diff options
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r-- | source/blender/blenkernel/intern/scene.c | 1385 |
1 files changed, 463 insertions, 922 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index 13cd991a73b..91e03337397 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -49,6 +49,7 @@ #include "DNA_space_types.h" #include "DNA_view3d_types.h" #include "DNA_windowmanager_types.h" +#include "DNA_workspace_types.h" #include "DNA_gpencil_types.h" #include "BLI_math.h" @@ -67,8 +68,8 @@ #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_cachefile.h" +#include "BKE_collection.h" #include "BKE_colortools.h" -#include "BKE_depsgraph.h" #include "BKE_editmesh.h" #include "BKE_fcurve.h" #include "BKE_freestyle.h" @@ -78,6 +79,7 @@ #include "BKE_icons.h" #include "BKE_idprop.h" #include "BKE_image.h" +#include "BKE_layer.h" #include "BKE_library.h" #include "BKE_library_remap.h" #include "BKE_linestyle.h" @@ -92,9 +94,13 @@ #include "BKE_sequencer.h" #include "BKE_sound.h" #include "BKE_unit.h" +#include "BKE_workspace.h" #include "BKE_world.h" #include "DEG_depsgraph.h" +#include "DEG_depsgraph_build.h" +#include "DEG_depsgraph_debug.h" +#include "DEG_depsgraph_query.h" #include "RE_engine.h" @@ -107,6 +113,8 @@ const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER"; const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME"; +const char *RE_engine_id_BLENDER_CLAY = "BLENDER_CLAY"; +const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE"; const char *RE_engine_id_CYCLES = "CYCLES"; void free_avicodecdata(AviCodecData *acd) @@ -157,25 +165,37 @@ void BKE_scene_copy_data(Main *bmain, Scene *sce_dst, const Scene *sce_src, cons const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT; sce_dst->ed = NULL; - sce_dst->theDag = NULL; - sce_dst->depsgraph = NULL; + sce_dst->depsgraph_hash = NULL; sce_dst->obedit = NULL; - sce_dst->stats = NULL; sce_dst->fps_info = NULL; - BLI_duplicatelist(&(sce_dst->base), &(sce_src->base)); - for (Base *base_dst = sce_dst->base.first, *base_src = sce_src->base.first; - base_dst; - base_dst = base_dst->next, base_src = base_src->next) + /* layers and collections */ + sce_dst->collection = MEM_dupallocN(sce_src->collection); + SceneCollection *mc_src = BKE_collection_master(&sce_src->id); + SceneCollection *mc_dst = BKE_collection_master(&sce_dst->id); + + /* Recursively creates a new SceneCollection tree. */ + BKE_collection_copy_data(mc_dst, mc_src, flag_subdata); + + IDPropertyTemplate val = {0}; + BLI_duplicatelist(&sce_dst->view_layers, &sce_src->view_layers); + for (ViewLayer *view_layer_src = sce_src->view_layers.first, *view_layer_dst = sce_dst->view_layers.first; + view_layer_src; + view_layer_src = view_layer_src->next, view_layer_dst = view_layer_dst->next) { - if (base_src == sce_src->basact) { - sce_dst->basact = base_dst; - } + BKE_view_layer_copy_data(view_layer_dst, view_layer_src, mc_dst, mc_src, flag_subdata); + } + + sce_dst->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); + if (sce_src->collection_properties) { + IDP_MergeGroup_ex(sce_dst->collection_properties, sce_src->collection_properties, true, flag_subdata); + } + sce_dst->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); + if (sce_src->layer_properties) { + IDP_MergeGroup_ex(sce_dst->layer_properties, sce_src->layer_properties, true, flag_subdata); } BLI_duplicatelist(&(sce_dst->markers), &(sce_src->markers)); - BLI_duplicatelist(&(sce_dst->transform_spaces), &(sce_src->transform_spaces)); - BLI_duplicatelist(&(sce_dst->r.layers), &(sce_src->r.layers)); BLI_duplicatelist(&(sce_dst->r.views), &(sce_src->r.views)); BKE_keyingsets_copy(&(sce_dst->keyingsets), &(sce_src->keyingsets)); @@ -190,17 +210,6 @@ void BKE_scene_copy_data(Main *bmain, Scene *sce_dst, const Scene *sce_src, cons sce_dst->rigidbody_world = BKE_rigidbody_world_copy(sce_src->rigidbody_world, flag_subdata); } - /* copy Freestyle settings */ - for (SceneRenderLayer *srl_dst = sce_dst->r.layers.first, *srl_src = sce_src->r.layers.first; - srl_src; - srl_dst = srl_dst->next, srl_src = srl_src->next) - { - if (srl_dst->prop != NULL) { - srl_dst->prop = IDP_CopyProperty_ex(srl_dst->prop, flag_subdata); - } - BKE_freestyle_config_copy(&srl_dst->freestyleConfig, &srl_src->freestyleConfig, flag_subdata); - } - /* copy color management settings */ BKE_color_managed_display_settings_copy(&sce_dst->display_settings, &sce_src->display_settings); BKE_color_managed_view_settings_copy(&sce_dst->view_settings, &sce_src->view_settings); @@ -289,16 +298,14 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type) * But for now, let's keep it well isolated here. */ if (type == SCE_COPY_EMPTY) { ToolSettings *ts; - ListBase rl, rv; + ListBase rv; sce_copy = BKE_scene_add(bmain, sce->id.name + 2); - rl = sce_copy->r.layers; rv = sce_copy->r.views; curvemapping_free_data(&sce_copy->r.mblur_shutter_curve); sce_copy->r = sce->r; - sce_copy->r.layers = rl; - sce_copy->r.actlay = 0; + sce_copy->active_view_layer = 0; sce_copy->r.views = rv; sce_copy->unit = sce->unit; sce_copy->physics_settings = sce->physics_settings; @@ -396,8 +403,8 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type) if (type == SCE_COPY_FULL) { /* Copy Freestyle LineStyle datablocks. */ - for (SceneRenderLayer *srl_dst = sce_copy->r.layers.first; srl_dst; srl_dst = srl_dst->next) { - for (FreestyleLineSet *lineset = srl_dst->freestyleConfig.linesets.first; lineset; lineset = lineset->next) { + for (ViewLayer *view_layer_dst = sce_copy->view_layers.first; view_layer_dst; view_layer_dst = view_layer_dst->next) { + for (FreestyleLineSet *lineset = view_layer_dst->freestyle_config.linesets.first; lineset; lineset = lineset->next) { if (lineset->linestyle) { /* XXX Not copying anim/actions here? */ BKE_id_copy_ex(bmain, (ID *)lineset->linestyle, (ID **)&lineset->linestyle, 0, false); @@ -449,17 +456,13 @@ void BKE_scene_make_local(Main *bmain, Scene *sce, const bool lib_local) } /** Free (or release) any data used by this scene (does not free the scene itself). */ -void BKE_scene_free(Scene *sce) +void BKE_scene_free_ex(Scene *sce, const bool do_id_user) { - SceneRenderLayer *srl; - BKE_animdata_free((ID *)sce, false); /* check all sequences */ BKE_sequencer_clear_scene_in_allseqs(G.main, sce); - sce->basact = NULL; - BLI_freelistN(&sce->base); BKE_sequencer_editing_free(sce); BKE_keyingsets_free(&sce->keyingsets); @@ -487,17 +490,7 @@ void BKE_scene_free(Scene *sce) sce->r.ffcodecdata.properties = NULL; } - for (srl = sce->r.layers.first; srl; srl = srl->next) { - if (srl->prop != NULL) { - IDP_FreeProperty(srl->prop); - MEM_freeN(srl->prop); - } - BKE_freestyle_config_free(&srl->freestyleConfig); - } - BLI_freelistN(&sce->markers); - BLI_freelistN(&sce->transform_spaces); - BLI_freelistN(&sce->r.layers); BLI_freelistN(&sce->r.views); if (sce->toolsettings) { @@ -532,11 +525,8 @@ void BKE_scene_free(Scene *sce) sce->toolsettings = NULL; } - DAG_scene_free(sce); - if (sce->depsgraph) - DEG_graph_free(sce->depsgraph); - - MEM_SAFE_FREE(sce->stats); + BKE_scene_free_depsgraph_hash(sce); + MEM_SAFE_FREE(sce->fps_info); BKE_sound_destroy_scene(sce); @@ -545,6 +535,37 @@ void BKE_scene_free(Scene *sce) BKE_previewimg_free(&sce->preview); curvemapping_free_data(&sce->r.mblur_shutter_curve); + + for (ViewLayer *view_layer = sce->view_layers.first, *view_layer_next; view_layer; view_layer = view_layer_next) { + view_layer_next = view_layer->next; + + BLI_remlink(&sce->view_layers, view_layer); + BKE_view_layer_free_ex(view_layer, do_id_user); + } + + /* Master Collection */ + BKE_collection_master_free(&sce->id, do_id_user); + MEM_freeN(sce->collection); + sce->collection = NULL; + + /* LayerCollection engine settings. */ + if (sce->collection_properties) { + IDP_FreeProperty(sce->collection_properties); + MEM_freeN(sce->collection_properties); + sce->collection_properties = NULL; + } + + /* Render engine setting. */ + if (sce->layer_properties) { + IDP_FreeProperty(sce->layer_properties); + MEM_freeN(sce->layer_properties); + sce->layer_properties = NULL; + } +} + +void BKE_scene_free(Scene *sce) +{ + BKE_scene_free_ex(sce, true); } void BKE_scene_init(Scene *sce) @@ -748,7 +769,7 @@ void BKE_scene_init(Scene *sce) sce->r.ffcodecdata.audio_bitrate = 192; sce->r.ffcodecdata.audio_channels = 2; - BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine)); + BKE_viewrender_init(&sce->view_render); sce->audio.distance_model = 2.0f; sce->audio.doppler_factor = 1.0f; @@ -761,7 +782,6 @@ void BKE_scene_init(Scene *sce) sce->r.osa = 8; /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */ - BKE_scene_add_render_layer(sce, NULL); /* multiview - stereo */ BKE_scene_add_render_view(sce, STEREO_LEFT_NAME); @@ -800,7 +820,7 @@ void BKE_scene_init(Scene *sce) sce->gm.angulardeactthreshold = 1.0f; sce->gm.deactivationtime = 0.0f; - sce->gm.flag = GAME_DISPLAY_LISTS; + sce->gm.flag = 0; sce->gm.matmode = GAME_MAT_MULTITEX; sce->gm.obstacleSimulation = OBSTSIMULATION_NONE; @@ -894,6 +914,20 @@ void BKE_scene_init(Scene *sce) sce->toolsettings->gpencil_v2d_align = GP_PROJECT_VIEWSPACE; sce->toolsettings->gpencil_seq_align = GP_PROJECT_VIEWSPACE; sce->toolsettings->gpencil_ima_align = GP_PROJECT_VIEWSPACE; + + /* Master Collection */ + sce->collection = MEM_callocN(sizeof(SceneCollection), "Master Collection"); + BLI_strncpy(sce->collection->name, "Master Collection", sizeof(sce->collection->name)); + + /* Engine settings */ + IDPropertyTemplate val = {0}; + sce->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); + BKE_layer_collection_engine_settings_create(sce->collection_properties); + + sce->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); + BKE_view_layer_engine_settings_create(sce->layer_properties); + + BKE_view_layer_add(sce, "View Layer"); } Scene *BKE_scene_add(Main *bmain, const char *name) @@ -909,37 +943,40 @@ Scene *BKE_scene_add(Main *bmain, const char *name) return sce; } -Base *BKE_scene_base_find_by_name(struct Scene *scene, const char *name) +/** + * Check if there is any intance of the object in the scene + */ +bool BKE_scene_object_find(Scene *scene, Object *ob) { - Base *base; - - for (base = scene->base.first; base; base = base->next) { - if (STREQ(base->object->id.name + 2, name)) { - break; + for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { + if (BLI_findptr(&view_layer->object_bases, ob, offsetof(Base, object))) { + return true; } } - - return base; + return false; } -Base *BKE_scene_base_find(Scene *scene, Object *ob) +Object *BKE_scene_object_find_by_name(Scene *scene, const char *name) { - return BLI_findptr(&scene->base, ob, offsetof(Base, object)); + for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { + if (STREQ(base->object->id.name + 2, name)) { + return base->object; + } + } + } + return NULL; } /** * Sets the active scene, mainly used when running in background mode (``--scene`` command line argument). * This is also called to set the scene directly, bypassing windowing code. - * Otherwise #ED_screen_set_scene is used when changing scenes by the user. + * Otherwise #WM_window_change_active_scene is used when changing scenes by the user. */ void BKE_scene_set_background(Main *bmain, Scene *scene) { - Scene *sce; - Base *base; Object *ob; Group *group; - GroupObject *go; - int flag; /* check for cyclic sets, for reading old files but also for definite security (py?) */ BKE_scene_validate_setscene(bmain, scene); @@ -954,30 +991,20 @@ void BKE_scene_set_background(Main *bmain, Scene *scene) /* group flags again */ for (group = bmain->group.first; group; group = group->id.next) { - for (go = group->gobject.first; go; go = go->next) { - if (go->ob) { - go->ob->flag |= OB_FROMGROUP; - } + FOREACH_GROUP_OBJECT(group, object) + { + object->flag |= OB_FROMGROUP; } + FOREACH_GROUP_OBJECT_END } - /* sort baselist for scene and sets */ - for (sce = scene; sce; sce = sce->set) - DAG_scene_relations_rebuild(bmain, sce); - /* copy layers and flags from bases to objects */ - for (base = scene->base.first; base; base = base->next) { - ob = base->object; - ob->lay = base->lay; - - /* group patch... */ - base->flag &= ~(OB_FROMGROUP); - flag = ob->flag & (OB_FROMGROUP); - base->flag |= flag; - - /* not too nice... for recovering objects with lost data */ - //if (ob->pose == NULL) base->flag &= ~OB_POSEMODE; - ob->flag = base->flag; + for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { + for (Base *base = view_layer->object_bases.first; base; base = base->next) { + ob = base->object; + /* group patch... */ + BKE_scene_object_base_flag_sync_from_base(base); + } } /* no full animation update, this to enable render code to work (render code calls own animation updates) */ } @@ -997,8 +1024,9 @@ Scene *BKE_scene_set_name(Main *bmain, const char *name) } /* Used by metaballs, return *all* objects (including duplis) existing in the scene (including scene's sets) */ -int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, - Scene **scene, int val, Base **base, Object **ob) +int BKE_scene_base_iter_next( + const EvaluationContext *eval_ctx, SceneBaseIter *iter, + Scene **scene, int val, Base **base, Object **ob) { bool run_again = true; @@ -1016,17 +1044,19 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, /* the first base */ if (iter->phase == F_START) { - *base = (*scene)->base.first; + ViewLayer *view_layer = eval_ctx->view_layer; + *base = view_layer->object_bases.first; if (*base) { *ob = (*base)->object; iter->phase = F_SCENE; } else { - /* exception: empty scene */ + /* exception: empty scene