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
489 const struct Object *camera,
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.
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])
struct RenderLayer RenderLayer
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))
struct RenderStats RenderStats
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)
struct RenderResult RenderResult
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)
struct RenderView RenderView
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))
struct RenderPass RenderPass
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)
const Depsgraph * 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]