Commit Graph

102 Commits

Author SHA1 Message Date
Stephen Swaney
7e7c2fd31b New command line switch --
Add a new command line switch "--" for passing arguments to scripts.
Any arguments after -- are not processed and passed unchanged via
the usual argv mechanism.

Custom arguments can be accessed from a bpy script in python's 
sys.argv.  Example:

import sys

# slice argv after '--'
i = sys.argv.index('--')
my_args = sys.argv[i+1:]
2007-08-18 00:02:50 +00:00
Kent Mein
8c96c15c92 Added a flush after fprintf
This is patch [#6921] Make error printing a bit more reliable
from GSR
http://projects.blender.org/tracker/index.php?func=detail&aid=6921&group_id=9&atid=127

Kent
2007-07-11 18:45:39 +00:00
Campbell Barton
3e8acb4c53 closing bug #6680 - This feature didnt work as advertised.
When setting the filename for export foo_#_bar would not be renamed to foo_00001_bar, It only worked when # what the last char of the name.

removed the text from --help that says this is supported.
2007-05-20 21:30:29 +00:00
Chris Want
6e9ac0fe97 Disable copying plugins, et al, to the CMake bin directory -- the
.svn directory would get copied and it has some files that are
write protected, which means that the build would fail the second
time you run make. Needs a better solution.
2007-05-18 15:57:40 +00:00
Chris Want
70a72d4133 Test commit: Changes to CMake for Python 2.5 under windows
from Eugene.
2007-05-15 21:24:19 +00:00
Ton Roosendaal
6e27e1b6eb Part 2 of 64 bits fixing; the files.
The good news; previously written 64 bits are still valid! All fixes
appeared to be possible in code, no versioning patches needed. :)
That also removes the I AM STUPID 64 bits ban from the code.

The bad news:
I couldn't get a 64 bits Blender running here (ghost-mac issues... it
has to be recoded using Quartz to be able to run 64 bits). So what I
have tested was:

32 bits binary:
  - Appending/linking data from 64 bits file.
  - Reading 64 bits chained library-linked files (file -> file -> etc)
  - Linking 32 bits files with 64 bits files

This has to be tested for 64 bits too. Will drop in IRC now to help.
2007-04-28 16:15:12 +00:00
Campbell Barton
9c8bc4badc Starting blender with -w does not switch of maximize anymore, so with and without the -w arg, the window should start maximized. 2007-04-17 18:15:31 +00:00
D.J. Capelis
7470e7efa0 Applying consistent default window behavior across platforms.
Now all windows open in a border as opposed to fullscreen.  blender -W restores
old functionality, blender -w is now default.  This lets each platform's window
manager deal with it's own issues.

As per issue 6391 in the patch tracker.
2007-04-12 06:21:31 +00:00
Chris Want
98760e69b3 Change link order (nodes<-->blenkernel) for cmake build. 2007-03-27 21:58:02 +00:00
Kent Mein
80237ceff9 patch to get cmake working with nodes now. Provided by Genscher.
I still have linking issues with it but it is better as is so I'm
commiting it.  Hopefully will have it fixed fully shortly.

Kent
2007-03-27 18:34:57 +00:00
Ton Roosendaal
5c760e4811 Changed node type definitions to use a dynamic list.
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)

Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
  group but also for dynamic nodes.
2007-03-26 15:07:38 +00:00
Ton Roosendaal
ac2ff8f97c Running Blender in debug mode now prints the subversion of .blend files. 2007-03-25 13:50:51 +00:00
Jacques Beuarain
0246e8ba00 CMake: Think this is the reason linking python statically causes problems on some platforms (linking order) 2007-02-18 15:01:07 +00:00
Robert Holcomb
1aa0077ae0 reverting creator.c to previous version since my earlier commit updated it unintentially 2007-01-28 05:45:58 +00:00
Robert Holcomb
f306efab08 Added type checking to color space splitting nodes and hsv node. Will uncommit pipeline.c and creator.c since committed in error. 2007-01-28 05:34:17 +00:00
Chris Want
2cd4fca2ef I need to use the 64-bit Linux blender, but I don't want to accidentally
commit creator.c, so if this file is compiled and the macro YESIAMSTUPID
is defined, the executable will run, with a mean warning printed to stdout.
Enable in cmake by setting YESIAMSTUPID to On, or with make by putting
"export NAN_YESIAMSTUPID=true" in user-def.mk.
2007-01-23 20:08:23 +00:00
Nathan Letwory
6b0e6ccd85 * moved the 64bit checking code _after_ the int audio stuff, so msvc compiles happily
again.
2007-01-19 05:23:58 +00:00
Ton Roosendaal
b8f47f9204 Small fix to prevent people to compile 64 bits blenders, without knowing
it might be harmful.