layer */ while ((*scene)->set) { (*scene) = (*scene)->set; - if ((*scene)->base.first) { - *base = (*scene)->base.first; + ViewLayer *view_layer_set = BKE_view_layer_from_scene_get((*scene)); + if (view_layer_set->object_bases.first) { + *base = view_layer_set->object_bases.first; *ob = (*base)->object; iter->phase = F_SCENE; break; @@ -1045,8 +1075,9 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, /* (*scene) is finished, now do the set */ while ((*scene)->set) { (*scene) = (*scene)->set; - if ((*scene)->base.first) { - *base = (*scene)->base.first; + ViewLayer *view_layer_set = BKE_view_layer_from_scene_get((*scene)); + if (view_layer_set->object_bases.first) { + *base = view_layer_set->object_bases.first; *ob = (*base)->object; break; } @@ -1080,7 +1111,7 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, } /* handle dupli's */ if (iter->dupob) { - (*base)->flag |= OB_FROMDUPLI; + (*base)->flag_legacy |= OB_FROMDUPLI; *ob = iter->dupob->ob; iter->phase = F_DUPLI; @@ -1099,7 +1130,7 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, } else if (iter->phase == F_DUPLI) { iter->phase = F_SCENE; - (*base)->flag &= ~OB_FROMDUPLI; + (*base)->flag_legacy &= ~OB_FROMDUPLI; if (iter->dupli_refob) { /* Restore last object's real matrix. */ @@ -1124,13 +1155,15 @@ int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter, return iter->phase; } -Object *BKE_scene_camera_find(Scene *sc) +Scene *BKE_scene_find_from_collection(const Main *bmain, const SceneCollection *scene_collection) { - Base *base; - - for (base = sc->base.first; base; base = base->next) - if (base->object->type == OB_CAMERA) - return base->object; + for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { + for (ViewLayer *layer = scene->view_layers.first; layer; layer = layer->next) { + if (BKE_view_layer_has_collection(layer, scene_collection)) { + return scene; + } + } + } return NULL; } @@ -1228,49 +1261,14 @@ char *BKE_scene_find_last_marker_name(Scene *scene, int frame) return best_marker ? best_marker->name : NULL; } - -Base *BKE_scene_base_add(Scene *sce, Object *ob) -{ - Base *b = MEM_callocN(sizeof(*b), __func__); - BLI_addhead(&sce->base, b); - - b->object = ob; - b->flag = ob->flag; - b->lay = ob->lay; - - return b; -} - -void BKE_scene_base_unlink(Scene *sce, Base *base) +void BKE_scene_remove_rigidbody_object(Scene *scene, Object *ob) { /* remove rigid body constraint from world before removing object */ - if (base->object->rigidbody_constraint) - BKE_rigidbody_remove_constraint(sce, base->object); + if (ob->rigidbody_constraint) + BKE_rigidbody_remove_constraint(scene, ob); /* remove rigid body object from world before removing object */ - if (base->object->rigidbody_object) - BKE_rigidbody_remove_object(sce, base->object); - - BLI_remlink(&sce->base, base); - if (sce->basact == base) - sce->basact = NULL; -} - -void BKE_scene_base_deselect_all(Scene *sce) -{ - Base *b; - - for (b = sce->base.first; b; b = b->next) { - b->flag &= ~SELECT; - b->object->flag = b->flag; - } -} - -void BKE_scene_base_select(Scene *sce, Base *selbase) -{ - selbase->flag |= SELECT; - selbase->object->flag = selbase->flag; - - sce->basact = selbase; + if (ob->rigidbody_object) + BKE_rigidbody_remove_object(scene, ob); } /* checks for cycle, returns 1 if it's all OK */ @@ -1322,109 +1320,6 @@ void BKE_scene_frame_set(struct Scene *scene, double cfra) scene->r.cfra = (int)intpart; } -#ifdef WITH_LEGACY_DEPSGRAPH -/* drivers support/hacks - * - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render - * - these are always run since the depsgraph can't handle non-object data - * - these happen after objects are all done so that we can read in their final transform values, - * though this means that objects can't refer to scene info for guidance... - */ -static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene) -{ - SceneRenderLayer *srl; - float ctime = BKE_scene_frame_get(scene); - - /* scene itself */ - if (scene->adt && scene->adt->drivers.first) { - BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS); - } - - /* world */ - /* TODO: what about world textures? but then those have nodes too... */ - if (scene->world) { - ID *wid = (ID *)scene->world; - AnimData *adt = BKE_animdata_from_id(wid); - - if (adt && adt->drivers.first) - BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS); - } - - /* nodes */ - if (scene->nodetree) { - ID *nid = (ID *)scene->nodetree; - AnimData *adt = BKE_animdata_from_id(nid); - - if (adt && adt->drivers.first) - BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS); - } - - /* world nodes */ - if (scene->world && scene->world->nodetree) { - ID *nid = (ID *)scene->world->nodetree; - AnimData *adt = BKE_animdata_from_id(nid); - - if (adt && adt->drivers.first) - BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS); - } - - /* freestyle */ - for (srl = scene->r.layers.first; srl; srl = srl->next) { - FreestyleConfig *config = &srl->freestyleConfig; - FreestyleLineSet *lineset; - - for (lineset = config->linesets.first; lineset; lineset = lineset->next) { - if (lineset->linestyle) { - ID *lid = &lineset->linestyle->id; - AnimData *adt = BKE_animdata_from_id(lid); - - if (adt && adt->drivers.first) - BKE_animsys_evaluate_animdata(scene, lid, adt, ctime, ADT_RECALC_DRIVERS); - } - } - } -} - -/* deps hack - do extra recalcs at end */ -static void scene_depsgraph_hack(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent) -{ - Base *base; - - scene->customdata_mask = scene_parent->customdata_mask; - - /* sets first, we allow per definition current scene to have - * dependencies on sets, but not the other way around. */ - if (scene->set) - scene_depsgraph_hack(eval_ctx, scene->set, scene_parent); - - for (base = scene->base.first; base; base = base->next) { - Object *ob = base->object; - - if (ob->depsflag) { - int recalc = 0; - // printf("depshack %s\n", ob->id.name + 2); - - if (ob->depsflag & OB_DEPS_EXTRA_OB_RECALC) - recalc |= OB_RECALC_OB; - if (ob->depsflag & OB_DEPS_EXTRA_DATA_RECALC) - recalc |= OB_RECALC_DATA; - - ob->recalc |= recalc; - BKE_object_handle_update(eval_ctx, scene_parent, ob); - - if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) { - GroupObject *go; - - for (go = ob->dup_group->gobject.first; go; go = go->next) { - if (go->ob) - go->ob->recalc |= recalc; - } - BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, ob, ob->dup_group); - } - } - } -} -#endif /* WITH_LEGACY_DEPSGRAPH */ - /* That's like really a bummer, because currently animation data for armatures * might want to use pose, and pose might be missing on the object. * This happens when changing visible layers, which leads to situations when @@ -1440,7 +1335,7 @@ static void scene_depsgraph_hack(EvaluationContext *eval_ctx, Scene *scene, Scen