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

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/*
* ***** 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 *****
*/
/** \file blender/blenkernel/intern/scene.c
* \ingroup bke
*/
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_mesh_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DNA_gpencil_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_callbacks.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BLI_task.h"
#include "BLT_translation.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_cachefile.h"
#include "BKE_collection.h"
#include "BKE_colortools.h"
#include "BKE_editmesh.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_library_remap.h"
#include "BKE_linestyle.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_rigidbody.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_sequencer.h"
#include "BKE_sound.h"
#include "BKE_unit.h"
#include "BKE_workspace.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "RE_engine.h"
#include "engines/eevee/eevee_lightcache.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "bmesh.h"
const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE";
const char *RE_engine_id_BLENDER_OPENGL = "BLENDER_OPENGL";
const char *RE_engine_id_CYCLES = "CYCLES";
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;
}
}
}
static void remove_sequencer_fcurves(Scene *sce)
{
AnimData *adt = BKE_animdata_from_id(&sce->id);
if (adt && adt->action) {
FCurve *fcu, *nextfcu;
for (fcu = adt->action->curves.first; fcu; fcu = nextfcu) {
nextfcu = fcu->next;
if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
action_groups_remove_channel(adt->action, fcu);
free_fcurve(fcu);
}
}
}
}
/* flag -- copying options (see BKE_library.h's LIB_ID_COPY_... flags for more). */
ToolSettings *BKE_toolsettings_copy(ToolSettings *toolsettings, const int flag)
{
if (toolsettings == NULL) {
return NULL;
}
ToolSettings *ts = MEM_dupallocN(toolsettings);
if (ts->vpaint) {
ts->vpaint = MEM_dupallocN(ts->vpaint);
BKE_paint_copy(&ts->vpaint->paint, &ts->vpaint->paint, flag);
}
if (ts->wpaint) {
ts->wpaint = MEM_dupallocN(ts->wpaint);
BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint, flag);
}
if (ts->sculpt) {
ts->sculpt = MEM_dupallocN(ts->sculpt);
BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint, flag);
}
if (ts->uvsculpt) {
ts->uvsculpt = MEM_dupallocN(ts->uvsculpt);
BKE_paint_copy(&ts->uvsculpt->paint, &ts->uvsculpt->paint, flag);
}
if (ts->gp_paint) {
ts->gp_paint = MEM_dupallocN(ts->gp_paint);
BKE_paint_copy(&ts->gp_paint->paint, &ts->gp_paint->paint, flag);
}
BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint, flag);
ts->imapaint.paintcursor = NULL;
ts->particle.paintcursor = NULL;
ts->particle.scene = NULL;
ts->particle.object = NULL;
/* duplicate Grease Pencil interpolation curve */
ts->gp_interpolate.custom_ipo = curvemapping_copy(ts->gp_interpolate.custom_ipo);
/* duplicate Grease Pencil multiframe fallof */
ts->gp_sculpt.cur_falloff = curvemapping_copy(ts->gp_sculpt.cur_falloff);
return ts;
}
void BKE_toolsettings_free(ToolSettings *toolsettings)
{
if (toolsettings == NULL) {
return;
}
if (toolsettings->vpaint) {
BKE_paint_free(&toolsettings->vpaint->paint);
MEM_freeN(toolsettings->vpaint);
}
if (toolsettings->wpaint) {
BKE_paint_free(&toolsettings->wpaint->paint);
MEM_freeN(toolsettings->wpaint);
}
if (toolsettings->sculpt) {
BKE_paint_free(&toolsettings->sculpt->paint);
MEM_freeN(toolsettings->sculpt);
}
if (toolsettings->uvsculpt) {
BKE_paint_free(&toolsettings->uvsculpt->paint);
MEM_freeN(toolsettings->uvsculpt);
}
if (toolsettings->gp_paint) {
BKE_paint_free(&toolsettings->gp_paint->paint);
MEM_freeN(toolsettings->gp_paint);
}
BKE_paint_free(&toolsettings->imapaint.paint);
/* free Grease Pencil interpolation curve */
if (toolsettings->gp_interpolate.custom_ipo) {
curvemapping_free(toolsettings->gp_interpolate.custom_ipo);
}
/* free Grease Pencil multiframe falloff curve */
if (toolsettings->gp_sculpt.cur_falloff) {
curvemapping_free(toolsettings->gp_sculpt.cur_falloff);
}
MEM_freeN(toolsettings);
}
/**
* Only copy internal data of Scene ID from source to already allocated/initialized destination.
* You probably nerver want to use that directly, use 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_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_scene_copy_data(Main *bmain, Scene *sce_dst, const Scene *sce_src, const int flag)
{
/* We never handle usercount here for own data. */
const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
sce_dst->ed = NULL;
sce_dst->depsgraph_hash = NULL;
sce_dst->fps_info = NULL;
/* Master Collection */
if (sce_src->master_collection) {
sce_dst->master_collection = BKE_collection_copy_master(bmain, sce_src->master_collection, flag);
}
/* View Layers */
BLI_duplicatelist(&sce_dst->view_layers, &sce_src->view_layers);
for (ViewLayer *view_layer_src = sce_src->view_layers.first, *view_layer_dst = sce_dst->view_layers.first;
view_layer_src;
view_layer_src = view_layer_src->next, view_layer_dst = view_layer_dst->next)
{
BKE_view_layer_copy_data(sce_dst, sce_src, view_layer_dst, view_layer_src, flag_subdata);
}
BLI_duplicatelist(&(sce_dst->markers), &(sce_src->markers));
BLI_duplicatelist(&(sce_dst->transform_spaces), &(sce_src->transform_spaces));
BLI_duplicatelist(&(sce_dst->r.views), &(sce_src->r.views));
BKE_keyingsets_copy(&(sce_dst->keyingsets), &(sce_src->keyingsets));
if (sce_src->nodetree) {
/* Note: nodetree is *not* in bmain, however this specific case is handled at lower level
* (see BKE_libblock_copy_ex()). */
BKE_id_copy_ex(bmain, (ID *)sce_src->nodetree, (ID **)&sce_dst->nodetree, flag, false);
BKE_libblock_relink_ex(bmain, sce_dst->nodetree, (void *)(&sce_src->id), &sce_dst->id, false);
}
if (sce_src->rigidbody_world) {
sce_dst->rigidbody_world = BKE_rigidbody_world_copy(sce_src->rigidbody_world, flag_subdata);
}
/* copy color management settings */
BKE_color_managed_display_settings_copy(&sce_dst->display_settings, &sce_src->display_settings);
BKE_color_managed_view_settings_copy(&sce_dst->view_settings, &sce_src->view_settings);
BKE_color_managed_colorspace_settings_copy(&sce_dst->sequencer_colorspace_settings, &sce_src->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&sce_dst->r.im_format.display_settings, &sce_src->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_dst->r.im_format.view_settings, &sce_src->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&sce_dst->r.bake.im_format.display_settings, &sce_src->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_dst->r.bake.im_format.view_settings, &sce_src->r.bake.im_format.view_settings);
curvemapping_copy_data(&sce_dst->r.mblur_shutter_curve, &sce_src->r.mblur_shutter_curve);
/* tool settings */
sce_dst->toolsettings = BKE_toolsettings_copy(sce_dst->toolsettings, flag_subdata);
/* make a private copy of the avicodecdata */
if (sce_src->r.avicodecdata) {
sce_dst->r.avicodecdata = MEM_dupallocN(sce_src->r.avicodecdata);
sce_dst->r.avicodecdata->lpFormat = MEM_dupallocN(sce_dst->r.avicodecdata->lpFormat);
sce_dst->r.avicodecdata->lpParms = MEM_dupallocN(sce_dst->r.avicodecdata->lpParms);
}
if (sce_src->r.ffcodecdata.properties) { /* intentionally check sce_dst not sce_src. */ /* XXX ??? comment outdated... */
sce_dst->r.ffcodecdata.properties = IDP_CopyProperty_ex(sce_src->r.ffcodecdata.properties, flag_subdata);
}
/* before scene copy */
BKE_sound_create_scene(sce_dst);
/* Copy sequencer, this is local data! */
if (sce_src->ed) {
sce_dst->ed = MEM_callocN(sizeof(*sce_dst->ed), __func__);
sce_dst->ed->seqbasep = &sce_dst->ed->seqbase;
BKE_sequence_base_dupli_recursive(
sce_src, sce_dst, &sce_dst->ed->seqbase, &sce_src->ed->seqbase, SEQ_DUPE_ALL, flag_subdata);
}
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
BKE_previewimg_id_copy(&sce_dst->id, &sce_src->id);
}
else {
sce_dst->preview = NULL;
}
sce_dst->eevee.light_cache = NULL;
/* TODO Copy the cache. */
}
Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
{
Scene *sce_copy;
/* TODO this should/could most likely be replaced by call to more generic code at some point...
