/* called from creator.c */ Scene *BKE_scene_set_name(Main *bmain, const char *name) { Scene *sce = (Scene *)BKE_libblock_find_name(ID_SCE, name); if (sce) { BKE_scene_set_background(bmain, sce); printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name); return sce; } printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name); return NULL; }
static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath) { bScreen *curscreen = NULL; Scene *curscene = NULL; int recover; enum { LOAD_UI = 1, LOAD_UI_OFF, LOAD_UNDO, } mode; if (BLI_listbase_is_empty(&bfd->main->screen)) { mode = LOAD_UNDO; } else if (G.fileflags & G_FILE_NO_UI) { mode = LOAD_UI_OFF; } else { mode = LOAD_UI; } recover = (G.fileflags & G_FILE_RECOVER); /* Free all render results, without this stale data gets displayed after loading files */ if (mode != LOAD_UNDO) { RE_FreeAllRenderResults(); } /* Only make filepaths compatible when loading for real (not undo) */ if (mode != LOAD_UNDO) { clean_paths(bfd->main); } /* XXX here the complex windowmanager matching */ /* no load screens? */ if (mode != LOAD_UI) { /* Logic for 'track_undo_scene' is to keep using the scene which the active screen has, * as long as the scene associated with the undo operation is visible in one of the open windows. * * - 'curscreen->scene' - scene the user is currently looking at. * - 'bfd->curscene' - scene undo-step was created in. * * This means users can have 2+ windows open and undo in both without screens switching. * But if they close one of the screens, * undo will ensure that the scene being operated on will be activated * (otherwise we'd be undoing on an off-screen scene which isn't acceptable). * see: T43424 */ bool track_undo_scene; /* comes from readfile.c */ SWAP(ListBase, G.main->wm, bfd->main->wm); SWAP(ListBase, G.main->screen, bfd->main->screen); SWAP(ListBase, G.main->script, bfd->main->script); /* we re-use current screen */ curscreen = CTX_wm_screen(C); /* but use new Scene pointer */ curscene = bfd->curscene; track_undo_scene = (mode == LOAD_UNDO && curscreen && bfd->main->wm.first); if (curscene == NULL) curscene = bfd->main->scene.first; /* empty file, we add a scene to make Blender work */ if (curscene == NULL) curscene = BKE_scene_add(bfd->main, "Empty"); if (track_undo_scene) { /* keep the old (free'd) scene, let 'blo_lib_link_screen_restore' * replace it with 'curscene' if its needed */ } else { /* and we enforce curscene to be in current screen */ if (curscreen) { /* can run in bgmode */ curscreen->scene = curscene; } } /* clear_global will free G.main, here we can still restore pointers */ blo_lib_link_screen_restore(bfd->main, curscreen, curscene); curscene = curscreen->scene; if (track_undo_scene) { wmWindowManager *wm = bfd->main->wm.first; if (wm_scene_is_visible(wm, bfd->curscene) == false) { curscene = bfd->curscene; curscreen->scene = curscene; } } } /* free G.main Main database */ // CTX_wm_manager_set(C, NULL); clear_global(); /* clear old property update cache, in case some old references are left dangling */ RNA_property_update_cache_free(); G.main = bfd->main; CTX_data_main_set(C, G.main); sound_init_main(G.main); if (bfd->user) { /* only here free userdef themes... */ BKE_userdef_free(); U = *bfd->user; /* Security issue: any blend file could include a USER block. * * Currently we load prefs from BLENDER_STARTUP_FILE and later on load BLENDER_USERPREF_FILE, * to load the preferences defined in the users home dir. * * This means we will never accidentally (or maliciously) * enable scripts auto-execution by loading a '.blend' file. */ U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE; MEM_freeN(bfd->user); } /* case G_FILE_NO_UI or no screens in file */ if (mode != LOAD_UI) { /* leave entire context further unaltered? */ CTX_data_scene_set(C, curscene); } else { G.fileflags = bfd->fileflags; CTX_wm_manager_set(C, G.main->wm.first); CTX_wm_screen_set(C, bfd->curscreen); CTX_data_scene_set(C, bfd->curscene); CTX_wm_area_set(C, NULL); CTX_wm_region_set(C, NULL); CTX_wm_menu_set(C, NULL); curscene = bfd->curscene; } /* this can happen when active scene was lib-linked, and doesn't exist anymore */ if (CTX_data_scene(C) == NULL) { /* in case we don't even have a local scene, add one */ if (!G.main->scene.first) BKE_scene_add(G.main, "Scene"); CTX_data_scene_set(C, G.main->scene.first); CTX_wm_screen(C)->scene = CTX_data_scene(C); curscene = CTX_data_scene(C); } BLI_assert(curscene == CTX_data_scene(C)); /* special cases, override loaded flags: */ if (G.f != bfd->globalf) { const int flags_keep = (G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF); bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep); } G.f = bfd->globalf; #ifdef WITH_PYTHON /* let python know about new main */ BPY_context_update(C); #endif if (!G.background) { //setscreen(G.curscreen); } /* FIXME: this version patching should really be part of the file-reading code, * but we still get too many unrelated data-corruption crashes otherwise... */ if (G.main->versionfile < 250) do_versions_ipos_to_animato(G.main); G.main->recovered = 0; /* startup.blend or recovered startup */ if (bfd->filename[0] == 0) { G.main->name[0] = 0; } else if (recover && G.relbase_valid) { /* in case of autosave or quit.blend, use original filename instead * use relbase_valid to make sure the file is saved, else we get <memory2> in the filename */ filepath = bfd->filename; G.main->recovered = 1; /* these are the same at times, should never copy to the same location */ if (G.main->name != filepath) BLI_strncpy(G.main->name, filepath, FILE_MAX); } /* baseflags, groups, make depsgraph, etc */ /* first handle case if other windows have different scenes visible */ if (mode == LOAD_UI) { wmWindowManager *wm = G.main->wm.first; if (wm) { wmWindow *win; for (win = wm->windows.first; win; win = win->next) { if (win->screen && win->screen->scene) /* zealous check... */ if (win->screen->scene != curscene) BKE_scene_set_background(G.main, win->screen->scene); } } } BKE_scene_set_background(G.main, curscene); if (mode != LOAD_UNDO) { IMB_colormanagement_check_file_config(G.main); } MEM_freeN(bfd); }
static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); Main *bmain = CTX_data_main(C); ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C); ARegion *ar, *prevar = CTX_wm_region(C); wmWindow *prevwin = CTX_wm_window(C); RegionView3D *rv3d; rcti cam_frame; (void)op; /* unused */ /* bad context switch .. */ if (!ED_view3d_context_activate(C)) return OPERATOR_CANCELLED; /* redraw to hide any menus/popups, we don't go back to * the window manager until after this operator exits */ WM_redraw_windows(C); BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE); rv3d = CTX_wm_region_view3d(C); /* sa = CTX_wm_area(C); */ /* UNUSED */ ar = CTX_wm_region(C); view3d_operator_needs_opengl(C); game_set_commmandline_options(&startscene->gm); if ((rv3d->persp == RV3D_CAMOB) && (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) && (startscene->gm.stereoflag != STEREO_DOME)) { /* Letterbox */ rctf cam_framef; ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, false); cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin; cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin; cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin; cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin; BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame); } else { cam_frame.xmin = ar->winrct.xmin; cam_frame.xmax = ar->winrct.xmax; cam_frame.ymin = ar->winrct.ymin; cam_frame.ymax = ar->winrct.ymax; } SaveState(C, prevwin); StartKetsjiShell(C, ar, &cam_frame, 1); /* window wasnt closed while the BGE was running */ if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) { prevwin = NULL; CTX_wm_window_set(C, NULL); } ED_area_tag_redraw(CTX_wm_area(C)); if (prevwin) { /* restore context, in case it changed in the meantime, for * example by working in another window or closing it */ CTX_wm_region_set(C, prevar); CTX_wm_window_set(C, prevwin); CTX_wm_area_set(C, prevsa); } RestoreState(C, prevwin); //XXX restore_all_scene_cfra(scene_cfra_store); BKE_scene_set_background(CTX_data_main(C), startscene); //XXX BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, scene->lay); BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST); return OPERATOR_FINISHED; #else (void)C; /* unused */ BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build"); return OPERATOR_CANCELLED; #endif }