static void scene_armature_depsgraph_workaround(Main *bmain) { Object *ob; - if (BLI_listbase_is_empty(&bmain->armature) || !DAG_id_type_tagged(bmain, ID_OB)) { + if (BLI_listbase_is_empty(&bmain->armature) || !DEG_id_type_tagged(bmain, ID_OB)) { return; } for (ob = bmain->object.first; ob; ob = ob->id.next) { @@ -1453,372 +1348,27 @@ static void scene_armature_depsgraph_workaround(Main *bmain) } #endif -#ifdef WITH_LEGACY_DEPSGRAPH -static void scene_rebuild_rbw_recursive(Scene *scene, float ctime) -{ - if (scene->set) - scene_rebuild_rbw_recursive(scene->set, ctime); - - if (BKE_scene_check_rigidbody_active(scene)) - BKE_rigidbody_rebuild_world(scene, ctime); -} - -static void scene_do_rb_simulation_recursive(Scene *scene, float ctime) -{ - if (scene->set) - scene_do_rb_simulation_recursive(scene->set, ctime); - - if (BKE_scene_check_rigidbody_active(scene)) - BKE_rigidbody_do_simulation(scene, ctime); -} -#endif - -/* Used to visualize CPU threads activity during threaded object update, - * would pollute STDERR with whole bunch of timing information which then - * could be parsed and nicely visualized. - */ -#ifdef WITH_LEGACY_DEPSGRAPH -# undef DETAILED_ANALYSIS_OUTPUT -#else -/* ALWAYS KEEY DISABLED! */ -# undef DETAILED_ANALYSIS_OUTPUT -#endif - -/* Mballs evaluation uses BKE_scene_base_iter_next which calls - * duplilist for all objects in the scene. This leads to conflict - * accessing and writing same data from multiple threads. - * - * Ideally Mballs shouldn't do such an iteration and use DAG - * queries instead. For the time being we've got new DAG - * let's keep it simple and update mballs in a single thread. - */ -#define MBALL_SINGLETHREAD_HACK - -#ifdef WITH_LEGACY_DEPSGRAPH -typedef struct StatisicsEntry { - struct StatisicsEntry *next, *prev; - Object *object; - double start_time; - double duration; -} StatisicsEntry; - -typedef struct ThreadedObjectUpdateState { - /* TODO(sergey): We might want this to be per-thread object. */ - EvaluationContext *eval_ctx; - Scene *scene; - Scene *scene_parent; - double base_time; - -#ifdef MBALL_SINGLETHREAD_HACK - bool has_mballs; -#endif - - /* Execution statistics */ - bool has_updated_objects; - ListBase *statistics; -} ThreadedObjectUpdateState; - -static void scene_update_object_add_task(void *node, void *user_data); - -static void scene_update_all_bases(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent) -{ - Base *base; - - for (base = scene->base.first; base; base = base->next) { - Object *object = base->object; - - BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, true); - - if (object->dup_group && (object->transflag & OB_DUPLIGROUP)) - BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, object, object->dup_group); - - /* always update layer, so that animating layers works (joshua july 2010) */ - /* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes - * (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */ - // base->lay = ob->lay; - } -} - -static void scene_update_object_func(TaskPool * __restrict pool, void *taskdata, int threadid) -{ -/* Disable print for now in favor of summary statistics at the end of update. */ -#define PRINT if (false) printf - - ThreadedObjectUpdateState *state = (ThreadedObjectUpdateState *) BLI_task_pool_userdata(pool); - void *node = taskdata; - Object *object = DAG_get_node_object(node); - EvaluationContext *eval_ctx = state->eval_ctx; - Scene *scene = state->scene; - Scene *scene_parent = state->scene_parent; - -#ifdef MBALL_SINGLETHREAD_HACK - if (object && object->type == OB_MBALL) { - state->has_mballs = true; - } - else -#endif - if (object) { - double start_time = 0.0; - bool add_to_stats = false; - - if (G.debug & G_DEBUG_DEPSGRAPH) { - if (object->recalc & OB_RECALC_ALL) { - printf("Thread %d: update object %s\n", threadid, object->id.name); - } - - start_time = PIL_check_seconds_timer(); - - if (object->recalc & OB_RECALC_ALL) { - state->has_updated_objects = true; - add_to_stats = true; - } - } - - /* We only update object itself here, dupli-group will be updated - * separately from main thread because of we've got no idea about - * dependencies inside the group. - */ - BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, false); - - /* Calculate statistics. */ - if (add_to_stats) { - StatisicsEntry *entry; - - entry = MEM_mallocN(sizeof(StatisicsEntry), "update thread statistics"); - entry->object = object; - entry->start_time = start_time; - entry->duration = PIL_check_seconds_timer() - start_time; - - BLI_addtail(&state->statistics[threadid], entry); - } - } - else { - PRINT("Threda %d: update node %s\n", threadid, - DAG_get_node_name(scene, node)); - } - - /* Update will decrease child's valency and schedule child with zero valency. */ - DAG_threaded_update_handle_node_updated(node, scene_update_object_add_task, pool); - -#undef PRINT -} - -static void scene_update_object_add_task(void *node, void *user_data) -{ - TaskPool *task_pool = user_data; - - BLI_task_pool_push(task_pool, scene_update_object_func, node, false, TASK_PRIORITY_LOW); -} - -static void print_threads_statistics(ThreadedObjectUpdateState *state) -{ - int i, tot_thread; - double finish_time; - - if ((G.debug & G_DEBUG_DEPSGRAPH) == 0) { - return; - } - -#ifdef DETAILED_ANALYSIS_OUTPUT - if (state->has_updated_objects) { - tot_thread = BLI_system_thread_count(); - - fprintf(stderr, "objects update base time %f\n", state->base_time); - - for (i = 0; i < tot_thread; i++) { - StatisicsEntry *entry; - for (entry = state->statistics[i].first; - entry; - entry = entry->next) - { - fprintf(stderr, "thread %d object %s start_time %f duration %f\n", - i, entry->object->id.name + 2, - entry->start_time, entry->duration); - } - BLI_freelistN(&state->statistics[i]); - } - } -#else - finish_time = PIL_check_seconds_timer(); - tot_thread = BLI_system_thread_count(); - int total_objects = 0; - - for (i = 0; i < tot_thread; i++) { - int thread_total_objects = 0; - double thread_total_time = 0.0; - StatisicsEntry *entry; - - if (state->has_updated_objects) { - /* Don't pollute output if no objects were updated. */ - for (entry = state->statistics[i].first; - entry; - entry = entry->next) - { - thread_total_objects++; - thread_total_time += entry->duration; - } - - printf("Thread %d: total %d objects in %f sec.