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blender-archive/source/blender/blenkernel/intern/scene.c
Bastien Montagne 897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00

2550 lines
71 KiB
C

/*
* ***** 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 <stddef.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_group_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_mesh_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_callbacks.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_task.h"
#include "BLT_translation.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_colortools.h"
#include "BKE_depsgraph.h"
#include "BKE_editmesh.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_group.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_linestyle.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_rigidbody.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_sequencer.h"
#include "BKE_sound.h"
#include "BKE_unit.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "RE_engine.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "bmesh.h"
const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
const char *RE_engine_id_CYCLES = "CYCLES";
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;
}
}
}
static void remove_sequencer_fcurves(Scene *sce)
{
AnimData *adt = BKE_animdata_from_id(&sce->id);
if (adt && adt->action) {
FCurve *fcu, *nextfcu;
for (fcu = adt->action->curves.first; fcu; fcu = nextfcu) {
nextfcu = fcu->next;
if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
action_groups_remove_channel(adt->action, fcu);
free_fcurve(fcu);
}
}
}
}
Scene *BKE_scene_copy(Scene *sce, int type)
{
Scene *scen;
SceneRenderLayer *srl, *new_srl;
FreestyleLineSet *lineset;
ToolSettings *ts;
Base *base, *obase;
if (type == SCE_COPY_EMPTY) {
ListBase rl, rv;
/* XXX. main should become an arg */
scen = BKE_scene_add(G.main, sce->id.name + 2);
rl = scen->r.layers;
rv = scen->r.views;
curvemapping_free_data(&scen->r.mblur_shutter_curve);
scen->r = sce->r;
scen->r.layers = rl;
scen->r.actlay = 0;
scen->r.views = rv;
scen->unit = sce->unit;
scen->physics_settings = sce->physics_settings;
scen->gm = sce->gm;
scen->audio = sce->audio;
if (sce->id.properties)
scen->id.properties = IDP_CopyProperty(sce->id.properties);
MEM_freeN(scen->toolsettings);
BKE_sound_destroy_scene(scen);
}
else {
scen = BKE_libblock_copy(&sce->id);
BLI_duplicatelist(&(scen->base), &(sce->base));
BKE_main_id_clear_newpoins(G.main);
id_us_plus((ID *)scen->world);
id_us_plus((ID *)scen->set);
/* id_us_plus((ID *)scen->gm.dome.warptext); */ /* XXX Not refcounted? see readfile.c */
scen->ed = NULL;
scen->theDag = NULL;
scen->depsgraph = NULL;
scen->obedit = NULL;
scen->stats = NULL;
scen->fps_info = NULL;
if (sce->rigidbody_world)
scen->rigidbody_world = BKE_rigidbody_world_copy(sce->rigidbody_world);
BLI_duplicatelist(&(scen->markers), &(sce->markers));
BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
BLI_duplicatelist(&(scen->r.views), &(sce->r.views));
BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
if (sce->nodetree) {
/* ID's are managed on both copy and switch */
scen->nodetree = ntreeCopyTree(sce->nodetree);
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;
}
/* copy action and remove animation used by sequencer */
BKE_animdata_copy_id_action(&scen->id);
if (type != SCE_COPY_FULL)
remove_sequencer_fcurves(scen);
/* copy Freestyle settings */
new_srl = scen->r.layers.first;
for (srl = sce->r.layers.first; srl; srl = srl->next) {
BKE_freestyle_config_copy(&new_srl->freestyleConfig, &srl->freestyleConfig);
if (type == SCE_COPY_FULL) {
for (lineset = new_srl->freestyleConfig.linesets.first; lineset; lineset = lineset->next) {
if (lineset->linestyle) {
id_us_plus((ID *)lineset->linestyle);
lineset->linestyle = BKE_linestyle_copy(G.main, lineset->linestyle);
}
}
}
new_srl = new_srl->next;
}
}
/* copy color management settings */
BKE_color_managed_display_settings_copy(&scen->display_settings, &sce->display_settings);
BKE_color_managed_view_settings_copy(&scen->view_settings, &sce->view_settings);
BKE_color_managed_colorspace_settings_copy(&scen->sequencer_colorspace_settings, &sce->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&scen->r.im_format.display_settings, &sce->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&scen->r.im_format.view_settings, &sce->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&scen->r.bake.im_format.display_settings, &sce->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&scen->r.bake.im_format.view_settings, &sce->r.bake.im_format.view_settings);
curvemapping_copy_data(&scen->r.mblur_shutter_curve, &sce->r.mblur_shutter_curve);
/* tool settings */
scen->toolsettings = MEM_dupallocN(sce->toolsettings);
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;
BKE_paint_copy(&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;
BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint);
}
if (ts->sculpt) {
ts->sculpt = MEM_dupallocN(ts->sculpt);
BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint);
}
BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint);
ts->imapaint.paintcursor = NULL;
id_us_plus((ID *)ts->imapaint.stencil);
ts->particle.paintcursor = NULL;
}
/* 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 */
BKE_sound_create_scene(scen);
/* world */
if (type == SCE_COPY_FULL) {
if (scen->world) {
id_us_plus((ID *)scen->world);
scen->world = BKE_world_copy(scen->world);
BKE_animdata_copy_id_action((ID *)scen->world);
}
if (sce->ed) {
scen->ed = MEM_callocN(sizeof(Editing), "addseq");
scen->ed->seqbasep = &scen->ed->seqbase;
BKE_sequence_base_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
}
}
/* grease pencil */
if (scen->gpd) {
if (type == SCE_COPY_FULL) {
scen->gpd = gpencil_data_duplicate(scen->gpd, false);
}
else if (type == SCE_COPY_EMPTY) {
scen->gpd = NULL;
}
else {
id_us_plus((ID *)scen->gpd);
}
}
if (sce->preview) {
scen->preview = BKE_previewimg_copy(sce->preview);
}
return scen;
}
void BKE_scene_groups_relink(Scene *sce)
{
if (sce->rigidbody_world)
BKE_rigidbody_world_groups_relink(sce->rigidbody_world);
}
/** Free (or release) any data used by this scene (does not free the scene itself). */
void BKE_scene_free(Scene *sce)
{
SceneRenderLayer *srl;
BKE_animdata_free((ID *)sce, false);
/* check all sequences */
BKE_sequencer_clear_scene_in_allseqs(G.main, sce);
sce->basact = NULL;
BLI_freelistN(&sce->base);
BKE_sequencer_editing_free(sce);
BKE_keyingsets_free(&sce->keyingsets);
/* is no lib link block, but scene extension */
if (sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
sce->nodetree = NULL;
}
if (sce->rigidbody_world) {
BKE_rigidbody_free_world(sce->rigidbody_world);
sce->rigidbody_world = NULL;
}
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;
}
for (srl = sce->r.layers.first; srl; srl = srl->next) {
BKE_freestyle_config_free(&srl->freestyleConfig);
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->transform_spaces);
BLI_freelistN(&sce->r.layers);
BLI_freelistN(&sce->r.views);
if (sce->toolsettings) {
if (sce->toolsettings->vpaint) {
BKE_paint_free(&sce->toolsettings->vpaint->paint);
MEM_freeN(sce->toolsettings->vpaint);
}
if (sce->toolsettings->wpaint) {
BKE_paint_free(&sce->toolsettings->wpaint->paint);
MEM_freeN(sce->toolsettings->wpaint);
}
if (sce->toolsettings->sculpt) {
BKE_paint_free(&sce->toolsettings->sculpt->paint);
MEM_freeN(sce->toolsettings->sculpt);
}
if (sce->toolsettings->uvsculpt) {
BKE_paint_free(&sce->toolsettings->uvsculpt->paint);
MEM_freeN(sce->toolsettings->uvsculpt);
}
BKE_paint_free(&sce->toolsettings->imapaint.paint);
MEM_freeN(sce->toolsettings);
sce->toolsettings = NULL;
}
DAG_scene_free(sce);
if (sce->depsgraph)
DEG_graph_free(sce->depsgraph);
MEM_SAFE_FREE(sce->stats);
MEM_SAFE_FREE(sce->fps_info);
BKE_sound_destroy_scene(sce);
BKE_color_managed_view_settings_free(&sce->view_settings);
BKE_previewimg_free(&sce->preview);
curvemapping_free_data(&sce->r.mblur_shutter_curve);
}
void BKE_scene_init(Scene *sce)
{
ParticleEditSettings *pset;
int a;
const char *colorspace_name;
SceneRenderView *srv;
CurveMapping *mblur_shutter_curve;
BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(sce, id));
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.tilex = 256;
sce->r.tiley = 256;
sce->r.mblur_samples = 1;
sce->r.filtertype = R_FILTER_MITCH;
sce->r.size = 50;
sce->r.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.im_format.quality = 90;
sce->r.im_format.compress = 15;
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;
/* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used,
* images would look in the same way as in current blender
*
* perhaps at some point should be completely deprecated?
