1828 lines
51 KiB
C
1828 lines
51 KiB
C
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* Contributor(s): Dalai Felinto
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file blender/blenkernel/intern/layer.c
|
|
* \ingroup bke
|
|
*/
|
|
|
|
#include <string.h>
|
|
|
|
#include "BLI_listbase.h"
|
|
#include "BLI_string.h"
|
|
#include "BLI_string_utf8.h"
|
|
#include "BLI_string_utils.h"
|
|
#include "BLT_translation.h"
|
|
|
|
#include "BKE_collection.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_idprop.h"
|
|
#include "BKE_layer.h"
|
|
#include "BKE_main.h"
|
|
#include "BKE_node.h"
|
|
|
|
#include "DNA_ID.h"
|
|
#include "DNA_layer_types.h"
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_node_types.h"
|
|
#include "DNA_scene_types.h"
|
|
|
|
#include "DRW_engine.h"
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
|
|
|
|
/* prototype */
|
|
struct EngineSettingsCB_Type;
|
|
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
|
|
static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc);
|
|
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
|
|
static IDProperty *collection_engine_settings_create(struct EngineSettingsCB_Type *ces_type, const bool populate);
|
|
static IDProperty *collection_engine_get(IDProperty *root, const int type, const char *engine_name);
|
|
static void collection_engine_settings_init(IDProperty *root, const bool populate);
|
|
static void layer_engine_settings_init(IDProperty *root, const bool populate);
|
|
static void object_bases_Iterator_next(BLI_Iterator *iter, const int flag);
|
|
|
|
/* RenderLayer */
|
|
|
|
/**
|
|
* Returns the SceneLayer to be used for rendering
|
|
* Most of the time BKE_scene_layer_context_active should be used instead
|
|
*/
|
|
SceneLayer *BKE_scene_layer_render_active(const Scene *scene)
|
|
{
|
|
SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
|
|
BLI_assert(sl);
|
|
return sl;
|
|
}
|
|
|
|
/**
|
|
* Returns the SceneLayer to be used for drawing, outliner, and
|
|
* other context related areas.
|
|
*/
|
|
SceneLayer *BKE_scene_layer_context_active(const Scene *scene)
|
|
{
|
|
/* waiting for workspace to get the layer from context*/
|
|
TODO_LAYER_CONTEXT;
|
|
return BKE_scene_layer_render_active(scene);
|
|
}
|
|
|
|
/**
|
|
* Add a new renderlayer
|
|
* by default, a renderlayer has the master collection
|
|
*/
|
|
SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name)
|
|
{
|
|
if (!name) {
|
|
name = DATA_("Render Layer");
|
|
}
|
|
|
|
IDPropertyTemplate val = {0};
|
|
SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer");
|
|
sl->flag |= SCENE_LAYER_RENDER;
|
|
|
|
sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
layer_engine_settings_init(sl->properties, false);
|
|
|
|
BLI_addtail(&scene->render_layers, sl);
|
|
|
|
/* unique name */
|
|
BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
|
|
BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
|
|
|
|
SceneCollection *sc = BKE_collection_master(scene);
|
|
layer_collection_add(sl, NULL, sc);
|
|
|
|
return sl;
|
|
}
|
|
|
|
bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl)
|
|
{
|
|
const int act = BLI_findindex(&scene->render_layers, sl);
|
|
|
|
if (act == -1) {
|
|
return false;
|
|
}
|
|
else if ( (scene->render_layers.first == scene->render_layers.last) &&
|
|
(scene->render_layers.first == sl))
|
|
{
|
|
/* ensure 1 layer is kept */
|
|
return false;
|
|
}
|
|
|
|
BLI_remlink(&scene->render_layers, sl);
|
|
|
|
BKE_scene_layer_free(sl);
|
|
MEM_freeN(sl);
|
|
|
|
scene->active_layer = 0;
|
|
/* TODO WORKSPACE: set active_layer to 0 */
|
|
|
|
for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
|
|
if (sce->nodetree) {
|
|
BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself).
|
|
*/
|
|
void BKE_scene_layer_free(SceneLayer *sl)
|
|
{
|
|
sl->basact = NULL;
|
|
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
|
if (base->collection_properties) {
|
|
IDP_FreeProperty(base->collection_properties);
|
|
MEM_freeN(base->collection_properties);
|
|
}
|
|
}
|
|
BLI_freelistN(&sl->object_bases);
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
layer_collection_free(NULL, lc);
|
|
}
|
|
BLI_freelistN(&sl->layer_collections);
|
|
|
|
if (sl->properties) {
|
|
IDP_FreeProperty(sl->properties);
|
|
MEM_freeN(sl->properties);
|
|
}
|
|
|
|
if (sl->properties_evaluated) {
|
|
IDP_FreeProperty(sl->properties_evaluated);
|
|
MEM_freeN(sl->properties_evaluated);
|
|
}
|
|
|
|
MEM_SAFE_FREE(sl->stats);
|
|
}
|
|
|
|
/**
|
|
* Set the render engine of a renderlayer
|
|
*/
|
|
void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
|
|
{
|
|
BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
|
|
}
|
|
|
|
/**
|
|
* Tag all the selected objects of a renderlayer
|
|
*/
|
|
void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
|
|
{
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
|
if ((base->flag & BASE_SELECTED) != 0) {
|
|
base->object->flag |= tag;
|
|
}
|
|
else {
|
|
base->object->flag &= ~tag;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
|
|
{
|
|
for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
|
|
if (lcn == lc) {
|
|
return true;
|
|
}
|
|
if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Find the SceneLayer a LayerCollection belongs to
|
|
*/
|
|
SceneLayer *BKE_scene_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
|
|
{
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
|
|
return sl;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/* Base */
|
|
|
|
Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
|
|
{
|
|
return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
|
|
}
|
|
|
|
void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
|
|
{
|
|
Base *base;
|
|
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
base->flag &= ~BASE_SELECTED;
|
|
}
|
|
}
|
|
|
|
void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
|
|
{
|
|
sl->basact = selbase;
|
|
if ((selbase->flag & BASE_SELECTABLED) != 0) {
|
|
selbase->flag |= BASE_SELECTED;
|
|
}
|
|
}
|
|
|
|
static void scene_layer_object_base_unref(SceneLayer *sl, Base *base)
|
|
{
|
|
base->refcount--;
|
|
|
|
/* It only exists in the RenderLayer */
|
|
if (base->refcount == 0) {
|
|
if (sl->basact == base) {
|
|
sl->basact = NULL;
|
|
}
|
|
|
|
if (base->collection_properties) {
|
|
IDP_FreeProperty(base->collection_properties);
|
|
MEM_freeN(base->collection_properties);
|
|
}
|
|
|
|
BLI_remlink(&sl->object_bases, base);
|
|
MEM_freeN(base);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the base if existent, or create it if necessary
|
|
* Always bump the refcount
|
|
*/
|
|
static Base *object_base_add(SceneLayer *sl, Object *ob)
|
|
{
|
|
Base *base;
|
|
base = BKE_scene_layer_base_find(sl, ob);
|
|
|
|
if (base == NULL) {
|
|
base = MEM_callocN(sizeof(Base), "Object Base");
|
|
|
|
/* Do not bump user count, leave it for SceneCollections. */
|
|
base->object = ob;
|
|
BLI_addtail(&sl->object_bases, base);
|
|
|
|
IDPropertyTemplate val = {0};
|
|
base->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
}
|
|
|
|
base->refcount++;
|
|
return base;
|
|
}
|
|
|
|
/* LayerCollection */
|
|
|
|
/**
|
|
* When freeing the entire SceneLayer at once we don't bother with unref
|
|
* otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree
|
|
*/
|
|
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
|
|
{
|
|
if (sl) {
|
|
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
|
|
scene_layer_object_base_unref(sl, link->data);
|
|
}
|
|
}
|
|
|
|
BLI_freelistN(&lc->object_bases);
|
|
BLI_freelistN(&lc->overrides);
|
|
|
|
if (lc->properties) {
|
|
IDP_FreeProperty(lc->properties);
|
|
MEM_freeN(lc->properties);
|
|
}
|
|
|
|
if (lc->properties_evaluated) {
|
|
IDP_FreeProperty(lc->properties_evaluated);
|
|
MEM_freeN(lc->properties_evaluated);
|
|
}
|
|
|
|
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
|
|
layer_collection_free(sl, nlc);
|
|
}
|
|
|
|
BLI_freelistN(&lc->layer_collections);
|
|
}
|
|
|
|
/**
|
|
* Free (or release) LayerCollection from SceneLayer
|
|
* (does not free the LayerCollection itself).