* But for now, let's keep it well isolated here. */
if (type == SCE_COPY_EMPTY) {
ListBase rv;
sce_copy = BKE_scene_add(bmain, sce->id.name + 2);
rv = sce_copy->r.views;
curvemapping_free_data(&sce_copy->r.mblur_shutter_curve);
sce_copy->r = sce->r;
sce_copy->r.views = rv;
sce_copy->unit = sce->unit;
sce_copy->physics_settings = sce->physics_settings;
sce_copy->audio = sce->audio;
if (sce->id.properties)
sce_copy->id.properties = IDP_CopyProperty(sce->id.properties);
MEM_freeN(sce_copy->toolsettings);
BKE_sound_destroy_scene(sce_copy);
/* copy color management settings */
BKE_color_managed_display_settings_copy(&sce_copy->display_settings, &sce->display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->view_settings, &sce->view_settings);
BKE_color_managed_colorspace_settings_copy(&sce_copy->sequencer_colorspace_settings, &sce->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&sce_copy->r.im_format.display_settings, &sce->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->r.im_format.view_settings, &sce->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&sce_copy->r.bake.im_format.display_settings, &sce->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->r.bake.im_format.view_settings, &sce->r.bake.im_format.view_settings);
curvemapping_copy_data(&sce_copy->r.mblur_shutter_curve, &sce->r.mblur_shutter_curve);
/* viewport display settings */
sce_copy->display = sce->display;
/* tool settings */
sce_copy->toolsettings = BKE_toolsettings_copy(sce->toolsettings, 0);
/* make a private copy of the avicodecdata */
if (sce->r.avicodecdata) {
sce_copy->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
sce_copy->r.avicodecdata->lpFormat = MEM_dupallocN(sce_copy->r.avicodecdata->lpFormat);
sce_copy->r.avicodecdata->lpParms = MEM_dupallocN(sce_copy->r.avicodecdata->lpParms);
}
if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
sce_copy->r.ffcodecdata.properties = IDP_CopyProperty(sce->r.ffcodecdata.properties);
}
/* before scene copy */
BKE_sound_create_scene(sce_copy);
/* grease pencil */
sce_copy->gpd = NULL;
sce_copy->preview = NULL;
return sce_copy;
}
else {
BKE_id_copy_ex(bmain, (ID *)sce, (ID **)&sce_copy, LIB_ID_COPY_ACTIONS, false);
id_us_min(&sce_copy->id);
id_us_ensure_real(&sce_copy->id);
/* Extra actions, most notably SCE_FULL_COPY also duplicates several 'children' datablocks... */
if (type == SCE_COPY_FULL) {
/* Copy Freestyle LineStyle datablocks. */
for (ViewLayer *view_layer_dst = sce_copy->view_layers.first; view_layer_dst; view_layer_dst = view_layer_dst->next) {
for (FreestyleLineSet *lineset = view_layer_dst->freestyle_config.linesets.first; lineset; lineset = lineset->next) {
if (lineset->linestyle) {
/* XXX Not copying anim/actions here? */
BKE_id_copy_ex(bmain, (ID *)lineset->linestyle, (ID **)&lineset->linestyle, 0, false);
}
}
}
/* Full copy of world (included animations) */
if (sce_copy->world) {
BKE_id_copy_ex(bmain, (ID *)sce_copy->world, (ID **)&sce_copy->world, LIB_ID_COPY_ACTIONS, false);
}
/* Collections */
BKE_collection_copy_full(bmain, sce_copy->master_collection);
/* Full copy of GreasePencil. */
/* XXX Not copying anim/actions here? */
if (sce_copy->gpd) {
BKE_id_copy_ex(bmain, (ID *)sce_copy->gpd, (ID **)&sce_copy->gpd, 0, false);
}
}
else {
/* Remove sequencer if not full copy */
/* XXX Why in Hell? :/ */
remove_sequencer_fcurves(sce_copy);
BKE_sequencer_editing_free(sce_copy, true);
}
/* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
* are done outside of blenkernel with ED_object_single_users! */
/* camera */
if (ELEM(type, SCE_COPY_LINK_DATA, SCE_COPY_FULL)) {
ID_NEW_REMAP(sce_copy->camera);
}
return sce_copy;
}
}
void BKE_scene_groups_relink(Scene *sce)
{
if (sce->rigidbody_world)
BKE_rigidbody_world_groups_relink(sce->rigidbody_world);
}
void BKE_scene_make_local(Main *bmain, Scene *sce, const bool lib_local)
{
/* For now should work, may need more work though to support all possible corner cases
* (also scene_copy probably needs some love). */
BKE_id_make_local_generic(bmain, &sce->id, true, lib_local);
}
/** Free (or release) any data used by this scene (does not free the scene itself). */
void BKE_scene_free_ex(Scene *sce, const bool do_id_user)
{
BKE_animdata_free((ID *)sce, false);
BKE_sequencer_editing_free(sce, do_id_user);
BKE_keyingsets_free(&sce->keyingsets);
/* is no lib link block, but scene extension */
if (sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
sce->nodetree = NULL;
}
if (sce->rigidbody_world) {
BKE_rigidbody_free_world(sce);
}
if (sce->r.avicodecdata) {
free_avicodecdata(sce->r.avicodecdata);
MEM_freeN(sce->r.avicodecdata);
sce->r.avicodecdata = 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.views);
BKE_toolsettings_free(sce->toolsettings);
sce->toolsettings = NULL;
BKE_scene_free_depsgraph_hash(sce);
MEM_SAFE_FREE(sce->fps_info);
BKE_sound_destroy_scene(sce);
BKE_color_managed_view_settings_free(&sce->view_settings);
BKE_previewimg_free(&sce->preview);
curvemapping_free_data(&sce->r.mblur_shutter_curve);
for (ViewLayer *view_layer = sce->view_layers.first, *view_layer_next; view_layer; view_layer = view_layer_next) {
view_layer_next = view_layer->next;
BLI_remlink(&sce->view_layers, view_layer);
BKE_view_layer_free_ex(view_layer, do_id_user);
}
/* Master Collection */
// TODO: what to do with do_id_user? it's also true when just
// closing the file which seems wrong? should decrement users
// for objects directly in the master collection? then other
// collections in the scene need to do it too?
if (sce->master_collection) {
BKE_collection_free(sce->master_collection);
MEM_freeN(sce->master_collection);
sce->master_collection = NULL;
}
if (sce->eevee.light_cache) {
EEVEE_lightcache_free(sce->eevee.light_cache);
sce->eevee.light_cache = NULL;
}
/* These are freed on doversion. */
BLI_assert(sce->layer_properties == NULL);
}
void BKE_scene_free(Scene *sce)
{
BKE_scene_free_ex(sce, true);
}
void BKE_scene_init(Scene *sce)
{
ParticleEditSettings *pset;
int a;
const char *colorspace_name;
SceneRenderView *srv;
CurveMapping *mblur_shutter_curve;
BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(sce, id));
sce->r.mode = R_OSA;
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.tilex = 256;
sce->r.tiley = 256;
sce->r.size = 100;
sce->r.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.im_format.quality = 90;
sce->r.im_format.compress = 15;
sce->r.displaymode = R_OUTPUT_WINDOW;
sce->r.framapto = 100;
sce->r.images = 100;
sce->r.framelen = 1.0;
sce->r.blurfac = 0.5;
sce->r.frs_sec = 24;
sce->r.frs_sec_base = 1;
/* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used,
* images would look in the same way as in current blender
*
* perhaps at some point should be completely deprecated?
