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blender-archive/source/blender/blenkernel/intern/layer.c
Clément Foucault 83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00

925 lines
25 KiB
C

/*
* ***** 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.
*
* Contributor(s): Dalai Felinto
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/layer.c
* \ingroup bke
*/
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_string_utils.h"
#include "BLT_translation.h"
#include "BKE_layer.h"
#include "BKE_collection.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "DNA_ID.h"
#include "DNA_layer_types.h"
#include "DNA_object_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
/* prototype */
struct CollectionEngineSettingsCB_Type;
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc);
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
static void collection_engine_settings_create(ListBase *lb, struct CollectionEngineSettingsCB_Type *ces_type);
static void layer_collection_create_engine_settings(LayerCollection *lc);
static void object_bases_Iterator_next(Iterator *iter, const int flag);
/* RenderLayer */
/**
* Add a new renderlayer
* by default, a renderlayer has the master collection
*/
SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name)
{
if (!name) {
name = DATA_("Render Layer");
}
SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer");
sl->flag |= SCENE_LAYER_RENDER;
BLI_addtail(&scene->render_layers, sl);
/* unique name */
BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
SceneCollection *sc = BKE_collection_master(scene);
layer_collection_add(sl, &sl->layer_collections, sc);
return sl;
}
bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl)
{
const int act = BLI_findindex(&scene->render_layers, sl);
if (act == -1) {
return false;
}
else if ( (scene->render_layers.first == scene->render_layers.last) &&
(scene->render_layers.first == sl))
{
/* ensure 1 layer is kept */
return false;
}
BLI_remlink(&scene->render_layers, sl);
BKE_scene_layer_free(sl);
MEM_freeN(sl);
scene->active_layer = 0;
/* TODO WORKSPACE: set active_layer to 0 */
for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
}
}
return true;
}
/**
* Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself).
*/
void BKE_scene_layer_free(SceneLayer *sl)
{
sl->basact = NULL;
BLI_freelistN(&sl->object_bases);
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
layer_collection_free(NULL, lc);
}
BLI_freelistN(&sl->layer_collections);
}
/**
* Set the render engine of a renderlayer
*/
void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
{
BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
}
/**
* Tag all the selected objects of a renderlayer
*/
void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
{
for (Base *base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_SELECTED) != 0) {
base->object->flag |= tag;
}
else {
base->object->flag &= ~tag;
}
}
}
static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
{
for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
if (lcn == lc) {
return true;
}
if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
return true;
}
}
return false;
}
/**
* Find the SceneLayer a LayerCollection belongs to
*/
SceneLayer *BKE_scene_layer_find_from_collection(Scene *scene, LayerCollection *lc)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
return sl;
}
}
return NULL;
}
/* Base */
Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
{
return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
}
void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
{
Base *base;
for (base = sl->object_bases.first; base; base = base->next) {
base->flag &= ~BASE_SELECTED;
}
}
void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
{
sl->basact = selbase;
if ((selbase->flag & BASE_SELECTABLED) != 0) {
selbase->flag |= BASE_SELECTED;
}
}
static void scene_layer_object_base_unref(SceneLayer* sl, Base *base)
{
base->refcount--;
/* It only exists in the RenderLayer */
if (base->refcount == 0) {
if (sl->basact == base) {
sl->basact = NULL;
}
BLI_remlink(&sl->object_bases, base);
MEM_freeN(base);
}
}
static void layer_collection_base_flag_recalculate(LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable)
{
