This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/blenkernel/intern/scene.c
Bastien Montagne 13f591d400 ID Duplicate: Factorize a lot the code.
Now that we have a uniform consistent behavior in all our ID duplicate
funtions, we can easily factorize it greatly. Code gets cleaner,
smaller, and less error-prone.

Note that ultimately, this duplicate/deep copy behavior could be added
as a callback of IDTypeInfo.
We could also rethink the duplicate flags (some data, even some obdata,
like Lattice, are not coverred currently).
And so on. But at least code should now be much more easily maintainable
and extendable.
2020-06-17 17:06:05 +02:00

2593 lines
81 KiB
C

/*
* 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.
*/
/** \file
* \ingroup bke
*/
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
#include "DNA_curveprofile_types.h"
#include "DNA_defaults.h"
#include "DNA_gpencil_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_mask_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_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_text_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
#include "BKE_callbacks.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_cachefile.h"
#include "BKE_collection.h"
#include "BKE_colortools.h"
#include "BKE_curveprofile.h"
#include "BKE_duplilist.h"
#include "BKE_editmesh.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_gpencil.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_idtype.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_lib_remap.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_workspace.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "RE_engine.h"
#include "engines/eevee/eevee_lightcache.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "bmesh.h"
static void scene_init_data(ID *id)
{
Scene *scene = (Scene *)id;
const char *colorspace_name;
SceneRenderView *srv;
CurveMapping *mblur_shutter_curve;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(scene, id));
MEMCPY_STRUCT_AFTER(scene, DNA_struct_default_get(Scene), id);
BLI_strncpy(scene->r.bake.filepath, U.renderdir, sizeof(scene->r.bake.filepath));
mblur_shutter_curve = &scene->r.mblur_shutter_curve;
BKE_curvemapping_set_defaults(mblur_shutter_curve, 1, 0.0f, 0.0f, 1.0f, 1.0f);
BKE_curvemapping_initialize(mblur_shutter_curve);
BKE_curvemap_reset(mblur_shutter_curve->cm,
&mblur_shutter_curve->clipr,
CURVE_PRESET_MAX,
CURVEMAP_SLOPE_POS_NEG);
scene->toolsettings = DNA_struct_default_alloc(ToolSettings);
scene->toolsettings->autokey_mode = (uchar)U.autokey_mode;
/* grease pencil multiframe falloff curve */
scene->toolsettings->gp_sculpt.cur_falloff = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_falloff_curve = scene->toolsettings->gp_sculpt.cur_falloff;
BKE_curvemapping_initialize(gp_falloff_curve);
BKE_curvemap_reset(
gp_falloff_curve->cm, &gp_falloff_curve->clipr, CURVE_PRESET_GAUSS, CURVEMAP_SLOPE_POSITIVE);
scene->toolsettings->gp_sculpt.cur_primitive = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_primitive_curve = scene->toolsettings->gp_sculpt.cur_primitive;
BKE_curvemapping_initialize(gp_primitive_curve);
BKE_curvemap_reset(gp_primitive_curve->cm,
&gp_primitive_curve->clipr,
CURVE_PRESET_BELL,
CURVEMAP_SLOPE_POSITIVE);
scene->unit.system = USER_UNIT_METRIC;
scene->unit.scale_length = 1.0f;
scene->unit.length_unit = (uchar)bUnit_GetBaseUnitOfType(USER_UNIT_METRIC, B_UNIT_LENGTH);
scene->unit.mass_unit = (uchar)bUnit_GetBaseUnitOfType(USER_UNIT_METRIC, B_UNIT_MASS);
scene->unit.time_unit = (uchar)bUnit_GetBaseUnitOfType(USER_UNIT_METRIC, B_UNIT_TIME);
/* Anti-Aliasing threshold. */
scene->grease_pencil_settings.smaa_threshold = 1.0f;
{
ParticleEditSettings *pset;
pset = &scene->toolsettings->particle;
for (size_t i = 1; i < ARRAY_SIZE(pset->brush); i++) {
pset->brush[i] = pset->brush[0];
}
pset->brush[PE_BRUSH_CUT].strength = 1.0f;
}
BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
BLI_strncpy(scene->r.pic, U.renderdir, sizeof(scene->r.pic));
/* Note; in header_info.c the scene copy happens...,
* if you add more to renderdata it has to be checked there. */
/* multiview - stereo */
BKE_scene_add_render_view(scene, STEREO_LEFT_NAME);
srv = scene->r.views.first;
BLI_strncpy(srv->suffix, STEREO_LEFT_SUFFIX, sizeof(srv->suffix));
BKE_scene_add_render_view(scene, STEREO_RIGHT_NAME);
srv = scene->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
BKE_sound_reset_scene_runtime(scene);
/* color management */
colorspace_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DEFAULT_SEQUENCER);
BKE_color_managed_display_settings_init(&scene->display_settings);
BKE_color_managed_view_settings_init_render(
&scene->view_settings, &scene->display_settings, "Filmic");
BLI_strncpy(scene->sequencer_colorspace_settings.name,
colorspace_name,
sizeof(scene->sequencer_colorspace_settings.name));
/* Those next two sets (render and baking settings) are not currently in use,
* but are exposed to RNA API and hence must have valid data. */
BKE_color_managed_display_settings_init(&scene->r.im_format.display_settings);
BKE_color_managed_view_settings_init_render(
&scene->r.im_format.view_settings, &scene->r.im_format.display_settings, "Filmic");
BKE_color_managed_display_settings_init(&scene->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_init_render(
&scene->r.bake.im_format.view_settings, &scene->r.bake.im_format.display_settings, "Filmic");
/* Curve Profile */
scene->toolsettings->custom_bevel_profile_preset = BKE_curveprofile_add(PROF_PRESET_LINE);
for (size_t i = 0; i < ARRAY_SIZE(scene->orientation_slots); i++) {
scene->orientation_slots[i].index_custom = -1;
}
/* Master Collection */
scene->master_collection = BKE_collection_master_add();
BKE_view_layer_add(scene, "View Layer", NULL, VIEWLAYER_ADD_NEW);
}
static void scene_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
{
Scene *scene_dst = (Scene *)id_dst;
const Scene *scene_src = (const Scene *)id_src;
/* We never handle usercount here for own data. */
const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
/* We always need allocation of our private ID data. */
const int flag_private_id_data = flag & ~LIB_ID_CREATE_NO_ALLOCATE;
scene_dst->ed = NULL;
scene_dst->depsgraph_hash = NULL;
scene_dst->fps_info = NULL;
/* Master Collection */
if (scene_src->master_collection) {
BKE_id_copy_ex(bmain,
(ID *)scene_src->master_collection,
(ID **)&scene_dst->master_collection,
flag_private_id_data);
}
/* View Layers */
BLI_duplicatelist(&scene_dst->view_layers, &scene_src->view_layers);
for (ViewLayer *view_layer_src = scene_src->view_layers.first,
