91 lines
3.0 KiB
C++
91 lines
3.0 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include "DNA_scene_types.h"
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namespace blender::deg {
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void DepsgraphNodeBuilder::build_scene_render(Scene *scene, ViewLayer *view_layer)
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{
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scene_ = scene;
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view_layer_ = view_layer;
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const bool build_compositor = (scene->r.scemode & R_DOCOMP);
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const bool build_sequencer = (scene->r.scemode & R_DOSEQ);
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IDNode *id_node = add_id_node(&scene->id);
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id_node->linked_state = DEG_ID_LINKED_DIRECTLY;
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add_time_source();
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build_animdata(&scene->id);
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build_scene_parameters(scene);
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build_scene_audio(scene);
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if (build_compositor) {
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build_scene_compositor(scene);
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}
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if (build_sequencer) {
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build_scene_sequencer(scene);
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build_scene_speakers(scene, view_layer);
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}
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if (scene->camera != nullptr) {
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build_object(-1, scene->camera, DEG_ID_LINKED_DIRECTLY, true);
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}
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}
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void DepsgraphNodeBuilder::build_scene_parameters(Scene *scene)
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{
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if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_PARAMETERS)) {
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return;
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}
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build_parameters(&scene->id);
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build_idproperties(scene->id.properties);
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add_operation_node(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL);
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/* NOTE: This is a bit overkill and can potentially pull a bit too much into the graph, but:
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*
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* - We definitely need an ID node for the scene's compositor, otherwise re-mapping will no
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* happen correct and we will risk remapping pointers in the main database.
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* - Alternatively, we should discard compositor tree, but this might cause other headache like
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* drivers which are coming from the tree.
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*
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* Would be nice to find some reliable way of ignoring compositor here, but it's already pulled
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* in when building scene from view layer, so this particular case does not make things
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* marginally worse. */
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build_scene_compositor(scene);
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LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
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build_idproperties(marker->prop);
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}
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}
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void DepsgraphNodeBuilder::build_scene_compositor(Scene *scene)
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{
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if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_SCENE_COMPOSITOR)) {
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return;
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}
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if (scene->nodetree == nullptr) {
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return;
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}
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build_nodetree(scene->nodetree);
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}
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} // namespace blender::deg
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