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blender-archive/source/blender/blenkernel/intern/layer.c
Brecht Van Lommel 9e9d003a82 Render: change view layer name convention to ViewLayer_001 to avoid OpenEXR issues
Some compositing applications do not support spaces and dots in layer names, and change
these to other symbols on import. This causes various compatibility issues, including
with Cryptomatte metadata. While technically those could be considered bugs in the
Cryptomatte implementation of other software, where they are not properly accounting for
that layer renaming, it's not ideal.

The OpenEXR channel naming convention is "layer.pass.channel". We get away with dots in
the layer name since we parse this from right to left, but it's a weak assumption.

Now we don't forbid using spaces or dots, and existing files are unchanged. But at
least by default names will be compatible, and hopefully other software catches up in
time to support more flexible layer names.

Ref T68924
2021-10-19 14:30:45 +02:00

2502 lines
78 KiB
C

/*
* 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.
*/
/** \file
* \ingroup bke
*/
/* Allow using deprecated functionality for .blend file I/O. */
#define DNA_DEPRECATED_ALLOW
#include <string.h>
#include "CLG_log.h"
#include "BLI_listbase.h"
#include "BLI_mempool.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BLT_translation.h"
#include "BKE_animsys.h"
#include "BKE_collection.h"
#include "BKE_freestyle.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "DNA_ID.h"
#include "DNA_collection_types.h"
#include "DNA_layer_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "DRW_engine.h"
#include "RE_engine.h"
#include "MEM_guardedalloc.h"
#include "BLO_read_write.h"
static CLG_LogRef LOG = {"bke.layercollection"};
/* Set of flags which are dependent on a collection settings. */
static const short g_base_collection_flags = (BASE_VISIBLE_DEPSGRAPH | BASE_VISIBLE_VIEWLAYER |
BASE_SELECTABLE | BASE_ENABLED_VIEWPORT |
BASE_ENABLED_RENDER | BASE_HOLDOUT |
BASE_INDIRECT_ONLY);
/* prototype */
static void object_bases_iterator_next(BLI_Iterator *iter, const int flag);
/*********************** Layer Collections and bases *************************/
static LayerCollection *layer_collection_add(ListBase *lb_parent, Collection *collection)
{
LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
lc->collection = collection;
lc->local_collections_bits = ~(0);
BLI_addtail(lb_parent, lc);
return lc;
}
static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc == view_layer->active_collection) {
view_layer->active_collection = NULL;
}
LISTBASE_FOREACH (LayerCollection *, nlc, &lc->layer_collections) {
layer_collection_free(view_layer, nlc);
}
BLI_freelistN(&lc->layer_collections);
}
static Base *object_base_new(Object *ob)
{
Base *base = MEM_callocN(sizeof(Base), "Object Base");
base->object = ob;
base->local_view_bits = ~(0);
if (ob->base_flag & BASE_SELECTED) {
base->flag |= BASE_SELECTED;
}
return base;
}
/********************************* View Layer ********************************/
/* RenderLayer */
/* Returns the default view layer to view in workspaces if there is
* none linked to the workspace yet. */
ViewLayer *BKE_view_layer_default_view(const Scene *scene)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (!(view_layer->flag & VIEW_LAYER_RENDER)) {
return view_layer;
}
}
BLI_assert(scene->view_layers.first);
return scene->view_layers.first;
}
/* Returns the default view layer to render if we need to render just one. */
ViewLayer *BKE_view_layer_default_render(const Scene *scene)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (view_layer->flag & VIEW_LAYER_RENDER) {
return view_layer;
}
}
BLI_assert(scene->view_layers.first);
return scene->view_layers.first;
}
/* Returns view layer with matching name, or NULL if not found. */
ViewLayer *BKE_view_layer_find(const Scene *scene, const char *layer_name)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (STREQ(view_layer->name, layer_name)) {
return view_layer;
}
}
return NULL;
}
/**
* This is a placeholder to know which areas of the code need to be addressed
* for the Workspace changes. Never use this, you should typically get the
* active layer from the context or window.
*/
ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene)
{
BLI_assert(scene->view_layers.first);
return scene->view_layers.first;
}
static ViewLayer *view_layer_add(const char *name)
{
if (!name) {
name = DATA_("ViewLayer");
}
ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer");
view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;
BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name));
/* Pure rendering pipeline settings. */
view_layer->layflag = SCE_LAY_FLAG_DEFAULT;
view_layer->passflag = SCE_PASS_COMBINED;
view_layer->pass_alpha_threshold = 0.5f;
view_layer->cryptomatte_levels = 6;
BKE_freestyle_config_init(&view_layer->freestyle_config);
return view_layer;
}
static void layer_collection_exclude_all(LayerCollection *layer_collection)
{
LayerCollection *sub_collection = layer_collection->layer_collections.first;
for (; sub_collection != NULL; sub_collection = sub_collection->next) {
sub_collection->flag |= LAYER_COLLECTION_EXCLUDE;
layer_collection_exclude_all(sub_collection);
}
}
/**
* Add a new view layer
* by default, a view layer has the master collection
*/
ViewLayer *BKE_view_layer_add(Scene *scene,
const char *name,
ViewLayer *view_layer_source,
const int type)
{
ViewLayer *view_layer_new;
if (view_layer_source) {
name = view_layer_source->name;
}
switch (type) {
default:
case VIEWLAYER_ADD_NEW: {
view_layer_new = view_layer_add(name);
BLI_addtail(&scene->view_layers, view_layer_new);
BKE_layer_collection_sync(scene, view_layer_new);
break;
}
case VIEWLAYER_ADD_COPY: {
/* Allocate and copy view layer data */
view_layer_new = MEM_callocN(sizeof(ViewLayer), "View Layer");
*view_layer_new = *view_layer_source;
BKE_view_layer_copy_data(scene, scene, view_layer_new, view_layer_source, 0);
BLI_addtail(&scene->view_layers, view_layer_new);
BLI_strncpy_utf8(view_layer_new->name, name, sizeof(view_layer_new->name));
break;
}
case VIEWLAYER_ADD_EMPTY: {
view_layer_new = view_layer_add(name);
BLI_addtail(&scene->view_layers, view_layer_new);
/* Initialize layer-collections. */
BKE_layer_collection_sync(scene, view_layer_new);
layer_collection_exclude_all(view_layer_new->layer_collections.first);
/* Update collections after changing visibility */
BKE_layer_collection_sync(scene, view_layer_new);
break;
}
}
/* unique name */
BLI_uniquename(&scene->view_layers,
view_layer_new,
DATA_("ViewLayer"),
'_',
offsetof(ViewLayer, name),
sizeof(view_layer_new->name));
return view_layer_new;
}
void BKE_view_layer_free(ViewLayer *view_layer)
{
BKE_view_layer_free_ex(view_layer, true);
}
/**
* Free (or release) any data used by this ViewLayer.
*/
void BKE_view_layer_free_ex(ViewLayer *view_layer, const bool do_id_user)
{
view_layer->basact = NULL;
BLI_freelistN(&view_layer->object_bases);
if (view_layer->object_bases_hash) {
BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL);
}
LISTBASE_FOREACH (LayerCollection *, lc, &view_layer->layer_collections) {
layer_collection_free(view_layer, lc);
}
BLI_freelistN(&view_layer->layer_collections);
LISTBASE_FOREACH (ViewLayerEngineData *, sled, &view_layer->drawdata) {
if (sled->storage) {
if (sled->free) {
sled->free(sled->storage);
}
MEM_freeN(sled->storage);
}
}
BLI_freelistN(&view_layer->drawdata);
BLI_freelistN(&view_layer->aovs);
view_layer->active_aov = NULL;
MEM_SAFE_FREE(view_layer->stats);
BKE_freestyle_config_free(&view_layer->freestyle_config, do_id_user);
if (view_layer->id_properties) {
IDP_FreeProperty_ex(view_layer->id_properties, do_id_user);
}
MEM_SAFE_FREE(view_layer->object_bases_array);
MEM_freeN(view_layer);
}
/**
* Tag all the selected objects of a render-layer.
*/
void BKE_view_layer_selected_objects_tag(ViewLayer *view_layer, const int tag)
{
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
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)
{
LISTBASE_FOREACH (LayerCollection *, lcn, lb) {
if (lcn == lc) {
return true;
}
if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
return true;
}
}
return false;
}
/**
* Fallback for when a Scene has no camera to use
*
* \param view_layer: in general you want to use the same ViewLayer that is used
* for depsgraph. If rendering you pass the scene active layer, when viewing in the viewport
* you want to get ViewLayer from context.
