Files
test/source/blender/blenkernel/intern/lamp.c
Bastien Montagne 529d365b4d Add note about handling of root nodetree in ID copydata.
OUr beloved root nodetrees... Had to check again the code to undersand
why we copy them with bmain even though they are not in bmain, so this
is worth a comment. ;)
2017-10-19 12:33:14 +02:00

256 lines
6.7 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/lamp.c
* \ingroup bke
*/
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_animsys.h"
#include "BKE_colortools.h"
#include "BKE_icons.h"
#include "BKE_global.h"
#include "BKE_lamp.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
#include "BKE_main.h"
#include "BKE_node.h"
void BKE_lamp_init(Lamp *la)
{
BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(la, id));
la->r = la->g = la->b = la->k = 1.0f;
la->haint = la->energy = 1.0f;
la->dist = 25.0f;
la->spotsize = DEG2RADF(45.0f);
la->spotblend = 0.15f;
la->att2 = 1.0f;
la->mode = LA_SHAD_BUF;
la->bufsize = 512;
la->clipsta = 0.5f;
la->clipend = 40.0f;
la->samp = 3;
la->bias = 1.0f;
la->soft = 3.0f;
la->compressthresh = 0.05f;
la->ray_samp = la->ray_sampy = la->ray_sampz = 1;
la->area_size = la->area_sizey = la->area_sizez = 0.1f;
la->buffers = 1;
la->buftype = LA_SHADBUF_HALFWAY;
la->ray_samp_method = LA_SAMP_HALTON;
la->adapt_thresh = 0.001f;
la->preview = NULL;
la->falloff_type = LA_FALLOFF_INVSQUARE;
la->coeff_const = 1.0f;
la->coeff_lin = 0.0f;
la->coeff_quad = 0.0f;
la->curfalloff = curvemapping_add(1, 0.0f, 1.0f, 1.0f, 0.0f);
la->sun_effect_type = 0;
la->horizon_brightness = 1.0;
la->spread = 1.0;
la->sun_brightness = 1.0;
la->sun_size = 1.0;
la->backscattered_light = 1.0f;
la->atm_turbidity = 2.0f;
la->atm_inscattering_factor = 1.0f;
la->atm_extinction_factor = 1.0f;
la->atm_distance_factor = 1.0f;
la->sun_intensity = 1.0f;
la->skyblendtype = MA_RAMP_ADD;
la->skyblendfac = 1.0f;
la->sky_colorspace = BLI_XYZ_CIE;
la->sky_exposure = 1.0f;
la->shadow_frustum_size = 10.0f;
curvemapping_initialize(la->curfalloff);
}
Lamp *BKE_lamp_add(Main *bmain, const char *name)
{
Lamp *la;
la = BKE_libblock_alloc(bmain, ID_LA, name, 0);
BKE_lamp_init(la);
return la;
}
/**
* Only copy internal data of Lamp 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_lamp_copy_data(Main *bmain, Lamp *la_dst, const Lamp *la_src, const int flag)
{
for (int a = 0; a < MAX_MTEX; a++) {
if (la_dst->mtex[a]) {
la_dst->mtex[a] = MEM_mallocN(sizeof(*la_dst->mtex[a]), __func__);
*la_dst->mtex[a] = *la_src->mtex[a];
}
}
la_dst->curfalloff = curvemapping_copy(la_src->curfalloff);
if (la_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 *)la_src->nodetree, (ID **)&la_dst->nodetree, flag, false);
}
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
BKE_previewimg_id_copy(&la_dst->id, &la_src->id);
}
else {
la_dst->preview = NULL;
}
}
Lamp *BKE_lamp_copy(Main *bmain, const Lamp *la)
{
Lamp *la_copy;
BKE_id_copy_ex(bmain, &la->id, (ID **)&la_copy, 0, false);
return la_copy;
}
Lamp *localize_lamp(Lamp *la)
{
/* TODO replace with something like
* Lamp *la_copy;
* BKE_id_copy_ex(bmain, &la->id, (ID **)&la_copy, LIB_ID_COPY_NO_MAIN | LIB_ID_COPY_NO_PREVIEW | LIB_ID_COPY_NO_USER_REFCOUNT, false);
* return la_copy;
*
* ... Once f*** nodes are fully converted to that too :( */
Lamp *lan;
int a;
lan = BKE_libblock_copy_nolib(&la->id, false);
for (a = 0; a < MAX_MTEX; a++) {
if (lan->mtex[a]) {
lan->mtex[a] = MEM_mallocN(sizeof(MTex), "localize_lamp");
memcpy(lan->mtex[a], la->mtex[a], sizeof(MTex));
}
}
lan->curfalloff = curvemapping_copy(la->curfalloff);
if (la->nodetree)
lan->nodetree = ntreeLocalize(la->nodetree);
lan->preview = NULL;
return lan;
}
void BKE_lamp_make_local(Main *bmain, Lamp *la, const bool lib_local)
{
BKE_id_make_local_generic(bmain, &la->id, true, lib_local);
}
void BKE_lamp_free(Lamp *la)
{
int a;
for (a = 0; a < MAX_MTEX; a++) {
MEM_SAFE_FREE(la->mtex[a]);
}
BKE_animdata_free((ID *)la, false);
curvemapping_free(la->curfalloff);
/* is no lib link block, but lamp extension */
if (la->nodetree) {
ntreeFreeTree(la->nodetree);
MEM_freeN(la->nodetree);
la->nodetree = NULL;
}
BKE_previewimg_free(&la->preview);
BKE_icon_id_delete(&la->id);
la->id.icon_id = 0;
}
/* Calculate all drivers for lamps, see material_drivers_update for why this is a bad hack */
static void lamp_node_drivers_update(Scene *scene, bNodeTree *ntree, float ctime)
{
bNode *node;
/* nodetree itself */
if (ntree->adt && ntree->adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, &ntree->id, ntree->adt, ctime, ADT_RECALC_DRIVERS);
/* nodes */
for (node = ntree->nodes.first; node; node = node->next)
if (node->id && node->type == NODE_GROUP)
lamp_node_drivers_update(scene, (bNodeTree *)node->id, ctime);
}
void lamp_drivers_update(Scene *scene, Lamp *la, float ctime)
{
/* Prevent infinite recursion by checking (and tagging the lamp) as having been visited already
* (see BKE_scene_update_tagged()). This assumes la->id.tag & LIB_TAG_DOIT isn't set by anything else
* in the meantime... [#32017] */
if (la->id.tag & LIB_TAG_DOIT)
return;
la->id.tag |= LIB_TAG_DOIT;
/* lamp itself */
if (la->adt && la->adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, &la->id, la->adt, ctime, ADT_RECALC_DRIVERS);
/* nodes */
if (la->nodetree)
lamp_node_drivers_update(scene, la->nodetree, ctime);
la->id.tag &= ~LIB_TAG_DOIT;
}