
+ }
+
+ if (!BKE_collection_move_below(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
+ if (!is_directly_linked_src) {
+ /* Swap back and remove */
+ layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
+ BKE_collection_unlink(sl, lc_temp);
+ }
+ return false;
+ }
+ }
+
+ LayerCollection *lc_new = lc_dst->next;
+ BLI_assert(lc_new);
+ layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
+
+ /* If it's directly linked, unlink it after the swap */
+ if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
+ BKE_collection_unlink(sl, lc_new);
+ }
+
+ return true;
+}
+
+static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const SceneCollection *sc)
+{
+ if (lc->scene_collection == sc) {
+ ListBase collections = {NULL};
+ BLI_movelisttolist(&collections, &lc->layer_collections);
+
+ for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
+ LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection));
+ if (lc_nested) {
+ BLI_remlink(&collections, lc_nested);
+ BLI_addtail(&lc->layer_collections, lc_nested);
+ }
+ else {
+ layer_collection_add(sl, lc, sc_nested);
+ }
+ }
+
+ for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) {
+ layer_collection_free(sl, lc_nested);
+ }
+ BLI_freelistN(&collections);
+
+ BLI_assert(BLI_listbase_count(&lc->layer_collections) ==
+ BLI_listbase_count(&sc->scene_collections));
+
+ return true;
+ }
+
+ for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) {
+ if (layer_collection_resync(sl, lc_nested, sc)) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/**
+ * Update the scene layers so that any LayerCollection that points
+ * to \a sc is re-synced again
+ */
+void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_resync(sl, lc, sc);
+ }
+ }
+}
+
+/* ---------------------------------------------------------------------- */
+
+/**
+ * Link a collection to a renderlayer
+ * The collection needs to be created separately
+ */
+LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
+{
+ LayerCollection *lc = layer_collection_add(sl, NULL, sc);
+ sl->active_collection = BKE_layer_collection_findindex(sl, lc);
+ return lc;
+}
+
+/**
+ * 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)
+{
+ BKE_layer_collection_free(sl, lc);
+ BLI_remlink(&sl->layer_collections, lc);
+ MEM_freeN(lc);
+ sl->active_collection = 0;
+}
+
+static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
+{
+ Base *base = object_base_add(sl, ob);
+
+ /* Only add an object once - prevent SceneCollection->objects and
+ * SceneCollection->filter_objects to add the same object. */
+
+ if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
+ return;
+ }
+
+ bool is_visible = (lc->flag & COLLECTION_VISIBLE) != 0;
+ bool is_selectable = is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
+
+ if (is_visible) {
+ base->flag |= BASE_VISIBLED;
+ }
+
+ if (is_selectable) {
+ base->flag |= BASE_SELECTABLED;
+ }
+
+ BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
+}
+
+static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
+{
+ Base *base;
+ base = BKE_scene_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);
+}
+
+static void layer_collection_objects_populate(SceneLayer *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)
+{
+ layer_collection_objects_populate(sl, lc, &sc->objects);
+ layer_collection_objects_populate(sl, lc, &sc->filter_objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ layer_collection_add(sl, lc, nsc);
+ }
+}
+
+static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc)
+{
+ IDPropertyTemplate val = {0};
+ LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
+
+ lc->scene_collection = sc;
+ lc->flag = COLLECTION_VISIBLE | COLLECTION_SELECTABLE;
+
+ lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ collection_engine_settings_init(lc->properties, false);
+
+ if (parent != NULL) {
+ BLI_addtail(&parent->layer_collections, lc);
+ }
+ else {
+ BLI_addtail(&sl->layer_collections, lc);
+ }
+
+ layer_collection_populate(sl, lc, sc);
+
+ return lc;
+}
+
+/* ---------------------------------------------------------------------- */
