/* * ***** 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_array.h" #include "BLI_listbase.h" #include "BLI_string.h" #include "BLI_string_utf8.h" #include "BLI_string_utils.h" #include "BLI_threads.h" #include "BLT_translation.h" #include "BKE_collection.h" #include "BKE_freestyle.h" #include "BKE_global.h" #include "BKE_idprop.h" #include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_workspace.h" #include "BKE_object.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 "DEG_depsgraph.h" #include "DEG_depsgraph_debug.h" #include "DEG_depsgraph_query.h" #include "DRW_engine.h" #include "MEM_guardedalloc.h" /* prototype */ static void object_bases_iterator_next(BLI_Iterator *iter, const int flag); /*********************** Layer Collections and bases *************************/ static LayerCollection *layer_collection_add(ListBase *lb_parent, Collection *collection) { LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base"); lc->collection = collection; BLI_addtail(lb_parent, lc); return lc; } static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc) { if (lc == view_layer->active_collection) { view_layer->active_collection = view_layer->layer_collections.first; } for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { layer_collection_free(view_layer, nlc); } BLI_freelistN(&lc->layer_collections); } static Base *object_base_new(Object *ob) { Base *base = MEM_callocN(sizeof(Base), "Object Base"); base->object = ob; return base; } /********************************* View Layer ********************************/ /* RenderLayer */ /* Returns the default view layer to view in workspaces if there is * none linked to the workspace yet. */ ViewLayer *BKE_view_layer_default_view(const Scene *scene) { for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { if (!(view_layer->flag & VIEW_LAYER_RENDER)) { return view_layer; } } BLI_assert(scene->view_layers.first); return scene->view_layers.first; } /* Returns the default view layer to render if we need to render just one. */ ViewLayer *BKE_view_layer_default_render(const Scene *scene) { for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { if (view_layer->flag & VIEW_LAYER_RENDER) { return view_layer; } } BLI_assert(scene->view_layers.first); return scene->view_layers.first; } /** * 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) { 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) { BLI_assert(scene->view_layers.first); return scene->view_layers.first; } static ViewLayer *view_layer_add(const char *name) { if (!name) { name = DATA_("View Layer"); } ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer"); view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE; BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name)); /* 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) { ViewLayer *view_layer = view_layer_add(name); 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)); BKE_layer_collection_sync(scene, view_layer); 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; BLI_freelistN(&view_layer->object_bases); if (view_layer->object_bases_hash) { BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL); } for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) { layer_collection_free(view_layer, lc); } BLI_freelistN(&view_layer->layer_collections); 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_SAFE_FREE(view_layer->object_bases_array); 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; } } } 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 Scene *scene, LayerCollection *lc) { 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; } /* Base */ static void view_layer_bases_hash_create(ViewLayer *view_layer) { static ThreadMutex hash_lock = BLI_MUTEX_INITIALIZER; if (!view_layer->object_bases_hash) { BLI_mutex_lock(&hash_lock); view_layer->object_bases_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__); for (Base *base = view_layer->object_bases.first; base; base = base->next) { BLI_ghash_insert(view_layer->object_bases_hash, base->object, base); } BLI_mutex_unlock(&hash_lock); } } Base *BKE_view_layer_base_find(ViewLayer *view_layer, Object *ob) { if (!view_layer->object_bases_hash) { view_layer_bases_hash_create(view_layer); } return BLI_ghash_lookup(view_layer->object_bases_hash, ob); } 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; } } /**************************** Copy View Layer and Layer Collections ***********************/ static void layer_collections_copy_data(ListBase *layer_collections_dst, const ListBase *layer_collections_src) { BLI_duplicatelist(layer_collections_dst, layer_collections_src); LayerCollection *layer_collection_dst = layer_collections_dst->first; const LayerCollection *layer_collection_src = layer_collections_src->first; while (layer_collection_dst != NULL) { layer_collections_copy_data(&layer_collection_dst->layer_collections, &layer_collection_src->layer_collections); layer_collection_dst = layer_collection_dst->next; layer_collection_src = layer_collection_src->next; } } /** * Only copy internal data of ViewLayer from source to already allocated/initialized destination. * * \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more). */ void BKE_view_layer_copy_data( Scene *UNUSED(scene_dst), const Scene *UNUSED(scene_src), ViewLayer *view_layer_dst, const ViewLayer *view_layer_src, const