这篇教程C++ BKE_image_signal函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中BKE_image_signal函数的典型用法代码示例。如果您正苦于以下问题:C++ BKE_image_signal函数的具体用法?C++ BKE_image_signal怎么用?C++ BKE_image_signal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BKE_image_signal函数的24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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: image_rect_updatestatic void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect){ RenderJob *rj = rjv; Image *ima = rj->image; ImBuf *ibuf; void *lock; /* only update if we are displaying the slot being rendered */ if (ima->render_slot != ima->last_render_slot) { rj->image_outdated = true; return; } else if (rj->image_outdated) { /* update entire render */ rj->image_outdated = false; BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE); *(rj->do_update) = TRUE; return; } /* update part of render */ ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock); if (ibuf) { image_buffer_rect_update(rj->scene, rr, ibuf, renrect); /* make jobs timer to send notifier */ *(rj->do_update) = TRUE; } BKE_image_release_ibuf(ima, ibuf, lock);}
开发者ID:diosney,项目名称:blender,代码行数:30,
示例2: ED_space_image_set/* called to assign images to UV faces */void ED_space_image_set(SpaceImage *sima, Scene *scene, Object *obedit, Image *ima){ /* context may be NULL, so use global */ ED_uvedit_assign_image(G.main, scene, obedit, ima, sima->image); /* change the space ima after because uvedit_face_visible_test uses the space ima * to check if the face is displayed in UV-localview */ sima->image = ima; if (ima == NULL || ima->type == IMA_TYPE_R_RESULT || ima->type == IMA_TYPE_COMPOSITE) { if (sima->mode == SI_MODE_PAINT) { sima->mode = SI_MODE_VIEW; } } if (sima->image) BKE_image_signal(sima->image, &sima->iuser, IMA_SIGNAL_USER_NEW_IMAGE); id_us_ensure_real((ID *)sima->image); if (obedit) WM_main_add_notifier(NC_GEOM | ND_DATA, obedit->data); WM_main_add_notifier(NC_SPACE | ND_SPACE_IMAGE, NULL);}
开发者ID:Moguri,项目名称:blender,代码行数:26,
示例3: rna_Image_reload_updatestatic void rna_Image_reload_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr){ Image *ima = ptr->id.data; BKE_image_signal(ima, NULL, IMA_SIGNAL_RELOAD); WM_main_add_notifier(NC_IMAGE | NA_EDITED, &ima->id); DAG_id_tag_update(&ima->id, 0);}
开发者ID:silkentrance,项目名称:blender,代码行数:7,
示例4: rna_Image_colormanage_updatestatic void rna_Image_colormanage_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr){ Image *ima = ptr->id.data; BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE); DAG_id_tag_update(&ima->id, 0); WM_main_add_notifier(NC_IMAGE | ND_DISPLAY, &ima->id); WM_main_add_notifier(NC_IMAGE | NA_EDITED, &ima->id);}
开发者ID:silkentrance,项目名称:blender,代码行数:8,
示例5: rna_Image_source_setstatic void rna_Image_source_set(PointerRNA *ptr, int value){ Image *ima = ptr->id.data; if (value != ima->source) { ima->source = value; BKE_image_signal(ima, NULL, IMA_SIGNAL_SRC_CHANGE); DAG_id_tag_update(&ima->id, 0); }}
开发者ID:silkentrance,项目名称:blender,代码行数:10,
示例6: screen_render_exec/* executes blocking render */static int screen_render_exec(bContext *C, wmOperator *op){ Scene *scene = CTX_data_scene(C); SceneRenderLayer *srl = NULL; Render *re; Image *ima; View3D *v3d = CTX_wm_view3d(C); Main *mainp = CTX_data_main(C); unsigned int lay_override; const bool is_animation = RNA_boolean_get(op->ptr, "animation"); const bool is_write_still = RNA_boolean_get(op->ptr, "write_still"); struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL; /* custom scene and single layer re-render */ screen_render_scene_layer_set(op, mainp, &scene, &srl); 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; } re = RE_NewRender(scene->id.name); lay_override = (v3d && v3d->lay != scene->lay) ? v3d->lay : 0; G.is_break = false; RE_test_break_cb(re, NULL, render_break); ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(scene, ima); /* 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(); RE_SetReports(re, op->reports); BLI_begin_threaded_malloc(); if (is_animation) RE_BlenderAnim(re, mainp, scene, camera_override, lay_override, scene->r.sfra, scene->r.efra, scene->r.frame_step); else RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay_override, scene->r.cfra, is_write_still); BLI_end_threaded_malloc(); RE_SetReports(re, NULL); // no redraw needed, we leave state as we entered it ED_update_for_newframe(mainp, scene, 1); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene); return OPERATOR_FINISHED;}
