Cycles: modernize usage of rna iterators

Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}.

This patch only updates the places that are easy to update
without more changes in surrounding code.

Differential Revision: https://developer.blender.org/D10195
This commit is contained in:
2021-01-25 16:20:10 +01:00
parent 04f91bce53
commit 8a77019474
11 changed files with 179 additions and 244 deletions

View File

@@ -67,11 +67,10 @@ static bool ObtainCacheParticleData(
Transform tfm = get_transform(b_ob->matrix_world());
Transform itfm = transform_quick_inverse(tfm);
BL::Object::modifiers_iterator b_mod;
for (b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if ((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) &&
(background ? b_mod->show_render() : b_mod->show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
for (BL::Modifier &b_mod : b_ob->modifiers) {
if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
(background ? b_mod.show_render() : b_mod.show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
@@ -163,11 +162,10 @@ static bool ObtainCacheParticleUV(Hair *hair,
CData->curve_uv.clear();
BL::Object::modifiers_iterator b_mod;
for (b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if ((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) &&
(background ? b_mod->show_render() : b_mod->show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
for (BL::Modifier &b_mod : b_ob->modifiers) {
if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
(background ? b_mod.show_render() : b_mod.show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
@@ -226,11 +224,10 @@ static bool ObtainCacheParticleVcol(Hair *hair,
CData->curve_vcol.clear();
BL::Object::modifiers_iterator b_mod;
for (b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if ((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) &&
(background ? b_mod->show_render() : b_mod->show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
for (BL::Modifier &b_mod : b_ob->modifiers) {
if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
(background ? b_mod.show_render() : b_mod.show_viewport())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
@@ -510,11 +507,10 @@ static void ExportCurveSegmentsMotion(Hair *hair, ParticleCurveData *CData, int
bool BlenderSync::object_has_particle_hair(BL::Object b_ob)
{
/* Test if the object has a particle modifier with hair. */
BL::Object::modifiers_iterator b_mod;
for (b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) {
if ((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) &&
(preview ? b_mod->show_viewport() : b_mod->show_render())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
for (BL::Modifier &b_mod : b_ob.modifiers) {
if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
(preview ? b_mod.show_viewport() : b_mod.show_render())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
@@ -678,9 +674,7 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
/* Export curves and points. */
vector<float> points_length;
BL::Hair::curves_iterator b_curve_iter;
for (b_hair.curves.begin(b_curve_iter); b_curve_iter != b_hair.curves.end(); ++b_curve_iter) {
BL::HairCurve b_curve = *b_curve_iter;
for (BL::HairCurve &b_curve : b_hair.curves) {
const int first_point_index = b_curve.first_point_index();
const int num_points = b_curve.num_points();
@@ -748,9 +742,7 @@ static void export_hair_curves_motion(Hair *hair, BL::Hair b_hair, int motion_st
int num_motion_keys = 0;
int curve_index = 0;
BL::Hair::curves_iterator b_curve_iter;
for (b_hair.curves.begin(b_curve_iter); b_curve_iter != b_hair.curves.end(); ++b_curve_iter) {
BL::HairCurve b_curve = *b_curve_iter;
for (BL::HairCurve &b_curve : b_hair.curves) {
const int first_point_index = b_curve.first_point_index();
const int num_points = b_curve.num_points();

View File

@@ -47,11 +47,9 @@ DeviceInfo blender_device_info(BL::Preferences &b_preferences, BL::Scene &b_scen
/* Find cycles preferences. */
PointerRNA cpreferences;
BL::Preferences::addons_iterator b_addon_iter;
for (b_preferences.addons.begin(b_addon_iter); b_addon_iter != b_preferences.addons.end();
++b_addon_iter) {
if (b_addon_iter->module() == "cycles") {
cpreferences = b_addon_iter->preferences().ptr;
for (BL::Addon &b_addon : b_preferences.addons) {
if (b_addon.module() == "cycles") {
cpreferences = b_addon.preferences().ptr;
break;
}
}

