/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Dalai Felinto * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/layer.c * \ingroup bke */ #include #include "BLI_listbase.h" #include "BLI_string.h" #include "BLI_string_utf8.h" #include "BLI_string_utils.h" #include "BLT_translation.h" #include "BKE_collection.h" #include "BKE_freestyle.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_idprop.h" #include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_workspace.h" #include "DEG_depsgraph.h" #include "DNA_group_types.h" #include "DNA_ID.h" #include "DNA_layer_types.h" #include "DNA_object_types.h" #include "DNA_node_types.h" #include "DNA_scene_types.h" #include "DNA_windowmanager_types.h" #include "DNA_workspace_types.h" #include "DRW_engine.h" #include "MEM_guardedalloc.h" #define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf /* prototype */ struct EngineSettingsCB_Type; static void layer_collections_sync_flags(ListBase *layer_collections_dst, const ListBase *layer_collections_src); static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc); static void layer_collection_objects_populate(ViewLayer *view_layer, LayerCollection *lc, ListBase *objects); static LayerCollection *layer_collection_add(ViewLayer *view_layer, LayerCollection *parent, SceneCollection *sc); static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc); static IDProperty *collection_engine_settings_create(struct EngineSettingsCB_Type *ces_type, const bool populate); static IDProperty *collection_engine_get(IDProperty *root, const int type, const char *engine_name); static void collection_engine_settings_init(IDProperty *root, const bool populate); static void layer_engine_settings_init(IDProperty *root, const bool populate); static void object_bases_iterator_next(BLI_Iterator *iter, const int flag); /* RenderLayer */ /** * Returns the ViewLayer to be used for rendering * Most of the time BKE_view_layer_from_workspace_get should be used instead */ ViewLayer *BKE_view_layer_from_scene_get(const Scene *scene) { ViewLayer *view_layer = BLI_findlink(&scene->view_layers, scene->active_view_layer); BLI_assert(view_layer); return view_layer; } /** * Returns the ViewLayer to be used for drawing, outliner, and other context related areas. */ ViewLayer *BKE_view_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace) { if (BKE_workspace_use_scene_settings_get(workspace)) { return BKE_view_layer_from_scene_get(scene); } else { return BKE_workspace_view_layer_get(workspace, scene); } } /** * This is a placeholder to know which areas of the code need to be addressed for the Workspace changes. * Never use this, you should either use BKE_view_layer_from_workspace_get or get ViewLayer explicitly. */ ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene) { return BKE_view_layer_from_scene_get(scene); } static ViewLayer *view_layer_add(const char *name, SceneCollection *master_scene_collection) { if (!name) { name = DATA_("View Layer"); } IDPropertyTemplate val = {0}; ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer"); view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE; view_layer->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); layer_engine_settings_init(view_layer->properties, false); BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name)); /* Link the master collection by default. */ layer_collection_add(view_layer, NULL, master_scene_collection); /* Pure rendering pipeline settings. */ view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */ view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z; view_layer->pass_alpha_threshold = 0.5f; BKE_freestyle_config_init(&view_layer->freestyle_config); return view_layer; } /** * Add a new view layer * by default, a view layer has the master collection */ ViewLayer *BKE_view_layer_add(Scene *scene, const char *name) { SceneCollection *sc = BKE_collection_master(&scene->id); ViewLayer *view_layer = view_layer_add(name, sc); BLI_addtail(&scene->view_layers, view_layer); /* unique name */ BLI_uniquename( &scene->view_layers, view_layer, DATA_("ViewLayer"), '.', offsetof(ViewLayer, name), sizeof(view_layer->name)); return view_layer; } /** * Add a ViewLayer for a Group * It should be added only once */ ViewLayer *BKE_view_layer_group_add(Group *group) { BLI_assert(group->view_layer == NULL); SceneCollection *sc = BKE_collection_master(&group->id); ViewLayer *view_layer = view_layer_add(group->id.name + 2, sc); return view_layer; } void BKE_view_layer_free(ViewLayer *view_layer) { BKE_view_layer_free_ex(view_layer, true); } /** * Free (or release) any data used by this ViewLayer. */ void BKE_view_layer_free_ex(ViewLayer *view_layer, const bool do_id_user) { view_layer->basact = NULL; for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (base->collection_properties) { IDP_FreeProperty(base->collection_properties); MEM_freeN(base->collection_properties); } } BLI_freelistN(&view_layer->object_bases); for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { layer_collection_free(NULL, lc); } BLI_freelistN(&view_layer->layer_collections); if (view_layer->properties) { IDP_FreeProperty(view_layer->properties); MEM_freeN(view_layer->properties); } if (view_layer->properties_evaluated) { IDP_FreeProperty(view_layer->properties_evaluated); MEM_freeN(view_layer->properties_evaluated); } for (ViewLayerEngineData *sled = view_layer->drawdata.first; sled; sled = sled->next) { if (sled->storage) { if (sled->free) { sled->free(sled->storage); } MEM_freeN(sled->storage); } } BLI_freelistN(&view_layer->drawdata); MEM_SAFE_FREE(view_layer->stats); BKE_freestyle_config_free(&view_layer->freestyle_config, do_id_user); if (view_layer->id_properties) { IDP_FreeProperty(view_layer->id_properties); MEM_freeN(view_layer->id_properties); } MEM_freeN(view_layer); } /** * Tag all the selected objects of a renderlayer */ void BKE_view_layer_selected_objects_tag(ViewLayer *view_layer, const int tag) { for (Base *base = view_layer->object_bases.first; base; base = base->next) { if ((base->flag & BASE_SELECTED) != 0) { base->object->flag |= tag; } else { base->object->flag &= ~tag; } } } /** * Return the first ViewLayer for a given id */ ViewLayer *BKE_view_layer_first_from_id(const ID *owner_id) { switch (GS(owner_id->name)) { case ID_SCE: return ((Scene *)owner_id)->view_layers.first; case ID_GR: return ((Group *)owner_id)->view_layer; default: BLI_assert(!"ID doesn't support view layers"); return NULL; } } static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc) { for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) { if (lcn == lc) { return true; } if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) { return true; } } return false; } /** * Fallback for when a Scene has no camera to use * * \param view_layer: in general you want to use the same ViewLayer that is used * for depsgraph. If rendering you pass the scene active layer, when viewing in the viewport * you want to get ViewLayer from context. */ Object *BKE_view_layer_camera_find(ViewLayer *view_layer) { for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (base->object->type == OB_CAMERA) { return base->object; } } return NULL; } /** * Find the ViewLayer a LayerCollection belongs to */ ViewLayer *BKE_view_layer_find_from_collection(const ID *owner_id, LayerCollection *lc) { switch (GS(owner_id->name)) { case ID_GR: return ((Group *)owner_id)->view_layer; case ID_SCE: { Scene *scene = (Scene *)owner_id; for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { if (find_scene_collection_in_scene_collections(&view_layer->layer_collections, lc)) { return view_layer; } } return NULL; } default: BLI_assert(!"ID doesn't support scene layers"); return NULL; } } /* Base */ Base *BKE_view_layer_base_find(ViewLayer *view_layer, Object *ob) { return BLI_findptr(&view_layer->object_bases, ob, offsetof(Base, object)); } void BKE_view_layer_base_deselect_all(ViewLayer *view_layer) { Base *base; for (base = view_layer->object_bases.first; base; base = base->next) { base->flag &= ~BASE_SELECTED; } } void