开发者ID:GeniaPenksik,项目名称:blender,代码行数:56,
示例7: node_composit_exec_composite/* applies to render pipeline */static void node_composit_exec_composite(void *data, bNode *node, bNodeStack **in, bNodeStack **out){ /* image assigned to output */ /* stack order input sockets: col, alpha, z */ if(node->flag & NODE_DO_OUTPUT) { /* only one works on out */ Scene *scene= (Scene *)node->id; RenderData *rd= data; if(scene && (rd->scemode & R_DOCOMP)) { Render *re= RE_GetRender(scene->id.name); RenderResult *rr= RE_AcquireResultWrite(re); if(rr) { CompBuf *outbuf, *zbuf=NULL; if(rr->rectf) MEM_freeN(rr->rectf); outbuf= alloc_compbuf(rr->rectx, rr->recty, CB_RGBA, 1); if(in[1]->data==NULL) composit1_pixel_processor(node, outbuf, in[0]->data, in[0]->vec, do_copy_rgba, CB_RGBA); else composit2_pixel_processor(node, outbuf, in[0]->data, in[0]->vec, in[1]->data, in[1]->vec, do_copy_a_rgba, CB_RGBA, CB_VAL); if(in[2]->data) { if(rr->rectz) MEM_freeN(rr->rectz); zbuf= alloc_compbuf(rr->rectx, rr->recty, CB_VAL, 1); composit1_pixel_processor(node, zbuf, in[2]->data, in[2]->vec, do_copy_value, CB_VAL); rr->rectz= zbuf->rect; zbuf->malloc= 0; free_compbuf(zbuf); } generate_preview(data, node, outbuf); /* we give outbuf to rr... */ rr->rectf= outbuf->rect; outbuf->malloc= 0; free_compbuf(outbuf); RE_ReleaseResult(re); /* signal for imageviewer to refresh (it converts to byte rects...) */ BKE_image_signal(BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"), NULL, IMA_SIGNAL_FREE); return; } else RE_ReleaseResult(re); } } if(in[0]->data) generate_preview(data, node, in[0]->data);}
开发者ID:jinjoh,项目名称:NOOR,代码行数:54,
示例8: RE_GetRendervoid CompositorOperation::deinitExecution(){ if (!this->m_active) return; if (!isBreaked()) { Render *re = RE_GetRender(this->m_sceneName); RenderResult *rr = RE_AcquireResultWrite(re); if (rr) { if (rr->rectf != NULL) { MEM_freeN(rr->rectf); } rr->rectf = this->m_outputBuffer; if (rr->rectz != NULL) { MEM_freeN(rr->rectz); } rr->rectz = this->m_depthBuffer; } else { if (this->m_outputBuffer) { MEM_freeN(this->m_outputBuffer); } if (this->m_depthBuffer) { MEM_freeN(this->m_depthBuffer); } } if (re) { RE_ReleaseResult(re); re = NULL; } BLI_lock_thread(LOCK_DRAW_IMAGE); BKE_image_signal(BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"), NULL, IMA_SIGNAL_FREE); BLI_unlock_thread(LOCK_DRAW_IMAGE); } else { if (this->m_outputBuffer) { MEM_freeN(this->m_outputBuffer); } if (this->m_depthBuffer) { MEM_freeN(this->m_depthBuffer); } } this->m_outputBuffer = NULL; this->m_depthBuffer = NULL; this->m_imageInput = NULL; this->m_alphaInput = NULL; this->m_depthInput = NULL;}
开发者ID:BlueLabelStudio,项目名称:blender,代码行数:52,
示例9: rna_Image_source_setstatic void rna_Image_source_set(PointerRNA *ptr, int value){ Image *ima = ptr->id.data; if (value != ima->source) { ima->source = value; BLI_assert(BKE_id_is_in_global_main(&ima->id)); BKE_image_signal(G_MAIN, ima, NULL, IMA_SIGNAL_SRC_CHANGE); DEG_id_tag_update(&ima->id, 0); DEG_id_tag_update(&ima->id, ID_RECALC_EDITORS); DEG_relations_tag_update(G_MAIN); }}
开发者ID:dfelinto,项目名称:blender,代码行数:13,
示例10: rna_Image_views_format_updatestatic void rna_Image_views_format_update(Main *bmain, Scene *scene, PointerRNA *ptr){ Image *ima = ptr->id.data; ImBuf *ibuf; void *lock; ibuf = BKE_image_acquire_ibuf(ima, NULL, &lock); if (ibuf) { ImageUser iuser = {NULL}; iuser.scene = scene; BKE_image_signal(bmain, ima, &iuser, IMA_SIGNAL_FREE); } BKE_image_release_ibuf(ima, ibuf, lock);}
