/* scene.c * * * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/scene.c * \ingroup bke */ #include #include #include #ifndef WIN32 #include #else #include #endif #include "MEM_guardedalloc.h" #include "DNA_anim_types.h" #include "DNA_group_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_sequence_types.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_anim.h" #include "BKE_animsys.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_idprop.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_pointcache.h" #include "BKE_scene.h" #include "BKE_sequencer.h" #include "BKE_world.h" #include "BKE_sound.h" //XXX #include "BIF_previewrender.h" //XXX #include "BIF_editseq.h" //XXX #include "nla.h" #ifdef WIN32 #else #include #endif void free_avicodecdata(AviCodecData *acd) { if (acd) { if (acd->lpFormat){ MEM_freeN(acd->lpFormat); acd->lpFormat = NULL; acd->cbFormat = 0; } if (acd->lpParms){ MEM_freeN(acd->lpParms); acd->lpParms = NULL; acd->cbParms = 0; } } } void free_qtcodecdata(QuicktimeCodecData *qcd) { if (qcd) { if (qcd->cdParms){ MEM_freeN(qcd->cdParms); qcd->cdParms = NULL; qcd->cdSize = 0; } } } Scene *copy_scene(Scene *sce, int type) { Scene *scen; ToolSettings *ts; Base *base, *obase; if(type == SCE_COPY_EMPTY) { ListBase lb; scen= add_scene(sce->id.name+2); lb= scen->r.layers; scen->r= sce->r; scen->r.layers= lb; } else { scen= copy_libblock(sce); BLI_duplicatelist(&(scen->base), &(sce->base)); clear_id_newpoins(); id_us_plus((ID *)scen->world); id_us_plus((ID *)scen->set); id_us_plus((ID *)scen->gm.dome.warptext); scen->ed= NULL; scen->theDag= NULL; scen->obedit= NULL; scen->toolsettings= MEM_dupallocN(sce->toolsettings); scen->stats= NULL; scen->fps_info= NULL; ts= scen->toolsettings; if(ts) { if(ts->vpaint) { ts->vpaint= MEM_dupallocN(ts->vpaint); ts->vpaint->paintcursor= NULL; ts->vpaint->vpaint_prev= NULL; ts->vpaint->wpaint_prev= NULL; copy_paint(&ts->vpaint->paint, &ts->vpaint->paint); } if(ts->wpaint) { ts->wpaint= MEM_dupallocN(ts->wpaint); ts->wpaint->paintcursor= NULL; ts->wpaint->vpaint_prev= NULL; ts->wpaint->wpaint_prev= NULL; copy_paint(&ts->wpaint->paint, &ts->wpaint->paint); } if(ts->sculpt) { ts->sculpt= MEM_dupallocN(ts->sculpt); copy_paint(&ts->sculpt->paint, &ts->sculpt->paint); } copy_paint(&ts->imapaint.paint, &ts->imapaint.paint); ts->imapaint.paintcursor= NULL; ts->particle.paintcursor= NULL; } BLI_duplicatelist(&(scen->markers), &(sce->markers)); BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces)); BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers)); BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets)); if(sce->nodetree) { scen->nodetree= ntreeCopyTree(sce->nodetree); /* copies actions */ ntreeSwitchID(scen->nodetree, &sce->id, &scen->id); } obase= sce->base.first; base= scen->base.first; while(base) { id_us_plus(&base->object->id); if(obase==sce->basact) scen->basact= base; obase= obase->next; base= base->next; } } /* make a private copy of the avicodecdata */ if(sce->r.avicodecdata) { scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata); scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat); scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms); } /* make a private copy of the qtcodecdata */ if(sce->r.qtcodecdata) { scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata); scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms); } if(sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */ scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties); } /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations * are done outside of blenkernel with ED_objects_single_users! */ /* camera */ if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) { ID_NEW(scen->camera); } /* before scene copy */ sound_create_scene(scen); /* world */ if(type == SCE_COPY_FULL) { BKE_copy_animdata_id_action((ID *)scen); if(scen->world) { id_us_plus((ID *)scen->world); scen->world= copy_world(scen->world); BKE_copy_animdata_id_action((ID *)scen->world); } if(sce->ed) { scen->ed= MEM_callocN( sizeof(Editing), "addseq"); scen->ed->seqbasep= &scen->ed->seqbase; seqbase_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL); } } return