static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath) { bScreen *curscreen = NULL; Scene *curscene = NULL; int recover; char mode; /* 'u' = undo save, 'n' = no UI load */ if (bfd->main->screen.first == NULL) mode = 'u'; else if (G.fileflags & G_FILE_NO_UI) mode = 'n'; else mode = 0; recover = (G.fileflags & G_FILE_RECOVER); /* Free all render results, without this stale data gets displayed after loading files */ if (mode != 'u') { RE_FreeAllRenderResults(); } /* Only make filepaths compatible when loading for real (not undo) */ if (mode != 'u') { clean_paths(bfd->main); } /* XXX here the complex windowmanager matching */ /* no load screens? */ if (mode) { /* comes from readfile.c */ SWAP(ListBase, G.main->wm, bfd->main->wm); SWAP(ListBase, G.main->screen, bfd->main->screen); SWAP(ListBase, G.main->script, bfd->main->script); /* we re-use current screen */ curscreen = CTX_wm_screen(C); /* but use new Scene pointer */ curscene = bfd->curscene; if (curscene == NULL) curscene = bfd->main->scene.first; /* empty file, we add a scene to make Blender work */ if (curscene == NULL) curscene = BKE_scene_add(bfd->main, "Empty"); /* and we enforce curscene to be in current screen */ if (curscreen) curscreen->scene = curscene; /* can run in bgmode */ /* clear_global will free G.main, here we can still restore pointers */ blo_lib_link_screen_restore(bfd->main, curscreen, curscene); } /* free G.main Main database */ // CTX_wm_manager_set(C, NULL); clear_global(); /* clear old property update cache, in case some old references are left dangling */ RNA_property_update_cache_free(); G.main = bfd->main; CTX_data_main_set(C, G.main); sound_init_main(G.main); if (bfd->user) { /* only here free userdef themes... */ BKE_userdef_free(); U = *bfd->user; MEM_freeN(bfd->user); } /* case G_FILE_NO_UI or no screens in file */ if (mode) { /* leave entire context further unaltered? */ CTX_data_scene_set(C, curscene); } else { G.winpos = bfd->winpos; G.displaymode = bfd->displaymode; G.fileflags = bfd->fileflags; CTX_wm_manager_set(C, G.main->wm.first); CTX_wm_screen_set(C, bfd->curscreen); CTX_data_scene_set(C, bfd->curscene); CTX_wm_area_set(C, NULL); CTX_wm_region_set(C, NULL); CTX_wm_menu_set(C, NULL); } /* this can happen when active scene was lib-linked, and doesn't exist anymore */ if (CTX_data_scene(C) == NULL) { /* in case we don't even have a local scene, add one */ if (!G.main->scene.first) BKE_scene_add(G.main, "Scene"); CTX_data_scene_set(C, G.main->scene.first); CTX_wm_screen(C)->scene = CTX_data_scene(C); curscene = CTX_data_scene(C); } /* special cases, override loaded flags: */ if (G.f != bfd->globalf) { const int flags_keep = (G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF); bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep); } G.f = bfd->globalf; #ifdef WITH_PYTHON /* let python know about new main */ BPY_context_update(C); #endif if (!G.background) { //setscreen(G.curscreen); } /* FIXME: this version patching should really be part of the file-reading code, * but we still get too many unrelated data-corruption crashes otherwise... */ if (G.main->versionfile < 250) do_versions_ipos_to_animato(G.main); G.main->recovered = 0; /* startup.blend or recovered startup */ if (bfd->filename[0] == 0) { G.main->name[0] = 0; } else if (recover && G.relbase_valid) { /* in case of autosave or quit.blend, use original filename instead * use relbase_valid to make sure the file is saved, else we get <memory2> in the filename */ filepath = bfd->filename; G.main->recovered = 1; /* these are the same at times, should never copy to the same