blender/source/creator/creator.c
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

620 lines
15 KiB
C

/*
* $Id$
*
* ***** 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 <stdlib.h>
#include <string.h>
/* 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 "DNA_scene_types.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_material.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 "BPY_extern.h"
#include "RE_pipeline.h"
#include "playanim_ext.h"
#include "mydevice.h"
#include "nla.h"
#include "datatoc.h"
/* for passing information between creator and gameengine */
#include "SYS_System.h"
#include <signal.h>
#ifdef __FreeBSD__
# include <sys/types.h>
# include <floatingpoint.h>
# include <sys/rtprio.h>
#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(void);
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);
#if defined(__sgi) || defined(__alpha__)
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 <file>\tRender <file> in background\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 with -a)\n");
printf (" -e <frame>\tSet end to frame (use with -a)<frame>\n");
printf (" -a\t\tRender animation\n");
printf ("\nAnimation options:\n");
printf (" -a <file(s)>\tPlayback <file(s)>\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 ("\nWindow options:\n");
printf (" -w\t\tForce opening with borders\n");
#ifdef WIN32
printf (" -W\t\tForce opening without borders\n");
#endif
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 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 script links, use -Y to find out why its -y\n");
printf (" -P <filename>\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);
#else
setenv("SDL_AUDIODRIVER", "dma", 1);
#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_DOSCRIPTLINKS; /* script links enabled by default */
for(a=1; a<argc; a++) {
/* Handle unix and windows style help requests */
if ((!strcmp(argv[a], "--help")) || (!strcmp(argv[a], "/?"))){
print_help();
exit(0);
}
/* Handle long version request */
if (!strcmp(argv[a], "--version")){
print_version();
exit(0);
}
/* Handle -* switches */
else if(argv[a][0] == '-') {
switch(argv[a][1]) {
case 'a':
playanim(argc-1, argv+1);
exit(0);
break;
case 'b':
case 'B':
G.background = 1;
a= argc;
break;
case 'y':
G.f &= ~G_DOSCRIPTLINKS;
break;
case 'Y':
printf ("-y was used to disable script links because,\n");
printf ("\t-p being taken, Ton was of the opinion that Y\n");
printf ("\tlooked like a split (disabled) snake, and also\n");
printf ("\twas similar to a python's tongue (unproven).\n\n");
printf ("\tZr agreed because it gave him a reason to add a\n");
printf ("\tcompletely useless text into Blender.\n\n");
printf ("\tADDENDUM! Ton, in defense, found this picture of\n");
printf ("\tan Australian python, exhibiting her (his/its) forked\n");
printf ("\tY tongue. It could be part of an H Zr retorted!\n\n");
printf ("\thttp://www.users.bigpond.com/snake.man/\n");
exit(252);
case 'h':
print_help();
exit(0);
case 'v':
print_version();
exit(0);
default:
break;
}
}
}
#ifdef __sgi
setuid(getuid()); /* end superuser */
#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);
init_def_material();
if(G.background==0) {
for(a=1; a<argc; a++) {
if(argv[a][0] == '-') {
switch(argv[a][1]) {
case 'p': /* prefsize */
if (argc-a < 5) {
printf ("-p requires four arguments\n");
exit(1);
}
a++;
stax= atoi(argv[a]);
a++;
stay= atoi(argv[a]);
a++;
sizx= atoi(argv[a]);
a++;
sizy= atoi(argv[a]);
setprefsize(stax, stay, sizx, sizy);
break;
case 'd':
G.f |= G_DEBUG; /* std output printf's */
printf ("Blender V %d.%02d\n", G.version/100, G.version%100);
#ifdef NAN_BUILDINFO
printf("Build: %s %s %s %s\n", build_date, build_time, build_platform, build_type);
#endif // NAN_BUILDINFO
for (i = 0; i < argc; i++) {
printf("argv[%d] = %s\n", i, argv[i]);
}
break;
case 'w':
/* XXX, fixme zr, with borders */
/* there probably is a better way to do
* this, right now do as if blender was
* called with "-p 0 0 xres yres" -- sgefant
*/
winlay_get_screensize(&sizx, &sizy);
setprefsize(0, 0, sizx, sizy);
#if 0
//#ifdef _WIN32 // FULLSCREEN
G.windowstate = G_WINDOWSTATE_BORDER;
#endif
break;
case 'W':
/* XXX, fixme zr, borderless on win32 */
#if 0
//#ifdef _WIN32 // FULLSCREEN
G.windowstate = G_WINDOWSTATE_FULLSCREEN;
#endif
break;
case 'R':
/* Registering filetypes only makes sense on windows... */
#ifdef WIN32
RegisterBlendExtension(argv[0]);
#endif
break;
case 'n':
case 'N':
if (BLI_strcasecmp(argv[a], "-noaudio") == 0|| BLI_strcasecmp(argv[a], "-nosound") == 0) {
/**
notify the gameengine that no audio is wanted, even if the user didn't give
the flag -g noaudio.