View File

@@ -50,13 +50,12 @@ array<Node *> BlenderSync::find_used_shaders(BL::Object &b_ob)
array<Node *> used_shaders;
BL::Object::material_slots_iterator slot;
for (b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
if (material_override) {
find_shader(material_override, used_shaders, default_shader);
}
else {
BL::ID b_material(slot->material());
BL::ID b_material(b_slot.material());
find_shader(b_material, used_shaders, default_shader);
}
}

View File

@@ -285,12 +285,10 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
BL::Mesh &b_mesh,
bool subdivision)
{
BL::Mesh::sculpt_vertex_colors_iterator l;
for (b_mesh.sculpt_vertex_colors.begin(l); l != b_mesh.sculpt_vertex_colors.end(); ++l) {
const bool active_render = l->active_render();
for (BL::MeshVertColorLayer &l : b_mesh.sculpt_vertex_colors) {
const bool active_render = l.active_render();
AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
ustring vcol_name = ustring(l->name().c_str());
ustring vcol_name = ustring(l.name().c_str());
const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
mesh->need_attribute(scene, vcol_std);
@@ -307,7 +305,7 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
int numverts = b_mesh.vertices.length();
for (int i = 0; i < numverts; i++) {
*(cdata++) = get_float4(l->data[i].color());
*(cdata++) = get_float4(l.data[i].color());
}
}
}
@@ -315,12 +313,10 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
/* Create vertex color attributes. */
static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
{
BL::Mesh::vertex_colors_iterator l;
for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
const bool active_render = l->active_render();
for (BL::MeshLoopColorLayer &l : b_mesh.vertex_colors) {
const bool active_render = l.active_render();
AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
ustring vcol_name = ustring(l->name().c_str());
ustring vcol_name = ustring(l.name().c_str());
const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
mesh->need_attribute(scene, vcol_std);
@@ -339,13 +335,12 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
vcol_attr = mesh->subd_attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
}
BL::Mesh::polygons_iterator p;
uchar4 *cdata = vcol_attr->data_uchar4();
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
for (BL::MeshPolygon &p : b_mesh.polygons) {
int n = p.loop_total();
for (int i = 0; i < n; i++) {
float4 color = get_float4(l->data[p->loop_start() + i].color());
float4 color = get_float4(l.data[p.loop_start() + i].color());
/* Compress/encode vertex color using the sRGB curve. */
*(cdata++) = color_float4_to_uchar4(color);
}
@@ -359,14 +354,13 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
vcol_attr = mesh->attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
}
BL::Mesh::loop_triangles_iterator t;
uchar4 *cdata = vcol_attr->data_uchar4();
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
int3 li = get_int3(t->loops());
float4 c1 = get_float4(l->data[li[0]].color());
float4 c2 = get_float4(l->data[li[1]].color());
float4 c3 = get_float4(l->data[li[2]].color());
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
int3 li = get_int3(t.loops());
float4 c1 = get_float4(l.data[li[0]].color());
float4 c2 = get_float4(l.data[li[1]].color());
float4 c3 = get_float4(l.data[li[2]].color());
/* Compress/encode vertex color using the sRGB curve. */
cdata[0] = color_float4_to_uchar4(c1);
@@ -383,14 +377,12 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
{
if (b_mesh.uv_layers.length() != 0) {
BL::Mesh::uv_layers_iterator l;
for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l) {
const bool active_render = l->active_render();
for (BL::MeshUVLoopLayer &l : b_mesh.uv_layers) {
const bool active_render = l.active_render();
AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
ustring uv_name = ustring(l->name().c_str());
ustring uv_name = ustring(l.name().c_str());
AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());
ustring tangent_name = ustring((string(l.name().c_str()) + ".tangent").c_str());
/* Denotes whether UV map was requested directly. */
const bool need_uv = mesh->need_attribute(scene, uv_name) ||
@@ -412,14 +404,13 @@ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
uv_attr = mesh->attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
}
BL::Mesh::loop_triangles_iterator t;
float2 *fdata = uv_attr->data_float2();
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
int3 li = get_int3(t->loops());
fdata[0] = get_float2(l->data[li[0]].uv());
fdata[1] = get_float2(l->data[li[1]].uv());
fdata[2] = get_float2(l->data[li[2]].uv());
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
int3 li = get_int3(t.loops());
fdata[0] = get_float2(l.data[li[0]].uv());