*view_layer_dst = scene_dst->view_layers.first;
view_layer_src;
view_layer_src = view_layer_src->next, view_layer_dst = view_layer_dst->next) {
BKE_view_layer_copy_data(scene_dst, scene_src, view_layer_dst, view_layer_src, flag_subdata);
}
BLI_duplicatelist(&(scene_dst->markers), &(scene_src->markers));
BLI_duplicatelist(&(scene_dst->transform_spaces), &(scene_src->transform_spaces));
BLI_duplicatelist(&(scene_dst->r.views), &(scene_src->r.views));
BKE_keyingsets_copy(&(scene_dst->keyingsets), &(scene_src->keyingsets));
if (scene_src->nodetree) {
BKE_id_copy_ex(
bmain, (ID *)scene_src->nodetree, (ID **)&scene_dst->nodetree, flag_private_id_data);
BKE_libblock_relink_ex(bmain,
scene_dst->nodetree,
(void *)(&scene_src->id),
&scene_dst->id,
ID_REMAP_SKIP_NEVER_NULL_USAGE);
}
if (scene_src->rigidbody_world) {
scene_dst->rigidbody_world = BKE_rigidbody_world_copy(scene_src->rigidbody_world,
flag_subdata);
}
/* copy color management settings */
BKE_color_managed_display_settings_copy(&scene_dst->display_settings,
&scene_src->display_settings);
BKE_color_managed_view_settings_copy(&scene_dst->view_settings, &scene_src->view_settings);
BKE_color_managed_colorspace_settings_copy(&scene_dst->sequencer_colorspace_settings,
&scene_src->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&scene_dst->r.im_format.display_settings,
&scene_src->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&scene_dst->r.im_format.view_settings,
&scene_src->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&scene_dst->r.bake.im_format.display_settings,
&scene_src->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&scene_dst->r.bake.im_format.view_settings,
&scene_src->r.bake.im_format.view_settings);
BKE_curvemapping_copy_data(&scene_dst->r.mblur_shutter_curve, &scene_src->r.mblur_shutter_curve);
/* tool settings */
scene_dst->toolsettings = BKE_toolsettings_copy(scene_dst->toolsettings, flag_subdata);
/* make a private copy of the avicodecdata */
if (scene_src->r.avicodecdata) {
scene_dst->r.avicodecdata = MEM_dupallocN(scene_src->r.avicodecdata);
scene_dst->r.avicodecdata->lpFormat = MEM_dupallocN(scene_dst->r.avicodecdata->lpFormat);
scene_dst->r.avicodecdata->lpParms = MEM_dupallocN(scene_dst->r.avicodecdata->lpParms);
}
if (scene_src->r.ffcodecdata.properties) {
/* intentionally check sce_dst not sce_src. */ /* XXX ??? comment outdated... */
scene_dst->r.ffcodecdata.properties = IDP_CopyProperty_ex(scene_src->r.ffcodecdata.properties,
flag_subdata);
}
if (scene_src->display.shading.prop) {
scene_dst->display.shading.prop = IDP_CopyProperty(scene_src->display.shading.prop);
}
BKE_sound_reset_scene_runtime(scene_dst);
/* Copy sequencer, this is local data! */
if (scene_src->ed) {
scene_dst->ed = MEM_callocN(sizeof(*scene_dst->ed), __func__);
scene_dst->ed->seqbasep = &scene_dst->ed->seqbase;
BKE_sequence_base_dupli_recursive(scene_src,
scene_dst,
&scene_dst->ed->seqbase,
&scene_src->ed->seqbase,
SEQ_DUPE_ALL,
flag_subdata);
}
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
BKE_previewimg_id_copy(&scene_dst->id, &scene_src->id);
}
else {
scene_dst->preview = NULL;
}
BKE_scene_copy_data_eevee(scene_dst, scene_src);
}
static void scene_free_data(ID *id)
{
Scene *scene = (Scene *)id;
const bool do_id_user = false;
BKE_sequencer_editing_free(scene, do_id_user);
BKE_keyingsets_free(&scene->keyingsets);
/* is no lib link block, but scene extension */
if (scene->nodetree) {
ntreeFreeEmbeddedTree(scene->nodetree);
MEM_freeN(scene->nodetree);
scene->nodetree = NULL;
}
if (scene->rigidbody_world) {
/* Prevent rigidbody freeing code to follow other IDs pointers, this should never be allowed
* nor necessary from here, and with new undo code, those pointers may be fully invalid or
* worse, pointing to data actually belonging to new BMain! */
scene->rigidbody_world->constraints = NULL;
scene->rigidbody_world->group = NULL;
BKE_rigidbody_free_world(scene);
}
if (scene->r.avicodecdata) {
free_avicodecdata(scene->r.avicodecdata);
MEM_freeN(scene->r.avicodecdata);
scene->r.avicodecdata = NULL;
}
if (scene->r.ffcodecdata.properties) {
IDP_FreeProperty(scene->r.ffcodecdata.properties);
scene->r.ffcodecdata.properties = NULL;
}
BLI_freelistN(&scene->markers);
BLI_freelistN(&scene->transform_spaces);
BLI_freelistN(&scene->r.views);
BKE_toolsettings_free(scene->toolsettings);
scene->toolsettings = NULL;
BKE_scene_free_depsgraph_hash(scene);
MEM_SAFE_FREE(scene->fps_info);
BKE_sound_destroy_scene(scene);
BKE_color_managed_view_settings_free(&scene->view_settings);
BKE_previewimg_free(&scene->preview);
BKE_curvemapping_free_data(&scene->r.mblur_shutter_curve);
for (ViewLayer *view_layer = scene->view_layers.first, *view_layer_next; view_layer;
view_layer = view_layer_next) {
view_layer_next = view_layer->next;
BLI_remlink(&scene->view_layers, view_layer);
BKE_view_layer_free_ex(view_layer, do_id_user);
}
/* Master Collection */
// TODO: what to do with do_id_user? it's also true when just
// closing the file which seems wrong? should decrement users
// for objects directly in the master collection? then other
// collections in the scene need to do it too?
if (scene->master_collection) {
BKE_collection_free(scene->master_collection);
MEM_freeN(scene->master_collection);
scene->master_collection = NULL;
}
if (scene->eevee.light_cache_data) {
EEVEE_lightcache_free(scene->eevee.light_cache_data);
scene->eevee.light_cache_data = NULL;
}
if (scene->display.shading.prop) {
IDP_FreeProperty(scene->display.shading.prop);
scene->display.shading.prop = NULL;
}
/* These are freed on doversion. */
BLI_assert(scene->layer_properties == NULL);
}
static void library_foreach_rigidbodyworldSceneLooper(struct RigidBodyWorld *UNUSED(rbw),
ID **id_pointer,
void *user_data,
int cb_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
BKE_lib_query_foreachid_process(data, id_pointer, cb_flag);
}
static void library_foreach_paint(LibraryForeachIDData *data, Paint *paint)
{
BKE_LIB_FOREACHID_PROCESS(data, paint->brush, IDWALK_CB_USER);
for (int i = 0; i < paint->tool_slots_len; i++) {
BKE_LIB_FOREACHID_PROCESS(data, paint->tool_slots[i].brush, IDWALK_CB_USER);
}
BKE_LIB_FOREACHID_PROCESS(data, paint->palette, IDWALK_CB_USER);
}
static void library_foreach_layer_collection(LibraryForeachIDData *data, ListBase *lb)
{
LISTBASE_FOREACH (LayerCollection *, lc, lb) {
/* XXX This is very weak. The whole idea of keeping pointers to private IDs is very bad
* anyway... */
const int cb_flag = (lc->collection != NULL &&
(lc->collection->id.flag & LIB_EMBEDDED_DATA) != 0) ?
