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/*
* 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 <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
extern "C" {
#include "DNA_freestyle_types.h"
#include "DNA_layer_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"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/depsgraph.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_operation.h"
#include "intern/depsgraph_type.h"
namespace DEG {
void DepsgraphNodeBuilder::build_layer_collections(ListBase *lb)
{
const int restrict_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_RESTRICT_VIEW :
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_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 != NULL) {
build_object(-1, scene->camera, DEG_ID_LINKED_INDIRECTLY, true);
}
/* Rigidbody. */
if (scene->rigidbody_world != NULL) {
build_rigidbody(scene);
}
/* Scene's animation and drivers. */
if (scene->adt != NULL) {
build_animdata(&scene->id);
}
/* World. */
if (scene->world != NULL) {
build_world(scene->world);
}
/* Compositor nodes */
if (scene->nodetree != NULL) {
build_compositor(scene);
}
/* 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 != NULL) {
build_material(view_layer->mat_override);
}
/* Freestyle collections. */
LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) {
if (fls->group != NULL) {
build_collection(NULL, fls->group);
}
}
/* 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. */
add_operation_node(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL);
/* Build all set scenes. */
if (scene->set != NULL) {
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
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