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
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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!
2006-01-23 22:05:47 +00:00
#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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/* on linux set breakpoints here when running in debug mode, useful to catch floating point errors */
#if defined(__sgi) || defined(__linux__)
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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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{
printf ("Blender %d.%02d (sub %d) Build\n", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION);
printf ("Usage: blender [args ...] [file] [args ...]\n");
printf ("\nRender options:\n");
printf (" -b <file>\tLoad <file> in background (often used for background rendering)\n");
printf (" -a render frames from start to end (inclusive), only works when used after -b\n");
printf (" -S <name>\tSet scene <name>\n");
printf (" -f <frame>\tRender frame <frame> and save it\n");
printf (" -s <frame>\tSet start to frame <frame> (use before the -a argument)\n");
printf (" -e <frame>\tSet end to frame <frame> (use before the -a argument)\n");
printf (" -o <path>\tSet the render path and file name.\n");
printf (" Use // at the start of the path to\n");
printf (" render relative to the blend file.\n");
printf (" The # characters are replaced by the frame number, and used to define zero padding.\n");
printf (" ani_##_test.png becomes ani_01_test.png\n");
printf (" test-######.png becomes test-000001.png\n");
printf (" When the filename has no #, The suffix #### is added to the filename\n");
printf (" The frame number will be added at the end of the filename.\n");
printf (" eg: blender -b foobar.blend -o //render_ -F PNG -x 1 -a\n");
printf (" -E <engine>\tSpecify the render engine.\n");
printf (" use -E help to list available engines.\n");
printf ("\nFormat options:\n");
printf (" -F <format>\tSet the render format, Valid options are...\n");
printf (" \tTGA IRIS JPEG MOVIE IRIZ RAWTGA\n");
printf (" \tAVIRAW AVIJPEG PNG BMP FRAMESERVER\n");
printf (" (formats that can be compiled into blender, not available on all systems)\n");
printf (" \tHDR TIFF EXR MULTILAYER MPEG AVICODEC QUICKTIME CINEON DPX DDS\n");
printf (" -x <bool>\tSet option to add the file extension to the end of the file.\n");
printf (" -t <threads>\tUse amount of <threads> for rendering (background mode only).\n");
printf (" [1-8], 0 for systems processor count.\n");
printf ("\nAnimation playback options:\n");
printf (" -a <options> <file(s)>\tPlayback <file(s)>, only operates this way when -b is not used.\n");
printf (" -p <sx> <sy>\tOpen with lower left corner at <sx>, <sy>\n");
printf (" -m\t\tRead from disk (Don't buffer)\n");
printf (" -f <fps> <fps-base>\t\tSpecify FPS to start with\n");
printf (" -j <frame>\tSet frame step to <frame>\n");
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printf ("\nWindow options:\n");
printf (" -w\t\tForce opening with borders (default)\n");
printf (" -W\t\tForce opening without borders\n");
printf (" -p <sx> <sy> <w> <h>\tOpen with lower left corner at <sx>, <sy>\n");
printf (" \tand width and height <w>, <h>\n");
printf ("\nGame Engine specific options:\n");
printf (" -g fixedtime\t\tRun on 50 hertz without dropping frames\n");
printf (" -g vertexarrays\tUse Vertex Arrays for rendering (usually faster)\n");
printf (" -g nomipmap\t\tNo Texture Mipmapping\n");
printf (" -g linearmipmap\tLinear Texture Mipmapping instead of Nearest (default)\n");
printf ("\nMisc options:\n");
printf (" -d\t\tTurn debugging on\n");
printf (" \t\t * prints every operator call and their arguments\n");
printf (" \t\t * disables mouse grab (to interact with a debugger in some cases)\n");
printf (" \t\t * keeps python sys.stdin rather then setting it to None\n");
printf (" -nojoystick\tDisable joystick support\n");
printf (" -noglsl\tDisable GLSL shading\n");
printf (" -noaudio\tForce sound system to None\n");
printf (" -setaudio\tForce sound system to a specific device\n");
printf (" \tNULL SDL OPENAL JACK\n");
printf (" -h\t\tPrint this help text\n");
2009-07-22 10:12:00 +00:00
printf (" -y\t\tDisable automatic python script execution (pydrivers, pyconstraints, pynodes)\n");
printf (" -Y\t\tEnable automatic python script execution\n");
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
printf (" -P <filename>\tRun the given Python script (filename or Blender Text)\n");
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#ifdef WIN32
printf (" -R\t\tRegister .blend extension\n");
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#endif
printf (" -v\t\tPrint Blender version and exit\n");
printf (" --\t\tEnds option processing. Following arguments are \n");
printf (" \t\t passed unchanged. Access via Python's sys.argv\n");
printf ("\nEnvironment Variables:\n");
printf (" $HOME\t\t\tStore files such as .blender/ .B.blend .Bfs .Blog here.\n");
printf (" $BLENDERPATH\tSystem directory to use for data files and scripts.\n");
