blender/source/creator/creator.c

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/*
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* $Id$
*
* ***** 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,
2010-02-12 13:34:04 +00:00
* 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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*/
#if defined(__linux__) && defined(__GNUC__)
#define _GNU_SOURCE
#include <fenv.h>
#endif
#define OSX_SSE_FPE (defined(__APPLE__) && (defined(__i386__) || defined(__x86_64__)))
#if OSX_SSE_FPE
#include <xmmintrin.h>
#endif
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#include <stdlib.h>
#include <string.h>
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/* for setuid / getuid */
#ifdef __sgi
#include <sys/types.h>
#include <unistd.h>
#endif
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/* This little block needed for linking to Blender... */
#include "MEM_guardedalloc.h"
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "BLI_args.h"
#include "BLI_threads.h"
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#include "GEN_messaging.h"
#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!
2006-01-23 22:05:47 +00:00
#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
#include "BKE_utildefines.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_font.h"
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#include "BKE_global.h"
#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_packedFile.h"
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#include "BKE_scene.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_sound.h"
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#include "IMB_imbuf.h" // for IMB_init
#ifndef DISABLE_PYTHON
#include "BPY_extern.h"
#endif
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"
//XXX #include "playanim_ext.h"
#include "ED_datafiles.h"
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#include "WM_api.h"
#include "RNA_define.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
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/* for passing information between creator and gameengine */
#include "SYS_System.h"
#include <signal.h>
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#ifdef __FreeBSD__
# include <sys/types.h>
# include <floatingpoint.h>
# include <sys/rtprio.h>
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#endif
#ifdef WITH_BINRELOC
#include "binreloc.h"
#endif
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// from buildinfo.c
#ifdef BUILD_DATE
extern char build_date[];
extern char build_time[];
extern char build_rev[];
extern char build_platform[];
extern char build_type[];
#endif
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/* Local Function prototypes */
static int print_help(int argc, char **argv, void *data);
static int print_version(int argc, char **argv, void *data);
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/* for the callbacks: */
extern int pluginapi_force_ref(void); /* from blenpluginapi:pluginapi.c */
char bprogname[FILE_MAXDIR+FILE_MAXFILE]; /* from blenpluginapi:pluginapi.c */
char btempdir[FILE_MAXDIR+FILE_MAXFILE];
/* unix path support.
* defined by the compiler. eg "/usr/share/blender/2.5" "/opt/blender/2.5" */
#ifndef BLENDERPATH
#define BLENDERPATH ""
#endif
char blender_path[FILE_MAXDIR+FILE_MAXFILE] = BLENDERPATH;
/* Initialise callbacks for the modules that need them */
static void setCallbacks(void);
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/* set breakpoints here when running in debug mode, useful to catch floating point errors */
#if defined(__sgi) || defined(__linux__) || defined(_WIN32) || OSX_SSE_FPE
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static void fpe_handler(int sig)
{
// printf("SIGFPE trapped\n");
}
#endif
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/* handling ctrl-c event in console */
static void blender_esc(int sig)
{
static int count = 0;
G.afbreek = 1; /* 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++;
}
}
/* buildinfo can have quotes */
#ifdef BUILD_DATE
static void strip_quotes(char *str)
{
if(str[0] == '"') {
int len= strlen(str) - 1;