+
+/**
+ * See if render layer has the scene collection linked directly, or indirectly (nested)
+ */
+bool BKE_scene_layer_has_collection(SceneLayer *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) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * See if the object is in any of the scene layers of the scene
+ */
+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);
+ if (base) {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+/* ---------------------------------------------------------------------- */
+/* Syncing */
+
+static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
+{
+ if (lc->scene_collection == sc) {
+ return lc;
+ }
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
+ if (found) {
+ return found;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Add a new LayerCollection for all the SceneLayers 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 (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) {
+ layer_collection_add(sl, lc_parent, sc);
+ }
+ }
+ }
+}
+
+/**
+ * Add a corresponding ObjectBase to all the equivalent LayerCollection
+ */
+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 (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
+ if (found) {
+ layer_collection_object_add(sl, found, ob);
+ }
+ }
+ }
+}
+
+/**
+ * Remove the equivalent object base to all layers that have this collection
+ * also remove all reference to ob in the filter_objects
+ */
+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 (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
+ if (found) {
+ layer_collection_object_remove(sl, found, ob);
+ }
+ }
+ }
+}
+
+/* ---------------------------------------------------------------------- */
+/* Override */
+
+/**
+ * Add a new datablock override
+ */
+void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
+{
+ TODO_LAYER_OVERRIDE;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Engine Settings */
+
+ListBase R_layer_collection_engines_settings_callbacks = {NULL, NULL};
+ListBase R_scene_layer_engines_settings_callbacks = {NULL, NULL};
+
+typedef struct EngineSettingsCB_Type {
+ struct EngineSettingsCB_Type *next, *prev;
+
+ char name[MAX_NAME]; /* engine name */
+
+ EngineSettingsCB callback;
+
+} EngineSettingsCB_Type;
+
+static void create_engine_settings_scene(IDProperty *root, EngineSettingsCB_Type *es_type)
+{
+ if (collection_engine_get(root, COLLECTION_MODE_NONE, es_type->name)) {
+ return;
+ }
+
+ IDProperty *props = collection_engine_settings_create(es_type, true);
+ IDP_AddToGroup(root, props);
+}
+
+static void create_layer_collection_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
+{
+ create_engine_settings_scene(scene->collection_properties, es_type);
+}
+
+static void create_scene_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
+{
+ create_engine_settings_scene(scene->layer_properties, es_type);
+}
+
+static void create_layer_collection_engine_settings_collection(LayerCollection *lc, EngineSettingsCB_Type *es_type)
+{
+ if (BKE_layer_collection_engine_collection_get(lc, COLLECTION_MODE_NONE, es_type->name)) {
+ return;
+ }
+
+ IDProperty *props = collection_engine_settings_create(es_type, false);
+ IDP_AddToGroup(lc->properties, props);
+
+ for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
+ create_layer_collection_engine_settings_collection(lcn, es_type);
+ }
+}
+
+static void create_layer_collection_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
+{
+ /* 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 (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)
+{
+ /* Populate the scene with the new settings. */
+ create_scene_layer_engine_settings_scene(scene, es_type);
+}
+
+static void create_scene_layer_engines_settings_layer(SceneLayer *sl, EngineSettingsCB_Type *es_type)
+{
+ if (BKE_scene_layer_engine_layer_get(sl, COLLECTION_MODE_NONE, es_type->name)) {
+ return;
+ }
+
+ IDProperty *props = collection_engine_settings_create(es_type, false);
+ IDP_AddToGroup(sl->properties, props);
+}
+