开发者ID:dfelinto,项目名称:blender,代码行数:16,
示例11: unpackImageint unpackImage(ReportList *reports, Image *ima, int how){ int ret_value = RET_ERROR; if (ima != NULL) { while (ima->packedfiles.last) { char localname[FILE_MAX], absname[FILE_MAX]; char *newname; ImagePackedFile *imapf = ima->packedfiles.last; unpack_generate_paths(imapf->filepath, (ID *)ima, absname, localname, sizeof(absname), sizeof(localname)); newname = unpackFile(reports, absname, localname, imapf->packedfile, how); if (newname != NULL) { ImageView *iv; ret_value = ret_value == RET_ERROR ? RET_ERROR : RET_OK; freePackedFile(imapf->packedfile); imapf->packedfile = NULL; /* update the new corresponding view filepath */ iv = BLI_findstring(&ima->views, imapf->filepath, offsetof(ImageView, filepath)); if (iv) { BLI_strncpy(iv->filepath, newname, sizeof(imapf->filepath)); } /* keep the new name in the image for non-pack specific reasons */ if (how != PF_REMOVE) { BLI_strncpy(ima->name, newname, sizeof(imapf->filepath)); } MEM_freeN(newname); } else { ret_value = RET_ERROR; } BLI_remlink(&ima->packedfiles, imapf); MEM_freeN(imapf); } } if (ret_value == RET_OK) { BKE_image_signal(ima, NULL, IMA_SIGNAL_RELOAD); } return(ret_value);}
开发者ID:Bforartists,项目名称:Bforartists,代码行数:47,
示例12: image_rect_updatestatic void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect){ RenderJob *rj = rjv; Image *ima = rj->image; ImBuf *ibuf; void *lock; const char *viewname = RE_GetActiveRenderView(rj->re); /* only update if we are displaying the slot being rendered */ if (ima->render_slot != ima->last_render_slot) { rj->image_outdated = true; return; } else if (rj->image_outdated) { /* update entire render */ rj->image_outdated = false; BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE); *(rj->do_update) = true; return; } if (rr == NULL) return; /* update part of render */ render_image_update_pass_and_layer(rj, rr, &rj->iuser); ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock); if (ibuf) { /* Don't waste time on CPU side color management if * image will be displayed using GLSL. * * Need to update rect if Save Buffers enabled because in * this case GLSL doesn't have original float buffer to * operate with. */ if (rr->do_exr_tile || ibuf->channels == 1 || U.image_draw_method != IMAGE_DRAW_METHOD_GLSL) { image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, renrect, viewname); } /* make jobs timer to send notifier */ *(rj->do_update) = true; } BKE_image_release_ibuf(ima, ibuf, lock);}
开发者ID:GeniaPenksik,项目名称:blender,代码行数:47,
示例13: screen_render_exec/* executes blocking render */static int screen_render_exec(bContext *C, wmOperator *op){ Scene *scene= CTX_data_scene(C); Render *re= RE_NewRender(scene->id.name); Image *ima; View3D *v3d= CTX_wm_view3d(C); Main *mainp= CTX_data_main(C); unsigned int lay= (v3d)? v3d->lay: scene->lay; 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; if(!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.imtype)) { BKE_report(op->reports, RPT_ERROR, "Can't write a single file with an animation format selected."); return OPERATOR_CANCELLED; } G.afbreek= 0; RE_test_break_cb(re, NULL, (int (*)(void *)) blender_test_break); ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(scene, ima); /* 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(); RE_SetReports(re, op->reports); if(is_animation) RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step); else RE_BlenderFrame(re, mainp, scene, NULL, camera_override, lay, scene->r.cfra, is_write_still); RE_SetReports(re, NULL); // no redraw needed, we leave state as we entered it ED_update_for_newframe(mainp, scene, CTX_wm_screen(C), 1); WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, scene); return OPERATOR_FINISHED;}
开发者ID:OldBrunet,项目名称:BGERTPS,代码行数:47,
