102 drw_context.
bmain = bmain;
106 drw_context.
region = region;
107 drw_context.
v3d = v3d;
118 static bool recursive_check =
false;
127 if (recursive_check) {
136 recursive_check =
true;
149 recursive_check =
false;
162 for (region =
static_cast<ARegion *
>(
area->regionbase.first); region; region = region->
next) {
174 screen =
static_cast<bScreen *
>(screen->id.next)) {
182 update_ctx.
bmain = bmain;
202 if (cachefile->use_render_procedural) {
254 view_layer = view_layer->
next) {
void CTX_wm_region_set(bContext *C, struct ARegion *region)
void CTX_data_scene_set(bContext *C, struct Scene *scene)
bContext * CTX_create(void)
void CTX_free(bContext *C)
void CTX_wm_screen_set(bContext *C, struct bScreen *screen)
void CTX_wm_window_set(bContext *C, struct wmWindow *win)
void CTX_data_main_set(bContext *C, struct Main *bmain)
struct Depsgraph * CTX_data_depsgraph_pointer(const bContext *C)
void CTX_wm_area_set(bContext *C, struct ScrArea *area)
void CTX_wm_manager_set(bContext *C, struct wmWindowManager *wm)
void BKE_icon_changed(int icon_id)
int BKE_icon_id_ensure(struct ID *id)
General operations, lookup, etc. for materials.
void BKE_texpaint_slots_refresh_object(struct Scene *scene, struct Object *ob)
void BKE_paint_invalidate_overlay_tex(struct Scene *scene, struct ViewLayer *view_layer, const struct Tex *tex)
struct Depsgraph * BKE_scene_ensure_depsgraph(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer)
BLI_INLINE bool BLI_listbase_is_empty(const struct ListBase *lb)
#define LISTBASE_FOREACH(type, var, list)
int BLI_thread_is_main(void)
struct Depsgraph Depsgraph
void DEG_id_tag_update(struct ID *id, int flag)
void DEG_relations_tag_update(struct Main *bmain)
struct Scene * DEG_get_input_scene(const Depsgraph *graph)
struct Main * DEG_get_bmain(const Depsgraph *graph)
struct ViewLayer * DEG_get_input_view_layer(const Depsgraph *graph)
@ ID_RECALC_COPY_ON_WRITE
Object is a sort of wrapper for general info.
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
void ED_node_tag_update_id(struct ID *id)
bool ED_paint_proj_mesh_data_check(struct Scene *scene, struct Object *ob, bool *uvs, bool *mat, bool *tex, bool *stencil)
void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region)
struct RenderEngineType * ED_view3d_engine_type(const struct Scene *scene, int drawtype)
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 TEX_IMAGE
#define RE_ENGINE_DO_UPDATE
const Depsgraph * depsgraph
static void area(int d1, int d2, int e1, int e2, float weights[2])
void ntreeCompositUpdateRLayers(bNodeTree *ntree)
void RE_FreePersistentData(const Scene *scene)
static void material_changed(Main *UNUSED(bmain), Material *ma)
static void lamp_changed(Main *UNUSED(bmain), Light *la)
static void texture_changed(Main *bmain, Tex *tex)
static void scene_changed(Main *bmain, Scene *scene)
void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, const bool updated)
static void world_changed(Main *UNUSED(bmain), World *wo)
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
static void image_changed(Main *bmain, Image *ima)
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
struct Depsgraph * depsgraph
struct ViewLayer * view_layer
struct RenderEngineType * engine_type
struct ViewLayer * view_layer
struct Depsgraph * depsgraph
struct RenderEngine * render_engine
void(* view_update)(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
struct bNodeTree * nodetree
bScreen * WM_window_get_active_screen(const wmWindow *win)