blender/source/creator/creator.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
/** \file creator/creator.c
* \ingroup creator
*/
#if defined(__linux__) && defined(__GNUC__)
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# define _GNU_SOURCE
# include <fenv.h>
#endif
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#if (defined(__APPLE__) && (defined(__i386__) || defined(__x86_64__)))
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# define OSX_SSE_FPE
# include <xmmintrin.h>
#endif
/* crash handler */
#ifdef WIN32
# include <process.h> /* getpid */
#else
# include <unistd.h> /* getpid */
#endif
#ifdef WIN32
# include <windows.h>
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# include "utfconv.h"
#endif
/* for backtrace */
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#if defined(__linux__) || defined(__APPLE__)
# include <execinfo.h>
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#elif defined(_MSV_VER)
# include <DbgHelp.h>
#endif
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#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#include <errno.h>
#include <time.h>
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/* This little block needed for linking to Blender... */
#include "MEM_guardedalloc.h"
#ifdef WIN32
# include "BLI_winstuff.h"
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#endif
#include "BLI_args.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLI_callbacks.h"
#include "BLI_blenlib.h"
#include "BLI_mempool.h"
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#include "DNA_ID.h"
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
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#include "BKE_blender.h"
#include "BKE_brush.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h" /* for DAG_on_visible_update */
#include "BKE_font.h"
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#include "BKE_global.h"
#include "BKE_library.h"
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#include "BKE_main.h"
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_packedFile.h"
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#include "BKE_scene.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_sound.h"
#include "BKE_image.h"
#include "BKE_particle.h"
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#include "IMB_imbuf.h" /* for IMB_init */
#ifdef WITH_PYTHON
#include "BPY_extern.h"
#endif
#include "RE_engine.h"
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
#include "RE_pipeline.h"
#include "ED_datafiles.h"
#include "ED_util.h"
#include "WM_api.h"
#include "RNA_define.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
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#ifdef WITH_FREESTYLE
# include "FRS_freestyle.h"
#endif
#ifdef WITH_BUILDINFO_HEADER
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# define BUILD_DATE
#endif
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/* for passing information between creator and gameengine */
#ifdef WITH_GAMEENGINE
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# include "BL_System.h"
#else /* dummy */
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# define SYS_SystemHandle int
#endif
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#include <signal.h>
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#ifdef __FreeBSD__
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# include <sys/types.h>
# include <floatingpoint.h>
# include <sys/rtprio.h>
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#endif
#ifdef WITH_BINRELOC
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# include "binreloc.h"
#endif
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 12:55:18 +00:00
#ifdef WITH_LIBMV
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# include "libmv-capi.h"
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.
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#endif
/* from buildinfo.c */
#ifdef BUILD_DATE
extern char build_date[];
extern char build_time[];
extern char build_hash[];
extern unsigned long build_commit_timestamp;
/* TODO(sergey): ideally size need to be in sync with buildinfo.c */
extern char build_commit_date[16];
extern char build_commit_time[16];
extern char build_branch[];
extern char build_platform[];
extern char build_type[];
extern char build_cflags[];
extern char build_cxxflags[];
extern char build_linkflags[];
extern char build_system[];
#endif
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/* Local Function prototypes */
#ifdef WITH_PYTHON_MODULE
int main_python_enter(int argc, const char **argv);
void main_python_exit(void);
#else
static int print_help(int argc, const char **argv, void *data);
static int print_version(int argc, const char **argv, void *data);
#endif
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/* for the callbacks: */
#ifndef WITH_PYTHON_MODULE
#define BLEND_VERSION_FMT "Blender %d.%02d (sub %d)"
#define BLEND_VERSION_ARG BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION
/* pass directly to printf */
#define BLEND_VERSION_STRING_FMT BLEND_VERSION_FMT "\n", BLEND_VERSION_ARG
#endif
/* Initialize callbacks for the modules that need them */
static void setCallbacks(void);
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#ifndef WITH_PYTHON_MODULE
static bool use_crash_handler = true;
/* set breakpoints here when running in debug mode, useful to catch floating point errors */
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#if defined(__linux__) || defined(_WIN32) || defined(OSX_SSE_FPE)
static void fpe_handler(int UNUSED(sig))
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{
// printf("SIGFPE trapped\n");
}
#endif
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/* handling ctrl-c event in console */
#if !(defined(WITH_PYTHON_MODULE) || defined(WITH_HEADLESS))
static void blender_esc(int sig)
{
static int count = 0;
G.is_break = TRUE; /* forces render loop to read queue, not sure if its needed */
if (sig == 2) {
if (count) {
printf("\nBlender killed\n");
exit(2);
}
printf("\nSent an internal break event. Press ^C again to kill Blender\n");
count++;
}
}
#endif
static int print_version(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
printf(BLEND_VERSION_STRING_FMT);
#ifdef BUILD_DATE
printf("\tbuild date: %s\n", build_date);
printf("\tbuild time: %s\n", build_time);
printf("\tbuild commit date: %s\n", build_commit_date);
printf("\tbuild commit time: %s\n", build_commit_time);
printf("\tbuild hash: %s\n", build_hash);
printf("\tbuild platform: %s\n", build_platform);
printf("\tbuild type: %s\n", build_type);
printf("\tbuild c flags: %s\n", build_cflags);
printf("\tbuild c++ flags: %s\n", build_cxxflags);
printf("\tbuild link flags: %s\n", build_linkflags);
printf("\tbuild system: %s\n", build_system);
#endif
exit(0);
return 0;
}
static int print_help(int UNUSED(argc), const char **UNUSED(argv), void *data)
