Workspaces: active view layer now always comes from workspace, not scene.

Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
This commit is contained in:
2018-04-24 15:20:17 +02:00
parent c490428bd4
commit 67b014af48
59 changed files with 299 additions and 391 deletions

View File

@@ -277,8 +277,12 @@ RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
return rr->layers.first;
}
static bool render_scene_has_layers_to_render(Scene *scene)
static bool render_scene_has_layers_to_render(Scene *scene, ViewLayer *single_layer)
{
if (single_layer) {
return true;
}
ViewLayer *view_layer;
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (view_layer->flag & VIEW_LAYER_RENDER) {
@@ -705,8 +709,7 @@ void render_copy_renderdata(RenderData *to, RenderData *from)
/* what doesn't change during entire render sequence */
/* disprect is optional, if NULL it assumes full window render */
void RE_InitState(Render *re, Render *source, RenderData *rd,
ListBase *render_layers, const int active_layer,
ViewLayer *view_layer,
ListBase *render_layers, ViewLayer *single_layer,
int winx, int winy, rcti *disprect)
{
bool had_freestyle = (re->r.mode & R_EDGE_FRS) != 0;
@@ -719,7 +722,7 @@ void RE_InitState(Render *re, Render *source, RenderData *rd,
render_copy_renderdata(&re->r, rd);
BLI_freelistN(&re->view_layers);
BLI_duplicatelist(&re->view_layers, render_layers);
re->active_view_layer = active_layer;
re->active_view_layer = 0;
if (source) {
/* reuse border flags from source renderer */
@@ -751,8 +754,8 @@ void RE_InitState(Render *re, Render *source, RenderData *rd,
re->r.scemode = check_mode_full_sample(&re->r);
if (view_layer) {
int index = BLI_findindex(render_layers, view_layer);
if (single_layer) {
int index = BLI_findindex(render_layers, single_layer);
if (index != -1) {
re->active_view_layer = index;
re->r.scemode |= R_SINGLE_LAYER;
@@ -1145,7 +1148,7 @@ static void render_scene(Render *re, Scene *sce, int cfra)
}
/* initial setup */
RE_InitState(resc, re, &sce->r, &sce->view_layers, sce->active_view_layer, NULL, winx, winy, &re->disprect);
RE_InitState(resc, re, &sce->r, &sce->view_layers, NULL, winx, winy, &re->disprect);
/* We still want to use 'rendercache' setting from org (main) scene... */
resc->r.scemode = (resc->r.scemode & ~R_EXR_CACHE_FILE) | (re->r.scemode & R_EXR_CACHE_FILE);
@@ -1382,7 +1385,7 @@ static void tag_scenes_for_render(Render *re)
if (node->id != (ID *)re->scene) {
if ((node->id->tag & LIB_TAG_DOIT) == 0) {
Scene *scene = (Scene *) node->id;
if (render_scene_has_layers_to_render(scene)) {
if (render_scene_has_layers_to_render(scene, NULL)) {
node->flag |= NODE_TEST;
node->id->tag |= LIB_TAG_DOIT;
#ifdef DEPSGRAPH_WORKAROUND_HACK
@@ -1824,20 +1827,6 @@ static void do_render_all_options(Render *re)
}
}
bool RE_force_single_renderlayer(Scene *scene)
{
int scemode = check_mode_full_sample(&scene->r);
if (scemode & R_SINGLE_LAYER) {
ViewLayer *view_layer = BLI_findlink(&scene->view_layers, scene->active_view_layer);
/* force layer to be enabled */
if ((view_layer->flag & VIEW_LAYER_RENDER) == 0) {
view_layer->flag |= VIEW_LAYER_RENDER;
return true;
}
}
return false;
}
static bool check_valid_compositing_camera(Scene *scene, Object *camera_override)
{
if (scene->r.scemode & R_DOCOMP && scene->use_nodes) {
@@ -1847,7 +1836,7 @@ static bool check_valid_compositing_camera(Scene *scene, Object *camera_override
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
Scene *sce = node->id ? (Scene *)node->id : scene;
if (sce->camera == NULL) {
sce->camera = BKE_view_layer_camera_find(BKE_view_layer_from_scene_get(sce));
sce->camera = BKE_view_layer_camera_find(BKE_view_layer_default_render(sce));
}
if (sce->camera == NULL) {
/* all render layers nodes need camera */
@@ -1905,7 +1894,7 @@ static int check_valid_camera(Scene *scene, Object *camera_override, ReportList
const char *err_msg = "No camera found in scene \"%s\"";
if (camera_override == NULL && scene->camera == NULL)
scene->camera = BKE_view_layer_camera_find(BKE_view_layer_from_scene_get(scene));
