Files
test2/source/blender/blenkernel/intern/world.c
Bastien Montagne eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00

178 lines
4.0 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 <stdlib.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_utildefines.h"
#include "BLI_listbase.h"
#include "BKE_animsys.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_world.h"
#include "GPU_material.h"
/** Free (or release) any data used by this world (does not free the world itself). */
void BKE_world_free(World *wrld)
{
int a;
BKE_animdata_free((ID *)wrld, false);
for (a = 0; a < MAX_MTEX; a++) {
MEM_SAFE_FREE(wrld->mtex[a]);
}
/* is no lib link block, but world extension */
if (wrld->nodetree) {
ntreeFreeTree(wrld->nodetree);
MEM_freeN(wrld->nodetree);
wrld->nodetree = NULL;
}
GPU_material_free(&wrld->gpumaterial);
BKE_icon_id_delete((struct ID *)wrld);
BKE_previewimg_free(&wrld->preview);
}
void BKE_world_init(World *wrld)
{
BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(wrld, id));
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->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;
}
World *add_world(Main *bmain, const char *name)
{
World *wrld;
wrld = BKE_libblock_alloc(bmain, ID_WO, name);
BKE_world_init(wrld);
return wrld;
}
World *BKE_world_copy(Main *bmain, const World *wrld)
{
World *wrldn;
int a;
wrldn = BKE_libblock_copy(bmain, &wrld->id);
for (a = 0; a < MAX_MTEX; a++) {
if (wrld->mtex[a]) {
wrldn->mtex[a] = MEM_mallocN(sizeof(MTex), "BKE_world_copy");
memcpy(wrldn->mtex[a], wrld->mtex[a], sizeof(MTex));
id_us_plus((ID *)wrldn->mtex[a]->tex);
}
}
if (wrld->nodetree) {
wrldn->nodetree = ntreeCopyTree(bmain, wrld->nodetree);
}
BKE_previewimg_id_copy(&wrldn->id, &wrld->id);
BLI_listbase_clear(&wrldn->gpumaterial);
BKE_id_copy_ensure_local(bmain, &wrld->id, &wrldn->id);
return wrldn;
}
World *localize_world(World *wrld)
{
World *wrldn;
int a;
wrldn = BKE_libblock_copy_nolib(&wrld->id, false);
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));
}
}
if (wrld->nodetree)
wrldn->nodetree = ntreeLocalize(wrld->nodetree);
wrldn->preview = NULL;
BLI_listbase_clear(&wrldn->gpumaterial);
return wrldn;
}
void BKE_world_make_local(Main *bmain, World *wrld, const bool lib_local)
{
BKE_id_make_local_generic(bmain, &wrld->id, true, lib_local);
}