Cycles: updates to follow code committed to trunk.
[blender.git] / source / blender / blenkernel / intern / scene.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19  * All rights reserved.
20  *
21  * The Original Code is: all of this file.
22  *
23  * Contributor(s): none yet.
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/blenkernel/intern/scene.c
29  *  \ingroup bke
30  */
31
32
33 #include <stddef.h>
34 #include <stdio.h>
35 #include <string.h>
36
37 #ifndef WIN32 
38 #include <unistd.h>
39 #else
40 #include <io.h>
41 #endif
42
43 #include "MEM_guardedalloc.h"
44
45 #include "DNA_anim_types.h"
46 #include "DNA_group_types.h"
47 #include "DNA_object_types.h"
48 #include "DNA_scene_types.h"
49 #include "DNA_screen_types.h"
50 #include "DNA_sequence_types.h"
51
52 #include "BLI_math.h"
53 #include "BLI_blenlib.h"
54 #include "BLI_utildefines.h"
55 #include "BLI_callbacks.h"
56
57 #include "BKE_anim.h"
58 #include "BKE_animsys.h"
59 #include "BKE_depsgraph.h"
60 #include "BKE_global.h"
61 #include "BKE_group.h"
62 #include "BKE_idprop.h"
63 #include "BKE_library.h"
64 #include "BKE_main.h"
65 #include "BKE_node.h"
66 #include "BKE_object.h"
67 #include "BKE_paint.h"
68 #include "BKE_pointcache.h"
69 #include "BKE_scene.h"
70 #include "BKE_sequencer.h"
71 #include "BKE_world.h"
72
73 #include "BKE_sound.h"
74
75 #include "RE_engine.h"
76
77 //XXX #include "BIF_previewrender.h"
78 //XXX #include "BIF_editseq.h"
79
80 //XXX #include "nla.h"
81
82 #ifdef WIN32
83 #else
84 #include <sys/time.h>
85 #endif
86
87 void free_avicodecdata(AviCodecData *acd)
88 {
89         if (acd) {
90                 if (acd->lpFormat){
91                         MEM_freeN(acd->lpFormat);
92                         acd->lpFormat = NULL;
93                         acd->cbFormat = 0;
94                 }
95                 if (acd->lpParms){
96                         MEM_freeN(acd->lpParms);
97                         acd->lpParms = NULL;
98                         acd->cbParms = 0;
99                 }
100         }
101 }
102
103 void free_qtcodecdata(QuicktimeCodecData *qcd)
104 {
105         if (qcd) {
106                 if (qcd->cdParms){
107                         MEM_freeN(qcd->cdParms);
108                         qcd->cdParms = NULL;
109                         qcd->cdSize = 0;
110                 }
111         }
112 }
113
114 Scene *copy_scene(Scene *sce, int type)
115 {
116         Scene *scen;
117         ToolSettings *ts;
118         Base *base, *obase;
119         
120         if(type == SCE_COPY_EMPTY) {
121                 ListBase lb;
122                 scen= add_scene(sce->id.name+2);
123                 
124                 lb= scen->r.layers;
125                 scen->r= sce->r;
126                 scen->r.layers= lb;
127         }
128         else {
129                 scen= copy_libblock(sce);
130                 BLI_duplicatelist(&(scen->base), &(sce->base));
131                 
132                 clear_id_newpoins();
133                 
134                 id_us_plus((ID *)scen->world);
135                 id_us_plus((ID *)scen->set);
136                 id_us_plus((ID *)scen->gm.dome.warptext);
137
138                 scen->ed= NULL;
139                 scen->theDag= NULL;
140                 scen->obedit= NULL;
141                 scen->toolsettings= MEM_dupallocN(sce->toolsettings);
142                 scen->stats= NULL;
143                 scen->fps_info= NULL;
144
145                 ts= scen->toolsettings;
146                 if(ts) {
147                         if(ts->vpaint) {
148                                 ts->vpaint= MEM_dupallocN(ts->vpaint);
149                                 ts->vpaint->paintcursor= NULL;
150                                 ts->vpaint->vpaint_prev= NULL;
151                                 ts->vpaint->wpaint_prev= NULL;
152                                 copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
153                         }
154                         if(ts->wpaint) {
155                                 ts->wpaint= MEM_dupallocN(ts->wpaint);
156                                 ts->wpaint->paintcursor= NULL;
157                                 ts->wpaint->vpaint_prev= NULL;
158                                 ts->wpaint->wpaint_prev= NULL;
159                                 copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
160                         }
161                         if(ts->sculpt) {
162                                 ts->sculpt= MEM_dupallocN(ts->sculpt);
163                                 copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
164                         }
165
166                         copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
167                         ts->imapaint.paintcursor= NULL;
168
169                         ts->particle.paintcursor= NULL;
170                 }
171                 
172                 BLI_duplicatelist(&(scen->markers), &(sce->markers));
173                 BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
174                 BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
175                 BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
176
177                 if(sce->nodetree) {
178                         scen->nodetree= ntreeCopyTree(sce->nodetree); /* copies actions */
179                         ntreeSwitchID(scen->nodetree, &sce->id, &scen->id);
180                 }
181
182                 obase= sce->base.first;
183                 base= scen->base.first;
184                 while(base) {