fdata[1] = get_float2(l.data[li[1]].uv());
fdata[2] = get_float2(l.data[li[2]].uv());
fdata += 3;
}
}
@@ -427,10 +418,10 @@ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
/* UV tangent */
if (need_tangent) {
AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
ustring sign_name = ustring((string(l.name().c_str()) + ".tangent_sign").c_str());
bool need_sign = (mesh->need_attribute(scene, sign_name) ||
mesh->need_attribute(scene, sign_std));
mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
mikk_compute_tangents(b_mesh, l.name().c_str(), mesh, need_sign, active_render);
}
/* Remove temporarily created UV attribute. */
if (!need_uv && uv_attr != NULL) {
@@ -480,13 +471,12 @@ static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
uv_attr->flags |= ATTR_SUBDIVIDED;
}
BL::Mesh::polygons_iterator p;
float2 *fdata = uv_attr->data_float2();
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
for (BL::MeshPolygon &p : b_mesh.polygons) {
int n = p.loop_total();
for (int j = 0; j < n; j++) {
*(fdata++) = get_float2(l->data[p->loop_start() + j].uv());
*(fdata++) = get_float2(l->data[p.loop_start() + j].uv());
}
}
}
@@ -706,9 +696,8 @@ static void attr_create_random_per_island(Scene *scene,
DisjointSet vertices_sets(number_of_vertices);
BL::Mesh::edges_iterator e;
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
vertices_sets.join(e->vertices()[0], e->vertices()[1]);
for (BL::MeshEdge &e : b_mesh.edges) {
vertices_sets.join(e.vertices()[0], e.vertices()[1]);
}
AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
@@ -716,15 +705,13 @@ static void attr_create_random_per_island(Scene *scene,
float *data = attribute->data_float();
if (!subdivision) {
BL::Mesh::loop_triangles_iterator t;
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
data[t->index()] = hash_uint_to_float(vertices_sets.find(t->vertices()[0]));
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
data[t.index()] = hash_uint_to_float(vertices_sets.find(t.vertices()[0]));
}
}
else {
BL::Mesh::polygons_iterator p;
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
data[p->index()] = hash_uint_to_float(vertices_sets.find(p->vertices()[0]));
for (BL::MeshPolygon &p : b_mesh.polygons) {
data[p.index()] = hash_uint_to_float(vertices_sets.find(p.vertices()[0]));
}
}
}
@@ -756,10 +743,9 @@ static void create_mesh(Scene *scene,
numtris = numfaces;
}
else {
BL::Mesh::polygons_iterator p;
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
numngons += (p->loop_total() == 4) ? 0 : 1;
numcorners += p->loop_total();
for (BL::MeshPolygon &p : b_mesh.polygons) {
numngons += (p.loop_total() == 4) ? 0 : 1;
numcorners += p.loop_total();
}
}
@@ -803,17 +789,15 @@ static void create_mesh(Scene *scene,
/* create faces */
if (!subdivision) {
BL::Mesh::loop_triangles_iterator t;
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()];
int3 vi = get_int3(t->vertices());
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
BL::MeshPolygon p = b_mesh.polygons[t.polygon_index()];
int3 vi = get_int3(t.vertices());
int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
bool smooth = p.use_smooth() || use_loop_normals;
if (use_loop_normals) {
BL::Array<float, 9> loop_normals = t->split_normals();
BL::Array<float, 9> loop_normals = t.split_normals();
for (int i = 0; i < 3; i++) {
N[vi[i]] = make_float3(
loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
@@ -828,18 +812,17 @@ static void create_mesh(Scene *scene,
}
}
else {
BL::Mesh::polygons_iterator p;
vector<int> vi;
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
int shader = clamp(p->material_index(), 0, used_shaders.size() - 1);
bool smooth = p->use_smooth() || use_loop_normals;
for (BL::MeshPolygon &p : b_mesh.polygons) {
int n = p.loop_total();
int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
bool smooth = p.use_smooth() || use_loop_normals;
vi.resize(n);
for (int i = 0; i < n; i++) {
/* NOTE: Autosmooth is already taken care about. */
vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
vi[i] = b_mesh.loops[p.loop_start() + i].vertex_index();
}
/* create subd faces */
@@ -891,19 +874,18 @@ static void create_subd_mesh(Scene *scene,
/* export creases */
size_t num_creases = 0;
BL::Mesh::edges_iterator e;
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
if (e->crease() != 0.0f) {
for (BL::MeshEdge &e : b_mesh.edges) {
if (e.crease() != 0.0f) {
num_creases++;
}
}
mesh->reserve_subd_creases(num_creases);
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
if (e->crease() != 0.0f) {
mesh->add_crease(e->vertices()[0], e->vertices()[1], e->crease());
for (BL::MeshEdge &e : b_mesh.edges) {
if (e.crease() != 0.0f) {
mesh->add_crease(e.vertices()[0], e.vertices()[1], e.crease());
}
}

