Files
blender/source/blender/blenkernel/intern/scene.c
Bastien Montagne f27ecd56ef Cleanup: BKE_scene_free should not have to worry about cleaning its usages.
This is supposed to be handled by calling code! Henceforce, no need to
call BKE_sequencer_clear_scene_in_allseqs() here, and... no need for
that ugly G.main case. ;)
2018-06-12 17:46:16 +02:00

2672 lines
76 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.
*
* 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_group_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_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_colortools.h"
#include "BKE_depsgraph.h"
#include "BKE_editmesh.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_group.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_image.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_world.h"
#include "DEG_depsgraph.h"
#include "RE_engine.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "bmesh.h"
const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
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);
}
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 Drawing Brushes */
BLI_listbase_clear(&ts->gp_brushes);
for (bGPDbrush *brush = toolsettings->gp_brushes.first; brush; brush = brush->next) {
bGPDbrush *newbrush = BKE_gpencil_brush_duplicate(brush);
BLI_addtail(&ts->gp_brushes, newbrush);
}
/* duplicate Grease Pencil interpolation curve */
ts->gp_interpolate.custom_ipo = curvemapping_copy(ts->gp_interpolate.custom_ipo);
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);
}
BKE_paint_free(&toolsettings->imapaint.paint);
/* free Grease Pencil Drawing Brushes */
BKE_gpencil_free_brushes(&toolsettings->gp_brushes);
BLI_freelistN(&toolsettings->gp_brushes);
/* free Grease Pencil interpolation curve */
if (toolsettings->gp_interpolate.custom_ipo) {
curvemapping_free(toolsettings->gp_interpolate.custom_ipo);
}
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->theDag = NULL;
sce_dst->depsgraph = NULL;
sce_dst->obedit = NULL;
sce_dst->stats = NULL;
sce_dst->fps_info = NULL;
BLI_duplicatelist(&(sce_dst->base), &(sce_src->base));
for (Base *base_dst = sce_dst->base.first, *base_src = sce_src->base.first;
base_dst;
base_dst = base_dst->next, base_src = base_src->next)
{
if (base_src == sce_src->basact) {
sce_dst->basact = base_dst;
}
}
BLI_duplicatelist(&(sce_dst->markers), &(sce_src->markers));
BLI_duplicatelist(&(sce_dst->transform_spaces), &(sce_src->transform_spaces));
BLI_duplicatelist(&(sce_dst->r.layers), &(sce_src->r.layers));
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 Freestyle settings */
for (SceneRenderLayer *srl_dst = sce_dst->r.layers.first, *srl_src = sce_src->r.layers.first;
srl_src;
srl_dst = srl_dst->next, srl_src = srl_src->next)
{
if (srl_dst->prop != NULL) {
srl_dst->prop = IDP_CopyProperty_ex(srl_dst->prop, flag_subdata);
}
BKE_freestyle_config_copy(&srl_dst->freestyleConfig, &srl_src->freestyleConfig, 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;
}
}
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 rl, rv;
sce_copy = BKE_scene_add(bmain, sce->id.name + 2);
rl = sce_copy->r.layers;
rv = sce_copy->r.views;
curvemapping_free_data(&sce_copy->r.mblur_shutter_curve);
sce_copy->r = sce->r;
sce_copy->r.layers = rl;
sce_copy->r.actlay = 0;
sce_copy->r.views = rv;
sce_copy->unit = sce->unit;
sce_copy->physics_settings = sce->physics_settings;
sce_copy->gm = sce->gm;
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);
/* 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 (SceneRenderLayer *srl_dst = sce_copy->r.layers.first; srl_dst; srl_dst = srl_dst->next) {
for (FreestyleLineSet *lineset = srl_dst->freestyleConfig.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);
}
/* 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_objects_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(Scene *sce)
{
SceneRenderLayer *srl;
BKE_animdata_free((ID *)sce, false);
sce->basact = NULL;
BLI_freelistN(&sce->base);
BKE_sequencer_editing_free(sce, false);
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->rigidbody_world);
sce->rigidbody_world = NULL;
}
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;
}
for (srl = sce->r.layers.first; srl; srl = srl->next) {
if (srl->prop != NULL) {
IDP_FreeProperty(srl->prop);
MEM_freeN(srl->prop);
}
BKE_freestyle_config_free(&srl->freestyleConfig);
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->transform_spaces);
BLI_freelistN(&sce->r.layers);
BLI_freelistN(&sce->r.views);
BKE_toolsettings_free(sce->toolsettings);
sce->toolsettings = NULL;
DAG_scene_free(sce);
if (sce->depsgraph)
DEG_graph_free(sce->depsgraph);
MEM_SAFE_FREE(sce->stats);
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);
}
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->lay = sce->layact = 1;
sce->r.mode = R_GAMMA | R_OSA | R_SHADOW | R_SSS | R_ENVMAP | R_RAYTRACE;