*/
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 = 16;
sce->r.bake_osa = 5;
sce->r.bake_flag = R_BAKE_CLEAR;
sce->r.bake_normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake_samples = 256;
sce->r.bake_biasdist = 0.001;
sce->r.bake.flag = R_BAKE_CLEAR;
sce->r.bake.pass_filter = R_BAKE_PASS_FILTER_ALL;
sce->r.bake.width = 512;
sce->r.bake.height = 512;
sce->r.bake.margin = 16;
sce->r.bake.normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake.normal_swizzle[0] = R_BAKE_POSX;
sce->r.bake.normal_swizzle[1] = R_BAKE_POSY;
sce->r.bake.normal_swizzle[2] = R_BAKE_POSZ;
BLI_strncpy(sce->r.bake.filepath, U.renderdir, sizeof(sce->r.bake.filepath));
sce->r.bake.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.bake.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.bake.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.bake.im_format.quality = 90;
sce->r.bake.im_format.compress = 15;
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 | R_STAMP_MEMORY;
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.border.xmin = 0.0f;
sce->r.border.ymin = 0.0f;
sce->r.border.xmax = 1.0f;
sce->r.border.ymax = 1.0f;
sce->r.preview_start_resolution = 64;
sce->r.line_thickness_mode = R_LINE_THICKNESS_ABSOLUTE;
sce->r.unit_line_thickness = 1.0f;
mblur_shutter_curve = &sce->r.mblur_shutter_curve;
curvemapping_set_defaults(mblur_shutter_curve, 1, 0.0f, 0.0f, 1.0f, 1.0f);
curvemapping_initialize(mblur_shutter_curve);
curvemap_reset(mblur_shutter_curve->cm,
&mblur_shutter_curve->clipr,
CURVE_PRESET_MAX,
CURVEMAP_SLOPE_POS_NEG);
sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings), "Tool Settings Struct");
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->vgroup_weight = 1.0f;
sce->toolsettings->uvcalc_margin = 0.001f;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh = 0.01f;
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->snap_node_mode = SCE_SNAP_MODE_GRID;
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->curve_paint_settings.curve_type = CU_BEZIER;
sce->toolsettings->curve_paint_settings.flag |= CURVE_PAINT_FLAG_CORNERS_DETECT;
sce->toolsettings->curve_paint_settings.error_threshold = 8;
sce->toolsettings->curve_paint_settings.radius_max = 1.0f;
sce->toolsettings->curve_paint_settings.corner_angle = DEG2RADF(70.0f);
sce->toolsettings->statvis.overhang_axis = OB_NEGZ;
sce->toolsettings->statvis.overhang_min = 0;
sce->toolsettings->statvis.overhang_max = DEG2RADF(45.0f);
sce->toolsettings->statvis.thickness_max = 0.1f;
sce->toolsettings->statvis.thickness_samples = 1;
sce->toolsettings->statvis.distort_min = DEG2RADF(5.0f);
sce->toolsettings->statvis.distort_max = DEG2RADF(45.0f);
sce->toolsettings->statvis.sharp_min = DEG2RADF(90.0f);
sce->toolsettings->statvis.sharp_max = DEG2RADF(180.0f);
sce->toolsettings->proportional_size = 1.0f;
sce->toolsettings->imapaint.paint.flags |= PAINT_SHOW_BRUSH;
sce->toolsettings->imapaint.normal_angle = 80;
sce->toolsettings->imapaint.seam_bleed = 2;
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; a < PE_TOT_BRUSH; a++) {
pset->brush[a].strength = 0.5f;
pset->brush[a].size = 50;
pset->brush[a].step = 10;
pset->brush[a].count = 10;
}
pset->brush[PE_BRUSH_CUT].strength = 1.0f;
sce->r.ffcodecdata.audio_mixrate = 48000;
sce->r.ffcodecdata.audio_volume = 1.0f;
sce->r.ffcodecdata.audio_bitrate = 192;
sce->r.ffcodecdata.audio_channels = 2;
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine));
sce->audio.distance_model = 2.0f;
sce->audio.doppler_factor = 1.0f;
sce->audio.speed_of_sound = 343.3f;
sce->audio.volume = 1.0f;
BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
BLI_rctf_init(&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 */
BKE_scene_add_render_layer(sce, NULL);
/* multiview - stereo */
BKE_scene_add_render_view(sce, STEREO_LEFT_NAME);
srv = sce->r.views.first;
BLI_strncpy(srv->suffix, STEREO_LEFT_SUFFIX, sizeof(srv->suffix));
BKE_scene_add_render_view(sce, STEREO_RIGHT_NAME);
srv = sce->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
/* 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.lineardeactthreshold = 0.8f;
sce->gm.angulardeactthreshold = 1.0f;
sce->gm.deactivationtime = 0.0f;
sce->gm.flag = GAME_DISPLAY_LISTS;
sce->gm.matmode = GAME_MAT_MULTITEX;
sce->gm.obstacleSimulation = OBSTSIMULATION_NONE;
sce->gm.levelHeight = 2.f;
sce->gm.recastData.cellsize = 0.3f;
sce->gm.recastData.cellheight = 0.2f;
sce->gm.recastData.agentmaxslope = M_PI_4;
sce->gm.recastData.agentmaxclimb = 0.9f;
sce->gm.recastData.agentheight = 2.0f;
sce->gm.recastData.agentradius = 0.6f;
sce->gm.recastData.edgemaxlen = 12.0f;
sce->gm.recastData.edgemaxerror = 1.3f;
sce->gm.recastData.regionminsize = 8.f;
sce->gm.recastData.regionmergesize = 20.f;
sce->gm.recastData.vertsperpoly = 6;
sce->gm.recastData.detailsampledist = 6.0f;
sce->gm.recastData.detailsamplemaxerror = 1.0f;
sce->gm.lodflag = SCE_LOD_USE_HYST;
sce->gm.scehysteresis = 10;
sce->gm.exitkey = 218; // Blender key code for ESC
BKE_sound_create_scene(sce);
/* color management */
colorspace_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DEFAULT_SEQUENCER);
BKE_color_managed_display_settings_init(&sce->display_settings);
BKE_color_managed_view_settings_init(&sce->view_settings);
BLI_strncpy(sce->sequencer_colorspace_settings.name, colorspace_name,
sizeof(sce->sequencer_colorspace_settings.name));
/* Safe Areas */
copy_v2_fl2(sce->safe_areas.title, 3.5f / 100.0f, 3.5f / 100.0f);
copy_v2_fl2(sce->safe_areas.action, 10.0f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(sce->safe_areas.title_center, 17.5f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(sce->safe_areas.action_center, 15.0f / 100.0f, 5.0f / 100.0f);
sce->preview = NULL;
/* GP Sculpt brushes */
{
GP_BrushEdit_Settings *gset = &sce->toolsettings->gp_sculpt;
GP_EditBrush_Data *gp_brush;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_SMOOTH];
gp_brush->size = 25;
gp_brush->strength = 0.3f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_SMOOTH_PRESSURE;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_THICKNESS];
gp_brush->size = 25;
gp_brush->strength = 0.5f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_GRAB];
gp_brush->size = 50;
gp_brush->strength = 0.3f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_PUSH];
gp_brush->size = 25;
gp_brush->strength = 0.3f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_TWIST];
gp_brush->size = 50;
gp_brush->strength = 0.3f; // XXX?