View File

@@ -51,10 +51,11 @@ bool BlenderSync::BKE_object_is_modified(BL::Object &b_ob)
}
else {
/* object level material links */
BL::Object::material_slots_iterator slot;
for (b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
if (slot->link() == BL::MaterialSlot::link_OBJECT)
for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
if (b_slot.link() == BL::MaterialSlot::link_OBJECT) {
return true;
}
}
}
return false;

View File

@@ -597,22 +597,19 @@ static PyObject *osl_update_node_func(PyObject * /*self*/, PyObject *args)
bool removed;
do {
BL::Node::inputs_iterator b_input;
BL::Node::outputs_iterator b_output;
removed = false;
for (b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
if (used_sockets.find(b_input->ptr.data) == used_sockets.end()) {
b_node.inputs.remove(b_data, *b_input);
for (BL::NodeSocket &b_input : b_node.inputs) {
if (used_sockets.find(b_input.ptr.data) == used_sockets.end()) {
b_node.inputs.remove(b_data, b_input);
removed = true;
break;
}
}
for (b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
if (used_sockets.find(b_output->ptr.data) == used_sockets.end()) {
b_node.outputs.remove(b_data, *b_output);
for (BL::NodeSocket &b_output : b_node.outputs) {
if (used_sockets.find(b_output.ptr.data) == used_sockets.end()) {
b_node.outputs.remove(b_data, b_output);
removed = true;
break;
}

View File

@@ -358,11 +358,7 @@ void BlenderSession::do_write_update_render_tile(RenderTile &rtile,
if (do_read_only) {
/* copy each pass */
BL::RenderLayer::passes_iterator b_iter;
for (b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
BL::RenderPass b_pass(*b_iter);
for (BL::RenderPass &b_pass : b_rlay.passes) {
/* find matching pass type */
PassType pass_type = BlenderSync::get_pass_type(b_pass);
int components = b_pass.channels();
@@ -735,10 +731,7 @@ void BlenderSession::do_write_update_render_result(BL::RenderLayer &b_rlay,
if (!do_update_only) {
/* copy each pass */
BL::RenderLayer::passes_iterator b_iter;
for (b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
BL::RenderPass b_pass(*b_iter);
for (BL::RenderPass &b_pass : b_rlay.passes) {
int components = b_pass.channels();
/* Copy pixels from regular render passes. */