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{
bArgs *ba = (bArgs *)data;
printf(BLEND_VERSION_STRING_FMT);
printf("Usage: blender [args ...] [file] [args ...]\n\n");
printf("Render Options:\n");
2010-06-03 20:06:29 +00:00
BLI_argsPrintArgDoc(ba, "--background");
BLI_argsPrintArgDoc(ba, "--render-anim");
BLI_argsPrintArgDoc(ba, "--scene");
BLI_argsPrintArgDoc(ba, "--render-frame");
BLI_argsPrintArgDoc(ba, "--frame-start");
BLI_argsPrintArgDoc(ba, "--frame-end");
BLI_argsPrintArgDoc(ba, "--frame-jump");
BLI_argsPrintArgDoc(ba, "--render-output");
BLI_argsPrintArgDoc(ba, "--engine");
BLI_argsPrintArgDoc(ba, "--threads");
printf("\n");
printf("Format Options:\n");
BLI_argsPrintArgDoc(ba, "--render-format");
BLI_argsPrintArgDoc(ba, "--use-extension");
printf("\n");
printf("Animation Playback Options:\n");
BLI_argsPrintArgDoc(ba, "-a");
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printf("\n");
printf("Window Options:\n");
BLI_argsPrintArgDoc(ba, "--window-border");
BLI_argsPrintArgDoc(ba, "--window-borderless");
BLI_argsPrintArgDoc(ba, "--window-geometry");
BLI_argsPrintArgDoc(ba, "--start-console");
BLI_argsPrintArgDoc(ba, "--no-native-pixels");
printf("\n");
printf("Game Engine Specific Options:\n");
BLI_argsPrintArgDoc(ba, "-g");
printf("\n");
printf("Python Options:\n");
BLI_argsPrintArgDoc(ba, "--enable-autoexec");
BLI_argsPrintArgDoc(ba, "--disable-autoexec");
printf("\n");
BLI_argsPrintArgDoc(ba, "--python");
BLI_argsPrintArgDoc(ba, "--python-text");
BLI_argsPrintArgDoc(ba, "--python-console");
BLI_argsPrintArgDoc(ba, "--addons");
printf("\n");
printf("Debug Options:\n");
BLI_argsPrintArgDoc(ba, "--debug");
BLI_argsPrintArgDoc(ba, "--debug-value");
printf("\n");
BLI_argsPrintArgDoc(ba, "--debug-events");
#ifdef WITH_FFMPEG
BLI_argsPrintArgDoc(ba, "--debug-ffmpeg");
#endif
BLI_argsPrintArgDoc(ba, "--debug-handlers");
#ifdef WITH_LIBMV
BLI_argsPrintArgDoc(ba, "--debug-libmv");
#endif
BLI_argsPrintArgDoc(ba, "--debug-memory");
BLI_argsPrintArgDoc(ba, "--debug-jobs");
BLI_argsPrintArgDoc(ba, "--debug-python");
BLI_argsPrintArgDoc(ba, "--debug-depsgraph");
BLI_argsPrintArgDoc(ba, "--debug-wm");
BLI_argsPrintArgDoc(ba, "--debug-all");
printf("\n");
BLI_argsPrintArgDoc(ba, "--debug-fpe");
BLI_argsPrintArgDoc(ba, "--disable-crash-handler");
printf("\n");
printf("Misc Options:\n");
BLI_argsPrintArgDoc(ba, "--factory-startup");
printf("\n");
BLI_argsPrintArgDoc(ba, "--env-system-config");
BLI_argsPrintArgDoc(ba, "--env-system-datafiles");
BLI_argsPrintArgDoc(ba, "--env-system-scripts");
BLI_argsPrintArgDoc(ba, "--env-system-python");
printf("\n");
BLI_argsPrintArgDoc(ba, "-nojoystick");
BLI_argsPrintArgDoc(ba, "-noglsl");
BLI_argsPrintArgDoc(ba, "-noaudio");
BLI_argsPrintArgDoc(ba, "-setaudio");
printf("\n");
BLI_argsPrintArgDoc(ba, "--help");
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#ifdef WIN32
BLI_argsPrintArgDoc(ba, "-R");
BLI_argsPrintArgDoc(ba, "-r");
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#endif
BLI_argsPrintArgDoc(ba, "--version");
BLI_argsPrintArgDoc(ba, "--");
printf("Other Options:\n");
BLI_argsPrintOtherDoc(ba);
printf("Argument Parsing:\n");
printf("\targuments must be separated by white space. eg\n");
printf("\t\t\"blender -ba test.blend\"\n");
printf("\t...will ignore the 'a'\n");
printf("\t\t\"blender -b test.blend -f8\"\n");
printf("\t...will ignore 8 because there is no space between the -f and the frame value\n\n");
printf("Argument Order:\n");
printf("\targuments are executed in the order they are given. eg\n");
printf("\t\t\"blender --background test.blend --render-frame 1 --render-output /tmp\"\n");
printf("\t...will not render to /tmp because '--render-frame 1' renders before the output path is set\n");
printf("\t\t\"blender --background --render-output /tmp test.blend --render-frame 1\"\n");
printf("\t...will not render to /tmp because loading the blend file overwrites the render output that was set\n");
printf("\t\t\"blender --background test.blend --render-output /tmp --render-frame 1\" works as expected.\n\n");
printf("\nEnvironment Variables:\n");
printf(" $BLENDER_USER_CONFIG Directory for user configuration files.\n");
printf(" $BLENDER_USER_SCRIPTS Directory for user scripts.\n");
printf(" $BLENDER_SYSTEM_SCRIPTS Directory for system wide scripts.\n");
printf(" $BLENDER_USER_DATAFILES Directory for user data files (icons, translations, ..).\n");
printf(" $BLENDER_SYSTEM_DATAFILES Directory for system wide data files.\n");
printf(" $BLENDER_SYSTEM_PYTHON Directory for system python libraries.\n");
#ifdef WIN32
printf(" $TEMP Store temporary files here.\n");
#else
printf(" $TMP or $TMPDIR Store temporary files here.\n");
#endif
#ifdef WITH_SDL
printf(" $SDL_AUDIODRIVER LibSDL audio driver - alsa, esd, dma.\n");
#endif
printf(" $PYTHONHOME Path to the python directory, eg. /usr/lib/python.\n\n");
exit(0);
return 0;
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}
static int end_arguments(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
return -1;
}
static int enable_python(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
G.f |= G_SCRIPT_AUTOEXEC;
G.f |= G_SCRIPT_OVERRIDE_PREF;
return 0;
}
static int disable_python(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
G.f &= ~G_SCRIPT_AUTOEXEC;
G.f |= G_SCRIPT_OVERRIDE_PREF;
return 0;
}
static int disable_crash_handler(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
use_crash_handler = false;
return 0;
}
static int background_mode(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
G.background = 1;
return 0;
}
static int debug_mode(int UNUSED(argc), const char **UNUSED(argv), void *data)
{
G.debug |= G_DEBUG; /* std output printf's */
printf(BLEND_VERSION_STRING_FMT);
MEM_set_memory_debug();
#ifdef DEBUG
BLI_mempool_set_memory_debug();
#endif
#ifdef WITH_BUILDINFO
printf("Build: %s %s %s %s\n", build_date, build_time, build_platform, build_type);
#endif
BLI_argsPrint(data);
return 0;
}
static int debug_mode_generic(int UNUSED(argc), const char **UNUSED(argv), void *data)
{
G.debug |= GET_INT_FROM_POINTER(data);
return 0;
}
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 12:55:18 +00:00
#ifdef WITH_LIBMV
static int debug_mode_libmv(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
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 12:55:18 +00:00
libmv_startDebugLogging();
return 0;
}
#endif
static int debug_mode_memory(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
MEM_set_memory_debug();
return 0;
}
static int set_debug_value(int argc, const char **argv, void *UNUSED(data))
{
if (argc > 1) {
G.debug_value = atoi(argv[1]);
return 1;
}
else {
printf("\nError: you must specify debug value to set.\n");
return 0;
}
}
static int set_fpe(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
2011-09-21 08:40:30 +00:00
#if defined(__linux__) || defined(_WIN32) || defined(OSX_SSE_FPE)
/* zealous but makes float issues a heck of a lot easier to find!