scen; } /* do not free scene itself */ void free_scene(Scene *sce) { Base *base; base= sce->base.first; while(base) { base->object->id.us--; base= base->next; } /* do not free objects! */ if(sce->gpd) { #if 0 // removed since this can be invalid memory when freeing everything // since the grease pencil data is free'd before the scene. // since grease pencil data is not (yet?), shared between objects // its probably safe not to do this, some save and reload will free this. sce->gpd->id.us--; #endif sce->gpd= NULL; } BLI_freelistN(&sce->base); seq_free_editing(sce); BKE_free_animdata((ID *)sce); BKE_keyingsets_free(&sce->keyingsets); if (sce->r.avicodecdata) { free_avicodecdata(sce->r.avicodecdata); MEM_freeN(sce->r.avicodecdata); sce->r.avicodecdata = NULL; } if (sce->r.qtcodecdata) { free_qtcodecdata(sce->r.qtcodecdata); MEM_freeN(sce->r.qtcodecdata); sce->r.qtcodecdata = NULL; } if (sce->r.ffcodecdata.properties) { IDP_FreeProperty(sce->r.ffcodecdata.properties); MEM_freeN(sce->r.ffcodecdata.properties); sce->r.ffcodecdata.properties = NULL; } BLI_freelistN(&sce->markers); BLI_freelistN(&sce->transform_spaces); BLI_freelistN(&sce->r.layers); if(sce->toolsettings) { if(sce->toolsettings->vpaint) { free_paint(&sce->toolsettings->vpaint->paint); MEM_freeN(sce->toolsettings->vpaint); } if(sce->toolsettings->wpaint) { free_paint(&sce->toolsettings->wpaint->paint); MEM_freeN(sce->toolsettings->wpaint); } if(sce->toolsettings->sculpt) { free_paint(&sce->toolsettings->sculpt->paint); MEM_freeN(sce->toolsettings->sculpt); } free_paint(&sce->toolsettings->imapaint.paint); MEM_freeN(sce->toolsettings); sce->toolsettings = NULL; } if (sce->theDag) { free_forest(sce->theDag); MEM_freeN(sce->theDag); } if(sce->nodetree) { ntreeFreeTree(sce->nodetree); MEM_freeN(sce->nodetree); } if(sce->stats) MEM_freeN(sce->stats); if(sce->fps_info) MEM_freeN(sce->fps_info); sound_destroy_scene(sce); } Scene *add_scene(const char *name) { Main *bmain= G.main; Scene *sce; ParticleEditSettings *pset; int a; sce= alloc_libblock(&bmain->scene, ID_SCE, name); sce->lay= sce->layact= 1; sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE; sce->r.cfra= 1; sce->r.sfra= 1; sce->r.efra= 250; sce->r.frame_step= 1; sce->r.xsch= 1920; sce->r.ysch= 1080; sce->r.xasp= 1; sce->r.yasp= 1; sce->r.xparts= 8; sce->r.yparts= 8; sce->r.mblur_samples= 1; sce->r.filtertype= R_FILTER_MITCH; sce->r.size= 50; sce->r.planes= 24; sce->r.imtype= R_PNG; sce->r.quality= 90; sce->r.displaymode= R_OUTPUT_AREA; sce->r.framapto= 100; sce->r.images= 100; sce->r.framelen= 1.0; sce->r.blurfac= 0.5; sce->r.frs_sec= 24; sce->r.frs_sec_base= 1; sce->r.edgeint= 10; sce->r.ocres = 128; sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT; sce->r.gauss= 1.0; /* deprecated but keep for upwards compat */ sce->r.postgamma= 1.0; sce->r.posthue= 0.0; sce->r.postsat= 1.0; sce->r.bake_mode= 1; /* prevent to include render stuff here */ sce->r.bake_filter= 2; sce->r.bake_osa= 5; sce->r.bake_flag= R_BAKE_CLEAR; sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT; sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION; sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_CAMERA|R_STAMP_SCENE|R_STAMP_FILENAME|R_STAMP_RENDERTIME; sce->r.stamp_font_id= 12; sce->r.fg_stamp[0]= sce->r.fg_stamp[1]= sce->r.fg_stamp[2]= 0.8f; sce->r.fg_stamp[3]= 1.0f; sce->r.bg_stamp[0]= sce->r.bg_stamp[1]= sce->r.bg_stamp[2]= 0.0f; sce->r.bg_stamp[3]= 0.25f; sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES; sce->r.seq_prev_type= OB_SOLID; sce->r.seq_rend_type= OB_SOLID; sce->r.seq_flag= R_SEQ_GL_PREV; sce->r.threads= 1; sce->r.simplify_subsurf= 6; sce->r.simplify_particles= 1.0f; sce->r.simplify_shadowsamples= 16; sce->r.simplify_aosss= 1.0f; sce->r.cineonblack= 95; sce->r.cineonwhite= 685; sce->r.cineongamma= 1.7f; sce->r.border.xmin= 0.0f; sce->r.border.ymin= 0.0f; sce->r.border.xmax= 1.0f; sce->r.border.ymax= 1.0f; sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct"); sce->toolsettings->cornertype=1; sce->toolsettings->degr = 90; sce->toolsettings->step = 9; sce->toolsettings->turn = 1; sce->toolsettings->extr_offs = 1; sce->toolsettings->doublimit = 0.001; sce->toolsettings->segments = 32; sce->toolsettings->rings = 32; sce->toolsettings->vertices = 32; sce->toolsettings->editbutflag = 1; sce->toolsettings->uvcalc_radius = 1.0f; sce->toolsettings->uvcalc_cubesize = 1.0f; sce->toolsettings->uvcalc_mapdir = 1; sce->toolsettings->uvcalc_mapalign = 1; sce->toolsettings->unwrapper = 1; sce->toolsettings->select_thresh= 0.01f; sce->toolsettings->jointrilimit = 0.8f; sce->toolsettings->selectmode= SCE_SELECT_VERTEX; sce->toolsettings->uv_selectmode= UV_SELECT_VERTEX; sce->toolsettings->normalsize= 0.1; sce->toolsettings->autokey_mode= U.autokey_mode; sce->toolsettings->skgen_resolution = 100; sce->toolsettings->skgen_threshold_internal = 0.01f; sce->toolsettings->skgen_threshold_external = 0.01f; sce->toolsettings->skgen_angle_limit = 45.0f; sce->toolsettings->skgen_length_ratio = 1.3f; sce->toolsettings->skgen_length_limit = 1.5f; sce->toolsettings->skgen_correlation_limit = 0.98f; sce->toolsettings->skgen_symmetry_limit = 0.1f; sce->toolsettings->skgen_postpro = SKGEN_SMOOTH; sce->toolsettings->skgen_postpro_passes = 1; sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING; sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION; sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH; sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE; sce->toolsettings->proportional_size = 1.0f; sce->physics_settings.gravity[0] = 0.0f; sce->physics_settings.gravity[1] = 0.0f; sce->physics_settings.gravity[2] = -9.81f; sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY; sce->unit.scale_length = 1.0f; pset= &sce->toolsettings->particle; pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY; pset->emitterdist= 0.25f; pset->totrekey= 5; pset->totaddkey= 5; pset->brushtype= PE_BRUSH_NONE; pset->draw_step= 2; pset->fade_frames= 2; pset->selectmode= SCE_SELECT_PATH; for(a=0; abrush[a].strength= 0.5; pset->brush[a].size= 50; pset->brush[a].step= 10; pset->brush[a].count= 10; } pset->brush[PE_BRUSH_CUT].strength= 100; sce->r.ffcodecdata.audio_mixrate = 44100; sce->r.ffcodecdata.audio_volume = 1.0f; BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine)); sce->audio.distance_model = 2.0; sce->audio.doppler_factor = 1.0; sce->audio.speed_of_sound = 343.3; strcpy(sce->r.backbuf, "//backbuf"); strcpy(sce->r.pic, U.renderdir); BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f); sce->r.osa= 8; /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */ scene_add_render_layer(sce); /* game data */ sce->gm.stereoflag = STEREO_NOSTEREO; sce->gm.stereomode = STEREO_ANAGLYPH; sce->gm.eyeseparation = 0.10; sce->gm.dome.angle = 180; sce->gm.dome.mode = DOME_FISHEYE; sce->gm.dome.res = 4; sce->gm.dome.resbuf = 1.0f; sce->gm.dome.tilt = 0; sce->gm.xplay= 640; sce->gm.yplay= 480; sce->gm.freqplay= 60; sce->gm.depth= 32; sce->gm.gravity= 9.8f; sce->gm.physicsEngine= WOPHY_BULLET; sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling sce->gm.occlusionRes = 128; sce->gm.ticrate = 60; sce->gm.maxlogicstep = 5; sce->gm.physubstep = 1; sce->gm.maxphystep = 5; sce->gm.flag = GAME_DISPLAY_LISTS; sce->gm.matmode = GAME_MAT_MULTITEX; sound_create_scene(sce); return sce; } Base *object_in_scene(Object *ob, Scene *sce) { Base *base; base= sce->base.first; while(base) { if(base->object == ob) return base; base= base->next; } return NULL; } void set_scene_bg(Main *bmain, Scene *scene) { Scene *sce; Base *base; Object *ob; Group *group; GroupObject *go; int flag; /* check for cyclic sets, for reading old files but also for definite security (py?) */ scene_check_setscene(bmain, scene); /* can happen when switching modes in other scenes */ if(scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT)) scene->obedit= NULL; /* deselect objects (for dataselect) */ for(ob= bmain->object.first; ob; ob= ob->id.next) ob->flag &= ~(SELECT|OB_FROMGROUP); /* group flags again */ for(group= bmain->group.first; group; group= group->id.next) { go= group->gobject.first; while(go) { if(go->ob) go->ob->flag |= OB_FROMGROUP; go= go->next; } } /* sort baselist */ DAG_scene_sort(bmain, scene); /* ensure dags are built for sets */ for(sce= scene->set; sce; sce= sce->set) if(sce->theDag==NULL) DAG_scene_sort(bmain, sce); /* copy layers and flags from bases to objects */ for(base= scene->base.first; base; base= base->next) { ob= base->object; ob->lay= base->lay; /* group patch... */ base->flag &= ~(OB_FROMGROUP); flag= ob->flag & (OB_FROMGROUP); base->flag |= flag; /* not too nice... for recovering objects with lost data */ //if(ob->pose==NULL) base->flag &= ~OB_POSEMODE; ob->flag= base->flag; ob->ctime= -1234567.0; /* force ipo to be calculated later */ } /* no full animation update, this to enable render code to work (render code calls own animation updates) */ } /* called from creator.c */ Scene *set_scene_name(Main *bmain, const char *name) { Scene *sce= (Scene *)find_id("SC", name); if(sce) { set_scene_bg(bmain, sce); printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name); return sce; } printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name); return NULL; } void unlink_scene(Main *bmain, Scene *sce, Scene *newsce) { Scene *sce1; bScreen *sc; /* check all sets */ for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next) if(sce1->set == sce) sce1->set= NULL; /* check all sequences */ clear_scene_in_allseqs(bmain, sce); /* check render layer nodes in other scenes */ clear_scene_in_nodes(bmain, sce); /* al screens */ for(sc= bmain->screen.first; sc; sc= sc->id.next) if(sc->scene == sce) sc->scene= newsce; free_libblock(&bmain->scene, sce); } /* used by metaballs * doesnt return the original duplicated object, only dupli's */ int next_object(Scene **scene, int val, Base **base, Object **ob) { static ListBase *duplilist= NULL; static DupliObject *dupob; static int fase= F_START, in_next_object= 0; int run_again=1; /* init */ if(val==0) { fase= F_START; dupob= NULL; /* XXX particle systems with metas+dupligroups call this recursively */ /* see bug #18725 */ if(in_next_object) { printf("ERROR: MetaBall generation called recursively, not supported\n"); return F_ERROR; } } else { in_next_object= 1; /* run_again is set when a duplilist has been ended */ while(run_again) { run_again= 0; /* the first base */ if(fase==F_START) { *base= (*scene)->base.first; if(*base) { *ob= (*base)->object; fase= F_SCENE; } else { /* exception: empty scene */ while((*scene)->set) { (*scene)= (*scene)->set; if((*scene)->base.first) { *base= (*scene)->base.first; *ob= (*base)->object; fase= F_SCENE; break; } } } } else { if(*base && fase!=F_DUPLI) { *base= (*base)->next; if(*base) *ob= (*base)->object; else { if(fase==F_SCENE) { /* (*scene) is finished, now do the set */ while((*scene)->set) { (*scene)= (*scene)->set; if((*scene)->base.first) { *base= (*scene)->base.first; *ob= (*base)->object; break; } } } } } } if(*base == NULL) fase= F_START; else { if(fase!=F_DUPLI) { if( (*base)->object->transflag & OB_DUPLI) { /* groups cannot be duplicated for mballs yet, this enters eternal loop because of makeDispListMBall getting called inside of group_duplilist */ if((*base)->object->dup_group == NULL) { duplilist= object_duplilist((*scene), (*base)->object); dupob= duplilist->first; if(!dupob) free_object_duplilist(duplilist); } } } /* handle dupli's */ if(dupob) { copy_m4_m4(dupob->ob->obmat, dupob->mat); (*base)->flag |= OB_FROMDUPLI; *ob= dupob->ob; fase= F_DUPLI; dupob= dupob->next; } else if(fase==F_DUPLI) { fase= F_SCENE; (*base)->flag &= ~OB_FROMDUPLI; for(dupob= duplilist->first; dupob; dupob= dupob->next) { copy_m4_m4(dupob->ob->obmat, dupob->omat); } free_object_duplilist(duplilist); duplilist= NULL; run_again= 1; } } } } /* if(ob && *ob) { printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2); } */ /* reset recursion test */ in_next_object= 0; return fase; } Object *scene_find_camera(Scene *sc) { Base *base; for (base= sc->base.first; base; base= base->next) if (base->object->type==OB_CAMERA) return base->object; return NULL; } #ifdef