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blender-archive/source/blender/blenkernel/intern/scene.c
Dalai Felinto e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +00:00

958 lines
23 KiB
C

/* scene.c
*
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_color_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_colortools.h"
#include "BKE_colortools.h"
#include "BKE_constraint.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_world.h"
#include "BKE_utildefines.h"
//XXX #include "BIF_previewrender.h"
//XXX #include "BIF_editseq.h"
#ifndef DISABLE_PYTHON
#include "BPY_extern.h"
#endif
#include "BLI_math.h"
#include "BLI_blenlib.h"
//XXX #include "nla.h"
#ifdef WIN32
#else
#include <sys/time.h>
#endif
void free_avicodecdata(AviCodecData *acd)
{
if (acd) {
if (acd->lpFormat){
MEM_freeN(acd->lpFormat);
acd->lpFormat = NULL;
acd->cbFormat = 0;
}
if (acd->lpParms){
MEM_freeN(acd->lpParms);
acd->lpParms = NULL;
acd->cbParms = 0;
}
}
}
void free_qtcodecdata(QuicktimeCodecData *qcd)
{
if (qcd) {
if (qcd->cdParms){
MEM_freeN(qcd->cdParms);
qcd->cdParms = NULL;
qcd->cdSize = 0;
}
}
}
Scene *copy_scene(Main *bmain, Scene *sce, int type)
{
Scene *scen;
ToolSettings *ts;
Base *base, *obase;
if(type == SCE_COPY_EMPTY) {
ListBase lb;
scen= add_scene(sce->id.name+2);
lb= scen->r.layers;
scen->r= sce->r;
scen->r.layers= lb;
}
else {
scen= copy_libblock(sce);
BLI_duplicatelist(&(scen->base), &(sce->base));
clear_id_newpoins();
id_us_plus((ID *)scen->world);
id_us_plus((ID *)scen->set);
id_us_plus((ID *)scen->ima);
id_us_plus((ID *)scen->gm.dome.warptext);
scen->ed= NULL;
scen->theDag= NULL;
scen->obedit= NULL;
scen->toolsettings= MEM_dupallocN(sce->toolsettings);
scen->stats= NULL;
ts= scen->toolsettings;
if(ts) {
if(ts->vpaint) {
ts->vpaint= MEM_dupallocN(ts->vpaint);
ts->vpaint->paintcursor= NULL;
ts->vpaint->vpaint_prev= NULL;
ts->vpaint->wpaint_prev= NULL;
copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
}
if(ts->wpaint) {
ts->wpaint= MEM_dupallocN(ts->wpaint);
ts->wpaint->paintcursor= NULL;
ts->wpaint->vpaint_prev= NULL;
ts->wpaint->wpaint_prev= NULL;
copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
}
if(ts->sculpt) {
ts->sculpt= MEM_dupallocN(ts->sculpt);
copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
}
copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
ts->imapaint.paintcursor= NULL;
ts->particle.paintcursor= NULL;
}
BLI_duplicatelist(&(scen->markers), &(sce->markers));
BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
scen->nodetree= ntreeCopyTree(sce->nodetree, 0);
obase= sce->base.first;
base= scen->base.first;
while(base) {
id_us_plus(&base->object->id);
if(obase==sce->basact) scen->basact= base;
obase= obase->next;
base= base->next;
}
}
/* make a private copy of the avicodecdata */
if(sce->r.avicodecdata) {
scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
}
/* make a private copy of the qtcodecdata */
if(sce->r.qtcodecdata) {
scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
}
/* 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);
}
/* world */
if(type == SCE_COPY_FULL) {
if(scen->world) {
id_us_plus((ID *)scen->world);
scen->world= copy_world(scen->world);
}
}
return scen;
}
/* do not free scene itself */
void free_scene(Scene *sce)
{
Base *base;
base= sce->base.first;
while(base) {
base->object->id.us--;
base= base->next;
}
/* do not free objects! */
if(sce->gpd) {
#if 0 // removed since this can be invalid memory when freeing everything
// since the grease pencil data is free'd before the scene.