* set breakpoints on fpe_handler */
signal(SIGFPE, fpe_handler);
# if defined(__linux__) && defined(__GNUC__)
feenableexcept(FE_DIVBYZERO | FE_INVALID | FE_OVERFLOW);
# endif /* defined(__linux__) && defined(__GNUC__) */
# if defined(OSX_SSE_FPE)
/* OSX uses SSE for floating point by default, so here
* use SSE instructions to throw floating point exceptions */
_MM_SET_EXCEPTION_MASK(_MM_MASK_MASK & ~
(_MM_MASK_OVERFLOW | _MM_MASK_INVALID | _MM_MASK_DIV_ZERO));
# endif /* OSX_SSE_FPE */
# if defined(_WIN32) && defined(_MSC_VER)
_controlfp_s(NULL, 0, _MCW_EM); /* enables all fp exceptions */
_controlfp_s(NULL, _EM_DENORMAL | _EM_UNDERFLOW | _EM_INEXACT, _MCW_EM); /* hide the ones we don't care about */
# endif /* _WIN32 && _MSC_VER */
#endif
return 0;
}
2013-01-18 21:05:37 +00:00
#if defined(__linux__) || defined(__APPLE__)
/* Unix */
static void blender_crash_handler_backtrace(FILE *fp)
{
#define SIZE 100
void *buffer[SIZE];
int nptrs;
char **strings;
int i;
fputs("\n# backtrace\n", fp);
/* include a backtrace for good measure */
nptrs = backtrace(buffer, SIZE);
strings = backtrace_symbols(buffer, nptrs);
for (i = 0; i < nptrs; i++) {
fputs(strings[i], fp);
fputc('\n', fp);
}
free(strings);
#undef SIZE
2013-01-18 21:05:37 +00:00
}
2013-07-21 17:16:04 +00:00
#elif defined(_MSC_VER)
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static void blender_crash_handler_backtrace(FILE *fp)
{
(void)fp;
2013-01-18 21:05:37 +00:00
#if 0
2013-01-18 21:05:37 +00:00
#define MAXSYMBOL 256
unsigned short i;
void *stack[SIZE];
unsigned short nframes;
SYMBOL_INFO *symbolinfo;
HANDLE process;
process = GetCurrentProcess();
SymInitialize(process, NULL, TRUE);
nframes = CaptureStackBackTrace(0, SIZE, stack, NULL);
symbolinfo = MEM_callocN(sizeof(SYMBOL_INFO) + MAXSYMBOL * sizeof( char ), "crash Symbol table");
symbolinfo->MaxNameLen = MAXSYMBOL - 1;
symbolinfo->SizeOfStruct = sizeof(SYMBOL_INFO);
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for (i = 0; i < nframes; i++) {
SymFromAddr(process, ( DWORD64 )( stack[ i ] ), 0, symbolinfo);
fprintf(fp, "%u: %s - 0x%0X\n", nframes - i - 1, symbolinfo->Name, symbolinfo->Address);
}
MEM_freeN(symbolinfo);
#endif
}
2013-01-18 21:05:37 +00:00
#else /* non msvc/osx/linux */
static void blender_crash_handler_backtrace(FILE *fp)
{
(void)fp;
}
#endif
static void blender_crash_handler(int signum)
{
#if 0
{
char fname[FILE_MAX];
if (!G.main->name[0]) {
BLI_make_file_string("/", fname, BLI_temporary_dir(), "crash.blend");
}
else {
BLI_strncpy(fname, G.main->name, sizeof(fname));
BLI_replace_extension(fname, sizeof(fname), ".crash.blend");
}
printf("Writing: %s\n", fname);
fflush(stdout);
BKE_undo_save_file(fname);
}
#endif
FILE *fp;
char header[512];
wmWindowManager *wm = G.main->wm.first;
char fname[FILE_MAX];
if (!G.main->name[0]) {
BLI_join_dirfile(fname, sizeof(fname), BLI_temporary_dir(), "blender.crash.txt");
}
else {
BLI_join_dirfile(fname, sizeof(fname), BLI_temporary_dir(), BLI_path_basename(G.main->name));
BLI_replace_extension(fname, sizeof(fname), ".crash.txt");
}
printf("Writing: %s\n", fname);
fflush(stdout);
#ifndef BUILD_DATE
BLI_snprintf(header, sizeof(header), "# " BLEND_VERSION_FMT ", Unknown revision\n", BLEND_VERSION_ARG);
#else
BLI_snprintf(header, sizeof(header), "# " BLEND_VERSION_FMT ", Commit date: %s %s, Hash %s\n",
BLEND_VERSION_ARG, build_commit_date, build_commit_time, build_hash);
#endif
/* open the crash log */
errno = 0;
fp = BLI_fopen(fname, "wb");
if (fp == NULL) {
fprintf(stderr, "Unable to save '%s': %s\n",
fname, errno ? strerror(errno) : "Unknown error opening file");
}
else {
if (wm) {
BKE_report_write_file_fp(fp, &wm->reports, header);
}
blender_crash_handler_backtrace(fp);
fclose(fp);
}
/* really crash */
signal(signum, SIG_DFL);
#ifndef WIN32
kill(getpid(), signum);
#else
TerminateProcess(GetCurrentProcess(), signum);
#endif
}
static int set_factory_startup(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
G.factory_startup = 1;
return 0;
}
static int set_env(int argc, const char **argv, void *UNUSED(data))
{
/* "--env-system-scripts" --> "BLENDER_SYSTEM_SCRIPTS" */
char env[64] = "BLENDER";
char *ch_dst = env + 7; /* skip BLENDER */
const char *ch_src = argv[0] + 5; /* skip --env */
if (argc < 2) {
printf("%s requires one argument\n", argv[0]);
exit(1);
}
for (; *ch_src; ch_src++, ch_dst++) {
*ch_dst = (*ch_src == '-') ? '_' : (*ch_src) - 32; /* toupper() */
}
*ch_dst = '\0';
BLI_setenv(env, argv[1]);
return 1;
}
2012-08-06 16:07:11 +00:00
static int playback_mode(int argc, const char **argv, void *UNUSED(data))
{
/* not if -b was given first */
if (G.background == 0) {
#ifdef WITH_FFMPEG
/* Setup FFmpeg with current debug flags. */
IMB_ffmpeg_init();
#endif
WM_main_playanim(argc, argv); /* not the same argc and argv as before */
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exit(0); /* 2.4x didn't do this */
}
return -2;
}
static int prefsize(int argc, const char **argv, void *UNUSED(data))
{
int stax, stay, sizx, sizy;
if (argc < 5) {
fprintf(stderr, "-p requires four arguments\n");
exit(1);
}
stax = atoi(argv[1]);
stay = atoi(argv[2]);
sizx = atoi(argv[3]);
sizy = atoi(argv[4]);
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WM_init_state_size_set(stax, stay, sizx, sizy);
return 4;
}
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
static int native_pixels(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
WM_init_native_pixels(false);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
return 0;
}
static int with_borders(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
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WM_init_state_normal_set();
return 0;
}
static int without_borders(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
2012-08-11 21:35:24 +00:00
WM_init_state_fullscreen_set();
return 0;
}
extern bool wm_start_with_console; /* wm_init_exit.c */
static int start_with_console(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
wm_start_with_console = true;
return 0;
}
static int register_extension(int UNUSED(argc), const char **UNUSED(argv), void *data)
{
#ifdef WIN32
if (data)
G.background = 1;
RegisterBlendExtension();
#else
(void)data; /* unused */
#endif
return 0;
}
static int no_joystick(int UNUSED(argc), const char **UNUSED(argv), void *data)
{
#ifndef WITH_GAMEENGINE
(void)data;
#else
SYS_SystemHandle *syshandle = data;
/**
2012-03-09 18:28:30 +00:00
* don't initialize joysticks if user doesn't want to use joysticks
* failed joystick initialization delays over 5 seconds, before game engine start
*/
SYS_WriteCommandLineInt(*syshandle, "nojoystick", 1);
if (G.debug & G_DEBUG) printf("disabling nojoystick\n");
#endif
return 0;
}
static int no_glsl(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
