本文整理汇总了C++中CTX_data_main函数的典型用法代码示例。如果您正苦于以下问题:C++ CTX_data_main函数的具体用法?C++ CTX_data_main怎么用?C++ CTX_data_main使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CTX_data_main函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: WM_exit_ext
/* note, doesnt run exit() call WM_exit() for that */
void WM_exit_ext(bContext *C, const bool do_python)
{
wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;
BKE_sound_exit();
/* first wrap up running stuff, we assume only the active WM is running */
/* modal handlers are on window level freed, others too? */
/* note; same code copied in wm_files.c */
if (C && wm) {
wmWindow *win;
if (!G.background) {
if ((U.uiflag2 & USER_KEEP_SESSION) || BKE_undo_is_valid(NULL)) {
/* save the undo state as quit.blend */
char filename[FILE_MAX];
bool has_edited;
int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_HISTORY);
BLI_make_file_string("/", filename, BKE_tempdir_base(), BLENDER_QUIT_FILE);
has_edited = ED_editors_flush_edits(C, false);
if ((has_edited && BLO_write_file(CTX_data_main(C), filename, fileflags, NULL, NULL)) ||
BKE_undo_save_file(filename))
{
printf("Saved session recovery to '%s'\n", filename);
}
}
}
WM_jobs_kill_all(wm);
for (win = wm->windows.first; win; win = win->next) {
CTX_wm_window_set(C, win); /* needed by operator close callbacks */
WM_event_remove_handlers(C, &win->handlers);
WM_event_remove_handlers(C, &win->modalhandlers);
ED_screen_exit(C, win, win->screen);
}
}
BKE_addon_pref_type_free();
wm_operatortype_free();
wm_dropbox_free();
WM_menutype_free();
WM_uilisttype_free();
/* all non-screen and non-space stuff editors did, like editmode */
if (C)
ED_editors_exit(C);
// XXX
// BIF_GlobalReebFree();
// BIF_freeRetarget();
BIF_freeTemplates(C);
free_openrecent();
BKE_mball_cubeTable_free();
/* render code might still access databases */
RE_FreeAllRender();
RE_engines_exit();
ED_preview_free_dbase(); /* frees a Main dbase, before free_blender! */
if (C && wm)
wm_free_reports(C); /* before free_blender! - since the ListBases get freed there */
BKE_sequencer_free_clipboard(); /* sequencer.c */
BKE_tracking_clipboard_free();
BKE_mask_clipboard_free();
#ifdef WITH_COMPOSITOR
COM_deinitialize();
#endif
free_blender(); /* blender.c, does entire library and spacetypes */
// free_matcopybuf();
free_anim_copybuf();
free_anim_drivers_copybuf();
free_fmodifiers_copybuf();
ED_gpencil_strokes_copybuf_free();
ED_clipboard_posebuf_free();
BKE_node_clipboard_clear();
BLF_exit();
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();
BLT_lang_free();
#endif
ANIM_keyingset_infos_exit();
// free_txt_data();
//.........这里部分代码省略.........
示例2: join_armature_exec
/* join armature exec is exported for use in object->join objects operator... */
int join_armature_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
bArmature *arm = (ob) ? ob->data : NULL;
bPose *pose, *opose;
bPoseChannel *pchan, *pchann;
EditBone *curbone;
float mat[4][4], oimat[4][4];
bool ok = false;
/* Ensure we're not in editmode and that the active object is an armature*/
if (!ob || ob->type != OB_ARMATURE)
return OPERATOR_CANCELLED;
if (!arm || arm->edbo)
return OPERATOR_CANCELLED;
CTX_DATA_BEGIN(C, Base *, base, selected_editable_bases)
{
if (base->object == ob) {
ok = true;
break;
}
}
CTX_DATA_END;
/* that way the active object is always selected */
if (ok == false) {
BKE_report(op->reports, RPT_WARNING, "Active object is not a selected armature");
return OPERATOR_CANCELLED;
}
/* Get editbones of active armature to add editbones to */
ED_armature_to_edit(arm);
/* get pose of active object and move it out of posemode */
pose = ob->pose;
ob->mode &= ~OB_MODE_POSE;
CTX_DATA_BEGIN(C, Base *, base, selected_editable_bases)
{
if ((base->object->type == OB_ARMATURE) && (base->object != ob)) {
bArmature *curarm = base->object->data;
/* Make a list of editbones in current armature */
ED_armature_to_edit(base->object->data);
/* Get Pose of current armature */
opose = base->object->pose;
base->object->mode &= ~OB_MODE_POSE;
//BASACT->flag &= ~OB_MODE_POSE;
/* Find the difference matrix */
invert_m4_m4(oimat, ob->obmat);
mul_m4_m4m4(mat, oimat, base->object->obmat);
/* Copy bones and posechannels from the object to the edit armature */
for (pchan = opose->chanbase.first; pchan; pchan = pchann) {
pchann = pchan->next;
curbone = ED_armature_bone_find_name(curarm->edbo, pchan->name);
/* Get new name */
unique_editbone_name(arm->edbo, curbone->name, NULL);
/* Transform the bone */
{
float premat[4][4];
float postmat[4][4];