location */ if (G.main->name != filepath) BLI_strncpy(G.main->name, filepath, FILE_MAX); } /* baseflags, groups, make depsgraph, etc */ /* first handle case if other windows have different scenes visible */ if (mode == 0) { wmWindowManager *wm = G.main->wm.first; if (wm) { wmWindow *win; for (win = wm->windows.first; win; win = win->next) { if (win->screen && win->screen->scene) /* zealous check... */ if (win->screen->scene != CTX_data_scene(C)) BKE_scene_set_background(G.main, win->screen->scene); } } } BKE_scene_set_background(G.main, CTX_data_scene(C)); if (mode != 'u') { IMB_colormanagement_check_file_config(G.main); } MEM_freeN(bfd); }
BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count) : StrokeRenderer() { freestyle_bmain = &re->freestyle_bmain; // TEMPORARY - need a texture manager _textureManager = new BlenderTextureManager; _textureManager->load(); // for stroke mesh generation _width = re->winx; _height = re->winy; old_scene = re->scene; char name[MAX_ID_NAME - 2]; BLI_snprintf(name, sizeof(name), "FRS%d_%s", render_count, re->scene->id.name + 2); freestyle_scene = BKE_scene_add(freestyle_bmain, name); freestyle_scene->r.cfra = old_scene->r.cfra; freestyle_scene->r.mode = old_scene->r.mode & ~(R_EDGE_FRS | R_SHADOW | R_SSS | R_PANORAMA | R_ENVMAP | R_MBLUR | R_BORDER); freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp; freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp; freestyle_scene->r.tilex = old_scene->r.tilex; freestyle_scene->r.tiley = old_scene->r.tiley; freestyle_scene->r.size = 100; // old_scene->r.size //freestyle_scene->r.maximsize = old_scene->r.maximsize; /* DEPRECATED */ freestyle_scene->r.ocres = old_scene->r.ocres; freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag; freestyle_scene->r.scemode = old_scene->r.scemode & ~(R_SINGLE_LAYER); freestyle_scene->r.flag = old_scene->r.flag; freestyle_scene->r.threads = old_scene->r.threads; freestyle_scene->r.border.xmin = old_scene->r.border.xmin; freestyle_scene->r.border.ymin = old_scene->r.border.ymin; freestyle_scene->r.border.xmax = old_scene->r.border.xmax; freestyle_scene->r.border.ymax = old_scene->r.border.ymax; strcpy(freestyle_scene->r.pic, old_scene->r.pic); freestyle_scene->r.safety.xmin = old_scene->r.safety.xmin; freestyle_scene->r.safety.ymin = old_scene->r.safety.ymin; freestyle_scene->r.safety.xmax = old_scene->r.safety.xmax; freestyle_scene->r.safety.ymax = old_scene->r.safety.ymax; freestyle_scene->r.osa = old_scene->r.osa; freestyle_scene->r.filtertype = old_scene->r.filtertype; freestyle_scene->r.gauss = old_scene->r.gauss; freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity; BLI_strncpy(freestyle_scene->r.engine, old_scene->r.engine, sizeof(freestyle_scene->r.engine)); freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA; freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG; BKE_scene_disable_color_management(freestyle_scene); if (G.debug & G_DEBUG_FREESTYLE) { printf("%s: %d threads\n", __func__, freestyle_scene->r.threads); } // Render layer SceneRenderLayer *srl = (SceneRenderLayer *)freestyle_scene->r.layers.first; srl->layflag = SCE_LAY_SOLID | SCE_LAY_ZTRA; BKE_scene_set_background(freestyle_bmain, freestyle_scene); // Camera Object *object_camera = BKE_object_add(freestyle_bmain, freestyle_scene, OB_CAMERA); Camera *camera = (Camera *)object_camera->data; camera->type = CAM_ORTHO; camera->ortho_scale = max(re->rectx, re->recty); camera->clipsta = 0.1f; camera->clipend = 100.0f; _z_delta = 0.00001f; _z = camera->clipsta + _z_delta; object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx; object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty; object_camera->loc[2] = 1.0f; freestyle_scene->camera = object_camera; // Material material = BKE_material_add(freestyle_bmain, "stroke_material"); material->mode |= MA_VERTEXCOLP; material->mode |= MA_TRANSP; material->mode |= MA_SHLESS; material->vcol_alpha = 1; // Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh()) _mesh_id = 0xffffffff; }