GPU_extensions_disable();
return 0;
}
static int no_audio(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
{
sound_force_device(0);
return 0;
}
static int set_audio(int argc, const char **argv, void *UNUSED(data))
{
if (argc < 1) {
fprintf(stderr, "-setaudio require one argument\n");
exit(1);
}
sound_force_device(sound_define_from_str(argv[1]));
return 1;
}
static int set_output(int argc, const char **argv, void *data)
{
bContext *C = data;
if (argc > 1) {
Scene *scene = CTX_data_scene(C);
if (scene) {
BLI_strncpy(scene->r.pic, argv[1], sizeof(scene->r.pic));
}
else {
printf("\nError: no blend loaded. cannot use '-o / --render-output'.\n");
}
return 1;
}
else {
printf("\nError: you must specify a path after '-o / --render-output'.\n");
return 0;
}
}
static int set_engine(int argc, const char **argv, void *data)
{
bContext *C = data;
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if (argc >= 2) {
if (!strcmp(argv[1], "help")) {
RenderEngineType *type = NULL;
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printf("Blender Engine Listing:\n");
for (type = R_engines.first; type; type = type->next) {
printf("\t%s\n", type->idname);
}
exit(0);
}
2011-09-11 13:46:58 +00:00
else {
Scene *scene = CTX_data_scene(C);
if (scene) {
RenderData *rd = &scene->r;
if (BLI_findstring(&R_engines, argv[1], offsetof(RenderEngineType, idname))) {
BLI_strncpy_utf8(rd->engine, argv[1], sizeof(rd->engine));
}
}
else {
printf("\nError: no blend loaded. order the arguments so '-E / --engine ' is after a blend is loaded.\n");
}
}
return 1;
}
else {
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printf("\nEngine not specified, give 'help' for a list of available engines.\n");
return 0;
}
}
static int set_image_type(int argc, const char **argv, void *data)
{
bContext *C = data;
if (argc > 1) {
const char *imtype = argv[1];
Scene *scene = CTX_data_scene(C);
if (scene) {
const char imtype_new = BKE_imtype_from_arg(imtype);
if (imtype_new == R_IMF_IMTYPE_INVALID) {
printf("\nError: Format from '-F / --render-format' not known or not compiled in this release.\n");
}
else {
scene->r.im_format.imtype = imtype_new;
}
}
else {
printf("\nError: no blend loaded. order the arguments so '-F / --render-format' is after the blend is loaded.\n");
}
return 1;
}
else {
printf("\nError: you must specify a format after '-F / --render-foramt'.\n");
return 0;
}
}
static int set_threads(int argc, const char **argv, void *UNUSED(data))
{
if (argc > 1) {
int threads = atoi(argv[1]);
if (threads >= 0 && threads <= BLENDER_MAX_THREADS) {
BLI_system_num_threads_override_set(threads);
}
else {
printf("Error, threads has to be in range 0-%d\n", BLENDER_MAX_THREADS);
}
return 1;
}
else {
printf("\nError: you must specify a number of threads between 0 and %d '-t / --threads'.\n", BLENDER_MAX_THREADS);
return 0;
}
}
static int set_verbosity(int argc, const char **argv, void *UNUSED(data))
{
if (argc > 1) {
int level = atoi(argv[1]);
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#ifdef WITH_LIBMV
libmv_setLoggingVerbosity(level);
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#else
(void)level;
#endif
return 1;
}
else {
printf("\nError: you must specify a verbosity level.\n");
return 0;
}
}
static int set_extension(int argc, const char **argv, void *data)
{
bContext *C = data;
if (argc > 1) {
Scene *scene = CTX_data_scene(C);
if (scene) {
if (argv[1][0] == '0') {
scene->r.scemode &= ~R_EXTENSION;
}
else if (argv[1][0] == '1') {
scene->r.scemode |= R_EXTENSION;
}
else {
printf("\nError: Use '-x 1 / -x 0' To set the extension option or '--use-extension'\n");
}
}
else {
printf("\nError: no blend loaded. order the arguments so '-o ' is after '-x '.\n");
}
return 1;
}
else {
printf("\nError: you must specify a path after '- '.\n");
return 0;
}
}
static int set_ge_parameters(int argc, const char **argv, void *data)
{
int a = 0;
#ifdef WITH_GAMEENGINE
SYS_SystemHandle syshandle = *(SYS_SystemHandle *)data;
#else
(void)data;
#endif
/**
2012-03-08 04:12:11 +00:00
* gameengine parameters are automatically put into system
* -g [paramname = value]
* -g [boolparamname]
* example:
* -g novertexarrays
* -g maxvertexarraysize = 512
*/
if (argc >= 1) {
const char *paramname = argv[a];
/* check for single value versus assignment */
if (a + 1 < argc && (*(argv[a + 1]) == '=')) {
a++;
if (a + 1 < argc) {
a++;
/* assignment */
#ifdef WITH_GAMEENGINE
SYS_WriteCommandLineString(syshandle, paramname, argv[a]);
#endif
}
else {
printf("error: argument assignment (%s) without value.\n", paramname);
return 0;
}
/* name arg eaten */
}
else {
#ifdef WITH_GAMEENGINE
SYS_WriteCommandLineInt(syshandle, argv[a], 1);
#endif
/* doMipMap */
if (!strcmp(argv[a], "nomipmap")) {
GPU_set_mipmap(0); //doMipMap = 0;
}
/* linearMipMap */
if (!strcmp(argv[a], "linearmipmap")) {
GPU_set_linear_mipmap(1); //linearMipMap = 1;
}
2013-02-02 04:58:03 +00:00
} /* if (*(argv[a + 1]) == '=') */
}
return a;
}
static int render_frame(int argc, const char **argv, void *data)
{
bContext *C = data;
Scene *scene = CTX_data_scene(C);
if (scene) {
Main *bmain = CTX_data_main(C);
if (argc > 1) {
Render *re = RE_NewRender(scene->id.name);
int frame;
ReportList reports;
switch (*argv[1]) {
case '+':
frame = scene->r.sfra + atoi(argv[1] + 1);
break;
case '-':
frame = (scene->r.efra - atoi(argv[1] + 1)) + 1;
break;
default:
frame = atoi(argv[1]);
break;
}
BKE_reports_init(&reports, RPT_PRINT);
frame = CLAMPIS(frame, MINAFRAME, MAXFRAME);
RE_SetReports(re, &reports);
RE_BlenderAnim(re, bmain, scene, NULL, scene->lay, frame, frame, scene->r.frame_step);
RE_SetReports(re, NULL);
return 1;
}
else {
printf("\nError: frame number must follow '-f / --render-frame'.\n");
return 0;
}
}
else {
printf("\nError: no blend loaded. cannot use '-f / --render-frame'.\n");
return 0;
}
}
static int render_animation(int UNUSED(argc), const char **UNUSED(argv), void *data)
{
bContext *C = data;
Scene *scene = CTX_data_scene(C);
if (scene) {
Main *bmain = CTX_data_main(C);
Render *re = RE_NewRender(scene->id.name);
ReportList reports;
BKE_reports_init(&reports, RPT_PRINT);
RE_SetReports(re, &reports);
RE_BlenderAnim(re, bmain, scene, NULL, scene->lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
RE_SetReports(re, NULL);
}
else {
printf("\nError: no blend loaded. cannot use '-a'.\n");
}
return 0;
}
static int set_scene(int argc, const char **argv, void *data)
{
if (argc > 1) {
bContext *C = data;
Scene *scene = BKE_scene_set_name(CTX_data_main(C), argv[1]);
if (scene) {
CTX_data_scene_set(C, scene);
}
return 1;
}
else {
printf("\nError: Scene name must follow '-S / --scene'.\n");
return 0;
}
}
static int set_start_frame(int argc, const char **argv, void *data)
{
bContext *C = data;
Scene *scene = CTX_data_scene(C);
if (scene) {