+static EngineSettingsCB_Type *engine_settings_callback_register(const char *engine_name, EngineSettingsCB func, ListBase *lb)
+{
+ EngineSettingsCB_Type *es_type;
+
+ /* Cleanup in case it existed. */
+ es_type = BLI_findstring(lb, engine_name, offsetof(EngineSettingsCB_Type, name));
+
+ if (es_type) {
+ BLI_remlink(lb, es_type);
+ MEM_freeN(es_type);
+ }
+
+ es_type = MEM_callocN(sizeof(EngineSettingsCB_Type), __func__);
+ BLI_strncpy_utf8(es_type->name, engine_name, sizeof(es_type->name));
+ es_type->callback = func;
+ BLI_addtail(lb, es_type);
+
+ return es_type;
+}
+
+void BKE_layer_collection_engine_settings_callback_register(
+ Main *bmain, const char *engine_name, EngineSettingsCB func)
+{
+ EngineSettingsCB_Type *es_type =
+ engine_settings_callback_register(engine_name, func, &R_layer_collection_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_layer_collection_engines_settings_scene(scene, es_type);
+ }
+ }
+}
+
+void BKE_scene_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);
+
+ 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);
+
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ create_scene_layer_engines_settings_layer(sl, es_type);
+ }
+ }
+ }
+}
+
+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)
+{
+ BLI_freelistN(&R_scene_layer_engines_settings_callbacks);
+}
+
+/**
+ * Create a root IDProperty for this engine
+ *
+ * \param populate whether we want to pre-fill the collection with the default properties
+ */
+static IDProperty *collection_engine_settings_create(EngineSettingsCB_Type *es_type, const bool populate)
+{
+ IDProperty *props;
+ IDPropertyTemplate val = {0};
+
+ props = IDP_New(IDP_GROUP, &val, es_type->name);
+ props->subtype = IDP_GROUP_SUB_ENGINE_RENDER;
+
+ /* properties */
+ if (populate) {
+ es_type->callback(NULL, props);
+ }
+
+ return props;
+}
+
+static void layer_collection_create_mode_settings_object(IDProperty *root, const bool populate)
+{
+ IDProperty *props;
+ IDPropertyTemplate val = {0};
+
+ props = IDP_New(IDP_GROUP, &val, "ObjectMode");
+ props->subtype = IDP_GROUP_SUB_MODE_OBJECT;
+
+ /* properties */
+ if (populate) {
+ OBJECT_collection_settings_create(props);
+ }
+
+ IDP_AddToGroup(root, props);
+}
+
+static void layer_collection_create_mode_settings_edit(IDProperty *root, const bool populate)
+{
+ IDProperty *props;
+ IDPropertyTemplate val = {0};
+
+ props = IDP_New(IDP_GROUP, &val, "EditMode");
+ props->subtype = IDP_GROUP_SUB_MODE_EDIT;
+
+ /* properties */
+ if (populate) {
+ EDIT_MESH_collection_settings_create(props);
+ }
+
+ IDP_AddToGroup(root, props);
+}
+
+static void layer_collection_create_mode_settings_paint_weight(IDProperty *root, const bool populate)
+{
+ IDProperty *props;
+ IDPropertyTemplate val = {0};
+
+ props = IDP_New(IDP_GROUP, &val, "WeightPaintMode");
+ props->subtype = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
+
+ /* properties */
+ if (populate) {
+ PAINT_WEIGHT_collection_settings_create(props);
+ }
+
+ IDP_AddToGroup(root, props);
+}
+
+static void layer_collection_create_mode_settings_paint_vertex(IDProperty *root, const bool populate)
+{
+ IDProperty *props;
+ IDPropertyTemplate val = {0};
+
+ props = IDP_New(IDP_GROUP, &val, "VertexPaintMode");
+ props->subtype = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
+
+ /* properties */
+ if (populate) {
+ PAINT_VERTEX_collection_settings_create(props);
+ }
+
+ IDP_AddToGroup(root, props);
+}
+
+static void layer_collection_create_render_settings(IDProperty *root, const bool populate)
+{
+ EngineSettingsCB_Type *es_type;
+ for (es_type = R_layer_collection_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
+ IDProperty *props = collection_engine_settings_create(es_type, populate);
+ IDP_AddToGroup(root, props);
+ }
+}
+
+static void scene_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) {
+ IDProperty *props = collection_engine_settings_create(es_type, populate);
+ IDP_AddToGroup(root, props);
+ }
+}
+
+static void collection_create_mode_settings(IDProperty *root, const bool populate)
+{
+ /* XXX TODO: put all those engines in the R_engines_settings_callbacks