*/
Object *BKE_view_layer_camera_find(ViewLayer *view_layer)
{
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
if (base->object->type == OB_CAMERA) {
return base->object;
}
}
return NULL;
}
/**
* Find the ViewLayer a LayerCollection belongs to
*/
ViewLayer *BKE_view_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (find_scene_collection_in_scene_collections(&view_layer->layer_collections, lc)) {
return view_layer;
}
}
return NULL;
}
/* Base */
static void view_layer_bases_hash_create(ViewLayer *view_layer)
{
static ThreadMutex hash_lock = BLI_MUTEX_INITIALIZER;
if (view_layer->object_bases_hash == NULL) {
BLI_mutex_lock(&hash_lock);
if (view_layer->object_bases_hash == NULL) {
GHash *hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
if (base->object) {
/* Some processes, like ID remapping, may lead to having several bases with the same
* object. So just take the first one here, and ignore all others
* (#BKE_layer_collection_sync will clean this up anyway). */
void **val_pp;
if (!BLI_ghash_ensure_p(hash, base->object, &val_pp)) {
*val_pp = base;
}
}
}
/* Assign pointer only after hash is complete. */
view_layer->object_bases_hash = hash;
}
BLI_mutex_unlock(&hash_lock);
}
}
Base *BKE_view_layer_base_find(ViewLayer *view_layer, Object *ob)
{
if (!view_layer->object_bases_hash) {
view_layer_bases_hash_create(view_layer);
}
return BLI_ghash_lookup(view_layer->object_bases_hash, ob);
}
void BKE_view_layer_base_deselect_all(ViewLayer *view_layer)
{
Base *base;
for (base = view_layer->object_bases.first; base; base = base->next) {
base->flag &= ~BASE_SELECTED;
}
}
void BKE_view_layer_base_select_and_set_active(struct ViewLayer *view_layer, Base *selbase)
{
view_layer->basact = selbase;
if ((selbase->flag & BASE_SELECTABLE) != 0) {
selbase->flag |= BASE_SELECTED;
}
}
/**************************** Copy View Layer and Layer Collections ***********************/
static void layer_aov_copy_data(ViewLayer *view_layer_dst,
const ViewLayer *view_layer_src,
ListBase *aovs_dst,
const ListBase *aovs_src)
{
if (aovs_src != NULL) {
BLI_duplicatelist(aovs_dst, aovs_src);
}
ViewLayerAOV *aov_dst = aovs_dst->first;
const ViewLayerAOV *aov_src = aovs_src->first;
while (aov_dst != NULL) {
BLI_assert(aov_src);
if (aov_src == view_layer_src->active_aov) {
view_layer_dst->active_aov = aov_dst;
}
aov_dst = aov_dst->next;
aov_src = aov_src->next;
}
}
static void layer_collections_copy_data(ViewLayer *view_layer_dst,
const ViewLayer *view_layer_src,
ListBase *layer_collections_dst,
const ListBase *layer_collections_src)
{
BLI_duplicatelist(layer_collections_dst, layer_collections_src);
LayerCollection *layer_collection_dst = layer_collections_dst->first;
const LayerCollection *layer_collection_src = layer_collections_src->first;
while (layer_collection_dst != NULL) {
layer_collections_copy_data(view_layer_dst,
view_layer_src,
&layer_collection_dst->layer_collections,
&layer_collection_src->layer_collections);
if (layer_collection_src == view_layer_src->active_collection) {
view_layer_dst->active_collection = layer_collection_dst;
}
layer_collection_dst = layer_collection_dst->next;
layer_collection_src = layer_collection_src->next;
}
}
/**
* Only copy internal data of ViewLayer from source to already allocated/initialized destination.
*
* \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more).
*/
void BKE_view_layer_copy_data(Scene *scene_dst,
const Scene *UNUSED(scene_src),
ViewLayer *view_layer_dst,
const ViewLayer *view_layer_src,
const int flag)
{
if (view_layer_dst->id_properties != NULL) {
view_layer_dst->id_properties = IDP_CopyProperty_ex(view_layer_dst->id_properties, flag);
}
BKE_freestyle_config_copy(
&view_layer_dst->freestyle_config, &view_layer_src->freestyle_config, flag);
view_layer_dst->stats = NULL;
/* Clear temporary data. */
BLI_listbase_clear(&view_layer_dst->drawdata);
view_layer_dst->object_bases_array = NULL;
view_layer_dst->object_bases_hash = NULL;
/* Copy layer collections and object bases. */
/* Inline 'BLI_duplicatelist' and update the active base. */
BLI_listbase_clear(&view_layer_dst->object_bases);
LISTBASE_FOREACH (Base *, base_src, &view_layer_src->object_bases) {
Base *base_dst = MEM_dupallocN(base_src);
BLI_addtail(&view_layer_dst->object_bases, base_dst);
if (view_layer_src->basact == base_src) {
view_layer_dst->basact = base_dst;
}
}
view_layer_dst->active_collection = NULL;
layer_collections_copy_data(view_layer_dst,
view_layer_src,
&view_layer_dst->layer_collections,
&view_layer_src->layer_collections);
LayerCollection *lc_scene_dst = view_layer_dst->layer_collections.first;
lc_scene_dst->collection = scene_dst->master_collection;
BLI_listbase_clear(&view_layer_dst->aovs);
layer_aov_copy_data(
view_layer_dst, view_layer_src, &view_layer_dst->aovs, &view_layer_src->aovs);
if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) {
id_us_plus((ID *)view_layer_dst->mat_override);
}
}
void BKE_view_layer_rename(Main *bmain, Scene *scene, ViewLayer *view_layer, const char *newname)
{
char oldname[sizeof(view_layer->name)];
BLI_strncpy(oldname, view_layer->name, sizeof(view_layer->name));
BLI_strncpy_utf8(view_layer->name, newname, sizeof(view_layer->name));
BLI_uniquename(&scene->view_layers,
view_layer,
DATA_("ViewLayer"),
'.',
offsetof(ViewLayer, name),
sizeof(view_layer->name));
if (scene->nodetree) {
bNode *node;
int index = BLI_findindex(&scene->view_layers, view_layer);
for (node = scene->nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && node->id == NULL) {
if (node->custom1 == index) {
BLI_strncpy(node->name, view_layer->name, NODE_MAXSTR);
}
}
}
}
/* Fix all the animation data and windows which may link to this. */
BKE_animdata_fix_paths_rename_all(NULL, "view_layers", oldname, view_layer->name);
/* WM can be missing on startup. */
wmWindowManager *wm = bmain->wm.first;
if (wm) {
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
if (win->scene == scene && STREQ(win->view_layer_name, oldname)) {
STRNCPY(win->view_layer_name, view_layer->name);
}
}
}
/* Dependency graph uses view layer name based lookups. */
DEG_id_tag_update(&scene->id, 0);
}
/* LayerCollection */
/**
* Recursively get the collection for a given index
*/
static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
{
LISTBASE_FOREACH (LayerCollection *, lc, lb) {
if (*i == number) {
return lc;
}
(*i)++;
}
LISTBASE_FOREACH (LayerCollection *, lc, lb) {
LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
if (lc_nested) {
return lc_nested;
}
}
return NULL;
}
/**
* Determine if a collection is hidden, viewport visibility restricted, or excluded
*/
static bool layer_collection_hidden(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
return true;
}
/* Check visiblilty restriction flags */
if (lc->flag & LAYER_COLLECTION_HIDE || lc->collection->flag & COLLECTION_HIDE_VIEWPORT) {
return true;
}
/* Restriction flags stay set, so we need to check parents */
CollectionParent *parent = lc->collection->parents.first;
if (parent) {
lc = BKE_layer_collection_first_from_scene_collection(view_layer, parent->collection);
return lc && layer_collection_hidden(view_layer, lc);
}
return false;
return false;
}
/**
* Get the collection for a given index
*/
LayerCollection *BKE_layer_collection_from_index(ViewLayer *view_layer, const int index)
{
int i = 0;
return collection_from_index(&view_layer->layer_collections, index, &i);
}
/**
* Get the active collection
*/
LayerCollection *BKE_layer_collection_get_active(ViewLayer *view_layer)
{
return view_layer->active_collection;
}
/*
* Activate collection
*/
bool BKE_layer_collection_activate(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
return false;
}
view_layer->active_collection = lc;
return true;
}
/**
* Activate first parent collection
*/
LayerCollection *BKE_layer_collection_activate_parent(ViewLayer *view_layer, LayerCollection *lc)
{
CollectionParent *parent = lc->collection->parents.first;
if (parent) {
lc = BKE_layer_collection_first_from_scene_collection(view_layer, parent->collection);
}
else {
lc = NULL;
}
/* Don't activate excluded or hidden collections to prevent creating objects in a hidden
* collection from the UI */
if (lc && layer_collection_hidden(view_layer, lc)) {
return BKE_layer_collection_activate_parent(view_layer, lc);
}
if (!lc) {
lc = view_layer->layer_collections.first;
}
view_layer->active_collection = lc;
return lc;
}
/**
* Recursively get the count of collections
*/
static int collection_count(const ListBase *lb)
{
int i = 0;
LISTBASE_FOREACH (const LayerCollection *, lc, lb) {
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(const ViewLayer *view_layer)
{
return collection_count(&view_layer->layer_collections);
}
/**
* Recursively get the index for a given collection
*/
static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
{
LISTBASE_FOREACH (LayerCollection *, lcol, lb) {
if (lcol == lc) {
return *i;
}
(*i)++;
}
LISTBASE_FOREACH (LayerCollection *, lcol, lb) {
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(ViewLayer *view_layer, const LayerCollection *lc)
{
int i = 0;
return index_from_collection(&view_layer->layer_collections, lc, &i);
}
/*********************************** Syncing *********************************
*
* The layer collection tree mirrors the scene collection tree. Whenever that
* changes we need to synchronize them so that there is a corresponding layer
* collection for each collection. Note that the scene collection tree can
* contain link or override collections, and so this is also called on .blend
* file load to ensure any new or removed collections are synced.