memmove(str, str+1, len);
if(str[len-1] == '"') {
str[len-1]= '\0';
}
}
}
#endif
static int print_version(int argc, char **argv, void *data)
{
#ifdef BUILD_DATE
printf ("Blender %d.%02d (sub %d) Build\n", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION);
printf ("\tbuild date: %s\n", build_date);
printf ("\tbuild time: %s\n", build_time);
printf ("\tbuild revision: %s\n", build_rev);
printf ("\tbuild platform: %s\n", build_platform);
printf ("\tbuild type: %s\n", build_type);
#else
printf ("Blender %d.%02d (sub %d) Build\n", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION);
#endif
exit(0);
return 0;
}
static int print_help(int argc, char **argv, void *data)
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{
bArgs *ba = (bArgs*)data;
printf ("Blender %d.%02d (sub %d) Build\n", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION);
printf ("Usage: blender [args ...] [file] [args ...]\n\n");
printf ("Render Options:\n");
BLI_argsPrintArgDoc(ba, "-b");
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");
printf("\n");
printf ("Format Options:\n");
BLI_argsPrintArgDoc(ba, "--render-format");
BLI_argsPrintArgDoc(ba, "--use-extension");
BLI_argsPrintArgDoc(ba, "--threads");
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");
printf("\n");
printf ("Game Engine specific options:\n");
BLI_argsPrintArgDoc(ba, "-g");
printf("\n");
printf ("Misc options:\n");
BLI_argsPrintArgDoc(ba, "--debug");
BLI_argsPrintArgDoc(ba, "--debug-fpe");
printf("\n");
BLI_argsPrintArgDoc(ba, "-nojoystick");
BLI_argsPrintArgDoc(ba, "-noglsl");
BLI_argsPrintArgDoc(ba, "-noaudio");
BLI_argsPrintArgDoc(ba, "-setaudio");
printf("\n");
BLI_argsPrintArgDoc(ba, "--help");
printf("\n");
BLI_argsPrintArgDoc(ba, "--enable-autoexec");
BLI_argsPrintArgDoc(ba, "--disable-autoexec");
printf("\n");
BLI_argsPrintArgDoc(ba, "--python");
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#ifdef WIN32
BLI_argsPrintArgDoc(ba, "-R");
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#endif
BLI_argsPrintArgDoc(ba, "--version");
BLI_argsPrintArgDoc(ba, "--");
printf ("Other Options:\n");
BLI_argsPrintOtherDoc(ba);
printf ("\nEnvironment Variables:\n");
printf (" $HOME\t\t\tStore files such as .blender/ .B.blend .Bfs .Blog here.\n");
printf (" $BLENDERPATH System directory to use for data files and scripts.\n");
printf (" For this build of blender the default BLENDERPATH is...\n");
printf (" \"%s\"\n", blender_path);
printf (" seting the $BLENDERPATH will override this\n");
#ifdef WIN32
printf (" $TEMP Store temporary files here.\n");
#else
printf (" $TMP or $TMPDIR Store temporary files here.\n");
#endif
#ifndef DISABLE_SDL
printf (" $SDL_AUDIODRIVER LibSDL audio driver - alsa, esd, alsa, dma.\n");
#endif
printf (" $IMAGEEDITOR Image editor executable, launch with the IKey from the file selector.\n");
printf (" $WINEDITOR Text editor executable, launch with the EKey from the file selector.\n");
printf (" $PYTHONHOME Path to the python directory, eg. /usr/lib/python.\n\n");
printf ("Note: Arguments must be separated by white space. eg:\n");
printf (" \"blender -ba test.blend\"\n");
printf (" ...will ignore the 'a'\n");
printf (" \"blender -b test.blend -f8\"\n");
printf (" ...will ignore 8 because there is no space between the -f and the frame value\n\n");
printf ("Note: Arguments are executed in the order they are given. eg:\n");
printf (" \"blender --background test.blend --render-frame 1 --render-output /tmp\"\n");
printf (" ...will not render to /tmp because '--render-frame 1' renders before the output path is set\n");
printf (" \"blender --background --render-output /tmp test.blend --render-frame 1\"\n");
printf (" ...will not render to /tmp because loading the blend file overwrites the render output that was set\n");
printf (" \"blender --background test.blend --render-output /tmp --render-frame 1\" works as expected.\n\n");
exit(0);
return 0;
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}
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double PIL_check_seconds_timer(void);
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
/* XXX This was here to fix a crash when running python scripts
* with -P that used the screen.