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.mblur_samples = 1;
sce->r.filtertype = R_FILTER_MITCH;
sce->r.size = 50;
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_AREA;
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;
sce->r.edgeint = 10;
sce->r.ocres = 128;
/* 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.gauss = 1.0;
/* deprecated but keep for upwards compat */
sce->r.postgamma = 1.0;
sce->r.posthue = 0.0;
sce->r.postsat = 1.0;
sce->r.bake_mode = 1; /* prevent to include render stuff here */
sce->r.bake_filter = 16;
sce->r.bake_osa = 5;
sce->r.bake_flag = R_BAKE_CLEAR;
sce->r.bake_normal_space = R_BAKE_SPACE_TANGENT;
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.raytrace_options = R_RAYTRACE_USE_INSTANCES;
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.simplify_shadowsamples = 16;
sce->r.simplify_aosss = 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->doublimit = 0.001;
sce->toolsettings->vgroup_weight = 1.0f;
sce->toolsettings->uvcalc_margin = 0.001f;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh = 0.01f;
sce->toolsettings->selectmode = SCE_SELECT_VERTEX;
sce->toolsettings->uv_selectmode = UV_SELECT_VERTEX;
sce->toolsettings->normalsize = 0.1;
sce->toolsettings->autokey_mode = U.autokey_mode;
sce->toolsettings->snap_node_mode = SCE_SNAP_MODE_GRID;
sce->toolsettings->skgen_resolution = 100;
sce->toolsettings->skgen_threshold_internal = 0.01f;
sce->toolsettings->skgen_threshold_external = 0.01f;
sce->toolsettings->skgen_angle_limit = 45.0f;
sce->toolsettings->skgen_length_ratio = 1.3f;
sce->toolsettings->skgen_length_limit = 1.5f;
sce->toolsettings->skgen_correlation_limit = 0.98f;
sce->toolsettings->skgen_symmetry_limit = 0.1f;
sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
sce->toolsettings->skgen_postpro_passes = 1;
sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL | SKGEN_FILTER_EXTERNAL | SKGEN_FILTER_SMART | SKGEN_HARMONIC | SKGEN_SUB_CORRELATION | SKGEN_STICK_TO_EMBEDDING;
sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
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;
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.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_RENDER, 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;
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 */
BKE_scene_add_render_layer(sce, NULL);
/* 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));
/* game data */
sce->gm.stereoflag = STEREO_NOSTEREO;
sce->gm.stereomode = STEREO_ANAGLYPH;
sce->gm.eyeseparation = 0.10;
sce->gm.dome.angle = 180;
sce->gm.dome.mode = DOME_FISHEYE;
sce->gm.dome.res = 4;
sce->gm.dome.resbuf = 1.0f;
sce->gm.dome.tilt = 0;
sce->gm.xplay = 640;
sce->gm.yplay = 480;
sce->gm.freqplay = 60;
sce->gm.depth = 32;
sce->gm.gravity = 9.8f;
sce->gm.physicsEngine = WOPHY_BULLET;
sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
sce->gm.lineardeactthreshold = 0.8f;
sce->gm.angulardeactthreshold = 1.0f;
sce->gm.deactivationtime = 0.0f;
sce->gm.flag = GAME_DISPLAY_LISTS;
sce->gm.matmode = GAME_MAT_MULTITEX;
sce->gm.obstacleSimulation = OBSTSIMULATION_NONE;
sce->gm.levelHeight = 2.f;
sce->gm.recastData.cellsize = 0.3f;
sce->gm.recastData.cellheight = 0.2f;
sce->gm.recastData.agentmaxslope = M_PI_4;
sce->gm.recastData.agentmaxclimb = 0.9f;
sce->gm.recastData.agentheight = 2.0f;
sce->gm.recastData.agentradius = 0.6f;
sce->gm.recastData.edgemaxlen = 12.0f;
sce->gm.recastData.edgemaxerror = 1.3f;
sce->gm.recastData.regionminsize = 8.f;
sce->gm.recastData.regionmergesize = 20.f;
sce->gm.recastData.vertsperpoly = 6;
sce->gm.recastData.detailsampledist = 6.0f;
sce->gm.recastData.detailsamplemaxerror = 1.0f;
sce->gm.lodflag = SCE_LOD_USE_HYST;
sce->gm.scehysteresis = 10;
sce->gm.exitkey = 218; // Blender key code for ESC
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;
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_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_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_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_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_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_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_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 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;
}
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;
}
Base *BKE_scene_base_find_by_name(struct Scene *scene, const char *name)
{
Base *base;
for (base = scene->base.first; base; base = base->next) {
if (STREQ(base->object->id.name + 2, name)) {
break;
}
}
return base;
}
Base *BKE_scene_base_find(Scene *scene, Object *ob)
{
return BLI_findptr(&scene->base, ob, offsetof(Base, object));
}
/**
* 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 #ED_screen_set_scene is used when changing scenes by the user.