View File

@@ -148,15 +148,13 @@ BlenderAttributeType blender_attribute_name_split_type(ustring name, string *r_r
static BL::NodeSocket get_node_output(BL::Node &b_node, const string &name)
{
BL::Node::outputs_iterator b_out;
for (b_node.outputs.begin(b_out); b_out != b_node.outputs.end(); ++b_out)
if (b_out->name() == name)
return *b_out;
for (BL::NodeSocket &b_out : b_node.outputs) {
if (b_out.name() == name) {
return b_out;
}
}
assert(0);
return *b_out;
return *b_node.outputs.begin();
}
static float3 get_node_output_rgba(BL::Node &b_node, const string &name)
@@ -723,9 +721,8 @@ static ShaderNode *add_node(Scene *scene,
image->set_alpha_type(get_image_alpha_type(b_image));
array<int> tiles;
BL::Image::tiles_iterator b_iter;
for (b_image.tiles.begin(b_iter); b_iter != b_image.tiles.end(); ++b_iter) {
tiles.push_back_slow(b_iter->number());
for (BL::UDIMTile &b_tile : b_image.tiles) {
tiles.push_back_slow(b_tile.number());
}
image->set_tiles(tiles);
@@ -1012,18 +1009,18 @@ static ShaderInput *node_find_input_by_name(ShaderNode *node,
string name = b_socket.name();
if (node_use_modified_socket_name(node)) {
BL::Node::inputs_iterator b_input;
bool found = false;
int counter = 0, total = 0;
for (b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
if (b_input->name() == name) {
if (!found)
for (BL::NodeSocket &b_input : b_node.inputs) {
if (b_input.name() == name) {
if (!found) {
counter++;
}
total++;
}
if (b_input->ptr.data == b_socket.ptr.data)
if (b_input.ptr.data == b_socket.ptr.data)
found = true;
}
@@ -1045,19 +1042,20 @@ static ShaderOutput *node_find_output_by_name(ShaderNode *node,
string name = b_socket.name();
if (node_use_modified_socket_name(node)) {
BL::Node::outputs_iterator b_output;
bool found = false;
int counter = 0, total = 0;
for (b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
if (b_output->name() == name) {
if (!found)
for (BL::NodeSocket &b_output : b_node.outputs) {
if (b_output.name() == name) {
if (!found) {
counter++;
}
total++;
}
if (b_output->ptr.data == b_socket.ptr.data)
if (b_output.ptr.data == b_socket.ptr.data) {
found = true;
}
}
/* rename if needed */
@@ -1082,25 +1080,19 @@ static void add_nodes(Scene *scene,
const ProxyMap &proxy_output_map)
{
/* add nodes */
BL::ShaderNodeTree::nodes_iterator b_node;
PtrInputMap input_map;
PtrOutputMap output_map;
BL::Node::inputs_iterator b_input;
BL::Node::outputs_iterator b_output;
/* find the node to use for output if there are multiple */
BL::ShaderNode output_node = b_ntree.get_output_node(
BL::ShaderNodeOutputMaterial::target_CYCLES);
/* add nodes */
for (b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
if (b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
for (BL::Node &b_node : b_ntree.nodes) {
if (b_node.mute() || b_node.is_a(&RNA_NodeReroute)) {
/* replace muted node with internal links */
BL::Node::internal_links_iterator b_link;
for (b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end();
++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
for (BL::NodeLink &b_link : b_node.internal_links) {
BL::NodeSocket to_socket(b_link.to_socket());
SocketType::Type to_socket_type = convert_socket_type(to_socket);
if (to_socket_type == SocketType::UNDEFINED) {
continue;
@@ -1108,22 +1100,22 @@ static void add_nodes(Scene *scene,
ConvertNode *proxy = graph->create_node<ConvertNode>(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
input_map[b_link.from_socket().ptr.data] = proxy->inputs[0];
output_map[b_link.to_socket().ptr.data] = proxy->outputs[0];
graph->add(proxy);
}
}
else if (b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup) ||
b_node->is_a(&RNA_ShaderNodeCustomGroup)) {
else if (b_node.is_a(&RNA_ShaderNodeGroup) || b_node.is_a(&RNA_NodeCustomGroup) ||
b_node.is_a(&RNA_ShaderNodeCustomGroup)) {
BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
if (b_node->is_a(&RNA_ShaderNodeGroup))
b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
else if (b_node->is_a(&RNA_NodeCustomGroup))
b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
if (b_node.is_a(&RNA_ShaderNodeGroup))
b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(b_node)).node_tree());
else if (b_node.is_a(&RNA_NodeCustomGroup))
b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(b_node)).node_tree());
else
b_group_ntree = BL::ShaderNodeTree(((BL::ShaderNodeCustomGroup)(*b_node)).node_tree());
b_group_ntree = BL::ShaderNodeTree(((BL::ShaderNodeCustomGroup)(b_node)).node_tree());
ProxyMap group_proxy_input_map, group_proxy_output_map;
@@ -1131,8 +1123,8 @@ static void add_nodes(Scene *scene,
* Do this even if the node group has no internal tree,
* so that links have something to connect to and assert won't fail.
*/
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
SocketType::Type input_type = convert_socket_type(*b_input);
for (BL::NodeSocket &b_input : b_node.inputs) {
SocketType::Type input_type = convert_socket_type(b_input);
if (input_type == SocketType::UNDEFINED) {
continue;
}
@@ -1141,14 +1133,14 @@ static void add_nodes(Scene *scene,
graph->add(proxy);
/* register the proxy node for internal binding */