// since grease pencil data is not (yet?), shared between objects
// its probably safe not to do this, some save and reload will free this.
sce->gpd->id.us--;
#endif
sce->gpd= NULL;
}
BLI_freelistN(&sce->base);
seq_free_editing(sce);
BKE_free_animdata((ID *)sce);
BKE_keyingsets_free(&sce->keyingsets);
if (sce->r.avicodecdata) {
free_avicodecdata(sce->r.avicodecdata);
MEM_freeN(sce->r.avicodecdata);
sce->r.avicodecdata = NULL;
}
if (sce->r.qtcodecdata) {
free_qtcodecdata(sce->r.qtcodecdata);
MEM_freeN(sce->r.qtcodecdata);
sce->r.qtcodecdata = NULL;
}
if (sce->r.ffcodecdata.properties) {
IDP_FreeProperty(sce->r.ffcodecdata.properties);
MEM_freeN(sce->r.ffcodecdata.properties);
sce->r.ffcodecdata.properties = NULL;
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->transform_spaces);
BLI_freelistN(&sce->r.layers);
if(sce->toolsettings) {
if(sce->toolsettings->vpaint) {
free_paint(&sce->toolsettings->vpaint->paint);
MEM_freeN(sce->toolsettings->vpaint);
}
if(sce->toolsettings->wpaint) {
free_paint(&sce->toolsettings->wpaint->paint);
MEM_freeN(sce->toolsettings->wpaint);
}
if(sce->toolsettings->sculpt) {
free_paint(&sce->toolsettings->sculpt->paint);
MEM_freeN(sce->toolsettings->sculpt);
}
free_paint(&sce->toolsettings->imapaint.paint);
MEM_freeN(sce->toolsettings);
sce->toolsettings = NULL;
}
if (sce->theDag) {
free_forest(sce->theDag);
MEM_freeN(sce->theDag);
}
if(sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
}
if(sce->stats)
MEM_freeN(sce->stats);
}
Scene *add_scene(char *name)
{
Scene *sce;
ParticleEditSettings *pset;
int a;
sce= alloc_libblock(&G.main->scene, ID_SCE, name);
sce->lay= 1;
sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
sce->r.cfra= 1;
sce->r.sfra= 1;
sce->r.efra= 250;
sce->r.frame_step= 1;
sce->r.xsch= 1920;
sce->r.ysch= 1080;
sce->r.xasp= 1;
sce->r.yasp= 1;
sce->r.xparts= 8;
sce->r.yparts= 8;
sce->r.size= 25;
sce->r.planes= 24;
sce->r.quality= 90;
sce->r.framapto= 100;
sce->r.images= 100;
sce->r.framelen= 1.0;
sce->r.frs_sec= 25;
sce->r.frs_sec_base= 1;
sce->r.ocres = 128;
sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
sce->r.bake_mode= 1; /* prevent to include render stuff here */
sce->r.bake_filter= 8;
sce->r.bake_osa= 5;
sce->r.bake_flag= R_BAKE_CLEAR;
sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_SCENE|R_STAMP_CAMERA|R_STAMP_RENDERTIME;
sce->r.threads= 1;
sce->r.simplify_subsurf= 6;
sce->r.simplify_particles= 1.0f;
sce->r.simplify_shadowsamples= 16;
sce->r.simplify_aosss= 1.0f;
sce->r.cineonblack= 95;
sce->r.cineonwhite= 685;
sce->r.cineongamma= 1.7f;
sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
sce->toolsettings->cornertype=1;
sce->toolsettings->degr = 90;
sce->toolsettings->step = 9;
sce->toolsettings->turn = 1;
sce->toolsettings->extr_offs = 1;
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->segments = 32;
sce->toolsettings->rings = 32;
sce->toolsettings->vertices = 32;
sce->toolsettings->editbutflag = 1;
sce->toolsettings->uvcalc_radius = 1.0f;
sce->toolsettings->uvcalc_cubesize = 1.0f;
sce->toolsettings->uvcalc_mapdir = 1;
sce->toolsettings->uvcalc_mapalign = 1;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh= 0.01f;
sce->toolsettings->jointrilimit = 0.8f;
sce->toolsettings->selectmode= SCE_SELECT_VERTEX;
sce->toolsettings->normalsize= 0.1;
sce->toolsettings->autokey_mode= U.autokey_mode;
sce->toolsettings->skgen_resolution = 100;
sce->toolsettings->skgen_threshold_internal = 0.01f;
sce->toolsettings->skgen_threshold_external = 0.01f;
sce->toolsettings->skgen_angle_limit = 45.0f;
sce->toolsettings->skgen_length_ratio = 1.3f;
sce->toolsettings->skgen_length_limit = 1.5f;
sce->toolsettings->skgen_correlation_limit = 0.98f;
sce->toolsettings->skgen_symmetry_limit = 0.1f;
sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
sce->toolsettings->skgen_postpro_passes = 1;
sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
