51 #define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)
223 const char *viewname);
229 const char *layername,
230 const char *viewname);
236 const char *layername,
237 const char *viewname);
270 void **movie_ctx_arr,
279 struct Object *camera_override,
281 const bool write_still);
286 struct Object *camera_override,
290 #ifdef WITH_FREESTYLE
291 void RE_RenderFreestyleStrokes(
struct Render *re,
295 void RE_RenderFreestyleExternal(
struct Render *re);
310 const char *filename,
315 void *exrhandle,
const char *colorspace,
bool predivide,
int rectx,
int recty);
333 void (*f)(
void *handle,
struct Scene *
scene));
350 const char *viewname);
353 const char *viewname);
356 #define RE_BAKE_NORMALS 0
357 #define RE_BAKE_DISPLACEMENT 1
368 struct Object *camera_override,
These structs are the foundation for all linked lists in the library system.
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
void RE_current_scene_update_cb(struct Render *re, void *handle, void(*f)(void *handle, struct Scene *scene))
void RE_ResultGet32(struct Render *re, unsigned int *rect)
struct Object * RE_GetCamera(struct Render *re)
void RE_FreeRender(struct Render *re)
struct RenderLayer RenderLayer
void RE_GetCameraWindow(struct Render *re, struct Object *camera, float mat[4][4])
bool RE_RenderResult_is_stereo(RenderResult *res)
bool RE_layers_have_name(struct RenderResult *result)
void * RE_gpu_context_get(Render *re)
void * RE_gl_context_get(Render *re)
void RE_FreePersistentData(const Scene *scene)
struct Scene * RE_GetScene(struct Render *re)
void RE_ReleaseResult(struct Render *re)
void RE_test_break_cb(struct Render *re, void *handle, int(*f)(void *handle))
void RE_AcquiredResultGet32(struct Render *re, struct RenderResult *result, unsigned int *rect, const int view_id)
void RE_SetScene(struct Render *re, struct Scene *sce)
struct RenderView * RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname)
void RE_draw_lock_cb(struct Render *re, void *handle, void(*f)(void *handle, bool lock))
struct RenderStats RenderStats
void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr, const int view_id)
struct RenderLayer * RE_GetRenderLayer(struct RenderResult *rr, const char *name)
bool RE_passes_have_name(struct RenderLayer *rl)
void RE_RenderAnim(struct Render *re, struct Main *bmain, struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, int sfra, int efra, int tfra)
void RE_FreeAllPersistentData(void)
void RE_InitState(struct Render *re, struct Render *source, struct RenderData *rd, struct ListBase *render_layers, struct ViewLayer *single_layer, int winx, int winy, rcti *disprect)
struct Render * RE_GetRender(const char *name)
struct RenderResult * RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty)
struct RenderResult * RE_AcquireResultWrite(struct Render *re)
void RE_gl_context_destroy(Render *re)
struct RenderResult RenderResult
bool RE_WriteRenderViewsMovie(struct ReportList *reports, struct RenderResult *rr, struct Scene *scene, struct RenderData *rd, struct bMovieHandle *mh, void **movie_ctx_arr, const int totvideos, bool preview)
float * RE_RenderLayerGetPass(volatile struct RenderLayer *rl, const char *name, const char *viewname)
void RE_SetCamera(struct Render *re, struct Object *cam_ob)
void RE_ReleaseResultImage(struct Render *re)
void RE_SetActiveRenderView(struct Render *re, const char *viewname)
struct Render * RE_NewSceneRender(const struct Scene *scene)
void RE_GetCameraWindowWithOverscan(struct Render *re, float overscan, float r_winmat[4][4])
void RE_InitRenderCB(struct Render *re)
struct RenderView * RE_RenderViewGetById(struct RenderResult *rr, const int view_id)
void RE_SwapResult(struct Render *re, struct RenderResult **rr)
void RE_SetReports(struct Render *re, struct ReportList *reports)
void RE_ClearResult(struct Render *re)
void RE_FreeRenderResult(struct RenderResult *rr)
bool RE_HasCombinedLayer(RenderResult *res)
void RE_ReleaseResultImageViews(struct Render *re, struct RenderResult *rr)
struct Render * RE_NewRender(const char *name)
void RE_display_update_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderResult *rr, volatile struct rcti *rect))
bool RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode)
bool RE_allow_render_generic_object(struct Object *ob)
void RE_stats_draw_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderStats *rs))
bool RE_WriteRenderResult(struct ReportList *reports, RenderResult *rr, const char *filename, struct ImageFormatData *imf, const char *view, int layer)
struct RenderPass * RE_pass_find_by_type(volatile struct RenderLayer *rl, int passtype, const char *viewname)
bool RE_HasFloatPixels(RenderResult *res)
void RE_GetCameraModelMatrix(struct Render *re, struct Object *camera, float r_modelmat[4][4])
void RE_gl_context_create(Render *re)
bool RE_is_rendering_allowed(struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, struct ReportList *reports)
void RE_display_clear_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderResult *rr))
void RE_PreviewRender(struct Render *re, struct Main *bmain, struct Scene *scene)
struct RenderView RenderView
void RE_RenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, int frame, const bool write_still)
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect)
struct RenderPass * RE_create_gp_pass(struct RenderResult *rr, const char *layername, const char *viewname)
struct RenderStats * RE_GetStats(struct Render *re)
void RE_create_render_pass(struct RenderResult *rr, const char *name, int channels, const char *chan_id, const char *layername, const char *viewname)
struct RenderPass * RE_pass_find_by_name(volatile struct RenderLayer *rl, const char *name, const char *viewname)
void RE_FreeAllRender(void)
bool RE_HasSingleLayer(struct Render *re)
void RE_display_init_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderResult *rr))
struct RenderPass RenderPass
void RE_render_result_rect_from_ibuf(struct RenderResult *rr, struct RenderData *rd, struct ImBuf *ibuf, const int view_id)
void RE_AcquireResultImageViews(struct Render *re, struct RenderResult *rr)
float RE_filter_value(int type, float x)
void RE_FreeAllRenderResults(void)
int RE_seq_render_active(struct Scene *scene, struct RenderData *rd)
void RE_SetOverrideCamera(struct Render *re, struct Object *cam_ob)
const char * RE_GetActiveRenderView(struct Render *re)
void RE_progress_cb(struct Render *re, void *handle, void(*f)(void *handle, float))
bool RE_WriteRenderViewsImage(struct ReportList *reports, struct RenderResult *rr, struct Scene *scene, const bool stamp, char *name)
struct RenderResult * RE_AcquireResultRead(struct Render *re)
RenderResult * RE_DuplicateRenderResult(RenderResult *rr)
void RE_init_threadcount(Render *re)
struct Render * RE_GetSceneRender(const struct Scene *scene)
struct PreviewImage * preview
struct RenderLayer * next
struct RenderLayer * prev
struct RenderResult * next
volatile RenderLayer * renlay
struct RenderResult * prev
struct StampData * stamp_data
char scene_name[MAX_ID_NAME - 2]