Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup depsgraph
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*/
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#include "intern/builder/deg_builder_relations.h"
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#include "DNA_scene_types.h"
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namespace blender::deg {
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void DepsgraphRelationBuilder::build_scene_render(Scene *scene, ViewLayer *view_layer)
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{
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scene_ = scene;
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const bool build_compositor = (scene->r.scemode & R_DOCOMP);
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const bool build_sequencer = (scene->r.scemode & R_DOSEQ);
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build_scene_parameters(scene);
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build_animdata(&scene->id);
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build_scene_audio(scene);
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if (build_compositor) {
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build_scene_compositor(scene);
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}
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if (build_sequencer) {
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build_scene_sequencer(scene);
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build_scene_speakers(scene, view_layer);
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}
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if (scene->camera != nullptr) {
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build_object(scene->camera);
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}
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}
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void DepsgraphRelationBuilder::build_scene_parameters(Scene *scene)
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{
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if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_PARAMETERS)) {
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return;
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}
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build_idproperties(scene->id.properties);
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build_parameters(&scene->id);
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OperationKey parameters_eval_key(
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&scene->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EXIT);
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OperationKey scene_eval_key(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL);
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add_relation(parameters_eval_key, scene_eval_key, "Parameters -> Scene Eval");
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LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
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build_idproperties(marker->prop);
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}
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}
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void DepsgraphRelationBuilder::build_scene_compositor(Scene *scene)
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{
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if (built_map_.checkIsBuiltAndTag(scene, BuilderMap::TAG_SCENE_COMPOSITOR)) {
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return;
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}
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if (scene->nodetree == nullptr) {
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return;
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}
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build_nodetree(scene->nodetree);
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}
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} // namespace blender::deg
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