185                         id_us_plus(&base->object->id);
186                         if(obase==sce->basact) scen->basact= base;
187         
188                         obase= obase->next;
189                         base= base->next;
190                 }
191         }
192         
193         /* make a private copy of the avicodecdata */
194         if(sce->r.avicodecdata) {
195                 scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
196                 scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
197                 scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
198         }
199         
200         /* make a private copy of the qtcodecdata */
201         if(sce->r.qtcodecdata) {
202                 scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
203                 scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
204         }
205         
206         if(sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
207                 scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties);
208         }
209
210         /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
211          * are done outside of blenkernel with ED_objects_single_users! */
212
213         /*  camera */
214         if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
215                 ID_NEW(scen->camera);
216         }
217         
218         /* before scene copy */
219         sound_create_scene(scen);
220
221         /* world */
222         if(type == SCE_COPY_FULL) {
223                 BKE_copy_animdata_id_action((ID *)scen);
224                 if(scen->world) {
225                         id_us_plus((ID *)scen->world);
226                         scen->world= copy_world(scen->world);
227                         BKE_copy_animdata_id_action((ID *)scen->world);
228                 }
229
230                 if(sce->ed) {
231                         scen->ed= MEM_callocN( sizeof(Editing), "addseq");
232                         scen->ed->seqbasep= &scen->ed->seqbase;
233                         seqbase_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
234                 }
235         }
236
237         return scen;
238 }
239
240 /* do not free scene itself */
241 void free_scene(Scene *sce)
242 {
243         Base *base;
244
245         base= sce->base.first;
246         while(base) {
247                 base->object->id.us--;
248                 base= base->next;
249         }
250         /* do not free objects! */
251         
252         if(sce->gpd) {
253 #if 0   // removed since this can be invalid memory when freeing everything
254                 // since the grease pencil data is free'd before the scene.
255                 // since grease pencil data is not (yet?), shared between objects
256                 // its probably safe not to do this, some save and reload will free this.
257                 sce->gpd->id.us--;
258 #endif
259                 sce->gpd= NULL;
260         }
261
262         BLI_freelistN(&sce->base);
263         seq_free_editing(sce);
264
265         BKE_free_animdata((ID *)sce);
266         BKE_keyingsets_free(&sce->keyingsets);
267         
268         if (sce->r.avicodecdata) {
269                 free_avicodecdata(sce->r.avicodecdata);
270                 MEM_freeN(sce->r.avicodecdata);
271                 sce->r.avicodecdata = NULL;
272         }
273         if (sce->r.qtcodecdata) {
274                 free_qtcodecdata(sce->r.qtcodecdata);
275                 MEM_freeN(sce->r.qtcodecdata);
276                 sce->r.qtcodecdata = NULL;
277         }
278         if (sce->r.ffcodecdata.properties) {
279                 IDP_FreeProperty(sce->r.ffcodecdata.properties);
280                 MEM_freeN(sce->r.ffcodecdata.properties);
281                 sce->r.ffcodecdata.properties = NULL;
282         }
283         
284         BLI_freelistN(&sce->markers);
285         BLI_freelistN(&sce->transform_spaces);
286         BLI_freelistN(&sce->r.layers);
287         
288         if(sce->toolsettings) {
289                 if(sce->toolsettings->vpaint) {
290                         free_paint(&sce->toolsettings->vpaint->paint);
291                         MEM_freeN(sce->toolsettings->vpaint);
292                 }
293                 if(sce->toolsettings->wpaint) {
294                         free_paint(&sce->toolsettings->wpaint->paint);
295                         MEM_freeN(sce->toolsettings->wpaint);
296                 }
297                 if(sce->toolsettings->sculpt) {
298                         free_paint(&sce->toolsettings->sculpt->paint);
299                         MEM_freeN(sce->toolsettings->sculpt);
300                 }
301                 free_paint(&sce->toolsettings->imapaint.paint);
302
303                 MEM_freeN(sce->toolsettings);
304                 sce->toolsettings = NULL;       
305         }
306         
307         if (sce->theDag) {
308                 free_forest(sce->theDag);
309                 MEM_freeN(sce->theDag);
310         }
311         
312         if(sce->nodetree) {
313                 ntreeFreeTree(sce->nodetree);
314                 MEM_freeN(sce->nodetree);
315         }
316
317         if(sce->stats)
318                 MEM_freeN(sce->stats);
319         if(sce->fps_info)
320                 MEM_freeN(sce->fps_info);
321
322         sound_destroy_scene(sce);
323 }
324
325 Scene *add_scene(const char *name)
326 {
327         Main *bmain= G.main;
328         Scene *sce;
329         ParticleEditSettings *pset;
330         int a;
331
332         sce= alloc_libblock(&bmain->scene, ID_SCE, name);
