Files
test/source/blender/blenkernel/intern/scene.c
Sergey Sharybin 71a2ff12a8 Fix crash happening in DAG_pose_sort() due to threading issues
This function used ugly hack with static variable which was
preventing some type checks in DAG nodes. Using this variable
form multiple threads is not considered safe, apparently.

Solved by moving this variable inside the DAGForest structure.
so it's global for the graph now, but different graphs does not
run into conflicts.

This required passing the forest to some functions, which doesn't
look so much nice, but don't want to spend time on making this
code look beautiful because it is really to be replaced by the
new dependency graph.

This is really bad bug actually which is must go to 'a'.
2014-04-04 12:46:08 +06:00

1881 lines
52 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>
#ifndef WIN32
# include <unistd.h>
#else
# include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_group_types.h"
#include "DNA_linestyle_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 "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_callbacks.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_task.h"
#include "BLF_translation.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_colortools.h"
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pointcache.h"
#include "BKE_rigidbody.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_sound.h"
#include "BKE_world.h"
#include "RE_engine.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
//XXX #include "BIF_previewrender.h"
//XXX #include "BIF_editseq.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;
}
}
}
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);
}
}
}
}
Scene *BKE_scene_copy(Scene *sce, int type)
{
Scene *scen;
SceneRenderLayer *srl, *new_srl;
ToolSettings *ts;
Base *base, *obase;
if (type == SCE_COPY_EMPTY) {
ListBase lb;
/* XXX. main should become an arg */
scen = BKE_scene_add(G.main, sce->id.name + 2);
lb = scen->r.layers;
scen->r = sce->r;
scen->r.layers = lb;
scen->r.actlay = 0;
scen->unit = sce->unit;
scen->physics_settings = sce->physics_settings;
scen->gm = sce->gm;
scen->audio = sce->audio;
if (sce->id.properties)
scen->id.properties = IDP_CopyProperty(sce->id.properties);
MEM_freeN(scen->toolsettings);
}
else {
scen = BKE_libblock_copy(&sce->id);
BLI_duplicatelist(&(scen->base), &(sce->base));
BKE_main_id_clear_newpoins(G.main);
id_us_plus((ID *)scen->world);
id_us_plus((ID *)scen->set);
id_us_plus((ID *)scen->gm.dome.warptext);
scen->ed = NULL;
scen->theDag = NULL;
scen->obedit = NULL;
scen->stats = NULL;
scen->fps_info = NULL;
if (sce->rigidbody_world)
scen->rigidbody_world = BKE_rigidbody_world_copy(sce->rigidbody_world);
BLI_duplicatelist(&(scen->markers), &(sce->markers));
BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
if (sce->nodetree) {
/* ID's are managed on both copy and switch */
scen->nodetree = ntreeCopyTree(sce->nodetree);
ntreeSwitchID(scen->nodetree, &sce->id, &scen->id);
}
obase = sce->base.first;
base = scen->base.first;
while (base) {
id_us_plus(&base->object->id);
if (obase == sce->basact) scen->basact = base;
obase = obase->next;
base = base->next;
}
/* copy color management settings */
BKE_color_managed_display_settings_copy(&scen->display_settings, &sce->display_settings);
BKE_color_managed_view_settings_copy(&scen->view_settings, &sce->view_settings);
BKE_color_managed_view_settings_copy(&scen->r.im_format.view_settings, &sce->r.im_format.view_settings);
BLI_strncpy(scen->sequencer_colorspace_settings.name, sce->sequencer_colorspace_settings.name,
sizeof(scen->sequencer_colorspace_settings.name));
/* copy action and remove animation used by sequencer */
BKE_copy_animdata_id_action(&scen->id);
if (type != SCE_COPY_FULL)
remove_sequencer_fcurves(scen);
/* copy Freestyle settings */
new_srl = scen->r.layers.first;
for (srl = sce->r.layers.first; srl; srl = srl->next) {
BKE_freestyle_config_copy(&new_srl->freestyleConfig, &srl->freestyleConfig);
new_srl = new_srl->next;
}
}
/* tool settings */
scen->toolsettings = MEM_dupallocN(sce->toolsettings);
ts = scen->toolsettings;
if (ts) {
if (ts->vpaint) {
ts->vpaint = MEM_dupallocN(ts->vpaint);
ts->vpaint->paintcursor = NULL;
ts->vpaint->vpaint_prev = NULL;
ts->vpaint->wpaint_prev = NULL;
BKE_paint_copy(&ts->vpaint->paint, &ts->vpaint->paint);
}
if (ts->wpaint) {
ts->wpaint = MEM_dupallocN(ts->wpaint);
ts->wpaint->paintcursor = NULL;
ts->wpaint->vpaint_prev = NULL;
ts->wpaint->wpaint_prev = NULL;
BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint);
}
if (ts->sculpt) {
ts->sculpt = MEM_dupallocN(ts->sculpt);
BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint);
}
BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint);
ts->imapaint.paintcursor = NULL;
ts->particle.paintcursor = NULL;
}
/* make a private copy of the avicodecdata */
if (sce->r.avicodecdata) {
scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
}
/* make a private copy of the qtcodecdata */
if (sce->r.qtcodecdata) {
scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
}
if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
scen->r.ffcodecdata.properties = IDP_CopyProperty(sce->r.ffcodecdata.properties);
}
/* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
* are done outside of blenkernel with ED_objects_single_users! */
/* camera */
if (type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
ID_NEW(scen->camera);
}
/* before scene copy */
sound_create_scene(scen);
/* world */
if (type == SCE_COPY_FULL) {
if (scen->world) {
id_us_plus((ID *)scen->world);
scen->world = BKE_world_copy(scen->world);
BKE_copy_animdata_id_action((ID *)scen->world);
}
if (sce->ed) {
scen->ed = MEM_callocN(sizeof(Editing), "addseq");
scen->ed->seqbasep = &scen->ed->seqbase;
BKE_sequence_base_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
}
}
return scen;
}
void BKE_scene_groups_relink(Scene *sce)
{
if (sce->rigidbody_world)
BKE_rigidbody_world_groups_relink(sce->rigidbody_world);
}
/* do not free scene itself */
void BKE_scene_free(Scene *sce)
{
Base *base;
SceneRenderLayer *srl;
/* check all sequences */
BKE_sequencer_clear_scene_in_allseqs(G.main, sce);
base = sce->base.first;
while (base) {
base->object->id.us--;
base = base->next;
}
/* do not free objects! */
if (sce->gpd) {
#if 0 /* removed since this can be invalid memory when freeing everything */
/* since the grease pencil data is freed before the scene.
* since grease pencil data is not (yet?), shared between objects
* its probably safe not to do this, some save and reload will free this. */
sce->gpd->id.us--;
#endif
sce->gpd = NULL;
}
BLI_freelistN(&sce->base);
BKE_sequencer_editing_free(sce);
BKE_free_animdata((ID *)sce);
BKE_keyingsets_free(&sce->keyingsets);
if (sce->rigidbody_world)
BKE_rigidbody_free_world(sce->rigidbody_world);
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;
}
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) {
BKE_freestyle_config_free(&srl->freestyleConfig);
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->transform_spaces);
BLI_freelistN(&sce->r.layers);
if (sce->toolsettings) {
if (sce->toolsettings->vpaint) {
BKE_paint_free(&sce->toolsettings->vpaint->paint);
MEM_freeN(sce->toolsettings->vpaint);
}
if (sce->toolsettings->wpaint) {
BKE_paint_free(&sce->toolsettings->wpaint->paint);
MEM_freeN(sce->toolsettings->wpaint);
}
if (sce->toolsettings->sculpt) {
BKE_paint_free(&sce->toolsettings->sculpt->paint);
MEM_freeN(sce->toolsettings->sculpt);
}
if (sce->toolsettings->uvsculpt) {
BKE_paint_free(&sce->toolsettings->uvsculpt->paint);
MEM_freeN(sce->toolsettings->uvsculpt);
}
BKE_paint_free(&sce->toolsettings->imapaint.paint);
MEM_freeN(sce->toolsettings);
sce->toolsettings = NULL;
}
DAG_scene_free(sce);
if (sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
}
if (sce->stats)
MEM_freeN(sce->stats);
if (sce->fps_info)
MEM_freeN(sce->fps_info);
sound_destroy_scene(sce);
BKE_color_managed_view_settings_free(&sce->view_settings);
}
Scene *BKE_scene_add(Main *bmain, const char *name)
{
Scene *sce;
ParticleEditSettings *pset;
int a;
const char *colorspace_name;
sce = BKE_libblock_alloc(bmain, ID_SCE, name);
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.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;
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 = R_SEQ_GL_PREV;
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->toolsettings = MEM_callocN(sizeof(struct ToolSettings), "Tool Settings Struct");
sce->toolsettings->doublimit = 0.001;
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->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->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 < PE_TOT_BRUSH; a++) {
pset->brush[a].strength = 0.5;
pset->brush[a].size = 50;
pset->brush[a].step = 10;
pset->brush[a].count = 10;
}
pset->brush[PE_BRUSH_CUT].strength = 100;
sce->r.ffcodecdata.audio_mixrate = 44100;
sce->r.ffcodecdata.audio_volume = 1.0f;
sce->r.ffcodecdata.audio_bitrate = 192;
sce->r.ffcodecdata.audio_channels = 2;