*
* The view layer also contains a list of bases for each object that exists
* in at least one layer collection. That list is also synchronized here, and
* stores state like selection. */
/* This API allows to temporarily forbid resync of LayerCollections.
*
* This can greatly improve performances in cases where those functions get
* called a lot (e.g. during massive remappings of IDs).
*
* Usage of these should be done very carefully though. In particular, calling
* code must ensures it resync LayerCollections before any UI/Event loop
* handling can happen.
*
* WARNING: This is not threadsafe at all, only use from main thread.
*
* NOTE: It is probably needed to use #BKE_main_collection_sync_remap instead
* of just #BKE_main_collection_sync after disabling LayerCollection resync,
* unless it is absolutely certain that no ID remapping (or any other process
* that may invalidate the caches) will happen while it is disabled.
*
* NOTE: This is a quick and safe band-aid around the long-known issue
* regarding this resync process.
* Proper fix would be to make resync itself lazy, i.e. only happen
* when actually needed.
* See also T73411.
*/
static bool no_resync = false;
void BKE_layer_collection_resync_forbid(void)
{
no_resync = true;
}
void BKE_layer_collection_resync_allow(void)
{
no_resync = false;
}
typedef struct LayerCollectionResync {
struct LayerCollectionResync *prev, *next;
/* Temp data used to generate a queue during valid layer search. See
* #layer_collection_resync_find. */
struct LayerCollectionResync *queue_next;
/* LayerCollection and Collection wrapped by this data. */
LayerCollection *layer;
Collection *collection;
/* Hierarchical relationships in the old, existing ViewLayer state (except for newly created
* layers). */
struct LayerCollectionResync *parent_layer_resync;
ListBase children_layer_resync;
/* This layer still points to a valid collection. */
bool is_usable;
/* This layer is still valid as a parent, i.e. at least one of its original layer children is
* usable and matches one of its current children collections. */
bool is_valid_as_parent;
/* This layer is still valid as a child, i.e. its original layer parent is usable and matches one
* of its current parents collections. */
bool is_valid_as_child;
/* This layer is still fully valid in the new collection hierarchy, i.e. itself and all of its
* parents fully match the current collection hierarchy.
* OR
* This layer has already been re-used to match the new collections hierarchy. */
bool is_used;
} LayerCollectionResync;
static LayerCollectionResync *layer_collection_resync_create_recurse(
LayerCollectionResync *parent_layer_resync, LayerCollection *layer, BLI_mempool *mempool)
{
LayerCollectionResync *layer_resync = BLI_mempool_calloc(mempool);
layer_resync->layer = layer;
layer_resync->collection = layer->collection;
layer_resync->parent_layer_resync = parent_layer_resync;
if (parent_layer_resync != NULL) {
BLI_addtail(&parent_layer_resync->children_layer_resync, layer_resync);
}
layer_resync->is_usable = (layer->collection != NULL);
layer_resync->is_valid_as_child =
layer_resync->is_usable && (parent_layer_resync == NULL ||
(parent_layer_resync->is_usable &&
BLI_findptr(&parent_layer_resync->layer->collection->children,
layer->collection,
offsetof(CollectionChild, collection)) != NULL));
if (layer_resync->is_valid_as_child) {
layer_resync->is_used = parent_layer_resync != NULL ? parent_layer_resync->is_used : true;
}
else {
layer_resync->is_used = false;
}
if (BLI_listbase_is_empty(&layer->layer_collections)) {
layer_resync->is_valid_as_parent = layer_resync->is_usable;
}
else {
LISTBASE_FOREACH (LayerCollection *, child_layer, &layer->layer_collections) {
LayerCollectionResync *child_layer_resync = layer_collection_resync_create_recurse(
layer_resync, child_layer, mempool);
if (layer_resync->is_usable && child_layer_resync->is_valid_as_child) {
layer_resync->is_valid_as_parent = true;
}
}
}
CLOG_INFO(&LOG,
4,
"Old LayerCollection for %s is...\n\tusable: %d\n\tvalid parent: %d\n\tvalid child: "
"%d\n\tused: %d\n",
layer_resync->collection ? layer_resync->collection->id.name : "<NONE>",
layer_resync->is_usable,
layer_resync->is_valid_as_parent,
layer_resync->is_valid_as_child,
layer_resync->is_used);
return layer_resync;
}
static LayerCollectionResync *layer_collection_resync_find(LayerCollectionResync *layer_resync,
Collection *child_collection)
{
/* Given the given parent, valid layer collection, find in the old hierarchy the best possible
* unused layer matching the given child collection.
*
* This uses the following heuristics:
* - Prefer a layer descendant of the given parent one if possible.
* - Prefer a layer as closely related as possible from the given parent.
* - Do not used layers that are not head (highest possible ancestor) of a local valid hierarchy
* branch, since we can assume we could then re-use its ancestor instead.
*
* A queue is used to ensure this order of preferences.
*/
BLI_assert(layer_resync->collection != child_collection);
BLI_assert(child_collection != NULL);
LayerCollectionResync *current_layer_resync = NULL;
LayerCollectionResync *root_layer_resync = layer_resync;
LayerCollectionResync *queue_head = layer_resync, *queue_tail = layer_resync;
layer_resync->queue_next = NULL;
while (queue_head != NULL) {
current_layer_resync = queue_head;
queue_head = current_layer_resync->queue_next;
if (current_layer_resync->collection == child_collection &&
(current_layer_resync->parent_layer_resync == layer_resync ||
(!current_layer_resync->is_used && !current_layer_resync->is_valid_as_child))) {
/* This layer is a valid candidate, because its collection matches the seeked one, AND:
* - It is a direct child of the initial given parent ('unchanged hierarchy' case), OR
* - It is not currently used, and not part of a valid hierarchy (sub-)chain.
