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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes_layer.cc
2017-07-27 15:19:36 +02:00

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