*
* static void main_init_screen( void )
{
setscreen(G.curscreen);
if(G.main->scene.first==0) {
set_scene( add_scene("1") );
}
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
}*/
static int end_arguments(int argc, char **argv, void *data)
{
return -1;
}
static int enable_python(int argc, char **argv, void *data)
{
G.f |= G_SCRIPT_AUTOEXEC;
return 0;
}
static int disable_python(int argc, char **argv, void *data)
{
G.f &= ~G_SCRIPT_AUTOEXEC;
return 0;
}
static int background_mode(int argc, char **argv, void *data)
{
G.background = 1;
return 0;
}
static int debug_mode(int argc, char **argv, void *data)
{
G.f |= G_DEBUG; /* std output printf's */
printf ("Blender %d.%02d (sub %d) Build\n", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION);
MEM_set_memory_debug();
#ifdef NAN_BUILDINFO
printf("Build: %s %s %s %s\n", build_date, build_time, build_platform, build_type);
#endif // NAN_BUILDINFO
BLI_argsPrint(data);
return 0;
}
static int set_fpe(int argc, char **argv, void *data)
{
#if defined(__sgi) || defined(__linux__) || defined(_WIN32) || 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 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;
}
static int playback_mode(int argc, char **argv, void *data)
{
/* not if -b was given first */
if (G.background == 0) {
// XXX playanim(argc, argv); /* not the same argc and argv as before */
exit(0);
}
return -2;
}
static int prefsize(int argc, char **argv, void *data)
{
int stax, stay, sizx, sizy;
if (argc < 5) {
printf ("-p requires four arguments\n");
exit(1);
}
stax= atoi(argv[1]);
stay= atoi(argv[2]);
sizx= atoi(argv[3]);
sizy= atoi(argv[4]);
WM_setprefsize(stax, stay, sizx, sizy);
return 4;
}
static int with_borders(int argc, char **argv, void *data)
{
/* with borders XXX OLD CRUFT!*/
return 0;
}
static int without_borders(int argc, char **argv, void *data)
{
/* borderless, win + linux XXX OLD CRUFT */
/* XXX, fixme mein, borderless on OSX */
return 0;
}
static int register_extension(int argc, char **argv, void *data)
{
#ifdef WIN32
char *path = BLI_argsArgv(data)[0];
RegisterBlendExtension(path);
#endif
return 0;
}
static int no_joystick(int argc, char **argv, void *data)
{
SYS_SystemHandle *syshandle = data;
/**
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.f & G_DEBUG) printf("disabling nojoystick\n");
return 0;
}
static int no_glsl(int argc, char **argv, void *data)
{
GPU_extensions_disable();
return 0;
}
static int no_audio(int argc, char **argv, void *data)
{
sound_force_device(0);
return 0;
}
static int set_audio(int argc, char **argv, void *data)
{
if (argc < 1) {
printf("-setaudio require one argument\n");
exit(1);
}
sound_force_device(sound_define_from_str(argv[1]));
return 1;
}
static int set_output(int argc, char **argv, void *data)
{
bContext *C = data;
if (argc >= 1){
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
BLI_strncpy(scene->r.pic, argv[1], FILE_MAXDIR);
} 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, char **argv, void *data)
{
bContext *C = data;
if (argc >= 1)
{
if (!strcmp(argv[1],"help"))
{
RenderEngineType *type = NULL;
for( type = R_engines.first; type; type = type->next )
{
printf("\t%s\n", type->idname);
}
exit(0);
}
else
{
if (CTX_data_scene(C)==NULL)
{
printf("\nError: no blend loaded. order the arguments so '-E / --engine ' is after a blend is loaded.\n");
}
else
{
Scene *scene= CTX_data_scene(C);
RenderData *rd = &scene->r;
RenderEngineType *type = NULL;
for( type = R_engines.first; type; type = type->next )
{
if (!strcmp(argv[1],type->idname))
{
BLI_strncpy(rd->engine, type->idname, sizeof(rd->engine));
}
}
}
}
return 1;
}
else
{
printf("\nEngine not specified.\n");
return 0;
}
}
static int set_image_type(int argc, char **argv, void *data)
{
bContext *C = data;
if (argc >= 1){
char *imtype = argv[1];
if (CTX_data_scene(C)==NULL) {
printf("\nError: no blend loaded. order the arguments so '-F / --render-format' is after the blend is loaded.\n");
} else {
Scene *scene= CTX_data_scene(C);
if (!strcmp(imtype,"TGA")) scene->r.imtype = R_TARGA;
else if (!strcmp(imtype,"IRIS")) scene->r.imtype = R_IRIS;
#ifdef WITH_DDS
else if (!strcmp(imtype,"DDS")) scene->r.imtype = R_DDS;
#endif
else if (!strcmp(imtype,"JPEG")) scene->r.imtype = R_JPEG90;
else if (!strcmp(imtype,"IRIZ")) scene->r.imtype = R_IRIZ;