printf (" \tFor this build of blender the default BLENDERPATH is...\n");
printf (" \t\"%s\"\n", blender_path);
printf (" \tseting the $BLENDERPATH will override this\n");
#ifdef WIN32
printf (" $TEMP\t\tStore temporary files here.\n");
#else
printf (" $TMP or $TMPDIR\tStore temporary files here.\n");
printf (" $BF_TIFF_LIB\t\tUse an alternative libtiff.so for loading tiff image files.\n");
#endif
#ifndef DISABLE_SDL
printf (" $SDL_AUDIODRIVER\tLibSDL audio driver - alsa, esd, alsa, dma.\n");
#endif
printf (" $IMAGEEDITOR\t\tImage editor executable, launch with the IKey from the file selector.\n");
printf (" $WINEDITOR\t\tText editor executable, launch with the EKey from the file selector.\n");
printf (" $PYTHONHOME\t\tPath to the python directory, eg. /usr/lib/python.\n");
2008-03-03 13:34:31 +00:00
printf ("\nNote: 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");
printf ("Note: Arguments are executed in the order they are given. eg:\n");
printf (" \"blender -b test.blend -f 1 -o /tmp\"\n");
printf (" ...may not render to /tmp because '-f 1' renders before the output path is set\n");
printf (" \"blender -b -o /tmp test.blend -f 1\"\n");
printf (" ...may not render to /tmp because loading the blend file overwrites the output path that was set\n");
printf (" \"blender -b test.blend -o /tmp -f 1\" works as expected.\n\n");
exit(0);
return 0;
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}
2002-10-12 11:37:38 +00:00
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__)
/* 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
#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'.\n");
}
return 1;
} else {
printf("\nError: you must specify a path after '-o '.\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 ' 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 ' 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;
else if (!strcmp(imtype,"TIFF")) scene->r.imtype = R_TIFF;
#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' not known or not compiled in this release.\n");
}
return 1;
} else {
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printf("\nError: you must specify a format after '-F '.\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 '.\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' or '-x 0' To set the extension option.\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'.\n");
return 0;
}
} else {
printf("\nError: no blend loaded. cannot use '-f'.\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'.\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'.\n");
return 0;
}
} else {
printf("\nError: no blend loaded. cannot use '-s'.\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'.\n");
return 0;
}
} else {
printf("\nError: no blend loaded. cannot use '-e'.\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'.\n");
return 0;
}
} else {
printf("\nError: no blend loaded. cannot use '-j'.\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 '.\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)
{
//BLI_argsAdd(ba, arg, pass, BA_ArgCallback cb, C);
/* end argument processing after -- */
BLI_argsAdd(ba, "--", -1, end_arguments, NULL);
/* first pass: background mode, disable python and commands that exit after usage */
BLI_argsAdd(ba, "--help", 1, print_help, NULL);
BLI_argsAdd(ba, "-h", 1, print_help, NULL);
BLI_argsAdd(ba, "/?", 1, print_help, NULL);
BLI_argsAdd(ba, "--version", 1, print_version, NULL);
BLI_argsAdd(ba, "-v", 1, print_version, NULL);
BLI_argsAdd(ba, "-Y", 1, enable_python, NULL);
BLI_argsAdd(ba, "-y", 1, disable_python, NULL);
BLI_argsAdd(ba, "-fpe", 1, set_fpe, NULL);
BLI_argsAdd(ba, "-B", 1, background_mode, NULL);
BLI_argsAdd(ba, "-b", 1, background_mode, NULL);
BLI_argsAdd(ba, "-a", 1, playback_mode, NULL);
BLI_argsAdd(ba, "-d", 1, debug_mode, ba);
/* second pass: custom window stuff */
BLI_argsAdd(ba, "-p", 2, prefsize, NULL);
BLI_argsAdd(ba, "-w", 2, with_borders, NULL);
BLI_argsAdd(ba, "-W", 2, without_borders, NULL);
BLI_argsAdd(ba, "-R", 2, register_extension, ba);
/* third pass: disabling things and forcing settings */
BLI_argsAddCase(ba, "-nojoystick", 3, no_joystick, syshandle);
BLI_argsAddCase(ba, "-noglsl", 3, no_glsl, NULL);
BLI_argsAddCase(ba, "-noaudio", 3, no_audio, NULL);
BLI_argsAddCase(ba, "-setaudio", 3, set_audio, NULL);
/* fourth pass: processing arguments */
BLI_argsAdd(ba, "-g", 4, set_ge_parameters, syshandle);
BLI_argsAdd(ba, "-f", 4, render_frame, C);
BLI_argsAdd(ba, "-a", 4, render_animation, C);
BLI_argsAdd(ba, "-S", 4, set_scene, NULL);
BLI_argsAdd(ba, "-s", 4, set_start_frame, C);
BLI_argsAdd(ba, "-e", 4, set_end_frame, C);
BLI_argsAdd(ba, "-j", 4, set_skip_frame, C);
BLI_argsAdd(ba, "-P", 4, run_python, C);
BLI_argsAdd(ba, "-o", 4, set_output, C);
BLI_argsAdd(ba, "-E", 4, set_engine, C);
BLI_argsAdd(ba, "-F", 4, set_image_type, C);
BLI_argsAdd(ba, "-t", 4, set_threads, NULL);
BLI_argsAdd(ba, "-x", 4, 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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}