+ * and have IDP_AddToGroup outside the callbacks */
+ layer_collection_create_mode_settings_object(root, populate);
+ layer_collection_create_mode_settings_edit(root, populate);
+ layer_collection_create_mode_settings_paint_weight(root, populate);
+ layer_collection_create_mode_settings_paint_vertex(root, populate);
+}
+
+static void layer_create_mode_settings(IDProperty *root, const bool populate)
+{
+ TODO_LAYER; /* XXX like collection_create_mode_settings */
+ UNUSED_VARS(root, populate);
+}
+
+static int idproperty_group_subtype(const int mode_type)
+{
+ int idgroup_type;
+
+ switch (mode_type) {
+ case COLLECTION_MODE_OBJECT:
+ idgroup_type = IDP_GROUP_SUB_MODE_OBJECT;
+ break;
+ case COLLECTION_MODE_EDIT:
+ idgroup_type = IDP_GROUP_SUB_MODE_EDIT;
+ break;
+ case COLLECTION_MODE_PAINT_WEIGHT:
+ idgroup_type = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
+ break;
+ case COLLECTION_MODE_PAINT_VERTEX:
+ idgroup_type = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
+ break;
+ default:
+ case COLLECTION_MODE_NONE:
+ return IDP_GROUP_SUB_ENGINE_RENDER;
+ break;
+ }
+
+ return idgroup_type;
+}
+
+/**
+ * Return collection enginne settings for either Object s of LayerCollection s
+ */
+static IDProperty *collection_engine_get(
+ IDProperty *root, const int type, const char *engine_name)
+{
+ const int subtype = idproperty_group_subtype(type);
+
+ if (subtype == IDP_GROUP_SUB_ENGINE_RENDER) {
+ return IDP_GetPropertyFromGroup(root, engine_name);
+ }
+ else {
+ IDProperty *prop;
+ for (prop = root->data.group.first; prop; prop = prop->next) {
+ if (prop->subtype == subtype) {
+ return prop;
+ }
+ }
+ }
+
+ BLI_assert(false);
+ return NULL;
+}
+
+/**
+ * Return collection engine settings from Object for specified engine of mode
+ */
+IDProperty *BKE_layer_collection_engine_evaluated_get(Object *ob, const int type, const char *engine_name)
+{
+ return collection_engine_get(ob->base_collection_properties, type, engine_name);
+}
+/**
+ * Return layer collection engine settings for specified engine
+ */
+IDProperty *BKE_layer_collection_engine_collection_get(LayerCollection *lc, const int type, const char *engine_name)
+{
+ return collection_engine_get(lc->properties, type, engine_name);
+}
+
+/**
+ * Return layer collection engine settings for specified engine in the scene
+ */
+IDProperty *BKE_layer_collection_engine_scene_get(Scene *scene, const int type, const char *engine_name)
+{
+ return collection_engine_get(scene->collection_properties, type, engine_name);
+}
+
+/**
+ * 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)
+{
+ return collection_engine_get(scene->layer_properties, type, engine_name);
+}
+
+/**
+ * Return scene layer engine settings for specified engine
+ */
+IDProperty *BKE_scene_layer_engine_layer_get(SceneLayer *sl, const int type, const char *engine_name)
+{
+ return collection_engine_get(sl->properties, type, engine_name);
+}
+
+/**
+ * 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)
+{
+ return collection_engine_get(sl->properties_evaluated, type, engine_name);
+}
+
+/* ---------------------------------------------------------------------- */
+/* Engine Settings Properties */
+
+void BKE_collection_engine_property_add_float(IDProperty *props, const char *name, float value)
+{
+ IDPropertyTemplate val = {0};
+ val.f = value;
+ IDP_AddToGroup(props, IDP_New(IDP_FLOAT, &val, name));
+}
+
+void BKE_collection_engine_property_add_float_array(
+ IDProperty *props, const char *name, const float *values, const int array_length)
+{
+ IDPropertyTemplate val = {0};
+ val.array.len = array_length;
+ val.array.type = IDP_FLOAT;
+
+ IDProperty *idprop= IDP_New(IDP_ARRAY, &val, name);
+ memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
+ IDP_AddToGroup(props, idprop);
+}
+
+void BKE_collection_engine_property_add_int(IDProperty *props, const char *name, int value)
+{
+ IDPropertyTemplate val = {0};
+ val.i = value;
+ IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
+}
+
+void BKE_collection_engine_property_add_bool(IDProperty *props, const char *name, bool value)
