Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
102 lines
4.6 KiB
C++
102 lines
4.6 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_Light.h
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* \ingroup ketsji
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*/
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#ifndef __KX_LIGHT_H__
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#define __KX_LIGHT_H__
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#include "KX_GameObject.h"
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#define MAX_LIGHT_LAYERS ((1 << 20) - 1)
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struct GPULamp;
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struct Scene;
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struct BaseLegacy;
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class KX_Camera;
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class RAS_IRasterizer;
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class RAS_ILightObject;
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class MT_Transform;
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class KX_LightObject : public KX_GameObject
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{
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Py_Header
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protected:
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RAS_ILightObject* m_lightobj;
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class RAS_IRasterizer* m_rasterizer; //needed for registering and replication of lightobj
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Scene* m_blenderscene;
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BaseLegacy* m_base;
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public:
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KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,RAS_IRasterizer* rasterizer,RAS_ILightObject* lightobj, bool glsl);
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virtual ~KX_LightObject();
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virtual CValue* GetReplica();
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RAS_ILightObject* GetLightData() { return m_lightobj;}
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void UpdateScene(class KX_Scene *kxscene);
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virtual void SetLayer(int layer);
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virtual int GetGameObjectType() { return OBJ_LIGHT; }
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#ifdef WITH_PYTHON
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/* attributes */
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static PyObject* pyattr_get_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_layer(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_energy(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject *pyattr_get_shadow_clip_start(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_clip_end(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_frustum_size(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_bind_code(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_bleed_bias(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_map_type(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_active(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_shadow_matrix(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_distance(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_color(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_lin_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_quad_attenuation(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_spotsize(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_spotblend(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_typeconst(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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#endif
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};
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#endif /* __KX_LIGHT_H__ */
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