float difmat[4][4];
float imat[4][4];
float temp[3][3];
/* Get the premat */
ED_armature_ebone_to_mat3(curbone, temp);
unit_m4(premat); /* mul_m4_m3m4 only sets 3x3 part */
mul_m4_m3m4(premat, temp, mat);
mul_m4_v3(mat, curbone->head);
mul_m4_v3(mat, curbone->tail);
/* Get the postmat */
ED_armature_ebone_to_mat3(curbone, temp);
copy_m4_m3(postmat, temp);
/* Find the roll */
invert_m4_m4(imat, premat);
mul_m4_m4m4(difmat, imat, postmat);
curbone->roll -= (float)atan2(difmat[2][0], difmat[2][2]);
}
/* Fix Constraints and Other Links to this Bone and Armature */
joined_armature_fix_links(ob, base->object, pchan, curbone);
/* Rename pchan */
BLI_strncpy(pchan->name, curbone->name, sizeof(pchan->name));
//.........这里部分代码省略.........
示例3: ED_preview_shader_job
void ED_preview_shader_job(const bContext *C,
void *owner,
ID *id,
ID *parent,
MTex *slot,
int sizex,
int sizey,
int method)
{
Object *ob = CTX_data_active_object(C);
wmJob *wm_job;
ShaderPreview *sp;
Scene *scene = CTX_data_scene(C);
short id_type = GS(id->name);
/* Use workspace render only for buttons Window,
* since the other previews are related to the datablock. */
if (!check_engine_supports_preview(scene)) {
return;
}
/* Only texture node preview is supported with Cycles. */
if (method == PR_NODE_RENDER && id_type != ID_TE) {
return;
}
ED_preview_ensure_dbase();
wm_job = WM_jobs_get(CTX_wm_manager(C),
CTX_wm_window(C),
owner,
"Shader Preview",
WM_JOB_EXCL_RENDER,
WM_JOB_TYPE_RENDER_PREVIEW);
sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
/* customdata for preview thread */
sp->scene = scene;
sp->depsgraph = CTX_data_depsgraph(C);
sp->owner = owner;
sp->sizex = sizex;
sp->sizey = sizey;
sp->pr_method = method;
sp->id = id;
sp->id_copy = duplicate_ids(id);
sp->own_id_copy = true;
sp->parent = parent;
sp->slot = slot;
sp->bmain = CTX_data_main(C);
Material *ma = NULL;
/* hardcoded preview .blend for Eevee + Cycles, this should be solved
* once with custom preview .blend path for external engines */
/* grease pencil use its own preview file */
if (GS(id->name) == ID_MA) {
ma = (Material *)id;
}
if ((ma == NULL) || (ma->gp_style == NULL)) {
sp->pr_main = G_pr_main;
}
else {
sp->pr_main = G_pr_main_grease_pencil;
}
if (ob && ob->totcol) {
copy_v4_v4(sp->color, ob->color);
}
else {
ARRAY_SET_ITEMS(sp->color, 0.0f, 0.0f, 0.0f, 1.0f);
}
/* setup job */
WM_jobs_customdata_set(wm_job, sp, shader_preview_free);
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL, NC_MATERIAL);
WM_jobs_callbacks(wm_job, common_preview_startjob, NULL, shader_preview_updatejob, NULL);
WM_jobs_start(CTX_wm_manager(C), wm_job);
}
示例4: screen_render_invoke
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
View3D *v3d = CTX_wm_view3d(C);
Render *re;
wmJob *steve;
RenderJob *rj;
Image *ima;
int jobflag;
const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene))
return OPERATOR_CANCELLED;
if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Can't write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, currently previews frustrate Render */
WM_jobs_stop_all(CTX_wm_manager(C));
/* get main */
if (G.rt == 101) {
/* thread-safety experiment, copy main from the undo buffer */
mainp = BKE_undo_get_main(&scene);
}
else
mainp = CTX_data_main(C);
/* cancel animation playback */
if (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush multires changes (for sculpt) */
multires_force_render_update(CTX_data_active_object(C));
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
seq_stripelem_cache_cleanup();
/* get editmode results */
ED_object_exit_editmode(C, 0); /* 0 = does not exit editmode */
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
render_view_open(C, event->x, event->y);
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
/* job custom data */
rj = MEM_callocN(sizeof(RenderJob), "render job");
rj->main = mainp;
rj->scene = scene;
rj->win = CTX_wm_window(C);
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay = (v3d) ? v3d->lay : scene->lay;
rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
rj->iuser.ok = 1;
rj->reports = op->reports;
/* setup job */
if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
else name = "Render";
steve = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag);
WM_jobs_customdata(steve, rj, render_freejob);
WM_jobs_timer(steve, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
WM_jobs_callbacks(steve, render_startjob, NULL, NULL, render_endjob);
/* get a render result image, and make sure it is empty */
//.........这里部分代码省略.........