|
|
*/
|
|
void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
|
|
{
|
|
layer_collection_free(sl, lc);
|
|
}
|
|
|
|
/* LayerCollection */
|
|
|
|
/**
|
|
* Recursively get the collection for a given index
|
|
*/
|
|
static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
|
|
{
|
|
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
|
|
if (*i == number) {
|
|
return lc;
|
|
}
|
|
|
|
(*i)++;
|
|
|
|
LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
|
|
if (lc_nested) {
|
|
return lc_nested;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Get the active collection
|
|
*/
|
|
LayerCollection *BKE_layer_collection_active(SceneLayer *sl)
|
|
{
|
|
int i = 0;
|
|
return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
|
|
}
|
|
|
|
|
|
/**
|
|
* Return layer collection to add new object(s).
|
|
* Create one if none exists.
|
|
*/
|
|
LayerCollection *BKE_layer_collection_get_active_ensure(Scene *scene, SceneLayer *sl)
|
|
{
|
|
LayerCollection *lc = BKE_layer_collection_active(sl);
|
|
|
|
if (lc == NULL) {
|
|
BLI_assert(BLI_listbase_is_empty(&sl->layer_collections));
|
|
/* When there is no collection linked to this SceneLayer, create one. */
|
|
SceneCollection *sc = BKE_collection_add(scene, NULL, NULL);
|
|
lc = BKE_collection_link(sl, sc);
|
|
}
|
|
|
|
return lc;
|
|
}
|
|
|
|
/**
|
|
* Recursively get the count of collections
|
|
*/
|
|
static int collection_count(ListBase *lb)
|
|
{
|
|
int i = 0;
|
|
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
|
|
i += collection_count(&lc->layer_collections) + 1;
|
|
}
|
|
return i;
|
|
}
|
|
|
|
/**
|
|
* Get the total number of collections
|
|
* (including all the nested collections)
|
|
*/
|
|
int BKE_layer_collection_count(SceneLayer *sl)
|
|
{
|
|
return collection_count(&sl->layer_collections);
|
|
}
|
|
|
|
/**
|
|
* Recursively get the index for a given collection
|
|
*/
|
|
static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
|
|
{
|
|
for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
|
|
if (lcol == lc) {
|
|
return *i;
|
|
}
|
|
|
|
(*i)++;
|
|
|
|
int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
|
|
if (i_nested != -1) {
|
|
return i_nested;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* Return -1 if not found
|
|
*/
|
|
int BKE_layer_collection_findindex(SceneLayer *sl, const LayerCollection *lc)
|
|
{
|
|
int i = 0;
|
|
return index_from_collection(&sl->layer_collections, lc, &i);
|
|
}
|
|
|
|
/**
|
|
* Lookup the listbase that contains \a lc.
|
|
*/
|
|
static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
|
|
{
|
|
for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
|
|
if (lc_iter == lc) {
|
|
return lb;
|
|
}
|
|
|
|
ListBase *lb_child_result;
|
|
if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
|
|
return lb_child_result;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
#if 0
|
|
/**
|
|
* Lookup the listbase that contains \a sc.
|
|
*/
|
|
static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
|
|
{
|
|
for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
|
|
if (sc_iter == sc) {
|
|
return lb;
|
|
}
|
|
|
|
ListBase *lb_child_result;
|
|
if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
|
|
return lb_child_result;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
/* Outliner drag and drop */
|
|
|
|
/**
|
|
* Nest a LayerCollection into another one
|
|
* Both collections must be from the same SceneLayer, return true if succeded.
|
|
*
|
|
* The LayerCollection will effectively be moved into the
|
|
* new (nested) position. So all the settings, overrides, ... go with it, and
|
|
* if the collection was directly linked to the SceneLayer it's then unlinked.
|
|
*
|
|
* For the other SceneLayers we simply resync the tree, without changing directly
|
|
* linked collections (even if they link to the same SceneCollection)
|
|
*
|
|
* \param lc_src LayerCollection to nest into \a lc_dst
|
|
* \param lc_dst LayerCollection to have \a lc_src inserted into
|
|
*/
|
|
|
|
static void layer_collection_swap(
|
|
SceneLayer *sl, ListBase *lb_a, ListBase *lb_b,
|
|
LayerCollection *lc_a, LayerCollection *lc_b)
|
|
{
|
|
if (lb_a == NULL) {
|
|
lb_a = layer_collection_listbase_find(&sl->layer_collections, lc_a);
|
|
}
|
|
|
|
if (lb_b == NULL) {
|
|
lb_b = layer_collection_listbase_find(&sl->layer_collections, lc_b);
|
|
}
|
|
|
|
BLI_assert(lb_a);
|
|
BLI_assert(lb_b);
|
|
|
|
BLI_listbases_swaplinks(lb_a, lb_b, lc_a, lc_b);
|
|
}
|
|
|
|
/**
|
|
* Move \a lc_src into \a lc_dst. Both have to be stored in \a sl.