*/
break;
}
/* Else, add all its direct children for further searching. */
LISTBASE_FOREACH (LayerCollectionResync *,
child_layer_resync,
&current_layer_resync->children_layer_resync) {
/* Add to tail of the queue. */
queue_tail->queue_next = child_layer_resync;
child_layer_resync->queue_next = NULL;
queue_tail = child_layer_resync;
if (queue_head == NULL) {
queue_head = queue_tail;
}
}
/* If all descendants from current layer have been processed, go one step higher and
* process all of its other siblings. */
if (queue_head == NULL && root_layer_resync->parent_layer_resync != NULL) {
LISTBASE_FOREACH (LayerCollectionResync *,
sibling_layer_resync,
&root_layer_resync->parent_layer_resync->children_layer_resync) {
if (sibling_layer_resync == root_layer_resync) {
continue;
}
/* Add to tail of the queue. */
queue_tail->queue_next = sibling_layer_resync;
sibling_layer_resync->queue_next = NULL;
queue_tail = sibling_layer_resync;
if (queue_head == NULL) {
queue_head = queue_tail;
}
}
root_layer_resync = root_layer_resync->parent_layer_resync;
}
current_layer_resync = NULL;
}
return current_layer_resync;
}
static void layer_collection_resync_unused_layers_free(ViewLayer *view_layer,
LayerCollectionResync *layer_resync)
{
LISTBASE_FOREACH (
LayerCollectionResync *, child_layer_resync, &layer_resync->children_layer_resync) {
layer_collection_resync_unused_layers_free(view_layer, child_layer_resync);
}
if (!layer_resync->is_used) {
CLOG_INFO(&LOG,
4,
"Freeing unused LayerCollection for %s",
layer_resync->collection != NULL ? layer_resync->collection->id.name :
"<Deleted Collection>");
if (layer_resync->layer == view_layer->active_collection) {
view_layer->active_collection = NULL;
}
/* We do not want to go recursive here, this is handled through the LayerCollectionResync data
* wrapper. */
MEM_freeN(layer_resync->layer);
layer_resync->layer = NULL;
layer_resync->collection = NULL;
layer_resync->is_usable = false;
}
}
static void layer_collection_objects_sync(ViewLayer *view_layer,
LayerCollection *layer,
ListBase *r_lb_new_object_bases,
const short collection_restrict,
const short layer_restrict,
const ushort local_collections_bits)
{
/* No need to sync objects if the collection is excluded. */
if ((layer->flag & LAYER_COLLECTION_EXCLUDE) != 0) {
return;
}
LISTBASE_FOREACH (CollectionObject *, cob, &layer->collection->gobject) {
if (cob->ob == NULL) {
continue;
}
/* Tag linked object as a weak reference so we keep the object
* base pointer on file load and remember hidden state. */
id_lib_indirect_weak_link(&cob->ob->id);
void **base_p;
Base *base;
if (BLI_ghash_ensure_p(view_layer->object_bases_hash, cob->ob, &base_p)) {
/* Move from old base list to new base list. Base might have already
* been moved to the new base list and the first/last test ensure that
* case also works. */
base = *base_p;
if (!ELEM(base, r_lb_new_object_bases->first, r_lb_new_object_bases->last)) {
BLI_remlink(&view_layer->object_bases, base);
BLI_addtail(r_lb_new_object_bases, base);
}
}
else {
/* Create new base. */
base = object_base_new(cob->ob);
base->local_collections_bits = local_collections_bits;
*base_p = base;
BLI_addtail(r_lb_new_object_bases, base);
}
if ((collection_restrict & COLLECTION_HIDE_VIEWPORT) == 0) {
base->flag_from_collection |= (BASE_ENABLED_VIEWPORT | BASE_VISIBLE_DEPSGRAPH);
if ((layer_restrict & LAYER_COLLECTION_HIDE) == 0) {
base->flag_from_collection |= BASE_VISIBLE_VIEWLAYER;
}
if (((collection_restrict & COLLECTION_HIDE_SELECT) == 0)) {
base->flag_from_collection |= BASE_SELECTABLE;
}
}
if ((collection_restrict & COLLECTION_HIDE_RENDER) == 0) {
base->flag_from_collection |= BASE_ENABLED_RENDER;
}
/* Holdout and indirect only */
if ((layer->flag & LAYER_COLLECTION_HOLDOUT) || (base->object->visibility_flag & OB_HOLDOUT)) {
base->flag_from_collection |= BASE_HOLDOUT;
}
if (layer->flag & LAYER_COLLECTION_INDIRECT_ONLY) {
base->flag_from_collection |= BASE_INDIRECT_ONLY;
}
layer->runtime_flag |= LAYER_COLLECTION_HAS_OBJECTS;
}
}
static void layer_collection_sync(ViewLayer *view_layer,
LayerCollectionResync *layer_resync,
BLI_mempool *layer_resync_mempool,
ListBase *r_lb_new_object_bases,
const short parent_layer_flag,
const short parent_collection_restrict,
const short parent_layer_restrict,
const ushort parent_local_collections_bits)
{
/* This function assumes current 'parent' layer collection is already fully (re)synced and valid
* regarding current Collection hierarchy.
*
* It will process all the children collections of the collection from the given 'parent' layer,
* re-use or create layer collections for each of them, and ensure orders also match.
*
* Then it will ensure that the objects owned by the given parent collection have a proper base.
*
* NOTE: This process is recursive.
*/
/* Temporary storage for all valid (new or reused) children layers. */
ListBase new_lb_layer = {NULL, NULL};
BLI_assert(layer_resync->is_used);
LISTBASE_FOREACH (CollectionChild *, child, &layer_resync->collection->children) {
Collection *child_collection = child->collection;
LayerCollectionResync *child_layer_resync = layer_collection_resync_find(layer_resync,
child_collection);
if (child_layer_resync != NULL) {
BLI_assert(child_layer_resync->collection != NULL);
BLI_assert(child_layer_resync->layer != NULL);
BLI_assert(child_layer_resync->is_usable);
if (child_layer_resync->is_used) {
CLOG_INFO(&LOG,
4,
"Found same existing LayerCollection for %s as child of %s",
child_collection->id.name,
layer_resync->collection->id.name);
}
else {
CLOG_INFO(&LOG,
4,
"Found a valid unused LayerCollection for %s as child of %s, re-using it",
child_collection->id.name,
layer_resync->collection->id.name);
}
child_layer_resync->is_used = true;
/* NOTE: Do not move the resync wrapper to match the new layer hierarchy, so that the old
* parenting info remains available. In case a search for a valid layer in the children of
* the current is required again, the old parenting hierarchy is needed as reference, not the
* new one.
*/
BLI_remlink(&child_layer_resync->parent_layer_resync->layer->layer_collections,
child_layer_resync->layer);
BLI_addtail(&new_lb_layer, child_layer_resync->layer);
}
else {
CLOG_INFO(&LOG,
4,
"No available LayerCollection for %s as child of %s, creating a new one",
child_collection->id.name,
layer_resync->collection->id.name);
LayerCollection *child_layer = layer_collection_add(&new_lb_layer, child_collection);
child_layer->flag = parent_layer_flag;
child_layer_resync = BLI_mempool_calloc(layer_resync_mempool);
child_layer_resync->collection = child_collection;
child_layer_resync->layer = child_layer;
child_layer_resync->is_usable = true;
child_layer_resync->is_used = true;
child_layer_resync->is_valid_as_child = true;
child_layer_resync->is_valid_as_parent = true;
/* NOTE: Needs to be added to the layer_resync hierarchy so that the resync wrapper gets
* freed at the end. */
child_layer_resync->parent_layer_resync = layer_resync;
BLI_addtail(&layer_resync->children_layer_resync, child_layer_resync);
}
LayerCollection *child_layer = child_layer_resync->layer;
const ushort child_local_collections_bits = parent_local_collections_bits &
child_layer->local_collections_bits;
/* Tag linked collection as a weak reference so we keep the layer
* collection pointer on file load and remember exclude state. */
id_lib_indirect_weak_link(&child_collection->id);
/* Collection restrict is inherited. */
short child_collection_restrict = parent_collection_restrict;
short child_layer_restrict = parent_layer_restrict;
if (!(child_collection->flag & COLLECTION_IS_MASTER)) {
child_collection_restrict |= child_collection->flag;
child_layer_restrict |= child_layer->flag;
}
/* Sync child collections. */
layer_collection_sync(view_layer,
child_layer_resync,
layer_resync_mempool,
r_lb_new_object_bases,
child_layer->flag,
child_collection_restrict,
child_layer_restrict,
child_local_collections_bits);
/* Layer collection exclude is not inherited. */
child_layer->runtime_flag = 0;
if (child_layer->flag & LAYER_COLLECTION_EXCLUDE) {
continue;
}
/* We separate restrict viewport and visible view layer because a layer collection can be
* hidden in the view layer yet (locally) visible in a viewport (if it is not restricted). */
if (child_collection_restrict & COLLECTION_HIDE_VIEWPORT) {
child_layer->runtime_flag |= LAYER_COLLECTION_HIDE_VIEWPORT;
}
if (((child_layer->runtime_flag & LAYER_COLLECTION_HIDE_VIEWPORT) == 0) &&
((child_layer_restrict & LAYER_COLLECTION_HIDE) == 0)) {
child_layer->runtime_flag |= LAYER_COLLECTION_VISIBLE_VIEW_LAYER;
}
}
/* Replace layer collection list with new one. */
layer_resync->layer->layer_collections = new_lb_layer;
BLI_assert(BLI_listbase_count(&layer_resync->collection->children) ==
BLI_listbase_count(&new_lb_layer));
/* Update bases etc. for objects. */
layer_collection_objects_sync(view_layer,
layer_resync->layer,
r_lb_new_object_bases,
parent_collection_restrict,
parent_layer_restrict,
parent_local_collections_bits);
}
#ifndef NDEBUG
static bool view_layer_objects_base_cache_validate(ViewLayer *view_layer, LayerCollection *layer)
{
bool is_valid = true;
if (layer == NULL) {
layer = view_layer->layer_collections.first;
}
/* Only check for a collection's objects if its layer is not excluded. */
if ((layer->flag & LAYER_COLLECTION_EXCLUDE) == 0) {
LISTBASE_FOREACH (CollectionObject *, cob, &layer->collection->gobject) {
if (cob->ob == NULL) {
continue;
}
if (BLI_ghash_lookup(view_layer->object_bases_hash, cob->ob) == NULL) {
CLOG_FATAL(
&LOG,
"Object '%s' from collection '%s' has no entry in view layer's object bases cache",
cob->ob->id.name + 2,
layer->collection->id.name + 2);
is_valid = false;
break;
}
}
}
if (is_valid) {
LISTBASE_FOREACH (LayerCollection *, layer_child, &layer->layer_collections) {
if (!view_layer_objects_base_cache_validate(view_layer, layer_child)) {
is_valid = false;
break;
}
}
}
return is_valid;
}
#else
static bool view_layer_objects_base_cache_validate(ViewLayer *UNUSED(view_layer),
LayerCollection *UNUSED(layer))
{
return true;
}
#endif
/**
* Update view layer collection tree from collections used in the scene.