if (argc > 1) {
int frame = atoi(argv[1]);
(scene->r.sfra) = CLAMPIS(frame, MINFRAME, MAXFRAME);
return 1;
}
else {
printf("\nError: frame number must follow '-s / --frame-start'.\n");
return 0;
}
}
else {
printf("\nError: no blend loaded. cannot use '-s / --frame-start'.\n");
return 0;
}
}
static int set_end_frame(int argc, const char **argv, void *data)
{
bContext *C = data;
Scene *scene = CTX_data_scene(C);
if (scene) {
if (argc > 1) {
int frame = atoi(argv[1]);
(scene->r.efra) = CLAMPIS(frame, MINFRAME, MAXFRAME);
return 1;
}
else {
printf("\nError: frame number must follow '-e / --frame-end'.\n");
return 0;
}
}
else {
printf("\nError: no blend loaded. cannot use '-e / --frame-end'.\n");
return 0;
}
}
static int set_skip_frame(int argc, const char **argv, void *data)
{
bContext *C = data;
Scene *scene = CTX_data_scene(C);
if (scene) {
if (argc > 1) {
int frame = atoi(argv[1]);
(scene->r.frame_step) = CLAMPIS(frame, 1, MAXFRAME);
return 1;
}
else {
printf("\nError: number of frames to step must follow '-j / --frame-jump'.\n");
return 0;
}
}
else {
printf("\nError: no blend loaded. cannot use '-j / --frame-jump'.\n");
return 0;
}
}
/* macro for ugly context setup/reset */
#ifdef WITH_PYTHON
#define BPY_CTX_SETUP(_cmd) \
{ \
wmWindowManager *wm = CTX_wm_manager(C); \
wmWindow *prevwin = CTX_wm_window(C); \
Scene *prevscene = CTX_data_scene(C); \
if (wm->windows.first) { \
CTX_wm_window_set(C, wm->windows.first); \
_cmd; \
CTX_wm_window_set(C, prevwin); \
} \
else { \
fprintf(stderr, "Python script \"%s\" " \
"running with missing context data.\n", argv[1]); \
_cmd; \
} \
CTX_data_scene_set(C, prevscene); \
} (void)0 \
#endif /* WITH_PYTHON */
static int run_python_file(int argc, const char **argv, void *data)
{
#ifdef WITH_PYTHON
bContext *C = data;
/* workaround for scripts not getting a bpy.context.scene, causes internal errors elsewhere */
if (argc > 1) {
/* Make the path absolute because its needed for relative linked blends to be found */
char filename[FILE_MAX];
BLI_strncpy(filename, argv[1], sizeof(filename));
BLI_path_cwd(filename);
BPY_CTX_SETUP(BPY_filepath_exec(C, filename, NULL));
return 1;
}
else {
printf("\nError: you must specify a filepath after '%s'.\n", argv[0]);
return 0;
}
#else
(void)argc; (void)argv; (void)data; /* unused */
printf("This blender was built without python support\n");
return 0;
#endif /* WITH_PYTHON */
}
static int run_python_text(int argc, const char **argv, void *data)
{
#ifdef WITH_PYTHON
bContext *C = data;
/* workaround for scripts not getting a bpy.context.scene, causes internal errors elsewhere */
if (argc > 1) {
/* Make the path absolute because its needed for relative linked blends to be found */
struct Text *text = (struct Text *)BKE_libblock_find_name(ID_TXT, argv[1]);
if (text) {
BPY_CTX_SETUP(BPY_text_exec(C, text, NULL, false));
return 1;
}
else {
printf("\nError: text block not found %s.\n", argv[1]);
return 1;
}
}
else {
printf("\nError: you must specify a text block after '%s'.\n", argv[0]);
return 0;
}
#else
2010-10-23 16:03:31 +00:00
(void)argc; (void)argv; (void)data; /* unused */
printf("This blender was built without python support\n");
return 0;
#endif /* WITH_PYTHON */
}
static int run_python_console(int UNUSED(argc), const char **argv, void *data)
{
#ifdef WITH_PYTHON
bContext *C = data;
BPY_CTX_SETUP(BPY_string_exec(C, "__import__('code').interact()"));
return 0;
#else
2010-10-23 16:03:31 +00:00
(void)argv; (void)data; /* unused */
printf("This blender was built without python support\n");
return 0;
#endif /* WITH_PYTHON */
}
static int set_addons(int argc, const char **argv, void *data)
{
/* workaround for scripts not getting a bpy.context.scene, causes internal errors elsewhere */
if (argc > 1) {
#ifdef WITH_PYTHON
const int slen = strlen(argv[1]) + 128;
char *str = malloc(slen);
bContext *C = data;
BLI_snprintf(str, slen, "[__import__('addon_utils').enable(i, default_set=False) for i in '%s'.split(',')]", argv[1]);
BPY_CTX_SETUP(BPY_string_exec(C, str));
free(str);
#else
(void)argv; (void)data; /* unused */
#endif /* WITH_PYTHON */
return 1;
}
else {
printf("\nError: you must specify a comma separated list after '--addons'.\n");
return 0;
}
}
static int load_file(int UNUSED(argc), const char **argv, void *data)
{
bContext *C = data;
/* Make the path absolute because its needed for relative linked blends to be found */
char filename[FILE_MAX];
/* note, we could skip these, but so far we always tried to load these files */
if (argv[0][0] == '-') {
fprintf(stderr, "unknown argument, loading as file: %s\n", argv[0]);
}
BLI_strncpy(filename, argv[0], sizeof(filename));
BLI_path_cwd(filename);
if (G.background) {
int retval;
BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_PRE);
retval = BKE_read_file(C, filename, NULL);
2012-03-09 18:28:30 +00:00
/* we successfully loaded a blend file, get sure that
* pointcache works */
if (retval != BKE_READ_FILE_FAIL) {
wmWindowManager *wm = CTX_wm_manager(C);
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 11:24:42 +00:00
Main *bmain = CTX_data_main(C);
/* special case, 2.4x files */
if (wm == NULL && BLI_listbase_is_empty(&bmain->wm)) {
extern void wm_add_default(bContext *C);
/* wm_add_default() needs the screen to be set. */
CTX_wm_screen_set(C, bmain->screen.first);
wm_add_default(C);
}
CTX_wm_manager_set(C, NULL); /* remove wm to force check */
WM_check(C);
G.relbase_valid = 1;
if (CTX_wm_manager(C) == NULL) CTX_wm_manager_set(C, wm); /* reset wm */
/* WM_file_read would call normally */
ED_editors_init(C);
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 11:24:42 +00:00
DAG_on_visible_update(bmain, TRUE);
BKE_scene_update_tagged(bmain->eval_ctx, bmain, CTX_data_scene(C));
}
else {
/* failed to load file, stop processing arguments */
return -1;
}
2012-08-11 21:35:24 +00:00
/* WM_file_read() runs normally but since we're in background mode do here */
#ifdef WITH_PYTHON
/* run any texts that were loaded in and flagged as modules */
BPY_python_reset(C);
#endif
BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST);
/* happens for the UI on file reading too (huh? (ton))*/
// XXX BKE_reset_undo();
// BKE_write_undo("original"); /* save current state */
}
else {
/* we are not running in background mode here, but start blender in UI mode with
2012-03-09 18:28:30 +00:00
* a file - this should do everything a 'load file' does */
ReportList reports;
BKE_reports_init(&reports, RPT_PRINT);
WM_file_autoexec_init(filename);
2012-08-11 21:35:24 +00:00
WM_file_read(C, filename, &reports);
BKE_reports_clear(&reports);
}
G.file_loaded = 1;
return 0;
}
static void setupArguments(bContext *C, bArgs *ba, SYS_SystemHandle *syshandle)
{
static char output_doc[] = "<path>"
"\n\tSet the render path and file name."