*/
SYS_WriteCommandLineInt(syshandle,"noaudio",1);
audio = 0;
if (G.f & G_DEBUG) printf("setting audio to: %d\n", audio);
}
break;
}
}
}
BPY_start_python(argc, argv);
/**
* NOTE: sound_init_audio() *must be* after start_python,
* at least on FreeBSD.
* added note (ton): i removed it altogether
*/
BIF_init();
}
else {
BPY_start_python(argc, argv);
// (ton) Commented out. I have no idea whats thisfor... will mail around!
// SYS_WriteCommandLineInt(syshandle,"noaudio",1);
// audio = 0;
// sound_init_audio();
// if (G.f & G_DEBUG) printf("setting audio to: %d\n", audio);
}
/**
* NOTE: the U.pythondir string is NULL until BIF_init() is executed,
* so we provide the BPY_ function below to append the user defined
* pythondir to Python's sys.path at this point. Simply putting
* BIF_init() before BPY_start_python() crashes Blender at startup.
* Update: now this function also inits the bpymenus, which also depend
* on U.pythondir.
*/
BPY_post_start_python();
#ifdef WITH_QUICKTIME
quicktime_init();
#endif /* WITH_QUICKTIME */
/* dynamically load libtiff, if available */
libtiff_init();
if (!G.have_libtiff && (G.f & G_DEBUG)) {
printf("Unable to load: libtiff.\n");
printf("Try setting the BF_TIFF_LIB environment variable if you want this support.\n");
printf("Example: setenv BF_TIFF_LIB /usr/lib/libtiff.so\n");
}
/* OK we are ready for it */
for(a=1; a<argc; a++) {
if (G.afbreek==1) break;
if(argv[a][0] == '-') {
switch(argv[a][1]) {
case 'p': /* prefsize */
a+= 4;
break;
case 'g':
{
/**
gameengine parameters are automaticly put into system
-g [paramname = value]
-g [boolparamname]
example:
-g novertexarrays
-g maxvertexarraysize = 512
*/
if(++a < argc)
{
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);
}
/* name arg eaten */
} else
{
SYS_WriteCommandLineInt(syshandle,argv[a],1);
/* doMipMap */
if (!strcmp(argv[a],"nomipmap"))
{
set_mipmap(0); //doMipMap = 0;
}
/* linearMipMap */
if (!strcmp(argv[a],"linearmipmap"))
{
set_linear_mipmap(1); //linearMipMap = 1;
}
} /* if (*(argv[a+1]) == '=') */
} /* if(++a < argc) */
break;
}
case 'f':
a++;
if (G.scene && a < argc) {
Render *re= RE_NewRender("Render");
RE_BlenderAnim(re, G.scene, atoi(argv[a]), atoi(argv[a]));
}
break;
case 'a':
if (G.scene) {
Render *re= RE_NewRender("Render");
RE_BlenderAnim(re, G.scene, G.scene->r.sfra, G.scene->r.efra);
}
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) {
/* actually incorrect, but works for now (ton) */
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);
}
static void mem_error_cb(char *errorStr)
{
fprintf(stderr, errorStr);
}
void setCallbacks(void)
{
/* Error output from the alloc routines: */
MEM_set_error_callback(mem_error_cb);
/* BLI_blenlib: */
BLI_setErrorCallBack(error_cb); /* */
BLI_setInterruptCallBack(blender_test_break);
}