bool is_visible = tree_is_visible && ((lc->flag & COLLECTION_VISIBLE) != 0);
/* an object can only be selected if it's visible */
bool is_selectable = tree_is_selectable && is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
Base *base = link->data;
if (is_visible) {
base->flag |= BASE_VISIBLED;
}
else {
base->flag &= ~BASE_VISIBLED;
}
if (is_selectable) {
base->flag |= BASE_SELECTABLED;
}
else {
base->flag &= ~BASE_SELECTABLED;
}
}
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
layer_collection_base_flag_recalculate(lcn, is_visible, is_selectable);
}
}
/**
* Re-evaluate the ObjectBase flags for SceneLayer
*/
void BKE_scene_layer_base_flag_recalculate(SceneLayer *sl)
{
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
layer_collection_base_flag_recalculate(lc, true, true);
}
/* if base is not selectabled, clear select */
for (Base *base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_SELECTABLED) == 0) {
base->flag &= ~BASE_SELECTED;
}
}
BKE_scene_layer_engine_settings_recalculate(sl);
}
/**
* Tag Scene Layer to recalculation
*
* Temporary function, waiting for real depsgraph
*/
void BKE_scene_layer_engine_settings_recalculate(struct SceneLayer *sl)
{
sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
}
/**
* Re-calculate the engine settings for all the objects in SceneLayer
*
* Temporary function, waiting for real depsgraph
*/
void BKE_scene_layer_engine_settings_update(struct SceneLayer *sl)
{
if ((sl->flag & SCENE_LAYER_ENGINE_DIRTY) == 0) {
return;
}
/* do the complete settings update */
TODO_LAYER_DEPSGRAPH;
sl->flag &= ~SCENE_LAYER_ENGINE_DIRTY;
}
/**
* Return the base if existent, or create it if necessary
* Always bump the refcount
*/
static Base *object_base_add(SceneLayer *sl, Object *ob)
{
Base *base;
base = BKE_scene_layer_base_find(sl, ob);
if (base == NULL) {
base = MEM_callocN(sizeof(Base), "Object Base");
/* do not bump user count, leave it for SceneCollections */
base->object = ob;
BLI_addtail(&sl->object_bases, base);
}
base->refcount++;
return base;
}
/* LayerCollection */
/**
* When freeing the entire SceneLayer at once we don't bother with unref
* otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree
*/
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
{
if (sl) {
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
scene_layer_object_base_unref(sl, link->data);
}
}
BLI_freelistN(&lc->object_bases);
BLI_freelistN(&lc->overrides);
BKE_layer_collection_engine_settings_free(&lc->engine_settings);
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
layer_collection_free(sl, nlc);
}
BLI_freelistN(&lc->layer_collections);
}
/**
* Free (or release) LayerCollection from SceneLayer
* (does not free the LayerCollection itself).
*/
void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
{
layer_collection_free(sl, lc);
}
/* LayerCollection */
/**
* Recursively get the collection for a given index
*/
static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
{
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
if (*i == number) {
return lc;
}
(*i)++;
LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
if (lc_nested) {
return lc_nested;
}
}
return NULL;
}
/**
* Get the active collection
*/
LayerCollection *BKE_layer_collection_active(SceneLayer *sl)
{
int i = 0;
return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
}
/**
* Recursively get the count of collections
*/
static int collection_count(ListBase *lb)
{
int i = 0;
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
i += collection_count(&lc->layer_collections) + 1;
}
return i;
}
/**
* Get the total number of collections
* (including all the nested collections)
*/
int BKE_layer_collection_count(SceneLayer *sl)
{
return collection_count(&sl->layer_collections);
}
/**
* Recursively get the index for a given collection
*/
static int index_from_collection(ListBase *lb, LayerCollection *lc, int *i)
{
for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
if (lcol == lc) {
return *i;
}
(*i)++;
int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
if (i_nested != -1) {
return i_nested;
}
}
return -1;
}
/**
* Return -1 if not found
*/
int BKE_layer_collection_findindex(SceneLayer *sl, LayerCollection *lc)
{
int i = 0;