else if (!strcmp(imtype,"RAWTGA")) scene->r.imtype = R_RAWTGA;
else if (!strcmp(imtype,"AVIRAW")) scene->r.imtype = R_AVIRAW;
else if (!strcmp(imtype,"AVIJPEG")) scene->r.imtype = R_AVIJPEG;
else if (!strcmp(imtype,"PNG")) scene->r.imtype = R_PNG;
else if (!strcmp(imtype,"AVICODEC")) scene->r.imtype = R_AVICODEC;
else if (!strcmp(imtype,"QUICKTIME")) scene->r.imtype = R_QUICKTIME;
else if (!strcmp(imtype,"BMP")) scene->r.imtype = R_BMP;
else if (!strcmp(imtype,"HDR")) scene->r.imtype = R_RADHDR;
#ifdef WITH_TIFF
else if (!strcmp(imtype,"TIFF")) scene->r.imtype = R_TIFF;
#endif
#ifdef WITH_OPENEXR
else if (!strcmp(imtype,"EXR")) scene->r.imtype = R_OPENEXR;
else if (!strcmp(imtype,"MULTILAYER")) scene->r.imtype = R_MULTILAYER;
#endif
else if (!strcmp(imtype,"MPEG")) scene->r.imtype = R_FFMPEG;
else if (!strcmp(imtype,"FRAMESERVER")) scene->r.imtype = R_FRAMESERVER;
else if (!strcmp(imtype,"CINEON")) scene->r.imtype = R_CINEON;
else if (!strcmp(imtype,"DPX")) scene->r.imtype = R_DPX;
#if WITH_OPENJPEG
else if (!strcmp(imtype,"JP2")) scene->r.imtype = R_JP2;
#endif
else printf("\nError: Format from '-F / --render-format' not known or not compiled in this release.\n");
}
return 1;
} else {
printf("\nError: you must specify a format after '-F / --render-foramt'.\n");
return 0;
}
}
static int set_threads(int argc, char **argv, void *data)
{
if (argc >= 1) {
if(G.background) {
RE_set_max_threads(atoi(argv[1]));
} else {
printf("Warning: threads can only be set in background mode\n");
}
return 1;
} else {
printf("\nError: you must specify a number of threads between 0 and 8 '-t / --threads'.\n");
return 0;
}
}
static int set_extension(int argc, char **argv, void *data)
{
bContext *C = data;
if (argc >= 1) {
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
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, char **argv, void *data)
{
SYS_SystemHandle syshandle = *(SYS_SystemHandle*)data;
int a = 0;
/**
gameengine parameters are automaticly put into system
-g [paramname = value]
-g [boolparamname]
example:
-g novertexarrays
-g maxvertexarraysize = 512
*/
if(argc >= 1)
{
char* paramname = argv[a];
/* check for single value versus assignment */
if (a+1 < argc && (*(argv[a+1]) == '='))
{
a++;
if (a+1 < argc)
{
a++;
/* assignment */
SYS_WriteCommandLineString(syshandle,paramname,argv[a]);
} else
{
printf("error: argument assignment (%s) without value.\n",paramname);
return 0;
}
/* name arg eaten */
} else {
SYS_WriteCommandLineInt(syshandle,argv[a],1);
/* 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;
}
} /* if (*(argv[a+1]) == '=') */
}
return a;
}
static int render_frame(int argc, char **argv, void *data)
{
bContext *C = data;
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
if (argc > 1) {
int frame = atoi(argv[1]);
Render *re = RE_NewRender(scene->id.name);
ReportList reports;
BKE_reports_init(&reports, RPT_PRINT);
frame = MIN2(MAXFRAME, MAX2(MINAFRAME, frame));
RE_BlenderAnim(re, scene, scene->lay, frame, frame, scene->r.frame_step, &reports);
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 argc, char **argv, void *data)
{
bContext *C = data;
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
Render *re= RE_NewRender(scene->id.name);
ReportList reports;
BKE_reports_init(&reports, RPT_PRINT);
RE_BlenderAnim(re, scene, scene->lay, scene->r.sfra, scene->r.efra, scene->r.frame_step, &reports);
} else {
printf("\nError: no blend loaded. cannot use '-a'.\n");
}
return 0;
}
static int set_scene(int argc, char **argv, void *data)
{
if(argc > 1) {
set_scene_name(argv[1]);
return 1;
} else {
printf("\nError: Scene name must follow '-S / --scene'.\n");
return 0;
}
}
static int set_start_frame(int argc, char **argv, void *data)
{
bContext *C = data;
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
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, char **argv, void *data)
{
bContext *C = data;
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
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, char **argv, void *data)
{
bContext *C = data;
if (CTX_data_scene(C)) {
Scene *scene= CTX_data_scene(C);
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;
}
}
static int run_python(int argc, char **argv, void *data)
{
#ifndef DISABLE_PYTHON