333         sce->lay= sce->layact= 1;
334         
335         sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
336         sce->r.cfra= 1;
337         sce->r.sfra= 1;
338         sce->r.efra= 250;
339         sce->r.frame_step= 1;
340         sce->r.xsch= 1920;
341         sce->r.ysch= 1080;
342         sce->r.xasp= 1;
343         sce->r.yasp= 1;
344         sce->r.xparts= 8;
345         sce->r.yparts= 8;
346         sce->r.mblur_samples= 1;
347         sce->r.filtertype= R_FILTER_MITCH;
348         sce->r.size= 50;
349         sce->r.planes= 24;
350         sce->r.imtype= R_PNG;
351         sce->r.quality= 90;
352         sce->r.displaymode= R_OUTPUT_AREA;
353         sce->r.framapto= 100;
354         sce->r.images= 100;
355         sce->r.framelen= 1.0;
356         sce->r.blurfac= 0.5;
357         sce->r.frs_sec= 24;
358         sce->r.frs_sec_base= 1;
359         sce->r.edgeint= 10;
360         sce->r.ocres = 128;
361         sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
362         sce->r.gauss= 1.0;
363         
364         /* deprecated but keep for upwards compat */
365         sce->r.postgamma= 1.0;
366         sce->r.posthue= 0.0;
367         sce->r.postsat= 1.0;
368         
369         sce->r.bake_mode= 1;    /* prevent to include render stuff here */
370         sce->r.bake_filter= 2;
371         sce->r.bake_osa= 5;
372         sce->r.bake_flag= R_BAKE_CLEAR;
373         sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
374         sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
375         sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_CAMERA|R_STAMP_SCENE|R_STAMP_FILENAME|R_STAMP_RENDERTIME;
376         sce->r.stamp_font_id= 12;
377         sce->r.fg_stamp[0]= sce->r.fg_stamp[1]= sce->r.fg_stamp[2]= 0.8f;
378         sce->r.fg_stamp[3]= 1.0f;
379         sce->r.bg_stamp[0]= sce->r.bg_stamp[1]= sce->r.bg_stamp[2]= 0.0f;
380         sce->r.bg_stamp[3]= 0.25f;
381         sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES;
382
383         sce->r.seq_prev_type= OB_SOLID;
384         sce->r.seq_rend_type= OB_SOLID;
385         sce->r.seq_flag= R_SEQ_GL_PREV;
386
387         sce->r.threads= 1;
388
389         sce->r.simplify_subsurf= 6;
390         sce->r.simplify_particles= 1.0f;
391         sce->r.simplify_shadowsamples= 16;
392         sce->r.simplify_aosss= 1.0f;
393
394         sce->r.cineonblack= 95;
395         sce->r.cineonwhite= 685;
396         sce->r.cineongamma= 1.7f;
397
398         sce->r.border.xmin= 0.0f;
399         sce->r.border.ymin= 0.0f;
400         sce->r.border.xmax= 1.0f;
401         sce->r.border.ymax= 1.0f;
402         
403         sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
404         sce->toolsettings->cornertype=1;
405         sce->toolsettings->degr = 90; 
406         sce->toolsettings->step = 9;
407         sce->toolsettings->turn = 1;                            
408         sce->toolsettings->extr_offs = 1; 
409         sce->toolsettings->doublimit = 0.001;
410         sce->toolsettings->segments = 32;
411         sce->toolsettings->rings = 32;
412         sce->toolsettings->vertices = 32;
413         sce->toolsettings->editbutflag = 1;
414         sce->toolsettings->uvcalc_radius = 1.0f;
415         sce->toolsettings->uvcalc_cubesize = 1.0f;
416         sce->toolsettings->uvcalc_mapdir = 1;
417         sce->toolsettings->uvcalc_mapalign = 1;
418         sce->toolsettings->unwrapper = 1;
419         sce->toolsettings->select_thresh= 0.01f;
420         sce->toolsettings->jointrilimit = 0.8f;
421
422         sce->toolsettings->selectmode= SCE_SELECT_VERTEX;
423         sce->toolsettings->uv_selectmode= UV_SELECT_VERTEX;
424         sce->toolsettings->normalsize= 0.1;
425         sce->toolsettings->autokey_mode= U.autokey_mode;
426
427         sce->toolsettings->skgen_resolution = 100;
428         sce->toolsettings->skgen_threshold_internal     = 0.01f;
429         sce->toolsettings->skgen_threshold_external     = 0.01f;
430         sce->toolsettings->skgen_angle_limit                    = 45.0f;
431         sce->toolsettings->skgen_length_ratio                   = 1.3f;
432         sce->toolsettings->skgen_length_limit                   = 1.5f;
433         sce->toolsettings->skgen_correlation_limit              = 0.98f;
434         sce->toolsettings->skgen_symmetry_limit                 = 0.1f;
435         sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
436         sce->toolsettings->skgen_postpro_passes = 1;
437         sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
438         sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
439         sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
440         sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
441
442         sce->toolsettings->proportional_size = 1.0f;
443
444         sce->physics_settings.gravity[0] = 0.0f;
445         sce->physics_settings.gravity[1] = 0.0f;
446         sce->physics_settings.gravity[2] = -9.81f;
447         sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
448
449         sce->unit.scale_length = 1.0f;
450
451         pset= &sce->toolsettings->particle;
452         pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY;
453         pset->emitterdist= 0.25f;
454         pset->totrekey= 5;
455         pset->totaddkey= 5;
456         pset->brushtype= PE_BRUSH_NONE;
457         pset->draw_step= 2;
458         pset->fade_frames= 2;
459         pset->selectmode= SCE_SELECT_PATH;
460         for(a=0; a<PE_TOT_BRUSH; a++) {
461                 pset->brush[a].strength= 0.5;
462                 pset->brush[a].size= 50;
