/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2013 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup depsgraph
 *
 * Methods for constructing depsgraph
 */

#include "intern/builder/deg_builder_relations.h"

#include <stdio.h>
#include <stdlib.h>
#include <cstring> /* required for STREQ later on. */

#include "MEM_guardedalloc.h"

#include "BLI_utildefines.h"
#include "BLI_blenlib.h"

extern "C" {
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"

#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
} /* extern "C" */

#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"

#include "intern/builder/deg_builder.h"
#include "intern/builder/deg_builder_pchanmap.h"

#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"

#include "intern/depsgraph_type.h"

namespace DEG {

void DepsgraphRelationBuilder::build_layer_collections(ListBase *lb)
{
  const int restrict_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_RESTRICT_VIEWPORT :
                                                                  COLLECTION_RESTRICT_RENDER;

  for (LayerCollection *lc = (LayerCollection *)lb->first; lc; lc = lc->next) {
    if ((lc->collection->flag & restrict_flag)) {
      continue;
    }
    if ((lc->flag & LAYER_COLLECTION_EXCLUDE) == 0) {
      build_collection(lc, NULL, lc->collection);
    }
    build_layer_collections(&lc->layer_collections);
  }
}

void DepsgraphRelationBuilder::build_view_layer(Scene *scene,
                                                ViewLayer *view_layer,
                                                eDepsNode_LinkedState_Type linked_state)
{
  /* Setup currently building context. */
  scene_ = scene;
  /* Scene objects. */
  /* NOTE: Nodes builder requires us to pass CoW base because it's being
   * passed to the evaluation functions. During relations builder we only
   * do NULL-pointer check of the base, so it's fine to pass original one. */
  LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
    if (need_pull_base_into_graph(base)) {
      build_object(base, base->object);
    }
  }

  build_layer_collections(&view_layer->layer_collections);

  if (scene->camera != NULL) {
    build_object(NULL, scene->camera);
  }
  /* Rigidbody. */
  if (scene->rigidbody_world != NULL) {
    build_rigidbody(scene);
  }
  /* Scene's animation and drivers. */
  if (scene->adt != NULL) {
    build_animdata(&scene->id);
  }
  /* World. */
  if (scene->world != NULL) {
    build_world(scene->world);
  }
  /* Masks. */
  LISTBASE_FOREACH (Mask *, mask, &bmain_->masks) {
    build_mask(mask);
  }
  /* Movie clips. */
  LISTBASE_FOREACH (MovieClip *, clip, &bmain_->movieclips) {
    build_movieclip(clip);
  }
  /* Material override. */
  if (view_layer->mat_override != NULL) {
    build_material(view_layer->mat_override);
  }
  /* Freestyle collections. */
  LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) {
    if (fls->group != NULL) {
      build_collection(NULL, NULL, fls->group);
    }
  }
  /* Scene parameters, compositor and such. */
  build_scene_compositor(scene);
  build_scene_parameters(scene);
  /* Make final scene evaluation dependent on view layer evaluation. */
  OperationKey scene_view_layer_key(
      &scene->id, NodeType::LAYER_COLLECTIONS, OperationCode::VIEW_LAYER_EVAL);
  OperationKey scene_eval_key(&scene->id, NodeType::PARAMETERS, OperationCode::SCENE_EVAL);
  add_relation(scene_view_layer_key, scene_eval_key, "View Layer -> Scene Eval");
  /* Sequencer. */
  if (linked_state == DEG_ID_LINKED_DIRECTLY) {
    build_scene_audio(scene);
    build_scene_sequencer(scene);
  }
  /* Build all set scenes. */
  if (scene->set != NULL) {
    ViewLayer *set_view_layer = BKE_view_layer_default_render(scene->set);
    build_view_layer(scene->set, set_view_layer, DEG_ID_LINKED_VIA_SET);
  }
}

}  // namespace DEG
