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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

75 lines
2.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*/
#include "intern/builder/deg_builder_nodes.h"
#include "DNA_scene_types.h"
namespace blender::deg {
void DepsgraphNodeBuilder::build_scene_render(Scene *scene, ViewLayer *view_layer)
{
scene_ = scene;
view_layer_ = view_layer;
const bool build_compositor = (scene->r.scemode & R_DOCOMP);
const bool build_sequencer = (scene->r.scemode & R_DOSEQ);
IDNode *id_node = add_id_node(&scene->id);
id_node->linked_state = DEG_ID_LINKED_DIRECTLY;
add_time_source();
build_animdata(&scene->id);
build_scene_parameters(scene);
build_scene_audio(scene);
if (build_compositor) {
build_scene_compositor(scene);
}
if (build_sequencer) {
build_scene_sequencer(scene);
build_scene_speakers(scene, view_layer);
}
if (scene->camera != nullptr) {
build_object(-1, scene->camera, DEG_ID_LINKED_DIRECTLY, true);
}
}
void DepsgraphNodeBuilder::build_scene_parameters(Scene *scene)
{
if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_PARAMETERS)) {
return;
}
build_parameters(&scene->id);
build_idproperties(scene->id.properties);
add_operation_node(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL);
/* NOTE: This is a bit overkill and can potentially pull a bit too much into the graph, but:
*
* - We definitely need an ID node for the scene's compositor, otherwise re-mapping will no
* happen correct and we will risk remapping pointers in the main database.
* - Alternatively, we should discard compositor tree, but this might cause other headache like
* drivers which are coming from the tree.
*
* Would be nice to find some reliable way of ignoring compositor here, but it's already pulled
* in when building scene from view layer, so this particular case does not make things
* marginally worse. */
build_scene_compositor(scene);
LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
build_idproperties(marker->prop);
}
}
void DepsgraphNodeBuilder::build_scene_compositor(Scene *scene)
{
if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_SCENE_COMPOSITOR)) {
return;
}
if (scene->nodetree == nullptr) {
return;
}
build_nodetree(scene->nodetree);
}
} // namespace blender::deg