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_PINCH];
gp_brush->size = 50;
gp_brush->strength = 0.5f; // XXX?
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_RANDOMIZE];
gp_brush->size = 25;
gp_brush->strength = 0.5f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
}
/* GP Stroke Placement */
sce->toolsettings->gpencil_v3d_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_v2d_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_seq_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_ima_align = GP_PROJECT_VIEWSPACE;
}
Scene *BKE_scene_add(Main *bmain, const char *name)
{
Scene *sce;
sce = BKE_libblock_alloc(bmain, ID_SCE, name);
BKE_scene_init(sce);
return sce;
}
Base *BKE_scene_base_find_by_name(struct Scene *scene, const char *name)
{
Base *base;
for (base = scene->base.first; base; base = base->next) {
if (STREQ(base->object->id.name + 2, name)) {
break;
}
}
return base;
}
Base *BKE_scene_base_find(Scene *scene, Object *ob)
{
return BLI_findptr(&scene->base, ob, offsetof(Base, object));
}
/**
* Sets the active scene, mainly used when running in background mode (``--scene`` command line argument).
* This is also called to set the scene directly, bypassing windowing code.
* Otherwise #ED_screen_set_scene is used when changing scenes by the user.
*/
void BKE_scene_set_background(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?) */
BKE_scene_validate_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) {
for (go = group->gobject.first; go; go = go->next) {
if (go->ob) {
go->ob->flag |= OB_FROMGROUP;
}
}
}
/* sort baselist for scene and sets */
for (sce = scene; sce; sce = sce->set)
DAG_scene_relations_rebuild(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;
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
}
/* called from creator_args.c */
Scene *BKE_scene_set_name(Main *bmain, const char *name)
{
Scene *sce = (Scene *)BKE_libblock_find_name_ex(bmain, ID_SCE, name);
if (sce) {
BKE_scene_set_background(bmain, sce);
printf("Scene switch: '%s' in file: '%s'\n", name, bmain->name);
return sce;
}
printf("Can't find scene: '%s' in file: '%s'\n", name, bmain->name);
return NULL;
}
/* Used by metaballs, return *all* objects (including duplis) existing in the scene (including scene's sets) */
int BKE_scene_base_iter_next(EvaluationContext *eval_ctx, SceneBaseIter *iter,
Scene **scene, int val, Base **base, Object **ob)
{
bool run_again = true;
/* init */
if (val == 0) {
iter->phase = F_START;
iter->dupob = NULL;
iter->duplilist = NULL;
iter->dupli_refob = NULL;
}
else {
/* run_again is set when a duplilist has been ended */
while (run_again) {
run_again = false;
/* the first base */
if (iter->phase == F_START) {
*base = (*scene)->base.first;
if (*base) {
*ob = (*base)->object;
iter->phase = F_SCENE;
}
else {
/* exception: empty scene */
while ((*scene)->set) {
(*scene) = (*scene)->set;
if ((*scene)->base.first) {
*base = (*scene)->base.first;
*ob = (*base)->object;
iter->phase = F_SCENE;
break;
}
}
}
}
else {
if (*base && iter->phase != F_DUPLI) {
*base = (*base)->next;
if (*base) {
*ob = (*base)->object;
}
else {
if (iter->phase == 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) {
iter->phase = F_START;
}
else {
if (iter->phase != 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) {
iter->duplilist = object_duplilist_ex(eval_ctx, (*scene), (*base)->object, false);
iter->dupob = iter->duplilist->first;
if (!iter->dupob) {
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
}
iter->dupli_refob = NULL;
}
}
}
/* handle dupli's */
if (iter->dupob) {
(*base)->flag |= OB_FROMDUPLI;
*ob = iter->dupob->ob;
iter->phase = F_DUPLI;
if (iter->dupli_refob != *ob) {
if (iter->dupli_refob) {
/* Restore previous object's real matrix. */
copy_m4_m4(iter->dupli_refob->obmat, iter->omat);
}
/* Backup new object's real matrix. */
iter->dupli_refob = *ob;
copy_m4_m4(iter->omat, iter->dupli_refob->obmat);
}
copy_m4_m4((*ob)->obmat, iter->dupob->mat);
iter->dupob = iter->dupob->next;
}
else if (iter->phase == F_DUPLI) {
iter->phase = F_SCENE;
(*base)->flag &= ~OB_FROMDUPLI;
if (iter->dupli_refob) {
/* Restore last object's real matrix. */
copy_m4_m4(iter->dupli_refob->obmat, iter->omat);
iter->dupli_refob = NULL;
}
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
run_again = true;
}
}
}
}
#if 0
if (ob && *ob) {
printf("Scene: '%s', '%s'\n", (*scene)->id.name + 2, (*ob)->id.name + 2);
}
#endif
return iter->phase;
}
Object *BKE_scene_camera_find(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 *BKE_scene_camera_switch_find(Scene *scene)
{
TimeMarker *m;
int cfra = scene->r.cfra;
int frame = -(MAXFRAME + 1);
int min_frame = MAXFRAME + 1;
Object *camera = NULL;
Object *first_camera = NULL;
for (m = scene->markers.first; m; m = m->next) {
if (m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER) == 0) {
if ((m->frame <= cfra) && (m->frame > frame)) {
camera = m->camera;
frame = m->frame;
if (frame == cfra)
break;
}
if (m->frame < min_frame) {
first_camera = m->camera;
min_frame = m->frame;
}
}
}
if (camera == NULL) {
/* If there's no marker to the left of current frame,
* use camera from left-most marker to solve all sort
* of Schrodinger uncertainties.