示例5: open_exec
static int open_exec(bContext *C, wmOperator *op)
{
SpaceClip *sc = CTX_wm_space_clip(C);
bScreen *screen = CTX_wm_screen(C);
Main *bmain = CTX_data_main(C);
PropertyPointerRNA *pprop;
PointerRNA idptr;
MovieClip *clip = NULL;
char str[FILE_MAX];
if (RNA_collection_length(op->ptr, "files")) {
PointerRNA fileptr;
PropertyRNA *prop;
char dir_only[FILE_MAX], file_only[FILE_MAX];
bool relative = RNA_boolean_get(op->ptr, "relative_path");
RNA_string_get(op->ptr, "directory", dir_only);
if (relative)
BLI_path_rel(dir_only, G.main->name);
prop = RNA_struct_find_property(op->ptr, "files");
RNA_property_collection_lookup_int(op->ptr, prop, 0, &fileptr);
RNA_string_get(&fileptr, "name", file_only);
BLI_join_dirfile(str, sizeof(str), dir_only, file_only);
}
else {
BKE_report(op->reports, RPT_ERROR, "No files selected to be opened");
return OPERATOR_CANCELLED;
}
/* default to frame 1 if there's no scene in context */
errno = 0;
clip = BKE_movieclip_file_add(bmain, str);
if (!clip) {
if (op->customdata)
MEM_freeN(op->customdata);
BKE_reportf(op->reports, RPT_ERROR, "Cannot read '%s': %s", str,
errno ? strerror(errno) : TIP_("unsupported movie clip format"));
return OPERATOR_CANCELLED;
}
if (!op->customdata)
open_init(C, op);
/* hook into UI */
pprop = op->customdata;
if (pprop->prop) {
/* when creating new ID blocks, use is already 1, but RNA
* pointer se also increases user, so this compensates it */
clip->id.us--;
RNA_id_pointer_create(&clip->id, &idptr);
RNA_property_pointer_set(&pprop->ptr, pprop->prop, idptr);
RNA_property_update(C, &pprop->ptr, pprop->prop);
}
else if (sc) {
ED_space_clip_set_clip(C, screen, sc, clip);
}
WM_event_add_notifier(C, NC_MOVIECLIP | NA_ADDED, clip);
MEM_freeN(op->customdata);
return OPERATOR_FINISHED;
}
示例6: screen_opengl_render_anim_step
static bool screen_opengl_render_anim_step(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
OGLRender *oglrender = op->customdata;
Scene *scene = oglrender->scene;
ImBuf *ibuf, *ibuf_save = NULL;
void *lock;
char name[FILE_MAX];
int ok = 0;
const short view_context = (oglrender->v3d != NULL);
Object *camera = NULL;
int is_movie;
/* go to next frame */
if (CFRA < oglrender->nfra)
CFRA++;
while (CFRA < oglrender->nfra) {
unsigned int lay = screen_opengl_layers(oglrender);
if (lay & 0xFF000000)
lay &= 0xFF000000;
BKE_scene_update_for_newframe(bmain, scene, lay);
CFRA++;
}
is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
if (!is_movie) {
BKE_makepicstring(name, scene->r.pic, oglrender->bmain->name, scene->r.cfra, &scene->r.im_format, scene->r.scemode & R_EXTENSION, TRUE);
if ((scene->r.mode & R_NO_OVERWRITE) && BLI_exists(name)) {
BKE_reportf(op->reports, RPT_INFO, "Skipping existing frame \"%s\"", name);
ok = true;
goto finally;
}
}
WM_cursor_time(oglrender->win, scene->r.cfra);
BKE_scene_update_for_newframe(bmain, scene, screen_opengl_layers(oglrender));
if (view_context) {
if (oglrender->rv3d->persp == RV3D_CAMOB && oglrender->v3d->camera && oglrender->v3d->scenelock) {
/* since BKE_scene_update_for_newframe() is used rather
* then ED_update_for_newframe() the camera needs to be set */
if (BKE_scene_camera_switch_update(scene)) {
oglrender->v3d->camera = scene->camera;
}
camera = oglrender->v3d->camera;
}
}
else {
BKE_scene_camera_switch_update(scene);
camera = scene->camera;
}
/* render into offscreen buffer */
screen_opengl_render_apply(oglrender);
/* save to disk */
ibuf = BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);
if (ibuf) {
int needs_free = FALSE;
ibuf_save = ibuf;
if (is_movie || !BKE_imtype_requires_linear_float(scene->r.im_format.imtype)) {