scene->camera = BKE_view_layer_camera_find(BKE_view_layer_default_render(scene));
if (!check_valid_camera_multiview(scene, scene->camera, reports))
return false;
@@ -1921,7 +1910,7 @@ static int check_valid_camera(Scene *scene, Object *camera_override, ReportList
{
if (!seq->scene_camera) {
if (!seq->scene->camera &&
!BKE_view_layer_camera_find(BKE_view_layer_from_scene_get(seq->scene)))
!BKE_view_layer_camera_find(BKE_view_layer_default_render(seq->scene)))
{
/* camera could be unneeded due to composite nodes */
Object *override = (seq->scene == scene) ? camera_override : NULL;
@@ -1973,7 +1962,7 @@ static int check_composite_output(Scene *scene)
return node_tree_has_composite_output(scene->nodetree);
}
bool RE_is_rendering_allowed(Scene *scene, Object *camera_override, ReportList *reports)
bool RE_is_rendering_allowed(Scene *scene, ViewLayer *single_layer, Object *camera_override, ReportList *reports)
{
int scemode = check_mode_full_sample(&scene->r);
@@ -2049,7 +2038,7 @@ bool RE_is_rendering_allowed(Scene *scene, Object *camera_override, ReportList *
}
/* layer flag tests */
if (!render_scene_has_layers_to_render(scene)) {
if (!render_scene_has_layers_to_render(scene, single_layer)) {
BKE_report(reports, RPT_ERROR, "All render layers are disabled");
return 0;
}
@@ -2094,7 +2083,7 @@ const char *RE_GetActiveRenderView(Render *re)
/* evaluating scene options for general Blender render */
static int render_initialize_from_main(Render *re, RenderData *rd, Main *bmain, Scene *scene,
ViewLayer *view_layer, Object *camera_override, unsigned int lay_override,
ViewLayer *single_layer, Object *camera_override, unsigned int lay_override,
int anim, int anim_init)
{
int winx, winy;
@@ -2151,17 +2140,17 @@ static int render_initialize_from_main(Render *re, RenderData *rd, Main *bmain,
*/
if (0) {
/* make sure dynamics are up to date */
view_layer = BKE_view_layer_from_scene_get(scene);
ViewLayer *view_layer = BKE_view_layer_context_active_PLACEHOLDER(scene);
update_physics_cache(re, scene, view_layer, anim_init);
}
if (view_layer || scene->r.scemode & R_SINGLE_LAYER) {
if (single_layer || scene->r.scemode & R_SINGLE_LAYER) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_single_layer_begin(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
RE_InitState(re, NULL, &scene->r, &scene->view_layers, scene->active_view_layer, view_layer, winx, winy, &disprect);
RE_InitState(re, NULL, &scene->r, &scene->view_layers, single_layer, winx, winy, &disprect);
if (!re->ok) /* if an error was printed, abort */
return 0;
@@ -2182,7 +2171,7 @@ void RE_SetReports(Render *re, ReportList *reports)
}
/* general Blender frame render call */
void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *view_layer, Object *camera_override,
void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *single_layer, Object *camera_override,
unsigned int lay_override, int frame, const bool write_still)
{
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_INIT);
@@ -2192,7 +2181,7 @@ void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *view_laye
scene->r.cfra = frame;
if (render_initialize_from_main(re, &scene->r, bmain, scene, view_layer,
if (render_initialize_from_main(re, &scene->r, bmain, scene, single_layer,
camera_override, lay_override, 0, 0))
{
MEM_reset_peak_memory();
@@ -2796,7 +2785,7 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
winx = (sce->r.size * sce->r.xsch) / 100;
winy = (sce->r.size * sce->r.ysch) / 100;
RE_InitState(re, NULL, &sce->r, &sce->view_layers, sce->active_view_layer, NULL, winx, winy, NULL);
RE_InitState(re, NULL, &sce->r, &sce->view_layers, NULL, winx, winy, NULL);
re->main = bmain;
re->scene = sce;
@@ -2843,7 +2832,7 @@ bool RE_ReadRenderResult(Scene *scene, Scene *scenode)
re = RE_GetSceneRender(scene);
if (re == NULL)
re = RE_NewSceneRender(scene);
RE_InitState(re, NULL, &scene->r, &scene->view_layers, scene->active_view_layer, NULL, winx, winy, &disprect);
RE_InitState(re, NULL, &scene->r, &scene->view_layers, NULL, winx, winy, &disprect);
re->scene = scene;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);