IDWALK_CB_EMBEDDED :
IDWALK_CB_NOP;
BKE_LIB_FOREACHID_PROCESS(data, lc->collection, cb_flag);
library_foreach_layer_collection(data, &lc->layer_collections);
}
}
static void scene_foreach_id(ID *id, LibraryForeachIDData *data)
{
Scene *scene = (Scene *)id;
BKE_LIB_FOREACHID_PROCESS(data, scene->camera, IDWALK_CB_NOP);
BKE_LIB_FOREACHID_PROCESS(data, scene->world, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, scene->set, IDWALK_CB_NEVER_SELF);
BKE_LIB_FOREACHID_PROCESS(data, scene->clip, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, scene->gpd, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, scene->r.bake.cage_object, IDWALK_CB_NOP);
if (scene->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_embedded(data, (ID **)&scene->nodetree);
}
if (scene->ed) {
Sequence *seq;
SEQP_BEGIN (scene->ed, seq) {
BKE_LIB_FOREACHID_PROCESS(data, seq->scene, IDWALK_CB_NEVER_SELF);
BKE_LIB_FOREACHID_PROCESS(data, seq->scene_camera, IDWALK_CB_NOP);
BKE_LIB_FOREACHID_PROCESS(data, seq->clip, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, seq->mask, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, seq->sound, IDWALK_CB_USER);
IDP_foreach_property(
seq->prop, IDP_TYPE_FILTER_ID, BKE_lib_query_idpropertiesForeachIDLink_callback, data);
LISTBASE_FOREACH (SequenceModifierData *, smd, &seq->modifiers) {
BKE_LIB_FOREACHID_PROCESS(data, smd->mask_id, IDWALK_CB_USER);
}
if (seq->type == SEQ_TYPE_TEXT && seq->effectdata) {
TextVars *text_data = seq->effectdata;
BKE_LIB_FOREACHID_PROCESS(data, text_data->text_font, IDWALK_CB_USER);
}
}
SEQ_END;
}
/* This pointer can be NULL during old files reading, better be safe than sorry. */
if (scene->master_collection != NULL) {
BKE_library_foreach_ID_embedded(data, (ID **)&scene->master_collection);
}
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
BKE_LIB_FOREACHID_PROCESS(data, view_layer->mat_override, IDWALK_CB_USER);
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
BKE_LIB_FOREACHID_PROCESS(data, base->object, IDWALK_CB_NOP);
}
library_foreach_layer_collection(data, &view_layer->layer_collections);
LISTBASE_FOREACH (FreestyleModuleConfig *, fmc, &view_layer->freestyle_config.modules) {
if (fmc->script) {
BKE_LIB_FOREACHID_PROCESS(data, fmc->script, IDWALK_CB_NOP);
}
}
LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) {
if (fls->group) {
BKE_LIB_FOREACHID_PROCESS(data, fls->group, IDWALK_CB_USER);
}
if (fls->linestyle) {
BKE_LIB_FOREACHID_PROCESS(data, fls->linestyle, IDWALK_CB_USER);
}
}
}
LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
BKE_LIB_FOREACHID_PROCESS(data, marker->camera, IDWALK_CB_NOP);
}
ToolSettings *toolsett = scene->toolsettings;
if (toolsett) {
BKE_LIB_FOREACHID_PROCESS(data, toolsett->particle.scene, IDWALK_CB_NOP);
BKE_LIB_FOREACHID_PROCESS(data, toolsett->particle.object, IDWALK_CB_NOP);
BKE_LIB_FOREACHID_PROCESS(data, toolsett->particle.shape_object, IDWALK_CB_NOP);
library_foreach_paint(data, &toolsett->imapaint.paint);
BKE_LIB_FOREACHID_PROCESS(data, toolsett->imapaint.stencil, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, toolsett->imapaint.clone, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS(data, toolsett->imapaint.canvas, IDWALK_CB_USER);
if (toolsett->vpaint) {
library_foreach_paint(data, &toolsett->vpaint->paint);
}
if (toolsett->wpaint) {
library_foreach_paint(data, &toolsett->wpaint->paint);
}
if (toolsett->sculpt) {
library_foreach_paint(data, &toolsett->sculpt->paint);
BKE_LIB_FOREACHID_PROCESS(data, toolsett->sculpt->gravity_object, IDWALK_CB_NOP);
}
if (toolsett->uvsculpt) {
library_foreach_paint(data, &toolsett->uvsculpt->paint);
}
if (toolsett->gp_paint) {
library_foreach_paint(data, &toolsett->gp_paint->paint);
}
if (toolsett->gp_vertexpaint) {
library_foreach_paint(data, &toolsett->gp_vertexpaint->paint);
}
if (toolsett->gp_sculptpaint) {
library_foreach_paint(data, &toolsett->gp_sculptpaint->paint);
}
if (toolsett->gp_weightpaint) {
library_foreach_paint(data, &toolsett->gp_weightpaint->paint);
}
BKE_LIB_FOREACHID_PROCESS(data, toolsett->gp_sculpt.guide.reference_object, IDWALK_CB_NOP);
}
if (scene->rigidbody_world) {
BKE_rigidbody_world_id_loop(
scene->rigidbody_world, library_foreach_rigidbodyworldSceneLooper, data);
}
}
IDTypeInfo IDType_ID_SCE = {
.id_code = ID_SCE,
.id_filter = FILTER_ID_SCE,
.main_listbase_index = INDEX_ID_SCE,
.struct_size = sizeof(Scene),
.name = "Scene",
.name_plural = "scenes",
.translation_context = BLT_I18NCONTEXT_ID_SCENE,
.flags = 0,
.init_data = scene_init_data,
.copy_data = scene_copy_data,
.free_data = scene_free_data,
/* For now default `BKE_lib_id_make_local_generic()` should work, may need more work though to
* support all possible corner cases. */
.make_local = NULL,
.foreach_id = scene_foreach_id,
};
const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE";
const char *RE_engine_id_BLENDER_WORKBENCH = "BLENDER_WORKBENCH";
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;
}
}
}
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);
BKE_fcurve_free(fcu);
}
}
}
}
/* flag -- copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more). */
ToolSettings *BKE_toolsettings_copy(ToolSettings *toolsettings, const int flag)
{
if (toolsettings == NULL) {
return NULL;
}
ToolSettings *ts = MEM_dupallocN(toolsettings);
if (ts->vpaint) {
ts->vpaint = MEM_dupallocN(ts->vpaint);
BKE_paint_copy(&ts->vpaint->paint, &ts->vpaint->paint, flag);
}
if (ts->wpaint) {
ts->wpaint = MEM_dupallocN(ts->wpaint);
BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint, flag);
}
if (ts->sculpt) {
ts->sculpt = MEM_dupallocN(ts->sculpt);
BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint, flag);
}
if (ts->uvsculpt) {
ts->uvsculpt = MEM_dupallocN(ts->uvsculpt);
BKE_paint_copy(&ts->uvsculpt->paint, &ts->uvsculpt->paint, flag);
}
if (ts->gp_paint) {
ts->gp_paint = MEM_dupallocN(ts->gp_paint);
BKE_paint_copy(&ts->gp_paint->paint, &ts->gp_paint->paint, flag);
}
if (ts->gp_vertexpaint) {
ts->gp_vertexpaint = MEM_dupallocN(ts->gp_vertexpaint);
BKE_paint_copy(&ts->gp_vertexpaint->paint, &ts->gp_vertexpaint->paint, flag);
}
if (ts->gp_sculptpaint) {
ts->gp_sculptpaint = MEM_dupallocN(ts->gp_sculptpaint);
BKE_paint_copy(&ts->gp_sculptpaint->paint, &ts->gp_sculptpaint->paint, flag);
}
if (ts->gp_weightpaint) {
ts->gp_weightpaint = MEM_dupallocN(ts->gp_weightpaint);
BKE_paint_copy(&ts->gp_weightpaint->paint, &ts->gp_weightpaint->paint, flag);
}
BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint, flag);
ts->particle.paintcursor = NULL;
ts->particle.scene = NULL;
ts->particle.object = NULL;
/* duplicate Grease Pencil interpolation curve */
ts->gp_interpolate.custom_ipo = BKE_curvemapping_copy(ts->gp_interpolate.custom_ipo);
/* duplicate Grease Pencil multiframe fallof */
ts->gp_sculpt.cur_falloff = BKE_curvemapping_copy(ts->gp_sculpt.cur_falloff);
ts->gp_sculpt.cur_primitive = BKE_curvemapping_copy(ts->gp_sculpt.cur_primitive);
ts->custom_bevel_profile_preset = BKE_curveprofile_copy(ts->custom_bevel_profile_preset);
return ts;
}
void BKE_toolsettings_free(ToolSettings *toolsettings)
{
if (toolsettings == NULL) {
return;
}
if (toolsettings->vpaint) {
BKE_paint_free(&toolsettings->vpaint->paint);
MEM_freeN(toolsettings->vpaint);
}
if (toolsettings->wpaint) {
BKE_paint_free(&toolsettings->wpaint->paint);
MEM_freeN(toolsettings->wpaint);
}
if (toolsettings->sculpt) {
BKE_paint_free(&toolsettings->sculpt->paint);
MEM_freeN(toolsettings->sculpt);
}
if (toolsettings->uvsculpt) {
BKE_paint_free(&toolsettings->uvsculpt->paint);
MEM_freeN(toolsettings->uvsculpt);
}
if (toolsettings->gp_paint) {
BKE_paint_free(&toolsettings->gp_paint->paint);
MEM_freeN(toolsettings->gp_paint);
}
if (toolsettings->gp_vertexpaint) {
BKE_paint_free(&toolsettings->gp_vertexpaint->paint);
MEM_freeN(toolsettings->gp_vertexpaint);
}
if (toolsettings->gp_sculptpaint) {
BKE_paint_free(&toolsettings->gp_sculptpaint->paint);
MEM_freeN(toolsettings->gp_sculptpaint);
}
if (toolsettings->gp_weightpaint) {
BKE_paint_free(&toolsettings->gp_weightpaint->paint);
MEM_freeN(toolsettings->gp_weightpaint);
}
BKE_paint_free(&toolsettings->imapaint.paint);
/* free Grease Pencil interpolation curve */
if (toolsettings->gp_interpolate.custom_ipo) {
BKE_curvemapping_free(toolsettings->gp_interpolate.custom_ipo);
}
/* free Grease Pencil multiframe falloff curve */
if (toolsettings->gp_sculpt.cur_falloff) {
BKE_curvemapping_free(toolsettings->gp_sculpt.cur_falloff);
}
if (toolsettings->gp_sculpt.cur_primitive) {
BKE_curvemapping_free(toolsettings->gp_sculpt.cur_primitive);
}
if (toolsettings->custom_bevel_profile_preset) {
BKE_curveprofile_free(toolsettings->custom_bevel_profile_preset);
}
MEM_freeN(toolsettings);
}
void BKE_scene_copy_data_eevee(Scene *sce_dst, const Scene *sce_src)
{
/* Copy eevee data between scenes. */
sce_dst->eevee = sce_src->eevee;
sce_dst->eevee.light_cache_data = NULL;
sce_dst->eevee.light_cache_info[0] = '\0';
/* TODO Copy the cache. */
}
Scene *BKE_scene_duplicate(Main *bmain, Scene *sce, eSceneCopyMethod type)
{
const bool is_scene_liboverride = ID_IS_OVERRIDE_LIBRARY(sce);
Scene *sce_copy;
/* TODO this should/could most likely be replaced by call to more generic code at some point...
