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Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c1520
1 files changed, 463 insertions, 1057 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index 69199d62556..12aaa4e7372 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"
@@ -67,17 +68,17 @@
#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"
#include "BKE_global.h"
#include "BKE_gpencil.h"
-#include "BKE_group.h"
#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 +93,13 @@
#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"
@@ -105,8 +110,8 @@
#include "bmesh.h"
-const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
-const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
+const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE";
+const char *RE_engine_id_BLENDER_WORKBENCH = "BLENDER_WORKBENCH";
const char *RE_engine_id_CYCLES = "CYCLES";
void free_avicodecdata(AviCodecData *acd)
@@ -234,25 +239,25 @@ 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->obedit = NULL;
- sce_dst->stats = NULL;
+ sce_dst->depsgraph_hash = 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)
+ /* Master Collection */
+ if (sce_src->master_collection) {
+ sce_dst->master_collection = BKE_collection_copy_master(bmain, sce_src->master_collection, flag);
+ }
+
+ /* View Layers */
+ 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(sce_dst, sce_src, view_layer_dst, view_layer_src, 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));
@@ -267,17 +272,6 @@ 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);
@@ -331,20 +325,16 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
/* TODO this should/could most likely be replaced by call to more generic code at some point...
* But for now, let's keep it well isolated here. */
if (type == SCE_COPY_EMPTY) {
- 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->r.views = rv;
sce_copy->unit = sce->unit;
sce_copy->physics_settings = sce->physics_settings;
- sce_copy->gm = sce->gm;
sce_copy->audio = sce->audio;
if (sce->id.properties)
@@ -399,8 +389,8 @@ 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);
@@ -413,6 +403,9 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
BKE_id_copy_ex(bmain, (ID *)sce_copy->world, (ID **)&sce_copy->world, LIB_ID_COPY_ACTIONS, false);
}
+ /* Collections */
+ BKE_collection_copy_full(bmain, sce_copy->master_collection);
+
/* Full copy of GreasePencil. */
/* XXX Not copying anim/actions here? */
if (sce_copy->gpd) {
@@ -452,15 +445,11 @@ 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);
- sce->basact = NULL;
- BLI_freelistN(&sce->base);
- BKE_sequencer_editing_free(sce, false);
+ BKE_sequencer_editing_free(sce, do_id_user);
BKE_keyingsets_free(&sce->keyingsets);
@@ -487,27 +476,15 @@ 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);
BKE_toolsettings_free(sce->toolsettings);
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);
@@ -516,6 +493,32 @@ 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 */
+ // TODO: what to do with do_id_user? it's also true when just
+ // closing the file which seems wrong? should decrement users
+ // for objects directly in the master collection? then other
+ // collections in the scene need to do it too?
+ if (sce->master_collection) {
+ BKE_collection_free(sce->master_collection);
+ MEM_freeN(sce->master_collection);