return index_from_collection(&sl->layer_collections, lc, &i);
}
/**
* Link a collection to a renderlayer
* The collection needs to be created separately
*/
LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
{
LayerCollection *lc = layer_collection_add(sl, &sl->layer_collections, sc);
sl->active_collection = BKE_layer_collection_findindex(sl, lc);
return lc;
}
/**
* Unlink a collection base from a renderlayer
* The corresponding collection is not removed from the master collection
*/
void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc)
{
BKE_layer_collection_free(sl, lc);
BKE_scene_layer_base_flag_recalculate(sl);
BLI_remlink(&sl->layer_collections, lc);
MEM_freeN(lc);
sl->active_collection = 0;
}
static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
{
Base *base = object_base_add(sl, ob);
/* only add an object once - prevent SceneCollection->objects and
* SceneCollection->filter_objects to add the same object */
if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
return;
}
BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
BKE_scene_layer_base_flag_recalculate(sl);
}
static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
{
Base *base;
base = BKE_scene_layer_base_find(sl, ob);
LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
BLI_remlink(&lc->object_bases, link);
MEM_freeN(link);
scene_layer_object_base_unref(sl, base);
}
static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects)
{
for (LinkData *link = objects->first; link; link = link->next) {
layer_collection_object_add(sl, lc, link->data);
}
}
static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc)
{
layer_collection_objects_populate(sl, lc, &sc->objects);
layer_collection_objects_populate(sl, lc, &sc->filter_objects);
for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
layer_collection_add(sl, &lc->layer_collections, nsc);
}
}
static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc)
{
LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
BLI_addtail(lb, lc);
lc->scene_collection = sc;
lc->flag = COLLECTION_VISIBLE + COLLECTION_SELECTABLE + COLLECTION_FOLDED;
layer_collection_create_engine_settings(lc);
layer_collection_populate(sl, lc, sc);
return lc;
}
/* ---------------------------------------------------------------------- */
/**
* See if render layer has the scene collection linked directly, or indirectly (nested)
*/
bool BKE_scene_layer_has_collection(struct SceneLayer *sl, struct SceneCollection *sc)
{
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
return true;
}
}
return false;
}
/**
* See if the object is in any of the scene layers of the scene
*/
bool BKE_scene_has_object(Scene *scene, Object *ob)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
Base *base = BKE_scene_layer_base_find(sl, ob);
if (base) {
return true;
}
}
return false;
}
/* ---------------------------------------------------------------------- */
/* Syncing */
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
{
if (lc->scene_collection == sc) {
return lc;
}
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
if (found) {
return found;
}
}
return NULL;
}
/**
* Add a new LayerCollection for all the SceneLayers that have sc_parent
*/
void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
if (lc_parent) {
layer_collection_add(sl, &lc_parent->layer_collections, sc);
}
}
}
}
/**
* Add a corresponding ObjectBase to all the equivalent LayerCollection
*/
void BKE_layer_sync_object_link(Scene *scene, SceneCollection *sc, Object *ob)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
if (found) {
layer_collection_object_add(sl, found, ob);
}
}
}
}
/**
* Remove the equivalent object base to all layers that have this collection
* also remove all reference to ob in the filter_objects
*/
void BKE_layer_sync_object_unlink(Scene *scene, SceneCollection *sc, Object *ob)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
if (found) {
layer_collection_object_remove(sl, found, ob);
}
}
BKE_scene_layer_base_flag_recalculate(sl);
}
}
/* ---------------------------------------------------------------------- */
/* Override */
/**
* Add a new datablock override
*/
void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
{
TODO_LAYER_OVERRIDE;
}
/* ---------------------------------------------------------------------- */