示例14: rna_Image_fields_updatestatic void rna_Image_fields_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr){ Image *ima = ptr->id.data; ImBuf *ibuf; void *lock; ibuf = BKE_image_acquire_ibuf(ima, NULL, &lock); if (ibuf) { short nr = 0; if (!(ima->flag & IMA_FIELDS) && (ibuf->flags & IB_fields)) nr = 1; if ((ima->flag & IMA_FIELDS) && !(ibuf->flags & IB_fields)) nr = 1; if (nr) BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); } BKE_image_release_ibuf(ima, ibuf, lock);}
开发者ID:silkentrance,项目名称:blender,代码行数:20,
示例15: unpackImageint unpackImage(ReportList *reports, Image *ima, int how){ char localname[FILE_MAX], absname[FILE_MAX]; char *newname; int ret_value = RET_ERROR; if (ima != NULL && ima->name[0]) { unpack_generate_paths(ima->name, (ID *)ima, absname, localname, sizeof(absname), sizeof(localname)); newname = unpackFile(reports, absname, localname, ima->packedfile, how); if (newname != NULL) { ret_value = RET_OK; freePackedFile(ima->packedfile); ima->packedfile = NULL; BLI_strncpy(ima->name, newname, sizeof(ima->name)); MEM_freeN(newname); BKE_image_signal(ima, NULL, IMA_SIGNAL_RELOAD); } } return(ret_value);}
开发者ID:akonneker,项目名称:blensor,代码行数:21,
示例16: image_rect_updatestatic void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect){ RenderJob *rj = rjv; Image *ima = rj->image; ImBuf *ibuf; void *lock; /* only update if we are displaying the slot being rendered */ if (ima->render_slot != ima->last_render_slot) { rj->image_outdated = true; return; } else if (rj->image_outdated) { /* update entire render */ rj->image_outdated = false; BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE); *(rj->do_update) = TRUE; return; } /* update part of render */ render_image_update_pass_and_layer(rj, rr, &rj->iuser); ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock); if (ibuf) { /* Don't waste time on CPU side color management if * image will be displayed using GLSL. */ if (ibuf->channels == 1 || U.image_draw_method != IMAGE_DRAW_METHOD_GLSL) { image_buffer_rect_update(rj->scene, rr, ibuf, &rj->iuser, renrect); } /* make jobs timer to send notifier */ *(rj->do_update) = TRUE; } BKE_image_release_ibuf(ima, ibuf, lock);}
开发者ID:silkentrance,项目名称:blender,代码行数:38,
示例17: screen_opengl_render_init//.........这里部分代码省略......... 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(); } } /* create render */ oglrender->re = RE_NewRender(scene->id.name); /* create image and image user */ oglrender->ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(oglrender->ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(oglrender->scene, oglrender->ima); oglrender->iuser.scene = scene; oglrender->iuser.ok = 1; /* create render result */ RE_InitState(oglrender->re, NULL, &scene->r, NULL, sizex, sizey, NULL); /* create render views */ screen_opengl_views_setup(oglrender); /* wm vars */ oglrender->wm = wm; oglrender->win = win; oglrender->totvideos = 0; oglrender->mh = NULL; oglrender->movie_ctx_arr = NULL; return true;}
开发者ID:mcgrathd,项目名称:blender,代码行数:101,
示例18: rna_Image_reloadstatic void rna_Image_reload(Image *image){ BKE_image_signal(image, NULL, IMA_SIGNAL_RELOAD);}
开发者ID:Walid-Shouman,项目名称:Blender,代码行数:4,
示例19: rna_Image_reloadstatic void rna_Image_reload(Image *image, Main *bmain){ BKE_image_signal(bmain, image, NULL, IMA_SIGNAL_RELOAD);}
开发者ID:Ichthyostega,项目名称:blender,代码行数:4,
示例20: screen_render_invoke//.........