sce->toolsettings->proportional_size = 1.0f;
sce->physics_settings.gravity[0] = 0.0f;
sce->physics_settings.gravity[1] = 0.0f;
sce->physics_settings.gravity[2] = -9.81f;
sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
sce->unit.scale_length = 1.0f;
pset= &sce->toolsettings->particle;
pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY;
pset->emitterdist= 0.25f;
pset->totrekey= 5;
pset->totaddkey= 5;
pset->brushtype= PE_BRUSH_NONE;
pset->draw_step= 2;
pset->fade_frames= 2;
pset->selectmode= SCE_SELECT_PATH;
for(a=0; a<PE_TOT_BRUSH; a++) {
pset->brush[a].strength= 50;
pset->brush[a].size= 50;
pset->brush[a].step= 10;
}
pset->brush[PE_BRUSH_CUT].strength= 100;
sce->jumpframe = 10;
sce->r.ffcodecdata.audio_mixrate = 44100;
sce->audio.distance_model = 2.0;
sce->audio.doppler_factor = 1.0;
sce->audio.speed_of_sound = 343.3;
strcpy(sce->r.backbuf, "//backbuf");
strcpy(sce->r.pic, U.renderdir);
BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
sce->r.osa= 8;
/* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
scene_add_render_layer(sce);
/* game data */
sce->gm.stereoflag = STEREO_NOSTEREO;
sce->gm.stereomode = STEREO_ANAGLYPH;
sce->gm.eyeseparation = 0.10;
sce->gm.dome.angle = 180;
sce->gm.dome.mode = DOME_FISHEYE;
sce->gm.dome.res = 4;
sce->gm.dome.resbuf = 1.0f;
sce->gm.dome.tilt = 0;
sce->gm.xplay= 800;
sce->gm.yplay= 600;
sce->gm.freqplay= 60;
sce->gm.depth= 32;
sce->gm.gravity= 9.8f;
sce->gm.physicsEngine= WOPHY_BULLET;
sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
sce->gm.flag = GAME_DISPLAY_LISTS;
sce->gm.matmode = GAME_MAT_MULTITEX;
return sce;
}
Base *object_in_scene(Object *ob, Scene *sce)
{
Base *base;
base= sce->base.first;
while(base) {
if(base->object == ob) return base;
base= base->next;
}
return NULL;
}
void set_scene_bg(Scene *scene)
{
Scene *sce;
Base *base;
Object *ob;
Group *group;
GroupObject *go;
int flag;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
scene_check_setscene(scene);
/* deselect objects (for dataselect) */
for(ob= G.main->object.first; ob; ob= ob->id.next)
ob->flag &= ~(SELECT|OB_FROMGROUP);
/* group flags again */
for(group= G.main->group.first; group; group= group->id.next) {
go= group->gobject.first;
while(go) {
if(go->ob) go->ob->flag |= OB_FROMGROUP;
go= go->next;
}
}
/* sort baselist */
DAG_scene_sort(scene);
/* ensure dags are built for sets */
for(sce= scene->set; sce; sce= sce->set)
if(sce->theDag==NULL)
DAG_scene_sort(sce);
/* copy layers and flags from bases to objects */
for(base= scene->base.first; base; base= base->next) {
ob= base->object;
ob->lay= base->lay;
/* group patch... */
base->flag &= ~(OB_FROMGROUP);
flag= ob->flag & (OB_FROMGROUP);
base->flag |= flag;
/* not too nice... for recovering objects with lost data */
//if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
ob->flag= base->flag;
ob->ctime= -1234567.0; /* force ipo to be calculated later */
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
}
/* called from creator.c */
void set_scene_name(char *name)
{
Scene *sce;
for (sce= G.main->scene.first; sce; sce= sce->id.next) {
if (BLI_streq(name, sce->id.name+2)) {
set_scene_bg(sce);
return;
}
}
//XXX error("Can't find scene: %s", name);
}
void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
{
Scene *sce1;
bScreen *sc;
/* check all sets */
for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
if(sce1->set == sce)
sce1->set= NULL;
/* check all sequences */
clear_scene_in_allseqs(sce);
/* check render layer nodes in other scenes */
clear_scene_in_nodes(bmain, sce);
/* al screens */
for(sc= bmain->screen.first; sc; sc= sc->id.next)
if(sc->scene == sce)
sc->scene= newsce;
free_libblock(&bmain->scene, sce);
}
/* used by metaballs
* doesnt return the original duplicated object, only dupli's
*/
int next_object(Scene *scene, int val, Base **base, Object **ob)
{
static ListBase *duplilist= NULL;