|
|
* If \a lc_src is directly linked to the SceneLayer it's unlinked
|
|
*/
|
|
bool BKE_layer_collection_move_into(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
|
|
{
|
|
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
|
|
bool is_directly_linked = false;
|
|
|
|
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
|
|
return false;
|
|
}
|
|
|
|
/* We can't nest the collection into itself */
|
|
if (lc_src->scene_collection == lc_dst->scene_collection) {
|
|
return false;
|
|
}
|
|
|
|
/* Collection is already where we wanted it to be */
|
|
if (lc_dst->layer_collections.last == lc_src) {
|
|
return false;
|
|
}
|
|
|
|
/* Collection is already where we want it to be in the scene tree
|
|
* but we want to swap it in the layer tree still */
|
|
if (lc_dst->scene_collection->scene_collections.last == lc_src->scene_collection) {
|
|
LayerCollection *lc_swap = lc_dst->layer_collections.last;
|
|
layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_dst->layer_collections.last, lc_src);
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
|
|
BKE_collection_unlink(sl, lc_swap);
|
|
}
|
|
return true;
|
|
}
|
|
else {
|
|
LayerCollection *lc_temp;
|
|
is_directly_linked = BLI_findindex(&sl->layer_collections, lc_src) != -1;
|
|
|
|
if (!is_directly_linked) {
|
|
/* lc_src will be invalid after BKE_collection_move_into!
|
|
* so we swap it with lc_temp to preserve its settings */
|
|
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
|
|
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
|
|
}
|
|
|
|
if (!BKE_collection_move_into(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
|
|
if (!is_directly_linked) {
|
|
/* Swap back and remove */
|
|
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
|
|
BKE_collection_unlink(sl, lc_temp);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
LayerCollection *lc_new = BLI_findptr(&lc_dst->layer_collections, lc_src->scene_collection, offsetof(LayerCollection, scene_collection));
|
|
BLI_assert(lc_new);
|
|
layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_new, lc_src);
|
|
|
|
/* If it's directly linked, unlink it after the swap */
|
|
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
|
|
BKE_collection_unlink(sl, lc_new);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Move \a lc_src above \a lc_dst. Both have to be stored in \a sl.
|
|
* If \a lc_src is directly linked to the SceneLayer it's unlinked
|
|
*/
|
|
bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
|
|
{
|
|
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
|
|
const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1;
|
|
const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1;
|
|
|
|
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
|
|
return false;
|
|
}
|
|
|
|
/* Collection is already where we wanted it to be */
|
|
if (lc_dst->prev == lc_src) {
|
|
return false;
|
|
}
|
|
|
|
/* Collection is already where we want it to be in the scene tree
|
|
* but we want to swap it in the layer tree still */
|
|
if (lc_dst->prev && lc_dst->prev->scene_collection == lc_src->scene_collection) {
|
|
LayerCollection *lc_swap = lc_dst->prev;
|
|
layer_collection_swap(sl, NULL, NULL, lc_dst->prev, lc_src);
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
|
|
BKE_collection_unlink(sl, lc_swap);
|
|
}
|
|
return true;
|
|
}
|
|
/* We don't allow to move above/below a directly linked collection
|
|
* unless the source collection is also directly linked */
|
|
else if (is_directly_linked_dst) {
|
|
/* Both directly linked to the SceneLayer, just need to swap */
|
|
if (is_directly_linked_src) {
|
|
BLI_remlink(&sl->layer_collections, lc_src);
|
|
BLI_insertlinkbefore(&sl->layer_collections, lc_dst, lc_src);
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
LayerCollection *lc_temp;
|
|
|
|
if (!is_directly_linked_src) {
|
|
/* lc_src will be invalid after BKE_collection_move_into!
|
|
* so we swap it with lc_temp to preserve its settings */
|
|
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
|
|
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
|
|
}
|
|
|
|
if (!BKE_collection_move_above(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
|
|
if (!is_directly_linked_src) {
|
|
/* Swap back and remove */
|
|
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
|
|
BKE_collection_unlink(sl, lc_temp);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
LayerCollection *lc_new = lc_dst->prev;
|
|
BLI_assert(lc_new);
|
|
layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
|
|
|
|
/* If it's directly linked, unlink it after the swap */
|
|
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
|
|
BKE_collection_unlink(sl, lc_new);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Move \a lc_src below \a lc_dst. Both have to be stored in \a sl.
|
|
* If \a lc_src is directly linked to the SceneLayer it's unlinked
|
|
*/
|
|
bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
|
|
{
|
|
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
|
|
const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1;
|
|
const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1;
|
|
|
|
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
|
|
return false;
|
|
}
|
|
|
|
/* Collection is already where we wanted it to be */
|
|
if (lc_dst->next == lc_src) {
|
|
return false;
|
|
}
|
|
|
|
/* Collection is already where we want it to be in the scene tree
|
|
* but we want to swap it in the layer tree still */
|
|
if (lc_dst->next && lc_dst->next->scene_collection == lc_src->scene_collection) {
|
|
LayerCollection *lc_swap = lc_dst->next;
|
|
layer_collection_swap(sl, NULL, NULL, lc_dst->next, lc_src);
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
|
|
BKE_collection_unlink(sl, lc_swap);
|
|
}
|
|
return true;
|
|
}
|
|
/* We don't allow to move above/below a directly linked collection
|
|
* unless the source collection is also directly linked */
|
|
else if (is_directly_linked_dst) {
|
|
/* Both directly linked to the SceneLayer, just need to swap */
|
|
if (is_directly_linked_src) {
|
|
BLI_remlink(&sl->layer_collections, lc_src);
|
|
BLI_insertlinkafter(&sl->layer_collections, lc_dst, lc_src);
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
LayerCollection *lc_temp;
|
|
|
|
if (!is_directly_linked_src) {
|
|
/* lc_src will be invalid after BKE_collection_move_into!