* This is used when collections are removed or added, both while editing
* and on file loaded in case linked data changed or went missing.
*/
void BKE_layer_collection_sync(const Scene *scene, ViewLayer *view_layer)
{
if (no_resync) {
return;
}
if (!scene->master_collection) {
/* Happens for old files that don't have versioning applied yet. */
return;
}
/* In some cases (from older files) we do have a master collection, yet no matching layer. Create
* the master one here, so that the rest of the code can work as expected. */
if (BLI_listbase_is_empty(&view_layer->layer_collections)) {
layer_collection_add(&view_layer->layer_collections, scene->master_collection);
}
/* Free cache. */
MEM_SAFE_FREE(view_layer->object_bases_array);
/* Create object to base hash if it does not exist yet. */
if (!view_layer->object_bases_hash) {
view_layer_bases_hash_create(view_layer);
}
/* Clear visible and selectable flags to be reset. */
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
base->flag &= ~g_base_collection_flags;
base->flag_from_collection &= ~g_base_collection_flags;
}
/* Generate temporary data representing the old layers hierarchy, and how well it matches the
* new collections hierarchy. */
BLI_mempool *layer_resync_mempool = BLI_mempool_create(
sizeof(LayerCollectionResync), 1024, 1024, BLI_MEMPOOL_NOP);
LayerCollectionResync *master_layer_resync = layer_collection_resync_create_recurse(
NULL, view_layer->layer_collections.first, layer_resync_mempool);
/* Generate new layer connections and object bases when collections changed. */
ListBase new_object_bases = {.first = NULL, .last = NULL};
const short parent_exclude = 0, parent_restrict = 0, parent_layer_restrict = 0;
layer_collection_sync(view_layer,
master_layer_resync,
layer_resync_mempool,
&new_object_bases,
parent_exclude,
parent_restrict,
parent_layer_restrict,
~(0));
layer_collection_resync_unused_layers_free(view_layer, master_layer_resync);
BLI_mempool_destroy(layer_resync_mempool);
master_layer_resync = NULL;
/* Any remaining object bases are to be removed. */
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
if (view_layer->basact == base) {
view_layer->basact = NULL;
}
if (base->object) {
/* Those asserts are commented, since they are too expensive to perform even in debug, as
* this layer resync function currently gets called way too often. */
#if 0
BLI_assert(BLI_findindex(&new_object_bases, base) == -1);
BLI_assert(BLI_findptr(&new_object_bases, base->object, offsetof(Base, object)) == NULL);
#endif
BLI_ghash_remove(view_layer->object_bases_hash, base->object, NULL, NULL);
}
}
BLI_freelistN(&view_layer->object_bases);
view_layer->object_bases = new_object_bases;
view_layer_objects_base_cache_validate(view_layer, NULL);
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
BKE_base_eval_flags(base);
}
/* Always set a valid active collection. */
LayerCollection *active = view_layer->active_collection;
if (active && layer_collection_hidden(view_layer, active)) {
BKE_layer_collection_activate_parent(view_layer, active);
}
else if (active == NULL) {
view_layer->active_collection = view_layer->layer_collections.first;
}
}
void BKE_scene_collection_sync(const Scene *scene)
{
if (no_resync) {
return;
}
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
BKE_layer_collection_sync(scene, view_layer);
}
}
void BKE_main_collection_sync(const Main *bmain)
{
if (no_resync) {
return;
}
/* TODO: if a single collection changed, figure out which
* scenes it belongs to and only update those. */
/* TODO: optimize for file load so only linked collections get checked? */
for (const Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
BKE_scene_collection_sync(scene);
}
BKE_layer_collection_local_sync_all(bmain);
}
void BKE_main_collection_sync_remap(const Main *bmain)
{
if (no_resync) {
return;
}
/* On remapping of object or collection pointers free caches. */
/* TODO: try to make this faster */
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
MEM_SAFE_FREE(view_layer->object_bases_array);
if (view_layer->object_bases_hash) {
BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL);
view_layer->object_bases_hash = NULL;
}
}
BKE_collection_object_cache_free(scene->master_collection);
DEG_id_tag_update_ex((Main *)bmain, &scene->master_collection->id, ID_RECALC_COPY_ON_WRITE);
DEG_id_tag_update_ex((Main *)bmain, &scene->id, ID_RECALC_COPY_ON_WRITE);
}
for (Collection *collection = bmain->collections.first; collection;
collection = collection->id.next) {
BKE_collection_object_cache_free(collection);
DEG_id_tag_update_ex((Main *)bmain, &collection->id, ID_RECALC_COPY_ON_WRITE);
}
BKE_main_collection_sync(bmain);
}
/* ---------------------------------------------------------------------- */
/**
* Select all the objects of this layer collection
*
* It also select the objects that are in nested collections.
* \note Recursive
*/
bool BKE_layer_collection_objects_select(ViewLayer *view_layer, LayerCollection *lc, bool deselect)
{
if (lc->collection->flag & COLLECTION_HIDE_SELECT) {
return false;
}
bool changed = false;
if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) {
LISTBASE_FOREACH (CollectionObject *, cob, &lc->collection->gobject) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
if (base) {
if (deselect) {
if (base->flag & BASE_SELECTED) {
base->flag &= ~BASE_SELECTED;
changed = true;
}
}
else {
if ((base->flag & BASE_SELECTABLE) && !(base->flag & BASE_SELECTED)) {
base->flag |= BASE_SELECTED;
changed = true;
}
}
}
}
}
LISTBASE_FOREACH (LayerCollection *, iter, &lc->layer_collections) {
changed |= BKE_layer_collection_objects_select(view_layer, iter, deselect);
}
return changed;
}
bool BKE_layer_collection_has_selected_objects(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc->collection->flag & COLLECTION_HIDE_SELECT) {
return false;
}
if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) {
LISTBASE_FOREACH (CollectionObject *, cob, &lc->collection->gobject) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
if (base && (base->flag & BASE_SELECTED) && (base->flag & BASE_VISIBLE_DEPSGRAPH)) {
return true;
}
}
}
LISTBASE_FOREACH (LayerCollection *, iter, &lc->layer_collections) {
if (BKE_layer_collection_has_selected_objects(view_layer, iter)) {
return true;
}
}
return false;
}
bool BKE_layer_collection_has_layer_collection(LayerCollection *lc_parent,
LayerCollection *lc_child)
{
if (lc_parent == lc_child) {
return true;
}
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_parent->layer_collections) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc_child)) {
return true;
}
}
return false;
}
/* ---------------------------------------------------------------------- */
/* Update after toggling visibility of an object base. */
void BKE_base_set_visible(Scene *scene, ViewLayer *view_layer, Base *base, bool extend)
{
if (!extend) {
/* Make only one base visible. */
LISTBASE_FOREACH (Base *, other, &view_layer->object_bases) {
other->flag |= BASE_HIDDEN;
}
base->flag &= ~BASE_HIDDEN;
}
else {
/* Toggle visibility of one base. */
base->flag ^= BASE_HIDDEN;
}
BKE_layer_collection_sync(scene, view_layer);
}
bool BKE_base_is_visible(const View3D *v3d, const Base *base)
{
if ((base->flag & BASE_VISIBLE_DEPSGRAPH) == 0) {
return false;
}
if (v3d == NULL) {
return base->flag & BASE_VISIBLE_VIEWLAYER;
}
if ((v3d->localvd) && ((v3d->local_view_uuid & base->local_view_bits) == 0)) {
return false;
}
if (((1 << (base->object->type)) & v3d->object_type_exclude_viewport) != 0) {
return false;
}
if (v3d->flag & V3D_LOCAL_COLLECTIONS) {
return (v3d->local_collections_uuid & base->local_collections_bits) != 0;
}
return base->flag & BASE_VISIBLE_VIEWLAYER;
}
bool BKE_object_is_visible_in_viewport(const View3D *v3d, const struct Object *ob)
{
BLI_assert(v3d != NULL);
if (ob->visibility_flag & OB_HIDE_VIEWPORT) {
return false;
}
if ((v3d->object_type_exclude_viewport & (1 << ob->type)) != 0) {
return false;
}
if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
return false;
}
if ((v3d->flag & V3D_LOCAL_COLLECTIONS) &&
((v3d->local_collections_uuid & ob->runtime.local_collections_bits) == 0)) {
return false;
}
/* If not using local collection the object may still be in a hidden collection. */
if ((v3d->flag & V3D_LOCAL_COLLECTIONS) == 0) {
return (ob->base_flag & BASE_VISIBLE_VIEWLAYER) != 0;
}
return true;
}
static void layer_collection_flag_set_recursive(LayerCollection *lc, const int flag)
{
lc->flag |= flag;
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc->layer_collections) {
layer_collection_flag_set_recursive(lc_iter, flag);
}
}
static void layer_collection_flag_unset_recursive(LayerCollection *lc, const int flag)
{
lc->flag &= ~flag;
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc->layer_collections) {
layer_collection_flag_unset_recursive(lc_iter, flag);
}
}
/**
* Isolate the collection - hide all other collections but this one.
