Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
86 lines
2.6 KiB
C++
86 lines
2.6 KiB
C++
/* SPDX-FileCopyrightText: 2013 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup depsgraph
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include "DNA_scene_types.h"
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namespace blender::deg {
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void DepsgraphNodeBuilder::build_scene_render(Scene *scene, ViewLayer *view_layer)
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{
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scene_ = scene;
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view_layer_ = view_layer;
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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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IDNode *id_node = add_id_node(&scene->id);
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id_node->linked_state = DEG_ID_LINKED_DIRECTLY;
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add_time_source();
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build_animdata(&scene->id);
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build_scene_parameters(scene);
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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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build_scene_camera(scene);
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}
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void DepsgraphNodeBuilder::build_scene_camera(Scene *scene)
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{
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if (scene->camera != nullptr) {
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build_object(-1, scene->camera, DEG_ID_LINKED_INDIRECTLY, true);
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}
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LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
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if (!ELEM(marker->camera, nullptr, scene->camera)) {
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build_object(-1, marker->camera, DEG_ID_LINKED_INDIRECTLY, true);
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}
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}
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}
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void DepsgraphNodeBuilder::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_parameters(&scene->id);
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build_idproperties(scene->id.properties);
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add_operation_node(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL);
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/* NOTE: This is a bit overkill and can potentially pull a bit too much into the graph, but:
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*
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* - We definitely need an ID node for the scene's compositor, otherwise re-mapping will no
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* happen correct and we will risk remapping pointers in the main database.
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* - Alternatively, we should discard compositor tree, but this might cause other headache like
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* drivers which are coming from the tree.
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*
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* Would be nice to find some reliable way of ignoring compositor here, but it's already pulled
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* in when building scene from view layer, so this particular case does not make things
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* marginally worse. */
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build_scene_compositor(scene);
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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 DepsgraphNodeBuilder::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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