463                 pset->brush[a].step= 10;
464                 pset->brush[a].count= 10;
465         }
466         pset->brush[PE_BRUSH_CUT].strength= 100;
467
468         sce->r.ffcodecdata.audio_mixrate = 44100;
469         sce->r.ffcodecdata.audio_volume = 1.0f;
470         sce->r.ffcodecdata.audio_bitrate = 192;
471         sce->r.ffcodecdata.audio_channels = 2;
472
473         BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
474
475         sce->audio.distance_model = 2.0f;
476         sce->audio.doppler_factor = 1.0f;
477         sce->audio.speed_of_sound = 343.3f;
478         sce->audio.volume = 1.0f;
479
480         BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
481
482         BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
483         sce->r.osa= 8;
484
485         /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
486         scene_add_render_layer(sce);
487         
488         /* game data */
489         sce->gm.stereoflag = STEREO_NOSTEREO;
490         sce->gm.stereomode = STEREO_ANAGLYPH;
491         sce->gm.eyeseparation = 0.10;
492
493         sce->gm.dome.angle = 180;
494         sce->gm.dome.mode = DOME_FISHEYE;
495         sce->gm.dome.res = 4;
496         sce->gm.dome.resbuf = 1.0f;
497         sce->gm.dome.tilt = 0;
498
499         sce->gm.xplay= 640;
500         sce->gm.yplay= 480;
501         sce->gm.freqplay= 60;
502         sce->gm.depth= 32;
503
504         sce->gm.gravity= 9.8f;
505         sce->gm.physicsEngine= WOPHY_BULLET;
506         sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling 
507         sce->gm.occlusionRes = 128;
508         sce->gm.ticrate = 60;
509         sce->gm.maxlogicstep = 5;
510         sce->gm.physubstep = 1;
511         sce->gm.maxphystep = 5;
512
513         sce->gm.flag = GAME_DISPLAY_LISTS;
514         sce->gm.matmode = GAME_MAT_MULTITEX;
515
516         sce->gm.obstacleSimulation= OBSTSIMULATION_NONE;
517         sce->gm.levelHeight = 2.f;
518
519         sce->gm.recastData.cellsize = 0.3f;
520         sce->gm.recastData.cellheight = 0.2f;
521         sce->gm.recastData.agentmaxslope = M_PI/2;
522         sce->gm.recastData.agentmaxclimb = 0.9f;
523         sce->gm.recastData.agentheight = 2.0f;
524         sce->gm.recastData.agentradius = 0.6f;
525         sce->gm.recastData.edgemaxlen = 12.0f;
526         sce->gm.recastData.edgemaxerror = 1.3f;
527         sce->gm.recastData.regionminsize = 8.f;
528         sce->gm.recastData.regionmergesize = 20.f;
529         sce->gm.recastData.vertsperpoly = 6;
530         sce->gm.recastData.detailsampledist = 6.0f;
531         sce->gm.recastData.detailsamplemaxerror = 1.0f;
532
533         sound_create_scene(sce);
534
535         return sce;
536 }
537
538 Base *object_in_scene(Object *ob, Scene *sce)
539 {
540         Base *base;
541         
542         base= sce->base.first;
543         while(base) {
544                 if(base->object == ob) return base;
545                 base= base->next;
546         }
547         return NULL;
548 }
549
550 void set_scene_bg(Main *bmain, Scene *scene)
551 {
552         Scene *sce;
553         Base *base;
554         Object *ob;
555         Group *group;
556         GroupObject *go;
557         int flag;
558         
559         /* check for cyclic sets, for reading old files but also for definite security (py?) */
560         scene_check_setscene(bmain, scene);
561         
562         /* can happen when switching modes in other scenes */
563         if(scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
564                 scene->obedit= NULL;
565
566         /* deselect objects (for dataselect) */
567         for(ob= bmain->object.first; ob; ob= ob->id.next)
568                 ob->flag &= ~(SELECT|OB_FROMGROUP);
569
570         /* group flags again */
571         for(group= bmain->group.first; group; group= group->id.next) {
572                 go= group->gobject.first;
573                 while(go) {
574                         if(go->ob) go->ob->flag |= OB_FROMGROUP;
575                         go= go->next;
576                 }
577         }
578
579         /* sort baselist */
580         DAG_scene_sort(bmain, scene);
581         
582         /* ensure dags are built for sets */
583         for(sce= scene->set; sce; sce= sce->set)
584                 if(sce->theDag==NULL)
585                         DAG_scene_sort(bmain, sce);
586
587         /* copy layers and flags from bases to objects */
588         for(base= scene->base.first; base; base= base->next) {
589                 ob= base->object;
590                 ob->lay= base->lay;
591                 
592                 /* group patch... */
593                 base->flag &= ~(OB_FROMGROUP);
594                 flag= ob->flag & (OB_FROMGROUP);
595                 base->flag |= flag;
596                 
597                 /* not too nice... for recovering objects with lost data */
598                 //if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
599                 ob->flag= base->flag;
600                 
601                 ob->ctime= -1234567.0;  /* force ipo to be calculated later */
602         }
603         /* no full animation update, this to enable render code to work (render code calls own animation updates) */
604 }
605
606 /* called from creator.c */
607 Scene *set_scene_name(Main *bmain, const char *name)
608 {
609         Scene *sce= (Scene *)find_id("SC", name);
610         if(sce) {
611                 set_scene_bg(bmain, sce);
612                 printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name);