* But for now, let's keep it well isolated here. */
if (type == SCE_COPY_EMPTY) {
ListBase rv;
sce_copy = BKE_scene_add(bmain, sce->id.name + 2);
rv = sce_copy->r.views;
BKE_curvemapping_free_data(&sce_copy->r.mblur_shutter_curve);
sce_copy->r = sce->r;
sce_copy->r.views = rv;
sce_copy->unit = sce->unit;
sce_copy->physics_settings = sce->physics_settings;
sce_copy->audio = sce->audio;
BKE_scene_copy_data_eevee(sce_copy, sce);
if (sce->id.properties) {
sce_copy->id.properties = IDP_CopyProperty(sce->id.properties);
}
MEM_freeN(sce_copy->toolsettings);
BKE_sound_destroy_scene(sce_copy);
/* copy color management settings */
BKE_color_managed_display_settings_copy(&sce_copy->display_settings, &sce->display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->view_settings, &sce->view_settings);
BKE_color_managed_colorspace_settings_copy(&sce_copy->sequencer_colorspace_settings,
&sce->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&sce_copy->r.im_format.display_settings,
&sce->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->r.im_format.view_settings,
&sce->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&sce_copy->r.bake.im_format.display_settings,
&sce->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->r.bake.im_format.view_settings,
&sce->r.bake.im_format.view_settings);
BKE_curvemapping_copy_data(&sce_copy->r.mblur_shutter_curve, &sce->r.mblur_shutter_curve);
/* viewport display settings */
sce_copy->display = sce->display;
/* tool settings */
sce_copy->toolsettings = BKE_toolsettings_copy(sce->toolsettings, 0);
/* make a private copy of the avicodecdata */
if (sce->r.avicodecdata) {
sce_copy->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
sce_copy->r.avicodecdata->lpFormat = MEM_dupallocN(sce_copy->r.avicodecdata->lpFormat);
sce_copy->r.avicodecdata->lpParms = MEM_dupallocN(sce_copy->r.avicodecdata->lpParms);
}
if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
sce_copy->r.ffcodecdata.properties = IDP_CopyProperty(sce->r.ffcodecdata.properties);
}
BKE_sound_reset_scene_runtime(sce_copy);
/* grease pencil */
sce_copy->gpd = NULL;
sce_copy->preview = NULL;
return sce_copy;
}
else {
const eDupli_ID_Flags duplicate_flags = U.dupflag | USER_DUP_OBJECT;
BKE_id_copy(bmain, (ID *)sce, (ID **)&sce_copy);
id_us_min(&sce_copy->id);
id_us_ensure_real(&sce_copy->id);
if (duplicate_flags & USER_DUP_ACT) {
BKE_animdata_copy_id_action(bmain, &sce_copy->id, true);
}
/* Extra actions, most notably SCE_FULL_COPY also duplicates several 'children' datablocks. */
if (type == SCE_COPY_FULL) {
/* Scene duplication is always root of duplication currently. */
const bool is_subprocess = false;
if (!is_subprocess) {
BKE_main_id_tag_all(bmain, LIB_TAG_NEW, false);
BKE_main_id_clear_newpoins(bmain);
}
/* Copy Freestyle LineStyle datablocks. */
LISTBASE_FOREACH (ViewLayer *, view_layer_dst, &sce_copy->view_layers) {
LISTBASE_FOREACH (
FreestyleLineSet *, lineset, &view_layer_dst->freestyle_config.linesets) {
BKE_id_copy_for_duplicate(
bmain, &lineset->linestyle->id, is_scene_liboverride, duplicate_flags);
}
}
/* Full copy of world (included animations) */
BKE_id_copy_for_duplicate(bmain, &sce->world->id, is_scene_liboverride, duplicate_flags);
/* Full copy of GreasePencil. */
BKE_id_copy_for_duplicate(bmain, &sce->gpd->id, is_scene_liboverride, duplicate_flags);
/* Deep-duplicate collections and objects (using preferences' settings for which sub-data to
* duplicate along the object itself). */
BKE_collection_duplicate(bmain,
NULL,
sce_copy->master_collection,
duplicate_flags,
LIB_ID_DUPLICATE_IS_SUBPROCESS);
if (!is_subprocess) {
/* This code will follow into all ID links using an ID tagged with LIB_TAG_NEW.*/
BKE_libblock_relink_to_newid(&sce_copy->id);
#ifndef NDEBUG
/* Call to `BKE_libblock_relink_to_newid` above is supposed to have cleared all those
* flags. */
ID *id_iter;
FOREACH_MAIN_ID_BEGIN (bmain, id_iter) {
BLI_assert((id_iter->tag & LIB_TAG_NEW) == 0);
}
FOREACH_MAIN_ID_END;
#endif
/* Cleanup. */
BKE_main_id_tag_all(bmain, LIB_TAG_NEW, false);
BKE_main_id_clear_newpoins(bmain);
BKE_main_collection_sync(bmain);
}
}
else {
/* Remove sequencer if not full copy */
/* XXX Why in Hell? :/ */
remove_sequencer_fcurves(sce_copy);
BKE_sequencer_editing_free(sce_copy, true);
}
return sce_copy;
}
}
void BKE_scene_groups_relink(Scene *sce)
{
if (sce->rigidbody_world) {
BKE_rigidbody_world_groups_relink(sce->rigidbody_world);
}
}
Scene *BKE_scene_add(Main *bmain, const char *name)
{
Scene *sce;
sce = BKE_libblock_alloc(bmain, ID_SCE, name, 0);
id_us_min(&sce->id);
id_us_ensure_real(&sce->id);
scene_init_data(&sce->id);
return sce;
}
/**
* Check if there is any instance of the object in the scene
*/
bool BKE_scene_object_find(Scene *scene, Object *ob)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (BLI_findptr(&view_layer->object_bases, ob, offsetof(Base, object))) {
return true;
}
}
return false;
}
Object *BKE_scene_object_find_by_name(const Scene *scene, const char *name)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
if (STREQ(base->object->id.name + 2, name)) {
return base->object;
}
}
}
return NULL;
}
/**
* 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 #WM_window_set_active_scene is used when changing scenes by the user.