"\n\tUse // at the start of the path to"
"\n\t\trender relative to the blend file."
"\n\tThe # characters are replaced by the frame number, and used to define zero padding."
"\n\t\tani_##_test.png becomes ani_01_test.png"
"\n\t\ttest-######.png becomes test-000001.png"
"\n\t\tWhen the filename does not contain #, The suffix #### is added to the filename"
"\n\tThe frame number will be added at the end of the filename."
"\n\t\teg: blender -b foobar.blend -o //render_ -F PNG -x 1 -a"
"\n\t\t//render_ becomes //render_####, writing frames as //render_0001.png//";
static char format_doc[] = "<format>"
"\n\tSet the render format, Valid options are..."
"\n\t\tTGA IRIS JPEG MOVIE IRIZ RAWTGA"
"\n\t\tAVIRAW AVIJPEG PNG BMP FRAMESERVER"
"\n\t(formats that can be compiled into blender, not available on all systems)"
"\n\t\tHDR TIFF EXR MULTILAYER MPEG AVICODEC QUICKTIME CINEON DPX DDS";
static char playback_doc[] = "<options> <file(s)>"
"\n\tPlayback <file(s)>, only operates this way when not running in background."
"\n\t\t-p <sx> <sy>\tOpen with lower left corner at <sx>, <sy>"
"\n\t\t-m\t\tRead from disk (Don't buffer)"
"\n\t\t-f <fps> <fps-base>\t\tSpecify FPS to start with"
"\n\t\t-j <frame>\tSet frame step to <frame>"
"\n\t\t-s <frame>\tPlay from <frame>"
"\n\t\t-e <frame>\tPlay until <frame>";
static char game_doc[] = "Game Engine specific options"
"\n\t-g fixedtime\t\tRun on 50 hertz without dropping frames"
"\n\t-g vertexarrays\t\tUse Vertex Arrays for rendering (usually faster)"
"\n\t-g nomipmap\t\tNo Texture Mipmapping"
"\n\t-g linearmipmap\t\tLinear Texture Mipmapping instead of Nearest (default)";
static char debug_doc[] = "\n\tTurn debugging on\n"
"\n\t* Prints every operator call and their arguments"
"\n\t* Disables mouse grab (to interact with a debugger in some cases)"
"\n\t* Keeps python sys.stdin rather than setting it to None";
//BLI_argsAdd(ba, pass, short_arg, long_arg, doc, cb, C);
/* end argument processing after -- */
BLI_argsAdd(ba, -1, "--", NULL, "\n\tEnds option processing, following arguments passed unchanged. Access via python's sys.argv", end_arguments, NULL);
/* first pass: background mode, disable python and commands that exit after usage */
BLI_argsAdd(ba, 1, "-h", "--help", "\n\tPrint this help text and exit", print_help, ba);
/* Windows only */
BLI_argsAdd(ba, 1, "/?", NULL, "\n\tPrint this help text and exit (windows only)", print_help, ba);
BLI_argsAdd(ba, 1, "-v", "--version", "\n\tPrint Blender version and exit", print_version, NULL);
/* only to give help message */
#ifndef WITH_PYTHON_SECURITY /* default */
# define PY_ENABLE_AUTO ", (default)"
# define PY_DISABLE_AUTO ""
#else
# define PY_ENABLE_AUTO ""
# define PY_DISABLE_AUTO ", (compiled as non-standard default)"
#endif
BLI_argsAdd(ba, 1, "-y", "--enable-autoexec", "\n\tEnable automatic python script execution" PY_ENABLE_AUTO, enable_python, NULL);
BLI_argsAdd(ba, 1, "-Y", "--disable-autoexec", "\n\tDisable automatic python script execution (pydrivers & startup scripts)" PY_DISABLE_AUTO, disable_python, NULL);
BLI_argsAdd(ba, 1, NULL, "--disable-crash-handler", "\n\tDisable the crash handler", disable_crash_handler, NULL);
#undef PY_ENABLE_AUTO
#undef PY_DISABLE_AUTO
BLI_argsAdd(ba, 1, "-b", "--background", "\n\tRun in background (often used for UI-less rendering)", background_mode, NULL);
BLI_argsAdd(ba, 1, "-a", NULL, playback_doc, playback_mode, NULL);
BLI_argsAdd(ba, 1, "-d", "--debug", debug_doc, debug_mode, ba);
#ifdef WITH_FFMPEG
BLI_argsAdd(ba, 1, NULL, "--debug-ffmpeg", "\n\tEnable debug messages from FFmpeg library", debug_mode_generic, (void *)G_DEBUG_FFMPEG);
#endif
#ifdef WITH_FREESTYLE
BLI_argsAdd(ba, 1, NULL, "--debug-freestyle", "\n\tEnable debug/profiling messages from Freestyle rendering", debug_mode_generic, (void *)G_DEBUG_FREESTYLE);
#endif
BLI_argsAdd(ba, 1, NULL, "--debug-python", "\n\tEnable debug messages for python", debug_mode_generic, (void *)G_DEBUG_PYTHON);
BLI_argsAdd(ba, 1, NULL, "--debug-events", "\n\tEnable debug messages for the event system", debug_mode_generic, (void *)G_DEBUG_EVENTS);
BLI_argsAdd(ba, 1, NULL, "--debug-handlers", "\n\tEnable debug messages for event handling", debug_mode_generic, (void *)G_DEBUG_HANDLERS);
BLI_argsAdd(ba, 1, NULL, "--debug-wm", "\n\tEnable debug messages for the window manager", debug_mode_generic, (void *)G_DEBUG_WM);
BLI_argsAdd(ba, 1, NULL, "--debug-all", "\n\tEnable all debug messages (excludes libmv)", debug_mode_generic, (void *)G_DEBUG_ALL);
BLI_argsAdd(ba, 1, NULL, "--debug-fpe", "\n\tEnable floating point exceptions", set_fpe, NULL);
#ifdef WITH_LIBMV
BLI_argsAdd(ba, 1, NULL, "--debug-libmv", "\n\tEnable debug messages from libmv library", debug_mode_libmv, NULL);
#endif
BLI_argsAdd(ba, 1, NULL, "--debug-memory", "\n\tEnable fully guarded memory allocation and debugging", debug_mode_memory, NULL);
BLI_argsAdd(ba, 1, NULL, "--debug-value", "<value>\n\tSet debug value of <value> on startup\n", set_debug_value, NULL);
BLI_argsAdd(ba, 1, NULL, "--debug-jobs", "\n\tEnable time profiling for background jobs.", debug_mode_generic, (void *)G_DEBUG_JOBS);
BLI_argsAdd(ba, 1, NULL, "--debug-depsgraph", "\n\tEnable debug messages from dependency graph", debug_mode_generic, (void *)G_DEBUG_DEPSGRAPH);
BLI_argsAdd(ba, 1, NULL, "--verbose", "<verbose>\n\tSet logging verbosity level.", set_verbosity, NULL);
BLI_argsAdd(ba, 1, NULL, "--factory-startup", "\n\tSkip reading the "STRINGIFY (BLENDER_STARTUP_FILE)" in the users home directory", set_factory_startup, NULL);