613                 return sce;
614         }
615
616         printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name);
617         return NULL;
618 }
619
620 void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
621 {
622         Scene *sce1;
623         bScreen *sc;
624
625         /* check all sets */
626         for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
627                 if(sce1->set == sce)
628                         sce1->set= NULL;
629         
630         /* check all sequences */
631         clear_scene_in_allseqs(bmain, sce);
632
633         /* check render layer nodes in other scenes */
634         clear_scene_in_nodes(bmain, sce);
635         
636         /* al screens */
637         for(sc= bmain->screen.first; sc; sc= sc->id.next)
638                 if(sc->scene == sce)
639                         sc->scene= newsce;
640
641         free_libblock(&bmain->scene, sce);
642 }
643
644 /* used by metaballs
645  * doesnt return the original duplicated object, only dupli's
646  */
647 int next_object(Scene **scene, int val, Base **base, Object **ob)
648 {
649         static ListBase *duplilist= NULL;
650         static DupliObject *dupob;
651         static int fase= F_START, in_next_object= 0;
652         int run_again=1;
653         
654         /* init */
655         if(val==0) {
656                 fase= F_START;
657                 dupob= NULL;
658                 
659                 /* XXX particle systems with metas+dupligroups call this recursively */
660                 /* see bug #18725 */
661                 if(in_next_object) {
662                         printf("ERROR: MetaBall generation called recursively, not supported\n");
663                         
664                         return F_ERROR;
665                 }
666         }
667         else {
668                 in_next_object= 1;
669                 
670                 /* run_again is set when a duplilist has been ended */
671                 while(run_again) {
672                         run_again= 0;
673
674                         /* the first base */
675                         if(fase==F_START) {
676                                 *base= (*scene)->base.first;
677                                 if(*base) {
678                                         *ob= (*base)->object;
679                                         fase= F_SCENE;
680                                 }
681                                 else {
682                                         /* exception: empty scene */
683                                         while((*scene)->set) {
684                                                 (*scene)= (*scene)->set;
685                                                 if((*scene)->base.first) {
686                                                         *base= (*scene)->base.first;
687                                                         *ob= (*base)->object;
688                                                         fase= F_SCENE;
689                                                         break;
690                                                 }
691                                         }
692                                 }
693                         }
694                         else {
695                                 if(*base && fase!=F_DUPLI) {
696                                         *base= (*base)->next;
697                                         if(*base) *ob= (*base)->object;
698                                         else {
699                                                 if(fase==F_SCENE) {
700                                                         /* (*scene) is finished, now do the set */
701                                                         while((*scene)->set) {
702                                                                 (*scene)= (*scene)->set;
703                                                                 if((*scene)->base.first) {
704                                                                         *base= (*scene)->base.first;
705                                                                         *ob= (*base)->object;
706                                                                         break;
707                                                                 }
708                                                         }
709                                                 }
710                                         }
711                                 }
712                         }
713                         
714                         if(*base == NULL) fase= F_START;
715                         else {
716                                 if(fase!=F_DUPLI) {
717                                         if( (*base)->object->transflag & OB_DUPLI) {
718                                                 /* groups cannot be duplicated for mballs yet, 
719                                                 this enters eternal loop because of 
720                                                 makeDispListMBall getting called inside of group_duplilist */
721                                                 if((*base)->object->dup_group == NULL) {
722                                                         duplilist= object_duplilist((*scene), (*base)->object);
723                                                         
724                                                         dupob= duplilist->first;
725
726                                                         if(!dupob)