bContext *C = data;
/* Make the path absolute because its needed for relative linked blends to be found */
char filename[FILE_MAXDIR + FILE_MAXFILE];
BLI_strncpy(filename, argv[1], sizeof(filename));
BLI_path_cwd(filename);
/* workaround for scripts not getting a bpy.context.scene, causes internal errors elsewhere */
if (argc > 1) {
/* XXX, temp setting the WM is ugly, splash also does this :S */
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);
BPY_run_python_script(C, filename, NULL, NULL); // use reports?
CTX_wm_window_set(C, prevwin);
}
else {
fprintf(stderr, "Python script \"%s\" running with missing context data.\n", argv[1]);
BPY_run_python_script(C, filename, NULL, NULL); // use reports?
}
CTX_data_scene_set(C, prevscene);
return 1;
} else {
printf("\nError: you must specify a Python script after '-P / --python'.\n");
return 0;
}
#else
printf("This blender was built without python support\n");
return 0;
#endif /* DISABLE_PYTHON */
}
static int load_file(int argc, char **argv, void *data)
{
bContext *C = data;
/* Make the path absolute because its needed for relative linked blends to be found */
char filename[FILE_MAXDIR + FILE_MAXFILE];
BLI_strncpy(filename, argv[0], sizeof(filename));
BLI_path_cwd(filename);
if (G.background) {
int retval = BKE_read_file(C, filename, NULL, NULL);
/*we successfully loaded a blend file, get sure that
pointcache works */
if (retval!=0) {
wmWindowManager *wm= CTX_wm_manager(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_read_file() runs normally but since we're in background mode do here */
#ifndef DISABLE_PYTHON
/* run any texts that were loaded in and flagged as modules */
BPY_load_user_modules(C);
#endif
/* 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
a file - this should do everything a 'load file' does */
WM_read_file(C, filename, NULL);
}
G.file_loaded = 1;
return 0;
}
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>";
static char game_doc[] = "Game Engine specific options"
"\n\t-g fixedtime\t\tRun on 50 hertz without dropping frames"
"\n\t-g vertexarrays\tUse Vertex Arrays for rendering (usually faster)"
"\n\t-g nomipmap\t\tNo Texture Mipmapping"
"\n\t-g linearmipmap\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 then 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);
BLI_argsAdd(ba, 1, "-y", "--enable-autoexec", "\n\tEnable automatic python script execution (default)", enable_python, NULL);
BLI_argsAdd(ba, 1, "-Y", "--disable-autoexec", "\n\tDisable automatic python script execution (pydrivers, pyconstraints, pynodes)", disable_python, NULL);
BLI_argsAdd(ba, 1, "-b", "--background", "<file>\n\tLoad <file> 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);
BLI_argsAdd(ba, 1, NULL, "--debug-fpe", "\n\tEnable floating point exceptions (currently linux and osx intel only)", set_fpe, 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 with without borders", without_borders, NULL);
BLI_argsAdd(ba, 2, "-R", NULL, "\n\tRegister .blend extension (windows only)", register_extension, 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", 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, NULL);
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 (filename or Blender Text)", run_python, 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 in background\n\t[1-" QUOTE(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);
}
int main(int argc, char **argv)
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{
SYS_SystemHandle syshandle;
bContext *C= CTX_create();
bArgs *ba;
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#ifdef WITH_BINRELOC
br_init( NULL );
#endif
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setCallbacks();
#ifdef __APPLE__
/* patch to ignore argument finder gives us (pid?) */
if (argc==2 && strncmp(argv[1], "-psn_", 5)==0) {
extern int GHOST_HACK_getFirstFile(char buf[]);
static char firstfilebuf[512];
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argc= 1;
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if (GHOST_HACK_getFirstFile(firstfilebuf)) {
argc= 2;
argv[1]= firstfilebuf;
}
}
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#endif
#ifdef __FreeBSD__
fpsetmask(0);
#endif
// copy path to executable in bprogname. playanim and creting runtimes
// need this.