DURIAN_CAMERA_SWITCH Object *scene_camera_switch_find(Scene *scene) { TimeMarker *m; int cfra = scene->r.cfra; int frame = -(MAXFRAME + 1); Object *camera= NULL; for (m= scene->markers.first; m; m= m->next) { if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) { camera= m->camera; frame= m->frame; if(frame == cfra) break; } } return camera; } #endif int scene_camera_switch_update(Scene *scene) { #ifdef DURIAN_CAMERA_SWITCH Object *camera= scene_camera_switch_find(scene); if(camera) { scene->camera= camera; return 1; } #endif return 0; } char *scene_find_marker_name(Scene *scene, int frame) { ListBase *markers= &scene->markers; TimeMarker *m1, *m2; /* search through markers for match */ for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) { if (m1->frame==frame) return m1->name; if (m1 == m2) break; if (m2->frame==frame) return m2->name; } return NULL; } /* return the current marker for this frame, we can have more then 1 marker per frame, this just returns the first :/ */ char *scene_find_last_marker_name(Scene *scene, int frame) { TimeMarker *marker, *best_marker = NULL; int best_frame = -MAXFRAME*2; for (marker= scene->markers.first; marker; marker= marker->next) { if (marker->frame==frame) { return marker->name; } if ( marker->frame > best_frame && marker->frame < frame) { best_marker = marker; best_frame = marker->frame; } } return best_marker ? best_marker->name : NULL; } Base *scene_add_base(Scene *sce, Object *ob) { Base *b= MEM_callocN(sizeof(*b), "scene_add_base"); BLI_addhead(&sce->base, b); b->object= ob; b->flag= ob->flag; b->lay= ob->lay; return b; } void scene_deselect_all(Scene *sce) { Base *b; for (b= sce->base.first; b; b= b->next) { b->flag&= ~SELECT; b->object->flag= b->flag; } } void scene_select_base(Scene *sce, Base *selbase) { scene_deselect_all(sce); selbase->flag |= SELECT; selbase->object->flag= selbase->flag; sce->basact= selbase; } /* checks for cycle, returns 1 if it's all OK */ int scene_check_setscene(Main *bmain, Scene *sce) { Scene *scene; int a, totscene; if(sce->set==NULL) return 1; totscene= 0; for(scene= bmain->scene.first; scene; scene= scene->id.next) totscene++; for(a=0, scene=sce; scene->set; scene=scene->set, a++) { /* more iterations than scenes means we have a cycle */ if(a > totscene) { /* the tested scene gets zero'ed, that's typically current scene */ sce->set= NULL; return 0; } } return 1; } /* This function is needed to cope with fractional frames - including two Blender rendering features * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */ /* see also bsystem_time in object.c */ float BKE_curframe(Scene *scene) { float ctime = scene->r.cfra; ctime+= scene->r.subframe; ctime*= scene->r.framelen; return ctime; } /* drivers support/hacks * - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render * - these are always run since the depsgraph can't handle non-object data * - these happen after objects are all done so that we can read in their final transform values, * though this means that objects can't refer to scene info for guidance... */ static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene) { float ctime = BKE_curframe(scene); /* scene itself */ if (scene->adt && scene->adt->drivers.first) { BKE_animsys_evaluate_animdata(&scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS); } /* world */ // TODO: what about world textures? but then those have nodes too... if (scene->world) { ID *wid = (ID *)scene->world; AnimData *adt= BKE_animdata_from_id(wid); if (adt && adt->drivers.first) BKE_animsys_evaluate_animdata(wid, adt, ctime, ADT_RECALC_DRIVERS); } /* nodes */ if (scene->nodetree) { ID *nid = (ID *)scene->nodetree; AnimData *adt= BKE_animdata_from_id(nid); if (adt && adt->drivers.first) BKE_animsys_evaluate_animdata(nid, adt, ctime, ADT_RECALC_DRIVERS); } } static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent) { Base *base; scene->customdata_mask= scene_parent->customdata_mask; /* sets first, we allow per definition current scene to have dependencies on sets, but not the other way around. */ if (scene->set) scene_update_tagged_recursive(bmain, scene->set, scene_parent); /* scene objects */ for (base= scene->base.first; base; base= base->next) { Object *ob= base->object; object_handle_update(scene_parent, ob); if(ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) group_handle_recalc_and_update(scene_parent, ob, ob->dup_group); /* always update layer, so that animating layers works */ base->lay= ob->lay; } /* scene drivers... */ scene_update_drivers(bmain, scene); } /* this is called in main loop, doing tagged updates before redraw */ void scene_update_tagged(Main *bmain, Scene *scene) { DAG_ids_flush_tagged(bmain); scene->physics_settings.quick_cache_step= 0; /* update all objects: drivers, matrices, displists, etc. flags set by depgraph or manual, no layer check here, gets correct flushed */ scene_update_tagged_recursive(bmain, scene, scene); /* recalc scene animation data here (for sequencer) */ { AnimData *adt= BKE_animdata_from_id(&scene->id); float ctime = BKE_curframe(scene); if (adt && (adt->recalc & ADT_RECALC_ANIM)) BKE_animsys_evaluate_animdata(&scene->id, adt, ctime, 0); } if (scene->physics_settings.quick_cache_step) BKE_ptcache_quick_cache_all(bmain, scene); /* in the future this should handle updates for all datablocks, not only objects and scenes. - brecht */ } /* applies changes right away, does all sets too */ void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay) { float ctime = BKE_curframe(sce); Scene *sce_iter; /* clear animation overrides */ // XXX TODO... for(sce_iter= sce; sce_iter; sce_iter= sce_iter->set) { if(sce_iter->theDag==NULL) DAG_scene_sort(bmain, sce_iter); } /* Following 2 functions are recursive * so dont call within 'scene_update_tagged_recursive' */ DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still /* All 'standard' (i.e. without any dependencies) animation is handled here, * with an 'local' to 'macro' order of evaluation. This should ensure that * settings stored nestled within a hierarchy (i.e. settings in a Texture block * can be overridden by settings from Scene, which owns the Texture through a hierarchy * such as Scene->World->MTex/Texture) can still get correctly overridden. */ BKE_animsys_evaluate_all_animation(bmain, ctime); /*...done with recusrive funcs */ /* object_handle_update() on all objects, groups and sets */ scene_update_tagged_recursive(bmain, sce, sce); } /* return default layer, also used to patch old files */ void scene_add_render_layer(Scene *sce) { SceneRenderLayer *srl; // int tot= 1 + BLI_countlist(&sce->r.layers); srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer"); strcpy(srl->name, "RenderLayer"); BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name)); BLI_addtail(&sce->r.layers, srl); /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */ srl->lay= (1<<20) -1; srl->layflag= 0x7FFF; /* solid ztra halo edge strand */ srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z; } /* render simplification */ int get_render_subsurf_level(RenderData *r, int lvl) { if(r->mode & R_SIMPLIFY) return MIN2(r->simplify_subsurf, lvl); else return lvl; } int get_render_child_particle_number(RenderData *r, int num) { if(r->mode & R_SIMPLIFY) return (int)(r->simplify_particles*num); else return num; } int get_render_shadow_samples(RenderData *r, int samples) { if((r->mode & R_SIMPLIFY) && samples > 0) return MIN2(r->simplify_shadowsamples, samples); else return samples; } float get_render_aosss_error(RenderData *r, float error) { if(r->mode & R_SIMPLIFY) return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error; else return error; } /* helper function for the SETLOOPER macro */ Base *_setlooper_base_step(Scene **sce_iter, Base *base) { if(base && base->next) { /* common case, step to the next */ return base->next; } else if(base==NULL && (*sce_iter)->base.first) { /* first time looping, return the scenes first base */ return (Base *)(*sce_iter)->base.first; } else { /* reached the end, get the next base in the set */ while((*sce_iter= (*sce_iter)->set)) { base= (Base *)(*sce_iter)->base.first; if(base) { return base; } } } return NULL; }