*/
sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
sce->r.dither_intensity = 1.0f;
sce->r.bake_mode = 0;
sce->r.bake_filter = 16;
sce->r.bake_flag = R_BAKE_CLEAR;
sce->r.bake_samples = 256;
sce->r.bake_biasdist = 0.001;
sce->r.bake.flag = R_BAKE_CLEAR;
sce->r.bake.pass_filter = R_BAKE_PASS_FILTER_ALL;
sce->r.bake.width = 512;
sce->r.bake.height = 512;
sce->r.bake.margin = 16;
sce->r.bake.normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake.normal_swizzle[0] = R_BAKE_POSX;
sce->r.bake.normal_swizzle[1] = R_BAKE_POSY;
sce->r.bake.normal_swizzle[2] = R_BAKE_POSZ;
BLI_strncpy(sce->r.bake.filepath, U.renderdir, sizeof(sce->r.bake.filepath));
sce->r.bake.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.bake.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.bake.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.bake.im_format.quality = 90;
sce->r.bake.im_format.compress = 15;
sce->r.scemode = R_DOCOMP | R_DOSEQ | R_EXTENSION;
sce->r.stamp = R_STAMP_TIME | R_STAMP_FRAME | R_STAMP_DATE | R_STAMP_CAMERA | R_STAMP_SCENE | R_STAMP_FILENAME | R_STAMP_RENDERTIME | R_STAMP_MEMORY;
sce->r.stamp_font_id = 12;
sce->r.fg_stamp[0] = sce->r.fg_stamp[1] = sce->r.fg_stamp[2] = 0.8f;
sce->r.fg_stamp[3] = 1.0f;
sce->r.bg_stamp[0] = sce->r.bg_stamp[1] = sce->r.bg_stamp[2] = 0.0f;
sce->r.bg_stamp[3] = 0.25f;
sce->r.seq_prev_type = OB_SOLID;
sce->r.seq_rend_type = OB_SOLID;
sce->r.seq_flag = 0;
sce->r.threads = 1;
sce->r.simplify_subsurf = 6;
sce->r.simplify_particles = 1.0f;
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->r.preview_start_resolution = 64;
sce->r.line_thickness_mode = R_LINE_THICKNESS_ABSOLUTE;
sce->r.unit_line_thickness = 1.0f;
mblur_shutter_curve = &sce->r.mblur_shutter_curve;
curvemapping_set_defaults(mblur_shutter_curve, 1, 0.0f, 0.0f, 1.0f, 1.0f);
curvemapping_initialize(mblur_shutter_curve);
curvemap_reset(mblur_shutter_curve->cm,
&mblur_shutter_curve->clipr,
CURVE_PRESET_MAX,
CURVEMAP_SLOPE_POS_NEG);
sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings), "Tool Settings Struct");
sce->toolsettings->object_flag |= SCE_OBJECT_MODE_LOCK;
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->vgroup_weight = 1.0f;
sce->toolsettings->uvcalc_margin = 0.001f;
sce->toolsettings->uvcalc_flag = UVCALC_TRANSFORM_CORRECT;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh = 0.01f;
sce->toolsettings->gizmo_flag = SCE_MANIP_TRANSLATE | SCE_MANIP_ROTATE | SCE_MANIP_SCALE;
sce->toolsettings->selectmode = SCE_SELECT_VERTEX;
sce->toolsettings->uv_selectmode = UV_SELECT_VERTEX;
sce->toolsettings->autokey_mode = U.autokey_mode;
sce->toolsettings->transform_pivot_point = V3D_AROUND_CENTER_MEAN;
sce->toolsettings->snap_mode = SCE_SNAP_MODE_INCREMENT;
sce->toolsettings->snap_node_mode = SCE_SNAP_MODE_GRID;
sce->toolsettings->snap_uv_mode = SCE_SNAP_MODE_INCREMENT;
sce->toolsettings->curve_paint_settings.curve_type = CU_BEZIER;
sce->toolsettings->curve_paint_settings.flag |= CURVE_PAINT_FLAG_CORNERS_DETECT;
sce->toolsettings->curve_paint_settings.error_threshold = 8;
sce->toolsettings->curve_paint_settings.radius_max = 1.0f;
sce->toolsettings->curve_paint_settings.corner_angle = DEG2RADF(70.0f);
sce->toolsettings->statvis.overhang_axis = OB_NEGZ;
sce->toolsettings->statvis.overhang_min = 0;
sce->toolsettings->statvis.overhang_max = DEG2RADF(45.0f);
sce->toolsettings->statvis.thickness_max = 0.1f;
sce->toolsettings->statvis.thickness_samples = 1;
sce->toolsettings->statvis.distort_min = DEG2RADF(5.0f);
sce->toolsettings->statvis.distort_max = DEG2RADF(45.0f);
sce->toolsettings->statvis.sharp_min = DEG2RADF(90.0f);
sce->toolsettings->statvis.sharp_max = DEG2RADF(180.0f);
sce->toolsettings->proportional_size = 1.0f;
sce->toolsettings->imapaint.paint.flags |= PAINT_SHOW_BRUSH;
sce->toolsettings->imapaint.normal_angle = 80;
sce->toolsettings->imapaint.seam_bleed = 2;
/* alloc grease pencil drawing brushes */
sce->toolsettings->gp_paint = MEM_callocN(sizeof(GpPaint), "GpPaint");
/* grease pencil multiframe falloff curve */
sce->toolsettings->gp_sculpt.cur_falloff = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_falloff_curve = sce->toolsettings->gp_sculpt.cur_falloff;
curvemapping_set_defaults(gp_falloff_curve, 1, 0.0f, 0.0f, 1.0f, 1.0f);
curvemapping_initialize(gp_falloff_curve);
curvemap_reset(gp_falloff_curve->cm,
&gp_falloff_curve->clipr,
CURVE_PRESET_GAUSS,
CURVEMAP_SLOPE_POSITIVE);
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.system = USER_UNIT_METRIC;
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 < ARRAY_SIZE(pset->brush); a++) {
pset->brush[a].strength = 0.5f;
pset->brush[a].size = 50;
pset->brush[a].step = 10;
pset->brush[a].count = 10;
}
pset->brush[PE_BRUSH_CUT].strength = 1.0f;
sce->r.ffcodecdata.audio_mixrate = 48000;
sce->r.ffcodecdata.audio_volume = 1.0f;
sce->r.ffcodecdata.audio_bitrate = 192;
sce->r.ffcodecdata.audio_channels = 2;
BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
sce->audio.distance_model = 2.0f;
sce->audio.doppler_factor = 1.0f;
sce->audio.speed_of_sound = 343.3f;
sce->audio.volume = 1.0f;
sce->audio.flag = AUDIO_SYNC;
BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
BLI_rctf_init(&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 */
/* multiview - stereo */
BKE_scene_add_render_view(sce, STEREO_LEFT_NAME);
srv = sce->r.views.first;
BLI_strncpy(srv->suffix, STEREO_LEFT_SUFFIX, sizeof(srv->suffix));
BKE_scene_add_render_view(sce, STEREO_RIGHT_NAME);
srv = sce->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
BKE_sound_create_scene(sce);
/* color management */
colorspace_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DEFAULT_SEQUENCER);
BKE_color_managed_display_settings_init(&sce->display_settings);
BKE_color_managed_view_settings_init(&sce->view_settings);
BLI_strncpy(sce->sequencer_colorspace_settings.name, colorspace_name,
sizeof(sce->sequencer_colorspace_settings.name));
/* Safe Areas */
copy_v2_fl2(sce->safe_areas.title, 3.5f / 100.0f, 3.5f / 100.0f);
copy_v2_fl2(sce->safe_areas.action, 10.0f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(sce->safe_areas.title_center, 17.5f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(sce->safe_areas.action_center, 15.0f / 100.0f, 5.0f / 100.0f);
sce->preview = NULL;
/* GP Sculpt brushes */
{
GP_BrushEdit_Settings *gset = &sce->toolsettings->gp_sculpt;
GP_EditBrush_Data *gp_brush;
float curcolor_add[3], curcolor_sub[3];
ARRAY_SET_ITEMS(curcolor_add, 1.0f, 0.6f, 0.6f);
ARRAY_SET_ITEMS(curcolor_sub, 0.6f, 0.6f, 1.0f);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_SMOOTH];
gp_brush->size = 25;
gp_brush->strength = 0.3f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_SMOOTH_PRESSURE | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_THICKNESS];
gp_brush->size = 25;
gp_brush->strength = 0.5f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_STRENGTH];
gp_brush->size = 25;
gp_brush->strength = 0.5f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_GRAB];
gp_brush->size = 50;
gp_brush->strength = 0.3f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_PUSH];
gp_brush->size = 25;
gp_brush->strength = 0.3f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_TWIST];
gp_brush->size = 50;
gp_brush->strength = 0.3f; // XXX?
