34#define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)
275 const char *passname,
276 const char *viewname,
285 const struct ImBuf *ibuf,
292 const char *viewname);
301 const char *layername,
302 const char *viewname);
308 const char *layername,
309 const char *viewname,
323 const rcti *disprect);
353 struct MovieWriter **movie_writers,
370 struct Object *camera_override,
381 struct Object *camera_override,
386void RE_RenderFreestyleStrokes(
struct Render *re,
390void RE_RenderFreestyleExternal(
struct Render *re);
412 void *exrhandle,
const char *colorspace,
bool predivide,
int rectx,
int recty);
434 bool (*f)(
void *handle,
ViewLayer *vl,
struct Depsgraph *depsgraph));
437 void (*f)(
void *handle,
struct Scene *scene));
463 const char *viewname);
469 const char *viewname);
484#define RE_BAKE_NORMALS 0
485#define RE_BAKE_DISPLACEMENT 1
494 const struct Object *camera,
495 float r_modelmat[4][4]);
502 float r_winmat[4][4]);
509 struct Object *camera_override,
ID and Library types, which are fundamental for SDNA.
These structs are the foundation for all linked lists in the library system.
void RE_ResultGetFloat(struct Render *re, float *rect)
BMesh const char void * data
void RE_GetCameraModelMatrix(const Render *re, const Object *camera, float r_modelmat[4][4])
void RE_GetCameraWindowWithOverscan(const Render *re, float overscan, float r_winmat[4][4])
void RE_GetViewPlane(Render *re, rctf *r_viewplane, rcti *r_disprect)
void RE_GetCameraWindow(Render *re, const Object *camera, float r_winmat[4][4])
void RE_GetWindowMatrixWithOverscan(bool is_ortho, float clip_start, float clip_end, rctf viewplane, float overscan, float r_winmat[4][4])
void RE_SetCamera(Render *re, const Object *cam_ob)
void RE_SetOverrideCamera(Render *re, Object *cam_ob)
Object * RE_GetCamera(Render *re)
float RE_filter_value(int type, float x)
GPUTexture * RE_pass_ensure_gpu_texture_cache(Render *re, RenderPass *rpass)
ImBuf * RE_RenderPassEnsureImBuf(RenderPass *render_pass)
void RE_pass_set_buffer_data(RenderPass *pass, float *data)
RenderView * RE_RenderViewGetByName(RenderResult *rr, const char *viewname)
bool RE_HasCombinedLayer(const RenderResult *result)
ImBuf * RE_RenderViewEnsureImBuf(const RenderResult *render_result, RenderView *render_view)
bool RE_RenderPassIsColor(const RenderPass *render_pass)
void RE_render_result_rect_from_ibuf(RenderResult *rr, const ImBuf *ibuf, const int view_id)
bool RE_HasFloatPixels(const RenderResult *result)
ImBuf * RE_render_result_rect_to_ibuf(RenderResult *rr, const ImageFormatData *imf, const float dither, const int view_id)
void RE_render_result_full_channel_name(char *fullname, const char *layname, const char *passname, const char *viewname, const char *chan_id, const int channel)
RenderView * RE_RenderViewGetById(RenderResult *rr, const int view_id)
RenderResult * RE_DuplicateRenderResult(RenderResult *rr)
bool RE_RenderResult_is_stereo(const RenderResult *result)
void RE_create_render_pass(RenderResult *rr, const char *name, int channels, const char *chan_id, const char *layername, const char *viewname, const bool allocate)
bool RE_HasSingleLayer(Render *re)
void RE_ReleaseResultImageViews(Render *re, RenderResult *rr)
void RE_stats_draw_cb(Render *re, void *handle, void(*f)(void *handle, RenderStats *rs))
void RE_FreeRender(Render *re)
RenderResult * RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty)
void * RE_blender_gpu_context_ensure(Render *re)
void RE_ReleaseResultImage(Render *re)
void RE_progress_cb(Render *re, void *handle, void(*f)(void *handle, float))
void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
void RE_test_break_cb(Render *re, void *handle, bool(*f)(void *handle))
void * RE_system_gpu_context_get(Render *re)
RenderPass * RE_pass_find_by_type(RenderLayer *rl, int passtype, const char *viewname)
