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C++ BKE_image_signal函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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20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_update

static 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,代码来源:render_internal.c


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,代码来源:image_edit.c


示例3: rna_Image_reload_update

static 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,代码来源:rna_image.c


示例4: rna_Image_colormanage_update

static 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,代码来源:rna_image.c


示例5: rna_Image_source_set

static 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,代码来源:rna_image.c


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,代码来源:render_internal.c


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,代码来源:CMP_composite.c


示例8: RE_GetRender

void 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,代码来源:COM_CompositorOperation.cpp


示例9: rna_Image_source_set

static 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,代码来源:rna_image.c


示例10: rna_Image_views_format_update

static 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,代码来源:rna_image.c


示例11: unpackImage

int 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,代码来源:packedFile.c


示例12: image_rect_update

static 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,代码来源:render_internal.c


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,代码来源:render_internal.c


示例14: rna_Image_fields_update

static 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,代码来源:rna_image.c


示例15: unpackImage

int 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,代码来源:packedFile.c


示例16: image_rect_update

static 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,代码来源:render_internal.c


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,代码来源:render_opengl.c


示例18: rna_Image_reload

static 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,代码来源:rna_image_api.c


示例19: rna_Image_reload

static 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,代码来源:rna_image_api.c


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,代码来源:render_internal.c



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。


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