This node is needed to ensure evaluation order of scene and modifiers which might access scene for custom data masks, or for the current frame. Move it to own component, so that evaluation of scene does not lead to changes in the parameters component, hence does not trigger driver evaluation. Should be no functional changes. Ref #117335
88 lines
2.6 KiB
C++
88 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::SCENE, 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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