126 lines
4.2 KiB
C++
126 lines
4.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Original Author: Joshua Leung
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* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph's nodes
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "BLI_utildefines.h"
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#include "BKE_layer.h"
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#include "DNA_scene_types.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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} /* extern "C" */
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#include "intern/builder/deg_builder.h"
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph_types.h"
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#include "intern/depsgraph_intern.h"
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#include "util/deg_util_foreach.h"
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namespace DEG {
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void DepsgraphNodeBuilder::build_layer_collection(Scene *scene,
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LayerCollection *layer_collection,
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LayerCollectionState *state)
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{
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/* TODO(sergey): This will attempt to create component for each collection.
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* Harmless but could be optimized.
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*/
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ComponentDepsNode *comp = add_component_node(&scene->id, DEG_NODE_TYPE_LAYER_COLLECTIONS);
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add_operation_node(comp,
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function_bind(BKE_layer_eval_layer_collection,
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_1,
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layer_collection,
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state->parent),
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DEG_OPCODE_SCENE_LAYER_EVAL,
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layer_collection->scene_collection->name,
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state->index);
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++state->index;
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/* Recurs into nested layer collections. */
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LayerCollection *parent = state->parent;
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state->parent = layer_collection;
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build_layer_collections(scene, &layer_collection->layer_collections, state);
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state->parent = parent;
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}
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void DepsgraphNodeBuilder::build_layer_collections(Scene *scene,
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ListBase *layer_collections,
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LayerCollectionState *state)
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{
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LINKLIST_FOREACH (LayerCollection *, layer_collection, layer_collections) {
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build_layer_collection(scene, layer_collection, state);
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}
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}
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void DepsgraphNodeBuilder::build_scene_layer_collections(Scene *scene)
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{
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#ifdef WITH_COPY_ON_WRITE
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/* Make sure we've got ID node, so we can get pointer to CoW datablock. */
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Scene *scene_cow = expand_cow_datablock(scene);
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#else
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Scene *scene_cow = scene;
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#endif
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LayerCollectionState state;
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state.index = 0;
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LINKLIST_FOREACH (SceneLayer *, scene_layer, &scene_cow->render_layers) {
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ComponentDepsNode *comp = add_component_node(&scene->id, DEG_NODE_TYPE_LAYER_COLLECTIONS);
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add_operation_node(comp,
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function_bind(BKE_layer_eval_layer_collection_pre, _1, scene_cow, scene_layer),
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DEG_OPCODE_SCENE_LAYER_INIT,
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scene_layer->name);
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add_operation_node(comp,
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function_bind(BKE_layer_eval_layer_collection_post, _1, scene_layer),
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DEG_OPCODE_SCENE_LAYER_DONE,
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scene_layer->name);
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state.parent = NULL;
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build_layer_collections(scene, &scene_layer->layer_collections, &state);
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}
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}
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} // namespace DEG
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