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_PINCH];
gp_brush->size = 50;
gp_brush->strength = 0.5f; // XXX?
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
gp_brush = &gset->brush[GP_EDITBRUSH_TYPE_RANDOMIZE];
gp_brush->size = 25;
gp_brush->strength = 0.5f;
gp_brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_ENABLE_CURSOR;
copy_v3_v3(gp_brush->curcolor_add, curcolor_add);
copy_v3_v3(gp_brush->curcolor_sub, curcolor_sub);
}
/* GP Stroke Placement */
sce->toolsettings->gpencil_v3d_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_v2d_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_seq_align = GP_PROJECT_VIEWSPACE;
sce->toolsettings->gpencil_ima_align = GP_PROJECT_VIEWSPACE;
/* Annotations */
sce->toolsettings->annotate_v3d_align = GP_PROJECT_VIEWSPACE | GP_PROJECT_CURSOR;
sce->toolsettings->annotate_thickness = 3;
sce->orientation_index_custom = -1;
/* Master Collection */
sce->master_collection = BKE_collection_master_add();
BKE_view_layer_add(sce, "View Layer");
/* SceneDisplay */
copy_v3_v3(sce->display.light_direction, (float[3]){-M_SQRT1_3, -M_SQRT1_3, M_SQRT1_3});
sce->display.shadow_shift = 0.1;
sce->display.matcap_ssao_distance = 0.2f;
sce->display.matcap_ssao_attenuation = 1.0f;
sce->display.matcap_ssao_samples = 16;
/* OpenGL Render. */
BKE_screen_view3d_shading_init(&sce->display.shading);
/* SceneEEVEE */
sce->eevee.gi_diffuse_bounces = 3;
sce->eevee.gi_cubemap_resolution = 512;
sce->eevee.gi_visibility_resolution = 32;
sce->eevee.gi_cubemap_draw_size = 0.3f;
sce->eevee.gi_irradiance_draw_size = 0.1f;
sce->eevee.taa_samples = 16;
sce->eevee.taa_render_samples = 64;
sce->eevee.sss_samples = 7;
sce->eevee.sss_jitter_threshold = 0.3f;
sce->eevee.ssr_quality = 0.25f;
sce->eevee.ssr_max_roughness = 0.5f;
sce->eevee.ssr_thickness = 0.2f;
sce->eevee.ssr_border_fade = 0.075f;
sce->eevee.ssr_firefly_fac = 10.0f;
sce->eevee.volumetric_start = 0.1f;
sce->eevee.volumetric_end = 100.0f;
sce->eevee.volumetric_tile_size = 8;
sce->eevee.volumetric_samples = 64;
sce->eevee.volumetric_sample_distribution = 0.8f;
sce->eevee.volumetric_light_clamp = 0.0f;
sce->eevee.volumetric_shadow_samples = 16;
sce->eevee.gtao_distance = 0.2f;
sce->eevee.gtao_factor = 1.0f;
sce->eevee.gtao_quality = 0.25f;
sce->eevee.bokeh_max_size = 100.0f;
sce->eevee.bokeh_threshold = 1.0f;
copy_v3_fl(sce->eevee.bloom_color, 1.0f);
sce->eevee.bloom_threshold = 0.8f;
sce->eevee.bloom_knee = 0.5f;
sce->eevee.bloom_intensity = 0.8f;
sce->eevee.bloom_radius = 6.5f;
sce->eevee.bloom_clamp = 1.0f;
sce->eevee.motion_blur_samples = 8;
sce->eevee.motion_blur_shutter = 1.0f;
sce->eevee.shadow_method = SHADOW_ESM;
sce->eevee.shadow_cube_size = 512;
sce->eevee.shadow_cascade_size = 1024;
sce->eevee.light_cache = NULL;
sce->eevee.flag =
SCE_EEVEE_VOLUMETRIC_LIGHTS |
SCE_EEVEE_GTAO_BENT_NORMALS |
SCE_EEVEE_GTAO_BOUNCE |
SCE_EEVEE_TAA_REPROJECTION |
SCE_EEVEE_SSR_HALF_RESOLUTION;
}
Scene *BKE_scene_add(Main *bmain, const char *name)
{
Scene *sce;
sce = BKE_libblock_alloc(bmain, ID_SCE, name, 0);
id_us_min(&sce->id);
id_us_ensure_real(&sce->id);
BKE_scene_init(sce);
return sce;
}
/**
* Check if there is any intance of the object in the scene
*/
bool BKE_scene_object_find(Scene *scene, Object *ob)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (BLI_findptr(&view_layer->object_bases, ob, offsetof(Base, object))) {
return true;
}
}
return false;
}
Object *BKE_scene_object_find_by_name(Scene *scene, const char *name)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (STREQ(base->object->id.name + 2, name)) {
return base->object;
}
}
}
return NULL;
}
/**
* Sets the active scene, mainly used when running in background mode (``--scene`` command line argument).
* This is also called to set the scene directly, bypassing windowing code.
* Otherwise #WM_window_set_active_scene is used when changing scenes by the user.
*/
void BKE_scene_set_background(Main *bmain, Scene *scene)
{
Object *ob;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
BKE_scene_validate_setscene(bmain, scene);
/* deselect objects (for dataselect) */
for (ob = bmain->object.first; ob; ob = ob->id.next)
ob->flag &= ~SELECT;
/* copy layers and flags from bases to objects */
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
ob = base->object;
/* collection patch... */
BKE_scene_object_base_flag_sync_from_base(base);
}
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
}
/* called from creator_args.c */
Scene *BKE_scene_set_name(Main *bmain, const char *name)
{
Scene *sce = (Scene *)BKE_libblock_find_name(bmain, ID_SCE, name);
if (sce) {
BKE_scene_set_background(bmain, sce);
printf("Scene switch for render: '%s' in file: '%s'\n", name, BKE_main_blendfile_path(bmain));
return sce;
}
printf("Can't find scene: '%s' in file: '%s'\n", name, BKE_main_blendfile_path(bmain));
return NULL;
}
/* Used by metaballs, return *all* objects (including duplis) existing in the scene (including scene's sets) */
int BKE_scene_base_iter_next(Depsgraph *depsgraph, SceneBaseIter *iter,
Scene **scene, int val, Base **base, Object **ob)
{
bool run_again = true;
/* init */
if (val == 0) {
iter->phase = F_START;
iter->dupob = NULL;
iter->duplilist = NULL;
iter->dupli_refob = NULL;
}
else {
/* run_again is set when a duplilist has been ended */
while (run_again) {
run_again = false;
/* the first base */
if (iter->phase == F_START) {
ViewLayer *view_layer = (depsgraph) ?