ibuf_save = IMB_colormanagement_imbuf_for_write(ibuf, true, true, &scene->view_settings,
&scene->display_settings, &scene->r.im_format);
needs_free = TRUE;
}
/* color -> grayscale */
/* editing directly would alter the render view */
if (scene->r.im_format.planes == R_IMF_PLANES_BW) {
ImBuf *ibuf_bw = IMB_dupImBuf(ibuf_save);
IMB_color_to_bw(ibuf_bw);
if (needs_free)
IMB_freeImBuf(ibuf_save);
ibuf_save = ibuf_bw;
}
else {
/* this is lightweight & doesnt re-alloc the buffers, only do this
* to save the correct bit depth since the image is always RGBA */
ImBuf *ibuf_cpy = IMB_allocImBuf(ibuf_save->x, ibuf_save->y, scene->r.im_format.planes, 0);
ibuf_cpy->rect = ibuf_save->rect;
ibuf_cpy->rect_float = ibuf_save->rect_float;
ibuf_cpy->zbuf_float = ibuf_save->zbuf_float;
if (needs_free) {
ibuf_cpy->mall = ibuf_save->mall;
ibuf_save->mall = 0;
//.........这里部分代码省略.........
示例7: StartKetsjiShell
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
{
/* context values */
struct wmWindowManager *wm= CTX_wm_manager(C);
struct wmWindow *win= CTX_wm_window(C);
struct Scene *startscene= CTX_data_scene(C);
struct Main* maggie1= CTX_data_main(C);
RAS_Rect area_rect;
area_rect.SetLeft(cam_frame->xmin);
area_rect.SetBottom(cam_frame->ymin);
area_rect.SetRight(cam_frame->xmax);
area_rect.SetTop(cam_frame->ymax);
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie1;
char* startscenename = startscene->id.name+2;
char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
STR_String exitstring = "";
BlendFileData *bfd= NULL;
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
#ifdef WITH_PYTHON
resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
setGamePythonPath(G.main->name);
// Acquire Python's GIL (global interpreter lock)
// so we can safely run Python code and API calls
PyGILState_STATE gilstate = PyGILState_Ensure();
PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
#endif
bgl::InitExtensions(true);
// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
int disableVBO = (U.gameflags & USER_DISABLE_VBO);
U.gameflags |= USER_DISABLE_VBO;
// Globals to be carried on over blender files
GlobalSettings gs;
gs.matmode= startscene->gm.matmode;
gs.glslflag= startscene->gm.flag;
do
{
View3D *v3d= CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
// get some preferences
SYS_SystemHandle syshandle = SYS_GetSystem();
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0) && GPU_display_list_support();
#ifdef WITH_PYTHON
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
// bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;
if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
// create the canvas and rasterizer
RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
// default mouse state set on render panel
if (mouse_state)
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
else
canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// Setup vsync
int previous_vsync = canvas->GetSwapInterval();
if (startscene->gm.vsync == VSYNC_ADAPTIVE)
canvas->SetSwapInterval(-1);
else
canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);
RAS_IRasterizer* rasterizer = NULL;
//Don't use displaylists with VBOs
//If auto starts using VBOs, make sure to check for that here
if (displaylists && startscene->gm.raster_storage != RAS_STORE_VBO)
rasterizer = new RAS_ListRasterizer(canvas, true, startscene->gm.raster_storage);
else
rasterizer = new RAS_OpenGLRasterizer(canvas, startscene->gm.raster_storage);
RAS_IRasterizer::MipmapOption mipmapval = rasterizer->GetMipmapping();
// create the inputdevices
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
//.........这里部分代码省略.........
示例8: PyErr_SetString
//.........这里部分代码省略.........