*/
return first_camera;
}
return camera;
}
#endif
int BKE_scene_camera_switch_update(Scene *scene)
{
#ifdef DURIAN_CAMERA_SWITCH
Object *camera = BKE_scene_camera_switch_find(scene);
if (camera) {
scene->camera = camera;
return 1;
}
#else
(void)scene;
#endif
return 0;
}
char *BKE_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 than 1 marker per frame, this just returns the first :/ */
char *BKE_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 *BKE_scene_base_add(Scene *sce, Object *ob)
{
Base *b = MEM_callocN(sizeof(*b), "BKE_scene_base_add");
BLI_addhead(&sce->base, b);
b->object = ob;
b->flag = ob->flag;
b->lay = ob->lay;
return b;
}
void BKE_scene_base_unlink(Scene *sce, Base *base)
{
/* remove rigid body constraint from world before removing object */
if (base->object->rigidbody_constraint)
BKE_rigidbody_remove_constraint(sce, base->object);
/* remove rigid body object from world before removing object */
if (base->object->rigidbody_object)
BKE_rigidbody_remove_object(sce, base->object);
BLI_remlink(&sce->base, base);
if (sce->basact == base)
sce->basact = NULL;
}
void BKE_scene_base_deselect_all(Scene *sce)
{
Base *b;
for (b = sce->base.first; b; b = b->next) {
b->flag &= ~SELECT;
b->object->flag = b->flag;
}
}
void BKE_scene_base_select(Scene *sce, Base *selbase)
{
selbase->flag |= SELECT;
selbase->object->flag = selbase->flag;
sce->basact = selbase;
}
/* checks for cycle, returns 1 if it's all OK */
bool BKE_scene_validate_setscene(Main *bmain, Scene *sce)
{
Scene *sce_iter;
int a, totscene;
if (sce->set == NULL) return true;
totscene = BLI_listbase_count(&bmain->scene);
for (a = 0, sce_iter = sce; sce_iter->set; sce_iter = sce_iter->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 false;
}
}
return true;
}
/* 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.
*/
float BKE_scene_frame_get(const Scene *scene)
{
return BKE_scene_frame_get_from_ctime(scene, scene->r.cfra);
}
/* This function is used to obtain arbitrary fractional frames */
float BKE_scene_frame_get_from_ctime(const Scene *scene, const float frame)
{
float ctime = frame;
ctime += scene->r.subframe;
ctime *= scene->r.framelen;
return ctime;
}
/**
* Sets the frame int/float components.
*/
void BKE_scene_frame_set(struct Scene *scene, double cfra)
{
double intpart;
scene->r.subframe = modf(cfra, &intpart);
scene->r.cfra = (int)intpart;
}
#ifdef WITH_LEGACY_DEPSGRAPH
/* 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)
{
SceneRenderLayer *srl;
float ctime = BKE_scene_frame_get(scene);
/* scene itself */
if (scene->adt && scene->adt->drivers.first) {
BKE_animsys_evaluate_animdata(scene, &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(scene, 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(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
}
/* world nodes */
if (scene->world && scene->world->nodetree) {
ID *nid = (ID *)scene->world->nodetree;
AnimData *adt = BKE_animdata_from_id(nid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
}
/* freestyle */
for (srl = scene->r.layers.first; srl; srl = srl->next) {
FreestyleConfig *config = &srl->freestyleConfig;
FreestyleLineSet *lineset;
for (lineset = config->linesets.first; lineset; lineset = lineset->next) {
if (lineset->linestyle) {
ID *lid = &lineset->linestyle->id;
AnimData *adt = BKE_animdata_from_id(lid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, lid, adt, ctime, ADT_RECALC_DRIVERS);
}
}
}
}
/* deps hack - do extra recalcs at end */
static void scene_depsgraph_hack(EvaluationContext *eval_ctx, 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_depsgraph_hack(eval_ctx, scene->set, scene_parent);
for (base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
if (ob->depsflag) {
int recalc = 0;
// printf("depshack %s\n", ob->id.name + 2);
if (ob->depsflag & OB_DEPS_EXTRA_OB_RECALC)
recalc |= OB_RECALC_OB;
if (ob->depsflag & OB_DEPS_EXTRA_DATA_RECALC)
recalc |= OB_RECALC_DATA;
ob->recalc |= recalc;
BKE_object_handle_update(eval_ctx, scene_parent, ob);
if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) {
GroupObject *go;
for (go = ob->dup_group->gobject.first; go; go = go->next) {
if (go->ob)
go->ob->recalc |= recalc;
}
BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, ob, ob->dup_group);
}
}
}
}
#endif /* WITH_LEGACY_DEPSGRAPH */
/* That's like really a bummer, because currently animation data for armatures
* might want to use pose, and pose might be missing on the object.
* This happens when changing visible layers, which leads to situations when
* pose is missing or marked for recalc, animation will change it and then
* object update will restore the pose.
*
* This could be solved by the new dependency graph, but for until then we'll
* do an extra pass on the objects to ensure it's all fine.
*/
#define POSE_ANIMATION_WORKAROUND
#ifdef POSE_ANIMATION_WORKAROUND
static void scene_armature_depsgraph_workaround(Main *bmain)
{
Object *ob;
if (BLI_listbase_is_empty(&bmain->armature) || !DAG_id_type_tagged(bmain, ID_OB)) {
return;
}
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->type == OB_ARMATURE && ob->adt && ob->adt->recalc & ADT_RECALC_ANIM) {
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
BKE_pose_rebuild(ob, ob->data);
}
}
}
}
#endif
#ifdef WITH_LEGACY_DEPSGRAPH
static void scene_rebuild_rbw_recursive(Scene *scene, float ctime)
{
if (scene->set)
scene_rebuild_rbw_recursive(scene->set, ctime);
if (BKE_scene_check_rigidbody_active(scene))
BKE_rigidbody_rebuild_world(scene, ctime);
}
static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
{
if (scene->set)
scene_do_rb_simulation_recursive(scene->set, ctime);
if (BKE_scene_check_rigidbody_active(scene))
BKE_rigidbody_do_simulation(scene, ctime);
}
#endif
/* Used to visualize CPU threads activity during threaded object update,
* would pollute STDERR with whole bunch of timing information which then
* could be parsed and nicely visualized.
*/
#ifdef WITH_LEGACY_DEPSGRAPH
# undef DETAILED_ANALYSIS_OUTPUT
#else
/* ALWAYS KEEY DISABLED! */
# undef DETAILED_ANALYSIS_OUTPUT
#endif
/* Mballs evaluation uses BKE_scene_base_iter_next which calls
* duplilist for all objects in the scene. This leads to conflict
* accessing and writing same data from multiple threads.
*
* Ideally Mballs shouldn't do such an iteration and use DAG
* queries instead. For the time being we've got new DAG
* let's keep it simple and update mballs in a single thread.
