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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations_layer.cc

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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_relations_scene.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph
*/
#include "intern/builder/deg_builder_relations.h"
#include <stdio.h>
#include <stdlib.h>
#include <cstring> /* required for STREQ later on. */
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "intern/builder/deg_builder.h"
#include "intern/builder/deg_builder_pchanmap.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_intern.h"
#include "intern/depsgraph_types.h"
#include "util/deg_util_foreach.h"
namespace DEG {
void DepsgraphRelationBuilder::build_layer_collection(Scene *scene,
LayerCollection *layer_collection,
LayerCollectionState *state)
{
OperationKey layer_key(&scene->id,
DEG_NODE_TYPE_LAYER_COLLECTIONS,
DEG_OPCODE_SCENE_LAYER_EVAL,
layer_collection->scene_collection->name,
state->index);
add_relation(state->prev_key, layer_key, "Layer collection order");
++state->index;
state->prev_key = layer_key;
/* Recurs into nested layer collections. */
build_layer_collections(scene,
&layer_collection->layer_collections,
state);
}
void DepsgraphRelationBuilder::build_layer_collections(Scene *scene,
ListBase *layer_collections,
LayerCollectionState *state)
{
LINKLIST_FOREACH (LayerCollection *, layer_collection, layer_collections) {
/* Recurs into the layer. */
build_layer_collection(scene, layer_collection, state);
}
}
void DepsgraphRelationBuilder::build_scene_layer_collections(Scene *scene)
{
LayerCollectionState state;
state.index = 0;
LINKLIST_FOREACH (SceneLayer *, scene_layer, &scene->render_layers) {
OperationKey init_key(&scene->id,
DEG_NODE_TYPE_LAYER_COLLECTIONS,
DEG_OPCODE_SCENE_LAYER_INIT,
scene_layer->name);
OperationKey done_key(&scene->id,
DEG_NODE_TYPE_LAYER_COLLECTIONS,
DEG_OPCODE_SCENE_LAYER_DONE,
scene_layer->name);
state.init_key = init_key;
state.done_key = done_key;
state.prev_key = init_key;
build_layer_collections(scene,
&scene_layer->layer_collections,
&state);
add_relation(state.prev_key, done_key, "Layer collection order");
}
}
} // namespace DEG