/* * 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. */ /** \file * \ingroup depsgraph */ #include "intern/builder/deg_builder_nodes.h" #include "DNA_scene_types.h" namespace blender::deg { void DepsgraphNodeBuilder::build_scene_render(Scene *scene, ViewLayer *view_layer) { scene_ = scene; view_layer_ = view_layer; const bool build_compositor = (scene->r.scemode & R_DOCOMP); const bool build_sequencer = (scene->r.scemode & R_DOSEQ); IDNode *id_node = add_id_node(&scene->id); id_node->linked_state = DEG_ID_LINKED_DIRECTLY; add_time_source(); build_animdata(&scene->id); build_scene_parameters(scene); build_scene_audio(scene); if (build_compositor) { build_scene_compositor(scene); } if (build_sequencer) { build_scene_sequencer(scene); build_scene_speakers(scene, view_layer); } if (scene->camera != nullptr) { build_object(-1, scene->camera, DEG_ID_LINKED_DIRECTLY, true); } } void DepsgraphNodeBuilder::build_scene_parameters(Scene *scene) { if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_PARAMETERS)) { return; } build_parameters(&scene->id); build_idproperties(scene->id.properties); add_operation_node(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL); /* NOTE: This is a bit overkill and can potentially pull a bit too much into the graph, but: * * - We definitely need an ID node for the scene's compositor, otherwise re-mapping will no * happen correct and we will risk remapping pointers in the main database. * - Alternatively, we should discard compositor tree, but this might cause other headache like * drivers which are coming from the tree. * * Would be nice to find some reliable way of ignoring compositor here, but it's already pulled * in when building scene from view layer, so this particular case does not make things * marginally worse. */ build_scene_compositor(scene); LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) { build_idproperties(marker->prop); } } void DepsgraphNodeBuilder::build_scene_compositor(Scene *scene) { if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_SCENE_COMPOSITOR)) { return; } if (scene->nodetree == nullptr) { return; } build_nodetree(scene->nodetree); } } // namespace blender::deg