*/
void BKE_scene_set_background(Main *bmain, Scene *scene)
{
Scene *sce;
Base *base;
Object *ob;
Group *group;
GroupObject *go;
int flag;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
BKE_scene_validate_setscene(bmain, scene);
/* can happen when switching modes in other scenes */
if (scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
scene->obedit = NULL;
/* deselect objects (for dataselect) */
for (ob = bmain->object.first; ob; ob = ob->id.next)
ob->flag &= ~(SELECT | OB_FROMGROUP);
/* group flags again */
for (group = bmain->group.first; group; group = group->id.next) {
for (go = group->gobject.first; go; go = go->next) {
if (go->ob) {
go->ob->flag |= OB_FROMGROUP;
}
}
}
/* sort baselist for scene and sets */
for (sce = scene; sce; sce = sce->set)
DAG_scene_relations_rebuild(bmain, sce);
/* copy layers and flags from bases to objects */
for (base = scene->base.first; base; base = base->next) {
ob = base->object;
ob->lay = base->lay;
/* group patch... */
base->flag &= ~(OB_FROMGROUP);
flag = ob->flag & (OB_FROMGROUP);
base->flag |= flag;
/* not too nice... for recovering objects with lost data */
//if (ob->pose == NULL) base->flag &= ~OB_POSEMODE;
ob->flag = base->flag;
}
/* 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(Main *bmain, EvaluationContext *eval_ctx, 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) {
*base = (*scene)->base.first;
if (*base) {
*ob = (*base)->object;
iter->phase = F_SCENE;
}
else {
/* exception: empty scene */
while ((*scene)->set) {
(*scene) = (*scene)->set;
if ((*scene)->base.first) {
*base = (*scene)->base.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;
if ((*scene)->base.first) {
*base = (*scene)->base.first;
*ob = (*base)->object;
break;
}
}
}
}
}
}
if (*base == NULL) {
iter->phase = F_START;
}
else {
if (iter->phase != F_DUPLI) {
if ( (*base)->object->transflag & OB_DUPLI) {
/* groups cannot be duplicated for mballs yet,
* this enters eternal loop because of
* makeDispListMBall getting called inside of group_duplilist */
if ((*base)->object->dup_group == NULL) {
iter->duplilist = object_duplilist_ex(bmain, eval_ctx, (*scene), (*base)->object, false);
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 |= 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 &= ~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;
}
Object *BKE_scene_camera_find(Scene *sc)
{
Base *base;
for (base = sc->base.first; base; base = base->next)
if (base->object->type == OB_CAMERA)
return base->object;
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;
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;
}
Base *BKE_scene_base_add(Scene *sce, Object *ob)
{
Base *b = MEM_callocN(sizeof(*b), __func__);
BLI_addhead(&sce->base, b);
b->object = ob;
b->flag = ob->flag;
b->lay = ob->lay;
return b;
}
void BKE_scene_base_unlink(Scene *sce, Base *base)
{
/* remove rigid body constraint from world before removing object */
if (base->object->rigidbody_constraint)
BKE_rigidbody_remove_constraint(sce, base->object);
/* remove rigid body object from world before removing object */
if (base->object->rigidbody_object)
BKE_rigidbody_remove_object(sce, base->object);
BLI_remlink(&sce->base, base);
if (sce->basact == base)
sce->basact = NULL;
}
void BKE_scene_base_deselect_all(Scene *sce)
{
Base *b;
for (b = sce->base.first; b; b = b->next) {
b->flag &= ~SELECT;
b->object->flag = b->flag;
}
}
void BKE_scene_base_select(Scene *sce, Base *selbase)
{
selbase->flag |= SELECT;
selbase->object->flag = selbase->flag;
sce->basact = selbase;
}
/* 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;
}
#ifdef WITH_LEGACY_DEPSGRAPH
/* drivers support/hacks
* - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
* - these are always run since the depsgraph can't handle non-object data
* - these happen after objects are all done so that we can read in their final transform values,
* though this means that objects can't refer to scene info for guidance...
