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blender-archive/source/blender/blenkernel/intern/scene.c

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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#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"
#include "BKE_sound.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;
scen->fps_info= 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);
}
}
sound_create_scene(scen);
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);
if(sce->fps_info)
MEM_freeN(sce->fps_info);
sound_destroy_scene(sce);
}
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->r.border.xmin= 0.0f;
sce->r.border.ymin= 0.0f;
sce->r.border.xmax= 1.0f;
sce->r.border.ymax= 1.0f;
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;
sound_create_scene(sce);
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->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
camera= m->camera;
frame= m->frame;
if(frame == cfra)
break;
}
}
return camera;
}
#endif
char *scene_find_marker_name(Scene *scene, int frame)
{
ListBase *markers= &scene->markers;
TimeMarker *m1, *m2;
/* search through markers for match */
for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
if (m1->frame==frame)
return m1->name;
if (m1 == m2)
break;
if (m2->frame==frame)
return m2->name;
}
return NULL;
}
/* return the current marker for this frame,
we can have more then 1 marker per frame, this just returns the first :/ */
char *scene_find_last_marker_name(Scene *scene, int frame)
{
TimeMarker *marker, *best_marker = NULL;
int best_frame = -MAXFRAME*2;
for (marker= scene->markers.first; marker; marker= marker->next) {
if (marker->frame==frame) {
return marker->name;
}
if ( marker->frame > best_frame && marker->frame < frame) {
best_marker = marker;
best_frame = marker->frame;
}
}
return best_marker ? best_marker->name : NULL;
}
Base *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");
strcpy(srl->name, "RenderLayer");
BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
BLI_addtail(&sce->r.layers, srl);
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
srl->lay= (1<<20) -1;
srl->layflag= 0x7FFF; /* solid ztra halo edge strand */
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
}
/* render simplification */
int get_render_subsurf_level(RenderData *r, int lvl)
{
if(r->mode & R_SIMPLIFY)
return MIN2(r->simplify_subsurf, lvl);
else
return lvl;
}
int get_render_child_particle_number(RenderData *r, int num)
{
if(r->mode & R_SIMPLIFY)
return (int)(r->simplify_particles*num);
else
return num;
}
int get_render_shadow_samples(RenderData *r, int samples)
{
if((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(r->mode & R_SIMPLIFY)
return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
else
return error;
}