(It will print warning in console and exits Blender.)
2007-01-18 20:57:08 +00:00
Jacques Beuarain
d78aed0682 CMake: Add scripts copy back into postbuild on Windows after accidentally removing it when adding the plugins 2006-12-15 10:40:37 +00:00
Jacques Beuarain
ed6da1709f CMake: Oops. Fix Info.plist problem from recent changes in bundling steps. 2006-12-12 12:43:02 +00:00
Jacques Beuarain
78f7fc41e4 CMake: Fix postbuild step in Unix Makefiles because cp return error code
for CVS dir.
2006-12-10 17:38:38 +00:00
Jacques Beuarain
6cbe9b8ac4 CMake: Copy packaging files for Unix in post-build and fill in missing files for other platforms as well (plugins, text etc.) 2006-12-10 17:09:48 +00:00
Jacques Beuarain
db0b953706 CMake: Copy .blender structure and necessary dlls for Windows builds as part of the postbuild to target directories. 2006-12-10 14:49:28 +00:00
Jacques Beuarain
bd1fe441d4 CMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories to keep source dir pristine. Also flag removed libraries as status and not "error" messages. 2006-12-07 00:18:57 +00:00
Jacques Beuarain
2279872921 CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org 2006-12-06 00:28:13 +00:00
Ton Roosendaal
5a3959e54b Thread support for commandline:
-t <threads>

It overrides the settings as saved in scenes. Only works for background
rendering, to force thread amounts to match the cpus in system.
For funny jokers: amount is clipped for MAXTHREADS :)
2006-11-29 19:31:45 +00:00
Jacques Beuarain
6ede6352ed CMake: Quicktime library was not linked on Unix platforms because it was missing from sorted static library lists. 2006-11-25 23:42:11 +00:00
Jacques Beuarain
681346188f CMake: Remove blender_img from sorted link list as it has been renamed/replaced 2006-11-18 16:24:59 +00:00
Jacques Beuarain
1a85cc1663 CMake: Do not create dummy dna.ca on initial run in wrong place for blender app 2006-11-18 02:40:36 +00:00
Jacques Beuarain
24f4440d05 CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00
Jiri Hnidek
2ee42ac01e Huge commit: VERSE
- All code is in #ifdef ... #endif
 - Only make build system is supported and you have to add:
    export WITH_VERSE=true
   to user-def.mk file
 - Blender can share only mesh objects and bitmaps now
 - More informations can be found at wiki:
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc

  I hope, that I didn't forget at anything
2006-08-20 15:22:56 +00:00
D.J. Capelis
6ba882630d Patch by fab31 not to clobber SDL audio environment variables if they're
already set.
2006-07-12 20:01:48 +00:00
Joseph Gilbert
6d6b36f009 Fixes an error that prevents builds on msvc.
version 1.58 assumes the usage of the BUILD_DATE macro. When this macro is not defined the extern declarations cause the linker to fail.