*/
static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
{
SceneRenderLayer *srl;
float ctime = BKE_scene_frame_get(scene);
/* scene itself */
if (scene->adt && scene->adt->drivers.first) {
BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
}
/* world */
/* TODO: what about world textures? but then those have nodes too... */
if (scene->world) {
ID *wid = (ID *)scene->world;
AnimData *adt = BKE_animdata_from_id(wid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
}
/* nodes */
if (scene->nodetree) {
ID *nid = (ID *)scene->nodetree;
AnimData *adt = BKE_animdata_from_id(nid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
}
/* world nodes */
if (scene->world && scene->world->nodetree) {
ID *nid = (ID *)scene->world->nodetree;
AnimData *adt = BKE_animdata_from_id(nid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
}
/* freestyle */
for (srl = scene->r.layers.first; srl; srl = srl->next) {
FreestyleConfig *config = &srl->freestyleConfig;
FreestyleLineSet *lineset;
for (lineset = config->linesets.first; lineset; lineset = lineset->next) {
if (lineset->linestyle) {
ID *lid = &lineset->linestyle->id;
AnimData *adt = BKE_animdata_from_id(lid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, lid, adt, ctime, ADT_RECALC_DRIVERS);
}
}
}
}
/* deps hack - do extra recalcs at end */
static void scene_depsgraph_hack(Main *bmain, EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent)
{
Base *base;
scene->customdata_mask = scene_parent->customdata_mask;
/* sets first, we allow per definition current scene to have
* dependencies on sets, but not the other way around. */
if (scene->set)
scene_depsgraph_hack(bmain, eval_ctx, scene->set, scene_parent);
for (base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
if (ob->depsflag) {
int recalc = 0;
// printf("depshack %s\n", ob->id.name + 2);
if (ob->depsflag & OB_DEPS_EXTRA_OB_RECALC)
recalc |= OB_RECALC_OB;
if (ob->depsflag & OB_DEPS_EXTRA_DATA_RECALC)
recalc |= OB_RECALC_DATA;
ob->recalc |= recalc;
BKE_object_handle_update(bmain, eval_ctx, scene_parent, ob);
if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) {
GroupObject *go;
for (go = ob->dup_group->gobject.first; go; go = go->next) {
if (go->ob)
go->ob->recalc |= recalc;
}
BKE_group_handle_recalc_and_update(bmain, eval_ctx, scene_parent, ob, ob->dup_group);
}
}
}
}
#endif /* WITH_LEGACY_DEPSGRAPH */
/* 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)
{
Object *ob;
if (BLI_listbase_is_empty(&bmain->armature) || !DAG_id_type_tagged(bmain, 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(ob, ob->data);
}
}
}
}
#endif
#ifdef WITH_LEGACY_DEPSGRAPH
static void scene_rebuild_rbw_recursive(Scene *scene, float ctime)
{
if (scene->set)
scene_rebuild_rbw_recursive(scene->set, ctime);
if (BKE_scene_check_rigidbody_active(scene))
BKE_rigidbody_rebuild_world(scene, ctime);
}
static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
{
if (scene->set)
scene_do_rb_simulation_recursive(scene->set, ctime);
if (BKE_scene_check_rigidbody_active(scene))
BKE_rigidbody_do_simulation(scene, ctime);
}
#endif
/* Used to visualize CPU threads activity during threaded object update,
* would pollute STDERR with whole bunch of timing information which then
* could be parsed and nicely visualized.
*/
#ifdef WITH_LEGACY_DEPSGRAPH
# undef DETAILED_ANALYSIS_OUTPUT
#else
/* ALWAYS KEEY DISABLED! */
# undef DETAILED_ANALYSIS_OUTPUT
#endif
/* Mballs evaluation uses BKE_scene_base_iter_next which calls
* duplilist for all objects in the scene. This leads to conflict
* accessing and writing same data from multiple threads.
*
* Ideally Mballs shouldn't do such an iteration and use DAG
* queries instead. For the time being we've got new DAG
* let's keep it simple and update mballs in a single thread.