|
|
* so we swap it with lc_temp to preserve its settings */
|
|
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
|
|
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
|
|
}
|
|
|
|
if (!BKE_collection_move_below(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
|
|
if (!is_directly_linked_src) {
|
|
/* Swap back and remove */
|
|
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
|
|
BKE_collection_unlink(sl, lc_temp);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
LayerCollection *lc_new = lc_dst->next;
|
|
BLI_assert(lc_new);
|
|
layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
|
|
|
|
/* If it's directly linked, unlink it after the swap */
|
|
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
|
|
BKE_collection_unlink(sl, lc_new);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const SceneCollection *sc)
|
|
{
|
|
if (lc->scene_collection == sc) {
|
|
ListBase collections = {NULL};
|
|
BLI_movelisttolist(&collections, &lc->layer_collections);
|
|
|
|
for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
|
|
LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection));
|
|
if (lc_nested) {
|
|
BLI_remlink(&collections, lc_nested);
|
|
BLI_addtail(&lc->layer_collections, lc_nested);
|
|
}
|
|
else {
|
|
layer_collection_add(sl, lc, sc_nested);
|
|
}
|
|
}
|
|
|
|
for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) {
|
|
layer_collection_free(sl, lc_nested);
|
|
}
|
|
BLI_freelistN(&collections);
|
|
|
|
BLI_assert(BLI_listbase_count(&lc->layer_collections) ==
|
|
BLI_listbase_count(&sc->scene_collections));
|
|
|
|
return true;
|
|
}
|
|
|
|
for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) {
|
|
if (layer_collection_resync(sl, lc_nested, sc)) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Update the scene layers so that any LayerCollection that points
|
|
* to \a sc is re-synced again
|
|
*/
|
|
void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc)
|
|
{
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
layer_collection_resync(sl, lc, sc);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/**
|
|
* Link a collection to a renderlayer
|
|
* The collection needs to be created separately
|
|
*/
|
|
LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
|
|
{
|
|
LayerCollection *lc = layer_collection_add(sl, NULL, sc);
|
|
sl->active_collection = BKE_layer_collection_findindex(sl, lc);
|
|
return lc;
|
|
}
|
|
|
|
/**
|
|
* Unlink a collection base from a renderlayer
|
|
* The corresponding collection is not removed from the master collection
|
|
*/
|
|
void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc)
|
|
{
|
|
BKE_layer_collection_free(sl, lc);
|
|
BLI_remlink(&sl->layer_collections, lc);
|
|
MEM_freeN(lc);
|
|
sl->active_collection = 0;
|
|
}
|
|
|
|
static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
|
|
{
|
|
Base *base = object_base_add(sl, ob);
|
|
|
|
/* Only add an object once - prevent SceneCollection->objects and
|
|
* SceneCollection->filter_objects to add the same object. */
|
|
|
|
if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
|
|
return;
|
|
}
|
|
|
|
bool is_visible = (lc->flag & COLLECTION_VISIBLE) != 0;
|
|
bool is_selectable = is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
|
|
|
|
if (is_visible) {
|
|
base->flag |= BASE_VISIBLED;
|
|
}
|
|
|
|
if (is_selectable) {
|
|
base->flag |= BASE_SELECTABLED;
|
|
}
|
|
|
|
BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
|
|
}
|
|
|
|
static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
|
|
{
|
|
Base *base;
|
|
base = BKE_scene_layer_base_find(sl, ob);
|
|
|
|
LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
|
|
BLI_remlink(&lc->object_bases, link);
|
|
MEM_freeN(link);
|
|
|
|
scene_layer_object_base_unref(sl, base);
|
|
}
|
|
|
|
static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects)
|
|
{
|
|
for (LinkData *link = objects->first; link; link = link->next) {
|
|
layer_collection_object_add(sl, lc, link->data);
|
|
}
|
|
}
|
|
|
|
static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc)
|
|
{
|
|
layer_collection_objects_populate(sl, lc, &sc->objects);
|
|
layer_collection_objects_populate(sl, lc, &sc->filter_objects);
|
|
|
|
for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
|
|
layer_collection_add(sl, lc, nsc);
|
|
}
|
|
}
|
|
|
|
static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
|
|
|
|
lc->scene_collection = sc;
|
|
lc->flag = COLLECTION_VISIBLE | COLLECTION_SELECTABLE;
|
|
|
|
lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
collection_engine_settings_init(lc->properties, false);
|
|
|
|
if (parent != NULL) {
|
|
BLI_addtail(&parent->layer_collections, lc);
|
|
}
|
|
else {
|
|
BLI_addtail(&sl->layer_collections, lc);
|
|
}
|
|
|
|
layer_collection_populate(sl, lc, sc);
|
|
|
|
return lc;
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/**
|
|
* See if render layer has the scene collection linked directly, or indirectly (nested)
|
|
*/
|
|
bool BKE_scene_layer_has_collection(SceneLayer *sl, const SceneCollection *sc)
|
|
{
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* See if the object is in any of the scene layers of the scene
|
|
*/
|
|
bool BKE_scene_has_object(Scene *scene, Object *ob)
|
|
{
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
Base *base = BKE_scene_layer_base_find(sl, ob);
|
|
if (base) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
/* Syncing */
|
|
|
|
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
|
|
{
|
|
if (lc->scene_collection == sc) {
|
|
return lc;
|
|
}
|
|
|
|
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
|
|
LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
|
|
if (found) {
|
|
return found;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Add a new LayerCollection for all the SceneLayers that have sc_parent
|
|
*/
|
|
void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc)
|
|
{
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
|
|
if (lc_parent) {
|
|
layer_collection_add(sl, lc_parent, sc);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Add a corresponding ObjectBase to all the equivalent LayerCollection
|
|
*/
|
|
void BKE_layer_sync_object_link(const Scene *scene, SceneCollection *sc, Object *ob)
|
|
{
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
|
|
if (found) {
|
|
layer_collection_object_add(sl, found, ob);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove the equivalent object base to all layers that have this collection
|
|
* also remove all reference to ob in the filter_objects
|
|
*/
|
|
void BKE_layer_sync_object_unlink(const Scene *scene, SceneCollection *sc, Object *ob)
|
|
{
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
|
|
if (found) {
|
|
layer_collection_object_remove(sl, found, ob);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
/* Override */
|
|
|
|
/**
|
|
* Add a new datablock override
|
|
*/
|
|
void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
|
|
{
|
|
TODO_LAYER_OVERRIDE;
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
/* Engine Settings */
|
|
|
|
ListBase R_layer_collection_engines_settings_callbacks = {NULL, NULL};
|
|
ListBase R_scene_layer_engines_settings_callbacks = {NULL, NULL};
|
|
|
|
typedef struct EngineSettingsCB_Type {
|
|
struct EngineSettingsCB_Type *next, *prev;
|
|
|
|
char name[MAX_NAME]; /* engine name */
|
|
|
|
EngineSettingsCB callback;
|
|
|
|
} EngineSettingsCB_Type;
|
|
|
|
static void create_engine_settings_scene(IDProperty *root, EngineSettingsCB_Type *es_type)
