/* * ***** 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. * * The Original Code is Copyright (C) 2013 Blender Foundation. * All rights reserved. * * Original Author: Joshua Leung * Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013) * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/depsgraph/intern/builder/deg_builder_nodes_layer_collection.cc * \ingroup depsgraph * * Methods for constructing depsgraph's nodes */ #include "intern/builder/deg_builder_nodes.h" #include #include #include "MEM_guardedalloc.h" extern "C" { #include "BLI_utildefines.h" #include "BLI_listbase.h" #include "BLI_string.h" #include "BKE_layer.h" #include "DNA_scene_types.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_build.h" } /* extern "C" */ #include "intern/builder/deg_builder.h" #include "intern/eval/deg_eval_copy_on_write.h" #include "intern/nodes/deg_node.h" #include "intern/nodes/deg_node_component.h" #include "intern/nodes/deg_node_operation.h" #include "intern/depsgraph_types.h" #include "intern/depsgraph_intern.h" #include "util/deg_util_foreach.h" namespace DEG { void DepsgraphNodeBuilder::build_layer_collection( ID *owner_id, LayerCollection *layer_collection, LayerCollectionState *state) { /* TODO(sergey): This will attempt to create component for each collection. * Harmless but could be optimized. */ ComponentDepsNode *comp = add_component_node( owner_id, DEG_NODE_TYPE_LAYER_COLLECTIONS); add_operation_node(comp, function_bind(BKE_layer_eval_layer_collection, _1, layer_collection, state->parent), DEG_OPCODE_VIEW_LAYER_EVAL, layer_collection->scene_collection->name, state->index); ++state->index; /* Recurs into nested layer collections. */ LayerCollection *parent = state->parent; state->parent = layer_collection; build_layer_collections(owner_id, &layer_collection->layer_collections, state); state->parent = parent; } void DepsgraphNodeBuilder::build_layer_collections(ID *owner_id, ListBase *layer_collections, LayerCollectionState *state) { BLI_LISTBASE_FOREACH (LayerCollection *, layer_collection, layer_collections) { build_layer_collection(owner_id, layer_collection, state); } } void DepsgraphNodeBuilder::build_view_layer_collections( ID *owner_id, ViewLayer *view_layer) { LayerCollectionState state; state.index = 0; ComponentDepsNode *comp = add_component_node( owner_id, DEG_NODE_TYPE_LAYER_COLLECTIONS); add_operation_node(comp, function_bind(BKE_layer_eval_layer_collection_pre, _1, owner_id, view_layer), DEG_OPCODE_VIEW_LAYER_INIT); add_operation_node(comp, function_bind(BKE_layer_eval_layer_collection_post, _1, view_layer), DEG_OPCODE_VIEW_LAYER_DONE); state.parent = NULL; build_layer_collections(owner_id, &view_layer->layer_collections, &state); } } // namespace DEG