+ sce->master_collection = NULL;
+ }
+
+ /* These are freed on doversion. */
+ BLI_assert(sce->layer_properties == NULL);
+}
+
+void BKE_scene_free(Scene *sce)
+{
+ BKE_scene_free_ex(sce, true);
}
void BKE_scene_init(Scene *sce)
@@ -530,7 +533,7 @@ void BKE_scene_init(Scene *sce)
sce->lay = sce->layact = 1;
- sce->r.mode = R_GAMMA | R_OSA | R_SHADOW | R_SSS | R_ENVMAP | R_RAYTRACE;
+ sce->r.mode = R_OSA;
sce->r.cfra = 1;
sce->r.sfra = 1;
sce->r.efra = 250;
@@ -541,9 +544,7 @@ void BKE_scene_init(Scene *sce)
sce->r.yasp = 1;
sce->r.tilex = 256;
sce->r.tiley = 256;
- sce->r.mblur_samples = 1;
- sce->r.filtertype = R_FILTER_MITCH;
- sce->r.size = 50;
+ sce->r.size = 100;
sce->r.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.im_format.imtype = R_IMF_IMTYPE_PNG;
@@ -551,15 +552,13 @@ void BKE_scene_init(Scene *sce)
sce->r.im_format.quality = 90;
sce->r.im_format.compress = 15;
- sce->r.displaymode = R_OUTPUT_AREA;
+ sce->r.displaymode = R_OUTPUT_WINDOW;
sce->r.framapto = 100;
sce->r.images = 100;
sce->r.framelen = 1.0;
sce->r.blurfac = 0.5;
sce->r.frs_sec = 24;
sce->r.frs_sec_base = 1;
- sce->r.edgeint = 10;
- sce->r.ocres = 128;
/* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used,
* images would look in the same way as in current blender
@@ -568,18 +567,11 @@ void BKE_scene_init(Scene *sce)
*/
sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
- sce->r.gauss = 1.0;
-
- /* deprecated but keep for upwards compat */
- sce->r.postgamma = 1.0;
- sce->r.posthue = 0.0;
- sce->r.postsat = 1.0;
+ sce->r.dither_intensity = 1.0f;
- sce->r.bake_mode = 1; /* prevent to include render stuff here */
+ sce->r.bake_mode = 0;
sce->r.bake_filter = 16;
- sce->r.bake_osa = 5;
sce->r.bake_flag = R_BAKE_CLEAR;
- sce->r.bake_normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake_samples = 256;
sce->r.bake_biasdist = 0.001;
@@ -607,7 +599,6 @@ void BKE_scene_init(Scene *sce)
sce->r.fg_stamp[3] = 1.0f;
sce->r.bg_stamp[0] = sce->r.bg_stamp[1] = sce->r.bg_stamp[2] = 0.0f;
sce->r.bg_stamp[3] = 0.25f;
- sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES;
sce->r.seq_prev_type = OB_SOLID;
sce->r.seq_rend_type = OB_SOLID;
@@ -617,8 +608,6 @@ void BKE_scene_init(Scene *sce)
sce->r.simplify_subsurf = 6;
sce->r.simplify_particles = 1.0f;
- sce->r.simplify_shadowsamples = 16;
- sce->r.simplify_aosss = 1.0f;
sce->r.border.xmin = 0.0f;
sce->r.border.ymin = 0.0f;
@@ -642,30 +631,19 @@ void BKE_scene_init(Scene *sce)
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->vgroup_weight = 1.0f;
sce->toolsettings->uvcalc_margin = 0.001f;
+ sce->toolsettings->uvcalc_flag = UVCALC_TRANSFORM_CORRECT;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh = 0.01f;
sce->toolsettings->selectmode = SCE_SELECT_VERTEX;
sce->toolsettings->uv_selectmode = UV_SELECT_VERTEX;
- sce->toolsettings->normalsize = 0.1;
sce->toolsettings->autokey_mode = U.autokey_mode;
+
+ sce->toolsettings->transform_pivot_point = V3D_AROUND_CENTER_MEAN;
+ sce->toolsettings->snap_mode = SCE_SNAP_MODE_INCREMENT;
sce->toolsettings->snap_node_mode = SCE_SNAP_MODE_GRID;
-
- sce->toolsettings->skgen_resolution = 100;
- sce->toolsettings->skgen_threshold_internal = 0.01f;
- sce->toolsettings->skgen_threshold_external = 0.01f;
- sce->toolsettings->skgen_angle_limit = 45.0f;
- sce->toolsettings->skgen_length_ratio = 1.3f;