\n", - i, - thread_total_objects, - thread_total_time); - - for (entry = state->statistics[i].first; - entry; - entry = entry->next) - { - printf(" %s in %f sec\n", entry->object->id.name + 2, entry->duration); - } - - total_objects += thread_total_objects; - } - - BLI_freelistN(&state->statistics[i]); - } - if (state->has_updated_objects) { - printf("Scene updated %d objects in %f sec\n", - total_objects, - finish_time - state->base_time); - } -#endif -} - -static bool scene_need_update_objects(Main *bmain) -{ - return - /* Object datablocks themselves (for OB_RECALC_OB) */ - DAG_id_type_tagged(bmain, ID_OB) || - - /* Objects data datablocks (for OB_RECALC_DATA) */ - DAG_id_type_tagged(bmain, ID_ME) || /* Mesh */ - DAG_id_type_tagged(bmain, ID_CU) || /* Curve */ - DAG_id_type_tagged(bmain, ID_MB) || /* MetaBall */ - DAG_id_type_tagged(bmain, ID_LA) || /* Lamp */ - DAG_id_type_tagged(bmain, ID_LT) || /* Lattice */ - DAG_id_type_tagged(bmain, ID_CA) || /* Camera */ - DAG_id_type_tagged(bmain, ID_KE) || /* KE */ - DAG_id_type_tagged(bmain, ID_SPK) || /* Speaker */ - DAG_id_type_tagged(bmain, ID_AR); /* Armature */ -} - -static void scene_update_objects(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent) -{ - TaskScheduler *task_scheduler; - TaskPool *task_pool; - ThreadedObjectUpdateState state; - bool need_singlethread_pass; - bool need_free_scheduler; - - /* Early check for whether we need to invoke all the task-based - * things (spawn new ppol, traverse dependency graph and so on). - * - * Basically if there's no ID datablocks tagged for update which - * corresponds to object->recalc flags (which are checked in - * BKE_object_handle_update() then we do nothing here. - */ - if (!scene_need_update_objects(bmain)) { - return; - } - - state.eval_ctx = eval_ctx; - state.scene = scene; - state.scene_parent = scene_parent; - - if (G.debug & G_DEBUG_DEPSGRAPH_NO_THREADS) { - task_scheduler = BLI_task_scheduler_create(1); - need_free_scheduler = true; - } - else { - task_scheduler = BLI_task_scheduler_get(); - need_free_scheduler = false; - } - - /* Those are only needed when blender is run with --debug argument. */ - if (G.debug & G_DEBUG_DEPSGRAPH) { - const int tot_thread = BLI_task_scheduler_num_threads(task_scheduler); - state.statistics = MEM_callocN(tot_thread * sizeof(*state.statistics), - "scene update objects stats"); - state.has_updated_objects = false; - state.base_time = PIL_check_seconds_timer(); - } - -#ifdef MBALL_SINGLETHREAD_HACK - state.has_mballs = false; -#endif - - task_pool = BLI_task_pool_create(task_scheduler, &state); - - DAG_threaded_update_begin(scene, scene_update_object_add_task, task_pool); - BLI_task_pool_work_and_wait(task_pool); - BLI_task_pool_free(task_pool); - - if (G.debug & G_DEBUG_DEPSGRAPH) { - print_threads_statistics(&state); - MEM_freeN(state.statistics); - } - - /* We do single thread pass to update all the objects which are in cyclic dependency. - * Such objects can not be handled by a generic DAG traverse and it's really tricky - * to detect whether cycle could be solved or not. - * - * In this situation we simply update all remaining objects in a single thread and - * it'll happen in the same exact order as it was in single-threaded DAG. - * - * We couldn't use threaded update for objects which are in cycle because they might - * access data of each other which is being re-evaluated. - * - * Also, as was explained above, for now we also update all the mballs in single thread. - * - * - sergey - - */ - need_singlethread_pass = DAG_is_acyclic(scene) == false; -#ifdef MBALL_SINGLETHREAD_HACK - need_singlethread_pass |= state.has_mballs; -#endif - - if (need_singlethread_pass) { - scene_update_all_bases(eval_ctx, scene, scene_parent); - } - - if (need_free_scheduler) { - BLI_task_scheduler_free(task_scheduler); - } -} - -static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent) -{ - scene->customdata_mask = scene_parent->customdata_mask; - - /* sets first, we allow per definition current scene to have - * dependencies on sets, but not the other way around. */ - if (scene->set) - scene_update_tagged_recursive(eval_ctx, bmain, scene->set, scene_parent); - - /* scene objects */ - scene_update_objects(eval_ctx, bmain, scene, scene_parent); - - /* scene drivers... */ - scene_update_drivers(bmain, scene); - - /* update masking curves */ - BKE_mask_update_scene(bmain, scene); - -} -#endif /* WITH_LEGACY_DEPSGRAPH */ - static bool check_rendered_viewport_visible(Main *bmain) { wmWindowManager *wm = bmain->wm.first; wmWindow *window; for (window = wm->windows.first; window != NULL; window = window->next) { - bScreen *screen = window->screen; + const bScreen *screen = BKE_workspace_active_screen_get(window->workspace_hook); + WorkSpace *workspace = BKE_workspace_active_get(window->workspace_hook); + Scene *scene = window->scene; + ViewRender *view_render = BKE_viewrender_get(scene, workspace); ScrArea *area; + RenderEngineType *type = RE_engines_find(view_render->engine_id); + if ((type->draw_engine != NULL) || (type->render_to_view == NULL)) { + continue; + } + const bool use_legacy = (type->flag & RE_USE_LEGACY_PIPELINE) != 0; for (area = screen->areabase.first; area != NULL; area = area->next) { View3D *v3d = area->spacedata.first; if (area->spacetype != SPACE_VIEW3D) { continue; } - if (v3d->drawtype == OB_RENDER) { + if (v3d->drawtype == OB_RENDER || !use_legacy) { return true; } } @@ -1847,318 +1397,94 @@ static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene) if (check_rendered_viewport_visible(bmain)) { BMesh *bm = mesh->edit_btmesh->bm; BM_mesh_bm_to_me(bm, mesh, (&(struct BMeshToMeshParams){0})); - DAG_id_tag_update(&mesh->id, 0); + DEG_id_tag_update(&mesh->id, 0); } } } } -void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene) -{ - Scene *sce_iter; -#ifdef WITH_LEGACY_DEPSGRAPH - bool use_new_eval = !DEG_depsgraph_use_legacy(); -#endif - - /* keep this first */ - BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE); - - /* (re-)build dependency graph if needed */ - for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) { - DAG_scene_relations_update(bmain, sce_iter); - /* Uncomment this to check if dependency graph was properly tagged for update. */ -#if 0 -#ifdef WITH_LEGACY_DEPSGRAPH - if (use_new_eval) -#endif - { - DAG_scene_relations_validate(bmain, sce_iter); - } -#endif - } - - /* flush editing data if needed */ +/* TODO(sergey): This actually should become view_layer_graph or so. + * Same applies to update_for_newframe. + */ +void BKE_scene_graph_update_tagged(EvaluationContext *eval_ctx, + Depsgraph *depsgraph, + Main *bmain, + Scene *scene, + ViewLayer *view_layer) +{ + /* TODO(sergey): Temporary solution for until pipeline.c is ported. */ + if (view_layer == NULL) { + view_layer = DEG_get_evaluated_view_layer(depsgraph); + BLI_assert(view_layer != NULL); + } + /* TODO(sergey): Some functions here are changing global state, + * for example, clearing update tags from bmain. + */ + /* (Re-)build dependency graph if needed. */ + DEG_graph_relations_update(depsgraph, bmain, scene, view_layer); + /* Uncomment this to check if graph was properly tagged for update. */ + // DEG_debug_graph_relations_validate(depsgraph, bmain, scene); + /* Flush