DEG_get_evaluated_view_layer(depsgraph) :
BKE_view_layer_context_active_PLACEHOLDER(*scene);
*base = view_layer->object_bases.first;
if (*base) {
*ob = (*base)->object;
iter->phase = F_SCENE;
}
else {
/* exception: empty scene layer */
while ((*scene)->set) {
(*scene) = (*scene)->set;
ViewLayer *view_layer_set = BKE_view_layer_default_render((*scene));
if (view_layer_set->object_bases.first) {
*base = view_layer_set->object_bases.first;
*ob = (*base)->object;
iter->phase = F_SCENE;
break;
}
}
}
}
else {
if (*base && iter->phase != F_DUPLI) {
*base = (*base)->next;
if (*base) {
*ob = (*base)->object;
}
else {
if (iter->phase == F_SCENE) {
/* (*scene) is finished, now do the set */
while ((*scene)->set) {
(*scene) = (*scene)->set;
ViewLayer *view_layer_set = BKE_view_layer_default_render((*scene));
if (view_layer_set->object_bases.first) {
*base = view_layer_set->object_bases.first;
*ob = (*base)->object;
break;
}
}
}
}
}
}
if (*base == NULL) {
iter->phase = F_START;
}
else {
if (iter->phase != F_DUPLI) {
if (depsgraph && (*base)->object->transflag & OB_DUPLI) {
/* collections cannot be duplicated for mballs yet,
* this enters eternal loop because of
* makeDispListMBall getting called inside of collection_duplilist */
if ((*base)->object->dup_group == NULL) {
iter->duplilist = object_duplilist(depsgraph, (*scene), (*base)->object);
iter->dupob = iter->duplilist->first;
if (!iter->dupob) {
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
}
iter->dupli_refob = NULL;
}
}
}
/* handle dupli's */
if (iter->dupob) {
(*base)->flag_legacy |= OB_FROMDUPLI;
*ob = iter->dupob->ob;
iter->phase = F_DUPLI;
if (iter->dupli_refob != *ob) {
if (iter->dupli_refob) {
/* Restore previous object's real matrix. */
copy_m4_m4(iter->dupli_refob->obmat, iter->omat);
}
/* Backup new object's real matrix. */
iter->dupli_refob = *ob;
copy_m4_m4(iter->omat, iter->dupli_refob->obmat);
}
copy_m4_m4((*ob)->obmat, iter->dupob->mat);
iter->dupob = iter->dupob->next;
}
else if (iter->phase == F_DUPLI) {
iter->phase = F_SCENE;
(*base)->flag_legacy &= ~OB_FROMDUPLI;
if (iter->dupli_refob) {
/* Restore last object's real matrix. */
copy_m4_m4(iter->dupli_refob->obmat, iter->omat);
iter->dupli_refob = NULL;
}
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
run_again = true;
}
}
}
}
#if 0
if (ob && *ob) {
printf("Scene: '%s', '%s'\n", (*scene)->id.name + 2, (*ob)->id.name + 2);
}
#endif
return iter->phase;
}
Scene *BKE_scene_find_from_collection(const Main *bmain, const Collection *collection)
{
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
for (ViewLayer *layer = scene->view_layers.first; layer; layer = layer->next) {
if (BKE_view_layer_has_collection(layer, collection)) {
return scene;
}
}
}
return NULL;
}
#ifdef DURIAN_CAMERA_SWITCH
Object *BKE_scene_camera_switch_find(Scene *scene)
{
if (scene->r.mode & R_NO_CAMERA_SWITCH) {
return NULL;
}
TimeMarker *m;
int cfra = scene->r.cfra;
int frame = -(MAXFRAME + 1);
int min_frame = MAXFRAME + 1;
Object *camera = NULL;
Object *first_camera = NULL;
for (m = scene->markers.first; m; m = m->next) {
if (m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER) == 0) {
if ((m->frame <= cfra) && (m->frame > frame)) {
camera = m->camera;
frame = m->frame;
if (frame == cfra)
break;
}
if (m->frame < min_frame) {
first_camera = m->camera;
min_frame = m->frame;
}
}
}
if (camera == NULL) {
/* If there's no marker to the left of current frame,
* use camera from left-most marker to solve all sort
* of Schrodinger uncertainties.
*/
return first_camera;
}
return camera;
}
#endif
int BKE_scene_camera_switch_update(Scene *scene)
{
#ifdef DURIAN_CAMERA_SWITCH
Object *camera = BKE_scene_camera_switch_find(scene);
if (camera) {
scene->camera = camera;
DEG_id_tag_update(&scene->id, DEG_TAG_COPY_ON_WRITE);
return 1;
}
#else
(void)scene;
#endif
return 0;
}
char *BKE_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 than 1 marker per frame, this just returns the first :/ */
char *BKE_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;
}
int BKE_scene_frame_snap_by_seconds(Scene *scene, double interval_in_seconds, int cfra)
{
const int fps = round_db_to_int(FPS * interval_in_seconds);
const int second_prev = cfra - mod_i(cfra, fps);
const int second_next = second_prev + fps;
const int delta_prev = cfra - second_prev;
const int delta_next = second_next - cfra;
return (delta_prev < delta_next) ? second_prev : second_next;
}
void BKE_scene_remove_rigidbody_object(struct Main *bmain, Scene *scene, Object *ob)
{
/* remove rigid body constraint from world before removing object */
if (ob->rigidbody_constraint)
BKE_rigidbody_remove_constraint(scene, ob);
/* remove rigid body object from world before removing object */
if (ob->rigidbody_object)
BKE_rigidbody_remove_object(bmain, scene, ob);
}
/* checks for cycle, returns 1 if it's all OK */
bool BKE_scene_validate_setscene(Main *bmain, Scene *sce)
{
Scene *sce_iter;
int a, totscene;
if (sce->set == NULL) return true;
totscene = BLI_listbase_count(&bmain->scene);
for (a = 0, sce_iter = sce; sce_iter->set; sce_iter = sce_iter->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 false;
}
}
return true;
}
/* This function is needed to cope with fractional frames - including two Blender rendering features
* mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering.
*/
float BKE_scene_frame_get(const Scene *scene)
{
return BKE_scene_frame_get_from_ctime(scene, scene->r.cfra);
}
/* This function is used to obtain arbitrary fractional frames */
float BKE_scene_frame_get_from_ctime(const Scene *scene, const float frame)
{
float ctime = frame;
ctime += scene->r.subframe;
ctime *= scene->r.framelen;
return ctime;
}
/**
* Sets the frame int/float components.
*/
void BKE_scene_frame_set(struct Scene *scene, double cfra)
{
double intpart;
scene->r.subframe = modf(cfra, &intpart);
scene->r.cfra = (int)intpart;
}
/* That's like really a bummer, because currently animation data for armatures
* might want to use pose, and pose might be missing on the object.
* This happens when changing visible layers, which leads to situations when
* pose is missing or marked for recalc, animation will change it and then
* object update will restore the pose.
*
* This could be solved by the new dependency graph, but for until then we'll
* do an extra pass on the objects to ensure it's all fine.
