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|
/*
* ***** 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 <string.h>
#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);
}
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