group_proxy_input_map[b_input->identifier()] = proxy;
group_proxy_input_map[b_input.identifier()] = proxy;
input_map[b_input->ptr.data] = proxy->inputs[0];
input_map[b_input.ptr.data] = proxy->inputs[0];
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
set_default_value(proxy->inputs[0], b_input, b_data, b_ntree);
}
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
SocketType::Type output_type = convert_socket_type(*b_output);
for (BL::NodeSocket &b_output : b_node.outputs) {
SocketType::Type output_type = convert_socket_type(b_output);
if (output_type == SocketType::UNDEFINED) {
continue;
}
@@ -1157,9 +1149,9 @@ static void add_nodes(Scene *scene,
graph->add(proxy);
/* register the proxy node for internal binding */
group_proxy_output_map[b_output->identifier()] = proxy;
group_proxy_output_map[b_output.identifier()] = proxy;
output_map[b_output->ptr.data] = proxy->outputs[0];
output_map[b_output.ptr.data] = proxy->outputs[0];
}
if (b_group_ntree) {
@@ -1174,30 +1166,30 @@ static void add_nodes(Scene *scene,
group_proxy_output_map);
}
}
else if (b_node->is_a(&RNA_NodeGroupInput)) {
else if (b_node.is_a(&RNA_NodeGroupInput)) {
/* map each socket to a proxy node */
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
for (BL::NodeSocket &b_output : b_node.outputs) {
ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output.identifier());
if (proxy_it != proxy_input_map.end()) {
ConvertNode *proxy = proxy_it->second;
output_map[b_output->ptr.data] = proxy->outputs[0];
output_map[b_output.ptr.data] = proxy->outputs[0];
}
}
}
else if (b_node->is_a(&RNA_NodeGroupOutput)) {
BL::NodeGroupOutput b_output_node(*b_node);
else if (b_node.is_a(&RNA_NodeGroupOutput)) {
BL::NodeGroupOutput b_output_node(b_node);
/* only the active group output is used */
if (b_output_node.is_active_output()) {
/* map each socket to a proxy node */
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
for (BL::NodeSocket &b_input : b_node.inputs) {
ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input.identifier());
if (proxy_it != proxy_output_map.end()) {
ConvertNode *proxy = proxy_it->second;
input_map[b_input->ptr.data] = proxy->inputs[0];
input_map[b_input.ptr.data] = proxy->inputs[0];
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
set_default_value(proxy->inputs[0], b_input, b_data, b_ntree);
}
}
}
@@ -1205,52 +1197,49 @@ static void add_nodes(Scene *scene,
else {
ShaderNode *node = NULL;
if (b_node->ptr.data == output_node.ptr.data) {
if (b_node.ptr.data == output_node.ptr.data) {
node = graph->output();
}
else {
BL::ShaderNode b_shader_node(*b_node);
BL::ShaderNode b_shader_node(b_node);
node = add_node(
scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree, b_shader_node);
}
if (node) {
/* map node sockets for linking */
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
for (BL::NodeSocket &b_input : b_node.inputs) {
ShaderInput *input = node_find_input_by_name(node, b_node, b_input);
if (!input) {
/* XXX should not happen, report error? */
continue;
}
input_map[b_input->ptr.data] = input;
input_map[b_input.ptr.data] = input;
set_default_value(input, *b_input, b_data, b_ntree);
set_default_value(input, b_input, b_data, b_ntree);
}
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
for (BL::NodeSocket &b_output : b_node.outputs) {
ShaderOutput *output = node_find_output_by_name(node, b_node, b_output);
if (!output) {
/* XXX should not happen, report error? */
continue;
}
output_map[b_output->ptr.data] = output;
output_map[b_output.ptr.data] = output;
}
}
}
}
/* connect nodes */
BL::NodeTree::links_iterator b_link;
for (b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
for (BL::NodeLink &b_link : b_ntree.links) {
/* Ignore invalid links to avoid unwanted cycles created in graph.
* Also ignore links with unavailable sockets. */
if (!(b_link->is_valid() && b_link->from_socket().enabled() &&
b_link->to_socket().enabled())) {
if (!(b_link.is_valid() && b_link.from_socket().enabled() && b_link.to_socket().enabled())) {
continue;
}
/* get blender link data */
BL::NodeSocket b_from_sock = b_link->from_socket();
BL::NodeSocket b_to_sock = b_link->to_socket();
BL::NodeSocket b_from_sock = b_link.from_socket();
BL::NodeSocket b_to_sock = b_link.to_socket();
ShaderOutput *output = 0;
ShaderInput *input = 0;
@@ -1298,13 +1287,12 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
TaskPool pool;
set<Shader *> updated_shaders;
BL::Depsgraph::ids_iterator b_id;
for (b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
if (!b_id->is_a(&RNA_Material)) {
for (BL::ID &b_id : b_depsgraph.ids) {
if (!b_id.is_a(&RNA_Material)) {
continue;
}
BL::Material b_mat(*b_id);
BL::Material b_mat(b_id);
Shader *shader;
/* test if we need to sync */
@@ -1525,13 +1513,12 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
{
shader_map.set_default(scene->default_light);
BL::Depsgraph::ids_iterator b_id;
for (b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
if (!b_id->is_a(&RNA_Light)) {
for (BL::ID &b_id : b_depsgraph.ids) {
if (!b_id.is_a(&RNA_Light)) {
continue;
}
BL::Light b_light(*b_id);
BL::Light b_light(b_id);
Shader *shader;
/* test if we need to sync */