+{
+ IDPropertyTemplate val = {0};
+ val.i = value;
+ IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
+}
+
+int BKE_collection_engine_property_value_get_int(IDProperty *props, const char *name)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ return idprop ? IDP_Int(idprop) : 0;
+}
+
+float BKE_collection_engine_property_value_get_float(IDProperty *props, const char *name)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ return idprop ? IDP_Float(idprop) : 0.0f;
+}
+
+const float *BKE_collection_engine_property_value_get_float_array(IDProperty *props, const char *name)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ return idprop ? IDP_Array(idprop) : NULL;
+}
+
+bool BKE_collection_engine_property_value_get_bool(IDProperty *props, const char *name)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ return idprop ? IDP_Int(idprop) : 0;
+}
+
+void BKE_collection_engine_property_value_set_int(IDProperty *props, const char *name, int value)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ IDP_Int(idprop) = value;
+}
+
+void BKE_collection_engine_property_value_set_float(IDProperty *props, const char *name, float value)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ IDP_Float(idprop) = value;
+}
+
+void BKE_collection_engine_property_value_set_float_array(IDProperty *props, const char *name, const float *values)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
+}
+
+void BKE_collection_engine_property_value_set_bool(IDProperty *props, const char *name, bool value)
+{
+ IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
+ IDP_Int(idprop) = value;
+}
+
+/* Engine Settings recalculate */
+
+/* get all the default settings defined in scene and merge them here */
+static void collection_engine_settings_init(IDProperty *root, const bool populate)
+{
+ /* render engines */
+ layer_collection_create_render_settings(root, populate);
+
+ /* mode engines */
+ collection_create_mode_settings(root, populate);
+}
+
+/* get all the default settings defined in scene and merge them here */
+static void layer_engine_settings_init(IDProperty *root, const bool populate)
+{
+ /* render engines */
+ scene_layer_create_render_settings(root, populate);
+
+ /* mode engines */
+ layer_create_mode_settings(root, populate);
+}
+
+/**
+ * Initialize the layer collection render setings
+ * It's used mainly for scenes
+ */
+void BKE_layer_collection_engine_settings_create(IDProperty *root)
+{
+ collection_engine_settings_init(root, true);
+}
+
+/**
+ * Initialize the render setings
+ * It's used mainly for scenes
+ */
+void BKE_scene_layer_engine_settings_create(IDProperty *root)
+{
+ layer_engine_settings_init(root, true);
+}
+
+/**
+ * Reference of IDProperty group scene collection settings
+ * Used when reading blendfiles, to see if there is any missing settings.
+ */
+static struct {
+ struct {
+ IDProperty *collection_properties;
+ IDProperty *render_settings;
+ } scene;
+ IDProperty *scene_layer;
+ IDProperty *layer_collection;
+} root_reference = {
+ .scene = {NULL, NULL},
+ .scene_layer = NULL,
+ .layer_collection = NULL,
+};
+
+/**
+ * Free the reference scene collection settings IDProperty group.
+ */
+static void engine_settings_validate_init(void)
+{
+ IDPropertyTemplate val = {0};
+
+ /* LayerCollection engine settings. */
+ if (root_reference.scene.collection_properties == NULL) {
+ root_reference.scene.collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ collection_engine_settings_init(root_reference.scene.collection_properties, true);
+ }
+
+ if (root_reference.layer_collection == NULL) {
+ root_reference.layer_collection = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ collection_engine_settings_init(root_reference.layer_collection, false);
+ }
+
+ /* Render engine setting. */
+ if (root_reference.scene.render_settings == NULL) {
+ root_reference.scene.render_settings = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ 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);
+ }
+}
+
+/**
+ * Free the reference scene collection settings IDProperty group.