* Make sure to show all the direct parents and all children of the layer collection as well.
* When extending we simply show the collections and its direct family.
*
* If the collection or any of its parents is disabled, make it enabled.
* Don't change the children disable state though.
*/
void BKE_layer_collection_isolate_global(Scene *scene,
ViewLayer *view_layer,
LayerCollection *lc,
bool extend)
{
LayerCollection *lc_master = view_layer->layer_collections.first;
bool hide_it = extend && (lc->runtime_flag & LAYER_COLLECTION_VISIBLE_VIEW_LAYER);
if (!extend) {
/* Hide all collections. */
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_master->layer_collections) {
layer_collection_flag_set_recursive(lc_iter, LAYER_COLLECTION_HIDE);
}
}
/* Make all the direct parents visible. */
if (hide_it) {
lc->flag |= LAYER_COLLECTION_HIDE;
}
else {
LayerCollection *lc_parent = lc;
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_master->layer_collections) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc)) {
lc_parent = lc_iter;
break;
}
}
while (lc_parent != lc) {
lc_parent->flag &= ~LAYER_COLLECTION_HIDE;
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_parent->layer_collections) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc)) {
lc_parent = lc_iter;
break;
}
}
}
/* Make all the children visible, but respect their disable state. */
layer_collection_flag_unset_recursive(lc, LAYER_COLLECTION_HIDE);
BKE_layer_collection_activate(view_layer, lc);
}
BKE_layer_collection_sync(scene, view_layer);
}
static void layer_collection_local_visibility_set_recursive(LayerCollection *layer_collection,
const int local_collections_uuid)
{
layer_collection->local_collections_bits |= local_collections_uuid;
LISTBASE_FOREACH (LayerCollection *, child, &layer_collection->layer_collections) {
layer_collection_local_visibility_set_recursive(child, local_collections_uuid);
}
}
static void layer_collection_local_visibility_unset_recursive(LayerCollection *layer_collection,
const int local_collections_uuid)
{
layer_collection->local_collections_bits &= ~local_collections_uuid;
LISTBASE_FOREACH (LayerCollection *, child, &layer_collection->layer_collections) {
layer_collection_local_visibility_unset_recursive(child, local_collections_uuid);
}
}
static void layer_collection_local_sync(ViewLayer *view_layer,
LayerCollection *layer_collection,
const unsigned short local_collections_uuid,
bool visible)
{
if ((layer_collection->local_collections_bits & local_collections_uuid) == 0) {
visible = false;
}
if (visible) {
LISTBASE_FOREACH (CollectionObject *, cob, &layer_collection->collection->gobject) {
BLI_assert(cob->ob);
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
base->local_collections_bits |= local_collections_uuid;
}
}
LISTBASE_FOREACH (LayerCollection *, child, &layer_collection->layer_collections) {
if ((child->flag & LAYER_COLLECTION_EXCLUDE) == 0) {
layer_collection_local_sync(view_layer, child, local_collections_uuid, visible);
}
}
}
void BKE_layer_collection_local_sync(ViewLayer *view_layer, const View3D *v3d)
{
if (no_resync) {
return;
}
const unsigned short local_collections_uuid = v3d->local_collections_uuid;
/* Reset flags and set the bases visible by default. */
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
base->local_collections_bits &= ~local_collections_uuid;
}
LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
layer_collection_local_sync(view_layer, layer_collection, local_collections_uuid, true);
}
}
/**
* Sync the local collection for all the 3D Viewports.
*/
void BKE_layer_collection_local_sync_all(const Main *bmain)
{
if (no_resync) {
return;
}
LISTBASE_FOREACH (Scene *, scene, &bmain->scenes) {
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
View3D *v3d = area->spacedata.first;
if (v3d->flag & V3D_LOCAL_COLLECTIONS) {
BKE_layer_collection_local_sync(view_layer, v3d);
}
}
}
}
}
}
/**
* Isolate the collection locally
*
* Same as BKE_layer_collection_isolate_local but for a viewport
*/
void BKE_layer_collection_isolate_local(ViewLayer *view_layer,
const View3D *v3d,
LayerCollection *lc,
bool extend)
{
LayerCollection *lc_master = view_layer->layer_collections.first;
bool hide_it = extend && ((v3d->local_collections_uuid & lc->local_collections_bits) != 0);
if (!extend) {
/* Hide all collections. */
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_master->layer_collections) {
layer_collection_local_visibility_unset_recursive(lc_iter, v3d->local_collections_uuid);
}
}
/* Make all the direct parents visible. */
if (hide_it) {
lc->local_collections_bits &= ~(v3d->local_collections_uuid);
}
else {
LayerCollection *lc_parent = lc;
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_master->layer_collections) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc)) {
lc_parent = lc_iter;
break;
}
}
while (lc_parent != lc) {
lc_parent->local_collections_bits |= v3d->local_collections_uuid;
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc_parent->layer_collections) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc)) {
lc_parent = lc_iter;
break;
}
}
}
/* Make all the children visible. */
layer_collection_local_visibility_set_recursive(lc, v3d->local_collections_uuid);
}
BKE_layer_collection_local_sync(view_layer, v3d);
}
static void layer_collection_bases_show_recursive(ViewLayer *view_layer, LayerCollection *lc)
{
if ((lc->flag & LAYER_COLLECTION_EXCLUDE) == 0) {
LISTBASE_FOREACH (CollectionObject *, cob, &lc->collection->gobject) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
base->flag &= ~BASE_HIDDEN;
}
}
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc->layer_collections) {
layer_collection_bases_show_recursive(view_layer, lc_iter);
}
}
static void layer_collection_bases_hide_recursive(ViewLayer *view_layer, LayerCollection *lc)
{
if ((lc->flag & LAYER_COLLECTION_EXCLUDE) == 0) {
LISTBASE_FOREACH (CollectionObject *, cob, &lc->collection->gobject) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
base->flag |= BASE_HIDDEN;
}
}
LISTBASE_FOREACH (LayerCollection *, lc_iter, &lc->layer_collections) {
layer_collection_bases_hide_recursive(view_layer, lc_iter);
}
}
/**
* Hide/show all the elements of a collection.
* Don't change the collection children enable/disable state,
* but it may change it for the collection itself.
*/
void BKE_layer_collection_set_visible(ViewLayer *view_layer,
LayerCollection *lc,
const bool visible,
const bool hierarchy)
{
if (hierarchy) {
if (visible) {
layer_collection_flag_unset_recursive(lc, LAYER_COLLECTION_HIDE);
layer_collection_bases_show_recursive(view_layer, lc);
}
else {
layer_collection_flag_set_recursive(lc, LAYER_COLLECTION_HIDE);
layer_collection_bases_hide_recursive(view_layer, lc);
}
}
else {
if (visible) {
lc->flag &= ~LAYER_COLLECTION_HIDE;
}
else {
lc->flag |= LAYER_COLLECTION_HIDE;
}
}
}
/**
* Set layer collection hide/exclude/indirect flag on a layer collection.
* recursively.
*/
static void layer_collection_flag_recursive_set(LayerCollection *lc,
const int flag,
const bool value,
const bool restore_flag)
{
if (flag == LAYER_COLLECTION_EXCLUDE) {
/* For exclude flag, we remember the state the children had before
* excluding and restoring it when enabling the parent collection again. */
if (value) {
if (restore_flag) {
SET_FLAG_FROM_TEST(
lc->flag, (lc->flag & LAYER_COLLECTION_EXCLUDE), LAYER_COLLECTION_PREVIOUSLY_EXCLUDED);
}
else {
lc->flag &= ~LAYER_COLLECTION_PREVIOUSLY_EXCLUDED;
}
lc->flag |= flag;
}
else {
if (!(lc->flag & LAYER_COLLECTION_PREVIOUSLY_EXCLUDED)) {
lc->flag &= ~flag;
}
}
}
else {
SET_FLAG_FROM_TEST(lc->flag, value, flag);
}
LISTBASE_FOREACH (LayerCollection *, nlc, &lc->layer_collections) {
layer_collection_flag_recursive_set(nlc, flag, value, true);
}
}
void BKE_layer_collection_set_flag(LayerCollection *lc, const int flag, const bool value)
{
layer_collection_flag_recursive_set(lc, flag, value, false);
}
/* ---------------------------------------------------------------------- */
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc,
const Collection *collection)
{
if (lc->collection == collection) {
return lc;
}
LISTBASE_FOREACH (LayerCollection *, nlc, &lc->layer_collections) {
LayerCollection *found = find_layer_collection_by_scene_collection(nlc, collection);
if (found) {
return found;
}
}
return NULL;
}
/**
* Return the first matching LayerCollection in the ViewLayer for the Collection.