int flag) { 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; /* Clear temporary data. */ BLI_listbase_clear(&view_layer_dst->drawdata); view_layer_dst->object_bases_array = NULL; view_layer_dst->object_bases_hash = NULL; /* Copy layer collections and object bases. */ BLI_duplicatelist(&view_layer_dst->object_bases, &view_layer_src->object_bases); layer_collections_copy_data(&view_layer_dst->layer_collections, &view_layer_src->layer_collections); // TODO: not always safe to free BKE_layer_collection_sync(scene_dst, view_layer_dst); } /* 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) { return view_layer->active_collection; } /* * Activate collection */ bool BKE_layer_collection_activate(ViewLayer *view_layer, LayerCollection *lc) { if (lc->flag & LAYER_COLLECTION_EXCLUDE) { return false; } view_layer->active_collection = lc; return true; } /** * Activate first parent collection */ LayerCollection *BKE_layer_collection_activate_parent(ViewLayer *view_layer, LayerCollection *lc) { CollectionParent *parent = lc->collection->parents.first; if (parent) { lc = BKE_layer_collection_first_from_scene_collection(view_layer, parent->collection); } else { lc = NULL; } if (lc && (lc->flag & LAYER_COLLECTION_EXCLUDE)) { /* Don't activate excluded collections. */ return BKE_layer_collection_activate_parent(view_layer, lc); } if (!lc) { lc = view_layer->layer_collections.first; } view_layer->active_collection = lc; 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); } /*********************************** Syncing ********************************* * * The layer collection tree mirrors the scene collection tree. Whenever that * changes we need to synchronize them so that there is a corresponding layer * collection for each collection. Note that the scene collection tree can * contain link or override collections, and so this is also called on .blend * file load to ensure any new or removed collections are synced. * * The view layer also contains a list of bases for each object that exists * in at least one layer collection. That list is also synchronized here, and * stores state like selection. */ static void layer_collection_sync(ViewLayer *view_layer, const ListBase *lb_scene, ListBase *lb_layer, ListBase *new_object_bases, int parent_exclude, int parent_restrict) { /* TODO: support recovery after removal of intermediate collections, reordering, .. * For local edits we can make editing operating do the appropriate thing, but for * linking we can only sync after the fact. */ /* Remove layer collections that no longer have a corresponding scene collection. */ for (LayerCollection *lc = lb_layer->first; lc;) { /* Note ID remap can set lc->collection to NULL when deleting collections. */ LayerCollection *lc_next = lc->next; Collection *collection = (lc->collection) ? BLI_findptr(lb_scene, lc->collection, offsetof(CollectionChild, collection)) : NULL; if (!collection) { /* Free recursively. */ layer_collection_free(view_layer, lc); BLI_freelinkN(lb_layer, lc); } lc = lc_next; } /* Add layer collections for any new scene collections, and ensure order is the same. */ ListBase new_lb_layer = {NULL, NULL}; for (const CollectionChild *child = lb_scene->first; child; child = child->next) { Collection *collection = child->collection; LayerCollection *lc = BLI_findptr(lb_layer, collection, offsetof(LayerCollection, collection)); if (lc) { BLI_remlink(lb_layer, lc); BLI_addtail(&new_lb_layer, lc); } else { lc = layer_collection_add(&new_lb_layer, collection); lc->flag = parent_exclude; } /* Collection restrict is inherited. */ int child_restrict = parent_restrict; if (!(collection->flag & COLLECTION_IS_MASTER)) { child_restrict |= collection->flag; } /* Sync child collections. */ layer_collection_sync(view_layer, &collection->children, &lc->layer_collections, new_object_bases, lc->flag, child_restrict); /* Layer collection exclude is not inherited. */ if (lc->flag & LAYER_COLLECTION_EXCLUDE) { continue; } /* Sync objects, except if collection was excluded. */ for (CollectionObject *cob = collection->gobject.first; cob; cob = cob->next) { Base *base = BLI_ghash_lookup(view_layer->object_bases_hash, cob->ob); if (base) { /* Move from old base list to new base list. Base might have already * been moved to the new base list and the first/last test ensure that * case also works. */ if (!ELEM(base, new_object_bases->first, new_object_bases->last)) { BLI_remlink(&view_layer->object_bases, base); BLI_addtail(new_object_bases, base); } } else { /* Create new base. */ base = object_base_new(cob->ob); BLI_addtail(new_object_bases, base); BLI_ghash_insert(view_layer->object_bases_hash, base->object, base); } if ((child_restrict & COLLECTION_RESTRICT_VIEW) == 0) { base->flag |= BASE_VISIBLED | BASE_VISIBLE_VIEWPORT; if ((child_restrict & COLLECTION_RESTRICT_SELECT) == 0) { base->flag |= BASE_SELECTABLED; } } if ((child_restrict & COLLECTION_RESTRICT_RENDER) == 0) { base->flag |= BASE_VISIBLE_RENDER; } } } /* Replace layer collection list with new one. */ *lb_layer = new_lb_layer; BLI_assert(BLI_listbase_count(lb_scene) == BLI_listbase_count(lb_layer)); } /** * Update view layer collection tree from collections used in the scene. * This is used when collections are removed or added, both while editing * and on file loaded in case linked data changed or