|
|
{
|
|
if (collection_engine_get(root, COLLECTION_MODE_NONE, es_type->name)) {
|
|
return;
|
|
}
|
|
|
|
IDProperty *props = collection_engine_settings_create(es_type, true);
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
|
|
static void create_layer_collection_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
|
|
{
|
|
create_engine_settings_scene(scene->collection_properties, es_type);
|
|
}
|
|
|
|
static void create_scene_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
|
|
{
|
|
create_engine_settings_scene(scene->layer_properties, es_type);
|
|
}
|
|
|
|
static void create_layer_collection_engine_settings_collection(LayerCollection *lc, EngineSettingsCB_Type *es_type)
|
|
{
|
|
if (BKE_layer_collection_engine_collection_get(lc, COLLECTION_MODE_NONE, es_type->name)) {
|
|
return;
|
|
}
|
|
|
|
IDProperty *props = collection_engine_settings_create(es_type, false);
|
|
IDP_AddToGroup(lc->properties, props);
|
|
|
|
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
|
|
create_layer_collection_engine_settings_collection(lcn, es_type);
|
|
}
|
|
}
|
|
|
|
static void create_layer_collection_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
|
|
{
|
|
/* Populate the scene with the new settings. */
|
|
create_layer_collection_engine_settings_scene(scene, es_type);
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
create_layer_collection_engine_settings_collection(lc, es_type);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void create_scene_layer_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
|
|
{
|
|
/* Populate the scene with the new settings. */
|
|
create_scene_layer_engine_settings_scene(scene, es_type);
|
|
}
|
|
|
|
static void create_scene_layer_engines_settings_layer(SceneLayer *sl, EngineSettingsCB_Type *es_type)
|
|
{
|
|
if (BKE_scene_layer_engine_layer_get(sl, COLLECTION_MODE_NONE, es_type->name)) {
|
|
return;
|
|
}
|
|
|
|
IDProperty *props = collection_engine_settings_create(es_type, false);
|
|
IDP_AddToGroup(sl->properties, props);
|
|
}
|
|
|
|
static EngineSettingsCB_Type *engine_settings_callback_register(const char *engine_name, EngineSettingsCB func, ListBase *lb)
|
|
{
|
|
EngineSettingsCB_Type *es_type;
|
|
|
|
/* Cleanup in case it existed. */
|
|
es_type = BLI_findstring(lb, engine_name, offsetof(EngineSettingsCB_Type, name));
|
|
|
|
if (es_type) {
|
|
BLI_remlink(lb, es_type);
|
|
MEM_freeN(es_type);
|
|
}
|
|
|
|
es_type = MEM_callocN(sizeof(EngineSettingsCB_Type), __func__);
|
|
BLI_strncpy_utf8(es_type->name, engine_name, sizeof(es_type->name));
|
|
es_type->callback = func;
|
|
BLI_addtail(lb, es_type);
|
|
|
|
return es_type;
|
|
}
|
|
|
|
void BKE_layer_collection_engine_settings_callback_register(
|
|
Main *bmain, const char *engine_name, EngineSettingsCB func)
|
|
{
|
|
EngineSettingsCB_Type *es_type =
|
|
engine_settings_callback_register(engine_name, func, &R_layer_collection_engines_settings_callbacks);
|
|
|
|
if (bmain) {
|
|
/* Populate all of the collections of the scene with those settings. */
|
|
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
|
|
create_layer_collection_engines_settings_scene(scene, es_type);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BKE_scene_layer_engine_settings_callback_register(
|
|
Main *bmain, const char *engine_name, EngineSettingsCB func)
|
|
{
|
|
EngineSettingsCB_Type *es_type =
|
|
engine_settings_callback_register(engine_name, func, &R_scene_layer_engines_settings_callbacks);
|
|
|
|
if (bmain) {
|
|
/* Populate all of the collections of the scene with those settings. */
|
|
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
|
|
create_scene_layer_engines_settings_scene(scene, es_type);
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
create_scene_layer_engines_settings_layer(sl, es_type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BKE_layer_collection_engine_settings_callback_free(void)
|
|
{
|
|
BLI_freelistN(&R_layer_collection_engines_settings_callbacks);
|
|
}
|
|
|
|
void BKE_scene_layer_engine_settings_callback_free(void)
|
|
{
|
|
BLI_freelistN(&R_scene_layer_engines_settings_callbacks);
|
|
}
|
|
|
|
/**
|
|
* Create a root IDProperty for this engine
|
|
*
|
|
* \param populate whether we want to pre-fill the collection with the default properties
|
|
*/
|
|
static IDProperty *collection_engine_settings_create(EngineSettingsCB_Type *es_type, const bool populate)
|
|
{
|
|
IDProperty *props;
|
|
IDPropertyTemplate val = {0};
|
|
|
|
props = IDP_New(IDP_GROUP, &val, es_type->name);
|
|
props->subtype = IDP_GROUP_SUB_ENGINE_RENDER;
|
|
|
|
/* properties */
|
|
if (populate) {
|
|
es_type->callback(NULL, props);
|
|
}
|
|
|
|
return props;
|
|
}
|
|
|
|
static void layer_collection_create_mode_settings_object(IDProperty *root, const bool populate)
|
|
{
|
|
IDProperty *props;
|
|
IDPropertyTemplate val = {0};
|
|
|
|
props = IDP_New(IDP_GROUP, &val, "ObjectMode");
|
|
props->subtype = IDP_GROUP_SUB_MODE_OBJECT;
|
|
|
|
/* properties */
|
|
if (populate) {
|
|
OBJECT_collection_settings_create(props);
|
|
}
|
|
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
|
|
static void layer_collection_create_mode_settings_edit(IDProperty *root, const bool populate)
|
|
{
|
|
IDProperty *props;
|
|
IDPropertyTemplate val = {0};
|
|
|
|
props = IDP_New(IDP_GROUP, &val, "EditMode");
|
|
props->subtype = IDP_GROUP_SUB_MODE_EDIT;
|
|
|
|
/* properties */
|
|
if (populate) {
|
|
EDIT_MESH_collection_settings_create(props);
|
|
}
|
|
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
|
|
static void layer_collection_create_mode_settings_paint_weight(IDProperty *root, const bool populate)
|
|
{
|
|
IDProperty *props;
|
|
IDPropertyTemplate val = {0};
|
|
|
|
props = IDP_New(IDP_GROUP, &val, "WeightPaintMode");
|
|
props->subtype = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
|
|
|
|
/* properties */
|
|
if (populate) {
|
|
PAINT_WEIGHT_collection_settings_create(props);
|
|
}
|
|
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
|
|
static void layer_collection_create_mode_settings_paint_vertex(IDProperty *root, const bool populate)
|
|
{
|
|
IDProperty *props;
|
|
IDPropertyTemplate val = {0};
|
|
|
|
props = IDP_New(IDP_GROUP, &val, "VertexPaintMode");
|
|
props->subtype = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
|
|
|
|
/* properties */
|
|
if (populate) {
|
|
PAINT_VERTEX_collection_settings_create(props);
|
|
}
|
|
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
|
|
static void layer_collection_create_render_settings(IDProperty *root, const bool populate)
|
|
{
|
|
EngineSettingsCB_Type *es_type;
|
|
for (es_type = R_layer_collection_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
|
|
IDProperty *props = collection_engine_settings_create(es_type, populate);
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
}
|
|
|
|
static void scene_layer_create_render_settings(IDProperty *root, const bool populate)
|
|
{
|
|
EngineSettingsCB_Type *es_type;
|
|
for (es_type = R_scene_layer_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
|
|
IDProperty *props = collection_engine_settings_create(es_type, populate);
|
|
IDP_AddToGroup(root, props);
|
|
}
|
|
}
|
|
|
|
static void collection_create_mode_settings(IDProperty *root, const bool populate)
|
|
{
|
|
/* XXX TODO: put all those engines in the R_engines_settings_callbacks
|
|
* and have IDP_AddToGroup outside the callbacks */
|
|
layer_collection_create_mode_settings_object(root, populate);
|
|
layer_collection_create_mode_settings_edit(root, populate);