}
context_dict_back = CTX_py_dict_get(C);
CTX_py_dict_set(C, (void *)context_dict);
Py_XINCREF(context_dict); /* so we done loose it */
if (WM_operator_poll_context((bContext *)C, ot, context) == false) {
const char *msg = CTX_wm_operator_poll_msg_get(C);
PyErr_Format(PyExc_RuntimeError,
"Operator bpy.ops.%.200s.poll() %.200s",
opname, msg ? msg : "failed, context is incorrect");
CTX_wm_operator_poll_msg_set(C, NULL); /* better set to NULL else it could be used again */
error_val = -1;
}
else {
WM_operator_properties_create_ptr(&ptr, ot);
WM_operator_properties_sanitize(&ptr, 0);
if (kw && PyDict_Size(kw))
error_val = pyrna_pydict_to_props(&ptr, kw, 0, "Converting py args to operator properties: ");
if (error_val == 0) {
ReportList *reports;
reports = MEM_mallocN(sizeof(ReportList), "wmOperatorReportList");
BKE_reports_init(reports, RPT_STORE | RPT_OP_HOLD); /* own so these don't move into global reports */
#ifdef BPY_RELEASE_GIL
/* release GIL, since a thread could be started from an operator
* that updates a driver */
/* note: I have not seen any examples of code that does this
* so it may not be officially supported but seems to work ok. */
{
PyThreadState *ts = PyEval_SaveThread();
#endif
operator_ret = WM_operator_call_py(C, ot, context, &ptr, reports, is_undo);
#ifdef BPY_RELEASE_GIL
/* regain GIL */
PyEval_RestoreThread(ts);
}
#endif
error_val = BPy_reports_to_error(reports, PyExc_RuntimeError, false);
/* operator output is nice to have in the terminal/console too */
if (!BLI_listbase_is_empty(&reports->list)) {
Report *report;
for (report = reports->list.first; report; report = report->next) {
PySys_WriteStdout("%s: %s\n", report->typestr, report->message);
}
}
BKE_reports_clear(reports);
if ((reports->flag & RPT_FREE) == 0) {
MEM_freeN(reports);
}
}
WM_operator_properties_free(&ptr);
#if 0
/* if there is some way to know an operator takes args we should use this */
{
/* no props */
if (kw != NULL) {
PyErr_Format(PyExc_AttributeError,
"Operator \"%s\" does not take any args",
opname);
return NULL;
}
WM_operator_name_call(C, opname, WM_OP_EXEC_DEFAULT, NULL);
}
#endif
}
/* restore with original context dict, probably NULL but need this for nested operator calls */
Py_XDECREF(context_dict);
CTX_py_dict_set(C, (void *)context_dict_back);
if (error_val == -1) {
return NULL;
}
/* when calling bpy.ops.wm.read_factory_settings() bpy.data's main pointer is freed by clear_globals(),
* further access will crash blender. setting context is not needed in this case, only calling because this
* function corrects bpy.data (internal Main pointer) */
BPY_modules_update(C);
/* needed for when WM_OT_read_factory_settings us called from within a script */
bpy_import_main_set(CTX_data_main(C));
/* return operator_ret as a bpy enum */
return pyrna_enum_bitfield_to_py(operator_return_items, operator_ret);
}
示例9: python_script_exec
static bool python_script_exec(
bContext *C, const char *fn, struct Text *text,
struct ReportList *reports, const bool do_jump)
{
Main *bmain_old = CTX_data_main(C);
PyObject *main_mod = NULL;
PyObject *py_dict = NULL, *py_result = NULL;
PyGILState_STATE gilstate;
BLI_assert(fn || text);
if (fn == NULL && text == NULL) {
return 0;
}
bpy_context_set(C, &gilstate);
PyC_MainModule_Backup(&main_mod);
if (text) {
char fn_dummy[FILE_MAXDIR];
bpy_text_filename_get(fn_dummy, sizeof(fn_dummy), text);
if (text->compiled == NULL) { /* if it wasn't already compiled, do it now */
char *buf;
PyObject *fn_dummy_py;
fn_dummy_py = PyC_UnicodeFromByte(fn_dummy);
buf = txt_to_buf(text);
text->compiled = Py_CompileStringObject(buf, fn_dummy_py, Py_file_input, NULL, -1);
MEM_freeN(buf);
Py_DECREF(fn_dummy_py);
if (PyErr_Occurred()) {
if (do_jump) {
python_script_error_jump_text(text);
}
BPY_text_free_code(text);
}
}
if (text->compiled) {
py_dict = PyC_DefaultNameSpace(fn_dummy);
py_result = PyEval_EvalCode(text->compiled, py_dict, py_dict);
}
}
else {
FILE *fp = BLI_fopen(fn, "r");
if (fp) {
py_dict = PyC_DefaultNameSpace(fn);
#ifdef _WIN32
/* Previously we used PyRun_File to run directly the code on a FILE
* object, but as written in the Python/C API Ref Manual, chapter 2,
* 'FILE structs for different C libraries can be different and
* incompatible'.