- sce->toolsettings->skgen_length_limit = 1.5f;
- sce->toolsettings->skgen_correlation_limit = 0.98f;
- sce->toolsettings->skgen_symmetry_limit = 0.1f;
- sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
- sce->toolsettings->skgen_postpro_passes = 1;
- sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL | SKGEN_FILTER_EXTERNAL | SKGEN_FILTER_SMART | SKGEN_HARMONIC | SKGEN_SUB_CORRELATION | SKGEN_STICK_TO_EMBEDDING;
- sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
- sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
- sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
+ sce->toolsettings->snap_uv_mode = SCE_SNAP_MODE_INCREMENT;
sce->toolsettings->curve_paint_settings.curve_type = CU_BEZIER;
sce->toolsettings->curve_paint_settings.flag |= CURVE_PAINT_FLAG_CORNERS_DETECT;
@@ -695,6 +673,7 @@ void BKE_scene_init(Scene *sce)
sce->physics_settings.gravity[2] = -9.81f;
sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
+ sce->unit.system = USER_UNIT_METRIC;
sce->unit.scale_length = 1.0f;
pset = &sce->toolsettings->particle;
@@ -720,12 +699,13 @@ 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));
+ BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
sce->audio.distance_model = 2.0f;
sce->audio.doppler_factor = 1.0f;
sce->audio.speed_of_sound = 343.3f;
sce->audio.volume = 1.0f;
+ sce->audio.flag = AUDIO_SYNC;
BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
@@ -733,7 +713,6 @@ 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);
@@ -744,59 +723,6 @@ void BKE_scene_init(Scene *sce)
srv = sce->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
- /* game data */
- sce->gm.stereoflag = STEREO_NOSTEREO;
- sce->gm.stereomode = STEREO_ANAGLYPH;
- sce->gm.eyeseparation = 0.10;
-
- sce->gm.dome.angle = 180;
- sce->gm.dome.mode = DOME_FISHEYE;
- sce->gm.dome.res = 4;
- sce->gm.dome.resbuf = 1.0f;
- sce->gm.dome.tilt = 0;
-
- sce->gm.xplay = 640;
- sce->gm.yplay = 480;
- sce->gm.freqplay = 60;
- sce->gm.depth = 32;
-
- sce->gm.gravity = 9.8f;
- sce->gm.physicsEngine = WOPHY_BULLET;
- sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
- sce->gm.occlusionRes = 128;
- sce->gm.ticrate = 60;
- sce->gm.maxlogicstep = 5;
- sce->gm.physubstep = 1;
- sce->gm.maxphystep = 5;
- sce->gm.lineardeactthreshold = 0.8f;
- sce->gm.angulardeactthreshold = 1.0f;
- sce->gm.deactivationtime = 0.0f;
-
- sce->gm.flag = GAME_DISPLAY_LISTS;
- sce->gm.matmode = GAME_MAT_MULTITEX;
-
- sce->gm.obstacleSimulation = OBSTSIMULATION_NONE;
- sce->gm.levelHeight = 2.f;
-
- sce->gm.recastData.cellsize = 0.3f;
- sce->gm.recastData.cellheight = 0.2f;
- sce->gm.recastData.agentmaxslope = M_PI_4;
- sce->gm.recastData.agentmaxclimb = 0.9f;
- sce->gm.recastData.agentheight = 2.0f;
- sce->gm.recastData.agentradius = 0.6f;
- sce->gm.recastData.edgemaxlen = 12.0f;
- sce->gm.recastData.edgemaxerror = 1.3f;
- sce->gm.recastData.regionminsize = 8.f;
- sce->gm.recastData.regionmergesize = 20.f;
- sce->gm.recastData.vertsperpoly = 6;
- sce->gm.recastData.detailsampledist = 6.0f;
- sce->gm.recastData.detailsamplemaxerror = 1.0f;
-
- sce->gm.lodflag = SCE_LOD_USE_HYST;
- sce->gm.scehysteresis = 10;
-
- sce->gm.exitkey = 218; // Blender key code for ESC
-
BKE_sound_create_scene(sce);
/* color management */
@@ -866,6 +792,75 @@ 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;
+
+ sce->orientation_index_custom = -1;
