/* * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * 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/BL DUAL LICENSE BLOCK ***** */ #include #include #ifdef HAVE_CONFIG_H #include #endif /* This little block needed for linking to Blender... */ #include "MEM_guardedalloc.h" #ifdef WIN32 #include "BLI_winstuff.h" #endif #include "GEN_messaging.h" #include "DNA_ID.h" #include "BLI_blenlib.h" #include "BKE_utildefines.h" #include "BKE_blender.h" #include "BKE_font.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_packedFile.h" #include "BKE_scene.h" #include "BIF_gl.h" #include "BIF_graphics.h" #include "BIF_mainqueue.h" #include "BIF_graphics.h" #include "BIF_editsound.h" #include "BIF_usiblender.h" #include "BIF_drawscene.h" /* set_scene() */ #include "BIF_screen.h" /* waitcursor and more */ #include "BIF_usiblender.h" #include "BIF_toolbox.h" #include "BLO_writefile.h" #include "BLO_readfile.h" #include "BDR_drawmesh.h" #include "IMB_imbuf.h" // for quicktime_init #include "RE_renderconverter.h" #include "BPY_extern.h" #include "playanim_ext.h" #include "mydevice.h" #include "render.h" #include "nla.h" #include "datatoc.h" /* for passing information between creator and gameengine */ #include "SYS_System.h" #include #ifdef __FreeBSD__ # include # include # include #endif // from buildinfo.c extern char * build_date; extern char * build_time; extern char * build_platform; extern char * build_type; /* Local Function prototypes */ static void print_help(); static void print_version(); /* defined in ghostwinlay and winlay, we can't include carbon here, conflict with DNA */ #ifdef __APPLE__ extern int checkAppleVideoCard(); extern void getMacAvailableBounds(short *top, short *left, short *bottom, short *right); extern void winlay_get_screensize(int *width_r, int *height_r); extern void winlay_process_events(int wait_for_event); #endif /* for the callbacks: */ extern int pluginapi_force_ref(void); /* from blenpluginapi:pluginapi.c */ char bprogname[FILE_MAXDIR+FILE_MAXFILE]; /* from blenpluginapi:pluginapi.c */ /* Initialise callbacks for the modules that need them */ void setCallbacks(void); #ifndef __APPLE__ static void fpe_handler(int sig) { // printf("SIGFPE trapped\n"); } #endif /* 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++; } } static void print_version(void) { printf ("Blender %d.%02d\n", G.version/100, G.version%100); } static void print_help(void) { printf ("Blender V %d.%02d\n", G.version/100, G.version%100); printf ("Usage: blender [options ...] [file]\n"); printf ("\nRender options:\n"); printf (" -b \tRender in background\n"); printf (" -S \tSet scene \n"); printf (" -f \tRender frame and save it\n"); printf (" -s \tSet start to frame (use with -a)\n"); printf (" -e \tSet end to frame (use with -a)\n"); printf (" -a\t\tRender animation\n"); printf ("\nAnimation options:\n"); printf (" -a \tPlayback \n"); printf (" -p \tOpen with lower left corner at , \n"); printf (" -m\t\tRead from disk (Don't buffer)\n"); printf ("\nWindow options:\n"); printf (" -w\t\tForce opening with borders\n"); #ifdef WIN32 printf (" -W\t\tForce opening without borders\n"); #endif printf (" -p \tOpen with lower left corner at , \n"); printf (" \tand width and height , \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 noaudio\t\tNo audio in Game Engine\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 (" -noaudio\tDisable audio on systems that support audio\n"); printf (" -h\t\tPrint this help text\n"); printf (" -y\t\tDisable OnLoad scene scripts, use -Y to find out why its -y\n"); printf (" -P \tRun the given Python script (filename or Blender Text)\n"); #ifdef WIN32 printf (" -R\t\tRegister .blend extension\n"); #endif printf (" -v\t\tPrint Blender version and exit\n"); } double PIL_check_seconds_timer(void); extern void winlay_get_screensize(int *width_r, int *height_r); int main(int argc, char **argv) { int a, i, stax, stay, sizx, sizy; SYS_SystemHandle syshandle; Scene *sce; #if defined(WIN32) || defined (__linux__) int audio = 1; #else int audio = 0; #endif 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]; int scr_x,scr_y; argc= 1; /* first let us check if we are hardware accelerated and with VRAM > 16 Mo */ if (checkAppleVideoCard()) { short top, left, bottom, right; winlay_get_screensize(&scr_x, &scr_y); getMacAvailableBounds(&top, &left, &bottom, &right); setprefsize(left +10,scr_y - bottom +10,right-left -20,bottom - 64); } else { winlay_get_screensize(&scr_x, &scr_y); /* 40 + 684 + (headers) 22 + 22 = 768, the powerbook screen height */ setprefsize(120, 40, 850, 684); } winlay_process_events(0); if (GHOST_HACK_getFirstFile(firstfilebuf)) { argc= 2; argv[1]= firstfilebuf; } } #endif #ifdef __FreeBSD__ fpsetmask(0); #endif #ifdef __linux__ #ifdef __alpha__ signal (SIGFPE, fpe_handler); #endif #endif #if defined(__sgi) signal (SIGFPE, fpe_handler); #endif // copy path to executable in bprogname. playanim and creting runtimes // need this. BLI_where_am_i(bprogname, argv[0]); /* Hack - force inclusion of the plugin api functions, * see blenpluginapi:pluginapi.c */ pluginapi_force_ref(); initglobals(); /* blender.c */ syshandle = SYS_GetSystem(); GEN_init_messaging_system(); /* first test for background */ G.f |= G_SCENESCRIPT; /* scenescript always set! */ for(a=1; ar.sfra); G.real_efra = (G.scene->r.efra); (G.scene->r.sfra) = atoi(argv[a]); (G.scene->r.efra) = (G.scene->r.sfra); RE_animrender(NULL); } break; case 'a': if (G.scene) { G.real_sfra = (G.scene->r.sfra); G.real_efra = (G.scene->r.efra); RE_animrender(NULL); } break; case 'S': if(++a < argc) { set_scene_name(argv[a]); } break; case 's': a++; if(G.scene) { if (a < argc) (G.scene->r.sfra) = atoi(argv[a]); } break; case 'e': a++; if(G.scene) { if (a < argc) (G.scene->r.efra) = atoi(argv[a]); } break; case 'P': a++; if (a < argc) BPY_run_python_script (argv[a]); else printf("\nError: you must specify a Python script after '-P '.\n"); break; } } else { BKE_read_file(argv[a], NULL); sound_initialize_sounds(); } } if(G.background) { exit_usiblender(); } setscreen(G.curscreen); if(G.main->scene.first==0) { sce= add_scene("1"); set_scene(sce); } screenmain(); return 0; } /* end of int main(argc,argv) */ static void error_cb(char *err) { error("%s", err); } void setCallbacks(void) { /* Error output from the alloc routines: */ MEM_set_error_stream(stderr); /* BLI_blenlib: */ BLI_setErrorCallBack(error_cb); /* */ BLI_setInterruptCallBack(blender_test_break); /* render module: execution flow, timers, cursors and display. */ RE_set_getrenderdata_callback(RE_rotateBlenderScene); RE_set_freerenderdata_callback(RE_freeRotateBlenderScene); }