* So now we load the script file data to a buffer */
{
const char *pystring =
"ns = globals().copy()\n"
"with open(__file__, 'rb') as f: exec(compile(f.read(), __file__, 'exec'), ns)";
fclose(fp);
py_result = PyRun_String(pystring, Py_file_input, py_dict, py_dict);
}
#else
py_result = PyRun_File(fp, fn, Py_file_input, py_dict, py_dict);
fclose(fp);
#endif
}
else {
PyErr_Format(PyExc_IOError,
"Python file \"%s\" could not be opened: %s",
fn, strerror(errno));
py_result = NULL;
}
}
if (!py_result) {
if (text) {
if (do_jump) {
/* ensure text is valid before use, the script may have freed its self */
Main *bmain_new = CTX_data_main(C);
if ((bmain_old == bmain_new) && (BLI_findindex(&bmain_new->text, text) != -1)) {
python_script_error_jump_text(text);
}
}
}
BPy_errors_to_report(reports);
}
else {
Py_DECREF(py_result);
}
if (py_dict) {
//.........这里部分代码省略.........
示例10: screen_opengl_render_init
static bool screen_opengl_render_init(bContext *C, wmOperator *op)
{
/* new render clears all callbacks */
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
Scene *scene = CTX_data_scene(C);
ScrArea *prevsa = CTX_wm_area(C);
ARegion *prevar = CTX_wm_region(C);
GPUOffScreen *ofs;
OGLRender *oglrender;
int sizex, sizey;
bool is_view_context = RNA_boolean_get(op->ptr, "view_context");
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool is_sequencer = RNA_boolean_get(op->ptr, "sequencer");
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
char err_out[256] = "unknown";
if (G.background) {
BKE_report(op->reports, RPT_ERROR, "Cannot use OpenGL render in background mode (no opengl context)");
return false;
}
/* only one render job at a time */
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER))
return false;
if (is_sequencer) {
is_view_context = false;
}
else {
/* ensure we have a 3d view */
if (!ED_view3d_context_activate(C)) {
RNA_boolean_set(op->ptr, "view_context", false);
is_view_context = false;
}
if (!is_view_context && scene->camera == NULL) {
BKE_report(op->reports, RPT_ERROR, "Scene has no camera");
return false;
}
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return false;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(wm, CTX_wm_screen(C));
/* create offscreen buffer */
sizex = (scene->r.size * scene->r.xsch) / 100;
sizey = (scene->r.size * scene->r.ysch) / 100;
/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
ofs = GPU_offscreen_create(sizex, sizey, err_out);
if (!ofs) {
BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer, %s", err_out);
return false;
}
/* allocate opengl render */
oglrender = MEM_callocN(sizeof(OGLRender), "OGLRender");
op->customdata = oglrender;
oglrender->ofs = ofs;
oglrender->sizex = sizex;
oglrender->sizey = sizey;
oglrender->bmain = CTX_data_main(C);
oglrender->scene = scene;
oglrender->cfrao = scene->r.cfra;
oglrender->write_still = is_write_still && !is_animation;
oglrender->is_sequencer = is_sequencer;
if (is_sequencer) {
oglrender->sseq = CTX_wm_space_seq(C);
}
oglrender->prevsa = prevsa;
oglrender->prevar = prevar;
if (is_view_context) {
ED_view3d_context_user_region(C, &oglrender->v3d, &oglrender->ar); /* so quad view renders camera */
oglrender->rv3d = oglrender->ar->regiondata;
/* MUST be cleared on exit */
oglrender->scene->customdata_mask_modal = ED_view3d_datamask(oglrender->scene, oglrender->v3d);
/* apply immediately in case we're rendering from a script,
* running notifiers again will overwrite */
oglrender->scene->customdata_mask |= oglrender->scene->customdata_mask_modal;
if (oglrender->v3d->fx_settings.fx_flag & (GPU_FX_FLAG_DOF | GPU_FX_FLAG_SSAO)) {
oglrender->fx = GPU_fx_compositor_create();
}
}
//.........这里部分代码省略.........
