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blender-archive/source/blender/blenkernel/intern/scene.c
Ton Roosendaal 1db5c23716 More work on render stuff!
- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.

The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.

Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.

- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".

- Bug fixes

Added redraw event for Image window, when using compositor render.

Text objects were not rendered using background render (probably a bug
since depsgraph was added)

Dropdown buttons in Node editor were not refreshed after usage

Sometimes render window did not open, this due to wrong check for 'esc'.

Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
2006-02-04 13:28:50 +00:00

504 lines
10 KiB
C

/* scene.c
*
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#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_armature_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_scriptlink_types.h"
#include "DNA_userdef_types.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_armature.h"
#include "BKE_bad_level_calls.h"
#include "BKE_constraint.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_world.h"
#include "BKE_utildefines.h"
#include "BPY_extern.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#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;
}
}
}
/* copy_scene moved to src/header_info.c... should be back */
/* 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! */
BLI_freelistN(&sce->base);
free_editing(sce->ed);
if(sce->radio) MEM_freeN(sce->radio);
sce->radio= 0;
BPY_free_scriptlink(&sce->scriptlink);
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;
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->r.layers);
if(sce->toolsettings){
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);
}
}
Scene *add_scene(char *name)
{
Scene *sce;
sce= alloc_libblock(&G.main->scene, ID_SCE, name);
sce->lay= 1;
sce->selectmode= SCE_SELECT_VERTEX;
sce->editbutsize= 0.1;
sce->r.mode= R_GAMMA;
sce->r.cfra= 1;
sce->r.sfra= 1;
sce->r.efra= 250;
sce->r.xsch= 320;
sce->r.ysch= 256;
sce->r.xasp= 1;
sce->r.yasp= 1;
sce->r.xparts= 4;
sce->r.yparts= 4;
sce->r.size= 100;
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.postgamma= 1.0;
sce->r.postsat= 1.0;
sce->r.postmul= 1.0;
sce->r.focus= 0.9;
sce->r.zgamma= 1.0;
sce->r.zsigma= 4.0;
sce->r.zblur= 10.0;
sce->r.zmin= 0.8;
sce->r.xplay= 640;
sce->r.yplay= 480;
sce->r.freqplay= 60;
sce->r.depth= 32;
sce->r.stereomode = 1; // no stereo
sce->toolsettings = MEM_mallocN(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;
strcpy(sce->r.backbuf, "//backbuf");
strcpy(sce->r.pic, U.renderdir);
strcpy(sce->r.ftype, "//ftype");
BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
sce->r.osa= 8;
scene_add_render_layer(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 *sce)
{
Base *base;
Object *ob;
Group *group;
GroupObject *go;
int flag;
G.scene= sce;
/* deselect objects (for dataselect) */
ob= G.main->object.first;
while(ob) {
ob->flag &= ~(SELECT|OB_FROMGROUP);
ob= ob->id.next;
}
/* group flags again */
group= G.main->group.first;
while(group) {
go= group->gobject.first;
while(go) {
if(go->ob) go->ob->flag |= OB_FROMGROUP;
go= go->next;
}
group= group->id.next;
}
/* sort baselist */
DAG_scene_sort(sce);
/* copy layers and flags from bases to objects */
base= G.scene->base.first;
while(base) {
ob= base->object;
ob->lay= base->lay;
/* group patch... */
base->flag &= ~(OB_FROMGROUP);
flag= ob->flag & (OB_FROMGROUP);
base->flag |= flag;
ob->flag= base->flag;
ob->ctime= -1234567.0; /* force ipo to be calculated later */
base= base->next;
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
/* do we need FRAMECHANGED in set_scene? */
// if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
}
/* 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;
}
}
error("Can't find scene: %s", name);
}
/* used by metaballs
* doesnt return the original duplicated object, only dupli's
*/
int next_object(int val, Base **base, Object **ob)
{
static ListBase *duplilist= NULL;
static DupliObject *dupob;
static int fase;
int run_again=1;
/* init */
if(val==0) {
fase= F_START;
dupob= NULL;
}
else {
/* run_again is set when a duplilist has been ended */
while(run_again) {
run_again= 0;
/* the first base */
if(fase==F_START) {
*base= G.scene->base.first;
if(*base) {
*ob= (*base)->object;
fase= F_SCENE;
}
else {
/* exception: empty scene */
if(G.scene->set && G.scene->set->base.first) {
*base= G.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(G.scene->set && G.scene->set->base.first) {
*base= G.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) {
duplilist= object_duplilist(G.scene, (*base)->object);
dupob= duplilist->first;
}
}
/* handle dupli's */
if(dupob) {
Mat4CpyMat4(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) {
Mat4CpyMat4(dupob->ob->obmat, dupob->omat);
}
free_object_duplilist(duplilist);
duplilist= NULL;
run_again= 1;
}
}
}
}
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;
}
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;
}
/* applies changes right away */
void scene_update_for_newframe(Scene *sce, unsigned int lay)
{
Base *base;
Object *ob;
int setcount=0;
/* object ipos are calculated in where_is_object */
do_all_data_ipos();
if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
/* for time being; sets otherwise can be cyclic */
while(sce && setcount<2) {
if(sce->theDag==NULL)
DAG_scene_sort(sce);
DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still
for(base= sce->base.first; base; base= base->next) {
ob= base->object;
object_handle_update(ob); // bke_object.h
/* only update layer when an ipo */
if(ob->ipo && has_ipo_code(ob->ipo, OB_LAY) ) {
base->lay= ob->lay;
}
}
sce= sce->set;
setcount++;
}
}
/* return default layer, also used to patch old files */
void scene_add_render_layer(Scene *sce)
{
SceneRenderLayer *srl;
int tot= 1 + BLI_countlist(&sce->r.layers);
srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
sprintf(srl->name, "%d RenderLayer", tot);
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 strand */
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
}