+ */
+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.layer_collection,
+ NULL,
+ };
+
+ IDProperty **idprop = &idprops[0];
+ while (*idprop) {
+ if (*idprop) {
+ IDP_FreeProperty(*idprop);
+ MEM_freeN(*idprop);
+ *idprop = NULL;
+ idprop++;
+ }
+ }
+}
+
+/**
+ * Make sure Scene has all required collection settings.
+ */
+void BKE_layer_collection_engine_settings_validate_scene(Scene *scene)
+{
+ if (root_reference.scene.collection_properties == NULL) {
+ engine_settings_validate_init();
+ }
+
+ if (scene->collection_properties == NULL) {
+ IDPropertyTemplate val = {0};
+ scene->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+ BKE_layer_collection_engine_settings_create(scene->collection_properties);
+ }
+ else {
+ IDP_MergeGroup(scene->collection_properties, root_reference.scene.collection_properties, false);
+ }
+}
+
+/**
+ * Maker sure LayerCollection has all required collection settings.
+ */
+void BKE_layer_collection_engine_settings_validate_collection(LayerCollection *lc)
+{
+ if (root_reference.layer_collection == NULL) {
+ engine_settings_validate_init();
+ }
+
+ BLI_assert(lc->properties != NULL);
+ IDP_MergeGroup(lc->properties, root_reference.layer_collection, false);
+}
+
+/**
+ * Make sure Scene has all required collection settings.
+ */
+void BKE_scene_layer_engine_settings_validate_scene(Scene *scene)
+{
+ if (root_reference.scene.render_settings == NULL) {
+ engine_settings_validate_init();
+ }
+
+ 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);
+ }
+ else {
+ IDP_MergeGroup(scene->layer_properties, root_reference.scene.render_settings, false);
+ }
+}
+
+/**
+ * Make sure Scene has all required collection settings.
+ */
+void BKE_scene_layer_engine_settings_validate_layer(SceneLayer *sl)
+{
+ if (root_reference.scene_layer == NULL) {
+ engine_settings_validate_init();
+ }
+
+ IDP_MergeGroup(sl->properties, root_reference.scene_layer, false);
+}
+
+/* ---------------------------------------------------------------------- */
+/* Iterators */
+
+static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
+{
+ SceneLayer *sl = data_in;
+ Base *base = sl->object_bases.first;
+
+ /* when there are no objects */
+ if (base == NULL) {
+ iter->valid = false;
+ return;
+ }
+
+ iter->valid = true;
+ iter->data = base;
+
+ if ((base->flag & flag) == 0) {
+ object_bases_iterator_next(iter, flag);
+ }
+ else {
+ iter->current = base;
+ }
+}
+
+static void object_bases_iterator_next(BLI_Iterator *iter, const int flag)
+{
+ Base *base = ((Base *)iter->data)->next;
+
+ while (base) {
+ if ((base->flag & flag) != 0) {
+ iter->current = base;
+ iter->data = base;
+ return;
+ }
+ base = base->next;
+ }
+
+ iter->current = NULL;
+ iter->valid = false;
+}
+
+static void objects_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
+{
+ object_bases_iterator_begin(iter, data_in, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+static void objects_iterator_next(BLI_Iterator *iter, const int flag)
+{
+ object_bases_iterator_next(iter, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+void BKE_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ objects_iterator_begin(iter, data_in, BASE_SELECTED);
+}
+
+void BKE_selected_objects_iterator_next(BLI_Iterator *iter)
+{
+ objects_iterator_next(iter, BASE_SELECTED);
+}
+
+void BKE_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ objects_iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_visible_objects_iterator_next(BLI_Iterator *iter)