*/
void BKE_scene_set_background(Main *bmain, Scene *scene)
{
Object *ob;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
BKE_scene_validate_setscene(bmain, scene);
/* deselect objects (for dataselect) */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ob->flag &= ~SELECT;
}
/* copy layers and flags from bases to objects */
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
ob = base->object;
/* collection patch... */
BKE_scene_object_base_flag_sync_from_base(base);
}
}
/* 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(bmain, ID_SCE, name);
if (sce) {
BKE_scene_set_background(bmain, sce);
printf("Scene switch for render: '%s' in file: '%s'\n", name, BKE_main_blendfile_path(bmain));
return sce;
}
printf("Can't find scene: '%s' in file: '%s'\n", name, BKE_main_blendfile_path(bmain));
return NULL;
}
/* Used by metaballs, return *all* objects (including duplis)
* existing in the scene (including scene's sets). */
int BKE_scene_base_iter_next(
Depsgraph *depsgraph, 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) {
ViewLayer *view_layer = (depsgraph) ? DEG_get_evaluated_view_layer(depsgraph) :
BKE_view_layer_context_active_PLACEHOLDER(*scene);
*base = view_layer->object_bases.first;
if (*base) {
*ob = (*base)->object;
iter->phase = F_SCENE;
}
else {
/* exception: empty scene layer */
while ((*scene)->set) {
(*scene) = (*scene)->set;
ViewLayer *view_layer_set = BKE_view_layer_default_render((*scene));
if (view_layer_set->object_bases.first) {
*base = view_layer_set->object_bases.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;
ViewLayer *view_layer_set = BKE_view_layer_default_render((*scene));
if (view_layer_set->object_bases.first) {
*base = view_layer_set->object_bases.first;
*ob = (*base)->object;
break;
}
}
}
}
}
}
if (*base == NULL) {
iter->phase = F_START;
}
else {
if (iter->phase != F_DUPLI) {
if (depsgraph && (*base)->object->transflag & OB_DUPLI) {
/* collections cannot be duplicated for metaballs yet,
* this enters eternal loop because of
* makeDispListMBall getting called inside of collection_duplilist */
if ((*base)->object->instance_collection == NULL) {
iter->duplilist = object_duplilist(depsgraph, (*scene), (*base)->object);
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_legacy |= 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_legacy &= ~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;
}
}
}
}
return iter->phase;
}
Scene *BKE_scene_find_from_collection(const Main *bmain, const Collection *collection)
{
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
LISTBASE_FOREACH (ViewLayer *, layer, &scene->view_layers) {
if (BKE_view_layer_has_collection(layer, collection)) {
return scene;
}
}
}
return NULL;
}
#ifdef DURIAN_CAMERA_SWITCH
Object *BKE_scene_camera_switch_find(Scene *scene)
{
if (scene->r.mode & R_NO_CAMERA_SWITCH) {
return NULL;
}
const int cfra = ((scene->r.images == scene->r.framapto) ?
scene->r.cfra :
(int)(scene->r.cfra *
((float)scene->r.framapto / (float)scene->r.images)));
int frame = -(MAXFRAME + 1);
int min_frame = MAXFRAME + 1;
Object *camera = NULL;
Object *first_camera = NULL;
LISTBASE_FOREACH (TimeMarker *, m, &scene->markers) {
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
bool BKE_scene_camera_switch_update(Scene *scene)
{
#ifdef DURIAN_CAMERA_SWITCH
Object *camera = BKE_scene_camera_switch_find(scene);
if (camera && (camera != scene->camera)) {
scene->camera = camera;
DEG_id_tag_update(&scene->id, ID_RECALC_COPY_ON_WRITE);
return true;
}
#else
(void)scene;
#endif
return false;
}
const char *BKE_scene_find_marker_name(const Scene *scene, int frame)
{
const ListBase *markers = &scene->markers;
const 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 :/ */
const char *BKE_scene_find_last_marker_name(const Scene *scene, int frame)
{
const 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;
}
int BKE_scene_frame_snap_by_seconds(Scene *scene, double interval_in_seconds, int cfra)
{
const int fps = round_db_to_int(FPS * interval_in_seconds);
const int second_prev = cfra - mod_i(cfra, fps);
const int second_next = second_prev + fps;
const int delta_prev = cfra - second_prev;
const int delta_next = second_next - cfra;
return (delta_prev < delta_next) ? second_prev : second_next;
}
void BKE_scene_remove_rigidbody_object(struct Main *bmain,
Scene *scene,
Object *ob,
const bool free_us)
{
/* remove rigid body constraint from world before removing object */
if (ob->rigidbody_constraint) {
BKE_rigidbody_remove_constraint(bmain, scene, ob, free_us);
}
/* remove rigid body object from world before removing object */
if (ob->rigidbody_object) {
BKE_rigidbody_remove_object(bmain, scene, ob, free_us);
}
}
/* 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->scenes);
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, needed for motion blur & physics.
*/
float BKE_scene_frame_get(const Scene *scene)
{
return BKE_scene_frame_to_ctime(scene, scene->r.cfra);
}
/* This function is used to obtain arbitrary fractional frames */
float BKE_scene_frame_to_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;
}
/* -------------------------------------------------------------------- */
/** \name Scene Orientation Slots
* \{ */
TransformOrientationSlot *BKE_scene_orientation_slot_get(Scene *scene, int slot_index)
{
if ((scene->orientation_slots[slot_index].flag & SELECT) == 0) {
slot_index = SCE_ORIENT_DEFAULT;
}
return &scene->orientation_slots[slot_index];
}
TransformOrientationSlot *BKE_scene_orientation_slot_get_from_flag(Scene *scene, int flag)
{
BLI_assert(flag && !(flag & ~(V3D_GIZMO_SHOW_OBJECT_TRANSLATE | V3D_GIZMO_SHOW_OBJECT_ROTATE |
V3D_GIZMO_SHOW_OBJECT_SCALE)));
int slot_index = SCE_ORIENT_DEFAULT;
if (flag & V3D_GIZMO_SHOW_OBJECT_TRANSLATE) {
slot_index = SCE_ORIENT_TRANSLATE;
}
else if (flag & V3D_GIZMO_SHOW_OBJECT_ROTATE) {
slot_index = SCE_ORIENT_ROTATE;
}
else if (flag & V3D_GIZMO_SHOW_OBJECT_SCALE) {
slot_index = SCE_ORIENT_SCALE;
}
return BKE_scene_orientation_slot_get(scene, slot_index);
}
/**
* Activate a transform orientation in a 3D view based on an enum value.
*
* \param orientation: If this is #V3D_ORIENT_CUSTOM or greater, the custom transform orientation
* with index \a orientation - #V3D_ORIENT_CUSTOM gets activated.
*/
void BKE_scene_orientation_slot_set_index(TransformOrientationSlot *orient_slot, int orientation)
{
const bool is_custom = orientation >= V3D_ORIENT_CUSTOM;
orient_slot->type = is_custom ? V3D_ORIENT_CUSTOM : orientation;
orient_slot->index_custom = is_custom ? (orientation - V3D_ORIENT_CUSTOM) : -1;
}
int BKE_scene_orientation_slot_get_index(const TransformOrientationSlot *orient_slot)
{
return (orient_slot->type == V3D_ORIENT_CUSTOM) ?
(orient_slot->type + orient_slot->index_custom) :
orient_slot->type;
}
/** \} */
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) {
const bScreen *screen = BKE_workspace_active_screen_get(window->workspace_hook);
Scene *scene = window->scene;
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (type->draw_engine || !type->render) {
continue;
}
for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) {
View3D *v3d = area->spacedata.first;
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
if (v3d->shading.type == OB_RENDER) {
return true;
}
}
}
return false;
}
/* TODO(campbell): shouldn't we be able to use 'DEG_get_view_layer' here?