这里部分代码省略......... WM_cursor_wait(1); /* flush multires changes (for sculpt) */ multires_force_render_update(active_object); /* flush changes from dynamic topology sculpt */ sculptsession_bm_to_me_for_render(active_object); /* 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(); /* get editmode results */ ED_object_editmode_load(CTX_data_edit_object(C)); // 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 = 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; if (v3d) { rj->lay = v3d->lay; if (v3d->localvd) rj->lay |= v3d->localvd->lay; } /* setup job */ if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render"; else name = "Render"; wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER); WM_jobs_customdata_set(wm_job, rj, render_freejob); WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0); WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob); /* get a render result image, and make sure it is empty */ ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(rj->scene, ima); rj->image = ima; /* setup new render */ re = RE_NewRender(scene->id.name); RE_test_break_cb(re, rj, render_breakjob); RE_draw_lock_cb(re, rj, render_drawlock); RE_display_draw_cb(re, rj, image_rect_update); RE_stats_draw_cb(re, rj, image_renderinfo_cb); RE_progress_cb(re, rj, render_progress_update); rj->re = re; G.is_break = FALSE; /* store actual owner of job, so modal operator could check for it, * the reason of this is that active scene could change when rendering * several layers from compositor [#31800] */ op->customdata = scene; WM_jobs_start(CTX_wm_manager(C), wm_job); WM_cursor_wait(0); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene); /* we set G.is_rendering here already instead of only in the job, this ensure * main loop or other scene updates are disabled in time, since they may * have started before the job thread */ G.is_rendering = TRUE; /* add modal handler for ESC */ WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:JasonWilkins,项目名称:blender-wayland,代码行数:101,
示例21: screen_render_invoke//.........这里部分代码省略......... /* 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; /* single layer re-render */ if(RNA_property_is_set(op->ptr, "layer")) { SceneRenderLayer *rl; Scene *scn; char scene_name[MAX_ID_NAME-2], rl_name[RE_MAXNAME]; RNA_string_get(op->ptr, "layer", rl_name); RNA_string_get(op->ptr, "scene", scene_name); scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2); rl = (SceneRenderLayer *)BLI_findstring(&scene->r.layers, rl_name, offsetof(SceneRenderLayer, name)); if (scn && rl) { /* camera switch wont have updated */ scn->r.cfra= scene->r.cfra; scene_camera_switch_update(scn); scene = scn; srl = rl; } 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 */ steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, "Render", 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 */ ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(rj->scene, ima); rj->image= ima; /* setup new render */ re= RE_NewRender(scene->id.name); RE_test_break_cb(re, rj, render_breakjob); RE_draw_lock_cb(re, rj, render_drawlock); RE_display_draw_cb(re, rj, image_rect_update); RE_stats_draw_cb(re, rj, image_renderinfo_cb); RE_progress_cb(re, rj, render_progress_update); rj->re= re; G.afbreek= 0; WM_jobs_start(CTX_wm_manager(C), steve); WM_cursor_wait(0); WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, scene); /* we set G.rendering here already instead of only in the job, this ensure main loop or other scene updates are disabled in time, since they may have started before the job thread */ G.rendering = 1; /* add modal handler for ESC */ WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:OldBrunet,项目名称:BGERTPS,代码行数:101,
示例22: screen_render_invoke//.........这里部分代码省略......... 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; rj->orig_layer = sima->iuser.layer; } if (v3d) { if (scene->lay != v3d->lay) { rj->lay_override = v3d->lay; rj->v3d_override = true; } else if (camera_override && camera_override != scene->camera) rj->v3d_override = true; if (v3d->localvd) rj->lay_override |= v3d->localvd->lay; } /* Lock the user interface depending on render settings. */ if (scene->r.use_lock_interface) { int renderlay = rj->lay_override ? rj->lay_override : scene->lay; WM_set_locked_interface(CTX_wm_manager(C), true); /* Set flag interface need to be unlocked. * * This is so because we don't have copy of render settings * accessible from render job and copy is needed in case * of non-locked rendering, so