+{
+ objects_iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ object_bases_iterator_begin(iter, data_in, BASE_SELECTED);
+}
+
+void BKE_selected_bases_iterator_next(BLI_Iterator *iter)
+{
+ object_bases_iterator_next(iter, BASE_SELECTED);
+}
+
+void BKE_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ object_bases_iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_visible_bases_iterator_next(BLI_Iterator *iter)
+{
+ object_bases_iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/* Evaluation */
+
+/**
+ * Reset props
+ *
+ * If props_ref is pasted, copy props from it
+ */
+static void idproperty_reset(IDProperty **props, IDProperty *props_ref)
+{
+ IDPropertyTemplate val = {0};
+
+ if (*props) {
+ IDP_FreeProperty(*props);
+ MEM_freeN(*props);
+ }
+ *props = IDP_New(IDP_GROUP, &val, ROOT_PROP);
+
+ if (props_ref) {
+ IDP_MergeGroup(*props, props_ref, true);
+ }
+}
+
+void BKE_layer_eval_layer_collection_pre(struct EvaluationContext *UNUSED(eval_ctx),
+ Scene *scene, SceneLayer *scene_layer)
+{
+ DEBUG_PRINT("%s on %s\n", __func__, scene_layer->name);
+ for (Base *base = scene_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);
+
+ /* TODO(sergey): Is it always required? */
+ scene_layer->flag |= SCENE_LAYER_ENGINE_DIRTY;
+}
+
+void BKE_layer_eval_layer_collection(struct EvaluationContext *UNUSED(eval_ctx),
+ LayerCollection *layer_collection,
+ LayerCollection *parent_layer_collection)
+{
+ DEBUG_PRINT("%s on %s, parent %s\n",
+ __func__,
+ layer_collection->scene_collection->name,
+ (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection->name : "NONE");
+
+ /* visibility */
+ layer_collection->flag_evaluated = layer_collection->flag;
+ bool is_visible = (layer_collection->flag & COLLECTION_VISIBLE) != 0;
+ bool is_selectable = is_visible && ((layer_collection->flag & COLLECTION_SELECTABLE) != 0);
+
+ if (parent_layer_collection != NULL) {
+ is_visible &= (parent_layer_collection->flag_evaluated & COLLECTION_VISIBLE) != 0;
+ is_selectable &= (parent_layer_collection->flag_evaluated & COLLECTION_SELECTABLE) != 0;
+ layer_collection->flag_evaluated &= parent_layer_collection->flag_evaluated;
+ }
+
+ /* overrides */
+ if (is_visible) {
+ if (parent_layer_collection == NULL) {
+ idproperty_reset(&layer_collection->properties_evaluated, layer_collection->properties);
+ }
+ else {
+ idproperty_reset(&layer_collection->properties_evaluated, parent_layer_collection->properties_evaluated);
+ IDP_MergeGroup(layer_collection->properties_evaluated, layer_collection->properties, true);
+ }
+ }
+
+ for (LinkData *link = layer_collection->object_bases.first; link != NULL; link = link->next) {
+ Base *base = link->data;
+
+ if (is_visible) {
+ IDP_MergeGroup(base->collection_properties, layer_collection->properties_evaluated, true);
+ base->flag |= BASE_VISIBLED;
+ }
+
+ if (is_selectable) {
+ base->flag |= BASE_SELECTABLED;
+ }
+ }
+}
+
+void BKE_layer_eval_layer_collection_post(struct EvaluationContext *UNUSED(eval_ctx),
+ SceneLayer *scene_layer)
+{
+ DEBUG_PRINT("%s on %s\n", __func__, scene_layer->name);
+ /* if base is not selectabled, clear select */
+ for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTABLED) == 0) {
+ base->flag &= ~BASE_SELECTED;
+ }
+ }
+}
+
+/**
+ * Free any static allocated memory.
+ */
+void BKE_layer_exit(void)
+{
+ layer_collection_engine_settings_validate_free();
+}