* Currently this is NULL on load, so don't. */
static void prepare_mesh_for_viewport_render(Main *bmain, const ViewLayer *view_layer)
{
/* 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 = OBEDIT_FROM_VIEW_LAYER(view_layer);
if (obedit) {
Mesh *mesh = obedit->data;
if ((obedit->type == OB_MESH) &&
((obedit->id.recalc & ID_RECALC_ALL) || (mesh->id.recalc & ID_RECALC_ALL))) {
if (check_rendered_viewport_visible(bmain)) {
BMesh *bm = mesh->edit_mesh->bm;
BM_mesh_bm_to_me(bmain,
bm,
mesh,
(&(struct BMeshToMeshParams){
.calc_object_remap = true,
.update_shapekey_indices = true,
}));
DEG_id_tag_update(&mesh->id, 0);
}
}
}
}
void BKE_scene_update_sound(Depsgraph *depsgraph, Main *bmain)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
const int recalc = scene->id.recalc;
BKE_sound_ensure_scene(scene);
if (recalc & ID_RECALC_AUDIO_SEEK) {
BKE_sound_seek_scene(bmain, scene);
}
if (recalc & ID_RECALC_AUDIO_FPS) {
BKE_sound_update_fps(bmain, scene);
}
if (recalc & ID_RECALC_AUDIO_VOLUME) {
BKE_sound_set_scene_volume(scene, scene->audio.volume);
}
if (recalc & ID_RECALC_AUDIO_MUTE) {
const bool is_mute = (scene->audio.flag & AUDIO_MUTE);
BKE_sound_mute_scene(scene, is_mute);
}
if (recalc & ID_RECALC_AUDIO_LISTENER) {
BKE_sound_update_scene_listener(scene);
}
BKE_sound_update_scene(depsgraph, scene);
}
void BKE_scene_update_tag_audio_volume(Depsgraph *UNUSED(depsgraph), Scene *scene)
{
BLI_assert(DEG_is_evaluated_id(&scene->id));
/* The volume is actually updated in BKE_scene_update_sound(), from either
* scene_graph_update_tagged() or from BKE_scene_graph_update_for_newframe(). */
scene->id.recalc |= ID_RECALC_AUDIO_VOLUME;
}
/* TODO(sergey): This actually should become view_layer_graph or so.
* Same applies to update_for_newframe.
*
* If only_if_tagged is truth then the function will do nothing if the dependency graph is up
* to date already.
*/
static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool only_if_tagged)
{
if (only_if_tagged && DEG_is_fully_evaluated(depsgraph)) {
return;
}
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
bool run_callbacks = DEG_id_type_any_updated(depsgraph);
if (run_callbacks) {
BKE_callback_exec_id(bmain, &scene->id, BKE_CB_EVT_DEPSGRAPH_UPDATE_PRE);
}
for (int pass = 0; pass < 2; pass++) {
/* (Re-)build dependency graph if needed. */
DEG_graph_relations_update(depsgraph, bmain, scene, view_layer);
/* Uncomment this to check if graph was properly tagged for update. */
// DEG_debug_graph_relations_validate(depsgraph, bmain, scene);
/* Flush editing data if needed. */
prepare_mesh_for_viewport_render(bmain, view_layer);
/* Update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed.
*/
DEG_evaluate_on_refresh(bmain, depsgraph);
/* Update sound system. */
BKE_scene_update_sound(depsgraph, bmain);
/* Notify python about depsgraph update. */
if (run_callbacks) {
BKE_callback_exec_id_depsgraph(
bmain, &scene->id, depsgraph, BKE_CB_EVT_DEPSGRAPH_UPDATE_POST);
/* It is possible that the custom callback modified scene and removed some IDs from the main
* database. In this case DEG_ids_clear_recalc() will crash because it iterates over all IDs
* which depsgraph was built for.
*
* The solution is to update relations prior to this call, avoiding access to freed IDs.
* Should be safe because relations update is supposed to preserve flags of all IDs which are
* still a part of the dependency graph. If an ID is kicked out of the dependency graph it
* should also be fine because when/if it's added to another dependency graph it will need to
* be tagged for an update anyway.
*
* If there are no relations changed by the callback this call will do nothing. */
DEG_graph_relations_update(depsgraph, bmain, scene, view_layer);
}
/* Inform editors about possible changes. */
DEG_ids_check_recalc(bmain, depsgraph, scene, view_layer, false);
/* Clear recalc flags. */
DEG_ids_clear_recalc(bmain, depsgraph);
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
* scene to a fully evaluated state with user modifications taken into account. */
if (DEG_is_fully_evaluated(depsgraph)) {
break;
}
run_callbacks = false;
}
}
void BKE_scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain)
{
scene_graph_update_tagged(depsgraph, bmain, false);
}
void BKE_scene_graph_evaluated_ensure(Depsgraph *depsgraph, Main *bmain)
{
scene_graph_update_tagged(depsgraph, bmain, true);
}
/* applies changes right away, does all sets too */
void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph, Main *bmain)
{
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
/* Keep this first. */
BKE_callback_exec_id(bmain, &scene->id, BKE_CB_EVT_FRAME_CHANGE_PRE);
for (int pass = 0; pass < 2; pass++) {
/* 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_editors_update_frame(bmain, scene->r.cfra);
BKE_sound_set_cfra(scene->r.cfra);
DEG_graph_relations_update(depsgraph, bmain, scene, view_layer);
/* Update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed.
*
* NOTE: Only update for new frame on first iteration. Second iteration is for ensuring user
* edits from callback are properly taken into account. Doing a time update on those would
* loose any possible unkeyed changes made by the handler. */
if (pass == 0) {
const float ctime = BKE_scene_frame_get(scene);
DEG_evaluate_on_framechange(bmain, depsgraph, ctime);
}
else {
DEG_evaluate_on_refresh(bmain, depsgraph);
}
/* Update sound system animation. */
BKE_scene_update_sound(depsgraph, bmain);
/* Notify editors and python about recalc. */
if (pass == 0) {
BKE_callback_exec_id_depsgraph(bmain, &scene->id, depsgraph, BKE_CB_EVT_FRAME_CHANGE_POST);
/* NOTE: Similar to this case in scene_graph_update_tagged(). Need to ensure that
* DEG_ids_clear_recalc() doesn't access freed memory of possibly removed ID. */
DEG_graph_relations_update(depsgraph, bmain, scene, view_layer);
}
/* Inform editors about possible changes. */
DEG_ids_check_recalc(bmain, depsgraph, scene, view_layer, true);
/* clear recalc flags */
DEG_ids_clear_recalc(bmain, depsgraph);
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
* scene to a fully evaluated state with user modifications taken into account. */
if (DEG_is_fully_evaluated(depsgraph)) {
break;
}
}
}
/**
* Ensures given scene/view_layer pair has a valid, up-to-date depsgraph.
*
* \warning Sets matching depsgraph as active,
* so should only be called from the active editing context (usually, from operators).
*/
void BKE_scene_view_layer_graph_evaluated_ensure(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
Depsgraph *depsgraph = BKE_scene_get_depsgraph(bmain, scene, view_layer, true);
DEG_make_active(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bmain);
}
/* 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;
}
}
/**
* Helper function for the SETLOOPER and SETLOOPER_VIEW_LAYER macros
*
* It iterates over the bases of the active layer and then the bases
* of the active layer of the background (set) scenes recursively.
*/
Base *_setlooper_base_step(Scene **sce_iter, ViewLayer *view_layer, Base *base)
{
if (base && base->next) {
/* Common case, step to the next. */
return base->next;
}
else if ((base == NULL) && (view_layer != NULL)) {
/* First time looping, return the scenes first base. */
/* For the first loop we should get the layer from workspace when available. */
if (view_layer->object_bases.first) {
return (Base *)view_layer->object_bases.first;
}
/* No base on this scene layer. */
goto next_set;
}
else {
next_set:
/* Reached the end, get the next base in the set. */
while ((*sce_iter = (*sce_iter)->set)) {
ViewLayer *view_layer_set = BKE_view_layer_default_render((*sce_iter));
base = (Base *)view_layer_set->object_bases.first;
if (base) {
return base;
}
}
}
return NULL;
}
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_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_eevee(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_EEVEE);
}
bool BKE_scene_uses_blender_workbench(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_WORKBENCH);
}
bool BKE_scene_uses_cycles(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_CYCLES);
}
void BKE_scene_base_flag_to_objects(ViewLayer *view_layer)
{
Base *base = view_layer->object_bases.first;
while (base) {
BKE_scene_object_base_flag_sync_from_base(base);
base = base->next;
}
}
/**
* Synchronize object base flags
*
* This is usually handled by the depsgraph.
* However, in rare occasions we need to use the latest object flags
* before depsgraph is fully updated.
*
* It should (ideally) only run for copy-on-written objects since this is
* runtime data generated per-viewlayer.