we wouldn't try to unlock * anything if option was initially unset but then was * enabled during rendering. */ rj->interface_locked = true; /* Clean memory used by viewport? */ clean_viewport_memory(rj->main, scene, renderlay); } /* setup job */ if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render"; else name = "Render"; wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER); WM_jobs_customdata_set(wm_job, rj, render_freejob); WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0); WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob); /* get a render result image, and make sure it is empty */ ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(rj->scene, ima); rj->image = ima; /* setup new render */ re = RE_NewRender(scene->id.name); RE_test_break_cb(re, rj, render_breakjob); RE_draw_lock_cb(re, rj, render_drawlock); RE_display_update_cb(re, rj, image_rect_update); RE_current_scene_update_cb(re, rj, current_scene_update); RE_stats_draw_cb(re, rj, image_renderinfo_cb); RE_progress_cb(re, rj, render_progress_update); rj->re = re; G.is_break = false; /* store actual owner of job, so modal operator could check for it, * the reason of this is that active scene could change when rendering * several layers from compositor [#31800] */ op->customdata = scene; WM_jobs_start(CTX_wm_manager(C), wm_job); WM_cursor_wait(0); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene); /* we set G.is_rendering here already instead of only in the job, this ensure * main loop or other scene updates are disabled in time, since they may * have started before the job thread */ G.is_rendering = true; /* add modal handler for ESC */ WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:GeniaPenksik,项目名称:blender,代码行数:101,
示例23: rna_ColorManagedColorspaceSettings_reload_updatestatic void rna_ColorManagedColorspaceSettings_reload_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr){ ID *id = ptr->id.data; if (GS(id->name) == ID_IM) { Image *ima = (Image *) id; DAG_id_tag_update(&ima->id, 0); BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE); WM_main_add_notifier(NC_IMAGE | ND_DISPLAY, &ima->id); WM_main_add_notifier(NC_IMAGE | NA_EDITED, &ima->id); } else if (GS(id->name) == ID_MC) { MovieClip *clip = (MovieClip *) id; BKE_movieclip_reload(clip); /* all sequencers for now, we don't know which scenes are using this clip as a strip */ BKE_sequencer_cache_cleanup(); BKE_sequencer_preprocessed_cache_cleanup(); WM_main_add_notifier(NC_MOVIECLIP | ND_DISPLAY, &clip->id); WM_main_add_notifier(NC_MOVIECLIP | NA_EDITED, &clip->id); } else if (GS(id->name) == ID_SCE) { Scene *scene = (Scene *) id; if (scene->ed) { ColorManagedColorspaceSettings *colorspace_settings = (ColorManagedColorspaceSettings *) ptr->data; Sequence *seq; bool seq_found = false; if (&scene->sequencer_colorspace_settings != colorspace_settings) { SEQ_BEGIN(scene->ed, seq); { if (seq->strip && &seq->strip->colorspace_settings == colorspace_settings) { seq_found = true; break; } } SEQ_END; } if (seq_found) { BKE_sequence_free_anim(seq); if (seq->strip->proxy && seq->strip->proxy->anim) { IMB_free_anim(seq->strip->proxy->anim); seq->strip->proxy->anim = NULL; } BKE_sequence_invalidate_cache(scene, seq); BKE_sequencer_preprocessed_cache_cleanup_sequence(seq); } else { SEQ_BEGIN(scene->ed, seq); { BKE_sequence_free_anim(seq); } SEQ_END; BKE_sequencer_cache_cleanup(); BKE_sequencer_preprocessed_cache_cleanup(); } WM_main_add_notifier(NC_SCENE | ND_SEQUENCER, NULL); } }}
开发者ID:diekev,项目名称:blender,代码行数:71,
示例24: rna_Image_generated_updatestatic void rna_Image_generated_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr){ Image *ima = ptr->id.data; BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);}
开发者ID:silkentrance,项目名称:blender,代码行数:5,
注:本文中的BKE_image_signal函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ BKE_libblock_alloc函数代码示例 C++ BKE_image_release_ibuf函数代码示例 |