View File

@@ -132,9 +132,8 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
}
/* Iterate over all IDs in this depsgraph. */
BL::Depsgraph::updates_iterator b_update;
for (b_depsgraph.updates.begin(b_update); b_update != b_depsgraph.updates.end(); ++b_update) {
BL::ID b_id(b_update->id());
for (BL::DepsgraphUpdate &b_update : b_depsgraph.updates) {
BL::ID b_id(b_update.id());
/* Material */
if (b_id.is_a(&RNA_Material)) {
@@ -152,17 +151,17 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
const bool is_geometry = object_is_geometry(b_ob);
const bool is_light = !is_geometry && object_is_light(b_ob);
if (b_ob.is_instancer() && b_update->is_updated_shading()) {
if (b_ob.is_instancer() && b_update.is_updated_shading()) {
/* Needed for e.g. object color updates on instancer. */
object_map.set_recalc(b_ob);
}
if (is_geometry || is_light) {
const bool updated_geometry = b_update->is_updated_geometry();
const bool updated_geometry = b_update.is_updated_geometry();
/* Geometry (mesh, hair, volume). */
if (is_geometry) {
if (b_update->is_updated_transform() || b_update->is_updated_shading()) {
if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
object_map.set_recalc(b_ob);
}
@@ -182,7 +181,7 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
}
/* Light */
else if (is_light) {
if (b_update->is_updated_transform() || b_update->is_updated_shading()) {
if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
object_map.set_recalc(b_ob);
light_map.set_recalc(b_ob);
}
@@ -467,16 +466,15 @@ void BlenderSync::sync_images()
return;
}
/* Free buffers used by images which are not needed for render. */
BL::BlendData::images_iterator b_image;
for (b_data.images.begin(b_image); b_image != b_data.images.end(); ++b_image) {
for (BL::Image &b_image : b_data.images) {
/* TODO(sergey): Consider making it an utility function to check
* whether image is considered builtin.
*/
const bool is_builtin = b_image->packed_file() ||
b_image->source() == BL::Image::source_GENERATED ||
b_image->source() == BL::Image::source_MOVIE || b_engine.is_preview();
const bool is_builtin = b_image.packed_file() ||
b_image.source() == BL::Image::source_GENERATED ||
b_image.source() == BL::Image::source_MOVIE || b_engine.is_preview();
if (is_builtin == false) {
b_image->buffers_free();
b_image.buffers_free();
}
/* TODO(sergey): Free builtin images not used by any shader. */
}
@@ -577,10 +575,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
vector<Pass> passes;
/* loop over passes */
BL::RenderLayer::passes_iterator b_pass_iter;
for (b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
BL::RenderPass b_pass(*b_pass_iter);
for (BL::RenderPass &b_pass : b_rlay.passes) {
PassType pass_type = get_pass_type(b_pass);
if (pass_type == PASS_MOTION && scene->integrator->get_motion_blur())
@@ -748,9 +743,8 @@ void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
/* TODO(sergey): We can actually remove the whole dependency graph,
* but that will need some API support first.
*/
BL::Depsgraph::objects_iterator b_ob;
for (b_depsgraph.objects.begin(b_ob); b_ob != b_depsgraph.objects.end(); ++b_ob) {
b_ob->cache_release();
for (BL::Object &b_ob : b_depsgraph.objects) {
b_ob.cache_release();
}
}