*/
LayerCollection *BKE_layer_collection_first_from_scene_collection(const ViewLayer *view_layer,
const Collection *collection)
{
LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
LayerCollection *found = find_layer_collection_by_scene_collection(layer_collection,
collection);
if (found != NULL) {
return found;
}
}
return NULL;
}
/**
* See if view layer has the scene collection linked directly, or indirectly (nested)
*/
bool BKE_view_layer_has_collection(const ViewLayer *view_layer, const Collection *collection)
{
return BKE_layer_collection_first_from_scene_collection(view_layer, collection) != NULL;
}
/**
* See if the object is in any of the scene layers of the scene
*/
bool BKE_scene_has_object(Scene *scene, Object *ob)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base) {
return true;
}
}
return false;
}
/** \} */
/* Iterators */
/* -------------------------------------------------------------------- */
/** \name Private Iterator Helpers
* \{ */
typedef struct LayerObjectBaseIteratorData {
const View3D *v3d;
Base *base;
} LayerObjectBaseIteratorData;
static bool object_bases_iterator_is_valid(const View3D *v3d, Base *base, const int flag)
{
BLI_assert((v3d == NULL) || (v3d->spacetype == SPACE_VIEW3D));
/* Any flag satisfies the condition. */
if (flag == ~0) {
return (base->flag != 0);
}
/* Flags may be more than one flag, so we can't check != 0. */
return BASE_VISIBLE(v3d, base) && ((base->flag & flag) == flag);
}
static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in_v, const int flag)
{
ObjectsVisibleIteratorData *data_in = data_in_v;
ViewLayer *view_layer = data_in->view_layer;
const View3D *v3d = data_in->v3d;
Base *base = view_layer->object_bases.first;
/* when there are no objects */
if (base == NULL) {
iter->data = NULL;
iter->valid = false;
return;
}
LayerObjectBaseIteratorData *data = MEM_callocN(sizeof(LayerObjectBaseIteratorData), __func__);
iter->data = data;
data->v3d = v3d;
data->base = base;
if (object_bases_iterator_is_valid(v3d, base, flag) == false) {
object_bases_iterator_next(iter, flag);
}
else {
iter->current = base;
}
}
static void object_bases_iterator_next(BLI_Iterator *iter, const int flag)
{
LayerObjectBaseIteratorData *data = iter->data;
Base *base = data->base->next;
while (base) {
if (object_bases_iterator_is_valid(data->v3d, base, flag)) {
iter->current = base;
data->base = base;
return;
}
base = base->next;
}
iter->valid = false;
}
static void object_bases_iterator_end(BLI_Iterator *iter)
{
MEM_SAFE_FREE(iter->data);
}
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;
}
}
static void objects_iterator_end(BLI_Iterator *iter)
{
object_bases_iterator_end(iter);
}
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_selected_objects_iterator
* See: #FOREACH_SELECTED_OBJECT_BEGIN
* \{ */
void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, BASE_VISIBLE_DEPSGRAPH | BASE_SELECTED);
}
void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter)
{
objects_iterator_next(iter, BASE_VISIBLE_DEPSGRAPH | BASE_SELECTED);
}
void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter)
{
objects_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_visible_objects_iterator
* \{ */
void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, 0);
}
void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter)
{
objects_iterator_next(iter, 0);
}
void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter)
{
objects_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_selected_editable_objects_iterator
* \{ */
void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, BASE_VISIBLE_DEPSGRAPH | BASE_SELECTED);
if (iter->valid) {
if (BKE_object_is_libdata((Object *)iter->current) == false) {
/* First object is valid (selectable and not libdata) -> all good. */
return;
}
/* Object is selectable but not editable -> search for another one. */
BKE_view_layer_selected_editable_objects_iterator_next(iter);
}
}
void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter)
{
/* Search while there are objects and the one we have is not editable (editable = not libdata).
*/
do {
objects_iterator_next(iter, BASE_VISIBLE_DEPSGRAPH | BASE_SELECTED);
} while (iter->valid && BKE_object_is_libdata((Object *)iter->current) != false);
}
void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *iter)
{
objects_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_selected_bases_iterator
* \{ */
void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, BASE_VISIBLE_DEPSGRAPH | BASE_SELECTED);
}
void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter)
{
object_bases_iterator_next(iter, BASE_VISIBLE_DEPSGRAPH | BASE_SELECTED);
}
void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter)
{
object_bases_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_visible_bases_iterator
* \{ */
void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
{
object_bases_iterator_begin(iter, data_in, 0);
}
void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter)
{
object_bases_iterator_next(iter, 0);
}
void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter)
{
object_bases_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_bases_in_mode_iterator
* \{ */
static bool base_is_in_mode(struct ObjectsInModeIteratorData *data, Base *base)
{
return (base->object->type == data->object_type) &&
(base->object->mode & data->object_mode) != 0;
}
void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in)
{
struct ObjectsInModeIteratorData *data = data_in;
Base *base = data->base_active;
/* In this case the result will always be empty, the caller must check for no mode. */
BLI_assert(data->object_mode != 0);
/* when there are no objects */
if (base == NULL) {
iter->valid = false;
return;
}
iter->data = data_in;
iter->current = base;
/* default type is active object type */
if (data->object_type < 0) {
data->object_type = base->object->type;
}
if (!(base_is_in_mode(data, base) && BKE_base_is_visible(data->v3d, base))) {
BKE_view_layer_bases_in_mode_iterator_next(iter);
}
}
void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter)
{
struct ObjectsInModeIteratorData *data = iter->data;
Base *base = iter->current;
if (base == data->base_active) {
/* first step */
base = data->view_layer->object_bases.first;
if ((base == data->base_active) && BKE_base_is_visible(data->v3d, base)) {
base = base->next;
}
}
else {
base = base->next;
}
while (base) {
if ((base != data->base_active) && base_is_in_mode(data, base) &&
BKE_base_is_visible(data->v3d, base)) {
iter->current = base;
return;
}
base = base->next;
}
iter->valid = false;
}
void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *UNUSED(iter))
{
/* do nothing */
}
/** \} */
/* Evaluation. */
/* Applies object's restrict flags on top of flags coming from the collection
* and stores those in base->flag. BASE_VISIBLE_DEPSGRAPH ignores viewport flags visibility
* (i.e., restriction and local collection). */
void BKE_base_eval_flags(Base *base)
{
/* Apply collection flags. */
base->flag &= ~g_base_collection_flags;
base->flag |= (base->flag_from_collection & g_base_collection_flags);
/* Apply object restrictions. */
const int object_restrict = base->object->visibility_flag;
if (object_restrict & OB_HIDE_VIEWPORT) {
base->flag &= ~BASE_ENABLED_VIEWPORT;
}
if (object_restrict & OB_HIDE_RENDER) {
base->flag &= ~BASE_ENABLED_RENDER;
}
if (object_restrict & OB_HIDE_SELECT) {
base->flag &= ~BASE_SELECTABLE;
}
/* Apply viewport visibility by default. The dependency graph for render
* can change these again, but for tools we always want the viewport
* visibility to be in sync regardless if depsgraph was evaluated. */
if (!(base->flag & BASE_ENABLED_VIEWPORT) || (base->flag & BASE_HIDDEN)) {
base->flag &= ~(BASE_VISIBLE_DEPSGRAPH | BASE_VISIBLE_VIEWLAYER | BASE_SELECTABLE);
}
/* Deselect unselectable objects. */
if (!(base->flag & BASE_SELECTABLE)) {
base->flag &= ~BASE_SELECTED;
}
}
static void layer_eval_view_layer(struct Depsgraph *depsgraph,