*/
#define POSE_ANIMATION_WORKAROUND
#ifdef POSE_ANIMATION_WORKAROUND
static void scene_armature_depsgraph_workaround(Main *bmain, Depsgraph *depsgraph)
{
Object *ob;
if (BLI_listbase_is_empty(&bmain->armature) || !DEG_id_type_updated(depsgraph, ID_OB)) {
return;
}
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->type == OB_ARMATURE && ob->adt && ob->adt->recalc & ADT_RECALC_ANIM) {
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
BKE_pose_rebuild(bmain, ob, ob->data, true);
}
}
}
}
#endif
static bool check_rendered_viewport_visible(Main *bmain)
{
wmWindowManager *wm = bmain->wm.first;
wmWindow *window;
for (window = wm->windows.first; window != NULL; window = window->next) {
const bScreen *screen = BKE_workspace_active_screen_get(window->workspace_hook);
Scene *scene = window->scene;
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (type->draw_engine || !type->render) {
continue;
}
for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) {
View3D *v3d = area->spacedata.first;
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
if (v3d->shading.type == OB_RENDER) {
return true;
}
}
}
return false;
}
/* TODO(campbell): shouldn't we be able to use 'DEG_get_view_layer' here?
* Currently this is NULL on load, so don't. */
static void prepare_mesh_for_viewport_render(
Main *bmain, const ViewLayer *view_layer)
{
/* This is needed to prepare mesh to be used by the render
* engine from the viewport rendering. We do loading here
* so all the objects which shares the same mesh datablock
* are nicely tagged for update and updated.
*
* This makes it so viewport render engine doesn't need to
* call loading of the edit data for the mesh objects.
*/
Object *obedit = OBEDIT_FROM_VIEW_LAYER(view_layer);
if (obedit) {
Mesh *mesh = obedit->data;
if ((obedit->type == OB_MESH) &&
((obedit->id.recalc & ID_RECALC_ALL) ||
(mesh->id.recalc & ID_RECALC_ALL)))
{
if (check_rendered_viewport_visible(bmain)) {
BMesh *bm = mesh->edit_btmesh->bm;
BM_mesh_bm_to_me(
bmain, bm, mesh,
(&(struct BMeshToMeshParams){
.calc_object_remap = true,
}));
DEG_id_tag_update(&mesh->id, 0);
}
}
}
}
/* TODO(sergey): This actually should become view_layer_graph or so.
* Same applies to update_for_newframe.
*/
void BKE_scene_graph_update_tagged(Depsgraph *depsgraph,
Main *bmain)
{
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
/* TODO(sergey): Some functions here are changing global state,
* for example, clearing update tags from bmain.
*/
/* (Re-)build dependency graph if needed. */
DEG_graph_relations_update(depsgraph, bmain, scene, view_layer);
/* Uncomment this to check if graph was properly tagged for update. */
// DEG_debug_graph_relations_validate(depsgraph, bmain, scene);
/* Flush editing data if needed. */
prepare_mesh_for_viewport_render(bmain, view_layer);
/* Flush recalc flags to dependencies. */
DEG_graph_flush_update(bmain, depsgraph);
/* Update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed.
*/
DEG_evaluate_on_refresh(depsgraph);
/* Update sound system animation (TODO, move to depsgraph). */
BKE_sound_update_scene(bmain, scene);
/* Inform editors about possible changes. */
DEG_ids_check_recalc(bmain, depsgraph, scene, view_layer, false);
/* Clear recalc flags. */
DEG_ids_clear_recalc(bmain, depsgraph);
}
/* applies changes right away, does all sets too */
void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph,
Main *bmain)
{
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
/* TODO(sergey): Some functions here are changing global state,
* for example, clearing update tags from bmain.
*/
const float ctime = BKE_scene_frame_get(scene);
/* Keep this first. */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
/* Update animated image textures for particles, modifiers, gpu, etc,
* call this at the start so modifiers with textures don't lag 1 frame.
*/
BKE_image_update_frame(bmain, scene->r.cfra);
BKE_sound_set_cfra(scene->r.cfra);
DEG_graph_relations_update(depsgraph, bmain, scene, view_layer);
/* Update animated cache files for modifiers.
*
* TODO(sergey): Make this a depsgraph node?
*/
BKE_cachefile_update_frame(bmain, depsgraph, scene, ctime,
(((double)scene->r.frs_sec) / (double)scene->r.frs_sec_base));
#ifdef POSE_ANIMATION_WORKAROUND
scene_armature_depsgraph_workaround(bmain, depsgraph);
#endif
/* Update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed.
*/
DEG_evaluate_on_framechange(bmain, depsgraph, ctime);
/* Update sound system animation (TODO, move to depsgraph). */
BKE_sound_update_scene(bmain, scene);
/* Notify editors and python about recalc. */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_FRAME_CHANGE_POST);
/* Inform editors about possible changes. */
DEG_ids_check_recalc(bmain, depsgraph, scene, view_layer, true);
/* clear recalc flags */
DEG_ids_clear_recalc(bmain, depsgraph);
}
/** Ensures given scene/view_layer pair has a valid, up-to-date depsgraph.
*
* \warning Sets matching depsgraph as active, so should only be called from the active editing context
* (usually, from operators).
*/
void BKE_scene_view_layer_graph_evaluated_ensure(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
DEG_make_active(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bmain);
}
/* return default view */
SceneRenderView *BKE_scene_add_render_view(Scene *sce, const char *name)
{
SceneRenderView *srv;
if (!name)
name = DATA_("RenderView");
srv = MEM_callocN(sizeof(SceneRenderView), "new render view");
BLI_strncpy(srv->name, name, sizeof(srv->name));
BLI_uniquename(&sce->r.views, srv, DATA_("RenderView"), '.', offsetof(SceneRenderView, name), sizeof(srv->name));
BLI_addtail(&sce->r.views, srv);
return srv;
}
bool BKE_scene_remove_render_view(Scene *scene, SceneRenderView *srv)
{
const int act = BLI_findindex(&scene->r.views, srv);
if (act == -1) {
return false;
}
else if (scene->r.views.first == scene->r.views.last) {
/* ensure 1 view is kept */
return false;
}
BLI_remlink(&scene->r.views, srv);
MEM_freeN(srv);
scene->r.actview = 0;
return true;
}
/* render simplification */
int get_render_subsurf_level(const RenderData *r, int lvl, bool for_render)
{
if (r->mode & R_SIMPLIFY) {
if (for_render)
return min_ii(r->simplify_subsurf_render, lvl);
else
return min_ii(r->simplify_subsurf, lvl);
}
else {
return lvl;
}
}
int get_render_child_particle_number(const RenderData *r, int num, bool for_render)
{
if (r->mode & R_SIMPLIFY) {
if (for_render)
return (int)(r->simplify_particles_render * num);
else
return (int)(r->simplify_particles * num);
}
else {
return num;
}
}
/**
* Helper function for the SETLOOPER and SETLOOPER_VIEW_LAYER macros
*
* It iterates over the bases of the active layer and then the bases
* of the active layer of the background (set) scenes recursively.