*/
void BKE_scene_object_base_flag_sync_from_base(Base *base)
{
Object *ob = base->object;
ob->base_flag = base->flag;
}
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);
}
int BKE_render_preview_pixel_size(const RenderData *r)
{
if (r->preview_pixel_size == 0) {
return (U.pixelsize > 1.5f) ? 2 : 1;
}
return r->preview_pixel_size;
}
/**
* 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:
case B_UNIT_VELOCITY:
case B_UNIT_ACCELERATION:
return value * (double)unit->scale_length;
case B_UNIT_AREA:
case B_UNIT_POWER:
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 *r_prefix,
const char **r_ext)
{
SceneRenderView *srv;
size_t index_act;
const char *suf_act;
const char delims[] = {'.', '\0'};
r_prefix[0] = '\0';
/* begin of extension */
index_act = BLI_str_rpartition(name, delims, r_ext, &suf_act);
if (*r_ext == 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)) {
const size_t len = strlen(srv->suffix);
const size_t ext_len = strlen(*r_ext);
if (ext_len >= len && STREQLEN(*r_ext - len, srv->suffix, len)) {
BLI_strncpy(r_prefix, name, strlen(name) - ext_len - 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);
}
}
/* Manipulation of depsgraph storage. */
/* This is a key which identifies depsgraph. */
typedef struct DepsgraphKey {
ViewLayer *view_layer;
/* TODO(sergey): Need to include window somehow (same layer might be in a
* different states in different windows).
*/
} DepsgraphKey;
static unsigned int depsgraph_key_hash(const void *key_v)
{
const DepsgraphKey *key = key_v;
unsigned int hash = BLI_ghashutil_ptrhash(key->view_layer);
/* TODO(sergey): Include hash from other fields in the key. */
return hash;
}
static bool depsgraph_key_compare(const void *key_a_v, const void *key_b_v)
{
const DepsgraphKey *key_a = key_a_v;
const DepsgraphKey *key_b = key_b_v;
/* TODO(sergey): Compare rest of */
return !(key_a->view_layer == key_b->view_layer);
}
static void depsgraph_key_free(void *key_v)
{
DepsgraphKey *key = key_v;
MEM_freeN(key);
}
static void depsgraph_key_value_free(void *value)
{
Depsgraph *depsgraph = value;
DEG_graph_free(depsgraph);
}
void BKE_scene_allocate_depsgraph_hash(Scene *scene)
{
scene->depsgraph_hash = BLI_ghash_new(
depsgraph_key_hash, depsgraph_key_compare, "Scene Depsgraph Hash");
}
void BKE_scene_ensure_depsgraph_hash(Scene *scene)
{
if (scene->depsgraph_hash == NULL) {
BKE_scene_allocate_depsgraph_hash(scene);
}
}
void BKE_scene_free_depsgraph_hash(Scene *scene)
{
if (scene->depsgraph_hash == NULL) {
return;
}
BLI_ghash_free(scene->depsgraph_hash, depsgraph_key_free, depsgraph_key_value_free);
scene->depsgraph_hash = NULL;
}
void BKE_scene_free_view_layer_depsgraph(Scene *scene, ViewLayer *view_layer)
{
if (scene->depsgraph_hash != NULL) {
DepsgraphKey key = {view_layer};
BLI_ghash_remove(scene->depsgraph_hash, &key, depsgraph_key_free, depsgraph_key_value_free);
}
}
/* Query depsgraph for a specific contexts. */
static Depsgraph **scene_get_depsgraph_p(Main *bmain,
Scene *scene,
ViewLayer *view_layer,
const bool allocate_ghash_entry,
const bool allocate_depsgraph)
{
BLI_assert(scene != NULL);
BLI_assert(view_layer != NULL);
/* Make sure hash itself exists. */
if (allocate_ghash_entry) {
BKE_scene_ensure_depsgraph_hash(scene);
}
if (scene->depsgraph_hash == NULL) {
return NULL;
}
/* Either ensure item is in the hash or simply return NULL if it's not,
* depending on whether caller wants us to create depsgraph or not.
*/
DepsgraphKey key;
key.view_layer = view_layer;
Depsgraph **depsgraph_ptr;
if (allocate_ghash_entry) {
DepsgraphKey **key_ptr;
if (!BLI_ghash_ensure_p_ex(
scene->depsgraph_hash, &key, (void ***)&key_ptr, (void ***)&depsgraph_ptr)) {
*key_ptr = MEM_mallocN(sizeof(DepsgraphKey), __func__);
**key_ptr = key;
if (allocate_depsgraph) {
*depsgraph_ptr = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_VIEWPORT);
/* TODO(sergey): Would be cool to avoid string format print,
* but is a bit tricky because we can't know in advance whether
* we will ever enable debug messages for this depsgraph.
*/
char name[1024];
BLI_snprintf(name, sizeof(name), "%s :: %s", scene->id.name, view_layer->name);
DEG_debug_name_set(*depsgraph_ptr, name);
}
else {
*depsgraph_ptr = NULL;
}
}
}
else {
depsgraph_ptr = (Depsgraph **)BLI_ghash_lookup_p(scene->depsgraph_hash, &key);
}
return depsgraph_ptr;
}
Depsgraph *BKE_scene_get_depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer, bool allocate)
{
Depsgraph **depsgraph_ptr = scene_get_depsgraph_p(bmain, scene, view_layer, allocate, allocate);
return (depsgraph_ptr != NULL) ? *depsgraph_ptr : NULL;
}
static char *scene_undo_depsgraph_gen_key(Scene *scene, ViewLayer *view_layer, char *key_full)
{
if (key_full == NULL) {
key_full = MEM_callocN(MAX_ID_NAME + FILE_MAX + MAX_NAME, __func__);
}
size_t key_full_offset = BLI_strncpy_rlen(key_full, scene->id.name, MAX_ID_NAME);
if (scene->id.lib != NULL) {
key_full_offset += BLI_strncpy_rlen(key_full + key_full_offset, scene->id.lib->name, FILE_MAX);
}
key_full_offset += BLI_strncpy_rlen(key_full + key_full_offset, view_layer->name, MAX_NAME);
BLI_assert(key_full_offset < MAX_ID_NAME + FILE_MAX + MAX_NAME);
return key_full;
}
GHash *BKE_scene_undo_depsgraphs_extract(Main *bmain)
{
GHash *depsgraph_extract = BLI_ghash_new(
BLI_ghashutil_strhash_p, BLI_ghashutil_strcmp, __func__);
for (Scene *scene = bmain->scenes.first; scene != NULL; scene = scene->id.next) {
if (scene->depsgraph_hash == NULL) {
/* In some cases, e.g. when undo has to perform multiple steps at once, no depsgraph will be
* built so this pointer may be NULL. */
continue;
}
for (ViewLayer *view_layer = scene->view_layers.first; view_layer != NULL;
view_layer = view_layer->next) {
DepsgraphKey key;
key.view_layer = view_layer;
Depsgraph **depsgraph = (Depsgraph **)BLI_ghash_lookup_p(scene->depsgraph_hash, &key);
if (depsgraph != NULL && *depsgraph != NULL) {
char *key_full = scene_undo_depsgraph_gen_key(scene, view_layer, NULL);
/* We steal the depsgraph from the scene. */
BLI_ghash_insert(depsgraph_extract, key_full, *depsgraph);
*depsgraph = NULL;
}
}
}
return depsgraph_extract;
}
void BKE_scene_undo_depsgraphs_restore(Main *bmain, GHash *depsgraph_extract)
{
for (Scene *scene = bmain->scenes.first; scene != NULL; scene = scene->id.next) {
for (ViewLayer *view_layer = scene->view_layers.first; view_layer != NULL;
view_layer = view_layer->next) {
char key_full[MAX_ID_NAME + FILE_MAX + MAX_NAME] = {0};
scene_undo_depsgraph_gen_key(scene, view_layer, key_full);
Depsgraph **depsgraph_extract_ptr = (Depsgraph **)BLI_ghash_lookup_p(depsgraph_extract,
key_full);
if (depsgraph_extract_ptr == NULL) {
continue;
}
BLI_assert(*depsgraph_extract_ptr != NULL);
Depsgraph **depsgraph_scene_ptr = scene_get_depsgraph_p(
bmain, scene, view_layer, true, false);
BLI_assert(depsgraph_scene_ptr != NULL);
BLI_assert(*depsgraph_scene_ptr == NULL);
/* We steal the depsgraph back from our 'extract' storage to the scene. */
Depsgraph *depsgraph = *depsgraph_extract_ptr;
DEG_graph_replace_owners(depsgraph, bmain, scene, view_layer);
DEG_graph_tag_relations_update(depsgraph);
*depsgraph_scene_ptr = depsgraph;
*depsgraph_extract_ptr = NULL;
}
}
BLI_ghash_free(depsgraph_extract, MEM_freeN, depsgraph_key_value_free);
}
/* -------------------------------------------------------------------- */
/** \name Scene Orientation
* \{ */
void BKE_scene_transform_orientation_remove(Scene *scene, TransformOrientation *orientation)
{
const int orientation_index = BKE_scene_transform_orientation_get_index(scene, orientation);
for (int i = 0; i < ARRAY_SIZE(scene->orientation_slots); i++) {
TransformOrientationSlot *orient_slot = &scene->orientation_slots[i];
if (orient_slot->index_custom == orientation_index) {
/* could also use orientation_index-- */
orient_slot->type = V3D_ORIENT_GLOBAL;
orient_slot->index_custom = -1;
}
}
BLI_freelinkN(&scene->transform_spaces, orientation);
}
TransformOrientation *BKE_scene_transform_orientation_find(const Scene *scene, const int index)
{
return BLI_findlink(&scene->transform_spaces, index);
}
/**
* \return the index that \a orientation has within \a scene's transform-orientation list
* or -1 if not found.
