The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation */
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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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if (scene->camera != nullptr) {
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build_object(-1, scene->camera, DEG_ID_LINKED_DIRECTLY, true);
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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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