+
+ /* Master Collection */
+ sce->master_collection = BKE_collection_master_add();
+
+ BKE_view_layer_add(sce, "View Layer");
+
+ /* SceneDisplay */
+ copy_v3_v3(sce->display.light_direction, (float[3]){-M_SQRT1_3, -M_SQRT1_3, M_SQRT1_3});
+ sce->display.shadow_shift = 0.1;
+
+ sce->display.matcap_ssao_distance = 0.2f;
+ sce->display.matcap_ssao_attenuation = 1.0f;
+ sce->display.matcap_ssao_samples = 16;
+
+ /* SceneEEVEE */
+ sce->eevee.gi_diffuse_bounces = 3;
+ sce->eevee.gi_cubemap_resolution = 512;
+ sce->eevee.gi_visibility_resolution = 32;
+
+ sce->eevee.taa_samples = 16;
+ sce->eevee.taa_render_samples = 64;
+
+ sce->eevee.sss_samples = 7;
+ sce->eevee.sss_jitter_threshold = 0.3f;
+
+ sce->eevee.ssr_quality = 0.25f;
+ sce->eevee.ssr_max_roughness = 0.5f;
+ sce->eevee.ssr_thickness = 0.2f;
+ sce->eevee.ssr_border_fade = 0.075f;
+ sce->eevee.ssr_firefly_fac = 10.0f;
+
+ sce->eevee.volumetric_start = 0.1f;
+ sce->eevee.volumetric_end = 100.0f;
+ sce->eevee.volumetric_tile_size = 8;
+ sce->eevee.volumetric_samples = 64;
+ sce->eevee.volumetric_sample_distribution = 0.8f;
+ sce->eevee.volumetric_light_clamp = 0.0f;
+ sce->eevee.volumetric_shadow_samples = 16;
+
+ sce->eevee.gtao_distance = 0.2f;
+ sce->eevee.gtao_factor = 1.0f;
+ sce->eevee.gtao_quality = 0.25f;
+
+ sce->eevee.bokeh_max_size = 100.0f;
+ sce->eevee.bokeh_threshold = 1.0f;
+
+ copy_v3_fl(sce->eevee.bloom_color, 1.0f);
+ sce->eevee.bloom_threshold = 0.8f;
+ sce->eevee.bloom_knee = 0.5f;
+ sce->eevee.bloom_intensity = 0.8f;
+ sce->eevee.bloom_radius = 6.5f;
+ sce->eevee.bloom_clamp = 1.0f;
+
+ sce->eevee.motion_blur_samples = 8;
+ sce->eevee.motion_blur_shutter = 1.0f;
+
+ sce->eevee.shadow_method = SHADOW_ESM;
+ sce->eevee.shadow_cube_size = 512;
+ sce->eevee.shadow_cascade_size = 1024;
+
+ sce->eevee.flag =
+ SCE_EEVEE_VOLUMETRIC_LIGHTS |
+ SCE_EEVEE_VOLUMETRIC_COLORED |
+ SCE_EEVEE_GTAO_BENT_NORMALS |
+ SCE_EEVEE_GTAO_BOUNCE |
+ SCE_EEVEE_TAA_REPROJECTION |
+ SCE_EEVEE_SSR_HALF_RESOLUTION;
}
Scene *BKE_scene_add(Main *bmain, const char *name)
@@ -881,75 +876,54 @@ 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);
- /* can happen when switching modes in other scenes */
- if (scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
- scene->obedit = NULL;
-
/* deselect objects (for dataselect) */
for (ob = bmain->object.first; ob; ob = ob->id.next)
- ob->flag &= ~(SELECT | OB_FROMGROUP);
-
- /* 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;
- }
- }
- }
-
- /* sort baselist for scene and sets */
- for (sce = scene; sce; sce = sce->set)
- DAG_scene_relations_rebuild(bmain, sce);
+ ob->flag &= ~SELECT;
/* 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;
+ /* collection 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) */
}
@@ -969,8 +943,8 @@ 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(Main *bmain, EvaluationContext *eval_ctx, SceneBaseIter *iter,
- Scene **scene, int val, Base **base, Object **ob)
+int BKE_scene_base_iter_next(Depsgraph *depsgraph, SceneBaseIter *iter,
+ Scene **scene, int val, Base **base, Object **ob)
{
bool run_again = true;
@@ -988,17 +962,21 @@ int BKE_scene_base_iter_next(Main *bmain, EvaluationContext *eval_ctx, SceneBase
/* the first base */
if (iter->phase == F_START) {
- *base = (*scene)->base.first;
+ ViewLayer *view_layer = (depsgraph) ?