editing data if needed. */ prepare_mesh_for_viewport_render(bmain, scene); - - /* flush recalc flags to dependencies */ - DAG_ids_flush_tagged(bmain); - - /* removed calls to quick_cache, see pointcache.c */ - - /* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later - * when trying to find materials with drivers that need evaluating [#32017] + /* Flush recalc flags to dependencies. */ + DEG_graph_flush_update(bmain, depsgraph); + /* Update all objects: drivers, matrices, displists, etc. flags set + * by depgraph or manual, no layer check here, gets correct flushed. */ - BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false); - BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false); - - /* update all objects: drivers, matrices, displists, etc. flags set - * by depgraph or manual, no layer check here, gets correct flushed - * - * in the future this should handle updates for all datablocks, not - * only objects and scenes. - brecht */ -#ifdef WITH_LEGACY_DEPSGRAPH - if (!use_new_eval) { - scene_update_tagged_recursive(eval_ctx, bmain, scene, scene); - } - else -#endif - { - DEG_evaluate_on_refresh(eval_ctx, scene->depsgraph, scene); - } - - /* update sound system animation (TODO, move to depsgraph) */ + DEG_evaluate_on_refresh(eval_ctx, depsgraph); + /* Update sound system animation (TODO, move to depsgraph). */ BKE_sound_update_scene(bmain, scene); - - /* extra call here to recalc scene animation (for sequencer) */ - { - AnimData *adt = BKE_animdata_from_id(&scene->id); - float ctime = BKE_scene_frame_get(scene); - - if (adt && (adt->recalc & ADT_RECALC_ANIM)) - BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0); - } - - /* Extra call here to recalc material animation. - * - * Need to do this so changing material settings from the graph/dopesheet - * will update stuff in the viewport. - */ -#ifdef WITH_LEGACY_DEPSGRAPH - if (!use_new_eval && DAG_id_type_tagged(bmain, ID_MA)) { - Material *material; - float ctime = BKE_scene_frame_get(scene); - - for (material = bmain->mat.first; - material; - material = material->id.next) - { - AnimData *adt = BKE_animdata_from_id(&material->id); - if (adt && (adt->recalc & ADT_RECALC_ANIM)) - BKE_animsys_evaluate_animdata(scene, &material->id, adt, ctime, 0); - } - } - - /* Also do the same for node trees. */ - if (!use_new_eval && DAG_id_type_tagged(bmain, ID_NT)) { - float ctime = BKE_scene_frame_get(scene); - - FOREACH_NODETREE(bmain, ntree, id) - { - AnimData *adt = BKE_animdata_from_id(&ntree->id); - if (adt && (adt->recalc & ADT_RECALC_ANIM)) - BKE_animsys_evaluate_animdata(scene, &ntree->id, adt, ctime, 0); - } - FOREACH_NODETREE_END - } -#endif - - /* notify editors and python about recalc */ - BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST); - /* Inform editors about possible changes. */ - DAG_ids_check_recalc(bmain, scene, false); - - /* clear recalc flags */ - DAG_ids_clear_recalc(bmain); + DEG_ids_check_recalc(bmain, depsgraph, scene, view_layer, false); + /* Clear recalc flags. */ + DEG_ids_clear_recalc(bmain); } /* applies changes right away, does all sets too */ -void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay) -{ - BKE_scene_update_for_newframe_ex(eval_ctx, bmain, sce, lay, false); -} - -void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay, bool do_invisible_flush) -{ - float ctime = BKE_scene_frame_get(sce); - Scene *sce_iter; -#ifdef DETAILED_ANALYSIS_OUTPUT - double start_time = PIL_check_seconds_timer(); -#endif -#ifdef WITH_LEGACY_DEPSGRAPH - bool use_new_eval = !DEG_depsgraph_use_legacy(); -#else - /* TODO(sergey): Pass to evaluation routines instead of storing layer in the dependency graph? */ - (void) do_invisible_flush; -#endif - - DAG_editors_update_pre(bmain, sce, true); - - /* keep this first */ - BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE); - BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE); - - /* update animated image textures for particles, modifiers, gpu, etc, - * call this at the start so modifiers with textures don't lag 1 frame */ - BKE_image_update_frame(bmain, sce->r.cfra); - -#ifdef WITH_LEGACY_DEPSGRAPH - /* rebuild rigid body worlds before doing the actual frame update - * this needs to be done on start frame but animation playback usually starts one frame later - * we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive +void BKE_scene_graph_update_for_newframe(EvaluationContext *eval_ctx, + Depsgraph *depsgraph, + Main *bmain, + Scene *scene, + ViewLayer *view_layer) +{ + /* TODO(sergey): Temporary solution for until pipeline.c is ported. */ + if (view_layer == NULL) { + view_layer = DEG_get_evaluated_view_layer(depsgraph); + BLI_assert(view_layer != NULL); + } + /* TODO(sergey): Some functions here are changing global state, + * for example, clearing update tags from bmain. */ - if (!use_new_eval) { - scene_rebuild_rbw_recursive(sce, ctime); - } -#endif - - BKE_sound_set_cfra(sce->r.cfra); - - /* clear animation overrides */ - /* XXX TODO... */ - - for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set) - DAG_scene_relations_update(bmain, sce_iter); - -#ifdef WITH_LEGACY_DEPSGRAPH - if (!use_new_eval) { - /* flush recalc flags to dependencies, if we were only changing a frame - * this would not be necessary, but if a user or a script has modified - * some datablock before BKE_scene_update_tagged was called, we need the flush */ - DAG_ids_flush_tagged(bmain); - - /* Following 2 functions are recursive - * so don't call within 'scene_update_tagged_recursive' */ - DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still - BKE_mask_evaluate_all_masks(bmain, ctime, true); - } -#endif - - /* Update animated cache files for modifiers. */ - BKE_cachefile_update_frame(bmain, sce, ctime, (((double)sce->r.frs_sec) / (double)sce->r.frs_sec_base)); - + const float ctime = BKE_scene_frame_get(scene); + /* Keep this first. */ + BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_FRAME_CHANGE_PRE); + /* Update animated image textures for particles, modifiers, gpu, etc, + * call this at the start so modifiers with textures don't lag 1 frame. + */ + BKE_image_update_frame(bmain, scene->r.cfra); + BKE_sound_set_cfra(scene->r.cfra); + DEG_graph_relations_update(depsgraph, bmain, scene, view_layer); + /* Update animated cache files for modifiers. + * + * TODO(sergey): Make this a depsgraph node? + */ + BKE_cachefile_update_frame(bmain, scene, ctime, + (((double)scene->r.frs_sec) / (double)scene->r.frs_sec_base)); #ifdef POSE_ANIMATION_WORKAROUND scene_armature_depsgraph_workaround(bmain); #endif - - /* All 'standard' (i.e. without any dependencies) animation is handled here, - * with an 'local' to 'macro' order of evaluation. This should ensure that - * settings stored nestled within a hierarchy (i.e. settings in a Texture block - * can be overridden by settings from Scene, which owns the Texture through a hierarchy - * such as Scene->World->MTex/Texture) can still get correctly overridden. + /* Update all objects: drivers, matrices, displists, etc. flags set + * by depgraph or manual, no layer check here, gets correct flushed. */ -#ifdef WITH_LEGACY_DEPSGRAPH - if (!use_new_eval) { - BKE_animsys_evaluate_all_animation(bmain, sce, ctime); - /*...done with recursive funcs */ - } -#endif - - /* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later - * when trying to find materials with drivers that need evaluating [#32017] - */ - BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false); - BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false); - - /* run rigidbody sim */ - /* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */ -#ifdef WITH_LEGACY_DEPSGRAPH - if (!use_new_eval) { - scene_do_rb_simulation_recursive(sce, ctime); - } -#endif - - /* BKE_object_handle_update() on all objects, groups and sets */ -#ifdef WITH_LEGACY_DEPSGRAPH - if (use_new_eval) { - DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay); - } - else { - scene_update_tagged_recursive(eval_ctx, bmain, sce, sce); - } -#else - DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay); -#endif - - /* update sound system animation (TODO, move to depsgraph) */ - BKE_sound_update_scene(bmain, sce); - -#ifdef WITH_LEGACY_DEPSGRAPH - if (!use_new_eval) { - scene_depsgraph_hack(eval_ctx, sce, sce); - } -#endif - - /* notify editors and python about recalc */ - BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST); - BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST); - + DEG_evaluate_on_framechange(eval_ctx, bmain, depsgraph, ctime); + /* Update sound system animation (TODO, move to depsgraph). */ + BKE_sound_update_scene(bmain, scene); + /* Notify editors and python about recalc. */ + BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_FRAME_CHANGE_POST); /* Inform editors about possible changes. */ - DAG_ids_check_recalc(bmain, sce, true); - + DEG_ids_check_recalc(bmain, depsgraph, scene, view_layer, true); /* clear recalc flags */ - DAG_ids_clear_recalc(bmain); - -#ifdef DETAILED_ANALYSIS_OUTPUT - fprintf(stderr, "frame update start_time %f duration %f\n", start_time, PIL_check_seconds_timer() - start_time); -#endif -} - -/* return default layer, also used to patch old files */ -SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name) -{ - SceneRenderLayer *srl; - - if (!name) - name = DATA_("RenderLayer"); - - srl = MEM_callocN(sizeof(SceneRenderLayer), "new render layer"); - BLI_strncpy(srl->name, name, sizeof(srl->name)); - BLI_uniquename(&sce->r.layers, srl, DATA_("RenderLayer"), '.', offsetof(SceneRenderLayer, name), sizeof(srl->name)); - BLI_addtail(&sce->r.layers, srl); - - /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */ - srl->lay = (1 << 20) - 1; - srl->layflag = 0x7FFF; /* solid ztra halo edge strand */ - srl->passflag = SCE_PASS_COMBINED | SCE_PASS_Z; - srl->pass_alpha_threshold = 0.5f; - BKE_freestyle_config_init(&srl->freestyleConfig); - - return srl; -} - -bool BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *srl) -{ - const int act = BLI_findindex(&scene->r.layers, srl); - Scene *sce; - - if (act == -1) { - return false; - } - else if ( (scene->r.layers.first == scene->r.layers.last) && - (scene->r.layers.first == srl)) - { - /* ensure 1 layer is kept */ - return false; - } - - BKE_freestyle_config_free(&srl->freestyleConfig); - - if (srl->prop) { - IDP_FreeProperty(srl->prop); - MEM_freeN(srl->prop); - } - - BLI_remlink(&scene->r.layers, srl); - MEM_freeN(srl); - - scene->r.actlay = 0; - - for (sce = bmain->scene.first; sce; sce = sce->id.next) { - if (sce->nodetree) { - bNode *node; - for (node = sce->nodetree->nodes.first; node; node = node->next) { - if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) { - if (node->custom1 == act) - node->custom1 = 0; - else if (node->custom1 > act) - node->custom1--; - } - } - } - } - - return true; + DEG_ids_clear_recalc(bmain); } /* return default view */ @@ -2241,21 +1567,34 @@ float get_render_aosss_error(const RenderData *r, float error) return error; } -/* helper function for the SETLOOPER macro */ -Base *_setlooper_base_step(Scene **sce_iter, Base *base) +/** + * Helper function for the SETLOOPER and SETLOOPER_VIEW_LAYER macros + * + * It iterates over the bases of the active layer and then the bases + * of the active layer of the background (set) scenes recursively. + */ +Base *_setlooper_base_step(Scene **sce_iter, ViewLayer *view_layer, Base *base) { if (base && base->next) { - /* common case, step to the next */ + /* Common case, step to the next. */ return base->next; } - else if (base == NULL && (*sce_iter)->base.first) { - /* first time looping, return the scenes first base */ - return (Base *)(*sce_iter)->base.first; + else if ((base == NULL) && (view_layer != NULL)) { + /* First time looping, return the scenes first base. */ + /* For the first loop we should get the layer from workspace when available. */ + if (view_layer->object_bases.first) { + return (Base *)view_layer->object_bases.first; + } + /* No base on this scene layer. */ + goto next_set; } else { - /* reached the end, get the next base in the set */ +next_set: + /* Reached the end, get the next base in the set. */ while ((*sce_iter = (*sce_iter)->set)) { - base = (Base *)(*sce_iter)->base.first; + ViewLayer *view_layer_set = BKE_view_layer_from_scene_get((*sce_iter)); + base = (Base *)view_layer_set->object_bases.first; + if (base) { return base; } @@ -2267,56 +1606,80 @@ Base *_setlooper_base_step(Scene **sce_iter, Base *base) bool BKE_scene_use_new_shading_nodes(const Scene *scene) { - const RenderEngineType *type = RE_engines_find(scene->r.engine); - return (type && type->flag & RE_USE_SHADING_NODES); + return BKE_viewrender_use_new_shading_nodes(&scene->view_render); } bool BKE_scene_use_shading_nodes_custom(Scene *scene) { - RenderEngineType *type = RE_engines_find(scene->r.engine); - return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM); + return BKE_viewrender_use_shading_nodes_custom(&scene->view_render); } bool BKE_scene_use_world_space_shading(Scene *scene) { - const RenderEngineType *type = RE_engines_find(scene->r.engine); + RenderEngineType *type = RE_engines_find(scene->view_render.engine_id); return ((scene->r.mode & R_USE_WS_SHADING) || (type && (type->flag & RE_USE_SHADING_NODES))); } bool BKE_scene_use_spherical_stereo(Scene *scene) { - RenderEngineType *type = RE_engines_find(scene->r.engine); - return (type && type->flag & RE_USE_SPHERICAL_STEREO); + return BKE_viewrender_use_spherical_stereo(&scene->view_render); } -bool BKE_scene_uses_blender_internal(const