*/
int BKE_scene_transform_orientation_get_index(const Scene *scene,
const TransformOrientation *orientation)
{
return BLI_findindex(&scene->transform_spaces, orientation);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Scene Cursor Rotation
*
* Matches #BKE_object_rot_to_mat3 and #BKE_object_mat3_to_rot.
* \{ */
void BKE_scene_cursor_rot_to_mat3(const View3DCursor *cursor, float mat[3][3])
{
if (cursor->rotation_mode > 0) {
eulO_to_mat3(mat, cursor->rotation_euler, cursor->rotation_mode);
}
else if (cursor->rotation_mode == ROT_MODE_AXISANGLE) {
axis_angle_to_mat3(mat, cursor->rotation_axis, cursor->rotation_angle);
}
else {
float tquat[4];
normalize_qt_qt(tquat, cursor->rotation_quaternion);
quat_to_mat3(mat, tquat);
}
}
void BKE_scene_cursor_rot_to_quat(const View3DCursor *cursor, float quat[4])
{
if (cursor->rotation_mode > 0) {
eulO_to_quat(quat, cursor->rotation_euler, cursor->rotation_mode);
}
else if (cursor->rotation_mode == ROT_MODE_AXISANGLE) {
axis_angle_to_quat(quat, cursor->rotation_axis, cursor->rotation_angle);
}
else {
normalize_qt_qt(quat, cursor->rotation_quaternion);
}
}
void BKE_scene_cursor_mat3_to_rot(View3DCursor *cursor, const float mat[3][3], bool use_compat)
{
BLI_ASSERT_UNIT_M3(mat);
switch (cursor->rotation_mode) {
case ROT_MODE_QUAT: {
float quat[4];
mat3_normalized_to_quat(quat, mat);
if (use_compat) {
float quat_orig[4];
copy_v4_v4(quat_orig, cursor->rotation_quaternion);
quat_to_compatible_quat(cursor->rotation_quaternion, quat, quat_orig);
}
else {
copy_v4_v4(cursor->rotation_quaternion, quat);
}
break;
}
case ROT_MODE_AXISANGLE: {
mat3_to_axis_angle(cursor->rotation_axis, &cursor->rotation_angle, mat);
break;
}
default: {
if (use_compat) {
mat3_to_compatible_eulO(
cursor->rotation_euler, cursor->rotation_euler, cursor->rotation_mode, mat);
}
else {
mat3_to_eulO(cursor->rotation_euler, cursor->rotation_mode, mat);
}
break;
}
}
}
void BKE_scene_cursor_quat_to_rot(View3DCursor *cursor, const float quat[4], bool use_compat)
{
BLI_ASSERT_UNIT_QUAT(quat);
switch (cursor->rotation_mode) {
case ROT_MODE_QUAT: {
if (use_compat) {
float quat_orig[4];
copy_v4_v4(quat_orig, cursor->rotation_quaternion);
quat_to_compatible_quat(cursor->rotation_quaternion, quat, quat_orig);
}
else {
copy_qt_qt(cursor->rotation_quaternion, quat);
}
break;
}
case ROT_MODE_AXISANGLE: {
quat_to_axis_angle(cursor->rotation_axis, &cursor->rotation_angle, quat);
break;
}
default: {
if (use_compat) {
quat_to_compatible_eulO(
cursor->rotation_euler, cursor->rotation_euler, cursor->rotation_mode, quat);
}
else {
quat_to_eulO(cursor->rotation_euler, cursor->rotation_mode, quat);
}
break;
}
}
}
void BKE_scene_cursor_to_mat4(const View3DCursor *cursor, float mat[4][4])
{
float mat3[3][3];
BKE_scene_cursor_rot_to_mat3(cursor, mat3);
copy_m4_m3(mat, mat3);
copy_v3_v3(mat[3], cursor->location);
}
void BKE_scene_cursor_from_mat4(View3DCursor *cursor, const float mat[4][4], bool use_compat)
{
float mat3[3][3];
copy_m3_m4(mat3, mat);
BKE_scene_cursor_mat3_to_rot(cursor, mat3, use_compat);
copy_v3_v3(cursor->location, mat[3]);
}
/** \} */
/* Dependency graph evaluation. */
static void scene_sequencer_disable_sound_strips(Scene *scene)
{
if (scene->sound_scene == NULL) {
return;
}
Sequence *seq;
SEQ_BEGIN (scene->ed, seq) {
if (seq->scene_sound != NULL) {
BKE_sound_remove_scene_sound(scene, seq->scene_sound);
seq->scene_sound = NULL;
}
}
SEQ_END;
}
void BKE_scene_eval_sequencer_sequences(Depsgraph *depsgraph, Scene *scene)
{
DEG_debug_print_eval(depsgraph, __func__, scene->id.name, scene);
if (scene->ed == NULL) {
return;
}
BKE_sound_ensure_scene(scene);
Sequence *seq;
SEQ_BEGIN (scene->ed, seq) {
if (seq->scene_sound == NULL) {
if (seq->sound != NULL) {
if (seq->scene_sound == NULL) {
seq->scene_sound = BKE_sound_add_scene_sound_defaults(scene, seq);
}
}
else if (seq->type == SEQ_TYPE_SCENE) {
if (seq->scene != NULL) {
BKE_sound_ensure_scene(seq->scene);
seq->scene_sound = BKE_sound_scene_add_scene_sound_defaults(scene, seq);
}
}
}
if (seq->scene_sound != NULL) {
/* Make sure changing volume via sequence's properties panel works correct.
*
* Ideally, the entire BKE_scene_update_sound() will happen from a dependency graph, so
* then it is no longer needed to do such manual forced updates. */
if (seq->type == SEQ_TYPE_SCENE && seq->scene != NULL) {
BKE_sound_set_scene_volume(seq->scene, seq->scene->audio.volume);
if ((seq->flag & SEQ_SCENE_STRIPS) == 0) {
scene_sequencer_disable_sound_strips(seq->scene);
}
}
if (seq->sound != NULL) {
if (scene->id.recalc & ID_RECALC_AUDIO || seq->sound->id.recalc & ID_RECALC_AUDIO) {
BKE_sound_update_scene_sound(seq->scene_sound, seq->sound);
}
}
BKE_sound_set_scene_sound_volume(
seq->scene_sound, seq->volume, (seq->flag & SEQ_AUDIO_VOLUME_ANIMATED) != 0);
BKE_sound_set_scene_sound_pitch(
seq->scene_sound, seq->pitch, (seq->flag & SEQ_AUDIO_PITCH_ANIMATED) != 0);
BKE_sound_set_scene_sound_pan(
seq->scene_sound, seq->pan, (seq->flag & SEQ_AUDIO_PAN_ANIMATED) != 0);
}
}
SEQ_END;
BKE_sequencer_update_muting(scene->ed);
BKE_sequencer_update_sound_bounds_all(scene);
}