BLI_strncpy(sce->r.engine, "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);
/* 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 / 2;
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.exitkey = 218; // Blender key code for ESC
sce->omp_threads_mode = SCE_OMP_AUTO;
sce->omp_threads = 1;
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));
return sce;
}
Base *BKE_scene_base_find(Scene *scene, Object *ob)
{
return BLI_findptr(&scene->base, ob, offsetof(Base, object));
}
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.c */
Scene *BKE_scene_set_name(Main *bmain, const char *name)
{
Scene *sce = (Scene *)BKE_libblock_find_name(ID_SCE, name);
if (sce) {
BKE_scene_set_background(bmain, sce);
printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name);
return sce;
}
printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name);
return NULL;
}
static void scene_unlink_space_node(SpaceNode *snode, Scene *sce)
{
if (snode->id == &sce->id) {
/* nasty DNA logic for SpaceNode:
* ideally should be handled by editor code, but would be bad level call
*/
bNodeTreePath *path, *path_next;
for (path = snode->treepath.first; path; path = path_next) {
path_next = path->next;
MEM_freeN(path);
}
BLI_listbase_clear(&snode->treepath);
snode->id = NULL;
snode->from = NULL;
snode->nodetree = NULL;
snode->edittree = NULL;
}
}
void BKE_scene_unlink(Main *bmain, Scene *sce, Scene *newsce)
{
Scene *sce1;
bScreen *screen;
/* check all sets */
for (sce1 = bmain->scene.first; sce1; sce1 = sce1->id.next)
if (sce1->set == sce)
sce1->set = NULL;
for (sce1 = bmain->scene.first; sce1; sce1 = sce1->id.next) {
bNode *node;
if (sce1 == sce || !sce1->nodetree)
continue;
for (node = sce1->nodetree->nodes.first; node; node = node->next) {
if (node->id == &sce->id)
node->id = NULL;
}
}
/* all screens */
for (screen = bmain->screen.first; screen; screen = screen->id.next) {
ScrArea *area;
if (screen->scene == sce)
screen->scene = newsce;
for (area = screen->areabase.first; area; area = area->next) {
SpaceLink *space_link;
for (space_link = area->spacedata.first; space_link; space_link = space_link->next) {
if (space_link->spacetype == SPACE_NODE)
scene_unlink_space_node((SpaceNode *)space_link, sce);
}
}
}
BKE_libblock_free(bmain, sce);
}
/* used by metaballs
* doesn't return the original duplicated object, only dupli's
*/
int BKE_scene_base_iter_next(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;
}
else {
/* run_again is set when a duplilist has been ended */
while (run_again) {
run_again = 0;
/* 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(eval_ctx, (*scene), (*base)->object, false);
iter->dupob = iter->duplilist->first;
if (!iter->dupob)
free_object_duplilist(iter->duplilist);
}
}
}
/* handle dupli's */
if (iter->dupob) {
copy_m4_m4(iter->omat, iter->dupob->ob->obmat);
copy_m4_m4(iter->dupob->ob->obmat, iter->dupob->mat);
(*base)->flag |= OB_FROMDUPLI;
*ob = iter->dupob->ob;
iter->phase = F_DUPLI;
iter->dupob = iter->dupob->next;
}
else if (iter->phase == F_DUPLI) {
iter->phase = F_SCENE;
(*base)->flag &= ~OB_FROMDUPLI;
for (iter->dupob = iter->duplilist->first; iter->dupob; iter->dupob = iter->dupob->next) {
copy_m4_m4(iter->dupob->ob->obmat, iter->omat);
}
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
run_again = 1;
}
}
}
}
#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)
{
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), "BKE_scene_base_add");
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);
}
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 */
int BKE_scene_validate_setscene(Main *bmain, Scene *sce)
{
Scene *scene;
int a, totscene;
if (sce->set == NULL) return 1;
totscene = 0;
for (scene = bmain->scene.first; scene; scene = scene->id.next)
totscene++;
for (a = 0, scene = sce; scene->set; scene = scene->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 0;
}
}
return 1;
}
/* 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(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(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;
if (cfra < 0.0) {
scene->r.cfra -= 1;
scene->r.subframe = 1.0f + scene->r.subframe;
}
}
/* 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(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(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(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(eval_ctx, scene_parent, ob, ob->dup_group);
}
}
}
}
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);
}
/* 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.