|
|
layer_collection_create_mode_settings_paint_weight(root, populate);
|
|
layer_collection_create_mode_settings_paint_vertex(root, populate);
|
|
}
|
|
|
|
static void layer_create_mode_settings(IDProperty *root, const bool populate)
|
|
{
|
|
TODO_LAYER; /* XXX like collection_create_mode_settings */
|
|
UNUSED_VARS(root, populate);
|
|
}
|
|
|
|
static int idproperty_group_subtype(const int mode_type)
|
|
{
|
|
int idgroup_type;
|
|
|
|
switch (mode_type) {
|
|
case COLLECTION_MODE_OBJECT:
|
|
idgroup_type = IDP_GROUP_SUB_MODE_OBJECT;
|
|
break;
|
|
case COLLECTION_MODE_EDIT:
|
|
idgroup_type = IDP_GROUP_SUB_MODE_EDIT;
|
|
break;
|
|
case COLLECTION_MODE_PAINT_WEIGHT:
|
|
idgroup_type = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
|
|
break;
|
|
case COLLECTION_MODE_PAINT_VERTEX:
|
|
idgroup_type = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
|
|
break;
|
|
default:
|
|
case COLLECTION_MODE_NONE:
|
|
return IDP_GROUP_SUB_ENGINE_RENDER;
|
|
break;
|
|
}
|
|
|
|
return idgroup_type;
|
|
}
|
|
|
|
/**
|
|
* Return collection enginne settings for either Object s of LayerCollection s
|
|
*/
|
|
static IDProperty *collection_engine_get(
|
|
IDProperty *root, const int type, const char *engine_name)
|
|
{
|
|
const int subtype = idproperty_group_subtype(type);
|
|
|
|
if (subtype == IDP_GROUP_SUB_ENGINE_RENDER) {
|
|
return IDP_GetPropertyFromGroup(root, engine_name);
|
|
}
|
|
else {
|
|
IDProperty *prop;
|
|
for (prop = root->data.group.first; prop; prop = prop->next) {
|
|
if (prop->subtype == subtype) {
|
|
return prop;
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_assert(false);
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Return collection engine settings from Object for specified engine of mode
|
|
*/
|
|
IDProperty *BKE_layer_collection_engine_evaluated_get(Object *ob, const int type, const char *engine_name)
|
|
{
|
|
return collection_engine_get(ob->base_collection_properties, type, engine_name);
|
|
}
|
|
/**
|
|
* Return layer collection engine settings for specified engine
|
|
*/
|
|
IDProperty *BKE_layer_collection_engine_collection_get(LayerCollection *lc, const int type, const char *engine_name)
|
|
{
|
|
return collection_engine_get(lc->properties, type, engine_name);
|
|
}
|
|
|
|
/**
|
|
* Return layer collection engine settings for specified engine in the scene
|
|
*/
|
|
IDProperty *BKE_layer_collection_engine_scene_get(Scene *scene, const int type, const char *engine_name)
|
|
{
|
|
return collection_engine_get(scene->collection_properties, type, engine_name);
|
|
}
|
|
|
|
/**
|
|
* Return scene layer engine settings for specified engine in the scene
|
|
*/
|
|
IDProperty *BKE_scene_layer_engine_scene_get(Scene *scene, const int type, const char *engine_name)
|
|
{
|
|
return collection_engine_get(scene->layer_properties, type, engine_name);
|
|
}
|
|
|
|
/**
|
|
* Return scene layer engine settings for specified engine
|
|
*/
|
|
IDProperty *BKE_scene_layer_engine_layer_get(SceneLayer *sl, const int type, const char *engine_name)
|
|
{
|
|
return collection_engine_get(sl->properties, type, engine_name);
|
|
}
|
|
|
|
/**
|
|
* Return scene layer evaluated engine settings for specified engine
|
|
*/
|
|
IDProperty *BKE_scene_layer_engine_evaluated_get(SceneLayer *sl, const int type, const char *engine_name)
|
|
{
|
|
return collection_engine_get(sl->properties_evaluated, type, engine_name);
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
/* Engine Settings Properties */
|
|
|
|
void BKE_collection_engine_property_add_float(IDProperty *props, const char *name, float value)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
val.f = value;
|
|
IDP_AddToGroup(props, IDP_New(IDP_FLOAT, &val, name));
|
|
}
|
|
|
|
void BKE_collection_engine_property_add_float_array(
|
|
IDProperty *props, const char *name, const float *values, const int array_length)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
val.array.len = array_length;
|
|
val.array.type = IDP_FLOAT;
|
|
|
|
IDProperty *idprop= IDP_New(IDP_ARRAY, &val, name);
|
|
memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
|
|
IDP_AddToGroup(props, idprop);
|
|
}
|
|
|
|
void BKE_collection_engine_property_add_int(IDProperty *props, const char *name, int value)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
val.i = value;
|
|
IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
|
|
}
|
|
|
|
void BKE_collection_engine_property_add_bool(IDProperty *props, const char *name, bool value)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
val.i = value;
|
|
IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
|
|
}
|
|
|
|
int BKE_collection_engine_property_value_get_int(IDProperty *props, const char *name)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
return idprop ? IDP_Int(idprop) : 0;
|
|
}
|
|
|
|
float BKE_collection_engine_property_value_get_float(IDProperty *props, const char *name)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
return idprop ? IDP_Float(idprop) : 0.0f;
|
|
}
|
|
|
|
const float *BKE_collection_engine_property_value_get_float_array(IDProperty *props, const char *name)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
return idprop ? IDP_Array(idprop) : NULL;
|
|
}
|
|
|
|
bool BKE_collection_engine_property_value_get_bool(IDProperty *props, const char *name)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
return idprop ? IDP_Int(idprop) : 0;
|
|
}
|
|
|
|
void BKE_collection_engine_property_value_set_int(IDProperty *props, const char *name, int value)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
IDP_Int(idprop) = value;
|
|
}
|
|
|
|
void BKE_collection_engine_property_value_set_float(IDProperty *props, const char *name, float value)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
IDP_Float(idprop) = value;
|
|
}
|
|
|
|
void BKE_collection_engine_property_value_set_float_array(IDProperty *props, const char *name, const float *values)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
|
|
}
|
|
|
|
void BKE_collection_engine_property_value_set_bool(IDProperty *props, const char *name, bool value)
|
|
{
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
IDP_Int(idprop) = value;
|
|
}
|
|
|
|
/* Engine Settings recalculate */
|
|
|
|
/* get all the default settings defined in scene and merge them here */
|
|
static void collection_engine_settings_init(IDProperty *root, const bool populate)
|
|
{
|
|
/* render engines */
|
|
layer_collection_create_render_settings(root, populate);
|
|
|
|
/* mode engines */
|
|
collection_create_mode_settings(root, populate);
|
|
}
|
|
|
|
/* get all the default settings defined in scene and merge them here */
|
|
static void layer_engine_settings_init(IDProperty *root, const bool populate)
|
|
{
|
|
/* render engines */
|
|
scene_layer_create_render_settings(root, populate);
|
|
|
|
/* mode engines */
|
|
layer_create_mode_settings(root, populate);
|
|
}
|
|
|
|
/**
|
|
* Initialize the layer collection render setings
|
|
* It's used mainly for scenes
|
|
*/
|
|
void BKE_layer_collection_engine_settings_create(IDProperty *root)
|
|
{
|
|
collection_engine_settings_init(root, true);
|
|
}
|
|
|
|
/**
|
|
* Initialize the render setings
|
|
* It's used mainly for scenes
|
|
*/
|
|
void BKE_scene_layer_engine_settings_create(IDProperty *root)
|
|
{
|
|
layer_engine_settings_init(root, true);
|
|
}
|
|
|
|
/**
|
|
* Reference of IDProperty group scene collection settings
|
|
* Used when reading blendfiles, to see if there is any missing settings.