727                                                                 free_object_duplilist(duplilist);
728                                                 }
729                                         }
730                                 }
731                                 /* handle dupli's */
732                                 if(dupob) {
733                                         
734                                         copy_m4_m4(dupob->ob->obmat, dupob->mat);
735                                         
736                                         (*base)->flag |= OB_FROMDUPLI;
737                                         *ob= dupob->ob;
738                                         fase= F_DUPLI;
739                                         
740                                         dupob= dupob->next;
741                                 }
742                                 else if(fase==F_DUPLI) {
743                                         fase= F_SCENE;
744                                         (*base)->flag &= ~OB_FROMDUPLI;
745                                         
746                                         for(dupob= duplilist->first; dupob; dupob= dupob->next) {
747                                                 copy_m4_m4(dupob->ob->obmat, dupob->omat);
748                                         }
749                                         
750                                         free_object_duplilist(duplilist);
751                                         duplilist= NULL;
752                                         run_again= 1;
753                                 }
754                         }
755                 }
756         }
757         
758         /* if(ob && *ob) {
759                 printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2);
760         } */
761
762         /* reset recursion test */
763         in_next_object= 0;
764         
765         return fase;
766 }
767
768 Object *scene_find_camera(Scene *sc)
769 {
770         Base *base;
771         
772         for (base= sc->base.first; base; base= base->next)
773                 if (base->object->type==OB_CAMERA)
774                         return base->object;
775
776         return NULL;
777 }
778
779 #ifdef DURIAN_CAMERA_SWITCH
780 Object *scene_camera_switch_find(Scene *scene)
781 {
782         TimeMarker *m;
783         int cfra = scene->r.cfra;
784         int frame = -(MAXFRAME + 1);
785         Object *camera= NULL;
786
787         for (m= scene->markers.first; m; m= m->next) {
788                 if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
789                         camera= m->camera;
790                         frame= m->frame;
791
792                         if(frame == cfra)
793                                 break;
794
795                 }
796         }
797         return camera;
798 }
799 #endif
800
801 int scene_camera_switch_update(Scene *scene)
802 {
803 #ifdef DURIAN_CAMERA_SWITCH
804         Object *camera= scene_camera_switch_find(scene);
805         if(camera) {
806                 scene->camera= camera;
807                 return 1;
808         }
809 #endif
810         return 0;
811 }
812
813 char *scene_find_marker_name(Scene *scene, int frame)
814 {
815         ListBase *markers= &scene->markers;
816         TimeMarker *m1, *m2;
817
818         /* search through markers for match */
819         for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
820                 if (m1->frame==frame)
821                         return m1->name;
822
823                 if (m1 == m2)
824                         break;
825
826                 if (m2->frame==frame)
827                         return m2->name;
828         }
829
830         return NULL;
831 }
832
833 /* return the current marker for this frame,
834 we can have more then 1 marker per frame, this just returns the first :/ */
835 char *scene_find_last_marker_name(Scene *scene, int frame)
836 {
837         TimeMarker *marker, *best_marker = NULL;
838         int best_frame = -MAXFRAME*2;
839         for (marker= scene->markers.first; marker; marker= marker->next) {
840                 if (marker->frame==frame) {
841                         return marker->name;
842                 }
843
844                 if ( marker->frame > best_frame && marker->frame < frame) {
845                         best_marker = marker;
846                         best_frame = marker->frame;
847                 }
848         }
849
850         return best_marker ? best_marker->name : NULL;
851 }
852
853
854 Base *scene_add_base(Scene *sce, Object *ob)
855 {
856         Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
857         BLI_addhead(&sce->base, b);
858
859         b->object= ob;
860         b->flag= ob->flag;
861         b->lay= ob->lay;
862
863         return b;
864 }
865
866 void scene_deselect_all(Scene *sce)
867 {
868         Base *b;
869
870         for (b= sce->base.first; b; b= b->next) {
871                 b->flag&= ~SELECT;
872                 b->object->flag= b->flag;
873         }
874 }
875
876 void scene_select_base(Scene *sce, Base *selbase)
877 {
878         scene_deselect_all(sce);
879
880         selbase->flag |= SELECT;
881         selbase->object->flag= selbase->flag;
882
883         sce->basact= selbase;
884 }
885
886 /* checks for cycle, returns 1 if it's all OK */
887 int scene_check_setscene(Main *bmain, Scene *sce)
888 {
889         Scene *scene;
890         int a, totscene;
891         
892         if(sce->set==NULL) return 1;
893         
894         totscene= 0;
895         for(scene= bmain->scene.first; scene; scene= scene->id.next)