*/
#define MBALL_SINGLETHREAD_HACK
#ifdef WITH_LEGACY_DEPSGRAPH
typedef struct StatisicsEntry {
struct StatisicsEntry *next, *prev;
Object *object;
double start_time;
double duration;
} StatisicsEntry;
typedef struct ThreadedObjectUpdateState {
/* TODO(sergey): We might want this to be per-thread object. */
EvaluationContext *eval_ctx;
Scene *scene;
Scene *scene_parent;
double base_time;
#ifdef MBALL_SINGLETHREAD_HACK
bool has_mballs;
#endif
/* Execution statistics */
bool has_updated_objects;
ListBase *statistics;
} ThreadedObjectUpdateState;
static void scene_update_object_add_task(void *node, void *user_data);
static void scene_update_all_bases(EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent)
{
Base *base;
for (base = scene->base.first; base; base = base->next) {
Object *object = base->object;
BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, true);
if (object->dup_group && (object->transflag & OB_DUPLIGROUP))
BKE_group_handle_recalc_and_update(eval_ctx, scene_parent, object, object->dup_group);
/* always update layer, so that animating layers works (joshua july 2010) */
/* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes
* (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */
// base->lay = ob->lay;
}
}
static void scene_update_object_func(TaskPool * __restrict pool, void *taskdata, int threadid)
{
/* Disable print for now in favor of summary statistics at the end of update. */
#define PRINT if (false) printf
ThreadedObjectUpdateState *state = (ThreadedObjectUpdateState *) BLI_task_pool_userdata(pool);
void *node = taskdata;
Object *object = DAG_get_node_object(node);
EvaluationContext *eval_ctx = state->eval_ctx;
Scene *scene = state->scene;
Scene *scene_parent = state->scene_parent;
#ifdef MBALL_SINGLETHREAD_HACK
if (object && object->type == OB_MBALL) {
state->has_mballs = true;
}
else
#endif
if (object) {
double start_time = 0.0;
bool add_to_stats = false;
if (G.debug & G_DEBUG_DEPSGRAPH) {
if (object->recalc & OB_RECALC_ALL) {
printf("Thread %d: update object %s\n", threadid, object->id.name);
}
start_time = PIL_check_seconds_timer();
if (object->recalc & OB_RECALC_ALL) {
state->has_updated_objects = true;
add_to_stats = true;
}
}
/* We only update object itself here, dupli-group will be updated
* separately from main thread because of we've got no idea about
* dependencies inside the group.
*/
BKE_object_handle_update_ex(eval_ctx, scene_parent, object, scene->rigidbody_world, false);
/* Calculate statistics. */
if (add_to_stats) {
StatisicsEntry *entry;
BLI_assert(threadid < BLI_pool_get_num_threads(pool));
entry = MEM_mallocN(sizeof(StatisicsEntry), "update thread statistics");
entry->object = object;
entry->start_time = start_time;
entry->duration = PIL_check_seconds_timer() - start_time;
BLI_addtail(&state->statistics[threadid], entry);
}
}
else {
PRINT("Threda %d: update node %s\n", threadid,
DAG_get_node_name(scene, node));
}
/* Update will decrease child's valency and schedule child with zero valency. */
DAG_threaded_update_handle_node_updated(node, scene_update_object_add_task, pool);
#undef PRINT
}
static void scene_update_object_add_task(void *node, void *user_data)
{
TaskPool *task_pool = user_data;
BLI_task_pool_push(task_pool, scene_update_object_func, node, false, TASK_PRIORITY_LOW);
}
static void print_threads_statistics(ThreadedObjectUpdateState *state)
{
int i, tot_thread;
double finish_time;
if ((G.debug & G_DEBUG_DEPSGRAPH) == 0) {
return;
}
#ifdef DETAILED_ANALYSIS_OUTPUT
if (state->has_updated_objects) {
tot_thread = BLI_system_thread_count();
fprintf(stderr, "objects update base time %f\n", state->base_time);
for (i = 0; i < tot_thread; i++) {
StatisicsEntry *entry;
for (entry = state->statistics[i].first;
entry;
entry = entry->next)
{
fprintf(stderr, "thread %d object %s start_time %f duration %f\n",
i, entry->object->id.name + 2,
entry->start_time, entry->duration);
}
BLI_freelistN(&state->statistics[i]);
}
}
#else
finish_time = PIL_check_seconds_timer();
tot_thread = BLI_system_thread_count();
for (i = 0; i < tot_thread; i++) {
int total_objects = 0;
double total_time = 0.0;
StatisicsEntry *entry;
if (state->has_updated_objects) {
/* Don't pollute output if no objects were updated. */
for (entry = state->statistics[i].first;
entry;
entry = entry->next)
{
total_objects++;
total_time += entry->duration;
}
printf("Thread %d: total %d objects in %f sec.\n", i, total_objects, total_time);
for (entry = state->statistics[i].first;
entry;
entry = entry->next)
{
printf(" %s in %f sec\n", entry->object->id.name + 2, entry->duration);
}
}
BLI_freelistN(&state->statistics[i]);
}
if (state->has_updated_objects) {
printf("Scene update in %f sec\n", finish_time - state->base_time);
}
#endif
}
static bool scene_need_update_objects(Main *bmain)
{
return
/* Object datablocks themselves (for OB_RECALC_OB) */
DAG_id_type_tagged(bmain, ID_OB) ||
/* Objects data datablocks (for OB_RECALC_DATA) */
DAG_id_type_tagged(bmain, ID_ME) || /* Mesh */
DAG_id_type_tagged(bmain, ID_CU) || /* Curve */
DAG_id_type_tagged(bmain, ID_MB) || /* MetaBall */
DAG_id_type_tagged(bmain, ID_LA) || /* Lamp */
DAG_id_type_tagged(bmain, ID_LT) || /* Lattice */
DAG_id_type_tagged(bmain, ID_CA) || /* Camera */
DAG_id_type_tagged(bmain, ID_KE) || /* KE */
DAG_id_type_tagged(bmain, ID_SPK) || /* Speaker */
DAG_id_type_tagged(bmain, ID_AR); /* Armature */
}
static void scene_update_objects(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent)
{
TaskScheduler *task_scheduler = BLI_task_scheduler_get();
TaskPool *task_pool;
ThreadedObjectUpdateState state;
bool need_singlethread_pass;
/* Early check for whether we need to invoke all the task-based
* things (spawn new ppol, traverse dependency graph and so on).
*
* Basically if there's no ID datablocks tagged for update which
* corresponds to object->recalc flags (which are checked in
* BKE_object_handle_update() then we do nothing here.
*/
if (!scene_need_update_objects(bmain)) {
return;
}
state.eval_ctx = eval_ctx;
state.scene = scene;
state.scene_parent = scene_parent;
/* Those are only needed when blender is run with --debug argument. */
if (G.debug & G_DEBUG_DEPSGRAPH) {
const int tot_thread = BLI_task_scheduler_num_threads(task_scheduler);
state.statistics = MEM_callocN(tot_thread * sizeof(*state.statistics),
"scene update objects stats");
state.has_updated_objects = false;
state.base_time = PIL_check_seconds_timer();
}
#ifdef MBALL_SINGLETHREAD_HACK
state.has_mballs = false;
#endif
task_pool = BLI_task_pool_create(task_scheduler, &state);
if (G.debug & G_DEBUG_DEPSGRAPH_NO_THREADS) {
BLI_pool_set_num_threads(task_pool, 1);
}
DAG_threaded_update_begin(scene, scene_update_object_add_task, task_pool);
BLI_task_pool_work_and_wait(task_pool);
BLI_task_pool_free(task_pool);
if (G.debug & G_DEBUG_DEPSGRAPH) {
print_threads_statistics(&state);
MEM_freeN(state.statistics);
}
/* We do single thread pass to update all the objects which are in cyclic dependency.