*/
Base *_setlooper_base_step(Scene **sce_iter, ViewLayer *view_layer, Base *base)
{
if (base && base->next) {
/* Common case, step to the next. */
return base->next;
}
else if ((base == NULL) && (view_layer != NULL)) {
/* First time looping, return the scenes first base. */
/* For the first loop we should get the layer from workspace when available. */
if (view_layer->object_bases.first) {
return (Base *)view_layer->object_bases.first;
}
/* No base on this scene layer. */
goto next_set;
}
else {
next_set:
/* Reached the end, get the next base in the set. */
while ((*sce_iter = (*sce_iter)->set)) {
ViewLayer *view_layer_set = BKE_view_layer_default_render((*sce_iter));
base = (Base *)view_layer_set->object_bases.first;
if (base) {
return base;
}
}
}
return NULL;
}
bool BKE_scene_use_shading_nodes_custom(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM);
}
bool BKE_scene_use_spherical_stereo(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SPHERICAL_STEREO);
}
bool BKE_scene_uses_blender_eevee(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_EEVEE);
}
bool BKE_scene_uses_blender_opengl(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_OPENGL);
}
bool BKE_scene_uses_cycles(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_CYCLES);
}
void BKE_scene_base_flag_to_objects(ViewLayer *view_layer)
{
Base *base = view_layer->object_bases.first;
while (base) {
BKE_scene_object_base_flag_sync_from_base(base);
base = base->next;
}
}
void BKE_scene_object_base_flag_sync_from_base(Base *base)
{
Object *ob = base->object;
ob->flag = base->flag;
if ((base->flag & BASE_SELECTED) != 0) {
ob->flag |= SELECT;
}
else {
ob->flag &= ~SELECT;
}
}
void BKE_scene_object_base_flag_sync_from_object(Base *base)
{
Object *ob = base->object;
base->flag = ob->flag;
if ((ob->flag & SELECT) != 0) {
base->flag |= BASE_SELECTED;
BLI_assert((base->flag & BASE_SELECTABLE) != 0);
}
else {
base->flag &= ~BASE_SELECTED;
}
}
void BKE_scene_disable_color_management(Scene *scene)
{
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings *view_settings = &scene->view_settings;
const char *view;
const char *none_display_name;
none_display_name = IMB_colormanagement_display_get_none_name();
BLI_strncpy(display_settings->display_device, none_display_name, sizeof(display_settings->display_device));
view = IMB_colormanagement_view_get_default_name(display_settings->display_device);
if (view) {
BLI_strncpy(view_settings->view_transform, view, sizeof(view_settings->view_transform));
}
}
bool BKE_scene_check_color_management_enabled(const Scene *scene)
{
return !STREQ(scene->display_settings.display_device, "None");
}
bool BKE_scene_check_rigidbody_active(const Scene *scene)
{
return scene && scene->rigidbody_world && scene->rigidbody_world->group && !(scene->rigidbody_world->flag & RBW_FLAG_MUTED);
}
int BKE_render_num_threads(const RenderData *rd)
{
int threads;
/* override set from command line? */
threads = BLI_system_num_threads_override_get();
if (threads > 0)
return threads;
/* fixed number of threads specified in scene? */
if (rd->mode & R_FIXED_THREADS)
threads = rd->threads;
else
threads = BLI_system_thread_count();
return max_ii(threads, 1);
}
int BKE_scene_num_threads(const Scene *scene)
{
return BKE_render_num_threads(&scene->r);
}
int BKE_render_preview_pixel_size(const RenderData *r)
{
if (r->preview_pixel_size == 0) {
return (U.pixelsize > 1.5f) ? 2 : 1;
}
return r->preview_pixel_size;
}
/* Apply the needed correction factor to value, based on unit_type (only length-related are affected currently)
* and unit->scale_length.
*/
double BKE_scene_unit_scale(const UnitSettings *unit, const int unit_type, double value)
{
if (unit->system == USER_UNIT_NONE) {
/* Never apply scale_length when not using a unit setting! */
return value;
}
switch (unit_type) {
case B_UNIT_LENGTH:
return value * (double)unit->scale_length;
case B_UNIT_AREA:
return value * pow(unit->scale_length, 2);
case B_UNIT_VOLUME:
return value * pow(unit->scale_length, 3);
case B_UNIT_MASS:
return value * pow(unit->scale_length, 3);
case B_UNIT_CAMERA: /* *Do not* use scene's unit scale for camera focal lens! See T42026. */
default:
return value;
}
}
/******************** multiview *************************/
int BKE_scene_multiview_num_views_get(const RenderData *rd)
{
SceneRenderView *srv;
int totviews = 0;
if ((rd->scemode & R_MULTIVIEW) == 0)
return 1;
if (rd->views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
srv = BLI_findstring(&rd->views, STEREO_LEFT_NAME, offsetof(SceneRenderView, name));
if ((srv && srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
srv = BLI_findstring(&rd->views, STEREO_RIGHT_NAME, offsetof(SceneRenderView, name));
if ((srv && srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
}
else {
for (srv = rd->views.first; srv; srv = srv->next) {
if ((srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
}
}
return totviews;
}
bool BKE_scene_multiview_is_stereo3d(const RenderData *rd)
{
SceneRenderView *srv[2];
if ((rd->scemode & R_MULTIVIEW) == 0)
return false;
srv[0] = (SceneRenderView *)BLI_findstring(&rd->views, STEREO_LEFT_NAME, offsetof(SceneRenderView, name));
srv[1] = (SceneRenderView *)BLI_findstring(&rd->views, STEREO_RIGHT_NAME, offsetof(SceneRenderView, name));
return (srv[0] && ((srv[0]->viewflag & SCE_VIEW_DISABLE) == 0) &&
srv[1] && ((srv[1]->viewflag & SCE_VIEW_DISABLE) == 0));
}
/* return whether to render this SceneRenderView */
bool BKE_scene_multiview_is_render_view_active(const RenderData *rd, const SceneRenderView *srv)
{
if (srv == NULL)
return false;
if ((rd->scemode & R_MULTIVIEW) == 0)
return false;
if ((srv->viewflag & SCE_VIEW_DISABLE))
return false;
if (rd->views_format == SCE_VIEWS_FORMAT_MULTIVIEW)
return true;
/* SCE_VIEWS_SETUP_BASIC */
if (STREQ(srv->name, STEREO_LEFT_NAME) ||
STREQ(srv->name, STEREO_RIGHT_NAME))
{
return true;
}
return false;
}
/* return true if viewname is the first or if the name is NULL or not found */
bool BKE_scene_multiview_is_render_view_first(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((rd->scemode & R_MULTIVIEW) == 0)
return true;
if ((!viewname) || (!viewname[0]))
return true;
for (srv = rd->views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
return STREQ(viewname, srv->name);
}
}
return true;
}
/* return true if viewname is the last or if the name is NULL or not found */
bool BKE_scene_multiview_is_render_view_last(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((rd->scemode & R_MULTIVIEW) == 0)
return true;
if ((!viewname) || (!viewname[0]))
return true;
for (srv = rd->views.last; srv; srv = srv->prev) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
return STREQ(viewname, srv->name);
}
}
return true;
}
SceneRenderView *BKE_scene_multiview_render_view_findindex(const RenderData *rd, const int view_id)
{
SceneRenderView *srv;
size_t nr;
if ((rd->scemode & R_MULTIVIEW) == 0)
return NULL;
for (srv = rd->views.first, nr = 0; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
if (nr++ == view_id)
return srv;
}
}
return srv;
}
const char *BKE_scene_multiview_render_view_name_get(const RenderData *rd, const int view_id)
{
SceneRenderView *srv = BKE_scene_multiview_render_view_findindex(rd, view_id);
if (srv)
return srv->name;
else
return "";
}
int BKE_scene_multiview_view_id_get(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
size_t nr;
if ((!rd) || ((rd->scemode & R_MULTIVIEW) == 0))
return 0;
if ((!viewname) || (!viewname[0]))
return 0;
for (srv = rd->views.first, nr = 0; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
if (STREQ(viewname, srv->name)) {
return nr;
}
else {
nr += 1;
}
}
}
return 0;
}
void BKE_scene_multiview_filepath_get(
SceneRenderView *srv, const char *filepath,
char *r_filepath)
{
BLI_strncpy(r_filepath, filepath, FILE_MAX);
BLI_path_suffix(r_filepath, FILE_MAX, srv->suffix, "");
}
/**
* When multiview is not used the filepath is as usual (e.g., ``Image.jpg``).