|
|
*/
|
|
static struct {
|
|
struct {
|
|
IDProperty *collection_properties;
|
|
IDProperty *render_settings;
|
|
} scene;
|
|
IDProperty *scene_layer;
|
|
IDProperty *layer_collection;
|
|
} root_reference = {
|
|
.scene = {NULL, NULL},
|
|
.scene_layer = NULL,
|
|
.layer_collection = NULL,
|
|
};
|
|
|
|
/**
|
|
* Free the reference scene collection settings IDProperty group.
|
|
*/
|
|
static void engine_settings_validate_init(void)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
|
|
/* LayerCollection engine settings. */
|
|
if (root_reference.scene.collection_properties == NULL) {
|
|
root_reference.scene.collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
collection_engine_settings_init(root_reference.scene.collection_properties, true);
|
|
}
|
|
|
|
if (root_reference.layer_collection == NULL) {
|
|
root_reference.layer_collection = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
collection_engine_settings_init(root_reference.layer_collection, false);
|
|
}
|
|
|
|
/* Render engine setting. */
|
|
if (root_reference.scene.render_settings == NULL) {
|
|
root_reference.scene.render_settings = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
layer_engine_settings_init(root_reference.scene.render_settings, true);
|
|
}
|
|
|
|
if (root_reference.scene_layer == NULL) {
|
|
root_reference.scene_layer = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
layer_engine_settings_init(root_reference.scene_layer, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Free the reference scene collection settings IDProperty group.
|
|
*/
|
|
static void layer_collection_engine_settings_validate_free(void)
|
|
{
|
|
IDProperty *idprops[] = {
|
|
root_reference.scene.render_settings,
|
|
root_reference.scene.collection_properties,
|
|
root_reference.scene_layer,
|
|
root_reference.layer_collection,
|
|
NULL,
|
|
};
|
|
|
|
IDProperty **idprop = &idprops[0];
|
|
while (*idprop) {
|
|
if (*idprop) {
|
|
IDP_FreeProperty(*idprop);
|
|
MEM_freeN(*idprop);
|
|
*idprop = NULL;
|
|
idprop++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Make sure Scene has all required collection settings.
|
|
*/
|
|
void BKE_layer_collection_engine_settings_validate_scene(Scene *scene)
|
|
{
|
|
if (root_reference.scene.collection_properties == NULL) {
|
|
engine_settings_validate_init();
|
|
}
|
|
|
|
if (scene->collection_properties == NULL) {
|
|
IDPropertyTemplate val = {0};
|
|
scene->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
BKE_layer_collection_engine_settings_create(scene->collection_properties);
|
|
}
|
|
else {
|
|
IDP_MergeGroup(scene->collection_properties, root_reference.scene.collection_properties, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Maker sure LayerCollection has all required collection settings.
|
|
*/
|
|
void BKE_layer_collection_engine_settings_validate_collection(LayerCollection *lc)
|
|
{
|
|
if (root_reference.layer_collection == NULL) {
|
|
engine_settings_validate_init();
|
|
}
|
|
|
|
BLI_assert(lc->properties != NULL);
|
|
IDP_MergeGroup(lc->properties, root_reference.layer_collection, false);
|
|
}
|
|
|
|
/**
|
|
* Make sure Scene has all required collection settings.
|
|
*/
|
|
void BKE_scene_layer_engine_settings_validate_scene(Scene *scene)
|
|
{
|
|
if (root_reference.scene.render_settings == NULL) {
|
|
engine_settings_validate_init();
|
|
}
|
|
|
|
if (scene->layer_properties == NULL) {
|
|
IDPropertyTemplate val = {0};
|
|
scene->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
BKE_scene_layer_engine_settings_create(scene->layer_properties);
|
|
}
|
|
else {
|
|
IDP_MergeGroup(scene->layer_properties, root_reference.scene.render_settings, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Make sure Scene has all required collection settings.
