40#define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)
269 const char *passname,
270 const char *viewname,
279 const struct ImBuf *ibuf,
286 const char *viewname);
295 const char *layername,
296 const char *viewname);
302 const char *layername,
303 const char *viewname,
317 const rcti *disprect);
348 void **movie_ctx_arr,
365 struct Object *camera_override,
376 struct Object *camera_override,
381void RE_RenderFreestyleStrokes(
struct Render *re,
385void RE_RenderFreestyleExternal(
struct Render *re);
407 void *exrhandle,
const char *colorspace,
bool predivide,
int rectx,
int recty);
432 void (*f)(
void *handle,
struct Scene *scene));
458 const char *viewname);
464 const char *viewname);
479#define RE_BAKE_NORMALS 0
480#define RE_BAKE_DISPLACEMENT 1
490 float r_modelmat[4][4]);
497 float r_winmat[4][4]);
504 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.
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
struct ImBuf * RE_render_result_rect_to_ibuf(struct RenderResult *rr, const struct ImageFormatData *imf, const float dither, int view_id)
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)
void RE_FreeRender(struct Render *re)
void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4])
void * RE_blender_gpu_context_ensure(Render *re)
void RE_test_break_cb(struct Render *re, void *handle, bool(*f)(void *handle))
void * RE_system_gpu_context_get(Render *re)
void RE_GetWindowMatrixWithOverscan(bool is_ortho, float clip_start, float clip_end, rctf viewplane, float overscan, float r_winmat[4][4])
void RE_FreePersistentData(const struct Scene *scene)
bool RE_layers_have_name(struct RenderResult *result)
struct RenderPass * RE_pass_find_by_type(struct RenderLayer *rl, int passtype, const char *viewname)
bool RE_HasCombinedLayer(const RenderResult *result)
void RE_ReferenceRenderResult(struct RenderResult *rr)
void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr, int view_id)
void RE_display_update_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderResult *rr, struct rcti *rect))
void RE_render_result_full_channel_name(char *fullname, const char *layname, const char *passname, const char *viewname, const char *chan_id, int channel)
struct Render * RE_GetSceneRender(const struct Scene *scene)
bool RE_RenderPassIsColor(const RenderPass *render_pass)
struct RenderView * RE_RenderViewGetById(struct RenderResult *rr, int view_id)
void RE_FreeUnusedGPUResources(void)
void RE_ReleaseResult(struct Render *re)
float * RE_RenderLayerGetPass(struct RenderLayer *rl, const char *name, const char *viewname)
struct ViewRender * RE_NewViewRender(struct RenderEngineType *engine_type)
void RE_SetScene(struct Render *re, struct Scene *sce)
void RE_draw_lock_cb(struct Render *re, void *handle, void(*f)(void *handle, bool lock))
void RE_RenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, int frame, float subframe, bool write_still)
struct Render * RE_NewSceneRender(const struct Scene *scene)
struct Object * RE_GetCamera(struct Render *re)
bool RE_seq_render_active(struct Scene *scene, struct RenderData *rd)
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)
struct RenderPass * RE_create_gp_pass(struct RenderResult *rr, const char *layername, const char *viewname)
bool RE_HasFloatPixels(const RenderResult *result)
const char * RE_GetActiveRenderView(struct Render *re)
void RE_ReleaseResultImage(struct Render *re)
struct Scene * RE_GetScene(struct Render *re)
void RE_blender_gpu_context_free(Render *re)
void RE_ResultGetFloat(struct Render *re, float *rect)
void RE_SetActiveRenderView(struct Render *re, const char *viewname)
void RE_pass_set_buffer_data(struct RenderPass *pass, float *data)
void RE_InitRenderCB(struct Render *re)
void RE_prepare_viewlayer_cb(struct Render *re, void *handle, bool(*f)(void *handle, ViewLayer *vl, struct Depsgraph *depsgraph))
void RE_GetCameraModelMatrix(const struct Render *re, const struct Object *camera, float r_modelmat[4][4])
void RE_SwapResult(struct Render *re, struct RenderResult **rr)
struct RenderResult * RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty)
struct RenderLayer * RE_GetRenderLayer(struct RenderResult *rr, const char *name)
void RE_SetReports(struct Render *re, struct ReportList *reports)
void RE_ClearResult(struct Render *re)
void RE_FreeRenderResult(struct RenderResult *rr)
struct RenderResult * RE_AcquireResultRead(struct Render *re)
struct ImBuf * RE_RenderLayerGetPassImBuf(struct RenderLayer *rl, const char *name, const char *viewname)
void RE_ReleaseResultImageViews(struct Render *re, struct RenderResult *rr)
struct Render * RE_GetRender(const char *name)
bool RE_WriteRenderViewsMovie(struct ReportList *reports, struct RenderResult *rr, struct Scene *scene, struct RenderData *rd, struct bMovieHandle *mh, void **movie_ctx_arr, int totvideos, bool preview)
bool RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode)
void RE_system_gpu_context_ensure(Render *re)
struct Render * RE_NewInteractiveCompositorRender(const struct Scene *scene)
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))
struct ImBuf * RE_RenderViewEnsureImBuf(const RenderResult *render_result, RenderView *render_view)
bool RE_is_rendering_allowed(struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, struct ReportList *reports)
struct RenderResult * RE_AcquireResultWrite(struct Render *re)
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)
void RE_create_render_pass(struct RenderResult *rr, const char *name, int channels, const char *chan_id, const char *layername, const char *viewname, bool allocate)
struct RenderView * RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname)
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect)
void RE_FreeGPUTextureCaches(void)
RenderResult * RE_DuplicateRenderResult(RenderResult *rr)
void RE_render_result_rect_from_ibuf(struct RenderResult *rr, const struct ImBuf *ibuf, int view_id)
void RE_FreeAllRender(void)
struct ImBuf * RE_RenderPassEnsureImBuf(RenderPass *render_pass)
bool RE_HasSingleLayer(struct Render *re)
void RE_display_init_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderResult *rr))
void RE_system_gpu_context_free(Render *re)
void RE_AcquireResultImageViews(struct Render *re, struct RenderResult *rr)
struct RenderStats * RE_GetStats(struct Render *re)
void RE_SetCamera(struct Render *re, const struct Object *cam_ob)
float RE_filter_value(int type, float x)
struct RenderPass * RE_pass_find_by_name(struct RenderLayer *rl, const char *name, const char *viewname)
void RE_FreeAllRenderResults(void)
void RE_SetOverrideCamera(struct Render *re, struct Object *cam_ob)
struct GPUTexture * RE_pass_ensure_gpu_texture_cache(struct Render *re, struct RenderPass *rpass)
struct Render * RE_NewRender(const char *name)
bool RE_RenderResult_is_stereo(const RenderResult *result)
void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float r_winmat[4][4])
void RE_InitState(struct Render *re, struct Render *source, struct RenderData *rd, struct ListBase *render_layers, struct ViewLayer *single_layer, int winx, int winy, const rcti *disprect)
void RE_progress_cb(struct Render *re, void *handle, void(*f)(void *handle, float))
void RE_init_threadcount(Render *re)
void RE_FreeViewRender(struct ViewRender *view_render)
BPy_StructRNA * depsgraph
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]