Scene *scene) +bool BKE_scene_uses_blender_internal(const Scene *scene) { - return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER); + return BKE_viewrender_uses_blender_internal(&scene->view_render); } bool BKE_scene_uses_blender_game(const Scene *scene) { - return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME); + return BKE_viewrender_uses_blender_game(&scene->view_render); +} + +bool BKE_scene_uses_blender_eevee(const Scene *scene) +{ + return BKE_viewrender_uses_blender_eevee(&scene->view_render); } -void BKE_scene_base_flag_to_objects(struct Scene *scene) +void BKE_scene_base_flag_to_objects(ViewLayer *view_layer) { - Base *base = scene->base.first; + Base *base = view_layer->object_bases.first; while (base) { - base->object->flag = base->flag; + BKE_scene_object_base_flag_sync_from_base(base); base = base->next; } } -void BKE_scene_base_flag_from_objects(struct Scene *scene) +void BKE_scene_object_base_flag_sync_from_base(Base *base) { - Base *base = scene->base.first; + Object *ob = base->object; - while (base) { - base->flag = base->object->flag; - base = base->next; + /* keep the object only flags untouched */ + int flag = ob->flag & OB_FROMGROUP; + + ob->flag = base->flag; + ob->flag |= flag; + + if ((base->flag & BASE_SELECTED) != 0) { + ob->flag |= SELECT; + } + else { + ob->flag &= ~SELECT; + } +} + +void BKE_scene_object_base_flag_sync_from_object(Base *base) +{ + Object *ob = base->object; + base->flag = ob->flag; + + if ((ob->flag & SELECT) != 0) { + base->flag |= BASE_SELECTED; + BLI_assert((base->flag & BASE_SELECTABLED) != 0); + } + else { + base->flag &= ~BASE_SELECTED; } } @@ -2380,6 +1743,81 @@ int BKE_render_preview_pixel_size(const RenderData *r) return r->preview_pixel_size; } +/* ***************************************************** */ +/* render engine settings */ + +ViewRender *BKE_viewrender_get(Scene *scene, WorkSpace *workspace) +{ + if (workspace == NULL || BKE_workspace_use_scene_settings_get(workspace)) { + return &scene->view_render; + } + return BKE_workspace_view_render_get(workspace); +} + +/** + * Initialize a static created struct for WorkSpace and Scene to store the viewport + * related drawing data. + */ +void BKE_viewrender_init(ViewRender *view_render) +{ + BLI_strncpy(view_render->engine_id, RE_engine_id_BLENDER_EEVEE, sizeof(view_render->engine_id)); +} + +/** + * Do not free ViewRender itself since it's not even allocated. + */ +void BKE_viewrender_free(ViewRender *UNUSED(view_render)) +{ + /* Do nothing. */ +} + +/** + * Copy used by libblock copying. + */ +void BKE_viewrender_copy(ViewRender *to, const ViewRender *from) +{ + *to = *from; +} + +bool BKE_viewrender_use_new_shading_nodes(const ViewRender *view_render) +{ + RenderEngineType *type = RE_engines_find(view_render->engine_id); + return (type && type->flag & RE_USE_SHADING_NODES); +} + +bool BKE_viewrender_use_shading_nodes_custom(const ViewRender *view_render) +{ + RenderEngineType *type = RE_engines_find(view_render->engine_id); + return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM); +} + +bool BKE_viewrender_use_spherical_stereo(const ViewRender *view_render) +{ + const char *engine_id = view_render->engine_id; + RenderEngineType *type = RE_engines_find(engine_id); + return (type && type->flag & RE_USE_SPHERICAL_STEREO); +} + +bool BKE_viewrender_uses_blender_internal(const ViewRender *view_render) +{ + const char *engine_id = view_render->engine_id; + return STREQ(engine_id, RE_engine_id_BLENDER_RENDER); +} + +bool BKE_viewrender_uses_blender_game(const ViewRender *view_render) +{ + const char *engine_id = view_render->engine_id; + return STREQ(engine_id, RE_engine_id_BLENDER_GAME); +} + +bool BKE_viewrender_uses_blender_eevee(const ViewRender *view_render) +{ + const char *engine_id = view_render->engine_id; + return STREQ(engine_id, RE_engine_id_BLENDER_EEVEE); +} + +/* ***************************************************** */ + /* Apply the needed correction factor to value, based on unit_type (only length-related are affected currently) * and unit->scale_length. */ @@ -2685,3 +2123,106 @@ int BKE_scene_multiview_num_videos_get(const RenderData *rd) return BKE_scene_multiview_num_views_get(rd); } } + +/* Manipulation of depsgraph storage. */ + +/* This is a key which identifies depsgraph. */ +typedef struct DepsgraphKey { + ViewLayer *view_layer; + /* TODO(sergey): Need to include window somehow (same layer might be in a + * different states in different windows). + */ +} DepsgraphKey; + +static unsigned int depsgraph_key_hash(const void *key_v) +{ + const DepsgraphKey *key = key_v; + unsigned int hash = BLI_ghashutil_ptrhash(key->view_layer); + /* TODO(sergey): Include hash from other fields in the key. */ + return hash; +} + +static bool depsgraph_key_compare(const void *key_a_v, const void *key_b_v) +{ + const DepsgraphKey *key_a = key_a_v; + const DepsgraphKey *key_b = key_b_v; + /* TODO(sergey): Compare rest of */ + return !(key_a->view_layer == key_b->view_layer); +} + +static void depsgraph_key_free(void *key_v) +{ + DepsgraphKey *key = key_v; + MEM_freeN(key); +} + +static void depsgraph_key_value_free(void *value) +{ + Depsgraph *depsgraph = value; + DEG_graph_free(depsgraph); +} + +void BKE_scene_allocate_depsgraph_hash(Scene *scene) +{ + scene->depsgraph_hash = BLI_ghash_new(depsgraph_key_hash, + depsgraph_key_compare, + "Scene Depsgraph Hash"); +} + +void BKE_scene_ensure_depsgraph_hash(Scene *scene) +{ + if (scene->depsgraph_hash == NULL) { + BKE_scene_allocate_depsgraph_hash(scene); + } +} + +void BKE_scene_free_depsgraph_hash(Scene *scene) +{ + if (scene->depsgraph_hash == NULL) { + return; + } + BLI_ghash_free(scene->depsgraph_hash, + depsgraph_key_free, + depsgraph_key_value_free); +} + +/* Query depsgraph for a specific contexts. */ + +Depsgraph *BKE_scene_get_depsgraph(Scene *scene, + ViewLayer *view_layer, + bool allocate) +{ + BLI_assert(scene != NULL); + BLI_assert(view_layer != NULL); + /* Make sure hash itself exists. */ + if (allocate) { + BKE_scene_ensure_depsgraph_hash(scene); + } + if (scene->depsgraph_hash == NULL) { + return NULL; + } + /* Either ensure item is in the hash or simply return NULL if it's not, + * depending on whether caller wants us to create depsgraph or not. + */ + DepsgraphKey key; + key.view_layer = view_layer; + Depsgraph *depsgraph; + if (allocate) { + DepsgraphKey **key_ptr; + Depsgraph **depsgraph_ptr; + if (!BLI_ghash_ensure_p_ex(scene->depsgraph_hash, + &key, + (void ***)&key_ptr, + (void ***)&depsgraph_ptr)) + { + *key_ptr = MEM_mallocN(sizeof(DepsgraphKey), __func__); + **key_ptr = key; + *depsgraph_ptr = DEG_graph_new(); + } + depsgraph = *depsgraph_ptr; + } + else { + depsgraph = BLI_ghash_lookup(scene->depsgraph_hash, &key); + } + return depsgraph; +} |