As a sidenote there is no 'winbuildinfo.c' file that the BUILD_DATE macro assumes is present on win32 systems....
2006-04-17 19:20:02 +00:00
Campbell Barton
99dbcaa2f1 Fixed an error in the help printout and set out the formats that are not supported on all os's. 2006-03-20 16:24:00 +00:00
Campbell Barton
90e590936c Added a way to set the renderpath (dir and name) from the command line.
eg
Blender  -b c:\blends\test.blend  -o "c:\renders\render_#.png"  -x 0  -F PNG

-x 1/0 for extension enable/disable
-F for format/filetype

This is important because somebody elses Blend files can render anywhere on your PC, possibly a security risk.
And nice for renderfarms to be able to set the path without running a python script inside the blend file.

blender --help (render opts only)
Render options:
  -b <file>     Render <file> in background
    -S <name>   Set scene <name>
    -f <frame>  Render frame <frame> and save it
    -s <frame>  Set start to frame <frame> (use with -a)
    -e <frame>  Set end to frame (use with -a)<frame>
    -o <path>   Set the render path and file name.
      Use // at the start of the path to
        render relative to the blend file.
      Use # in the filename to be replaced with the frame number
      eg: blender -b foobar.blend -o //render_# -F PNG -x 1
    -F <format> Set the render format, Valid options are..
        TGA IRIS HAMX FTYPE JPEG MOVIE IRIZ RAWTGA
        AVIRAW AVIJPEG PNG AVICODEC QUICKTIME BMP
        HDR TIFF EXR MPEG FRAMESERVER CINEON DPX
               Use // at the start of the path to
    -x <bool>   Set option to add the file extension to the end of the file.

Added details to the -v option
Eg
blender -v
Blender 2.41 Build
        build date: 2006-03-20
        build time: 16:16:34
        build platform: linux-glibc2.3.6-i386
        build type: dynamic

Also fixed bugs where nagative/realy big  frames could be set- causing Blender to crash.
2006-03-19 16:25:32 +00:00
Ton Roosendaal
b05269adc2 <blush>Nice work on renderlayer control yesterday, but... then you should
also change this line in creator.c dude!</blush>
2006-03-08 17:27:20 +00:00
Nathan Letwory
3bb82a27fc == SCons ==
* This commit is all of the rewrite work done on the SCons system. For
  documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
  Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
  contains valuable information, along with what still needs to be done.

    - linux, os x and windows compile now.
    - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
        - NOTE: Jean-Luc P will commit sometime during the weekend proper
          appit() for OS X. For now, copy the resulting binary to an
          existing .app bundle.
    - features:
        - cleaner structure for better maintenance
        - cleaner output during compile
        - better handling of build options
        - general overall speed increase
        - see the wiki for more info

  Cygwin, FreeBSD and Solaris systems still need work. For these systems:
    1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
    2) set the proper defaults for your platform
    3) mail me at jesterking at letwory dot net with you configuration. if
       you need any modifications to the system, do send a patch, too.

  I'll be giving first-aid today and tomorrow, after that it'll be all
  regular development work :)

  /Nathan
2006-02-04 14:15:10 +00:00
Ton Roosendaal
042d612df2 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
Ton Roosendaal
283b0ff736 Orange; maintenance commit!
- Moved all 'render pipeline control' options out of the Material panels
  into the (now renamed) "Links and Pipeline" Panel. These are the options
  that are not per material-node, but global for the entire Material tree.
  It includes ZTransp, Zinvert, Strands, Halo, Wire, etc.

- To further make Node editing clear, when you enable Nodes for the first
  time, the link button to the first Material node is drawn red, to note
  that here needs something linked or added.

- Protected Node editing for Library data

- Fixed header buttons to work OK for Node Window
2006-01-05 13:46:27 +00:00
Kent Mein
00f266c651 This is a modified version of patch #2995
To enable dynamic tiff support.
I had to fix some of the logic in the fileselect box for icons,
I also expanded the patch to look in various default locations for
a dynamic libtiff.so/libtiff.dll
and look at the env variable BF_TIFF_LIB if it can't find it automatically.
If unable to load the library it prints a message about setting BF_TIFF_LIB
to the console.

I haven't been able to test it on a lot of platforms but hopefully it
will just work ;)  I added the files to scons but have not had a chance to
test that as well.

