Blender V4.3
deg_builder_relations_view_layer.cc
Go to the documentation of this file.
1/* SPDX-FileCopyrightText: 2013 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
12
13#include <cstdio>
14#include <cstdlib>
15#include <cstring> /* required for STREQ later on. */
16
17#include "MEM_guardedalloc.h"
18
19#include "BLI_blenlib.h"
20#include "BLI_utildefines.h"
21
23#include "DNA_linestyle_types.h"
24#include "DNA_node_types.h"
25#include "DNA_object_types.h"
26#include "DNA_scene_types.h"
27
28#include "BKE_layer.hh"
29#include "BKE_main.hh"
30#include "BKE_node.hh"
31
32#include "DEG_depsgraph.hh"
34
37
42
44
45namespace blender::deg {
46
48{
49 const int hide_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_HIDE_VIEWPORT :
51
52 Collection *collection = layer_collection->collection;
53
54 const bool is_collection_hidden = collection->flag & hide_flag;
55 const bool is_layer_collection_excluded = layer_collection->flag & LAYER_COLLECTION_EXCLUDE;
56
57 if (is_collection_hidden || is_layer_collection_excluded) {
58 return false;
59 }
60
61 build_collection(layer_collection, collection);
62
63 const ComponentKey collection_hierarchy_key{&collection->id, NodeType::HIERARCHY};
64
66 LayerCollection *, child_layer_collection, &layer_collection->layer_collections)
67 {
68 if (build_layer_collection(child_layer_collection)) {
69 Collection *child_collection = child_layer_collection->collection;
70 const ComponentKey child_collection_hierarchy_key{&child_collection->id,
73 collection_hierarchy_key, child_collection_hierarchy_key, "Collection hierarchy");
74 }
75 }
76
77 return true;
78}
79
81{
82 const ComponentKey scene_hierarchy_key{&scene_->id, NodeType::HIERARCHY};
83
84 LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
85 if (build_layer_collection(layer_collection)) {
86 Collection *collection = layer_collection->collection;
87 const ComponentKey collection_hierarchy_key{&collection->id, NodeType::HIERARCHY};
88 add_relation(scene_hierarchy_key, collection_hierarchy_key, "Scene -> Collection hierarchy");
89 }
90 }
91}
92
94{
95 if (fls->group != nullptr) {
96 build_collection(nullptr, fls->group);
97 }
98 if (fls->linestyle != nullptr) {
100 }
101}
102
104 ViewLayer *view_layer,
105 eDepsNode_LinkedState_Type linked_state)
106{
107 /* Setup currently building context. */
108 scene_ = scene;
109 BKE_view_layer_synced_ensure(scene, view_layer);
110 /* Scene objects. */
111 /* NOTE: Nodes builder requires us to pass evaluated base because it's being
112 * passed to the evaluation functions. During relations builder we only
113 * do nullptr-pointer check of the base, so it's fine to pass original one. */
115 if (need_pull_base_into_graph(base)) {
117 }
118 }
119
121
122 build_scene_camera(scene);
123 /* Rigidbody. */
124 if (scene->rigidbody_world != nullptr) {
125 build_rigidbody(scene);
126 }
127 /* Scene's animation and drivers. */
128 if (scene->adt != nullptr) {
129 build_animdata(&scene->id);
130 }
131 /* World. */
132 if (scene->world != nullptr) {
133 build_world(scene->world);
134 }
135 /* Masks. */
136 LISTBASE_FOREACH (Mask *, mask, &bmain_->masks) {
137 build_mask(mask);
138 }
139 /* Movie clips. */
141 build_movieclip(clip);
142 }
143 /* Material override. */
144 if (view_layer->mat_override != nullptr) {
145 build_material(view_layer->mat_override);
146 }
147 /* World override */
148 if (view_layer->world_override != nullptr) {
149 build_world(view_layer->world_override);
150 }
151 /* Freestyle linesets. */
154 }
155 /* Scene parameters, compositor and such. */
158 /* Make final scene evaluation dependent on view layer evaluation. */
159 OperationKey scene_view_layer_key(
161 ComponentKey scene_eval_key(&scene->id, NodeType::SCENE);
162 add_relation(scene_view_layer_key, scene_eval_key, "View Layer -> Scene Eval");
163 /* Sequencer. */
164 if (linked_state == DEG_ID_LINKED_DIRECTLY) {
165 build_scene_audio(scene);
167 }
168 /* Build all set scenes. */
169 if (scene->set != nullptr) {
170 ViewLayer *set_view_layer = BKE_view_layer_default_render(scene->set);
171 build_view_layer(scene->set, set_view_layer, DEG_ID_LINKED_VIA_SET);
172 }
173}
174
175} // 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
Object is a sort of wrapper for general info.
Read Guarded memory(de)allocation.
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)
struct Collection * group
struct FreestyleLineStyle * linestyle
ListBase layer_collections
struct Collection * collection
ListBase masks
Definition BKE_main.hh:243
ListBase movieclips
Definition BKE_main.hh:242
struct FreestyleConfig freestyle_config
ListBase layer_collections
struct World * world_override
struct Material * mat_override
eEvaluationMode mode
Definition depsgraph.hh:136