896                 totscene++;
897         
898         for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
899                 /* more iterations than scenes means we have a cycle */
900                 if(a > totscene) {
901                         /* the tested scene gets zero'ed, that's typically current scene */
902                         sce->set= NULL;
903                         return 0;
904                 }
905         }
906
907         return 1;
908 }
909
910 /* This function is needed to cope with fractional frames - including two Blender rendering features
911 * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */
912
913 /* see also bsystem_time in object.c */
914 float BKE_curframe(Scene *scene)
915 {
916         float ctime = scene->r.cfra;
917         ctime+= scene->r.subframe;
918         ctime*= scene->r.framelen;      
919
920         return ctime;
921 }
922
923 /* drivers support/hacks 
924  *      - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
925  *      - these are always run since the depsgraph can't handle non-object data
926  *      - these happen after objects are all done so that we can read in their final transform values,
927  *        though this means that objects can't refer to scene info for guidance...
928  */
929 static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
930 {
931         float ctime = BKE_curframe(scene);
932         
933         /* scene itself */
934         if (scene->adt && scene->adt->drivers.first) {
935                 BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
936         }
937         
938         /* world */
939         // TODO: what about world textures? but then those have nodes too...
940         if (scene->world) {
941                 ID *wid = (ID *)scene->world;
942                 AnimData *adt= BKE_animdata_from_id(wid);
943                 
944                 if (adt && adt->drivers.first)
945                         BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
946         }
947         
948         /* nodes */
949         if (scene->nodetree) {
950                 ID *nid = (ID *)scene->nodetree;
951                 AnimData *adt= BKE_animdata_from_id(nid);
952                 
953                 if (adt && adt->drivers.first)
954                         BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
955         }
956 }
957
958 static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent)
959 {
960         Base *base;
961         
962         
963         scene->customdata_mask= scene_parent->customdata_mask;
964
965         /* sets first, we allow per definition current scene to have
966            dependencies on sets, but not the other way around. */
967         if (scene->set)
968                 scene_update_tagged_recursive(bmain, scene->set, scene_parent);
969         
970         /* scene objects */
971         for (base= scene->base.first; base; base= base->next) {
972                 Object *ob= base->object;
973                 
974                 object_handle_update(scene_parent, ob);
975                 
976                 if(ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
977                         group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
978                         
979                 /* always update layer, so that animating layers works */
980                 base->lay= ob->lay;
981         }
982         
983         /* scene drivers... */
984         scene_update_drivers(bmain, scene);
985
986         /* update sound system animation */
987         sound_update_scene(scene);
988 }
989
990 /* this is called in main loop, doing tagged updates before redraw */
991 void scene_update_tagged(Main *bmain, Scene *scene)
992 {
993         DAG_ids_flush_tagged(bmain);
994
995         BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
996
997         scene->physics_settings.quick_cache_step= 0;
998
999         /* update all objects: drivers, matrices, displists, etc. flags set
1000            by depgraph or manual, no layer check here, gets correct flushed */
1001
1002         scene_update_tagged_recursive(bmain, scene, scene);
1003
1004         /* recalc scene animation data here (for sequencer) */
1005         {
1006                 AnimData *adt= BKE_animdata_from_id(&scene->id);
1007                 float ctime = BKE_curframe(scene);
1008                 
1009                 if (adt && (adt->recalc & ADT_RECALC_ANIM))
1010                         BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
1011         }
1012         
1013         if (scene->physics_settings.quick_cache_step)
1014                 BKE_ptcache_quick_cache_all(bmain, scene);
1015
1016         DAG_ids_check_recalc(bmain);
1017
1018         BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
1019
1020         /* in the future this should handle updates for all datablocks, not
1021            only objects and scenes. - brecht */
1022 }
1023
1024 void scene_clear_tagged(Main *bmain, Scene *UNUSED(scene))
1025 {
1026         DAG_ids_clear_recalc(bmain);
1027 }
1028
1029 /* applies changes right away, does all sets too */
1030 void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
1031 {
1032         float ctime = BKE_curframe(sce);
1033         Scene *sce_iter;
1034
1035         /* keep this first */
1036         BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_FRAME_CHANGE_PRE);
1037
1038         sound_set_cfra(sce->r.cfra);
1039         
1040         /* clear animation overrides */
1041         // XXX TODO...