went missing. */ void BKE_layer_collection_sync(const Scene *scene, ViewLayer *view_layer) { if (!scene->master_collection) { /* Happens for old files that don't have versioning applied yet. */ return; } /* Free cache. */ MEM_SAFE_FREE(view_layer->object_bases_array); /* Create object to base hash if it does not exist yet. */ if (!view_layer->object_bases_hash) { view_layer_bases_hash_create(view_layer); } /* Clear visible and selectable flags to be reset. */ for (Base *base = view_layer->object_bases.first; base; base = base->next) { base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED | BASE_VISIBLE_VIEWPORT | BASE_VISIBLE_RENDER); } /* Generate new layer connections and object bases when collections changed. */ CollectionChild child = {NULL, NULL, scene->master_collection}; const ListBase collections = {&child, &child}; ListBase new_object_bases = {NULL, NULL}; const int parent_exclude = 0, parent_restrict = 0; layer_collection_sync(view_layer, &collections, &view_layer->layer_collections, &new_object_bases, parent_exclude, parent_restrict); /* Any remaning object bases are to be removed. */ for (Base *base = view_layer->object_bases.first; base; base = base->next) { if (view_layer->basact == base) { view_layer->basact = NULL; } BLI_ghash_remove(view_layer->object_bases_hash, base->object, NULL, NULL); } BLI_freelistN(&view_layer->object_bases); view_layer->object_bases = new_object_bases; /* Always set a valid active collection. */ LayerCollection *active = view_layer->active_collection; if (active && (active->flag & LAYER_COLLECTION_EXCLUDE)) { BKE_layer_collection_activate_parent(view_layer, active); } else if (active == NULL) { view_layer->active_collection = view_layer->layer_collections.first; } } void BKE_scene_collection_sync(const Scene *scene) { for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { BKE_layer_collection_sync(scene, view_layer); } } void BKE_main_collection_sync(const Main *bmain) { /* TODO: if a single collection changed, figure out which * scenes it belongs to and only update those. */ /* TODO: optimize for file load so only linked collections get checked? */ for (const Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { BKE_scene_collection_sync(scene); } } void BKE_main_collection_sync_remap(const Main *bmain) { /* On remapping of object or collection pointers free caches. */ /* TODO: try to make this faster */ for (const Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { MEM_SAFE_FREE(view_layer->object_bases_array); if (view_layer->object_bases_hash) { BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL); view_layer->object_bases_hash = NULL; } } } for (Collection *collection = bmain->collection.first; collection; collection = collection->id.next) { BKE_collection_object_cache_free(collection); } BKE_main_collection_sync(bmain); } /* ---------------------------------------------------------------------- */ /** * Select all the objects of this layer collection * * It also select the objects that are in nested collections. * \note Recursive */ bool BKE_layer_collection_objects_select(ViewLayer *view_layer, LayerCollection *lc, bool deselect) { if (lc->collection->flag & COLLECTION_RESTRICT_SELECT) { return false; } bool changed = false; if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) { for (CollectionObject *cob = lc->collection->gobject.first; cob; cob = cob->next) { Base *base = BKE_view_layer_base_find(view_layer, cob->ob); if (base) { if (deselect) { if (base->flag & BASE_SELECTED) { base->flag &= ~BASE_SELECTED; changed = true; } } else { if ((base->flag & BASE_SELECTABLED) && !(base->flag & BASE_SELECTED)) { base->flag |= BASE_SELECTED; changed = true; } } } } } for (LayerCollection *iter = lc->layer_collections.first; iter; iter = iter->next) { changed |= BKE_layer_collection_objects_select(view_layer, iter, deselect); } return changed; } /* ---------------------------------------------------------------------- */ static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const Collection *collection) { if (lc->collection == collection) { return lc; } for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(nlc, collection); if (found) { return found; } } return NULL; } /** * Return the first matching LayerCollection in the ViewLayer for the Collection. */ LayerCollection *BKE_layer_collection_first_from_scene_collection(ViewLayer *view_layer, const Collection *collection) { for (LayerCollection *layer_collection = view_layer->layer_collections.first; layer_collection != NULL; layer_collection = layer_collection->next) { LayerCollection *found = find_layer_collection_by_scene_collection(layer_collection, collection); if (found != NULL) { return found; } } return NULL; } /** * See if view layer has the scene collection linked directly, or indirectly (nested) */ bool BKE_view_layer_has_collection(ViewLayer *view_layer, const Collection *collection) { return BKE_layer_collection_first_from_scene_collection(view_layer, collection) != NULL; } /** * 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; } /* ---------------------------------------------------------------------- */ /* 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; } /** \} */ /* Iterators */ /* -------------------------------------------------------------------- */ /** \name Private Iterator Helpers * \{ */ 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; } } /* -------------------------------------------------------------------- */ /** \name BKE_view_layer_selected_objects_iterator * See: #FOREACH_SELECTED_OBJECT_BEGIN * \{ */ void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in) { objects_iterator_begin(iter, data_in, BASE_SELECTED); } void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter) { objects_iterator_next(iter, BASE_SELECTED); } void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } /** \} */ /* -------------------------------------------------------------------- */ /** \name BKE_view_layer_selected_objects_iterator * \{ */ void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in) { objects_iterator_begin(iter, data_in, BASE_VISIBLED); } void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter) { objects_iterator_next(iter, BASE_VISIBLED); } void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } /** \} */ /* -------------------------------------------------------------------- */ /** \name BKE_view_layer_selected_bases_iterator * \{ */ void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in) { object_bases_iterator_begin(iter, data_in, BASE_SELECTED); } void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter) { object_bases_iterator_next(iter, BASE_SELECTED); } void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } /** \} */ /* -------------------------------------------------------------------- */ /** \name BKE_view_layer_visible_bases_iterator * \{ */ void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in) { object_bases_iterator_begin(iter, data_in, BASE_VISIBLED); } void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter) { object_bases_iterator_next(iter, BASE_VISIBLED); } void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } /** \} */ /* -------------------------------------------------------------------- */ /** \name BKE_view_layer_renderable_objects_iterator * \{ */ void BKE_view_layer_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in) { struct 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_view_layer_renderable_objects_iterator_next(iter); } void BKE_view_layer_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; struct 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_default_render(data->iter.set); data->base_temp.next = view_layer->object_bases.first; data->iter.base = &data->base_temp; return; } iter->valid = false; } void BKE_view_layer_renderable_objects_iterator_end(BLI_Iterator *UNUSED(iter)) { /* Do nothing - iter->data was static allocated, we can't free it. */ } /** \} */ /* -------------------------------------------------------------------- */ /** \name BKE_view_layer_bases_in_mode_iterator * \{ */ void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in) { struct ObjectsInModeIteratorData *data = data_in; Base *base = data->base_active; /* when there are no objects */ if (base == NULL) { iter->valid = false; return; } iter->data = data_in; iter->current = base; } void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter) { struct ObjectsInModeIteratorData *data = iter->data; Base *base = iter->current; if (base == data->base_active) { /* first step */ base = data->view_layer->object_bases.first; if (base == data->base_active) { base = base->next; } } else { base = base->next; } while (base) { if ((base->flag & BASE_SELECTED) != 0 && (base->object->type == data->base_active->object->type) && (base != data->base_active) && (base->object->mode & data->object_mode)) { iter->current = base; return; } base = base->next; } iter->valid = false; } void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *UNUSED(iter)) { /* do nothing */ } /** \} */ /* Evaluation */ void BKE_layer_eval_view_layer(struct Depsgraph *depsgraph, struct Scene *UNUSED(scene), ViewLayer *view_layer) { DEG_debug_print_eval(depsgraph, __func__, view_layer->name, view_layer); /* Set visibility based on depsgraph mode. */ const eEvaluationMode mode = DEG_get_mode(depsgraph); const int base_flag = (mode == DAG_EVAL_VIEWPORT) ? BASE_VISIBLE_VIEWPORT : BASE_VISIBLE_RENDER; for (Base *base = view_layer->object_bases.first; base != NULL; base = base->next) { if (base->flag & base_flag) { base->flag |= BASE_VISIBLED; } else { base->flag &= ~BASE_VISIBLED; } } /* TODO(sergey): Is it always required? */ view_layer->flag |= VIEW_LAYER_ENGINE_DIRTY; /* Create array of bases, for fast index-based lookup. */ const int num_object_bases = BLI_listbase_count(&view_layer->object_bases); MEM_SAFE_FREE(view_layer->object_bases_array); view_layer->object_bases_array = MEM_malloc_arrayN( num_object_bases, sizeof(Base *), "view_layer->object_bases_array"); int base_index = 0; for (Base *base = view_layer->object_bases.first; base; base = base->next) { /* if base is not selectabled, clear select. */ if ((base->flag & BASE_SELECTABLED) == 0) { base->flag &= ~BASE_SELECTED; } /* Store base in the array. */ view_layer->object_bases_array[base_index++] = base; } } void BKE_layer_eval_view_layer_indexed(struct Depsgraph *depsgraph, struct Scene *scene, int view_layer_index) { BLI_assert(view_layer_index >= 0); ViewLayer *view_layer = BLI_findlink(&scene->view_layers, view_layer_index); BLI_assert(view_layer != NULL); BKE_layer_eval_view_layer(depsgraph, scene, view_layer); }