+ DEG_get_evaluated_view_layer(depsgraph) :
+ BKE_view_layer_context_active_PLACEHOLDER(*scene);
+ *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_default_render((*scene));
+ if (view_layer_set->object_bases.first) {
+ *base = view_layer_set->object_bases.first;
*ob = (*base)->object;
iter->phase = F_SCENE;
break;
@@ -1017,8 +995,9 @@ int BKE_scene_base_iter_next(Main *bmain, EvaluationContext *eval_ctx, SceneBase
/* (*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_default_render((*scene));
+ if (view_layer_set->object_bases.first) {
+ *base = view_layer_set->object_bases.first;
*ob = (*base)->object;
break;
}
@@ -1033,12 +1012,12 @@ int BKE_scene_base_iter_next(Main *bmain, EvaluationContext *eval_ctx, SceneBase
}
else {
if (iter->phase != F_DUPLI) {
- if ( (*base)->object->transflag & OB_DUPLI) {
- /* groups cannot be duplicated for mballs yet,
+ if (depsgraph && (*base)->object->transflag & OB_DUPLI) {
+ /* collections cannot be duplicated for mballs yet,
* this enters eternal loop because of
- * makeDispListMBall getting called inside of group_duplilist */
+ * makeDispListMBall getting called inside of collection_duplilist */
if ((*base)->object->dup_group == NULL) {
- iter->duplilist = object_duplilist_ex(bmain, eval_ctx, (*scene), (*base)->object, false);
+ iter->duplilist = object_duplilist(depsgraph, (*scene), (*base)->object);
iter->dupob = iter->duplilist->first;
@@ -1052,7 +1031,7 @@ int BKE_scene_base_iter_next(Main *bmain, EvaluationContext *eval_ctx, SceneBase
}
/* handle dupli's */
if (iter->dupob) {
- (*base)->flag |= OB_FROMDUPLI;
+ (*base)->flag_legacy |= OB_FROMDUPLI;
*ob = iter->dupob->ob;
iter->phase = F_DUPLI;
@@ -1071,7 +1050,7 @@ int BKE_scene_base_iter_next(Main *bmain, EvaluationContext *eval_ctx, SceneBase
}
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. */
@@ -1096,13 +1075,15 @@ int BKE_scene_base_iter_next(Main *bmain, EvaluationContext *eval_ctx, SceneBase
return iter->phase;
}
-Object *BKE_scene_camera_find(Scene *sc)
+Scene *BKE_scene_find_from_collection(const Main *bmain, const Collection *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, collection)) {
+ return scene;
+ }
+ }
+ }
return NULL;
}
@@ -1204,49 +1185,14 @@ 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 */
@@ -1298,109 +1244,6 @@ 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(Main *bmain, 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(bmain, 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(bmain, 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(bmain, 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
@@ -1413,10 +1256,10 @@ static void scene_depsgraph_hack(Main *bmain, EvaluationContext *eval_ctx, Scene
#define POSE_ANIMATION_WORKAROUND
#ifdef POSE_ANIMATION_WORKAROUND
-static void scene_armature_depsgraph_workaround(Main *bmain)
+static void scene_armature_depsgraph_workaround(Main *bmain, Depsgraph *depsgraph)
{
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_updated(depsgraph, ID_OB)) {
return;
}
for (ob = bmain->object.first; ob; ob = ob->id.next) {
@@ -1429,371 +1272,20 @@ 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;
- Main *bmain;
- Scene *scene;
- Scene *scene_parent;
- double base_time;
-
-#ifdef MBALL_SINGLETHREAD_HACK
- bool has_mballs;
-#endif
-
- int num_threads;
-
- /* 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(Main *bmain, 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(bmain, eval_ctx, scene_parent, object, scene->rigidbody_world, true);
-
- if (object->dup_group && (object->transflag & OB_DUPLIGROUP))
- BKE_group_handle_recalc_and_update(bmain, 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;
- Main *bmain = state->bmain;
- 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_EVAL) {
- 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(bmain, 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)