Kent
2005-11-22 18:50:03 +00:00
Alexander Ewering
d5cc5bfe6b The famous potential SDL audio fix (setenv("SDL_AUDIODRIVER", "dma", 1))...
Inside #ifdef __linux__ #ifndef __alpha__ ...

Who knows, it might help :)
2005-08-03 21:02:25 +00:00
Daniel Dunbar
b6b352e0b7 - got fed up with not being able to put a breakpoint on MEM_
errors, switched MEM_set_error_stream to MEM_set_error_callback
   that calls a function to print result instead of just giving
   a FILE *

Note: requires intern recompile
2005-07-22 16:40:26 +00:00
Ton Roosendaal
75ae1ae5ef Armature "XRay mode" now draws nicely with solid too. For it to work, I
had to add a new feature to the 3d window, to collect "after draw" objects,
which get drawn as last, after a clear of the zbuffer.

Same method can be used for nice OpenGL transparent draw, the system is
ready for it, do that later.

The huge commit is caused by cleaning up globals from struct Global. Many
variables were unused or just not needed anymore. Did that to move the ugly
G.zbuf to where it belongs, in the View3D space struct. :)
2005-07-13 19:42:08 +00:00
Willian Padovani Germano
09fb5d6b8d BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events).  Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).

- Updated Window and Window.Theme with new theme vars and the Time space.

- Script links:

-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.

-- Added "Enable Script Links" button in the script buttons tab.  Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default.  "blender -y" also disables all slinks as happened before with OnLoad ones only.

-- Other small changes in the script buttons tab:
  When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
  Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type.  Cancel the popup to leave the string button empty (link exists, but has no script assigned).  A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown.  With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.

-- Implemented Ton's space handler script links:

Right now only for the 3d View,  but it's trivial to add for others.  There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window.  Ton's idea was to give scripts a controlled way to integrate better within Blender.

Here's how it works:

- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT

and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu.  Check (mark, click on it) a script to make it active.

EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:

import Blender
from Blender import Draw

evt = Blender.event
if evt == Draw.AKEY:
  print "a"
elif evt == Draw.LEFTMOUSE:
  print "left mouse button"
else:
  return # ignore, pass event back to Blender

Blender.event = None # tell Blender not to process itself the event

DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.

To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.

Still need to code some nice example, which should also serve to test properly space handlers.  Simple tests went fine.

- doc updates about the additions.

=======

Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable.  Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are.  The tooltips may not be accepted either, since other menus don't use them.  Opinions welcomed.
2005-05-08 21:20:34 +00:00
Ton Roosendaal
f2f45d563d Removed old NO_FROZEN hack 2005-05-03 11:05:00 +00:00
Kent Mein
7811d7209a Bunch of gcc 4.0 warning fixes.
source/creator/creator.c
	changed ifdef's around fpe_handler to match when its actually used.

intern/SoundSystem/intern/SND_AudioDevice.cpp
	Changed: SND_SoundObject* oldobject = oldobject = pIdObject->GetSoundObject();
	to: SND_SoundObject* oldobject = pIdObject->GetSoundObject();

intern/SoundSystem/openal/SND_OpenALDevice.cpp
	removed unused var.

source/blender/blenkernel/intern/mball.c
	initalized a couple of vars that might have been used uninitalized.

The rest were changing types to match, most of them were something like
was short * should have been unsigned short *.

Kent
2005-04-27 11:52:50 +00:00
Daniel Dunbar
24c9f65056 - got tired of str[n]casecmp not declared warnings
- added BLI_str[n]casecmp, use instead of regular versions
 - rewrote BLI_str[n]casecmp to not be stupid
2005-04-02 15:36:57 +00:00
Rob Haarsma
b86dc81cf3 Removed a couple of redundant "FTF_api.h" includes,
removed leftovers from Freeimage/Imagemagick experiments
and removed stuff from a Quicktime for linux implementation.

Also removed the (win32) Fullscreen button from the UI and
disabled the corresponding commandline option. The code is
still present to reenable the option whenever the ATI issues
get solved.
2005-03-23 21:10:03 +00:00
Jean-Luc Peurière
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
Ton Roosendaal
610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00