/* Engine Settings */
ListBase R_engines_settings_callbacks = {NULL, NULL};
typedef struct CollectionEngineSettingsCB_Type {
struct CollectionEngineSettingsCB_Type *next, *prev;
char name[MAX_NAME]; /* engine name */
CollectionEngineSettingsCB callback;
} CollectionEngineSettingsCB_Type;
static void create_engine_settings_layer_collection(LayerCollection *lc, CollectionEngineSettingsCB_Type *ces_type)
{
if (BKE_layer_collection_engine_get(lc, ces_type->name)) {
return;
}
collection_engine_settings_create(&lc->engine_settings, ces_type);
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
create_engine_settings_layer_collection(lcn, ces_type);
}
}
static void create_engines_settings_scene(Scene *scene, CollectionEngineSettingsCB_Type *ces_type)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
create_engine_settings_layer_collection(lc, ces_type);
}
}
}
void BKE_layer_collection_engine_settings_callback_register(
Main *bmain, const char *engine_name, CollectionEngineSettingsCB func)
{
CollectionEngineSettingsCB_Type *ces_type;
/* cleanup in case it existed */
ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name, offsetof(CollectionEngineSettingsCB_Type, name));
if (ces_type) {
BLI_remlink(&R_engines_settings_callbacks, ces_type);
MEM_freeN(ces_type);
}
ces_type = MEM_callocN(sizeof(CollectionEngineSettingsCB_Type), "collection_engine_type");
BLI_strncpy_utf8(ces_type->name, engine_name, sizeof(ces_type->name));
ces_type->callback = func;
BLI_addtail(&R_engines_settings_callbacks, ces_type);
if (bmain) {
/* populate all of the collections of the scene with those settings */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
create_engines_settings_scene(scene, ces_type);
}
}
}
void BKE_layer_collection_engine_settings_callback_free(void)
{
BLI_freelistN(&R_engines_settings_callbacks);
}
static void collection_engine_settings_create(ListBase *lb, CollectionEngineSettingsCB_Type *ces_type)
{
/* create callback data */
CollectionEngineSettings *ces = MEM_callocN(sizeof(CollectionEngineSettings), "Collection Engine Settings");
BLI_strncpy_utf8(ces->name, ces_type->name, sizeof(ces->name));
BLI_addtail(lb, ces);
/* call callback */
ces_type->callback(NULL, ces);
}
/**
* Initialize a CollectionEngineSettings
*
* Usually we would pass LayerCollection->engine_settings
* But depsgraph uses this for Object->collection_settings
*/
void BKE_layer_collection_engine_settings_create(ListBase *lb, const char *engine_name)
{
CollectionEngineSettingsCB_Type *ces_type;
ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name, offsetof(CollectionEngineSettingsCB_Type, name));
BLI_assert(ces_type);
collection_engine_settings_create(lb, ces_type);
}
/**
* Free the CollectionEngineSettings ListBase
*
* Usually we would pass LayerCollection->engine_settings
* But depsgraph uses this for Object->collection_settings
*/
void BKE_layer_collection_engine_settings_free(ListBase *lb)
{
for (CollectionEngineSettings *cse = lb->first; cse; cse = cse->next) {
BLI_freelistN(&cse->properties);
}
BLI_freelistN(lb);
}
/**
* Initialize the render settings for a single LayerCollection
*/
static void layer_collection_create_engine_settings(LayerCollection *lc)
{
CollectionEngineSettingsCB_Type *ces_type;
for (ces_type = R_engines_settings_callbacks.first; ces_type; ces_type = ces_type->next) {
create_engine_settings_layer_collection(lc, ces_type);
}
}
/**
* Return layer collection engine settings for specified engine
*/
CollectionEngineSettings *BKE_layer_collection_engine_get(LayerCollection *lc, const char *engine_name)
{
CollectionEngineSettings *ces;
ces = BLI_findstring(&lc->engine_settings, engine_name, offsetof(CollectionEngineSettings, name));
return ces;
}
/* ---------------------------------------------------------------------- */
/* Engine Settings Properties */
void BKE_collection_engine_property_add_float(CollectionEngineSettings *ces, const char *name, float value)
{
CollectionEnginePropertyFloat *prop;
prop = MEM_callocN(sizeof(CollectionEnginePropertyFloat), "collection engine settings float");
prop->data.type = COLLECTION_PROP_TYPE_FLOAT;
BLI_strncpy_utf8(prop->data.name, name, sizeof(prop->data.name));
prop->value = value;