* Such objects can not be handled by a generic DAG traverse and it's really tricky
* to detect whether cycle could be solved or not.
*
* In this situation we simply update all remaining objects in a single thread and
* it'll happen in the same exact order as it was in single-threaded DAG.
*
* We couldn't use threaded update for objects which are in cycle because they might
* access data of each other which is being re-evaluated.
*
* Also, as was explained above, for now we also update all the mballs in single thread.
*
* - sergey -
*/
need_singlethread_pass = DAG_is_acyclic(scene) == false;
#ifdef MBALL_SINGLETHREAD_HACK
need_singlethread_pass |= state.has_mballs;
#endif
if (need_singlethread_pass) {
scene_update_all_bases(eval_ctx, scene, scene_parent);
}
}
static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent)
{
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(eval_ctx, bmain, scene->set, scene_parent);
/* scene objects */
scene_update_objects(eval_ctx, bmain, scene, scene_parent);
/* scene drivers... */
scene_update_drivers(bmain, scene);
/* update masking curves */
BKE_mask_update_scene(bmain, scene);
}
#endif /* WITH_LEGACY_DEPSGRAPH */
static bool check_rendered_viewport_visible(Main *bmain)
{
wmWindowManager *wm = bmain->wm.first;
wmWindow *window;
for (window = wm->windows.first; window != NULL; window = window->next) {
bScreen *screen = window->screen;
ScrArea *area;
for (area = screen->areabase.first; area != NULL; area = area->next) {
View3D *v3d = area->spacedata.first;
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
if (v3d->drawtype == OB_RENDER) {
return true;
}
}
}
return false;
}
static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
{
/* This is needed to prepare mesh to be used by the render
* engine from the viewport rendering. We do loading here
* so all the objects which shares the same mesh datablock
* are nicely tagged for update and updated.
*
* This makes it so viewport render engine doesn't need to
* call loading of the edit data for the mesh objects.
*/
Object *obedit = scene->obedit;
if (obedit) {
Mesh *mesh = obedit->data;
if ((obedit->type == OB_MESH) &&
((obedit->id.tag & LIB_TAG_ID_RECALC_ALL) ||
(mesh->id.tag & LIB_TAG_ID_RECALC_ALL)))
{
if (check_rendered_viewport_visible(bmain)) {
BMesh *bm = mesh->edit_btmesh->bm;
BM_mesh_bm_to_me(bm, mesh, (&(struct BMeshToMeshParams){0}));
DAG_id_tag_update(&mesh->id, 0);
}
}
}
}
void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
{
Scene *sce_iter;
#ifdef WITH_LEGACY_DEPSGRAPH
bool use_new_eval = !DEG_depsgraph_use_legacy();
#endif
/* keep this first */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
/* (re-)build dependency graph if needed */
for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) {
DAG_scene_relations_update(bmain, sce_iter);
/* Uncomment this to check if graph was properly tagged for update. */
#if 0
#ifdef WITH_LEGACY_DEPSGRAPH
if (use_new_eval)
#endif
{
DAG_scene_relations_validate(bmain, sce_iter);
}
#endif
}
/* flush editing data if needed */
prepare_mesh_for_viewport_render(bmain, scene);
/* flush recalc flags to dependencies */
DAG_ids_flush_tagged(bmain);
/* removed calls to quick_cache, see pointcache.c */
/* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
/* update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed
*
* in the future this should handle updates for all datablocks, not
* only objects and scenes. - brecht */
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
}
else
#endif
{
DEG_evaluate_on_refresh(eval_ctx, scene->depsgraph, scene);
/* TODO(sergey): This is to beocme a node in new depsgraph. */
BKE_mask_update_scene(bmain, scene);
}
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, scene);
/* extra call here to recalc scene animation (for sequencer) */
{
AnimData *adt = BKE_animdata_from_id(&scene->id);
float ctime = BKE_scene_frame_get(scene);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
}
/* Extra call here to recalc material animation.
*
* Need to do this so changing material settings from the graph/dopesheet
* will update stuff in the viewport.
*/
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval && DAG_id_type_tagged(bmain, ID_MA)) {
Material *material;
float ctime = BKE_scene_frame_get(scene);
for (material = bmain->mat.first;
material;
material = material->id.next)
{
AnimData *adt = BKE_animdata_from_id(&material->id);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &material->id, adt, ctime, 0);
}
}
/* Also do the same for node trees. */
if (!use_new_eval && DAG_id_type_tagged(bmain, ID_NT)) {
float ctime = BKE_scene_frame_get(scene);
FOREACH_NODETREE(bmain, ntree, id)
{
AnimData *adt = BKE_animdata_from_id(&ntree->id);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &ntree->id, adt, ctime, 0);
}
FOREACH_NODETREE_END
}
#endif
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
/* Inform editors about possible changes. */
DAG_ids_check_recalc(bmain, scene, false);
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
}
/* applies changes right away, does all sets too */
void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay)
{
BKE_scene_update_for_newframe_ex(eval_ctx, bmain, sce, lay, false);
}
void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay, bool do_invisible_flush)
{
float ctime = BKE_scene_frame_get(sce);
Scene *sce_iter;
#ifdef DETAILED_ANALYSIS_OUTPUT
double start_time = PIL_check_seconds_timer();
#endif
#ifdef WITH_LEGACY_DEPSGRAPH
bool use_new_eval = !DEG_depsgraph_use_legacy();
#else
/* TODO(sergey): Pass to evaluation routines instead of storing layer in the graph? */
(void) do_invisible_flush;
#endif
DAG_editors_update_pre(bmain, sce, true);
/* keep this first */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
/* update animated image textures for particles, modifiers, gpu, etc,
* call this at the start so modifiers with textures don't lag 1 frame */
BKE_image_update_frame(bmain, sce->r.cfra);
#ifdef WITH_LEGACY_DEPSGRAPH
/* rebuild rigid body worlds before doing the actual frame update
* this needs to be done on start frame but animation playback usually starts one frame later
* we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive
*/
if (!use_new_eval) {
scene_rebuild_rbw_recursive(sce, ctime);
}
#endif
BKE_sound_set_cfra(sce->r.cfra);
/* clear animation overrides */
/* XXX TODO... */
for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set)
DAG_scene_relations_update(bmain, sce_iter);
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
/* flush recalc flags to dependencies, if we were only changing a frame
* this would not be necessary, but if a user or a script has modified
* some datablock before BKE_scene_update_tagged was called, we need the flush */
DAG_ids_flush_tagged(bmain);
/* Following 2 functions are recursive
* so don't call within 'scene_update_tagged_recursive' */
DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still
}
#endif
BKE_mask_evaluate_all_masks(bmain, ctime, true);
#ifdef POSE_ANIMATION_WORKAROUND
scene_armature_depsgraph_workaround(bmain);
#endif
/* 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.