示例11: view3d_layers_exec
static int view3d_layers_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = sa->spacedata.first;
int nr = RNA_int_get(op->ptr, "nr");
const bool toggle = RNA_boolean_get(op->ptr, "toggle");
if (nr < 0)
return OPERATOR_CANCELLED;
if (nr == 0) {
/* all layers */
if (!v3d->lay_prev)
v3d->lay_prev = 1;
if (toggle && v3d->lay == ((1 << 20) - 1)) {
/* return to active layer only */
v3d->lay = v3d->lay_prev;
view3d_layers_editmode_ensure(scene, v3d);
}
else {
v3d->lay_prev = v3d->lay;
v3d->lay |= (1 << 20) - 1;
}
}
else {
int bit;
nr--;
if (RNA_boolean_get(op->ptr, "extend")) {
if (toggle && v3d->lay & (1 << nr) && (v3d->lay & ~(1 << nr)))
v3d->lay &= ~(1 << nr);
else
v3d->lay |= (1 << nr);
}
else {
v3d->lay = (1 << nr);
}
view3d_layers_editmode_ensure(scene, v3d);
/* set active layer, ensure to always have one */
if (v3d->lay & (1 << nr))
v3d->layact = 1 << nr;
else if ((v3d->lay & v3d->layact) == 0) {
for (bit = 0; bit < 32; bit++) {
if (v3d->lay & (1 << bit)) {
v3d->layact = 1 << bit;
break;
}
}
}
}
if (v3d->scenelock) handle_view3d_lock(C);
DAG_on_visible_update(CTX_data_main(C), false);
ED_area_tag_redraw(sa);
return OPERATOR_FINISHED;
}
示例12: screen_opengl_render_anim_step
static bool screen_opengl_render_anim_step(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
OGLRender *oglrender = op->customdata;
Scene *scene = oglrender->scene;
char name[FILE_MAX];
bool ok = false;
const bool view_context = (oglrender->v3d != NULL);
bool is_movie;
RenderResult *rr;
/* go to next frame */
if (CFRA < oglrender->nfra)
CFRA++;
while (CFRA < oglrender->nfra) {
unsigned int lay = screen_opengl_layers(oglrender);
if (lay & 0xFF000000)
lay &= 0xFF000000;
BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, lay);
CFRA++;
}
is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
if (!is_movie) {
BKE_image_path_from_imformat(
name, scene->r.pic, oglrender->bmain->name, scene->r.cfra,
&scene->r.im_format, (scene->r.scemode & R_EXTENSION) != 0, true, NULL);
if ((scene->r.mode & R_NO_OVERWRITE) && BLI_exists(name)) {
BKE_reportf(op->reports, RPT_INFO, "Skipping existing frame \"%s\"", name);
ok = true;
goto finally;
}
}
WM_cursor_time(oglrender->win, scene->r.cfra);
BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, screen_opengl_layers(oglrender));
if (view_context) {
if (oglrender->rv3d->persp == RV3D_CAMOB && oglrender->v3d->camera && oglrender->v3d->scenelock) {
/* since BKE_scene_update_for_newframe() is used rather
* then ED_update_for_newframe() the camera needs to be set */
if (BKE_scene_camera_switch_update(scene)) {
oglrender->v3d->camera = scene->camera;
}
}
}
else {
BKE_scene_camera_switch_update(scene);
}
/* render into offscreen buffer */
screen_opengl_render_apply(oglrender);
/* save to disk */
rr = RE_AcquireResultRead(oglrender->re);
if (is_movie) {
ok = RE_WriteRenderViewsMovie(oglrender->reports, rr, scene, &scene->r, oglrender->mh, oglrender->sizex,
oglrender->sizey, oglrender->movie_ctx_arr, oglrender->totvideos, PRVRANGEON != 0);
if (ok) {
printf("Append frame %d", scene->r.cfra);
BKE_reportf(op->reports, RPT_INFO, "Appended frame: %d", scene->r.cfra);
}
}
else {
BKE_render_result_stamp_info(scene, scene->camera, rr, false);
ok = RE_WriteRenderViewsImage(op->reports, rr, scene, true, name);
if (ok) {
printf("Saved: %s", name);
BKE_reportf(op->reports, RPT_INFO, "Saved file: %s", name);
}
else {
printf("Write error: cannot save %s\n", name);
BKE_reportf(op->reports, RPT_ERROR, "Write error: cannot save %s", name);
}
}
RE_ReleaseResult(oglrender->re);
/* movie stats prints have no line break */
printf("\n");
finally: /* Step the frame and bail early if needed */
/* go to next frame */
oglrender->nfra += scene->r.frame_step;
/* stop at the end or on error */
if (CFRA >= PEFRA || !ok) {
screen_opengl_render_end(C, op->customdata);
return 0;
}
//.........这里部分代码省略.........