BKE_view_layer_base_select(struct ViewLayer *view_layer, Base *selbase) { view_layer->basact = selbase; if ((selbase->flag & BASE_SELECTABLED) != 0) { selbase->flag |= BASE_SELECTED; } } /****************************************************************************/ /* Copying functions for datablocks that use ViewLayer/SceneCollection */ /* Find the equivalent SceneCollection in the new tree */ static SceneCollection *scene_collection_from_new_tree( SceneCollection *sc_reference, SceneCollection *sc_dst, SceneCollection *sc_src) { if (sc_src == sc_reference) { return sc_dst; } for (SceneCollection *nsc_src = sc_src->scene_collections.first, *nsc_dst = sc_dst->scene_collections.first; nsc_src; nsc_src = nsc_src->next, nsc_dst = nsc_dst->next) { SceneCollection *found = scene_collection_from_new_tree(sc_reference, nsc_dst, nsc_src); if (found != NULL) { return found; } } return NULL; } static void layer_collection_sync_flags( LayerCollection *layer_collection_dst, const LayerCollection *layer_collection_src) { layer_collection_dst->flag = layer_collection_src->flag; if (layer_collection_dst->properties != NULL) { IDP_FreeProperty(layer_collection_dst->properties); MEM_SAFE_FREE(layer_collection_dst->properties); } if (layer_collection_src->properties != NULL) { layer_collection_dst->properties = IDP_CopyProperty(layer_collection_src->properties); } layer_collections_sync_flags(&layer_collection_dst->layer_collections, &layer_collection_src->layer_collections); } static void layer_collections_sync_flags(ListBase *layer_collections_dst, const ListBase *layer_collections_src) { BLI_assert(BLI_listbase_count(layer_collections_dst) == BLI_listbase_count(layer_collections_src)); LayerCollection *layer_collection_dst = (LayerCollection *)layer_collections_dst->first; const LayerCollection *layer_collection_src = (const LayerCollection *)layer_collections_src->first; while (layer_collection_dst != NULL) { layer_collection_sync_flags(layer_collection_dst, layer_collection_src); layer_collection_dst = layer_collection_dst->next; layer_collection_src = layer_collection_src->next; } } static bool layer_collection_sync_if_match( ListBase *lb, const SceneCollection *scene_collection_dst, const SceneCollection *scene_collection_src) { for (LayerCollection *layer_collection = lb->first; layer_collection; layer_collection = layer_collection->next) { if (layer_collection->scene_collection == scene_collection_src) { LayerCollection *layer_collection_dst = BLI_findptr( lb, scene_collection_dst, offsetof(LayerCollection, scene_collection)); if (layer_collection_dst != NULL) { layer_collection_sync_flags(layer_collection_dst, layer_collection); } return true; } else { if (layer_collection_sync_if_match( &layer_collection->layer_collections, scene_collection_dst, scene_collection_src)) { return true; } } } return false; } /** * Sync sibling collections across all view layers * * Make sure every linked instance of \a scene_collection_dst has the same values * (flags, overrides, ...) as the corresponding scene_collection_src. * * \note expect scene_collection_dst to be scene_collection_src->next, and it also * expects both collections to have the same ammount of sub-collections. */ void BKE_layer_collection_sync_flags( ID *owner_id, SceneCollection *scene_collection_dst, SceneCollection *scene_collection_src) { for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { for (LayerCollection *layer_collection = view_layer->layer_collections.first; layer_collection; layer_collection = layer_collection->next) { layer_collection_sync_if_match( &layer_collection->layer_collections, scene_collection_dst, scene_collection_src); } } } /* recreate the LayerCollection tree */ static void layer_collections_recreate( ViewLayer *view_layer_dst, ListBase *lb_src, SceneCollection *mc_dst, SceneCollection *mc_src) { for (LayerCollection *lc_src = lb_src->first; lc_src; lc_src = lc_src->next) { SceneCollection *sc_dst = scene_collection_from_new_tree(lc_src->scene_collection, mc_dst, mc_src); BLI_assert(sc_dst); /* instead of synchronizing both trees we simply re-create it */ BKE_collection_link(view_layer_dst, sc_dst); } } /** * Only copy internal data of ViewLayer from source to already allocated/initialized destination. * * \param mc_src Master Collection the source ViewLayer links in. * \param mc_dst Master Collection the destination ViewLayer links in. * \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more). */ void BKE_view_layer_copy_data( ViewLayer *view_layer_dst, ViewLayer *view_layer_src, SceneCollection *mc_dst, SceneCollection *mc_src, const int flag) { IDPropertyTemplate val = {0}; if (view_layer_dst->id_properties != NULL) { view_layer_dst->id_properties = IDP_CopyProperty_ex(view_layer_dst->id_properties, flag); } BKE_freestyle_config_copy(&view_layer_dst->freestyle_config, &view_layer_src->freestyle_config, flag); view_layer_dst->stats = NULL; view_layer_dst->properties_evaluated = NULL; view_layer_dst->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); IDP_MergeGroup_ex(view_layer_dst->properties, view_layer_src->properties, true, flag); /* we start fresh with no overrides and no visibility flags set * instead of syncing both trees we simply unlink and relink the scene collection */ BLI_listbase_clear(&view_layer_dst->layer_collections); BLI_listbase_clear(&view_layer_dst->object_bases); BLI_listbase_clear(&view_layer_dst->drawdata); layer_collections_recreate(view_layer_dst, &view_layer_src->layer_collections, mc_dst, mc_src); /* Now we handle the syncing for visibility, selectability, ... */ layer_collections_sync_flags(&view_layer_dst->layer_collections, &view_layer_src->layer_collections); Object *active_ob = OBACT(view_layer_src); for (Base *base_src = view_layer_src->object_bases.first, *base_dst = view_layer_dst->object_bases.first; base_src; base_src = base_src->next, base_dst = base_dst->next) { base_dst->flag = base_src->flag; base_dst->flag_legacy = base_src->flag_legacy; if (base_dst->object == active_ob) { view_layer_dst->basact = base_dst; } } } /** * Find and return the ListBase of LayerCollection that has \a lc_child as one of its directly * nested LayerCollection. * * \param lb_parent Initial ListBase of LayerCollection to look into recursively * usually the view layer's collection list */ static ListBase *find_layer_collection_parent_list_base(ListBase *lb_parent, const LayerCollection *lc_child) { for (LayerCollection *lc_nested = lb_parent->first; lc_nested; lc_nested = lc_nested->next) { if (lc_nested == lc_child) { return lb_parent; } ListBase *found = find_layer_collection_parent_list_base(&lc_nested->layer_collections, lc_child); if (found != NULL) { return found; } } return NULL; } /** * Makes a shallow copy of a LayerCollection * * Add a new collection in the same level as the old one (linking if necessary), * and copy all the collection data across them. */ struct LayerCollection *BKE_layer_collection_duplicate(struct ID *owner_id, struct LayerCollection *layer_collection) { SceneCollection *scene_collection, *scene_collection_new; scene_collection = layer_collection->scene_collection; scene_collection_new = BKE_collection_duplicate(owner_id, scene_collection); LayerCollection *layer_collection_new = NULL; /* If the original layer_collection was directly linked to the view layer we need to link the new scene collection here as well. */ for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { if (BLI_findindex(&view_layer->layer_collections, layer_collection) != -1) { layer_collection_new = BKE_collection_link(view_layer, scene_collection_new); layer_collection_sync_flags(layer_collection_new, layer_collection); if (layer_collection_new != layer_collection->next) { BLI_remlink(&view_layer->layer_collections, layer_collection_new); BLI_insertlinkafter(&view_layer->layer_collections, layer_collection, layer_collection_new); } break; } } /* Otherwise just try to find the corresponding layer collection to return it back. */ if (layer_collection_new == NULL) { for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { