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blender-archive/source/blender/blenkernel/intern/world.c
Bastien Montagne 76d8e8693f Cleanup: Rename 'make local' functions to new scheme.
Also removed some only used locally from the header, `BKE_lib_id.h`
is already way too big, no need to overload it with unused things.
2020-03-04 11:43:30 +01:00

167 lines
4.3 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 <string.h>
#include <stdlib.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_world_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "DNA_defaults.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BKE_animsys.h"
#include "BKE_icons.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_world.h"
#include "DRW_engine.h"
#include "DEG_depsgraph.h"
#include "GPU_material.h"
/** Free (or release) any data used by this world (does not free the world itself). */
void BKE_world_free(World *wrld)
{
BKE_animdata_free((ID *)wrld, false);
DRW_drawdata_free((ID *)wrld);
/* is no lib link block, but world extension */
if (wrld->nodetree) {
ntreeFreeNestedTree(wrld->nodetree);
MEM_freeN(wrld->nodetree);
wrld->nodetree = NULL;
}
GPU_material_free(&wrld->gpumaterial);
BKE_icon_id_delete((struct ID *)wrld);
BKE_previewimg_free(&wrld->preview);
}
void BKE_world_init(World *wrld)
{
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(wrld, id));
MEMCPY_STRUCT_AFTER(wrld, DNA_struct_default_get(World), id);
}
World *BKE_world_add(Main *bmain, const char *name)
{
World *wrld;
wrld = BKE_libblock_alloc(bmain, ID_WO, name, 0);
BKE_world_init(wrld);
return wrld;
}
/**
* Only copy internal data of World ID from source
* to already allocated/initialized destination.
* You probably never want to use that directly,
* use #BKE_id_copy or #BKE_id_copy_ex for typical needs.
*
* WARNING! This function will not handle ID user count!
*
* \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more).
*/
void BKE_world_copy_data(Main *bmain, World *wrld_dst, const World *wrld_src, const int flag)
{
/* We always need allocation of our private ID data. */
const int flag_private_id_data = flag & ~LIB_ID_CREATE_NO_ALLOCATE;
if (wrld_src->nodetree) {
BKE_id_copy_ex(
bmain, (ID *)wrld_src->nodetree, (ID **)&wrld_dst->nodetree, flag_private_id_data);
}
BLI_listbase_clear(&wrld_dst->gpumaterial);
BLI_listbase_clear((ListBase *)&wrld_dst->drawdata);
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
BKE_previewimg_id_copy(&wrld_dst->id, &wrld_src->id);
}
else {
wrld_dst->preview = NULL;
}
}
World *BKE_world_copy(Main *bmain, const World *wrld)
{
World *wrld_copy;
BKE_id_copy(bmain, &wrld->id, (ID **)&wrld_copy);
return wrld_copy;
}
World *BKE_world_localize(World *wrld)
{
/* TODO(bastien): Replace with something like:
*
* World *wrld_copy;
* BKE_id_copy_ex(bmain, &wrld->id, (ID **)&wrld_copy,
* LIB_ID_COPY_NO_MAIN | LIB_ID_COPY_NO_PREVIEW | LIB_ID_COPY_NO_USER_REFCOUNT,
* false);
* return wrld_copy;
*
* NOTE: Only possible once nested node trees are fully converted to that too. */
World *wrldn;
wrldn = BKE_libblock_copy_for_localize(&wrld->id);
if (wrld->nodetree) {
wrldn->nodetree = ntreeLocalize(wrld->nodetree);
}
wrldn->preview = NULL;
BLI_listbase_clear(&wrldn->gpumaterial);
BLI_listbase_clear((ListBase *)&wrldn->drawdata);
wrldn->id.tag |= LIB_TAG_LOCALIZED;
return wrldn;
}
void BKE_world_make_local(Main *bmain, World *wrld, const bool lib_local)
{
BKE_lib_id_make_local_generic(bmain, &wrld->id, true, lib_local);
}
void BKE_world_eval(struct Depsgraph *depsgraph, World *world)
{
DEG_debug_print_eval(depsgraph, __func__, world->id.name, world);
GPU_material_free(&world->gpumaterial);
}