*/
#define MBALL_SINGLETHREAD_HACK
#ifdef WITH_LEGACY_DEPSGRAPH
typedef struct StatisicsEntry {
struct StatisicsEntry *next, *prev;
Object *object;
double start_time;
double duration;
} StatisicsEntry;
typedef struct ThreadedObjectUpdateState {
/* TODO(sergey): We might want this to be per-thread object. */
EvaluationContext *eval_ctx;
Main *bmain;
Scene *scene;
Scene *scene_parent;
double base_time;
#ifdef MBALL_SINGLETHREAD_HACK
bool has_mballs;
#endif
int num_threads;
/* Execution statistics */
bool has_updated_objects;
ListBase *statistics;
} ThreadedObjectUpdateState;
static void scene_update_object_add_task(void *node, void *user_data);
static void scene_update_all_bases(Main *bmain, EvaluationContext *eval_ctx, Scene *scene, Scene *scene_parent)
{
Base *base;
for (base = scene->base.first; base; base = base->next) {
Object *object = base->object;
BKE_object_handle_update_ex(bmain, eval_ctx, scene_parent, object, scene->rigidbody_world, true);
if (object->dup_group && (object->transflag & OB_DUPLIGROUP))
BKE_group_handle_recalc_and_update(bmain, eval_ctx, scene_parent, object, object->dup_group);
/* always update layer, so that animating layers works (joshua july 2010) */
/* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes
* (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */
// base->lay = ob->lay;
}
}
static void scene_update_object_func(TaskPool * __restrict pool, void *taskdata, int threadid)
{
/* Disable print for now in favor of summary statistics at the end of update. */
#define PRINT if (false) printf
ThreadedObjectUpdateState *state = (ThreadedObjectUpdateState *) BLI_task_pool_userdata(pool);
void *node = taskdata;
Object *object = DAG_get_node_object(node);
EvaluationContext *eval_ctx = state->eval_ctx;
Main *bmain = state->bmain;
Scene *scene = state->scene;
Scene *scene_parent = state->scene_parent;
#ifdef MBALL_SINGLETHREAD_HACK
if (object && object->type == OB_MBALL) {
state->has_mballs = true;
}
else
#endif
if (object) {
double start_time = 0.0;
bool add_to_stats = false;
if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
if (object->recalc & OB_RECALC_ALL) {
printf("Thread %d: update object %s\n", threadid, object->id.name);
}
start_time = PIL_check_seconds_timer();
if (object->recalc & OB_RECALC_ALL) {
state->has_updated_objects = true;
add_to_stats = true;
}
}
/* We only update object itself here, dupli-group will be updated
* separately from main thread because of we've got no idea about
* dependencies inside the group.
*/
BKE_object_handle_update_ex(bmain, eval_ctx, scene_parent, object, scene->rigidbody_world, false);
/* Calculate statistics. */
if (add_to_stats) {
StatisicsEntry *entry;
entry = MEM_mallocN(sizeof(StatisicsEntry), "update thread statistics");
entry->object = object;
entry->start_time = start_time;
entry->duration = PIL_check_seconds_timer() - start_time;
BLI_addtail(&state->statistics[threadid], entry);
}
}
else {
PRINT("Threda %d: update node %s\n", threadid,
DAG_get_node_name(scene, node));
}
/* Update will decrease child's valency and schedule child with zero valency. */
DAG_threaded_update_handle_node_updated(node, scene_update_object_add_task, pool);
#undef PRINT
}
static void scene_update_object_add_task(void *node, void *user_data)
{
TaskPool *task_pool = user_data;
BLI_task_pool_push(task_pool, scene_update_object_func, node, false, TASK_PRIORITY_LOW);
}
static void print_threads_statistics(ThreadedObjectUpdateState *state)
{
double finish_time;
if ((G.debug & G_DEBUG_DEPSGRAPH_EVAL) == 0) {
return;
}
#ifdef DETAILED_ANALYSIS_OUTPUT
if (state->has_updated_objects) {
tot_thread = BLI_system_thread_count();
fprintf(stderr, "objects update base time %f\n", state->base_time);
for (i = 0; i < tot_thread; i++) {
StatisicsEntry *entry;
for (entry = state->statistics[i].first;
entry;
entry = entry->next)
{
fprintf(stderr, "thread %d object %s start_time %f duration %f\n",
i, entry->object->id.name + 2,
entry->start_time, entry->duration);
}
BLI_freelistN(&state->statistics[i]);
}
}
#else
finish_time = PIL_check_seconds_timer();
int total_objects = 0;
for (int i = 0; i < state->num_threads; i++) {
int thread_total_objects = 0;
double thread_total_time = 0.0;
StatisicsEntry *entry;
if (state->has_updated_objects) {
/* Don't pollute output if no objects were updated. */
for (entry = state->statistics[i].first;
entry;
entry = entry->next)
{
thread_total_objects++;
thread_total_time += entry->duration;
}
printf("Thread %d: total %d objects in %f sec.\n",
i,
thread_total_objects,
thread_total_time);
for (entry = state->statistics[i].first;
entry;
entry = entry->next)
{
printf(" %s in %f sec\n", entry->object->id.name + 2, entry->duration);
}
total_objects += thread_total_objects;
}
BLI_freelistN(&state->statistics[i]);
}
if (state->has_updated_objects) {
printf("Scene updated %d objects in %f sec\n",
total_objects,
finish_time - state->base_time);
}
#endif
}
static bool scene_need_update_objects(Main *bmain)
{
return
/* Object datablocks themselves (for OB_RECALC_OB) */
DAG_id_type_tagged(bmain, ID_OB) ||
/* Objects data datablocks (for OB_RECALC_DATA) */
DAG_id_type_tagged(bmain, ID_ME) || /* Mesh */
DAG_id_type_tagged(bmain, ID_CU) || /* Curve */
DAG_id_type_tagged(bmain, ID_MB) || /* MetaBall */
DAG_id_type_tagged(bmain, ID_LA) || /* Lamp */
DAG_id_type_tagged(bmain, ID_LT) || /* Lattice */
DAG_id_type_tagged(bmain, ID_CA) || /* Camera */
DAG_id_type_tagged(bmain, ID_KE) || /* KE */
DAG_id_type_tagged(bmain, ID_SPK) || /* Speaker */
DAG_id_type_tagged(bmain, ID_AR); /* Armature */
}
static void scene_update_objects(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent)
{
TaskScheduler *task_scheduler;
TaskPool *task_pool;
ThreadedObjectUpdateState state;
bool need_singlethread_pass;
bool need_free_scheduler;
/* Early check for whether we need to invoke all the task-based
* things (spawn new ppol, traverse dependency graph and so on).