static DupliObject *dupob;
static int fase= F_START, in_next_object= 0;
int run_again=1;
/* init */
if(val==0) {
fase= F_START;
dupob= NULL;
/* XXX particle systems with metas+dupligroups call this recursively */
/* see bug #18725 */
if(in_next_object) {
printf("ERROR: MetaBall generation called recursively, not supported\n");
return F_ERROR;
}
}
else {
in_next_object= 1;
/* run_again is set when a duplilist has been ended */
while(run_again) {
run_again= 0;
/* the first base */
if(fase==F_START) {
*base= scene->base.first;
if(*base) {
*ob= (*base)->object;
fase= F_SCENE;
}
else {
/* exception: empty scene */
if(scene->set && scene->set->base.first) {
*base= scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
}
}
}
else {
if(*base && fase!=F_DUPLI) {
*base= (*base)->next;
if(*base) *ob= (*base)->object;
else {
if(fase==F_SCENE) {
/* scene is finished, now do the set */
if(scene->set && scene->set->base.first) {
*base= scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
}
}
}
}
}
if(*base == NULL) fase= F_START;
else {
if(fase!=F_DUPLI) {
if( (*base)->object->transflag & OB_DUPLI) {
/* groups cannot be duplicated for mballs yet,
this enters eternal loop because of
makeDispListMBall getting called inside of group_duplilist */
if((*base)->object->dup_group == NULL) {
duplilist= object_duplilist(scene, (*base)->object);
dupob= duplilist->first;
if(!dupob)
free_object_duplilist(duplilist);
}
}
}
/* handle dupli's */
if(dupob) {
copy_m4_m4(dupob->ob->obmat, dupob->mat);
(*base)->flag |= OB_FROMDUPLI;
*ob= dupob->ob;
fase= F_DUPLI;
dupob= dupob->next;
}
else if(fase==F_DUPLI) {
fase= F_SCENE;
(*base)->flag &= ~OB_FROMDUPLI;
for(dupob= duplilist->first; dupob; dupob= dupob->next) {
copy_m4_m4(dupob->ob->obmat, dupob->omat);
}
free_object_duplilist(duplilist);
duplilist= NULL;
run_again= 1;
}
}
}
}
/* reset recursion test */
in_next_object= 0;
return fase;
}
Object *scene_find_camera(Scene *sc)
{
Base *base;
for (base= sc->base.first; base; base= base->next)
if (base->object->type==OB_CAMERA)
return base->object;
return NULL;
}
#ifdef DURIAN_CAMERA_SWITCH
Object *scene_find_camera_switch(Scene *scene)
{
TimeMarker *m;
int cfra = scene->r.cfra;
int frame = -(MAXFRAME + 1);
Object *camera= NULL;
for (m= scene->markers.first; m; m= m->next) {
if(m->camera && (m->frame <= cfra) && (m->frame > frame)) {
camera= m->camera;
frame= m->frame;
if(frame == cfra)
break;
}
}
return camera;
}
#endif
static char *get_cfra_marker_name(Scene *scene)
{
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==CFRA)
return m1->name;
if (m1 == m2)
break;
if (m2->frame==CFRA)
return m2->name;
}
return NULL;
}
Base *scene_add_base(Scene *sce, Object *ob)
{
Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
BLI_addhead(&sce->base, b);
b->object= ob;
b->flag= ob->flag;
b->lay= ob->lay;
return b;
}
void scene_deselect_all(Scene *sce)
{
Base *b;
for (b= sce->base.first; b; b= b->next) {
b->flag&= ~SELECT;
b->object->flag= b->flag;
}
}
void scene_select_base(Scene *sce, Base *selbase)
{
scene_deselect_all(sce);
selbase->flag |= SELECT;
selbase->object->flag= selbase->flag;
sce->basact= selbase;
}
/* checks for cycle, returns 1 if it's all OK */
int scene_check_setscene(Scene *sce)
{
Scene *scene;
int a, totscene;
if(sce->set==NULL) return 1;
totscene= 0;
for(scene= G.main->scene.first; scene; scene= scene->id.next)
totscene++;
for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
/* more iterations than scenes means we have a cycle */
if(a > totscene) {
/* the tested scene gets zero'ed, that's typically current scene */
sce->set= NULL;
return 0;
}
}
return 1;
}
/* This (evil) function is needed to cope with two legacy Blender rendering features
* mblur (motion blur that renders 'subframes' and blurs them together), and fields
* rendering. Thus, the use of ugly globals from object.c
*/
// BAD... EVIL... JUJU...!!!!