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BLI_where_am_i(bprogname, argv[0]);
{ /* override the hard coded blender path */
char *blender_path_env = getenv("BLENDERPATH");
if(blender_path_env)
BLI_strncpy(blender_path, blender_path_env, sizeof(blender_path));
}
#ifdef BUILD_DATE
strip_quotes(build_date);
strip_quotes(build_time);
strip_quotes(build_rev);
strip_quotes(build_platform);
strip_quotes(build_type);
#endif
BLI_threadapi_init();
RNA_init();
RE_engines_init();
/* Hack - force inclusion of the plugin api functions,
* see blenpluginapi:pluginapi.c
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*/
pluginapi_force_ref();
init_nodesystem();
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initglobals(); /* blender.c */
IMB_init();
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syshandle = SYS_GetSystem();
GEN_init_messaging_system();
/* first test for background */
ba = BLI_argsInit(argc, argv); /* skip binary path */
setupArguments(C, ba, &syshandle);
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BLI_argsParse(ba, 1, NULL, NULL);
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#ifdef __sgi
setuid(getuid()); /* end superuser */
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#endif
/* for all platforms, even windos has it! */
if(G.background) signal(SIGINT, blender_esc); /* ctrl c out bg render */
/* background render uses this font too */
BKE_font_register_builtin(datatoc_Bfont, datatoc_Bfont_size);
/* Initialiaze ffmpeg if built in, also needed for bg mode if videos are
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();
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if(G.background==0) {
BLI_argsParse(ba, 2, NULL, NULL);
BLI_argsParse(ba, 3, NULL, NULL);
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WM_init(C, argc, argv);
/* this is properly initialized with user defs, but this is default */
BLI_where_is_temp( btempdir, 1 ); /* call after loading the .B.blend so we can read U.tempdir */
#ifndef DISABLE_SDL
BLI_setenv("SDL_VIDEODRIVER", "dummy");
/* I think this is not necessary anymore (04-24-2010 neXyon)
#ifdef __linux__
// On linux the default SDL driver dma often would not play
// use alsa if none is set
setenv("SDL_AUDIODRIVER", "alsa", 0);
#endif
*/
#endif
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}
else {
BLI_argsParse(ba, 3, NULL, NULL);
WM_init(C, argc, argv);
BLI_where_is_temp( btempdir, 0 ); /* call after loading the .B.blend so we can read U.tempdir */
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}
#ifndef DISABLE_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
* pythondir to Python's sys.path at this point. Simply putting
* WM_init() before BPY_start_python() 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
* Update: now this function also inits the bpymenus, which also depend
* on U.pythondir.
*/
// TODO - U.pythondir
#endif
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CTX_py_init_set(C, 1);
WM_keymap_init(C);
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/* OK we are ready for it */
BLI_argsParse(ba, 4, load_file, C);
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BLI_argsFree(ba);
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
if(G.background) {
/* actually incorrect, but works for now (ton) */
WM_exit(C);
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}
else {
if((G.fileflags & G_FILE_AUTOPLAY) && (G.f & G_SCRIPT_AUTOEXEC))
WM_init_game(C);
else if(!G.file_loaded)
WM_init_splash(C);
}
WM_main(C);
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
/*XXX if (scr_init==0) {
main_init_screen();
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}
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
screenmain();*/ /* main display loop */
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return 0;
} /* end of int main(argc,argv) */
static void error_cb(char *err)
{
printf("%s\n", err); /* XXX do this in WM too */
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}
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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/* BLI_blenlib: */
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BLI_setErrorCallBack(error_cb); /* */
// XXX BLI_setInterruptCallBack(blender_test_break);
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}