void RE_current_scene_update_cb(Render *re, void *handle, void(*f)(void *handle, Scene *scene))
void RE_FreeUnusedGPUResources()
RenderPass * RE_pass_find_by_name(RenderLayer *rl, const char *name, const char *viewname)
void RE_prepare_viewlayer_cb(Render *re, void *handle, bool(*f)(void *handle, ViewLayer *vl, Depsgraph *depsgraph))
void RE_InitState(Render *re, Render *source, RenderData *rd, ListBase *, ViewLayer *single_layer, int winx, int winy, const rcti *disprect)
void RE_FreeAllPersistentData()
void RE_ResultGet32(Render *re, uint *rect)
void RE_FreePersistentData(const Scene *scene)
void RE_AcquireResultImage(Render *re, RenderResult *rr, const int view_id)
Render * RE_NewRender(const char *name)
void RE_ClearResult(Render *re)
void RE_SwapResult(Render *re, RenderResult **rr)
void RE_FreeAllRenderResults()
void RE_FreeRenderResult(RenderResult *rr)
ImBuf * RE_RenderLayerGetPassImBuf(RenderLayer *rl, const char *name, const char *viewname)
Render * RE_NewInteractiveCompositorRender(const Scene *scene)
RenderResult * RE_AcquireResultWrite(Render *re)
void RE_InitRenderCB(Render *re)
void RE_RenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *single_layer, Object *camera_override, const int frame, const float subframe, const bool write_still)
void RE_ReferenceRenderResult(RenderResult *rr)
Render * RE_NewSceneRender(const Scene *scene)
Scene * RE_GetScene(Render *re)
Render * RE_GetRender(const char *name)
void RE_blender_gpu_context_free(Render *re)
bool RE_seq_render_active(Scene *scene, RenderData *rd)
bool RE_passes_have_name(RenderLayer *rl)
RenderResult * RE_AcquireResultRead(Render *re)
void RE_FreeInteractiveCompositorRenders()
RenderLayer * RE_GetRenderLayer(RenderResult *rr, const char *name)
void RE_ReleaseResult(Render *re)
const char * RE_GetActiveRenderView(Render *re)
void RE_RenderAnim(Render *re, Main *bmain, Scene *scene, ViewLayer *single_layer, Object *camera_override, int sfra, int efra, int tfra)
void RE_system_gpu_context_ensure(Render *re)
bool RE_ResultIsMultiView(RenderResult *rr)
void RE_display_clear_cb(Render *re, void *handle, void(*f)(void *handle, RenderResult *rr))
void RE_FreeGPUTextureCaches()
bool RE_layers_have_name(RenderResult *result)
bool RE_allow_render_generic_object(Object *ob)
void RE_display_update_cb(Render *re, void *handle, void(*f)(void *handle, RenderResult *rr, rcti *rect))
bool RE_WriteRenderViewsMovie(ReportList *reports, RenderResult *rr, Scene *scene, RenderData *rd, MovieWriter **movie_writers, const int totvideos, bool preview)
ViewRender * RE_NewViewRender(RenderEngineType *engine_type)
Render * RE_GetSceneRender(const Scene *scene)
bool RE_is_rendering_allowed(Scene *scene, ViewLayer *single_layer, Object *camera_override, ReportList *reports)
RenderStats * RE_GetStats(Render *re)
void RE_draw_lock_cb(Render *re, void *handle, void(*f)(void *handle, bool lock))
void RE_SetReports(Render *re, ReportList *reports)
void RE_AcquireResultImageViews(Render *re, RenderResult *rr)
bool RE_ReadRenderResult(Scene *scene, Scene *scenode)
void RE_SetScene(Render *re, Scene *sce)
float * RE_RenderLayerGetPass(RenderLayer *rl, const char *name, const char *viewname)
void RE_system_gpu_context_free(Render *re)
void RE_FreeViewRender(ViewRender *view_render)
void RE_SetActiveRenderView(Render *re, const char *viewname)
RenderPass * RE_create_gp_pass(RenderResult *rr, const char *layername, const char *viewname)
void RE_init_threadcount(Render *re)
void RE_display_init_cb(Render *re, void *handle, void(*f)(void *handle, RenderResult *rr))
struct PreviewImage * preview
struct RenderLayer * next
struct RenderLayer * prev
struct RenderResult * next
struct RenderResult * prev
struct StampData * stamp_data
char scene_name[MAX_ID_NAME - 2]