|
|
*/
|
|
void BKE_scene_layer_engine_settings_validate_layer(SceneLayer *sl)
|
|
{
|
|
if (root_reference.scene_layer == NULL) {
|
|
engine_settings_validate_init();
|
|
}
|
|
|
|
IDP_MergeGroup(sl->properties, root_reference.scene_layer, false);
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
/* Iterators */
|
|
|
|
static void object_bases_Iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
|
|
{
|
|
SceneLayer *sl = data_in;
|
|
Base *base = sl->object_bases.first;
|
|
|
|
/* when there are no objects */
|
|
if (base == NULL) {
|
|
iter->valid = false;
|
|
return;
|
|
}
|
|
|
|
iter->valid = true;
|
|
iter->data = base;
|
|
|
|
if ((base->flag & flag) == 0) {
|
|
object_bases_Iterator_next(iter, flag);
|
|
}
|
|
else {
|
|
iter->current = base;
|
|
}
|
|
}
|
|
|
|
static void object_bases_Iterator_next(BLI_Iterator *iter, const int flag)
|
|
{
|
|
Base *base = ((Base *)iter->data)->next;
|
|
|
|
while (base) {
|
|
if ((base->flag & flag) != 0) {
|
|
iter->current = base;
|
|
iter->data = base;
|
|
return;
|
|
}
|
|
base = base->next;
|
|
}
|
|
|
|
iter->current = NULL;
|
|
iter->valid = false;
|
|
}
|
|
|
|
static void objects_Iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
|
|
{
|
|
object_bases_Iterator_begin(iter, data_in, flag);
|
|
|
|
if (iter->valid) {
|
|
iter->current = ((Base *)iter->current)->object;
|
|
}
|
|
}
|
|
|
|
static void objects_Iterator_next(BLI_Iterator *iter, const int flag)
|
|
{
|
|
object_bases_Iterator_next(iter, flag);
|
|
|
|
if (iter->valid) {
|
|
iter->current = ((Base *)iter->current)->object;
|
|
}
|
|
}
|
|
|
|
void BKE_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
|
|
{
|
|
objects_Iterator_begin(iter, data_in, BASE_SELECTED);
|
|
}
|
|
|
|
void BKE_selected_objects_iterator_next(BLI_Iterator *iter)
|
|
{
|
|
objects_Iterator_next(iter, BASE_SELECTED);
|
|
}
|
|
|
|
void BKE_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter))
|
|
{
|
|
/* do nothing */
|
|
}
|
|
|
|
void BKE_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
|
|
{
|
|
objects_Iterator_begin(iter, data_in, BASE_VISIBLED);
|
|
}
|
|
|
|
void BKE_visible_objects_iterator_next(BLI_Iterator *iter)
|
|
{
|
|
objects_Iterator_next(iter, BASE_VISIBLED);
|
|
}
|
|
|
|
void BKE_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter))
|
|
{
|
|
/* do nothing */
|
|
}
|
|
|
|
void BKE_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
|
|
{
|
|
object_bases_Iterator_begin(iter, data_in, BASE_SELECTED);
|
|
}
|
|
|
|
void BKE_selected_bases_iterator_next(BLI_Iterator *iter)
|
|
{
|
|
object_bases_Iterator_next(iter, BASE_SELECTED);
|
|
}
|
|
|
|
void BKE_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter))
|
|
{
|
|
/* do nothing */
|
|
}
|
|
|
|
void BKE_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
|
|
{
|
|
object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED);
|
|
}
|
|
|
|
void BKE_visible_bases_iterator_next(BLI_Iterator *iter)
|
|
{
|
|
object_bases_Iterator_next(iter, BASE_VISIBLED);
|
|
}
|
|
|
|
void BKE_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter))
|
|
{
|
|
/* do nothing */
|
|
}
|
|
|
|
/* Evaluation */
|
|
|
|
/**
|
|
* Reset props
|
|
*
|
|
* If props_ref is pasted, copy props from it
|
|
*/
|
|
static void idproperty_reset(IDProperty **props, IDProperty *props_ref)
|
|
{
|
|
IDPropertyTemplate val = {0};
|
|
|
|
if (*props) {
|
|
IDP_FreeProperty(*props);
|
|
MEM_freeN(*props);
|
|
}
|
|
*props = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
|
|
if (props_ref) {
|
|
IDP_MergeGroup(*props, props_ref, true);
|
|
}
|
|
}
|
|
|
|
void BKE_layer_eval_layer_collection_pre(struct EvaluationContext *UNUSED(eval_ctx),
|
|
Scene *scene, SceneLayer *scene_layer)
|
|
{
|
|
DEBUG_PRINT("%s on %s\n", __func__, scene_layer->name);
|
|
for (Base *base = scene_layer->object_bases.first; base != NULL; base = base->next) {
|
|
base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED);
|
|
idproperty_reset(&base->collection_properties, scene->collection_properties);
|
|
}
|
|
|
|
/* Sync properties from scene to scene layer. */
|
|
idproperty_reset(&scene_layer->properties_evaluated, scene->layer_properties);
|
|
IDP_MergeGroup(scene_layer->properties_evaluated, scene_layer->properties, true);
|
|
|
|
/* TODO(sergey): Is it always required? */
|
|
scene_layer->flag |= SCENE_LAYER_ENGINE_DIRTY;
|
|
}
|
|
|
|
void BKE_layer_eval_layer_collection(struct EvaluationContext *UNUSED(eval_ctx),
|
|
LayerCollection *layer_collection,
|
|
LayerCollection *parent_layer_collection)
|
|
{
|
|
DEBUG_PRINT("%s on %s, parent %s\n",
|
|
__func__,
|
|
layer_collection->scene_collection->name,
|
|
(parent_layer_collection != NULL) ? parent_layer_collection->scene_collection->name : "NONE");
|
|
|
|
/* visibility */
|
|
layer_collection->flag_evaluated = layer_collection->flag;
|
|
bool is_visible = (layer_collection->flag & COLLECTION_VISIBLE) != 0;
|
|
bool is_selectable = is_visible && ((layer_collection->flag & COLLECTION_SELECTABLE) != 0);
|
|
|
|
if (parent_layer_collection != NULL) {
|
|
is_visible &= (parent_layer_collection->flag_evaluated & COLLECTION_VISIBLE) != 0;
|
|
is_selectable &= (parent_layer_collection->flag_evaluated & COLLECTION_SELECTABLE) != 0;
|
|
layer_collection->flag_evaluated &= parent_layer_collection->flag_evaluated;
|
|
}
|
|
|
|
/* overrides */
|
|
if (is_visible) {
|
|
if (parent_layer_collection == NULL) {
|
|
idproperty_reset(&layer_collection->properties_evaluated, layer_collection->properties);
|
|
}
|
|
else {
|
|
idproperty_reset(&layer_collection->properties_evaluated, parent_layer_collection->properties_evaluated);
|
|
IDP_MergeGroup(layer_collection->properties_evaluated, layer_collection->properties, true);
|
|
}
|
|
}
|
|
|
|
for (LinkData *link = layer_collection->object_bases.first; link != NULL; link = link->next) {
|
|
Base *base = link->data;
|
|
|
|
if (is_visible) {
|
|
IDP_MergeGroup(base->collection_properties, layer_collection->properties_evaluated, true);
|
|
base->flag |= BASE_VISIBLED;
|
|
}
|
|
|
|
if (is_selectable) {
|
|
base->flag |= BASE_SELECTABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BKE_layer_eval_layer_collection_post(struct EvaluationContext *UNUSED(eval_ctx),
|
|
SceneLayer *scene_layer)
|
|
{
|
|
DEBUG_PRINT("%s on %s\n", __func__, scene_layer->name);
|
|
/* if base is not selectabled, clear select */
|
|
for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
|
|
if ((base->flag & BASE_SELECTABLED) == 0) {
|
|
base->flag &= ~BASE_SELECTED;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Free any static allocated memory.
|
|
*/
|
|
void BKE_layer_exit(void)
|
|
{
|
|
layer_collection_engine_settings_validate_free();
|
|
}
|