BLI_addtail(&ces->properties, prop);
}
void BKE_collection_engine_property_add_int(CollectionEngineSettings *ces, const char *name, int value)
{
CollectionEnginePropertyInt *prop;
prop = MEM_callocN(sizeof(CollectionEnginePropertyInt), "collection engine settings int");
prop->data.type = COLLECTION_PROP_TYPE_INT;
BLI_strncpy_utf8(prop->data.name, name, sizeof(prop->data.name));
prop->value = value;
BLI_addtail(&ces->properties, prop);
}
CollectionEngineProperty *BKE_collection_engine_property_get(CollectionEngineSettings *ces, const char *name)
{
return BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
}
int BKE_collection_engine_property_value_get_int(CollectionEngineSettings *ces, const char *name)
{
CollectionEnginePropertyInt *prop;
prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
return prop->value;
}
float BKE_collection_engine_property_value_get_float(CollectionEngineSettings *ces, const char *name)
{
CollectionEnginePropertyFloat *prop;
prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
return prop->value;
}
void BKE_collection_engine_property_value_set_int(CollectionEngineSettings *ces, const char *name, int value)
{
CollectionEnginePropertyInt *prop;
prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
prop->value = value;
prop->data.flag |= COLLECTION_PROP_USE;
}
void BKE_collection_engine_property_value_set_float(CollectionEngineSettings *ces, const char *name, float value)
{
CollectionEnginePropertyFloat *prop;
prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
prop->value = value;
prop->data.flag |= COLLECTION_PROP_USE;
}
bool BKE_collection_engine_property_use_get(CollectionEngineSettings *ces, const char *name)
{
CollectionEngineProperty *prop;
prop = (CollectionEngineProperty *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
return ((prop->flag & COLLECTION_PROP_USE) != 0);
}
void BKE_collection_engine_property_use_set(CollectionEngineSettings *ces, const char *name, bool value)
{
CollectionEngineProperty *prop;
prop = (CollectionEngineProperty *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
if (value) {
prop->flag |= COLLECTION_PROP_USE;
}
else {
prop->flag &= ~COLLECTION_PROP_USE;
}
}
/* ---------------------------------------------------------------------- */
/* Iterators */
static void object_bases_Iterator_begin(Iterator *iter, void *data_in, const int flag)
{
SceneLayer *sl = data_in;
Base *base = sl->object_bases.first;
/* when there are no objects */
if (base == NULL) {
iter->valid = false;
return;
}
iter->valid = true;
iter->data = base;
if ((base->flag & flag) == 0) {
object_bases_Iterator_next(iter, flag);
}
else {
iter->current = base;
}
}
static void object_bases_Iterator_next(Iterator *iter, const int flag)
{
Base *base = ((Base *)iter->data)->next;
while (base) {
if ((base->flag & flag) != 0) {
iter->current = base;
iter->data = base;
return;
}
base = base->next;
}
iter->current = NULL;
iter->valid = false;
}
static void objects_Iterator_begin(Iterator *iter, void *data_in, const int flag)
{
object_bases_Iterator_begin(iter, data_in, flag);
if (iter->valid) {
iter->current = ((Base *)iter->current)->object;
}
}
static void objects_Iterator_next(Iterator *iter, const int flag)
{
object_bases_Iterator_next(iter, flag);
if (iter->valid) {
iter->current = ((Base *)iter->current)->object;
}
}
void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in)
{
objects_Iterator_begin(iter, data_in, BASE_SELECTED);
}
void BKE_selected_objects_Iterator_next(Iterator *iter)
{
objects_Iterator_next(iter, BASE_SELECTED);
}
void BKE_selected_objects_Iterator_end(Iterator *UNUSED(iter))
{
/* do nothing */
}
void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in)
{
objects_Iterator_begin(iter, data_in, BASE_VISIBLED);
}
void BKE_visible_objects_Iterator_next(Iterator *iter)
{
objects_Iterator_next(iter, BASE_VISIBLED);
}
void BKE_visible_objects_Iterator_end(Iterator *UNUSED(iter))
{
/* do nothing */
}
void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in)
{
object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED);
}
void BKE_visible_bases_Iterator_next(Iterator *iter)
{
object_bases_Iterator_next(iter, BASE_VISIBLED);
}
void BKE_visible_bases_Iterator_end(Iterator *UNUSED(iter))
{
/* do nothing */
}