ListBase *layer_collections_parent; layer_collections_parent = find_layer_collection_parent_list_base( &view_layer->layer_collections, layer_collection); if (layer_collections_parent != NULL) { layer_collection_new = BLI_findptr( layer_collections_parent, scene_collection_new, offsetof(LayerCollection, scene_collection)); break; } } } return layer_collection_new; } static void view_layer_object_base_unref(ViewLayer *view_layer, Base *base) { base->refcount--; /* It only exists in the RenderLayer */ if (base->refcount == 0) { if (view_layer->basact == base) { view_layer->basact = NULL; } if (base->collection_properties) { IDP_FreeProperty(base->collection_properties); MEM_freeN(base->collection_properties); } BLI_remlink(&view_layer->object_bases, base); MEM_freeN(base); } } /** * Return the base if existent, or create it if necessary * Always bump the refcount */ static Base *object_base_add(ViewLayer *view_layer, Object *ob) { Base *base; base = BKE_view_layer_base_find(view_layer, ob); if (base == NULL) { base = MEM_callocN(sizeof(Base), "Object Base"); /* Do not bump user count, leave it for SceneCollections. */ base->object = ob; BLI_addtail(&view_layer->object_bases, base); IDPropertyTemplate val = {0}; base->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); } base->refcount++; return base; } /* LayerCollection */ static void layer_collection_objects_unpopulate(ViewLayer *view_layer, LayerCollection *lc) { if (view_layer) { for (LinkData *link = lc->object_bases.first; link; link = link->next) { view_layer_object_base_unref(view_layer, link->data); } } BLI_freelistN(&lc->object_bases); } /** * When freeing the entire ViewLayer at once we don't bother with unref * otherwise ViewLayer is passed to keep the syncing of the LayerCollection tree */ static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc) { layer_collection_objects_unpopulate(view_layer, lc); BLI_freelistN(&lc->overrides); if (lc->properties) { IDP_FreeProperty(lc->properties); MEM_freeN(lc->properties); } if (lc->properties_evaluated) { IDP_FreeProperty(lc->properties_evaluated); MEM_freeN(lc->properties_evaluated); } for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { layer_collection_free(view_layer, nlc); } BLI_freelistN(&lc->layer_collections); } /** * Free (or release) LayerCollection from ViewLayer * (does not free the LayerCollection itself). */ void BKE_layer_collection_free(ViewLayer *view_layer, LayerCollection *lc) { layer_collection_free(view_layer, lc); } /* LayerCollection */ /** * Recursively get the collection for a given index */ static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i) { for (LayerCollection *lc = lb->first; lc; lc = lc->next) { if (*i == number) { return lc; } (*i)++; LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i); if (lc_nested) { return lc_nested; } } return NULL; } /** * Get the collection for a given index */ LayerCollection *BKE_layer_collection_from_index(ViewLayer *view_layer, const int index) { int i = 0; return collection_from_index(&view_layer->layer_collections, index, &i); } /** * Get the active collection */ LayerCollection *BKE_layer_collection_get_active(ViewLayer *view_layer) { int i = 0; return collection_from_index(&view_layer->layer_collections, view_layer->active_collection, &i); } /** * Return layer collection to add new object(s). * Create one if none exists. */ LayerCollection *BKE_layer_collection_get_active_ensure(Scene *scene, ViewLayer *view_layer) { LayerCollection *lc = BKE_layer_collection_get_active(view_layer); if (lc == NULL) { BLI_assert(BLI_listbase_is_empty(&view_layer->layer_collections)); /* When there is no collection linked to this ViewLayer, create one. */ SceneCollection *sc = BKE_collection_add(&scene->id, NULL, COLLECTION_TYPE_NONE, NULL); lc = BKE_collection_link(view_layer, sc); /* New collection has to be the active one. */ BLI_assert(lc == BKE_layer_collection_get_active(view_layer)); } return lc; } /** * Recursively get the count of collections */ static int collection_count(ListBase *lb) { int i = 0; for (LayerCollection *lc = lb->first; lc; lc = lc->next) { i += collection_count(&lc->layer_collections) + 1; } return i; } /** * Get the total number of collections * (including all the nested collections) */ int BKE_layer_collection_count(ViewLayer *view_layer) { return collection_count(&view_layer->layer_collections); } /** * Recursively get the index for a given collection */ static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i) { for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) { if (lcol == lc) { return *i; } (*i)++; int i_nested = index_from_collection(&lcol->layer_collections, lc, i); if (i_nested != -1) { return i_nested; } } return -1; } /** * Return -1 if not found */ int BKE_layer_collection_findindex(ViewLayer *view_layer, const LayerCollection *lc) { int i = 0; return index_from_collection(&view_layer->layer_collections, lc, &i); } /** * Lookup the listbase that contains \a lc. */ static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc) { for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) { if (lc_iter == lc) { return lb; } ListBase *lb_child_result; if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) { return lb_child_result; } } return NULL; } #if 0 /** * Lookup the listbase that contains \a sc. */ static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc) { for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) { if (sc_iter == sc) { return lb; } ListBase *lb_child_result; if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) { return lb_child_result; } } return NULL; } #endif /* ---------------------------------------------------------------------- */ /* Outliner drag and drop */ /** * Nest a LayerCollection into another one * Both collections must be from the same ViewLayer, return true if succeded. * * The LayerCollection will effectively be moved into the * new (nested) position. So all the settings, overrides, ... go with it, and * if the collection was directly linked to the ViewLayer it's then unlinked. * * For the other ViewLayers we simply resync the tree, without changing directly * linked collections (even if they link to the same SceneCollection) * * \param lc_src LayerCollection to nest into \a lc_dst * \param lc_dst LayerCollection to have \a lc_src inserted into */ static void layer_collection_swap( ViewLayer *view_layer, ListBase *lb_a, ListBase *lb_b, LayerCollection *lc_a, LayerCollection *lc_b) { if (lb_a == NULL) { lb_a = layer_collection_listbase_find(&view_layer->layer_collections, lc_a); } if (lb_b == NULL) { lb_b = layer_collection_listbase_find(&view_layer->layer_collections, lc_b); } BLI_assert(lb_a); BLI_assert(lb_b); BLI_listbases_swaplinks(lb_a, lb_b, lc_a, lc_b); } /** * Move \a lc_src into \a lc_dst. Both have to be stored in \a view_layer. * If \a lc_src is directly linked to the ViewLayer it's unlinked */ bool BKE_layer_collection_move_into(const ID *owner_id, LayerCollection *lc_dst, LayerCollection *lc_src) { ViewLayer *view_layer = BKE_view_layer_find_from_collection(owner_id, lc_src); bool is_directly_linked = false; if ((!view_layer) || (view_layer != BKE_view_layer_find_from_collection(owner_id, lc_dst))) { return false; } /* We can't nest the collection into itself */ if (lc_src->scene_collection == lc_dst->scene_collection) { return false; } /* Collection is already where we wanted it to be */ if (lc_dst->layer_collections.last == lc_src) { return false; } /* Collection is already where we want it to be in the scene tree * but we want to swap it in the layer tree still */ if (lc_dst->scene_collection->scene_collections.last == lc_src->scene_collection) { LayerCollection *lc_swap = lc_dst->layer_collections.last; layer_collection_swap(view_layer, &lc_dst->layer_collections, NULL, lc_dst->layer_collections.last, lc_src); if (BLI_findindex(&view_layer->layer_collections, lc_swap) != -1) { BKE_collection_unlink(view_layer, lc_swap); } return true; } else { LayerCollection *lc_temp; is_directly_linked = BLI_findindex(&view_layer->layer_collections, lc_src) != -1; if (!is_directly_linked) { /* lc_src will be invalid after BKE_collection_move_into! * so we swap it with lc_temp to preserve its settings */ lc_temp = BKE_collection_link(view_layer, lc_src->scene_collection); layer_collection_swap(view_layer, &view_layer->layer_collections, NULL, lc_temp, lc_src); } if (!BKE_collection_move_into(owner_id, lc_dst->scene_collection, lc_src->scene_collection)) { if (!is_directly_linked) { /* Swap back and remove */ layer_collection_swap(view_layer, NULL, NULL, lc_temp, lc_src); BKE_collection_unlink(view_layer, lc_temp); } return false; } } LayerCollection *lc_new = BLI_findptr( &lc_dst->layer_collections, lc_src->scene_collection, offsetof(LayerCollection, scene_collection)); BLI_assert(lc_new); layer_collection_swap(view_layer, &lc_dst->layer_collections, NULL, lc_new, lc_src); /* If it's directly linked, unlink it after the swap */ if (BLI_findindex(&view_layer->layer_collections, lc_new) != -1) { BKE_collection_unlink(view_layer, lc_new); } return true; } /** * Move \a lc_src above \a lc_dst. Both have to be stored in \a view_layer. * If \a lc_src is directly linked to the ViewLayer it's unlinked */ bool BKE_layer_collection_move_above(const ID *owner_id, LayerCollection *lc_dst, LayerCollection *lc_src) { ViewLayer *view_layer = BKE_view_layer_find_from_collection(owner_id, lc_src); const bool is_directly_linked_src = BLI_findindex(&view_layer->layer_collections, lc_src) != -1; const bool is_directly_linked_dst = BLI_findindex(&view_layer->layer_collections, lc_dst) != -1; if ((!view_layer) || (view_layer != BKE_view_layer_find_from_collection(owner_id, lc_dst))) { return false; } /* Collection is already where we wanted it to be */ if (lc_dst->prev == lc_src) { return false; } /* Collection is already where we want it to be in the scene tree * but we want to swap it in the layer tree still */ if (lc_dst->prev && lc_dst->prev->scene_collection == lc_src->scene_collection) { LayerCollection *lc_swap = lc_dst->prev; layer_collection_swap(view_layer, NULL, NULL, lc_dst->prev, lc_src); if (BLI_findindex(&view_layer->layer_collections, lc_swap) != -1) { BKE_collection_unlink(view_layer, lc_swap); } return true; } /* We don't allow to move above/below a directly linked collection * unless the source collection is also directly linked */ else if (is_directly_linked_dst) { /* Both directly linked to the ViewLayer, just need to swap */ if (is_directly_linked_src) { BLI_remlink(&view_layer->layer_collections, lc_src); BLI_insertlinkbefore(&view_layer->layer_collections, lc_dst, lc_src); return true; } else { return false; } } else { LayerCollection *lc_temp; if (!is_directly_linked_src) { /* lc_src will be invalid after BKE_collection_move_into! * so we swap it with lc_temp to preserve its settings */ lc_temp = BKE_collection_link(view_layer, lc_src->scene_collection); layer_collection_swap(view_layer, &view_layer->layer_collections, NULL, lc_temp, lc_src); } if (!BKE_collection_move_above(owner_id, lc_dst->scene_collection, lc_src->scene_collection)) { if (!is_directly_linked_src) { /* Swap back and remove */ layer_collection_swap(view_layer, NULL, NULL, lc_temp, lc_src); BKE_collection_unlink(view_layer, lc_temp); } return false; } } LayerCollection *lc_new = lc_dst->prev; BLI_assert(lc_new); layer_collection_swap(view_layer, NULL, NULL, lc_new, lc_src); /* If it's directly linked, unlink it after the swap */ if (BLI_findindex(&view_layer->layer_collections, lc_new) != -1) { BKE_collection_unlink(view_layer, lc_new); } return true; } /** * Move \a lc_src below \a lc_dst. Both have to be stored in \a view_layer. * If \a lc_src is directly linked to the ViewLayer it's unlinked */ bool BKE_layer_collection_move_below(const ID *owner_id, LayerCollection *lc_dst, LayerCollection *lc_src) { ViewLayer *view_layer = BKE_view_layer_find_from_collection(owner_id, lc_src); const bool is_directly_linked_src = BLI_findindex(&view_layer->layer_collections, lc_src) != -1; const bool is_directly_linked_dst = BLI_findindex(&view_layer->layer_collections, lc_dst) != -1; if ((!view_layer) || (view_layer != BKE_view_layer_find_from_collection(owner_id, lc_dst))) { return false; } /* Collection is already where we wanted it to be */ if (lc_dst->next == lc_src) { return false; } /* Collection is already where we want it to be in the scene tree * but we want to swap it in the layer tree still */ if (lc_dst->next && lc_dst->next->scene_collection == lc_src->scene_collection) { LayerCollection *lc_swap = lc_dst->next; layer_collection_swap(view_layer, NULL, NULL, lc_dst->next, lc_src); if (BLI_findindex(&view_layer->layer_collections, lc_swap) != -1) { BKE_collection_unlink(view_layer, lc_swap); } return true; } /* We don't allow to move above/below a directly linked collection * unless the source collection is also directly linked */ else if (is_directly_linked_dst) { /* Both directly linked to the ViewLayer, just need to swap */ if (is_directly_linked_src) { BLI_remlink(&view_layer->layer_collections, lc_src); BLI_insertlinkafter(&view_layer->layer_collections, lc_dst, lc_src); return true; } else { return false; } } else { LayerCollection *lc_temp; if (!is_directly_linked_src) { /* lc_src will be invalid after BKE_collection_move_into! * so we swap it with lc_temp to preserve its settings */ lc_temp = BKE_collection_link(view_layer, lc_src->scene_collection); layer_collection_swap(view_layer, &view_layer->layer_collections, NULL, lc_temp, lc_src); } if (!BKE_collection_move_below(owner_id, lc_dst->scene_collection, lc_src->scene_collection)) { if (!is_directly_linked_src) { /* Swap back and remove */ layer_collection_swap(view_layer, NULL, NULL, lc_temp, lc_src); BKE_collection_unlink(view_layer, lc_temp); } return false; } } LayerCollection *lc_new = lc_dst->next; BLI_assert(lc_new); layer_collection_swap(view_layer, NULL, NULL, lc_new, lc_src); /* If it's directly linked, unlink it after the swap */ if (BLI_findindex(&view_layer->layer_collections, lc_new) != -1) { BKE_collection_unlink(view_layer, lc_new); } return true; } static bool layer_collection_resync(ViewLayer *view_layer, LayerCollection *lc, const SceneCollection *sc) { if (lc->scene_collection == sc) { ListBase collections = {NULL}; BLI_movelisttolist(&collections, &lc->layer_collections); for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) { LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection)); if (lc_nested) { BLI_remlink(&collections, lc_nested); BLI_addtail(&lc->layer_collections, lc_nested); } else { layer_collection_add(view_layer, lc, sc_nested); } } for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) { layer_collection_free(view_layer, lc_nested); } BLI_freelistN(&collections); BLI_assert(BLI_listbase_count(&lc->layer_collections) == BLI_listbase_count(&sc->scene_collections)); return true; } for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) { if (layer_collection_resync(view_layer, lc_nested, sc)) { return true; } } return false; } /** * Update the scene layers so that any LayerCollection that points * to \a sc is re-synced again */ void BKE_layer_collection_resync(const ID *owner_id, const SceneCollection *sc) { for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { layer_collection_resync(view_layer, lc, sc); } } } /* ---------------------------------------------------------------------- */ /** * Select all the objects of this layer collection * * It also select the objects that are in nested collections. * \note Recursive */ void BKE_layer_collection_objects_select(struct LayerCollection *layer_collection) { if ((layer_collection->flag & COLLECTION_DISABLED) || ((layer_collection->flag & COLLECTION_SELECTABLE) == 0)) { return; } for (LinkData *link = layer_collection->object_bases.first; link; link = link->next) { Base *base = link->data; if (base->flag & BASE_SELECTABLED) { base->flag |= BASE_SELECTED; } } for (LayerCollection *iter = layer_collection->layer_collections.first; iter; iter = iter->next) { BKE_layer_collection_objects_select(iter); } } /* ---------------------------------------------------------------------- */ /** * Link a collection to a renderlayer * The collection needs to be created separately */ LayerCollection *BKE_collection_link(ViewLayer *view_layer, SceneCollection *sc) { LayerCollection *lc = layer_collection_add(view_layer, NULL, sc); view_layer->active_collection = BKE_layer_collection_findindex(view_layer, lc); return lc; } /** * Unlink a collection base from a renderlayer * The corresponding collection is not removed from the master collection */ void BKE_collection_unlink(ViewLayer *view_layer, LayerCollection *lc) { BKE_layer_collection_free(view_layer, lc); BLI_remlink(&view_layer->layer_collections, lc); MEM_freeN(lc); view_layer->active_collection = 0; } /** * Recursively enable nested collections */ static void layer_collection_enable(ViewLayer *view_layer, LayerCollection *lc) { layer_collection_objects_populate(view_layer, lc, &lc->scene_collection->objects); for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { layer_collection_enable(view_layer, nlc); } } /** * Enable collection * Add its objects bases to ViewLayer * * Only around for doversion. */ void BKE_collection_enable(ViewLayer *view_layer, LayerCollection *lc) { if ((lc->flag & COLLECTION_DISABLED) == 0) { return; } lc->flag &= ~COLLECTION_DISABLED; layer_collection_enable(view_layer, lc); } static void layer_collection_object_add(ViewLayer *view_layer, LayerCollection *lc, Object *ob) { Base *base = object_base_add(view_layer, ob); /* Only add an object once. */ if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) { return; } bool is_visible = ((lc->flag & COLLECTION_VIEWPORT) != 0) && ((lc->flag & COLLECTION_DISABLED) == 0); bool is_selectable = is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0); if (is_visible) { base->flag |= BASE_VISIBLED; } if (is_selectable) { base->flag |= BASE_SELECTABLED; } BLI_addtail(&lc->object_bases, BLI_genericNodeN(base)); } static void layer_collection_object_remove(ViewLayer *view_layer, LayerCollection *lc, Object *ob) { Base *base; base = BKE_view_layer_base_find(view_layer, ob); LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data)); BLI_remlink(&lc->object_bases, link); MEM_freeN(link); view_layer_object_base_unref(view_layer, base); } static void layer_collection_objects_populate(ViewLayer *view_layer, LayerCollection *lc, ListBase *objects) { for (LinkData *link = objects->first; link; link = link->next) { layer_collection_object_add(view_layer, lc, link->data); } } static void layer_collection_populate(ViewLayer *view_layer, LayerCollection *lc, SceneCollection *sc) { layer_collection_objects_populate(view_layer, lc, &sc->objects); for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) { layer_collection_add(view_layer, lc, nsc); } } static LayerCollection *layer_collection_add(ViewLayer *view_layer, LayerCollection *parent, SceneCollection *sc) { IDPropertyTemplate val = {0}; LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base"); lc->scene_collection = sc; lc->flag = COLLECTION_SELECTABLE | COLLECTION_VIEWPORT | COLLECTION_RENDER; lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); collection_engine_settings_init(lc->properties, false); if (parent != NULL) { BLI_addtail(&parent->layer_collections, lc); } else { BLI_addtail(&view_layer->layer_collections, lc); } layer_collection_populate(view_layer, lc, sc); return lc; } /* ---------------------------------------------------------------------- */ /** * See if render layer has the scene collection linked directly, or indirectly (nested) */ bool BKE_view_layer_has_collection(ViewLayer *view_layer, const SceneCollection *sc) { for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { if (find_layer_collection_by_scene_collection(lc, sc) != NULL) { return true; } } return false; } /** * See if the object is in any of the scene layers of the scene */ bool BKE_scene_has_object(Scene *scene, Object *ob) { for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { Base *base = BKE_view_layer_base_find(view_layer, ob); if (base) { return true; } } return false; } /* ---------------------------------------------------------------------- */ /* Syncing */ static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc) { if (lc->scene_collection == sc) { return lc; } for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc); if (found) { return found; } } return NULL; } /** * Add a new LayerCollection for all the ViewLayers that have sc_parent */ void BKE_layer_sync_new_scene_collection(ID *owner_id, const SceneCollection *sc_parent, SceneCollection *sc) { for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent); if (lc_parent) { layer_collection_add(view_layer, lc_parent, sc); } } } } /** * Add a corresponding ObjectBase to all the equivalent LayerCollection */ void BKE_layer_sync_object_link(const ID *owner_id, SceneCollection *sc, Object *ob) { for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc); if (found) { layer_collection_object_add(view_layer, found, ob); } } } } /** * Remove the equivalent object base to all layers that have this collection */ void BKE_layer_sync_object_unlink(const ID *owner_id, SceneCollection *sc, Object *ob) { for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) { for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc); if (found) { layer_collection_object_remove(view_layer, found, ob); } } } } /* ---------------------------------------------------------------------- */ /* Override */ /** * Add a new datablock override */ void BKE_override_view_layer_datablock_add(ViewLayer *view_layer, int id_type, const char *data_path, const ID *owner_id) { UNUSED_VARS(view_layer, id_type, data_path, owner_id); TODO_LAYER_OVERRIDE; } /** * Add a new int override */ void BKE_override_view_layer_int_add(ViewLayer *view_layer, int id_type, const char *data_path, const int value) { UNUSED_VARS(view_layer, id_type, data_path, value); TODO_LAYER_OVERRIDE; } /** * Add a new boolean override */ void BKE_override_layer_collection_boolean_add(struct LayerCollection *layer_collection, int id_type, const char *data_path, const bool value) { UNUSED_VARS(layer_collection, id_type, data_path, value); TODO_LAYER_OVERRIDE; } /* ---------------------------------------------------------------------- */ /* Engine Settings */ ListBase R_layer_collection_engines_settings_callbacks = {NULL, NULL}; ListBase R_view_layer_engines_settings_callbacks = {NULL, NULL}; typedef struct EngineSettingsCB_Type { struct EngineSettingsCB_Type *next, *prev; char name[MAX_NAME]; /* engine name */ EngineSettingsCB callback; } EngineSettingsCB_Type; static void create_engine_settings_scene(IDProperty *root, EngineSettingsCB_Type *es_type) { if (collection_engine_get(root, COLLECTION_MODE_NONE, es_type->name)) { return; } IDProperty *props = collection_engine_settings_create(es_type, true); IDP_AddToGroup(root, props); } static void create_layer_collection_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) { create_engine_settings_scene(scene->collection_properties, es_type); } static void create_view_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) { create_engine_settings_scene(scene->layer_properties, es_type); } static void create_layer_collection_engine_settings_collection(LayerCollection *lc, EngineSettingsCB_Type *es_type) { if (BKE_layer_collection_engine_collection_get(lc, COLLECTION_MODE_NONE, es_type->name)) { return; } IDProperty *props = collection_engine_settings_create(es_type, false); IDP_AddToGroup(lc->properties, props); for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) { create_layer_collection_engine_settings_collection(lcn, es_type); } } static void create_layer_collection_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) { /* Populate the scene with the new settings. */ create_layer_collection_engine_settings_scene(scene, es_type); for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { create_layer_collection_engine_settings_collection(lc, es_type); } } } static void create_view_layer_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type) { /* Populate