示例13: BKE_write_undo
/* name can be a dynamic string */
void BKE_write_undo(bContext *C, const char *name)
{
uintptr_t maxmem, totmem, memused;
int nr /*, success */ /* UNUSED */;
UndoElem *uel;
if ((U.uiflag & USER_GLOBALUNDO) == 0) {
return;
}
if (U.undosteps == 0) {
return;
}
/* remove all undos after (also when curundo == NULL) */
while (undobase.last != curundo) {
uel = undobase.last;
BLI_remlink(&undobase, uel);
BLO_free_memfile(&uel->memfile);
MEM_freeN(uel);
}
/* make new */
curundo = uel = MEM_callocN(sizeof(UndoElem), "undo file");
BLI_strncpy(uel->name, name, sizeof(uel->name));
BLI_addtail(&undobase, uel);
/* and limit amount to the maximum */
nr = 0;
uel = undobase.last;
while (uel) {
nr++;
if (nr == U.undosteps) break;
uel = uel->prev;
}
if (uel) {
while (undobase.first != uel) {
UndoElem *first = undobase.first;
BLI_remlink(&undobase, first);
/* the merge is because of compression */
BLO_merge_memfile(&first->memfile, &first->next->memfile);
MEM_freeN(first);
}
}
/* disk save version */
if (UNDO_DISK) {
static int counter = 0;
char filepath[FILE_MAX];
char numstr[32];
int fileflags = G.fileflags & ~(G_FILE_HISTORY); /* don't do file history on undo */
/* calculate current filepath */
counter++;
counter = counter % U.undosteps;
BLI_snprintf(numstr, sizeof(numstr), "%d.blend", counter);
BLI_make_file_string("/", filepath, BLI_temporary_dir(), numstr);
/* success = */ /* UNUSED */ BLO_write_file(CTX_data_main(C), filepath, fileflags, NULL, NULL);
BLI_strncpy(curundo->str, filepath, sizeof(curundo->str));
}
else {
MemFile *prevfile = NULL;
if (curundo->prev) prevfile = &(curundo->prev->memfile);
memused = MEM_get_memory_in_use();
/* success = */ /* UNUSED */ BLO_write_file_mem(CTX_data_main(C), prevfile, &curundo->memfile, G.fileflags);
curundo->undosize = MEM_get_memory_in_use() - memused;
}
if (U.undomemory != 0) {
/* limit to maximum memory (afterwards, we can't know in advance) */
totmem = 0;
maxmem = ((uintptr_t)U.undomemory) * 1024 * 1024;
/* keep at least two (original + other) */
uel = undobase.last;
while (uel && uel->prev) {
totmem += uel->undosize;
if (totmem > maxmem) break;
uel = uel->prev;
}
if (uel) {
if (uel->prev && uel->prev->prev)
uel = uel->prev;
while (undobase.first != uel) {
UndoElem *first = undobase.first;
BLI_remlink(&undobase, first);
/* the merge is because of compression */
BLO_merge_memfile(&first->memfile, &first->next->memfile);
MEM_freeN(first);
}
}
//.........这里部分代码省略.........
示例14: wm_draw_window_offscreen
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw screen areas into own frame buffer. */
ED_screen_areas_iter(win, screen, sa)
{
CTX_wm_area_set(C, sa);
/* Compute UI layouts for dynamically size regions. */
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw && ar->type && ar->type->layout) {
CTX_wm_region_set(C, ar);
ED_region_do_layout(C, ar);
CTX_wm_region_set(C, NULL);
}
}
ED_area_update_region_sizes(wm, win, sa);
if (sa->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
if ((1 << sa->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), sa);
}
sa->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
}
/* Then do actual drawing of regions. */
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw) {
CTX_wm_region_set(C, ar);
bool use_viewport = wm_region_use_viewport(sa, ar);
if (stereo && wm_draw_region_stereo_set(bmain, sa, ar, STEREO_LEFT_ID)) {
wm_draw_region_buffer_create(ar, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
if (view == 0) {
sview = STEREO_LEFT_ID;
}
else {
sview = STEREO_RIGHT_ID;
wm_draw_region_stereo_set(bmain, sa, ar, sview);
}
wm_draw_region_bind(ar, view);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, view);
}
}
else {
wm_draw_region_buffer_create(ar, false, use_viewport);
wm_draw_region_bind(ar, 0);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, 0);
}
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
示例15: screen_render_invoke
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
Render *re;
wmJob *wm_job;
RenderJob *rj;
Image *ima;
int jobflag;
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
ScrArea *sa;
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
if (RE_force_single_renderlayer(scene))
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, NULL);
if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
/* get main */
if (G.debug_value == 101) {
/* thread-safety experiment, copy main from the undo buffer */
mainp = BKE_undo_get_main(&scene);
}
else
mainp = CTX_data_main(C);
/* cancel animation playback */
if (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush sculpt and editmode changes */
ED_editors_flush_edits(C, true);
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
BKE_sequencer_cache_cleanup();
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
sa = render_view_open(C, event->x, event->y);
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
/* job custom data */
rj = MEM_callocN(sizeof(RenderJob), "render job");
rj->main = mainp;
rj->scene = scene;
rj->current_scene = rj->scene;
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay_override = 0;
rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
rj->iuser.ok = 1;
rj->reports = op->reports;
rj->orig_layer = 0;
rj->last_layer = 0;
rj->sa = sa;
BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings);
BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings);
if (sa) {
SpaceImage *sima = sa->spacedata.first;
//.........这里部分代码省略.........