Files
test/source/blender/blenkernel/intern/scene.c
Ton Roosendaal 45c7b2c5c2 Orange: made Compositing more interactive. It now has an event based
system tracking changes in nodes, making sure only these nodes and
the ones that depend, are executed.

Further the 'time cursor' now counts down to indicate which node is being
done.

Also: you now can disable the "use nodes" button in the header, edit all
changes, and when you press that button again it nicely executes the
changes.

Still on the todo:
- make compositing threaded
- find a way to nicely exit compositing on input events... so the UI
  keeps being responsive
- idea; a 'percentage' menu in header to enforce calculations on smaller
  images temporally
2006-01-28 15:21:04 +00:00

504 lines
10 KiB
C

/* scene.c
*
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_scriptlink_types.h"
#include "DNA_userdef_types.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_armature.h"
#include "BKE_bad_level_calls.h"
#include "BKE_constraint.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_world.h"
#include "BKE_utildefines.h"
#include "BPY_extern.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "nla.h"
#ifdef WIN32
#else
#include <sys/time.h>
#endif
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;
}
}
}
void free_qtcodecdata(QuicktimeCodecData *qcd)
{
if (qcd) {
if (qcd->cdParms){
MEM_freeN(qcd->cdParms);
qcd->cdParms = NULL;
qcd->cdSize = 0;
}
}
}
/* copy_scene moved to src/header_info.c... should be back */
/* do not free scene itself */
void free_scene(Scene *sce)
{
Base *base;
base= sce->base.first;
while(base) {
base->object->id.us--;
base= base->next;
}
/* do not free objects! */
BLI_freelistN(&sce->base);
free_editing(sce->ed);
if(sce->radio) MEM_freeN(sce->radio);
sce->radio= 0;
BPY_free_scriptlink(&sce->scriptlink);
if (sce->r.avicodecdata) {
free_avicodecdata(sce->r.avicodecdata);
MEM_freeN(sce->r.avicodecdata);
sce->r.avicodecdata = NULL;
}
if (sce->r.qtcodecdata) {
free_qtcodecdata(sce->r.qtcodecdata);
MEM_freeN(sce->r.qtcodecdata);
sce->r.qtcodecdata = NULL;
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->r.layers);
if(sce->toolsettings){
MEM_freeN(sce->toolsettings);
sce->toolsettings = NULL;
}
if (sce->theDag) {
free_forest(sce->theDag);
MEM_freeN(sce->theDag);
}
if(sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
}
}
Scene *add_scene(char *name)
{
Scene *sce;
sce= alloc_libblock(&G.main->scene, ID_SCE, name);
sce->lay= 1;
sce->selectmode= SCE_SELECT_VERTEX;
sce->editbutsize= 0.1;
sce->r.mode= R_GAMMA;
sce->r.cfra= 1;
sce->r.sfra= 1;
sce->r.efra= 250;
sce->r.xsch= 320;
sce->r.ysch= 256;
sce->r.xasp= 1;
sce->r.yasp= 1;
sce->r.xparts= 4;
sce->r.yparts= 4;
sce->r.size= 100;
sce->r.planes= 24;
sce->r.quality= 90;
sce->r.framapto= 100;
sce->r.images= 100;
sce->r.framelen= 1.0;
sce->r.frs_sec= 25;
sce->r.postgamma= 1.0;
sce->r.postsat= 1.0;
sce->r.postmul= 1.0;
sce->r.focus= 0.9;
sce->r.zgamma= 1.0;
sce->r.zsigma= 4.0;
sce->r.zblur= 10.0;
sce->r.zmin= 0.8;
sce->r.xplay= 640;
sce->r.yplay= 480;
sce->r.freqplay= 60;
sce->r.depth= 32;
sce->r.stereomode = 1; // no stereo
sce->toolsettings = MEM_mallocN(sizeof(struct ToolSettings),"Tool Settings Struct");
sce->toolsettings->cornertype=1;
sce->toolsettings->degr = 90;
sce->toolsettings->step = 9;
sce->toolsettings->turn = 1;
sce->toolsettings->extr_offs = 1;
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->segments = 32;
sce->toolsettings->rings = 32;
sce->toolsettings->vertices = 32;
sce->toolsettings->editbutflag = 1;
strcpy(sce->r.backbuf, "//backbuf");
strcpy(sce->r.pic, U.renderdir);
strcpy(sce->r.ftype, "//ftype");
BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
sce->r.osa= 8;
scene_add_render_layer(sce);
return sce;
}
Base *object_in_scene(Object *ob, Scene *sce)
{
Base *base;
base= sce->base.first;
while(base) {
if(base->object == ob) return base;
base= base->next;
}
return NULL;
}
void set_scene_bg(Scene *sce)
{
Base *base;
Object *ob;
Group *group;
GroupObject *go;
int flag;
G.scene= sce;
/* deselect objects (for dataselect) */
ob= G.main->object.first;
while(ob) {
ob->flag &= ~(SELECT|OB_FROMGROUP);
ob= ob->id.next;
}
/* group flags again */
group= G.main->group.first;