the scene with the new settings. */ create_view_layer_engine_settings_scene(scene, es_type); } static void create_view_layer_engines_settings_layer(ViewLayer *view_layer, EngineSettingsCB_Type *es_type) { if (BKE_view_layer_engine_layer_get(view_layer, COLLECTION_MODE_NONE, es_type->name)) { return; } IDProperty *props = collection_engine_settings_create(es_type, false); IDP_AddToGroup(view_layer->properties, props); } static EngineSettingsCB_Type *engine_settings_callback_register(const char *engine_name, EngineSettingsCB func, ListBase *lb) { EngineSettingsCB_Type *es_type; /* Cleanup in case it existed. */ es_type = BLI_findstring(lb, engine_name, offsetof(EngineSettingsCB_Type, name)); if (es_type) { BLI_remlink(lb, es_type); MEM_freeN(es_type); } es_type = MEM_callocN(sizeof(EngineSettingsCB_Type), __func__); BLI_strncpy_utf8(es_type->name, engine_name, sizeof(es_type->name)); es_type->callback = func; BLI_addtail(lb, es_type); return es_type; } void BKE_layer_collection_engine_settings_callback_register( Main *bmain, const char *engine_name, EngineSettingsCB func) { EngineSettingsCB_Type *es_type = engine_settings_callback_register(engine_name, func, &R_layer_collection_engines_settings_callbacks); if (bmain) { /* Populate all of the collections of the scene with those settings. */ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { create_layer_collection_engines_settings_scene(scene, es_type); } } } void BKE_view_layer_engine_settings_callback_register( Main *bmain, const char *engine_name, EngineSettingsCB func) { EngineSettingsCB_Type *es_type = engine_settings_callback_register(engine_name, func, &R_view_layer_engines_settings_callbacks); if (bmain) { /* Populate all of the collections of the scene with those settings. */ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { create_view_layer_engines_settings_scene(scene, es_type); for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { create_view_layer_engines_settings_layer(view_layer, es_type); } } } } void BKE_layer_collection_engine_settings_callback_free(void) { BLI_freelistN(&R_layer_collection_engines_settings_callbacks); } void BKE_view_layer_engine_settings_callback_free(void) { BLI_freelistN(&R_view_layer_engines_settings_callbacks); } /** * Create a root IDProperty for this engine * * \param populate whether we want to pre-fill the collection with the default properties */ static IDProperty *collection_engine_settings_create(EngineSettingsCB_Type *es_type, const bool populate) { IDProperty *props; IDPropertyTemplate val = {0}; props = IDP_New(IDP_GROUP, &val, es_type->name); props->subtype = IDP_GROUP_SUB_ENGINE_RENDER; /* properties */ if (populate) { es_type->callback(NULL, props); } return props; } static void layer_collection_create_mode_settings_object(IDProperty *root, const bool populate) { IDProperty *props; IDPropertyTemplate val = {0}; props = IDP_New(IDP_GROUP, &val, "ObjectMode"); props->subtype = IDP_GROUP_SUB_MODE_OBJECT; /* properties */ if (populate) { OBJECT_collection_settings_create(props); } IDP_AddToGroup(root, props); } static void layer_collection_create_mode_settings_edit(IDProperty *root, const bool populate) { IDProperty *props; IDPropertyTemplate val = {0}; props = IDP_New(IDP_GROUP, &val, "EditMode"); props->subtype = IDP_GROUP_SUB_MODE_EDIT; /* properties */ if (populate) { EDIT_MESH_collection_settings_create(props); } IDP_AddToGroup(root, props); } static void layer_collection_create_mode_settings_paint_weight(IDProperty *root, const bool populate) { IDProperty *props; IDPropertyTemplate val = {0}; props = IDP_New(IDP_GROUP, &val, "WeightPaintMode"); props->subtype = IDP_GROUP_SUB_MODE_PAINT_WEIGHT; /* properties */ if (populate) { PAINT_WEIGHT_collection_settings_create(props); } IDP_AddToGroup(root, props); } static void layer_collection_create_mode_settings_paint_vertex(IDProperty *root, const bool populate) { IDProperty *props; IDPropertyTemplate val = {0}; props = IDP_New(IDP_GROUP, &val, "VertexPaintMode"); props->subtype = IDP_GROUP_SUB_MODE_PAINT_VERTEX; /* properties */ if (populate) { PAINT_VERTEX_collection_settings_create(props); } IDP_AddToGroup(root, props); } static void layer_collection_create_render_settings(IDProperty *root, const bool populate) { EngineSettingsCB_Type *es_type; for (es_type = R_layer_collection_engines_settings_callbacks.first; es_type; es_type = es_type->next) { IDProperty *props = collection_engine_settings_create(es_type, populate); IDP_AddToGroup(root, props); } } static void view_layer_create_render_settings(IDProperty *root, const bool populate) { EngineSettingsCB_Type *es_type; for (es_type = R_view_layer_engines_settings_callbacks.first; es_type; es_type = es_type->next) { IDProperty *props = collection_engine_settings_create(es_type, populate); IDP_AddToGroup(root, props); } } static void collection_create_mode_settings(IDProperty *root, const bool populate) { /* XXX TODO: put all those engines in the R_engines_settings_callbacks * and have IDP_AddToGroup outside the callbacks */ layer_collection_create_mode_settings_object(root, populate); layer_collection_create_mode_settings_edit(root, populate); layer_collection_create_mode_settings_paint_weight(root, populate); layer_collection_create_mode_settings_paint_vertex(root, populate); } static void layer_create_mode_settings(IDProperty *root, const bool populate) { TODO_LAYER; /* XXX like collection_create_mode_settings */ UNUSED_VARS(root, populate); } static int idproperty_group_subtype(const int mode_type) { int idgroup_type; switch (mode_type) { case COLLECTION_MODE_OBJECT: idgroup_type = IDP_GROUP_SUB_MODE_OBJECT; break; case COLLECTION_MODE_EDIT: idgroup_type = IDP_GROUP_SUB_MODE_EDIT; break; case COLLECTION_MODE_PAINT_WEIGHT: idgroup_type = IDP_GROUP_SUB_MODE_PAINT_WEIGHT; break; case COLLECTION_MODE_PAINT_VERTEX: idgroup_type = IDP_GROUP_SUB_MODE_PAINT_VERTEX; break; default: case COLLECTION_MODE_NONE: return IDP_GROUP_SUB_ENGINE_RENDER; break; } return idgroup_type; } /** * Return collection enginne settings for either Object s of LayerCollection s */ static IDProperty *collection_engine_get( IDProperty *root, const int type, const char *engine_name) { const int subtype = idproperty_group_subtype(type); if (subtype == IDP_GROUP_SUB_ENGINE_RENDER) { return IDP_GetPropertyFromGroup(root, engine_name); } else { IDProperty *prop; for (prop = root->data.group.first; prop; prop = prop->next) { if (prop->subtype == subtype) { return prop; } } } BLI_assert(false); return NULL; } /** * Return collection engine settings from Object for specified engine of mode */ IDProperty *BKE_layer_collection_engine_evaluated_get(Object *ob, const int type, const char *engine_name) { return collection_engine_get(ob->base_collection_properties, type, engine_name); } /** * Return layer collection engine settings for specified engine */ IDProperty *BKE_layer_collection_engine_collection_get(LayerCollection *lc, const int type, const char *engine_name) { return collection_engine_get(lc->properties, type, engine_name); } /** * Return layer collection engine settings for specified engine in the scene */ IDProperty *BKE_layer_collection_engine_scene_get(Scene *scene, const int type, const char *engine_name) { return collection_engine_get(scene->collection_properties, type, engine_name); } /** * Return scene layer engine settings for specified engine in the scene */ IDProperty *BKE_view_layer_engine_scene_get(Scene *scene, const int type, const char *engine_name) { return collection_engine_get(scene->layer_properties, type, engine_name); } /** * Return scene layer engine settings for specified engine */ IDProperty *BKE_view_layer_engine_layer_get(ViewLayer *view_layer, const int type, const char *engine_name) { return collection_engine_get(view_layer->properties, type, engine_name); } /** * Return scene layer evaluated engine settings for specified engine */ IDProperty *BKE_view_layer_engine_evaluated_get(ViewLayer *view_layer, const int type, const char *engine_name) { return