*/
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
/*...done with recursive funcs */
}
#endif
/* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
/* run rigidbody sim */
/* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
scene_do_rb_simulation_recursive(sce, ctime);
}
#endif
/* BKE_object_handle_update() on all objects, groups and sets */
#ifdef WITH_LEGACY_DEPSGRAPH
if (use_new_eval) {
DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
}
else {
scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
}
#else
DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
#endif
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, sce);
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
scene_depsgraph_hack(eval_ctx, sce, sce);
}
#endif
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
/* Inform editors about possible changes. */
DAG_ids_check_recalc(bmain, sce, true);
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
#ifdef DETAILED_ANALYSIS_OUTPUT
fprintf(stderr, "frame update start_time %f duration %f\n", start_time, PIL_check_seconds_timer() - start_time);
#endif
}
/* return default layer, also used to patch old files */
SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name)
{
SceneRenderLayer *srl;
if (!name)
name = DATA_("RenderLayer");
srl = MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
BLI_strncpy(srl->name, name, sizeof(srl->name));
BLI_uniquename(&sce->r.layers, srl, DATA_("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;
srl->pass_alpha_threshold = 0.5f;
BKE_freestyle_config_init(&srl->freestyleConfig);
return srl;
}
bool BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *srl)
{
const int act = BLI_findindex(&scene->r.layers, srl);
Scene *sce;
if (act == -1) {
return false;
}
else if ( (scene->r.layers.first == scene->r.layers.last) &&
(scene->r.layers.first == srl))
{
/* ensure 1 layer is kept */
return false;
}
BLI_remlink(&scene->r.layers, srl);
MEM_freeN(srl);
scene->r.actlay = 0;
for (sce = bmain->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
bNode *node;
for (node = sce->nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) {
if (node->custom1 == act)
node->custom1 = 0;
else if (node->custom1 > act)
node->custom1--;
}
}
}
}
return true;
}
/* return default view */
SceneRenderView *BKE_scene_add_render_view(Scene *sce, const char *name)
{
SceneRenderView *srv;
if (!name)
name = DATA_("RenderView");
srv = MEM_callocN(sizeof(SceneRenderView), "new render view");
BLI_strncpy(srv->name, name, sizeof(srv->name));
BLI_uniquename(&sce->r.views, srv, DATA_("RenderView"), '.', offsetof(SceneRenderView, name), sizeof(srv->name));
BLI_addtail(&sce->r.views, srv);
return srv;
}
bool BKE_scene_remove_render_view(Scene *scene, SceneRenderView *srv)
{
const int act = BLI_findindex(&scene->r.views, srv);
if (act == -1) {
return false;
}
else if (scene->r.views.first == scene->r.views.last) {
/* ensure 1 view is kept */
return false;
}
BLI_remlink(&scene->r.views, srv);
MEM_freeN(srv);
scene->r.actview = 0;
return true;
}
/* render simplification */
int get_render_subsurf_level(const RenderData *r, int lvl, bool for_render)
{
if (r->mode & R_SIMPLIFY) {
if (for_render)
return min_ii(r->simplify_subsurf_render, lvl);
else
return min_ii(r->simplify_subsurf, lvl);
}
else {
return lvl;
}
}
int get_render_child_particle_number(const RenderData *r, int num, bool for_render)
{
if (r->mode & R_SIMPLIFY) {
if (for_render)
return (int)(r->simplify_particles_render * num);
else
return (int)(r->simplify_particles * num);
}
else {
return num;
}
}
int get_render_shadow_samples(const RenderData *r, int samples)
{
if ((r->mode & R_SIMPLIFY) && samples > 0)
return min_ii(r->simplify_shadowsamples, samples);
else
return samples;
}
float get_render_aosss_error(const 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;
}
bool BKE_scene_use_new_shading_nodes(const Scene *scene)
{
const RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES);
}
bool BKE_scene_use_shading_nodes_custom(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM);
}
bool BKE_scene_use_world_space_shading(Scene *scene)
{
const RenderEngineType *type = RE_engines_find(scene->r.engine);
return ((scene->r.mode & R_USE_WS_SHADING) ||
(type && (type->flag & RE_USE_SHADING_NODES)));
}
bool BKE_scene_use_spherical_stereo(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SPHERICAL_STEREO);
}
bool BKE_scene_uses_blender_internal(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER);
}
bool BKE_scene_uses_blender_game(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
}
void BKE_scene_base_flag_to_objects(struct Scene *scene)
{
Base *base = scene->base.first;
while (base) {
base->object->flag = base->flag;
base = base->next;
}
}
void BKE_scene_base_flag_from_objects(struct Scene *scene)
{
Base *base = scene->base.first;
while (base) {
base->flag = base->object->flag;
base = base->next;
}
}
void BKE_scene_disable_color_management(Scene *scene)
{
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings *view_settings = &scene->view_settings;
const char *view;
const char *none_display_name;
none_display_name = IMB_colormanagement_display_get_none_name();
BLI_strncpy(display_settings->display_device, none_display_name, sizeof(display_settings->display_device));
view = IMB_colormanagement_view_get_default_name(display_settings->display_device);
if (view) {
BLI_strncpy(view_settings->view_transform, view, sizeof(view_settings->view_transform));
}
}
bool BKE_scene_check_color_management_enabled(const Scene *scene)
{
return !STREQ(scene->display_settings.display_device, "None");
}
bool BKE_scene_check_rigidbody_active(const Scene *scene)
{
return scene && scene->rigidbody_world && scene->rigidbody_world->group && !(scene->rigidbody_world->flag & RBW_FLAG_MUTED);
}
int BKE_render_num_threads(const RenderData *rd)
{
int threads;
/* override set from command line? */
threads = BLI_system_num_threads_override_get();
if (threads > 0)
return threads;
/* fixed number of threads specified in scene? */
if (rd->mode & R_FIXED_THREADS)
threads = rd->threads;
else
threads = BLI_system_thread_count();
return max_ii(threads, 1);
}
int BKE_scene_num_threads(const Scene *scene)
{
return BKE_render_num_threads(&scene->r);
}
/* Apply the needed correction factor to value, based on unit_type (only length-related are affected currently)
* and unit->scale_length.