-{
- double finish_time;
-
- if ((G.debug & G_DEBUG_DEPSGRAPH_EVAL) == 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();
- int total_objects = 0;
-
- for (int i = 0; i < state->num_threads; 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.bmain = bmain;
- 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_EVAL) {
- 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();
- state.num_threads = tot_thread;
- }
-
-#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_EVAL) {
- 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(bmain, 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;
- ScrArea *area;
- for (area = screen->areabase.first; area != NULL; area = area->next) {
+ const bScreen *screen = BKE_workspace_active_screen_get(window->workspace_hook);
+ Scene *scene = window->scene;
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+
+ if (type->draw_engine || !type->render) {
+ continue;
+ }
+
+ for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) {
View3D *v3d = area->spacedata.first;
if (area->spacetype != SPACE_VIEW3D) {
continue;
@@ -1806,7 +1298,10 @@ static bool check_rendered_viewport_visible(Main *bmain)
return false;
}
-static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
+/* TODO(campbell): shouldn't we be able to use 'DEG_get_view_layer' here?
+ * Currently this is NULL on load, so don't. */
+static void prepare_mesh_for_viewport_render(
+ Main *bmain, const ViewLayer *view_layer)
{
/* This is needed to prepare mesh to be used by the render
* engine from the viewport rendering. We do loading here
@@ -1817,7 +1312,7 @@ static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
* call loading of the edit data for the mesh objects.
*/
- Object *obedit = scene->obedit;
+ Object *obedit = OBEDIT_FROM_VIEW_LAYER(view_layer);
if (obedit) {
Mesh *mesh = obedit->data;
if ((obedit->type == OB_MESH) &&
@@ -1831,318 +1326,84 @@ static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
(&(struct BMeshToMeshParams){
.calc_object_remap = true,
}));
- 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)
+/* TODO(sergey): This actually should become view_layer_graph or so.
+ * Same applies to update_for_newframe.
+ */
+void BKE_scene_graph_update_tagged(Depsgraph *depsgraph,
+ Main *bmain)
{
- Scene *sce_iter;
-#ifdef WITH_LEGACY_DEPSGRAPH
- bool use_new_eval = !DEG_depsgraph_use_legacy();
-#endif
+ Scene *scene = DEG_get_input_scene(depsgraph);
+ ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
- /* 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 */
- 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]
+ /* TODO(sergey): Some functions here are changing global state,
+ * for example, clearing update tags from bmain.
*/
- 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) */
- 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.
+ /* (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, view_layer);
+ /* 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.
*/
-#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);
-
+ DEG_evaluate_on_refresh(depsgraph);
+ /* Update sound system animation (TODO, move to depsgraph). */
+ BKE_sound_update_scene(bmain, scene);
/* 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, depsgraph);
}
/* applies changes right away, does all sets too */
-void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay)
+void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph,
+ Main *bmain)
{
- 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
+ Scene *scene = DEG_get_input_scene(depsgraph);
+ ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
- 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
+ /* 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));
-
-#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.
+ 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.