*
* Basically if there's no ID datablocks tagged for update which
* corresponds to object->recalc flags (which are checked in
* BKE_object_handle_update() then we do nothing here.
*/
if (!scene_need_update_objects(bmain)) {
return;
}
state.eval_ctx = eval_ctx;
state.bmain = bmain;
state.scene = scene;
state.scene_parent = scene_parent;
if (G.debug & G_DEBUG_DEPSGRAPH_NO_THREADS) {
task_scheduler = BLI_task_scheduler_create(1);
need_free_scheduler = true;
}
else {
task_scheduler = BLI_task_scheduler_get();
need_free_scheduler = false;
}
/* Those are only needed when blender is run with --debug argument. */
if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
const int tot_thread = BLI_task_scheduler_num_threads(task_scheduler);
state.statistics = MEM_callocN(tot_thread * sizeof(*state.statistics),
"scene update objects stats");
state.has_updated_objects = false;
state.base_time = PIL_check_seconds_timer();
state.num_threads = tot_thread;
}
#ifdef MBALL_SINGLETHREAD_HACK
state.has_mballs = false;
#endif
task_pool = BLI_task_pool_create(task_scheduler, &state);
DAG_threaded_update_begin(scene, scene_update_object_add_task, task_pool);
BLI_task_pool_work_and_wait(task_pool);
BLI_task_pool_free(task_pool);
if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
print_threads_statistics(&state);
MEM_freeN(state.statistics);
}
/* We do single thread pass to update all the objects which are in cyclic dependency.
* Such objects can not be handled by a generic DAG traverse and it's really tricky
* to detect whether cycle could be solved or not.
*
* In this situation we simply update all remaining objects in a single thread and
* it'll happen in the same exact order as it was in single-threaded DAG.
*
* We couldn't use threaded update for objects which are in cycle because they might
* access data of each other which is being re-evaluated.
*
* Also, as was explained above, for now we also update all the mballs in single thread.
