This reverts commits54fd8176d7,4c5becb6b1and8f578150e. Those kind of commits must be reviewed and approved by project owners. That one: * Broke Collada building by not properly updating all calls to modified function. * Broke *whole* ID management by not properly updating library_query.c. And in general, I am strongly against backward ID pointers, those are *always* a serious PITA for ID management. Sometimes they cannot be avoided, but in general other ways to get that kind of info should be investigated first.
173 lines
4.4 KiB
C
173 lines
4.4 KiB
C
/*
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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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/** \file
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* \ingroup bke
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*/
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_world_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_listbase.h"
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#include "BKE_animsys.h"
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#include "BKE_icons.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_world.h"
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#include "DRW_engine.h"
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#include "DEG_depsgraph.h"
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#include "GPU_material.h"
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/** Free (or release) any data used by this world (does not free the world itself). */
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void BKE_world_free(World *wrld)
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{
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BKE_animdata_free((ID *)wrld, false);
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DRW_drawdata_free((ID *)wrld);
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/* is no lib link block, but world extension */
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if (wrld->nodetree) {
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ntreeFreeNestedTree(wrld->nodetree);
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MEM_freeN(wrld->nodetree);
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wrld->nodetree = NULL;
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}
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GPU_material_free(&wrld->gpumaterial);
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BKE_icon_id_delete((struct ID *)wrld);
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BKE_previewimg_free(&wrld->preview);
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}
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void BKE_world_init(World *wrld)
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{
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BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(wrld, id));
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wrld->horr = 0.05f;
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wrld->horg = 0.05f;
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wrld->horb = 0.05f;
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wrld->aodist = 10.0f;
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wrld->aoenergy = 1.0f;
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wrld->preview = NULL;
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wrld->miststa = 5.0f;
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wrld->mistdist = 25.0f;
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}
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World *BKE_world_add(Main *bmain, const char *name)
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{
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World *wrld;
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wrld = BKE_libblock_alloc(bmain, ID_WO, name, 0);
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BKE_world_init(wrld);
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return wrld;
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}
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/**
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* Only copy internal data of World ID from source
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* to already allocated/initialized destination.
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* You probably never want to use that directly,
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* use #BKE_id_copy or #BKE_id_copy_ex for typical needs.
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*
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* WARNING! This function will not handle ID user count!
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*
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* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
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*/
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void BKE_world_copy_data(Main *bmain, World *wrld_dst, const World *wrld_src, const int flag)
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{
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if (wrld_src->nodetree) {
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/* Note: nodetree is *not* in bmain, however this specific case is handled at lower level
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* (see BKE_libblock_copy_ex()). */
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BKE_id_copy_ex(bmain, (ID *)wrld_src->nodetree, (ID **)&wrld_dst->nodetree, flag);
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}
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BLI_listbase_clear(&wrld_dst->gpumaterial);
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BLI_listbase_clear((ListBase *)&wrld_dst->drawdata);
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if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
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BKE_previewimg_id_copy(&wrld_dst->id, &wrld_src->id);
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}
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else {
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wrld_dst->preview = NULL;
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}
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}
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World *BKE_world_copy(Main *bmain, const World *wrld)
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{
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World *wrld_copy;
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BKE_id_copy(bmain, &wrld->id, (ID **)&wrld_copy);
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return wrld_copy;
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}
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World *BKE_world_localize(World *wrld)
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{
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/* TODO(bastien): Replace with something like:
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*
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* World *wrld_copy;
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* BKE_id_copy_ex(bmain, &wrld->id, (ID **)&wrld_copy,
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* LIB_ID_COPY_NO_MAIN | LIB_ID_COPY_NO_PREVIEW | LIB_ID_COPY_NO_USER_REFCOUNT,
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* false);
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* return wrld_copy;
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*
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* NOTE: Only possible once nested node trees are fully converted to that too. */
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World *wrldn;
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wrldn = BKE_libblock_copy_for_localize(&wrld->id);
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if (wrld->nodetree) {
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wrldn->nodetree = ntreeLocalize(wrld->nodetree);
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}
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wrldn->preview = NULL;
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BLI_listbase_clear(&wrldn->gpumaterial);
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BLI_listbase_clear((ListBase *)&wrldn->drawdata);
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wrldn->id.tag |= LIB_TAG_LOCALIZED;
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return wrldn;
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}
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void BKE_world_make_local(Main *bmain, World *wrld, const bool lib_local)
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{
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BKE_id_make_local_generic(bmain, &wrld->id, true, lib_local);
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}
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void BKE_world_eval(struct Depsgraph *depsgraph, World *world)
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{
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DEG_debug_print_eval(depsgraph, __func__, world->id.name, world);
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GPU_material_free(&world->gpumaterial);
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}
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