/* * 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 * * Methods for constructing depsgraph's nodes */ #include "intern/builder/deg_builder_nodes.h" #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_string.h" #include "BLI_utildefines.h" #include "DNA_freestyle_types.h" #include "DNA_layer_types.h" #include "DNA_linestyle_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_build.h" #include "intern/builder/deg_builder.h" #include "intern/depsgraph.h" #include "intern/depsgraph_type.h" #include "intern/node/deg_node.h" #include "intern/node/deg_node_component.h" #include "intern/node/deg_node_operation.h" namespace blender { namespace deg { void DepsgraphNodeBuilder::build_layer_collections(ListBase *lb) { const int restrict_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_RESTRICT_VIEWPORT : COLLECTION_RESTRICT_RENDER; for (LayerCollection *lc = (LayerCollection *)lb->first; lc; lc = lc->next) { if (lc->collection->flag & restrict_flag) { continue; } if ((lc->flag & LAYER_COLLECTION_EXCLUDE) == 0) { build_collection(lc, lc->collection); } build_layer_collections(&lc->layer_collections); } } void DepsgraphNodeBuilder::build_freestyle_lineset(FreestyleLineSet *fls) { if (fls->group != nullptr) { build_collection(nullptr, fls->group); } if (fls->linestyle != nullptr) { build_freestyle_linestyle(fls->linestyle); } } void DepsgraphNodeBuilder::build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state) { /* NOTE: Pass view layer index of 0 since after scene CoW there is * only one view layer in there. */ view_layer_index_ = 0; /* Scene ID block. */ IDNode *id_node = add_id_node(&scene->id); id_node->linked_state = linked_state; /* Time source. */ add_time_source(); /* Setup currently building context. */ scene_ = scene; view_layer_ = view_layer; /* Get pointer to a CoW version of scene ID. */ Scene *scene_cow = get_cow_datablock(scene); /* Scene objects. */ /* NOTE: Base is used for function bindings as-is, so need to pass CoW base, * but object is expected to be an original one. Hence we go into some * tricks here iterating over the view layer. */ int base_index = 0; LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) { /* object itself */ if (need_pull_base_into_graph(base)) { /* NOTE: We consider object visible even if it's currently * restricted by the base/restriction flags. Otherwise its drivers * will never be evaluated. * * TODO(sergey): Need to go more granular on visibility checks. */ build_object(base_index, base->object, linked_state, true); base_index++; } } build_layer_collections(&view_layer->layer_collections); if (scene->camera != nullptr) { build_object(-1, scene->camera, DEG_ID_LINKED_INDIRECTLY, true); } /* Rigidbody. */ if (scene->rigidbody_world != nullptr) { build_rigidbody(scene); } /* Scene's animation and drivers. */ if (scene->adt != nullptr) { build_animdata(&scene->id); } /* World. */ if (scene->world != nullptr) { build_world(scene->world); } /* Cache file. */ LISTBASE_FOREACH (CacheFile *, cachefile, &bmain_->cachefiles) { build_cachefile(cachefile); } /* Masks. */ LISTBASE_FOREACH (Mask *, mask, &bmain_->masks) { build_mask(mask); } /* Movie clips. */ LISTBASE_FOREACH (MovieClip *, clip, &bmain_->movieclips) { build_movieclip(clip); } /* Material override. */ if (view_layer->mat_override != nullptr) { build_material(view_layer->mat_override); } /* Freestyle linesets. */ LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) { build_freestyle_lineset(fls); } /* Sequencer. */ if (linked_state == DEG_ID_LINKED_DIRECTLY) { build_scene_audio(scene); build_scene_sequencer(scene); } /* Collections. */ add_operation_node( &scene->id, NodeType::LAYER_COLLECTIONS, OperationCode::VIEW_LAYER_EVAL, function_bind(BKE_layer_eval_view_layer_indexed, _1, scene_cow, view_layer_index_)); /* Parameters evaluation for scene relations mainly. */ build_scene_compositor(scene); build_scene_parameters(scene); /* Build all set scenes. */ if (scene->set != nullptr) { ViewLayer *set_view_layer = BKE_view_layer_default_render(scene->set); build_view_layer(scene->set, set_view_layer, DEG_ID_LINKED_VIA_SET); } } } // namespace deg } // namespace blender