*
* - sergey -
*/
need_singlethread_pass = DAG_is_acyclic(scene) == false;
#ifdef MBALL_SINGLETHREAD_HACK
need_singlethread_pass |= state.has_mballs;
#endif
if (need_singlethread_pass) {
scene_update_all_bases(bmain, eval_ctx, scene, scene_parent);
}
if (need_free_scheduler) {
BLI_task_scheduler_free(task_scheduler);
}
}
static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bmain, Scene *scene, Scene *scene_parent)
{
scene->customdata_mask = scene_parent->customdata_mask;
/* sets first, we allow per definition current scene to have
* dependencies on sets, but not the other way around. */
if (scene->set)
scene_update_tagged_recursive(eval_ctx, bmain, scene->set, scene_parent);
/* scene objects */
scene_update_objects(eval_ctx, bmain, scene, scene_parent);
/* scene drivers... */
scene_update_drivers(bmain, scene);
/* update masking curves */
BKE_mask_update_scene(bmain, scene);
}
#endif /* WITH_LEGACY_DEPSGRAPH */
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) {
bScreen *screen = window->screen;
ScrArea *area;
for (area = screen->areabase.first; area != NULL; area = area->next) {
View3D *v3d = area->spacedata.first;
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
if (v3d->drawtype == OB_RENDER) {
return true;
}
}
}
return false;
}
static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
{
/* 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 = scene->obedit;
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(
bm, mesh,
(&(struct BMeshToMeshParams){
.calc_object_remap = true,
}));
DAG_id_tag_update(&mesh->id, 0);
}
}
}
}
void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
{
Scene *sce_iter;
#ifdef WITH_LEGACY_DEPSGRAPH
bool use_new_eval = !DEG_depsgraph_use_legacy();
#endif
/* keep this first */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
/* (re-)build dependency graph if needed */
for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) {
DAG_scene_relations_update(bmain, sce_iter);
/* Uncomment this to check if dependency graph was properly tagged for update. */
#if 0
#ifdef WITH_LEGACY_DEPSGRAPH
if (use_new_eval)
#endif
{
DAG_scene_relations_validate(bmain, sce_iter);
}
#endif
}
/* flush editing data if needed */
prepare_mesh_for_viewport_render(bmain, scene);
/* flush recalc flags to dependencies */
DAG_ids_flush_tagged(bmain);
/* removed calls to quick_cache, see pointcache.c */
/* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
/* update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed
*
* in the future this should handle updates for all datablocks, not
* only objects and scenes. - brecht */
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
}
else
#endif
{
DEG_evaluate_on_refresh(eval_ctx, scene->depsgraph, scene);
}
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, scene);
/* extra call here to recalc scene animation (for sequencer) */
{
AnimData *adt = BKE_animdata_from_id(&scene->id);
float ctime = BKE_scene_frame_get(scene);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
}
/* Extra call here to recalc material animation.
*
* Need to do this so changing material settings from the graph/dopesheet
* will update stuff in the viewport.
*/
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval && DAG_id_type_tagged(bmain, ID_MA)) {
Material *material;
float ctime = BKE_scene_frame_get(scene);
for (material = bmain->mat.first;
material;
material = material->id.next)
{
AnimData *adt = BKE_animdata_from_id(&material->id);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &material->id, adt, ctime, 0);
}
}
/* Also do the same for node trees. */
if (!use_new_eval && DAG_id_type_tagged(bmain, ID_NT)) {
float ctime = BKE_scene_frame_get(scene);
FOREACH_NODETREE(bmain, ntree, id)
{
AnimData *adt = BKE_animdata_from_id(&ntree->id);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &ntree->id, adt, ctime, 0);
}
FOREACH_NODETREE_END
}
#endif
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
/* Inform editors about possible changes. */
DAG_ids_check_recalc(bmain, scene, false);
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
}
/* applies changes right away, does all sets too */
void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay)
{
BKE_scene_update_for_newframe_ex(eval_ctx, bmain, sce, lay, false);
}
void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay, bool do_invisible_flush)
{
float ctime = BKE_scene_frame_get(sce);
Scene *sce_iter;
#ifdef DETAILED_ANALYSIS_OUTPUT
double start_time = PIL_check_seconds_timer();
#endif
#ifdef WITH_LEGACY_DEPSGRAPH
bool use_new_eval = !DEG_depsgraph_use_legacy();
#else
/* TODO(sergey): Pass to evaluation routines instead of storing layer in the dependency graph? */
(void) do_invisible_flush;
#endif
DAG_editors_update_pre(bmain, sce, true);
/* keep this first */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_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, sce->r.cfra);
#ifdef WITH_LEGACY_DEPSGRAPH
/* rebuild rigid body worlds before doing the actual frame update
* this needs to be done on start frame but animation playback usually starts one frame later
* we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive
*/
if (!use_new_eval) {
scene_rebuild_rbw_recursive(sce, ctime);
}
#endif
BKE_sound_set_cfra(sce->r.cfra);
/* clear animation overrides */
/* XXX TODO... */
for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set)
DAG_scene_relations_update(bmain, sce_iter);
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
/* flush recalc flags to dependencies, if we were only changing a frame
* this would not be necessary, but if a user or a script has modified
* some datablock before BKE_scene_update_tagged was called, we need the flush */
DAG_ids_flush_tagged(bmain);
/* Following 2 functions are recursive
* so don't call within 'scene_update_tagged_recursive' */
DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still
BKE_mask_evaluate_all_masks(bmain, ctime, true);
}
#endif
/* Update animated cache files for modifiers. */
BKE_cachefile_update_frame(bmain, sce, ctime, (((double)sce->r.frs_sec) / (double)sce->r.frs_sec_base));
#ifdef POSE_ANIMATION_WORKAROUND
scene_armature_depsgraph_workaround(bmain);
#endif
/* All 'standard' (i.e. without any dependencies) animation is handled here,
* with an 'local' to 'macro' order of evaluation. This should ensure that
* settings stored nestled within a hierarchy (i.e. settings in a Texture block
* can be overridden by settings from Scene, which owns the Texture through a hierarchy
* such as Scene->World->MTex/Texture) can still get correctly overridden.
