Files
test/source/blender/blenkernel/intern/world.c
Brecht Van Lommel 30f1f28a8a Nodes: add support for shader nodes on world and lamps, in addition to materials.
The internal render engine does not support them, and they are not accesible in
the UI yet, but cycles will use them.
2011-11-02 18:55:32 +00:00

210 lines
4.5 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/world.c
* \ingroup bke
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_world_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BLI_bpath.h"
#include "BKE_animsys.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_library.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_world.h"
void free_world(World *wrld)
{
MTex *mtex;
int a;
for(a=0; a<MAX_MTEX; a++) {
mtex= wrld->mtex[a];
if(mtex && mtex->tex) mtex->tex->id.us--;
if(mtex) MEM_freeN(mtex);
}
BKE_previewimg_free(&wrld->preview);
BKE_free_animdata((ID *)wrld);
/* is no lib link block, but world extension */
if(wrld->nodetree) {
ntreeFreeTree(wrld->nodetree);
MEM_freeN(wrld->nodetree);
}
BKE_icon_delete((struct ID*)wrld);
wrld->id.icon_id = 0;
}
World *add_world(const char *name)
{
Main *bmain= G.main;
World *wrld;
wrld= alloc_libblock(&bmain->world, ID_WO, name);
wrld->horr= 0.05f;
wrld->horg= 0.05f;
wrld->horb= 0.05f;
wrld->zenr= 0.01f;
wrld->zeng= 0.01f;
wrld->zenb= 0.01f;
wrld->skytype= 0;
wrld->stardist= 15.0f;
wrld->starsize= 2.0f;
wrld->exp= 0.0f;
wrld->exposure=wrld->range= 1.0f;
wrld->aodist= 10.0f;
wrld->aosamp= 5;
wrld->aoenergy= 1.0f;
wrld->ao_env_energy= 1.0f;
wrld->ao_indirect_energy= 1.0f;
wrld->ao_indirect_bounces= 1;
wrld->aobias= 0.05f;
wrld->ao_samp_method = WO_AOSAMP_HAMMERSLEY;
wrld->ao_approx_error= 0.25f;
wrld->preview = NULL;
wrld->miststa = 5.0f;
wrld->mistdist = 25.0f;
return wrld;
}
World *copy_world(World *wrld)
{
World *wrldn;
int a;
wrldn= copy_libblock(wrld);
for(a=0; a<MAX_MTEX; a++) {
if(wrld->mtex[a]) {
wrldn->mtex[a]= MEM_mallocN(sizeof(MTex), "copy_world");
memcpy(wrldn->mtex[a], wrld->mtex[a], sizeof(MTex));
id_us_plus((ID *)wrldn->mtex[a]->tex);
}
}
if(wrld->nodetree)
wrldn->nodetree= ntreeCopyTree(wrld->nodetree);
if(wrld->preview)
wrldn->preview = BKE_previewimg_copy(wrld->preview);
return wrldn;
}
World *localize_world(World *wrld)
{
World *wrldn;
int a;
wrldn= copy_libblock(wrld);
BLI_remlink(&G.main->world, wrldn);
for(a=0; a<MAX_MTEX; a++) {
if(wrld->mtex[a]) {
wrldn->mtex[a]= MEM_mallocN(sizeof(MTex), "localize_world");
memcpy(wrldn->mtex[a], wrld->mtex[a], sizeof(MTex));
/* free world decrements */
id_us_plus((ID *)wrldn->mtex[a]->tex);
}
}
if(wrld->nodetree)
wrldn->nodetree= ntreeLocalize(wrld->nodetree);
wrldn->preview= NULL;
return wrldn;
}
void make_local_world(World *wrld)
{
Main *bmain= G.main;
Scene *sce;
int is_local= FALSE, is_lib= FALSE;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
if(wrld->id.lib==NULL) return;
if(wrld->id.us==1) {
id_clear_lib_data(bmain, &wrld->id);
return;
}
for(sce= bmain->scene.first; sce && ELEM(FALSE, is_lib, is_local); sce= sce->id.next) {
if(sce->world == wrld) {
if(sce->id.lib) is_lib= TRUE;
else is_local= TRUE;
}
}
if(is_local && is_lib==FALSE) {
id_clear_lib_data(bmain, &wrld->id);
}
else if(is_local && is_lib) {
World *wrldn= copy_world(wrld);
wrldn->id.us= 0;
/* Remap paths of new ID using old library as base. */
BKE_id_lib_local_paths(bmain, &wrldn->id);
for(sce= bmain->scene.first; sce; sce= sce->id.next) {
if(sce->world == wrld) {
if(sce->id.lib==NULL) {
sce->world= wrldn;
wrldn->id.us++;
wrld->id.us--;
}
}
}
}
}