/* TODO, add user env vars? */
BLI_argsAdd(ba, 1, NULL, "--env-system-datafiles", "\n\tSet the "STRINGIFY_ARG (BLENDER_SYSTEM_DATAFILES)" environment variable", set_env, NULL);
BLI_argsAdd(ba, 1, NULL, "--env-system-scripts", "\n\tSet the "STRINGIFY_ARG (BLENDER_SYSTEM_SCRIPTS)" environment variable", set_env, NULL);
BLI_argsAdd(ba, 1, NULL, "--env-system-python", "\n\tSet the "STRINGIFY_ARG (BLENDER_SYSTEM_PYTHON)" environment variable", set_env, NULL);
/* second pass: custom window stuff */
BLI_argsAdd(ba, 2, "-p", "--window-geometry", "<sx> <sy> <w> <h>\n\tOpen with lower left corner at <sx>, <sy> and width and height as <w>, <h>", prefsize, NULL);
BLI_argsAdd(ba, 2, "-w", "--window-border", "\n\tForce opening with borders (default)", with_borders, NULL);
BLI_argsAdd(ba, 2, "-W", "--window-borderless", "\n\tForce opening without borders", without_borders, NULL);
BLI_argsAdd(ba, 2, "-con", "--start-console", "\n\tStart with the console window open (ignored if -b is set), (Windows only)", start_with_console, NULL);
BLI_argsAdd(ba, 2, "-R", NULL, "\n\tRegister .blend extension, then exit (Windows only)", register_extension, NULL);
BLI_argsAdd(ba, 2, "-r", NULL, "\n\tSilently register .blend extension, then exit (Windows only)", register_extension, ba);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
BLI_argsAdd(ba, 2, NULL, "--no-native-pixels", "\n\tDo not use native pixel size, for high resolution displays (MacBook 'Retina')", native_pixels, ba);
/* third pass: disabling things and forcing settings */
BLI_argsAddCase(ba, 3, "-nojoystick", 1, NULL, 0, "\n\tDisable joystick support", no_joystick, syshandle);
BLI_argsAddCase(ba, 3, "-noglsl", 1, NULL, 0, "\n\tDisable GLSL shading", no_glsl, NULL);
BLI_argsAddCase(ba, 3, "-noaudio", 1, NULL, 0, "\n\tForce sound system to None", no_audio, NULL);
BLI_argsAddCase(ba, 3, "-setaudio", 1, NULL, 0, "\n\tForce sound system to a specific device\n\tNULL SDL OPENAL JACK", set_audio, NULL);
/* fourth pass: processing arguments */
BLI_argsAdd(ba, 4, "-g", NULL, game_doc, set_ge_parameters, syshandle);
BLI_argsAdd(ba, 4, "-f", "--render-frame", "<frame>\n\tRender frame <frame> and save it.\n\t+<frame> start frame relative, -<frame> end frame relative.", render_frame, C);
BLI_argsAdd(ba, 4, "-a", "--render-anim", "\n\tRender frames from start to end (inclusive)", render_animation, C);
BLI_argsAdd(ba, 4, "-S", "--scene", "<name>\n\tSet the active scene <name> for rendering", set_scene, C);
BLI_argsAdd(ba, 4, "-s", "--frame-start", "<frame>\n\tSet start to frame <frame> (use before the -a argument)", set_start_frame, C);
BLI_argsAdd(ba, 4, "-e", "--frame-end", "<frame>\n\tSet end to frame <frame> (use before the -a argument)", set_end_frame, C);
BLI_argsAdd(ba, 4, "-j", "--frame-jump", "<frames>\n\tSet number of frames to step forward after each rendered frame", set_skip_frame, C);
BLI_argsAdd(ba, 4, "-P", "--python", "<filename>\n\tRun the given Python script file", run_python_file, C);
BLI_argsAdd(ba, 4, NULL, "--python-text", "<name>\n\tRun the given Python script text block", run_python_text, C);
BLI_argsAdd(ba, 4, NULL, "--python-console", "\n\tRun blender with an interactive console", run_python_console, C);
BLI_argsAdd(ba, 4, NULL, "--addons", "\n\tComma separated list of addons (no spaces)", set_addons, C);
BLI_argsAdd(ba, 4, "-o", "--render-output", output_doc, set_output, C);
BLI_argsAdd(ba, 4, "-E", "--engine", "<engine>\n\tSpecify the render engine\n\tuse -E help to list available engines", set_engine, C);
BLI_argsAdd(ba, 4, "-F", "--render-format", format_doc, set_image_type, C);
BLI_argsAdd(ba, 4, "-t", "--threads", "<threads>\n\tUse amount of <threads> for rendering and other operations\n\t[1-" STRINGIFY(BLENDER_MAX_THREADS) "], 0 for systems processor count.", set_threads, NULL);
BLI_argsAdd(ba, 4, "-x", "--use-extension", "<bool>\n\tSet option to add the file extension to the end of the file", set_extension, C);
}
#endif /* WITH_PYTHON_MODULE */
#ifdef WITH_PYTHON_MODULE
/* allow python module to call main */
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# define main main_python_enter
static void *evil_C = NULL;
2012-05-21 09:00:35 +00:00
# ifdef __APPLE__
/* environ is not available in mac shared libraries */
# include <crt_externs.h>
char **environ = NULL;
2012-05-21 09:00:35 +00:00
# endif
#endif
2014-03-30 09:14:57 +00:00
/**
* Blender's main function responsabilities are:
* - setup subsystems.
* - handle arguments.
* - run WM_main() event loop,
* or exit when running in background mode.
*/
int main(
int argc,
#ifdef WIN32
2014-03-30 09:14:57 +00:00
const char **UNUSED(argv_c)
#else
2014-03-30 09:14:57 +00:00
const char **argv
#endif
2014-03-30 09:14:57 +00:00
)
2002-10-12 11:37:38 +00:00
{
bContext *C;
SYS_SystemHandle syshandle;
#ifndef WITH_PYTHON_MODULE
bArgs *ba;
#endif
2002-10-12 11:37:38 +00:00
#ifdef WIN32 /* Win32 Unicode Args */
2013-10-31 23:52:44 +00:00
/* NOTE: cannot use guardedalloc malloc here, as it's not yet initialized
* (it depends on the args passed in, which is what we're getting here!)
*/
wchar_t **argv_16 = CommandLineToArgvW(GetCommandLineW(), &argc);
char **argv = malloc(argc * sizeof(char *));
int argci = 0;
for (argci = 0; argci < argc; argci++) {
argv[argci] = alloc_utf_8_from_16(argv_16[argci], 0);
}
LocalFree(argv_16);
2012-05-19 13:55:54 +00:00
#endif
/* NOTE: Special exception for guarded allocator type switch:
* we need to perform switch from lock-free to fully
* guarded allocator before any allocation happened.