*/
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
/*...done with recursive funcs */
}
#endif
/* clear "LIB_TAG_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
BKE_main_id_tag_idcode(bmain, ID_MA, LIB_TAG_DOIT, false);
BKE_main_id_tag_idcode(bmain, ID_LA, LIB_TAG_DOIT, false);
/* run rigidbody sim */
/* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
scene_do_rb_simulation_recursive(sce, ctime);
}
#endif
/* BKE_object_handle_update() on all objects, groups and sets */
#ifdef WITH_LEGACY_DEPSGRAPH
if (use_new_eval) {
DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
}
else {
scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
}
#else
DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
#endif
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, sce);
#ifdef WITH_LEGACY_DEPSGRAPH
if (!use_new_eval) {
scene_depsgraph_hack(bmain, eval_ctx, sce, sce);
}
#endif
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
/* Inform editors about possible changes. */
DAG_ids_check_recalc(bmain, sce, true);
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
#ifdef DETAILED_ANALYSIS_OUTPUT
fprintf(stderr, "frame update start_time %f duration %f\n", start_time, PIL_check_seconds_timer() - start_time);
#endif
}
/* return default layer, also used to patch old files */
SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name)
{
SceneRenderLayer *srl;
if (!name)
name = DATA_("RenderLayer");
srl = MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
BLI_strncpy(srl->name, name, sizeof(srl->name));
BLI_uniquename(&sce->r.layers, srl, DATA_("RenderLayer"), '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
BLI_addtail(&sce->r.layers, srl);
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
srl->lay = (1 << 20) - 1;
srl->layflag = 0x7FFF; /* solid ztra halo edge strand */
srl->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
srl->pass_alpha_threshold = 0.5f;
BKE_freestyle_config_init(&srl->freestyleConfig);
return srl;
}
bool BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *srl)
{
const int act = BLI_findindex(&scene->r.layers, srl);
Scene *sce;
if (act == -1) {
return false;
}
else if ( (scene->r.layers.first == scene->r.layers.last) &&
(scene->r.layers.first == srl))
{
/* ensure 1 layer is kept */
return false;
}
BKE_freestyle_config_free(&srl->freestyleConfig);
if (srl->prop) {
IDP_FreeProperty(srl->prop);
MEM_freeN(srl->prop);
}
BLI_remlink(&scene->r.layers, srl);
MEM_freeN(srl);
scene->r.actlay = 0;
for (sce = bmain->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
bNode *node;
for (node = sce->nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) {
if (node->custom1 == act)
node->custom1 = 0;
else if (node->custom1 > act)
node->custom1--;
}
}
}
}
return true;
}
/* 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;
}
}
int get_render_shadow_samples(const RenderData *r, int samples)
{
if ((r->mode & R_SIMPLIFY) && samples > 0)
return min_ii(r->simplify_shadowsamples, samples);
else
return samples;
}
float get_render_aosss_error(const RenderData *r, float error)
{
if (r->mode & R_SIMPLIFY)
return ((1.0f - r->simplify_aosss) * 10.0f + 1.0f) * error;
else
return error;
}
/* helper function for the SETLOOPER macro */
Base *_setlooper_base_step(Scene **sce_iter, Base *base)
{
if (base && base->next) {
/* common case, step to the next */
return base->next;
}
else if (base == NULL && (*sce_iter)->base.first) {
/* first time looping, return the scenes first base */
return (Base *)(*sce_iter)->base.first;
}
else {
/* reached the end, get the next base in the set */
while ((*sce_iter = (*sce_iter)->set)) {
base = (Base *)(*sce_iter)->base.first;
if (base) {
return base;
}
}
}
return NULL;
}
bool BKE_scene_use_new_shading_nodes(const Scene *scene)
{
const RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES);
}
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_world_space_shading(Scene *scene)
{
const RenderEngineType *type = RE_engines_find(scene->r.engine);
return ((scene->r.mode & R_USE_WS_SHADING) ||
(type && (type->flag & RE_USE_SHADING_NODES)));
}
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_internal(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER);
}
bool BKE_scene_uses_blender_game(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
}
void BKE_scene_base_flag_to_objects(struct Scene *scene)
{
Base *base = scene->base.first;
while (base) {
base->object->flag = base->flag;
base = base->next;
}
}
void BKE_scene_base_flag_from_objects(struct Scene *scene)
{
Base *base = scene->base.first;
while (base) {
base->flag = base->object->flag;
base = base->next;
}
}
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);
}
}