* When multiview is on, even if only one view is enabled the view is incorporated
* into the file name (e.g., ``Image_L.jpg``). That allows for the user to re-render
* individual views.
*/
void BKE_scene_multiview_view_filepath_get(
const RenderData *rd, const char *filepath, const char *viewname,
char *r_filepath)
{
SceneRenderView *srv;
char suffix[FILE_MAX];
srv = BLI_findstring(&rd->views, viewname, offsetof(SceneRenderView, name));
if (srv)
BLI_strncpy(suffix, srv->suffix, sizeof(suffix));
else
BLI_strncpy(suffix, viewname, sizeof(suffix));
BLI_strncpy(r_filepath, filepath, FILE_MAX);
BLI_path_suffix(r_filepath, FILE_MAX, suffix, "");
}
const char *BKE_scene_multiview_view_suffix_get(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((viewname == NULL) || (viewname[0] == '\0'))
return viewname;
srv = BLI_findstring(&rd->views, viewname, offsetof(SceneRenderView, name));
if (srv)
return srv->suffix;
else
return viewname;
}
const char *BKE_scene_multiview_view_id_suffix_get(const RenderData *rd, const int view_id)
{
if ((rd->scemode & R_MULTIVIEW) == 0) {
return "";
}
else {
const char *viewname = BKE_scene_multiview_render_view_name_get(rd, view_id);
return BKE_scene_multiview_view_suffix_get(rd, viewname);
}
}
void BKE_scene_multiview_view_prefix_get(Scene *scene, const char *name, char *rprefix, const char **rext)
{
SceneRenderView *srv;
size_t index_act;
const char *suf_act;
const char delims[] = {'.', '\0'};
rprefix[0] = '\0';
/* begin of extension */
index_act = BLI_str_rpartition(name, delims, rext, &suf_act);
if (*rext == NULL)
return;
BLI_assert(index_act > 0);
UNUSED_VARS_NDEBUG(index_act);
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(&scene->r, srv)) {
size_t len = strlen(srv->suffix);
if (strlen(*rext) >= len && STREQLEN(*rext - len, srv->suffix, len)) {
BLI_strncpy(rprefix, name, strlen(name) - strlen(*rext) - len + 1);
break;
}
}
}
}
void BKE_scene_multiview_videos_dimensions_get(
const RenderData *rd, const size_t width, const size_t height,
size_t *r_width, size_t *r_height)
{
if ((rd->scemode & R_MULTIVIEW) &&
rd->im_format.views_format == R_IMF_VIEWS_STEREO_3D)
{
IMB_stereo3d_write_dimensions(
rd->im_format.stereo3d_format.display_mode,
(rd->im_format.stereo3d_format.flag & S3D_SQUEEZED_FRAME) != 0,
width, height,
r_width, r_height);
}
else {
*r_width = width;
*r_height = height;
}
}
int BKE_scene_multiview_num_videos_get(const RenderData *rd)
{
if (BKE_imtype_is_movie(rd->im_format.imtype) == false)
return 0;
if ((rd->scemode & R_MULTIVIEW) == 0)
return 1;
if (rd->im_format.views_format == R_IMF_VIEWS_STEREO_3D) {
return 1;
}
else {
/* R_IMF_VIEWS_INDIVIDUAL */
return BKE_scene_multiview_num_views_get(rd);
}
}
/* Manipulation of depsgraph storage. */
/* This is a key which identifies depsgraph. */
typedef struct DepsgraphKey {
ViewLayer *view_layer;
/* TODO(sergey): Need to include window somehow (same layer might be in a
* different states in different windows).
*/
} DepsgraphKey;
static unsigned int depsgraph_key_hash(const void *key_v)
{
const DepsgraphKey *key = key_v;
unsigned int hash = BLI_ghashutil_ptrhash(key->view_layer);
/* TODO(sergey): Include hash from other fields in the key. */
return hash;
}
static bool depsgraph_key_compare(const void *key_a_v, const void *key_b_v)
{
const DepsgraphKey *key_a = key_a_v;
const DepsgraphKey *key_b = key_b_v;
/* TODO(sergey): Compare rest of */
return !(key_a->view_layer == key_b->view_layer);
}
static void depsgraph_key_free(void *key_v)
{
DepsgraphKey *key = key_v;
MEM_freeN(key);
}
static void depsgraph_key_value_free(void *value)
{
Depsgraph *depsgraph = value;
DEG_graph_free(depsgraph);
}
void BKE_scene_allocate_depsgraph_hash(Scene *scene)
{
scene->depsgraph_hash = BLI_ghash_new(depsgraph_key_hash,
depsgraph_key_compare,
"Scene Depsgraph Hash");
}
void BKE_scene_ensure_depsgraph_hash(Scene *scene)
{
if (scene->depsgraph_hash == NULL) {
BKE_scene_allocate_depsgraph_hash(scene);
}
}
void BKE_scene_free_depsgraph_hash(Scene *scene)
{
if (scene->depsgraph_hash == NULL) {
return;
}
BLI_ghash_free(scene->depsgraph_hash,
depsgraph_key_free,
depsgraph_key_value_free);
}
/* Query depsgraph for a specific contexts. */
Depsgraph *BKE_scene_get_depsgraph(Scene *scene,
ViewLayer *view_layer,
bool allocate)
{
BLI_assert(scene != NULL);
BLI_assert(view_layer != NULL);
/* Make sure hash itself exists. */
if (allocate) {
BKE_scene_ensure_depsgraph_hash(scene);
}
if (scene->depsgraph_hash == NULL) {
return NULL;
}
/* Either ensure item is in the hash or simply return NULL if it's not,
* depending on whether caller wants us to create depsgraph or not.
*/
DepsgraphKey key;
key.view_layer = view_layer;
Depsgraph *depsgraph;
if (allocate) {
DepsgraphKey **key_ptr;
Depsgraph **depsgraph_ptr;
if (!BLI_ghash_ensure_p_ex(scene->depsgraph_hash,
&key,
(void ***)&key_ptr,
(void ***)&depsgraph_ptr))
{
*key_ptr = MEM_mallocN(sizeof(DepsgraphKey), __func__);
**key_ptr = key;
*depsgraph_ptr = DEG_graph_new(scene, view_layer, DAG_EVAL_VIEWPORT);
/* TODO(sergey): Would be cool to avoid string format print,
* but is a bit tricky because we can't know in advance whether
* we will ever enable debug messages for this depsgraph.
*/
char name[1024];
BLI_snprintf(name, sizeof(name), "%s :: %s", scene->id.name, view_layer->name);
DEG_debug_name_set(*depsgraph_ptr, name);
}
depsgraph = *depsgraph_ptr;
}
else {
depsgraph = BLI_ghash_lookup(scene->depsgraph_hash, &key);
}
return depsgraph;
}
/* -------------------------------------------------------------------- */
/** \name Scene Orientation
* \{ */
void BKE_scene_transform_orientation_remove(
Scene *scene, TransformOrientation *orientation)
{
const int orientation_index = BKE_scene_transform_orientation_get_index(scene, orientation);
if (scene->orientation_index_custom == orientation_index) {
/* could also use orientation_index-- */
scene->orientation_type = V3D_MANIP_GLOBAL;
scene->orientation_index_custom = -1;
}
BLI_freelinkN(&scene->transform_spaces, orientation);
}
TransformOrientation *BKE_scene_transform_orientation_find(
const Scene *scene, const int index)
{
return BLI_findlink(&scene->transform_spaces, index);
}
/**
* \return the index that \a orientation has within \a scene's transform-orientation list or -1 if not found.
*/
int BKE_scene_transform_orientation_get_index(
const Scene *scene, const TransformOrientation *orientation)
{
return BLI_findindex(&scene->transform_spaces, orientation);
}
/** \} */