View File

@@ -538,11 +538,9 @@ static inline bool object_use_deform_motion(BL::Object &b_parent, BL::Object &b_
static inline BL::FluidDomainSettings object_fluid_liquid_domain_find(BL::Object &b_ob)
{
BL::Object::modifiers_iterator b_mod;
for (b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) {
if (b_mod->is_a(&RNA_FluidModifier)) {
BL::FluidModifier b_mmd(*b_mod);
for (BL::Modifier &b_mod : b_ob.modifiers) {
if (b_mod.is_a(&RNA_FluidModifier)) {
BL::FluidModifier b_mmd(b_mod);
if (b_mmd.fluid_type() == BL::FluidModifier::fluid_type_DOMAIN &&
b_mmd.domain_settings().domain_type() == BL::FluidDomainSettings::domain_type_LIQUID) {
@@ -556,11 +554,9 @@ static inline BL::FluidDomainSettings object_fluid_liquid_domain_find(BL::Object
static inline BL::FluidDomainSettings object_fluid_gas_domain_find(BL::Object &b_ob)
{
BL::Object::modifiers_iterator b_mod;
for (b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) {
if (b_mod->is_a(&RNA_FluidModifier)) {
BL::FluidModifier b_mmd(*b_mod);
for (BL::Modifier &b_mod : b_ob.modifiers) {
if (b_mod.is_a(&RNA_FluidModifier)) {
BL::FluidModifier b_mmd(b_mod);
if (b_mmd.fluid_type() == BL::FluidModifier::fluid_type_DOMAIN &&
b_mmd.domain_settings().domain_type() == BL::FluidDomainSettings::domain_type_GAS) {

View File

@@ -222,9 +222,7 @@ class BlenderVolumeLoader : public VDBImageLoader {
b_volume.grids.load(b_data.ptr.data);
#ifdef WITH_OPENVDB
BL::Volume::grids_iterator b_grid_iter;
for (b_volume.grids.begin(b_grid_iter); b_grid_iter != b_volume.grids.end(); ++b_grid_iter) {
BL::VolumeGrid b_volume_grid(*b_grid_iter);
for (BL::VolumeGrid &b_volume_grid : b_volume.grids) {
if (b_volume_grid.name() == grid_name) {
const bool unload = !b_volume_grid.is_loaded();
@@ -260,9 +258,7 @@ static void sync_volume_object(BL::BlendData &b_data,
volume->set_object_space((b_render.space() == BL::VolumeRender::space_OBJECT));
/* Find grid with matching name. */
BL::Volume::grids_iterator b_grid_iter;
for (b_volume.grids.begin(b_grid_iter); b_grid_iter != b_volume.grids.end(); ++b_grid_iter) {
BL::VolumeGrid b_grid = *b_grid_iter;
for (BL::VolumeGrid &b_grid : b_volume.grids) {
ustring name = ustring(b_grid.name());
AttributeStandard std = ATTR_STD_NONE;