*/
-#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_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_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(bmain, eval_ctx, sce, sce);
- }
+ BKE_cachefile_update_frame(bmain, depsgraph, scene, ctime,
+ (((double)scene->r.frs_sec) / (double)scene->r.frs_sec_base));
+#ifdef POSE_ANIMATION_WORKAROUND
+ scene_armature_depsgraph_workaround(bmain, depsgraph);
#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);
-
+ /* Update all objects: drivers, matrices, displists, etc. flags set
+ * by depgraph or manual, no layer check here, gets correct flushed.
+ */
+ DEG_evaluate_on_framechange(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, depsgraph);
}
/* return default view */
@@ -2209,37 +1470,34 @@ int get_render_child_particle_number(const RenderData *r, int num, bool for_rend
}
}
-int get_render_shadow_samples(const RenderData *r, int samples)
-{
- if ((r->mode & R_SIMPLIFY) && samples > 0)
- return min_ii(r->simplify_shadowsamples, samples);
- else
- return samples;
-}
-
-float get_render_aosss_error(const RenderData *r, float error)
-{
- if (r->mode & R_SIMPLIFY)
- return ((1.0f - r->simplify_aosss) * 10.0f + 1.0f) * error;
- else
- 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_default_render((*sce_iter));
+ base = (Base *)view_layer_set->object_bases.first;
+
if (base) {
return base;
}
@@ -2249,58 +1507,63 @@ Base *_setlooper_base_step(Scene **sce_iter, Base *base)
return NULL;
}
-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);
-}
-
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);
}
-bool BKE_scene_use_world_space_shading(Scene *scene)
-{
- const RenderEngineType *type = RE_engines_find(scene->r.engine);
- 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);
}
-bool BKE_scene_uses_blender_internal(const Scene *scene)
+bool BKE_scene_uses_blender_eevee(const Scene *scene)
{
- return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER);
+ return STREQ(scene->r.engine, RE_engine_id_BLENDER_EEVEE);
}
-bool BKE_scene_uses_blender_game(const Scene *scene)
+bool BKE_scene_uses_cycles(const Scene *scene)
{
- return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
+ return STREQ(scene->r.engine, RE_engine_id_CYCLES);
}
-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;
+ ob->flag = base->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;
}
}
@@ -2669,3 +1932,146 @@ 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(scene, view_layer, DAG_EVAL_VIEWPORT);
+ /* TODO(sergey): Would be cool to avoid string format print,
+ * but is a bit tricky because we can't know in advance whether
+ * we will ever enable debug messages for this depsgraph.
+ */
+ char name[1024];
+ BLI_snprintf(name, sizeof(name), "%s :: %s", scene->id.name, view_layer->name);
+ DEG_debug_name_set(*depsgraph_ptr, name);
+ }
+ depsgraph = *depsgraph_ptr;
+ }
+ else {
+ depsgraph = BLI_ghash_lookup(scene->depsgraph_hash, &key);
+ }
+ return depsgraph;
+}
+
+/* -------------------------------------------------------------------- */
+/** \name Scene Orientation
+ * \{ */
+
+void BKE_scene_transform_orientation_remove(
+ Scene *scene, TransformOrientation *orientation)
+{
+ const int orientation_index = BKE_scene_transform_orientation_get_index(scene, orientation);
+ if (scene->orientation_index_custom == orientation_index) {
+ /* could also use orientation_index-- */
+ scene->orientation_type = V3D_MANIP_GLOBAL;
+ scene->orientation_index_custom = -1;
+ }
+ BLI_freelinkN(&scene->transform_spaces, orientation);
+}
+
+TransformOrientation *BKE_scene_transform_orientation_find(
+ const Scene *scene, const int index)
+{
+ return BLI_findlink(&scene->transform_spaces, index);
+}
+
+/**
+ * \return the index that \a orientation has within \a scene's transform-orientation list or -1 if not found.
+ */
+int BKE_scene_transform_orientation_get_index(
+ const Scene *scene, const TransformOrientation *orientation)
+{
+ return BLI_findindex(&scene->transform_spaces, orientation);
+}
+
+/** \} */