45 #define RE_USE_PREVIEW 4
46 #define RE_USE_POSTPROCESS 8
47 #define RE_USE_EEVEE_VIEWPORT 16
49 #define RE_USE_SHADING_NODES_CUSTOM 64
50 #define RE_USE_SPHERICAL_STEREO 128
51 #define RE_USE_STEREO_VIEWPORT 256
52 #define RE_USE_GPU_CONTEXT 512
53 #define RE_USE_CUSTOM_FREESTYLE 1024
54 #define RE_USE_NO_IMAGE_SAVE 2048
55 #define RE_USE_ALEMBIC_PROCEDURAL 4096
58 #define RE_ENGINE_ANIMATION 1
59 #define RE_ENGINE_PREVIEW 2
60 #define RE_ENGINE_DO_DRAW 4
61 #define RE_ENGINE_DO_UPDATE 8
62 #define RE_ENGINE_RENDERING 16
63 #define RE_ENGINE_HIGHLIGHT_TILES 32
64 #define RE_ENGINE_CAN_DRAW 64
177 const char *filepath);
180 RenderEngine *engine,
int x,
int y,
int w,
int h,
const char *layername,
const char *viewname);
186 const char *layername);
195 const char *layer_name,
202 bool use_spherical_stereo);
205 bool use_spherical_stereo,
206 float r_modelmat[16]);
226 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 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
_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 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
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 Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise 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 Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input 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 a producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
bool RE_engine_draw_acquire(struct Render *re)
bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera)
RenderEngine * RE_engine_create(RenderEngineType *type)
RenderEngineType * RE_engines_find(const char *idname)
void RE_engine_draw_release(struct Render *re)
void RE_engine_tile_highlight_set(struct RenderEngine *engine, int x, int y, int width, int height, bool highlight)
bool RE_engine_is_opengl(RenderEngineType *render_type)
void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filepath)
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)
bool RE_engine_supports_alembic_procedural(const RenderEngineType *render_type, Scene *scene)
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_engine_render_context_enable(struct RenderEngine *engine)
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_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filepath, int x, int y)
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_engine_render_context_disable(struct RenderEngine *engine)
void RE_engines_init(void)
struct RenderData * RE_engine_get_render_data(struct Render *re)
bool RE_engine_test_break(RenderEngine *engine)
void RE_engines_init_experimental(void)
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_engines_exit(void)
void RE_engine_tile_highlight_clear_all(struct RenderEngine *engine)
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)
struct RenderEngine * RE_engine_get(const struct Render *re)
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)
bool RE_engine_has_render_context(struct RenderEngine *engine)
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)
struct RenderPass * RE_engine_pass_by_index_get(struct RenderEngine *engine, const char *layer_name, int index)
void RE_engine_update_progress(RenderEngine *engine, float progress)
void RE_engine_get_camera_model_matrix(RenderEngine *engine, struct Object *camera, bool use_spherical_stereo, float r_modelmat[16])
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
SyclQueue void void size_t num_bytes void
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(* draw)(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
void(* render_frame_finish)(struct RenderEngine *engine)
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)
void(* bake)(struct RenderEngine *engine, struct Depsgraph *depsgraph, struct Object *object, int pass_type, int pass_filter, int width, int height)
struct RenderEngineType * prev
struct ReportList * reports
struct Depsgraph * depsgraph
unsigned int layer_override
const struct BakePixel * pixels
void * update_render_passes_data
struct RenderEngine::@1172 bake
update_render_passes_cb_t update_render_passes_cb
ThreadMutex update_render_passes_mutex
const struct BakeTargets * targets
struct Object * camera_override