// XXX moved here temporarily
float frame_to_float (Scene *scene, int cfra) /* see also bsystem_time in object.c */
{
extern float bluroffs; /* bad stuff borrowed from object.c */
extern float fieldoffs;
float ctime;
ctime= (float)cfra;
ctime+= bluroffs+fieldoffs;
ctime*= scene->r.framelen;
return ctime;
}
static void scene_update_newframe(Scene *sce, unsigned int lay)
{
Base *base;
Object *ob;
float ctime = frame_to_float(sce, sce->r.cfra);
if(sce->theDag==NULL)
DAG_scene_sort(sce);
DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still
/* All 'standard' (i.e. without any dependencies) animation is handled here,
* with an 'local' to 'macro' order of evaluation. This should ensure that
* settings stored nestled within a hierarchy (i.e. settings in a Texture block
* can be overridden by settings from Scene, which owns the Texture through a hierarchy
* such as Scene->World->MTex/Texture) can still get correctly overridden.
*/
BKE_animsys_evaluate_all_animation(G.main, ctime);
for(base= sce->base.first; base; base= base->next) {
ob= base->object;
object_handle_update(sce, ob); // bke_object.h
/* only update layer when an ipo */
// XXX old animation system
//if(ob->ipo && has_ipo_code(ob->ipo, OB_LAY) ) {
// base->lay= ob->lay;
//}
}
}
/* this is called in main loop, doing tagged updates before redraw */
void scene_update_tagged(Scene *scene)
{
Scene *sce;
Base *base;
float ctime = frame_to_float(scene, scene->r.cfra);
/* update all objects: drivers, matrices, displists, etc. flags set
by depgraph or manual, no layer check here, gets correct flushed */
/* sets first, we allow per definition current scene to have
dependencies on sets, but not the other way around. */
if(scene->set) {
for(SETLOOPER(scene->set, base))
object_handle_update(scene, base->object);
}
for(base= scene->base.first; base; base= base->next) {
object_handle_update(scene, base->object);
}
/* recalc scene animation data here (for sequencer) */
{
AnimData *adt= BKE_animdata_from_id(&scene->id);
if(adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(&scene->id, adt, ctime, 0);
}
BKE_ptcache_quick_cache_all(scene);
/* in the future this should handle updates for all datablocks, not
only objects and scenes. - brecht */
}
/* applies changes right away, does all sets too */
void scene_update_for_newframe(Scene *sce, unsigned int lay)
{
Scene *scene= sce;
/* clear animation overrides */
// XXX TODO...
/* sets first, we allow per definition current scene to have dependencies on sets */
for(sce= sce->set; sce; sce= sce->set)
scene_update_newframe(sce, lay);
scene_update_newframe(scene, lay);
}
/* return default layer, also used to patch old files */
void scene_add_render_layer(Scene *sce)
{
SceneRenderLayer *srl;
// int tot= 1 + BLI_countlist(&sce->r.layers);
srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
sprintf(srl->name, "RenderLayer");
BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), 32);
BLI_addtail(&sce->r.layers, srl);
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
srl->lay= (1<<20) -1;
srl->layflag= 0x7FFF; /* solid ztra halo edge strand */
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
}
/* render simplification */
int get_render_subsurf_level(RenderData *r, int lvl)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
return MIN2(r->simplify_subsurf, lvl);
else
return lvl;
}
int get_render_child_particle_number(RenderData *r, int num)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
return (int)(r->simplify_particles*num);
else
return num;
}
int get_render_shadow_samples(RenderData *r, int samples)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY) && samples > 0)
return MIN2(r->simplify_shadowsamples, samples);
else
return samples;
}
float get_render_aosss_error(RenderData *r, float error)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
else
return error;
}