*/
{
int i;
for (i = 0; i < argc; i++) {
if (STREQ(argv[i], "--debug") || STREQ(argv[i], "-d") ||
STREQ(argv[i], "--debug-memory"))
{
printf("Switching to fully guarded memory allocator.\n");
MEM_use_guarded_allocator();
break;
}
else if (STREQ(argv[i], "--")) {
break;
}
}
}
#ifdef BUILD_DATE
{
time_t temp_time = build_commit_timestamp;
struct tm *tm = gmtime(&temp_time);
if (LIKELY(tm)) {
strftime(build_commit_date, sizeof(build_commit_date), "%Y-%m-%d", tm);
strftime(build_commit_time, sizeof(build_commit_time), "%H:%M", tm);
}
else {
const char *unknown = "date-unknown";
BLI_strncpy(build_commit_date, unknown, sizeof(build_commit_date));
BLI_strncpy(build_commit_time, unknown, sizeof(build_commit_time));
}
}
#endif
C = CTX_create();
#ifdef WITH_PYTHON_MODULE
#ifdef __APPLE__
environ = *_NSGetEnviron();
#endif
#undef main
evil_C = C;
#endif
#ifdef WITH_BINRELOC
br_init(NULL);
#endif
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 12:55:18 +00:00
#ifdef WITH_LIBMV
libmv_initLogging(argv[0]);
#endif
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setCallbacks();
#if defined(__APPLE__) && !defined(WITH_PYTHON_MODULE)
/* patch to ignore argument finder gives us (pid?) */
if (argc == 2 && strncmp(argv[1], "-psn_", 5) == 0) {
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extern int GHOST_HACK_getFirstFile(char buf[]);
static char firstfilebuf[512];
argc = 1;
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if (GHOST_HACK_getFirstFile(firstfilebuf)) {
argc = 2;
argv[1] = firstfilebuf;
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}
}
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#endif
#ifdef __FreeBSD__
fpsetmask(0);
#endif
/* initialize path to executable */
BLI_init_program_path(argv[0]);
BLI_threadapi_init();
initglobals(); /* blender.c */
2002-10-12 11:37:38 +00:00
IMB_init();
BKE_images_init();
BKE_modifier_init();
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 11:24:42 +00:00
DAG_init();
BKE_brush_system_init();
BLI_callback_global_init();
#ifdef WITH_GAMEENGINE
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syshandle = SYS_GetSystem();
#else
syshandle = 0;
#endif
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/* first test for background */
#ifndef WITH_PYTHON_MODULE
ba = BLI_argsInit(argc, (const char **)argv); /* skip binary path */
setupArguments(C, ba, &syshandle);
BLI_argsParse(ba, 1, NULL, NULL);
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if (use_crash_handler) {
/* after parsing args */
signal(SIGSEGV, blender_crash_handler);
}
#else
G.factory_startup = true; /* using preferences or user startup makes no sense for py-as-module */
(void)syshandle;
#endif
2012-08-06 16:07:11 +00:00
#ifdef WITH_FFMPEG
IMB_ffmpeg_init();
#endif
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/* after level 1 args, this is so playanim skips RNA init */
RNA_init();
RE_engines_init();
init_nodesystem();
psys_init_rng();
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/* end second init */
#if defined(WITH_PYTHON_MODULE) || defined(WITH_HEADLESS)
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G.background = true; /* python module mode ALWAYS runs in background mode (for now) */
#else
/* for all platforms, even windos has it! */
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if (G.background) {
signal(SIGINT, blender_esc); /* ctrl c out bg render */
}
#endif
/* background render uses this font too */
BKE_vfont_builtin_register(datatoc_bfont_pfb, datatoc_bfont_pfb_size);
2012-03-18 07:38:51 +00:00
/* Initialize ffmpeg if built in, also needed for bg mode if videos are
2012-03-09 18:28:30 +00:00
* rendered via ffmpeg */
sound_init_once();
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
init_def_material();
if (G.background == 0) {
#ifndef WITH_PYTHON_MODULE
BLI_argsParse(ba, 2, NULL, NULL);
BLI_argsParse(ba, 3, NULL, NULL);
#endif
WM_init(C, argc, (const char **)argv);
/* this is properly initialized with user defs, but this is default */
/* call after loading the startup.blend so we can read U.tempdir */
BLI_init_temporary_dir(U.tempdir);
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}
else {
#ifndef WITH_PYTHON_MODULE
BLI_argsParse(ba, 3, NULL, NULL);
#endif
WM_init(C, argc, (const char **)argv);
/* don't use user preferences temp dir */
BLI_init_temporary_dir(NULL);
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}
#ifdef WITH_PYTHON
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
/**
* NOTE: the U.pythondir string is NULL until WM_init() is executed,
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
* so we provide the BPY_ function below to append the user defined
* python-dir to Python's sys.path at this point. Simply putting
* WM_init() before #BPY_python_start() crashes Blender at startup.
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
*/
/* TODO - U.pythondir */
#else
printf("\n* WARNING * - Blender compiled without Python!\nthis is not intended for typical usage\n\n");
#endif
CTX_py_init_set(C, 1);
WM_keymap_init(C);
#ifdef WITH_FREESTYLE
/* initialize Freestyle */
FRS_initialize();
FRS_set_context(C);
#endif
/* OK we are ready for it */
#ifndef WITH_PYTHON_MODULE
BLI_argsParse(ba, 4, load_file, C);
if (G.background == 0) {
if (!G.file_loaded)
if (U.uiflag2 & USER_KEEP_SESSION)
WM_recover_last_session(C, NULL);
}
#endif
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#ifndef WITH_PYTHON_MODULE
BLI_argsFree(ba);
#endif
#ifdef WIN32
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while (argci) {
free(argv[--argci]);
}
free(argv);
argv = NULL;
#endif
#ifdef WITH_PYTHON_MODULE
return 0; /* keep blender in background mode running */
#endif
if (G.background) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
/* actually incorrect, but works for now (ton) */
WM_exit(C);
2002-10-12 11:37:38 +00:00
}
else {
if (G.fileflags & G_FILE_AUTOPLAY) {
if (G.f & G_SCRIPT_AUTOEXEC) {
if (WM_init_game(C)) {
return 0;
}
}
else {
if (!(G.f & G_SCRIPT_AUTOEXEC_FAIL_QUIET)) {
G.f |= G_SCRIPT_AUTOEXEC_FAIL;
BLI_snprintf(G.autoexec_fail, sizeof(G.autoexec_fail), "Game AutoStart");
}
}
}
if (!G.file_loaded) {
WM_init_splash(C);
2012-03-07 04:53:43 +00:00
}
}
WM_main(C);
2002-10-12 11:37:38 +00:00
return 0;
2012-12-29 01:54:58 +00:00
} /* end of int main(argc, argv) */
2002-10-12 11:37:38 +00:00
#ifdef WITH_PYTHON_MODULE
void main_python_exit(void)
{
WM_exit_ext((bContext *)evil_C, true);
evil_C = NULL;
}
#endif
static void mem_error_cb(const char *errorStr)
{
fputs(errorStr, stderr);
fflush(stderr);
}
static void setCallbacks(void)
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{
/* Error output from the alloc routines: */
MEM_set_error_callback(mem_error_cb);
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}