51 if (lc->collection->flag & visibility_flag) {
63 if (fls->
group !=
nullptr) {
80 id_node->linked_state = linked_state;
104 build_object(base_index, base->object, linked_state,
true);
157 BKE_layer_eval_view_layer_indexed(depsgraph, scene_cow, view_layer_index);
struct ViewLayer * BKE_view_layer_default_render(const struct Scene *scene)
#define LISTBASE_FOREACH(type, var, list)
Object groups, one object can be in many groups at once.
@ COLLECTION_HIDE_VIEWPORT
@ LAYER_COLLECTION_EXCLUDE
Object is a sort of wrapper for general info.
Read Guarded memory(de)allocation.
virtual bool need_pull_base_into_graph(const Base *base)
virtual bool is_object_visibility_animated(const Object *object)
virtual void build_scene_parameters(Scene *scene)
virtual void build_scene_sequencer(Scene *scene)
virtual void build_animdata(ID *id)
virtual void build_world(World *world)
virtual void build_object(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state, bool is_visible)
IDNode * add_id_node(ID *id)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_cachefile(CacheFile *cache_file)
OperationNode * add_operation_node(ComponentNode *comp_node, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
virtual void build_scene_audio(Scene *scene)
virtual void build_material(Material *ma)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_rigidbody(Scene *scene)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
virtual void build_movieclip(MovieClip *clip)
virtual void build_layer_collections(ListBase *lb)
TimeSourceNode * add_time_source()
virtual void build_mask(Mask *mask)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_scene_compositor(Scene *scene)
T * get_cow_datablock(const T *orig) const
const Depsgraph * depsgraph
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
eDepsNode_LinkedState_Type
@ DEG_ID_LINKED_INDIRECTLY
struct Collection * group
struct FreestyleLineStyle * linestyle
struct RigidBodyWorld * rigidbody_world
struct FreestyleConfig freestyle_config
ListBase layer_collections
struct Material * mat_override
bool has_animated_visibility