1042
1043         for(sce_iter= sce; sce_iter; sce_iter= sce_iter->set) {
1044                 if(sce_iter->theDag==NULL)
1045                         DAG_scene_sort(bmain, sce_iter);
1046         }
1047
1048
1049         /* Following 2 functions are recursive
1050          * so dont call within 'scene_update_tagged_recursive' */
1051         DAG_scene_update_flags(bmain, sce, lay, TRUE);   // only stuff that moves or needs display still
1052
1053         BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_SCENE_UPDATE_PRE);
1054
1055         /* All 'standard' (i.e. without any dependencies) animation is handled here,
1056          * with an 'local' to 'macro' order of evaluation. This should ensure that
1057          * settings stored nestled within a hierarchy (i.e. settings in a Texture block
1058          * can be overridden by settings from Scene, which owns the Texture through a hierarchy
1059          * such as Scene->World->MTex/Texture) can still get correctly overridden.
1060          */
1061         BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
1062         /*...done with recusrive funcs */
1063
1064         /* object_handle_update() on all objects, groups and sets */
1065         scene_update_tagged_recursive(bmain, sce, sce);
1066
1067         /* keep this last */
1068         BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_SCENE_UPDATE_POST);
1069         BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_FRAME_CHANGE_POST);
1070
1071         DAG_ids_clear_recalc(bmain);
1072 }
1073
1074 /* return default layer, also used to patch old files */
1075 void scene_add_render_layer(Scene *sce)
1076 {
1077         SceneRenderLayer *srl;
1078 //      int tot= 1 + BLI_countlist(&sce->r.layers);
1079         
1080         srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
1081         strcpy(srl->name, "RenderLayer");
1082         BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
1083         BLI_addtail(&sce->r.layers, srl);
1084
1085         /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
1086         srl->lay= (1<<20) -1;
1087         srl->layflag= 0x7FFF;   /* solid ztra halo edge strand */
1088         srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
1089 }
1090
1091 /* render simplification */
1092
1093 int get_render_subsurf_level(RenderData *r, int lvl)
1094 {
1095         if(r->mode & R_SIMPLIFY)
1096                 return MIN2(r->simplify_subsurf, lvl);
1097         else
1098                 return lvl;
1099 }
1100
1101 int get_render_child_particle_number(RenderData *r, int num)
1102 {
1103         if(r->mode & R_SIMPLIFY)
1104                 return (int)(r->simplify_particles*num);
1105         else
1106                 return num;
1107 }
1108
1109 int get_render_shadow_samples(RenderData *r, int samples)
1110 {
1111         if((r->mode & R_SIMPLIFY) && samples > 0)
1112                 return MIN2(r->simplify_shadowsamples, samples);
1113         else
1114                 return samples;
1115 }
1116
1117 float get_render_aosss_error(RenderData *r, float error)
1118 {
1119         if(r->mode & R_SIMPLIFY)
1120                 return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
1121         else
1122                 return error;
1123 }
1124
1125 /* helper function for the SETLOOPER macro */
1126 Base *_setlooper_base_step(Scene **sce_iter, Base *base)
1127 {
1128         if(base && base->next) {
1129                 /* common case, step to the next */
1130                 return base->next;
1131         }
1132         else if(base==NULL && (*sce_iter)->base.first) {
1133                 /* first time looping, return the scenes first base */
1134                 return (Base *)(*sce_iter)->base.first;
1135         }
1136         else {
1137                 /* reached the end, get the next base in the set */
1138                 while((*sce_iter= (*sce_iter)->set)) {
1139                         base= (Base *)(*sce_iter)->base.first;
1140                         if(base) {
1141                                 return base;
1142                         }
1143                 }
1144         }
1145
1146         return NULL;
1147 }
1148
1149 int scene_use_new_shading_nodes(Scene *scene)
1150 {
1151         RenderEngineType *type= RE_engines_find(scene->r.engine);
1152         return (type->flag & RE_USE_SHADING_NODES);
1153 }
1154