while(group) {
go= group->gobject.first;
while(go) {
if(go->ob) go->ob->flag |= OB_FROMGROUP;
go= go->next;
}
group= group->id.next;
}
/* sort baselist */
DAG_scene_sort(sce);
/* copy layers and flags from bases to objects */
base= G.scene->base.first;
while(base) {
ob= base->object;
ob->lay= base->lay;
/* group patch... */
base->flag &= ~(OB_FROMGROUP);
flag= ob->flag & (OB_FROMGROUP);
base->flag |= flag;
ob->flag= base->flag;
ob->ctime= -1234567.0; /* force ipo to be calculated later */
base= base->next;
}
// full animation update
scene_update_for_newframe(sce, sce->lay);
/* do we need FRAMECHANGED in set_scene? */
// if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
}
void set_scene_name(char *name)
{
Scene *sce;
for (sce= G.main->scene.first; sce; sce= sce->id.next) {
if (BLI_streq(name, sce->id.name+2)) {
set_scene_bg(sce);
return;
}
}
error("Can't find scene: %s", name);
}
/* used by metaballs
* doesnt return the original duplicated object, only dupli's
*/
int next_object(int val, Base **base, Object **ob)
{
static ListBase *duplilist= NULL;
static DupliObject *dupob;
static int fase;
int run_again=1;
/* init */
if(val==0) {
fase= F_START;
dupob= NULL;
}
else {
/* run_again is set when a duplilist has been ended */
while(run_again) {
run_again= 0;
/* the first base */
if(fase==F_START) {
*base= G.scene->base.first;
if(*base) {
*ob= (*base)->object;
fase= F_SCENE;
}
else {
/* exception: empty scene */
if(G.scene->set && G.scene->set->base.first) {
*base= G.scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
}
}
}
else {
if(*base && fase!=F_DUPLI) {
*base= (*base)->next;
if(*base) *ob= (*base)->object;
else {
if(fase==F_SCENE) {
/* scene is finished, now do the set */
if(G.scene->set && G.scene->set->base.first) {
*base= G.scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
}
}
}
}
}
if(*base == NULL) fase= F_START;
else {
if(fase!=F_DUPLI) {
if( (*base)->object->transflag & OB_DUPLI) {
duplilist= object_duplilist(G.scene, (*base)->object);
dupob= duplilist->first;
}
}
/* handle dupli's */
if(dupob) {
Mat4CpyMat4(dupob->ob->obmat, dupob->mat);
(*base)->flag |= OB_FROMDUPLI;
*ob= dupob->ob;
fase= F_DUPLI;
dupob= dupob->next;
}
else if(fase==F_DUPLI) {
fase= F_SCENE;
(*base)->flag &= ~OB_FROMDUPLI;
for(dupob= duplilist->first; dupob; dupob= dupob->next) {
Mat4CpyMat4(dupob->ob->obmat, dupob->omat);
}
BLI_freelistN(duplilist);
duplilist= NULL;
run_again= 1;
}
}
}
}
return fase;
}
Object *scene_find_camera(Scene *sc)
{
Base *base;
for (base= sc->base.first; base; base= base->next)
if (base->object->type==OB_CAMERA)
return base->object;
return NULL;
}
Base *scene_add_base(Scene *sce, Object *ob)
{
Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
BLI_addhead(&sce->base, b);
b->object= ob;
b->flag= ob->flag;
b->lay= ob->lay;
return b;
}
void scene_deselect_all(Scene *sce)
{
Base *b;
for (b= sce->base.first; b; b= b->next) {
b->flag&= ~SELECT;
b->object->flag= b->flag;
}
}
void scene_select_base(Scene *sce, Base *selbase)
{
scene_deselect_all(sce);
selbase->flag |= SELECT;
selbase->object->flag= selbase->flag;
sce->basact= selbase;
}
/* applies changes right away */
void scene_update_for_newframe(Scene *sce, unsigned int lay)
{
Base *base;
Object *ob;
int setcount=0;
/* object ipos are calculated in where_is_object */
do_all_data_ipos();
if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
/* for time being; sets otherwise can be cyclic */
while(sce && setcount<2) {
if(sce->theDag==NULL)
DAG_scene_sort(sce);
DAG_scene_update_flags(sce, lay); // only stuff that moves
for(base= sce->base.first; base; base= base->next) {
ob= base->object;
object_handle_update(ob); // bke_object.h
/* only update layer when an ipo */
if(ob->ipo && has_ipo_code(ob->ipo, OB_LAY) ) {
base->lay= ob->lay;
}
}
sce= sce->set;
setcount++;
}
}
/* return default layer, also used to patch old files */
void scene_add_render_layer(Scene *sce)
{
SceneRenderLayer *srl;
int tot= 1 + BLI_countlist(&sce->r.layers);
srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
sprintf(srl->name, "%d RenderLayer", tot);
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 strand */
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
}