collection_engine_get(view_layer->properties_evaluated, type, engine_name); } /* ---------------------------------------------------------------------- */ /* Engine Settings Properties */ void BKE_collection_engine_property_add_float(IDProperty *props, const char *name, float value) { IDPropertyTemplate val = {0}; val.f = value; IDP_AddToGroup(props, IDP_New(IDP_FLOAT, &val, name)); } void BKE_collection_engine_property_add_float_array( IDProperty *props, const char *name, const float *values, const int array_length) { IDPropertyTemplate val = {0}; val.array.len = array_length; val.array.type = IDP_FLOAT; IDProperty *idprop = IDP_New(IDP_ARRAY, &val, name); memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len); IDP_AddToGroup(props, idprop); } void BKE_collection_engine_property_add_int(IDProperty *props, const char *name, int value) { IDPropertyTemplate val = {0}; val.i = value; IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name)); } void BKE_collection_engine_property_add_bool(IDProperty *props, const char *name, bool value) { IDPropertyTemplate val = {0}; val.i = value; IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name)); } int BKE_collection_engine_property_value_get_int(IDProperty *props, const char *name) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); return idprop ? IDP_Int(idprop) : 0; } float BKE_collection_engine_property_value_get_float(IDProperty *props, const char *name) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); return idprop ? IDP_Float(idprop) : 0.0f; } const float *BKE_collection_engine_property_value_get_float_array(IDProperty *props, const char *name) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); return idprop ? IDP_Array(idprop) : NULL; } bool BKE_collection_engine_property_value_get_bool(IDProperty *props, const char *name) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); return idprop ? IDP_Int(idprop) : 0; } void BKE_collection_engine_property_value_set_int(IDProperty *props, const char *name, int value) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); IDP_Int(idprop) = value; } void BKE_collection_engine_property_value_set_float(IDProperty *props, const char *name, float value) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); IDP_Float(idprop) = value; } void BKE_collection_engine_property_value_set_float_array(IDProperty *props, const char *name, const float *values) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len); } void BKE_collection_engine_property_value_set_bool(IDProperty *props, const char *name, bool value) { IDProperty *idprop = IDP_GetPropertyFromGroup(props, name); IDP_Int(idprop) = value; } /* Engine Settings recalculate */ /* get all the default settings defined in scene and merge them here */ static void collection_engine_settings_init(IDProperty *root, const bool populate) { /* render engines */ layer_collection_create_render_settings(root, populate); /* mode engines */ collection_create_mode_settings(root, populate); } /* get all the default settings defined in scene and merge them here */ static void layer_engine_settings_init(IDProperty *root, const bool populate) { /* render engines */ view_layer_create_render_settings(root, populate); /* mode engines */ layer_create_mode_settings(root, populate); } /** * Initialize the layer collection render setings * It's used mainly for scenes */ void BKE_layer_collection_engine_settings_create(IDProperty *root) { collection_engine_settings_init(root, true); } /** * Initialize the render setings * It's used mainly for scenes */ void BKE_view_layer_engine_settings_create(IDProperty *root) { layer_engine_settings_init(root, true); } /** * Reference of IDProperty group scene collection settings * Used when reading blendfiles, to see if there is any missing settings. */ static struct { struct { IDProperty *collection_properties; IDProperty *render_settings; } scene; IDProperty *view_layer; IDProperty *layer_collection; } root_reference = { .scene = {NULL, NULL}, .view_layer = NULL, .layer_collection = NULL, }; /** * Free the reference scene collection settings IDProperty group. */ static void engine_settings_validate_init(void) { IDPropertyTemplate val = {0}; /* LayerCollection engine settings. */ if (root_reference.scene.collection_properties == NULL) { root_reference.scene.collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); collection_engine_settings_init(root_reference.scene.collection_properties, true); } if (root_reference.layer_collection == NULL) { root_reference.layer_collection = IDP_New(IDP_GROUP, &val, ROOT_PROP); collection_engine_settings_init(root_reference.layer_collection, false); } /* Render engine setting. */ if (root_reference.scene.render_settings == NULL) { root_reference.scene.render_settings = IDP_New(IDP_GROUP, &val, ROOT_PROP); layer_engine_settings_init(root_reference.scene.render_settings, true); } if (root_reference.view_layer == NULL) { root_reference.view_layer = IDP_New(IDP_GROUP, &val, ROOT_PROP); layer_engine_settings_init(root_reference.view_layer, false); } } /** * Free the reference scene collection settings IDProperty group. */ static void layer_collection_engine_settings_validate_free(void) { IDProperty *idprops[] = { root_reference.scene.render_settings, root_reference.scene.collection_properties, root_reference.view_layer, root_reference.layer_collection, NULL, }; IDProperty **idprop = &idprops[0]; while (*idprop) { if (*idprop) { IDP_FreeProperty(*idprop); MEM_freeN(*idprop); *idprop = NULL; idprop++; } } } /** * Make sure Scene has all required collection settings. */ void BKE_layer_collection_engine_settings_validate_scene(Scene *scene) { if (root_reference.scene.collection_properties == NULL) { engine_settings_validate_init(); } if (scene->collection_properties == NULL) { IDPropertyTemplate val = {0}; scene->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); BKE_layer_collection_engine_settings_create(scene->collection_properties); } else { IDP_MergeGroup(scene->collection_properties, root_reference.scene.collection_properties, false); } } /** * Maker sure LayerCollection has all required collection settings. */ void BKE_layer_collection_engine_settings_validate_collection(LayerCollection *lc) { if (root_reference.layer_collection == NULL) { engine_settings_validate_init(); } BLI_assert(lc->properties != NULL); IDP_MergeGroup(lc->properties, root_reference.layer_collection, false); } /** * Make sure Scene has all required collection settings. */ void BKE_view_layer_engine_settings_validate_scene(Scene *scene) { if (root_reference.scene.render_settings == NULL) { engine_settings_validate_init(); } if (scene->layer_properties == NULL) { IDPropertyTemplate val = {0}; scene->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); BKE_view_layer_engine_settings_create(scene->layer_properties); } else { IDP_MergeGroup(scene->layer_properties, root_reference.scene.render_settings, false); } } /** * Make sure Scene has all required collection settings. */ void BKE_view_layer_engine_settings_validate_layer(ViewLayer *view_layer) { if (root_reference.view_layer == NULL) { engine_settings_validate_init(); } IDP_MergeGroup(view_layer->properties, root_reference.view_layer, false); } /* ---------------------------------------------------------------------- */ /* Iterators */ static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag) { ViewLayer *view_layer = data_in; Base *base = view_layer->object_bases.first; /* when there are no objects */ if (base == NULL) { iter->valid = false; return; } iter->data = base; if ((base->flag & flag) == 0) { object_bases_iterator_next(iter, flag); } else { iter->current = base; } } static void object_bases_iterator_next(BLI_Iterator *iter, const int flag) { Base *base = ((Base *)iter->data)->next; while (base) { if ((base->flag & flag) != 0) { iter->current = base; iter->data = base; return; } base = base->next; } iter->valid = false; } static void objects_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag) { object_bases_iterator_begin(iter, data_in, flag); if (iter->valid) { iter->current = ((Base *)iter->current)->object; } } static void objects_iterator_next(BLI_Iterator *iter, const int flag) { object_bases_iterator_next(iter, flag); if (iter->valid) { iter->current = ((Base *)iter->current)->object; } } void BKE_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in) { objects_iterator_begin(iter, data_in, BASE_SELECTED); } void BKE_selected_objects_iterator_next(BLI_Iterator *iter) { objects_iterator_next(iter, BASE_SELECTED); } void BKE_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } void BKE_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in) { objects_iterator_begin(iter, data_in, BASE_VISIBLED); } void BKE_visible_objects_iterator_next(BLI_Iterator *iter) { objects_iterator_next(iter, BASE_VISIBLED); } void BKE_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } void BKE_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in) { object_bases_iterator_begin(iter, data_in, BASE_SELECTED); } void BKE_selected_bases_iterator_next(BLI_Iterator *iter) { object_bases_iterator_next(iter, BASE_SELECTED); } void BKE_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } void BKE_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in) { object_bases_iterator_begin(iter, data_in, BASE_VISIBLED); } void BKE_visible_bases_iterator_next(BLI_Iterator *iter) { object_bases_iterator_next(iter, BASE_VISIBLED); } void BKE_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } void BKE_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in) { ObjectsRenderableIteratorData *data = data_in; /* Tag objects to prevent going over the same object twice. */ for (Scene *scene = data->scene; scene; scene = scene->set) { 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) { base->object->id.flag |= LIB_TAG_DOIT; } } } ViewLayer *view_layer = data->scene->view_layers.first; data->iter.view_layer = view_layer; data->base_temp.next = view_layer->object_bases.first; data->iter.base = &data->base_temp; data->iter.set = NULL; iter->data = data_in; BKE_renderable_objects_iterator_next(iter); } void BKE_renderable_objects_iterator_next(BLI_Iterator *iter) { /* Set it early in case we need to exit and we are running from within a loop. */ iter->skip = true; ObjectsRenderableIteratorData *data = iter->data; Base *base = data->iter.base->next; /* There is still a base in the current scene layer. */ if (base != NULL) { Object *ob = base->object; /* We need to set the iter.base even if the rest fail otherwise * we keep checking the exactly same base over and over again. */ data->iter.base = base; if (ob->id.flag & LIB_TAG_DOIT) { ob->id.flag &= ~LIB_TAG_DOIT; if ((base->flag & BASE_VISIBLED) != 0) { iter->skip = false; iter->current = ob; } } return; } /* Time to go to the next scene layer. */ if (data->iter.set == NULL) { while ((data->iter.view_layer = data->iter.view_layer->next)) { ViewLayer *view_layer = data->iter.view_layer; if (view_layer->flag & VIEW_LAYER_RENDER) { data->base_temp.next = view_layer->object_bases.first; data->iter.base = &data->base_temp; return; } } /* Setup the "set" for the next iteration. */ data->scene_temp.set = data->scene; data->iter.set = &data->scene_temp; return; } /* Look for an object in the next set. */ while ((data->iter.set = data->iter.set->set)) { ViewLayer *view_layer = BKE_view_layer_from_scene_get(data->iter.set); data->base_temp.next = view_layer->object_bases.first; data->iter.base = &data->base_temp; return; } iter->valid = false; } void BKE_renderable_objects_iterator_end(BLI_Iterator *UNUSED(iter)) { /* Do nothing - iter->data was static allocated, we can't free it. */ } /* Evaluation */ /** * Reset props * * If props_ref is pasted, copy props from it */ static void idproperty_reset(IDProperty **props, IDProperty *props_ref) { IDPropertyTemplate val = {0}; if (*props) { IDP_FreeProperty(*props); MEM_freeN(*props); } *props = IDP_New(IDP_GROUP, &val, ROOT_PROP); if (props_ref) { IDP_MergeGroup(*props, props_ref, true); } } void BKE_layer_eval_layer_collection_pre(const struct EvaluationContext *UNUSED(eval_ctx), ID *owner_id, ViewLayer *view_layer) { DEBUG_PRINT("%s on %s (%p)\n", __func__, view_layer->name, view_layer); Scene *scene = (GS(owner_id->name) == ID_SCE) ? (Scene *)owner_id : NULL; for (Base *base = view_layer->object_bases.first; base != NULL; base = base->next) { base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED); idproperty_reset(&base->collection_properties, scene ? scene->collection_properties : NULL); } /* Sync properties from scene to scene layer. */ idproperty_reset(&view_layer->properties_evaluated, scene ? scene->layer_properties : NULL); IDP_MergeGroup(view_layer->properties_evaluated, view_layer->properties, true); /* TODO(sergey): Is it always required? */ view_layer->flag |= VIEW_LAYER_ENGINE_DIRTY; } static const char *collection_type_lookup[] = { "None", /* COLLECTION_TYPE_NONE */ "Group Internal", /* COLLECTION_TYPE_GROUP_INTERNAL */ }; /** * \note We can't use layer_collection->flag because of 3 level nesting (where parent is visible, but not grand-parent) * So layer_collection->flag_evaluated is expected to be up to date with layer_collection->flag. */ static bool layer_collection_visible_get(const EvaluationContext *eval_ctx, LayerCollection *layer_collection) { if (layer_collection->flag_evaluated & COLLECTION_DISABLED) { return false; } if (eval_ctx->mode == DAG_EVAL_VIEWPORT) { return (layer_collection->flag_evaluated & COLLECTION_VIEWPORT) != 0; } else { return (layer_collection->flag_evaluated & COLLECTION_RENDER) != 0; } } void BKE_layer_eval_layer_collection(const EvaluationContext *eval_ctx, LayerCollection *layer_collection, LayerCollection *parent_layer_collection) { DEBUG_PRINT("%s on %s (%p) [%s], parent %s (%p) [%s]\n", __func__, layer_collection->scene_collection->name, layer_collection->scene_collection, collection_type_lookup[layer_collection->scene_collection->type], (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection->name : "NONE", (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection : NULL, (parent_layer_collection != NULL) ? collection_type_lookup[parent_layer_collection->scene_collection->type] : ""); BLI_assert(layer_collection != parent_layer_collection); /* visibility */ layer_collection->flag_evaluated = layer_collection->flag; if (parent_layer_collection != NULL) { if (layer_collection_visible_get(eval_ctx, parent_layer_collection) == false) { layer_collection->flag_evaluated |= COLLECTION_DISABLED; } if ((parent_layer_collection->flag_evaluated & COLLECTION_DISABLED) || (parent_layer_collection->flag_evaluated & COLLECTION_SELECTABLE) == 0) { layer_collection->flag_evaluated &= ~COLLECTION_SELECTABLE; } } const bool is_visible = layer_collection_visible_get(eval_ctx, layer_collection); const bool is_selectable = is_visible && ((layer_collection->flag_evaluated & COLLECTION_SELECTABLE) != 0); /* overrides */ if (is_visible) { if (parent_layer_collection == NULL) { idproperty_reset(&layer_collection->properties_evaluated, layer_collection->properties); } else { idproperty_reset(&layer_collection->properties_evaluated, parent_layer_collection->properties_evaluated); IDP_MergeGroup(layer_collection->properties_evaluated, layer_collection->properties, true); } } for (LinkData *link = layer_collection->object_bases.first; link != NULL; link = link->next) { Base *base = link->data; if (is_visible) { IDP_MergeGroup(base->collection_properties, layer_collection->properties_evaluated, true); base->flag |= BASE_VISIBLED; } if (is_selectable) { base->flag |= BASE_SELECTABLED; } } } void BKE_layer_eval_layer_collection_post(const struct EvaluationContext *UNUSED(eval_ctx), ViewLayer *view_layer) { DEBUG_PRINT("%s on %s (%p)\n", __func__, view_layer->name, view_layer); /* if base is not selectabled, clear select */ for (Base *base = view_layer->object_bases.first; base; base = base->next) { if ((base->flag & BASE_SELECTABLED) == 0) { base->flag &= ~BASE_SELECTED; } } } /** * Free any static allocated memory. */ void BKE_layer_exit(void) { layer_collection_engine_settings_validate_free(); }