struct Scene *UNUSED(scene),
ViewLayer *view_layer)
{
DEG_debug_print_eval(depsgraph, __func__, view_layer->name, view_layer);
/* Create array of bases, for fast index-based lookup. */
const int num_object_bases = BLI_listbase_count(&view_layer->object_bases);
MEM_SAFE_FREE(view_layer->object_bases_array);
view_layer->object_bases_array = MEM_malloc_arrayN(
num_object_bases, sizeof(Base *), "view_layer->object_bases_array");
int base_index = 0;
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
view_layer->object_bases_array[base_index++] = base;
}
}
void BKE_layer_eval_view_layer_indexed(struct Depsgraph *depsgraph,
struct Scene *scene,
int view_layer_index)
{
BLI_assert(view_layer_index >= 0);
ViewLayer *view_layer = BLI_findlink(&scene->view_layers, view_layer_index);
BLI_assert(view_layer != NULL);
layer_eval_view_layer(depsgraph, scene, view_layer);
}
static void write_layer_collections(BlendWriter *writer, ListBase *lb)
{
LISTBASE_FOREACH (LayerCollection *, lc, lb) {
BLO_write_struct(writer, LayerCollection, lc);
write_layer_collections(writer, &lc->layer_collections);
}
}
void BKE_view_layer_blend_write(BlendWriter *writer, ViewLayer *view_layer)
{
BLO_write_struct(writer, ViewLayer, view_layer);
BLO_write_struct_list(writer, Base, &view_layer->object_bases);
if (view_layer->id_properties) {
IDP_BlendWrite(writer, view_layer->id_properties);
}
LISTBASE_FOREACH (FreestyleModuleConfig *, fmc, &view_layer->freestyle_config.modules) {
BLO_write_struct(writer, FreestyleModuleConfig, fmc);
}
LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) {
BLO_write_struct(writer, FreestyleLineSet, fls);
}
LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
BLO_write_struct(writer, ViewLayerAOV, aov);
}
write_layer_collections(writer, &view_layer->layer_collections);
}
static void direct_link_layer_collections(BlendDataReader *reader, ListBase *lb, bool master)
{
BLO_read_list(reader, lb);
LISTBASE_FOREACH (LayerCollection *, lc, lb) {
#ifdef USE_COLLECTION_COMPAT_28
BLO_read_data_address(reader, &lc->scene_collection);
#endif
/* Master collection is not a real data-lock. */
if (master) {
BLO_read_data_address(reader, &lc->collection);
}
direct_link_layer_collections(reader, &lc->layer_collections, false);
}
}
void BKE_view_layer_blend_read_data(BlendDataReader *reader, ViewLayer *view_layer)
{
view_layer->stats = NULL;
BLO_read_list(reader, &view_layer->object_bases);
BLO_read_data_address(reader, &view_layer->basact);
direct_link_layer_collections(reader, &view_layer->layer_collections, true);
BLO_read_data_address(reader, &view_layer->active_collection);
BLO_read_data_address(reader, &view_layer->id_properties);
IDP_BlendDataRead(reader, &view_layer->id_properties);
BLO_read_list(reader, &(view_layer->freestyle_config.modules));
BLO_read_list(reader, &(view_layer->freestyle_config.linesets));
BLO_read_list(reader, &view_layer->aovs);
BLO_read_data_address(reader, &view_layer->active_aov);
BLI_listbase_clear(&view_layer->drawdata);
view_layer->object_bases_array = NULL;
view_layer->object_bases_hash = NULL;
}
static void lib_link_layer_collection(BlendLibReader *reader,
Library *lib,
LayerCollection *layer_collection,
bool master)
{
/* Master collection is not a real data-lock. */
if (!master) {
BLO_read_id_address(reader, lib, &layer_collection->collection);
}
LISTBASE_FOREACH (
LayerCollection *, layer_collection_nested, &layer_collection->layer_collections) {
lib_link_layer_collection(reader, lib, layer_collection_nested, false);
}
}
void BKE_view_layer_blend_read_lib(BlendLibReader *reader, Library *lib, ViewLayer *view_layer)
{
LISTBASE_FOREACH (FreestyleModuleConfig *, fmc, &view_layer->freestyle_config.modules) {
BLO_read_id_address(reader, lib, &fmc->script);
}
LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) {
BLO_read_id_address(reader, lib, &fls->linestyle);
BLO_read_id_address(reader, lib, &fls->group);
}
LISTBASE_FOREACH_MUTABLE (Base *, base, &view_layer->object_bases) {
/* we only bump the use count for the collection objects */
BLO_read_id_address(reader, lib, &base->object);
if (base->object == NULL) {
/* Free in case linked object got lost. */
BLI_freelinkN(&view_layer->object_bases, base);
if (view_layer->basact == base) {
view_layer->basact = NULL;
}
}
}
LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
lib_link_layer_collection(reader, lib, layer_collection, true);
}
BLO_read_id_address(reader, lib, &view_layer->mat_override);
IDP_BlendReadLib(reader, view_layer->id_properties);
}
/* -------------------------------------------------------------------- */
/** \name Shader AOV
* \{ */
static void viewlayer_aov_make_name_unique(ViewLayer *view_layer)
{
ViewLayerAOV *aov = view_layer->active_aov;
if (aov == NULL) {
return;
}
/* Don't allow dots, it's incompatible with OpenEXR convention to store channels
* as "layer.pass.channel". */
BLI_str_replace_char(aov->name, '.', '_');
BLI_uniquename(
&view_layer->aovs, aov, DATA_("AOV"), '_', offsetof(ViewLayerAOV, name), sizeof(aov->name));
}
static void viewlayer_aov_active_set(ViewLayer *view_layer, ViewLayerAOV *aov)
{
if (aov != NULL) {
BLI_assert(BLI_findindex(&view_layer->aovs, aov) != -1);
view_layer->active_aov = aov;
}
else {
view_layer->active_aov = NULL;
}
}
struct ViewLayerAOV *BKE_view_layer_add_aov(struct ViewLayer *view_layer)
{
ViewLayerAOV *aov;
aov = MEM_callocN(sizeof(ViewLayerAOV), __func__);
aov->type = AOV_TYPE_COLOR;
BLI_strncpy(aov->name, DATA_("AOV"), sizeof(aov->name));
BLI_addtail(&view_layer->aovs, aov);
viewlayer_aov_active_set(view_layer, aov);
viewlayer_aov_make_name_unique(view_layer);
return aov;
}
void BKE_view_layer_remove_aov(ViewLayer *view_layer, ViewLayerAOV *aov)
{
BLI_assert(BLI_findindex(&view_layer->aovs, aov) != -1);
BLI_assert(aov != NULL);
if (view_layer->active_aov == aov) {
if (aov->next) {
viewlayer_aov_active_set(view_layer, aov->next);
}
else {
viewlayer_aov_active_set(view_layer, aov->prev);
}
}
BLI_freelinkN(&view_layer->aovs, aov);
}
void BKE_view_layer_set_active_aov(ViewLayer *view_layer, ViewLayerAOV *aov)
{
viewlayer_aov_active_set(view_layer, aov);
}
static void bke_view_layer_verify_aov_cb(void *userdata,
Scene *UNUSED(scene),
ViewLayer *UNUSED(view_layer),
const char *name,
int UNUSED(channels),
const char *UNUSED(chanid),
eNodeSocketDatatype UNUSED(type))
{
GHash *name_count = userdata;
void **value_p;
void *key = BLI_strdup(name);
if (!BLI_ghash_ensure_p(name_count, key, &value_p)) {
*value_p = POINTER_FROM_INT(1);
}
else {
int value = POINTER_AS_INT(*value_p);
value++;
*value_p = POINTER_FROM_INT(value);
MEM_freeN(key);
}
}
/* Update the naming and conflicts of the AOVs.
*
* Name must be unique between all AOVs.
* Conflicts with render passes will show a conflict icon. Reason is that switching a render
* engine or activating a render pass could lead to other conflicts that wouldn't be that clear
* for the user. */
void BKE_view_layer_verify_aov(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer)
{
viewlayer_aov_make_name_unique(view_layer);
GHash *name_count = BLI_ghash_str_new(__func__);
RE_engine_update_render_passes(
engine, scene, view_layer, bke_view_layer_verify_aov_cb, name_count);
LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
void **value_p = BLI_ghash_lookup(name_count, aov->name);
int count = POINTER_AS_INT(value_p);
SET_FLAG_FROM_TEST(aov->flag, count > 1, AOV_CONFLICT);
}
BLI_ghash_free(name_count, MEM_freeN, NULL);
}
/* Check if the given view layer has at least one valid AOV. */
bool BKE_view_layer_has_valid_aov(ViewLayer *view_layer)
{
LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
if ((aov->flag & AOV_CONFLICT) == 0) {
return true;
}
}
return false;
}
ViewLayer *BKE_view_layer_find_with_aov(struct Scene *scene, struct ViewLayerAOV *aov)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (BLI_findindex(&view_layer->aovs, aov) != -1) {
return view_layer;
}
}
return NULL;
}
/** \} */