*/
#undef DETAILED_ANALYSIS_OUTPUT
/* 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 ingle thread.
*/
#define MBALL_SINGLETHREAD_HACK
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;
Scene *scene;
Scene *scene_parent;
double base_time;
/* Execution statistics */
ListBase statistics[BLENDER_MAX_THREADS];
bool has_updated_objects;
#ifdef MBALL_SINGLETHREAD_HACK
bool has_mballs;
#endif
} ThreadedObjectUpdateState;
static void scene_update_object_add_task(void *node, void *user_data);
static void scene_update_all_bases(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(eval_ctx, scene_parent, object, scene->rigidbody_world, true);
if (object->dup_group && (object->transflag & OB_DUPLIGROUP))
BKE_group_handle_recalc_and_update(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 *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;
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) {
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(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)
{
int i, tot_thread;
if ((G.debug & G_DEBUG_DEPSGRAPH) == 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
tot_thread = BLI_system_thread_count();
for (i = 0; i < tot_thread; i++) {
int total_objects = 0;
double 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)
{
total_objects++;
total_time += entry->duration;
}
printf("Thread %d: total %d objects in %f sec.\n", i, total_objects, 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);
}
}
BLI_freelistN(&state->statistics[i]);
}
#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 = BLI_task_scheduler_get();
TaskPool *task_pool;
ThreadedObjectUpdateState state;
bool need_singlethread_pass;
/* Early check for whether we need to invoke all the task-based
* tihngs (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.scene = scene;
state.scene_parent = scene_parent;
/* Those are only needed when blender is run with --debug argument. */
if (G.debug & G_DEBUG_DEPSGRAPH) {
memset(state.statistics, 0, sizeof(state.statistics));
state.has_updated_objects = false;
state.base_time = PIL_check_seconds_timer();
}
#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) {
print_threads_statistics(&state);
}
/* 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(eval_ctx, scene, scene_parent);
}
}
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);
}
void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
{
Scene *sce_iter;
/* 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);
/* flush recalc flags to dependencies */
DAG_ids_flush_tagged(bmain);
/* removed calls to quick_cache, see pointcache.c */
/* clear "LIB_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, false);
BKE_main_id_tag_idcode(bmain, ID_LA, 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 */
scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
/* update sound system animation (TODO, move to depsgraph) */
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 aterial animation.
*
* Need to do this so changing material settings from the graph/dopesheet
* will update suff in the viewport.
*/
if (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);
}
}
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
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
/* 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);
/* 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
*/
scene_rebuild_rbw_recursive(sce, ctime);
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);
/* 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);
/* 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.
*/
BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
/*...done with recursive funcs */
/* clear "LIB_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, false);
BKE_main_id_tag_idcode(bmain, ID_LA, false);
/* run rigidbody sim */
/* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */
scene_do_rb_simulation_recursive(sce, ctime);
/* BKE_object_handle_update() on all objects, groups and sets */
scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
/* update sound system animation (TODO, move to depsgraph) */
sound_update_scene(bmain, sce);
scene_depsgraph_hack(eval_ctx, sce, sce);
/* 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);
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 0;
}
else if ( (scene->r.layers.first == scene->r.layers.last) &&
(scene->r.layers.first == srl))
{
/* ensure 1 layer is kept */
return 0;
}
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 1;
}
/* render simplification */
int get_render_subsurf_level(RenderData *r, int lvl)
{
if (r->mode & R_SIMPLIFY)
return min_ii(r->simplify_subsurf, lvl);
else
return lvl;
}
int get_render_child_particle_number(RenderData *r, int num)
{
if (r->mode & R_SIMPLIFY)
return (int)(r->simplify_particles * num);
else
return num;
}
int get_render_shadow_samples(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(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(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES);
}
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 strcmp(scene->display_settings.display_device, "None") != 0;
}
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_scene_num_omp_threads(const struct Scene *scene)
{
if (scene->omp_threads_mode == SCE_OMP_AUTO)
return BLI_omp_thread_count();
else
return scene->omp_threads;
}