tornavis/source/blender/blenkernel/BKE_main.h

179 lines
5.3 KiB
C
Raw Normal View History

/*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 13:37:38 +02:00
*
* 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.
2002-10-12 13:37:38 +02:00
*
* 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,
2010-02-12 14:34:04 +01:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
2002-10-12 13:37:38 +02:00
*
* 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 *****
2002-10-12 13:37:38 +02:00
*/
#ifndef __BKE_MAIN_H__
#define __BKE_MAIN_H__
2002-10-12 13:37:38 +02:00
/** \file BKE_main.h
* \ingroup bke
* \since March 2001
* \author nzc
* \section aboutmain Main struct
* Main is the root of the 'database' of a Blender context. All data
* is stuffed into lists, and all these lists are knotted to here. A
* Blender file is not much more but a binary dump of these
* lists. This list of lists is not serialized itself.
*
* Oops... this should be a _types.h file.
*
*/
2002-10-12 13:37:38 +02:00
#include "DNA_listBase.h"
#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct BlendThumbnail;
struct BLI_mempool;
struct Depsgraph;
struct GHash;
struct ImBuf;
2002-10-12 13:37:38 +02:00
struct Library;
struct MainLock;
2002-10-12 13:37:38 +02:00
/* Blender thumbnail, as written on file (width, height, and data as char RGBA). */
/* We pack pixel data after that struct. */
typedef struct BlendThumbnail {
int width, height;
char rect[0];
} BlendThumbnail;
/* Structs caching relations between data-blocks in a given Main. */
typedef struct MainIDRelationsEntry {
struct MainIDRelationsEntry *next;
/* WARNING! for user_to_used, that pointer is really an ID** one, but for used_to_user, its only an ID* one! */
struct ID **id_pointer;
int usage_flag; /* Using IDWALK_ enums, in BKE_library_query.h */
} MainIDRelationsEntry;
typedef struct MainIDRelations {
struct GHash *id_user_to_used;
struct GHash *id_used_to_user;
/* Private... */
struct BLI_mempool *entry_pool;
} MainIDRelations;
2002-10-12 13:37:38 +02:00
typedef struct Main {
struct Main *next, *prev;
2012-01-21 15:54:53 +01:00
char name[1024]; /* 1024 = FILE_MAX */
short versionfile, subversionfile; /* see BLENDER_VERSION, BLENDER_SUBVERSION */
short minversionfile, minsubversionfile;
uint64_t build_commit_timestamp; /* commit's timestamp from buildinfo */
char build_hash[16]; /* hash from buildinfo */
char recovered; /* indicate the main->name (file) is the recovered one */
/** All current ID's exist in the last memfile undo step. */
char is_memfile_undo_written;
BlendThumbnail *blen_thumb;
2002-10-12 13:37:38 +02:00
struct Library *curlib;
ListBase scene;
ListBase library;
ListBase object;
ListBase mesh;
ListBase curve;
ListBase mball;
ListBase mat;
ListBase tex;
ListBase image;
ListBase latt;
ListBase lamp;
ListBase camera;
2012-09-26 22:05:38 +02:00
ListBase ipo; // XXX deprecated
2002-10-12 13:37:38 +02:00
ListBase key;
ListBase world;
ListBase screen;
ListBase vfont;
ListBase text;
ListBase speaker;
ListBase lightprobe;
2002-10-12 13:37:38 +02:00
ListBase sound;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
ListBase collection;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 14:06:05 +01:00
ListBase armature;
ListBase action;
ListBase nodetree;
ListBase brush;
ListBase particle;
ListBase palettes;
ListBase paintcurves;
ListBase wm;
ListBase gpencil;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 13:55:18 +01:00
ListBase movieclip;
ListBase mask;
ListBase linestyle;
ListBase cachefiles;
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
ListBase workspaces;
/* Must be generated, used and freed by same code - never assume this is valid data unless you know
* when, who and how it was created.
* Used by code doing a lot of remapping etc. at once to speed things up. */
struct MainIDRelations *relations;
struct MainLock *lock;
2002-10-12 13:37:38 +02:00
} Main;
struct Main *BKE_main_new(void);
void BKE_main_free(struct Main *mainvar);
void BKE_main_lock(struct Main *bmain);
void BKE_main_unlock(struct Main *bmain);
void BKE_main_relations_create(struct Main *bmain);
void BKE_main_relations_free(struct Main *bmain);
struct BlendThumbnail *BKE_main_thumbnail_from_imbuf(struct Main *bmain, struct ImBuf *img);
struct ImBuf *BKE_main_thumbnail_to_imbuf(struct Main *bmain, struct BlendThumbnail *data);
void BKE_main_thumbnail_create(struct Main *bmain);
const char *BKE_main_blendfile_path(const struct Main *bmain) ATTR_NONNULL();
const char *BKE_main_blendfile_path_from_global(void);
struct ListBase *which_libbase(struct Main *mainlib, short type);
#define MAX_LIBARRAY 37
int set_listbasepointers(struct Main *main, struct ListBase *lb[MAX_LIBARRAY]);
#define MAIN_VERSION_ATLEAST(main, ver, subver) \
((main)->versionfile > (ver) || (main->versionfile == (ver) && (main)->subversionfile >= (subver)))
2002-10-12 13:37:38 +02:00
#define MAIN_VERSION_OLDER(main, ver, subver) \
((main)->versionfile < (ver) || (main->versionfile == (ver) && (main)->subversionfile < (subver)))
#define BLEN_THUMB_SIZE 128
#define BLEN_THUMB_MEMSIZE(_x, _y) (sizeof(BlendThumbnail) + ((size_t)(_x) * (size_t)(_y)) * sizeof(int))
#define BLEN_THUMB_SAFE_MEMSIZE(_x, _y) ((uint64_t)_x * (uint64_t)_y < (SIZE_MAX / (sizeof(int) * 4)))
#ifdef __cplusplus
}
#endif
#endif /* __BKE_MAIN_H__ */