Blender V5.0
deg_builder_relations_view_layer.cc
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1/* SPDX-FileCopyrightText: 2013 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
10
12
13#include <cstdlib>
14#include <cstring> /* required for STREQ later on. */
15
17#include "DNA_scene_types.h"
18
19#include "BLI_listbase.h"
20
21#include "BKE_layer.hh"
22#include "BKE_main.hh"
23#include "BKE_node.hh"
24
25#include "DEG_depsgraph.hh"
27
29
34
35namespace blender::deg {
36
38{
39 const int hide_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_HIDE_VIEWPORT :
41
42 Collection *collection = layer_collection->collection;
43
44 const bool is_collection_hidden = collection->flag & hide_flag;
45 const bool is_layer_collection_excluded = layer_collection->flag & LAYER_COLLECTION_EXCLUDE;
46
47 if (is_collection_hidden || is_layer_collection_excluded) {
48 return false;
49 }
50
51 build_collection(layer_collection, collection);
52
53 const ComponentKey collection_hierarchy_key{&collection->id, NodeType::HIERARCHY};
54
56 LayerCollection *, child_layer_collection, &layer_collection->layer_collections)
57 {
58 if (build_layer_collection(child_layer_collection)) {
59 Collection *child_collection = child_layer_collection->collection;
60 const ComponentKey child_collection_hierarchy_key{&child_collection->id,
63 collection_hierarchy_key, child_collection_hierarchy_key, "Collection hierarchy");
64 }
65 }
66
67 return true;
68}
69
71{
72 const ComponentKey scene_hierarchy_key{&scene_->id, NodeType::HIERARCHY};
73
74 LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
75 if (build_layer_collection(layer_collection)) {
76 Collection *collection = layer_collection->collection;
77 const ComponentKey collection_hierarchy_key{&collection->id, NodeType::HIERARCHY};
78 add_relation(scene_hierarchy_key, collection_hierarchy_key, "Scene -> Collection hierarchy");
79 }
80 }
81}
82
84{
85 if (fls->group != nullptr) {
86 build_collection(nullptr, fls->group);
87 }
88 if (fls->linestyle != nullptr) {
90 }
91}
92
94 ViewLayer *view_layer,
95 eDepsNode_LinkedState_Type linked_state)
96{
97 /* Setup currently building context. */
98 scene_ = scene;
99 BKE_view_layer_synced_ensure(scene, view_layer);
100 /* Scene objects. */
101 /* NOTE: Nodes builder requires us to pass evaluated base because it's being
102 * passed to the evaluation functions. During relations builder we only
103 * do nullptr-pointer check of the base, so it's fine to pass original one. */
105 if (need_pull_base_into_graph(base)) {
107 }
108 }
109
111
112 build_scene_camera(scene);
113 /* Rigidbody. */
114 if (scene->rigidbody_world != nullptr) {
115 build_rigidbody(scene);
116 }
117 /* Scene's animation and drivers. */
118 if (scene->adt != nullptr) {
119 build_animdata(&scene->id);
120 }
121 /* World. */
122 if (scene->world != nullptr) {
123 build_world(scene->world);
124 }
125 /* Masks. */
126 LISTBASE_FOREACH (Mask *, mask, &bmain_->masks) {
128 }
129 /* Movie clips. */
130 LISTBASE_FOREACH (MovieClip *, clip, &bmain_->movieclips) {
131 build_movieclip(clip);
132 }
133 /* Material override. */
134 if (view_layer->mat_override != nullptr) {
135 build_material(view_layer->mat_override);
136 }
137 /* World override */
138 if (view_layer->world_override != nullptr) {
139 build_world(view_layer->world_override);
140 }
141 /* Freestyle linesets. */
144 }
145 /* Scene parameters, compositor and such. */
148 /* Make final scene evaluation dependent on view layer evaluation. */
149 OperationKey scene_view_layer_key(
151 ComponentKey scene_eval_key(&scene->id, NodeType::SCENE);
152 add_relation(scene_view_layer_key, scene_eval_key, "View Layer -> Scene Eval");
153 /* Sequencer. */
154 if (linked_state == DEG_ID_LINKED_DIRECTLY) {
155 build_scene_audio(scene);
157 }
158 /* Build all set scenes. */
159 if (scene->set != nullptr) {
160 ViewLayer *set_view_layer = BKE_view_layer_default_render(scene->set);
161 build_view_layer(scene->set, set_view_layer, DEG_ID_LINKED_VIA_SET);
162 }
163}
164
165} // namespace blender::deg
void BKE_view_layer_synced_ensure(const Scene *scene, ViewLayer *view_layer)
ViewLayer * BKE_view_layer_default_render(const Scene *scene)
ListBase * BKE_view_layer_object_bases_get(ViewLayer *view_layer)
#define LISTBASE_FOREACH(type, var, list)
@ DAG_EVAL_VIEWPORT
Object groups, one object can be in many groups at once.
@ COLLECTION_HIDE_RENDER
@ COLLECTION_HIDE_VIEWPORT
@ LAYER_COLLECTION_EXCLUDE
virtual bool need_pull_base_into_graph(const Base *base)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_object_from_view_layer_base(Object *object)
virtual void build_material(Material *ma, ID *owner=nullptr)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_view_layer_collections(ViewLayer *view_layer)
virtual void build_movieclip(MovieClip *clip)
Relation * add_relation(const KeyFrom &key_from, const KeyTo &key_to, const char *description, int flags=0)
virtual bool build_layer_collection(LayerCollection *layer_collection)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
ccl_device_inline float2 mask(const MaskType mask, const float2 a)
struct Collection * group
struct FreestyleLineStyle * linestyle
ListBase layer_collections
struct Collection * collection
struct RigidBodyWorld * rigidbody_world
struct AnimData * adt
struct World * world
struct Scene * set
struct FreestyleConfig freestyle_config
ListBase layer_collections
struct World * world_override
struct Material * mat_override