59 #define RE_USE_PREVIEW 4
60 #define RE_USE_POSTPROCESS 8
61 #define RE_USE_EEVEE_VIEWPORT 16
62 #define RE_USE_SAVE_BUFFERS 32
63 #define RE_USE_SHADING_NODES_CUSTOM 64
64 #define RE_USE_SPHERICAL_STEREO 128
65 #define RE_USE_STEREO_VIEWPORT 256
66 #define RE_USE_GPU_CONTEXT 512
67 #define RE_USE_CUSTOM_FREESTYLE 1024
70 #define RE_ENGINE_ANIMATION 1
71 #define RE_ENGINE_PREVIEW 2
72 #define RE_ENGINE_DO_DRAW 4
73 #define RE_ENGINE_DO_UPDATE 8
74 #define RE_ENGINE_RENDERING 16
75 #define RE_ENGINE_HIGHLIGHT_TILES 32
93 const int pass_filter,
173 const char *filename);
176 RenderEngine *engine,
int x,
int y,
int w,
int h,
const char *layername,
const char *viewname);
182 const char *layername);
194 bool use_spherical_stereo);
197 bool use_spherical_stereo,
218 void *callback_data);
pthread_mutex_t ThreadMutex
struct Depsgraph Depsgraph
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 const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
_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
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei height
_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 const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera)
RenderEngine * RE_engine_create(RenderEngineType *type)
RenderEngineType * RE_engines_find(const char *idname)
bool RE_engine_is_opengl(RenderEngineType *render_type)
void RE_engine_update_render_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer, update_render_passes_cb_t callback, void *callback_data)
void RE_engine_free_blender_memory(struct RenderEngine *engine)
void RE_engine_add_pass(RenderEngine *engine, const char *name, int channels, const char *chan_id, const char *layername)
void RE_engine_report(RenderEngine *engine, int type, const char *msg)
rcti * RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles, bool *r_needs_free)
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filename)
void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, bool cancel, bool highlight, bool merge_results)
void RE_bake_engine_set_engine_parameters(struct Render *re, struct Main *bmain, struct Scene *scene)
void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result)
void RE_engines_init(void)
struct RenderData * RE_engine_get_render_data(struct Render *re)
bool RE_engine_test_break(RenderEngine *engine)
void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer, const char *name, int channels, const char *chanid, eNodeSocketDatatype type)
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
void RE_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y)
void RE_engines_exit(void)
bool RE_engine_use_persistent_data(struct RenderEngine *engine)
void RE_engines_register(RenderEngineType *render_type)
bool RE_engine_render(struct Render *re, bool do_all)
void RE_engine_free(RenderEngine *engine)
void(* update_render_passes_cb_t)(void *userdata, struct Scene *scene, struct ViewLayer *view_layer, const char *name, int channels, const char *chanid, eNodeSocketDatatype type)
struct RenderResult * RE_engine_get_result(struct RenderEngine *engine)
struct RenderEngine RenderEngine
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
const char * RE_engine_active_view_get(RenderEngine *engine)
float RE_engine_get_camera_shift_x(RenderEngine *engine, struct Object *camera, bool use_spherical_stereo)
void RE_engine_get_camera_model_matrix(RenderEngine *engine, struct Object *camera, bool use_spherical_stereo, float *r_modelmat)
struct RenderEngineType RenderEngineType
struct RenderResult * RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
void RE_engine_update_progress(RenderEngine *engine, float progress)
void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe)
bool RE_engine_is_external(const struct Render *re)
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
const Depsgraph * depsgraph
DEGForeachIDComponentCallback callback
struct SELECTID_Context context
void(* render)(struct RenderEngine *engine, struct Depsgraph *depsgraph)
void(* view_draw)(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
void(* update)(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph)
void(* view_update)(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
struct RenderEngineType * next
struct DrawEngineType * draw_engine
void(* bake)(struct RenderEngine *engine, struct Depsgraph *depsgraph, struct Object *object, const int pass_type, const int pass_filter, const int width, const int height)
void(* update_script_node)(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node)
void(* update_render_passes)(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer)
struct RenderEngineType * prev
struct ReportList * reports
struct Depsgraph * depsgraph
unsigned int layer_override
const struct BakePixel * pixels
void * update_render_passes_data
struct RenderEngine::@1136 bake
update_render_passes_cb_t update_render_passes_cb
ThreadMutex update_render_passes_mutex
struct Object * camera_override