*/
double BKE_scene_unit_scale(const UnitSettings *unit, const int unit_type, double value)
{
if (unit->system == USER_UNIT_NONE) {
/* Never apply scale_length when not using a unit setting! */
return value;
}
switch (unit_type) {
case B_UNIT_LENGTH:
return value * (double)unit->scale_length;
case B_UNIT_AREA:
return value * pow(unit->scale_length, 2);
case B_UNIT_VOLUME:
return value * pow(unit->scale_length, 3);
case B_UNIT_MASS:
return value * pow(unit->scale_length, 3);
case B_UNIT_CAMERA: /* *Do not* use scene's unit scale for camera focal lens! See T42026. */
default:
return value;
}
}
/******************** multiview *************************/
int BKE_scene_multiview_num_views_get(const RenderData *rd)
{
SceneRenderView *srv;
int totviews = 0;
if ((rd->scemode & R_MULTIVIEW) == 0)
return 1;
if (rd->views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
srv = BLI_findstring(&rd->views, STEREO_LEFT_NAME, offsetof(SceneRenderView, name));
if ((srv && srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
srv = BLI_findstring(&rd->views, STEREO_RIGHT_NAME, offsetof(SceneRenderView, name));
if ((srv && srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
}
else {
for (srv = rd->views.first; srv; srv = srv->next) {
if ((srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
}
}
return totviews;
}
bool BKE_scene_multiview_is_stereo3d(const RenderData *rd)
{
SceneRenderView *srv[2];
if ((rd->scemode & R_MULTIVIEW) == 0)
return false;
srv[0] = (SceneRenderView *)BLI_findstring(&rd->views, STEREO_LEFT_NAME, offsetof(SceneRenderView, name));
srv[1] = (SceneRenderView *)BLI_findstring(&rd->views, STEREO_RIGHT_NAME, offsetof(SceneRenderView, name));
return (srv[0] && ((srv[0]->viewflag & SCE_VIEW_DISABLE) == 0) &&
srv[1] && ((srv[1]->viewflag & SCE_VIEW_DISABLE) == 0));
}
/* return whether to render this SceneRenderView */
bool BKE_scene_multiview_is_render_view_active(const RenderData *rd, const SceneRenderView *srv)
{
if (srv == NULL)
return false;
if ((rd->scemode & R_MULTIVIEW) == 0)
return false;
if ((srv->viewflag & SCE_VIEW_DISABLE))
return false;
if (rd->views_format == SCE_VIEWS_FORMAT_MULTIVIEW)
return true;
/* SCE_VIEWS_SETUP_BASIC */
if (STREQ(srv->name, STEREO_LEFT_NAME) ||
STREQ(srv->name, STEREO_RIGHT_NAME))
{
return true;
}
return false;
}
/* return true if viewname is the first or if the name is NULL or not found */
bool BKE_scene_multiview_is_render_view_first(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((rd->scemode & R_MULTIVIEW) == 0)
return true;
if ((!viewname) || (!viewname[0]))
return true;
for (srv = rd->views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
return STREQ(viewname, srv->name);
}
}
return true;
}
/* return true if viewname is the last or if the name is NULL or not found */
bool BKE_scene_multiview_is_render_view_last(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((rd->scemode & R_MULTIVIEW) == 0)
return true;
if ((!viewname) || (!viewname[0]))
return true;
for (srv = rd->views.last; srv; srv = srv->prev) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
return STREQ(viewname, srv->name);
}
}
return true;
}
SceneRenderView *BKE_scene_multiview_render_view_findindex(const RenderData *rd, const int view_id)
{
SceneRenderView *srv;
size_t nr;
if ((rd->scemode & R_MULTIVIEW) == 0)
return NULL;
for (srv = rd->views.first, nr = 0; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
if (nr++ == view_id)
return srv;
}
}
return srv;
}
const char *BKE_scene_multiview_render_view_name_get(const RenderData *rd, const int view_id)
{
SceneRenderView *srv = BKE_scene_multiview_render_view_findindex(rd, view_id);
if (srv)
return srv->name;
else
return "";
}
int BKE_scene_multiview_view_id_get(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
size_t nr;
if ((!rd) || ((rd->scemode & R_MULTIVIEW) == 0))
return 0;
if ((!viewname) || (!viewname[0]))
return 0;
for (srv = rd->views.first, nr = 0; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
if (STREQ(viewname, srv->name)) {
return nr;
}
else {
nr += 1;
}
}
}
return 0;
}
void BKE_scene_multiview_filepath_get(
SceneRenderView *srv, const char *filepath,
char *r_filepath)
{
BLI_strncpy(r_filepath, filepath, FILE_MAX);
BLI_path_suffix(r_filepath, FILE_MAX, srv->suffix, "");
}
/**
* When multiview is not used the filepath is as usual (e.g., ``Image.jpg``).
* When multiview is on, even if only one view is enabled the view is incorporated
* into the file name (e.g., ``Image_L.jpg``). That allows for the user to re-render
* individual views.
*/
void BKE_scene_multiview_view_filepath_get(
const RenderData *rd, const char *filepath, const char *viewname,
char *r_filepath)
{
SceneRenderView *srv;
char suffix[FILE_MAX];
srv = BLI_findstring(&rd->views, viewname, offsetof(SceneRenderView, name));
if (srv)
BLI_strncpy(suffix, srv->suffix, sizeof(suffix));
else
BLI_strncpy(suffix, viewname, sizeof(suffix));
BLI_strncpy(r_filepath, filepath, FILE_MAX);
BLI_path_suffix(r_filepath, FILE_MAX, suffix, "");
}
const char *BKE_scene_multiview_view_suffix_get(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((viewname == NULL) || (viewname[0] == '\0'))
return viewname;
srv = BLI_findstring(&rd->views, viewname, offsetof(SceneRenderView, name));
if (srv)
return srv->suffix;
else
return viewname;
}
const char *BKE_scene_multiview_view_id_suffix_get(const RenderData *rd, const int view_id)
{
if ((rd->scemode & R_MULTIVIEW) == 0) {
return "";
}
else {
const char *viewname = BKE_scene_multiview_render_view_name_get(rd, view_id);
return BKE_scene_multiview_view_suffix_get(rd, viewname);
}
}
void BKE_scene_multiview_view_prefix_get(Scene *scene, const char *name, char *rprefix, const char **rext)
{
SceneRenderView *srv;
size_t index_act;
const char *suf_act;
const char delims[] = {'.', '\0'};
rprefix[0] = '\0';
/* begin of extension */
index_act = BLI_str_rpartition(name, delims, rext, &suf_act);
if (*rext == NULL)
return;
BLI_assert(index_act > 0);
UNUSED_VARS_NDEBUG(index_act);
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(&scene->r, srv)) {
size_t len = strlen(srv->suffix);
if (strlen(*rext) >= len && STREQLEN(*rext - len, srv->suffix, len)) {
BLI_strncpy(rprefix, name, strlen(name) - strlen(*rext) - len + 1);
break;
}
}
}
}
void BKE_scene_multiview_videos_dimensions_get(
const RenderData *rd, const size_t width, const size_t height,
size_t *r_width, size_t *r_height)
{
if ((rd->scemode & R_MULTIVIEW) &&
rd->im_format.views_format == R_IMF_VIEWS_STEREO_3D)
{
IMB_stereo3d_write_dimensions(
rd->im_format.stereo3d_format.display_mode,
(rd->im_format.stereo3d_format.flag & S3D_SQUEEZED_FRAME) != 0,
width, height,
r_width, r_height);
}
else {
*r_width = width;
*r_height = height;
}
}
int BKE_scene_multiview_num_videos_get(const RenderData *rd)
{
if (BKE_imtype_is_movie(rd->im_format.imtype) == false)
return 0;
if ((rd->scemode & R_MULTIVIEW) == 0)
return 1;
if (rd->im_format.views_format == R_IMF_VIEWS_STEREO_3D) {
return 1;
}
else {
/* R_IMF_VIEWS_INDIVIDUAL */
return BKE_scene_multiview_num_views_get(rd);
}
}