186 const char *filepath);
189 RenderEngine *engine,
int x,
int y,
int w,
int h,
const char *layername,
const char *viewname);
195 const char *layername);
204 const char *layer_name,
211 bool use_spherical_stereo);
214 bool use_spherical_stereo,
215 float r_modelmat[16]);
235 void *callback_data);
293 struct Scene *scene);
pthread_mutex_t ThreadMutex
These structs are the foundation for all linked lists in the library system.
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
bool RE_engine_draw_acquire(struct Render *re)
bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera)
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)
const char * RE_engine_active_view_get(RenderEngine *engine)
@ RE_USE_CUSTOM_FREESTYLE
@ RE_USE_SHADING_NODES_CUSTOM
@ RE_USE_ALEMBIC_PROCEDURAL
@ RE_USE_SPHERICAL_STEREO
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)
struct RenderResult * RE_engine_get_result(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)
void RE_engine_gpu_context_lock(struct RenderEngine *engine)
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
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)
struct RenderData * RE_engine_get_render_data(struct Render *re)
void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result)
void RE_engines_init(void)
RenderEngineType * RE_engines_find(const char *idname)
RenderEngine * RE_engine_create(RenderEngineType *type)
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)
struct RenderResult * RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
void RE_engines_exit(void)
void RE_engine_tile_highlight_clear_all(struct RenderEngine *engine)
void RE_engine_gpu_context_destroy(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)
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 RenderEngine RenderEngine
bool RE_engine_gpu_context_enable(struct RenderEngine *engine)
struct RenderEngine * RE_view_engine_get(const struct ViewRender *view_render)
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
struct RenderEngine * RE_engine_get(const struct Render *re)
@ RE_ENGINE_HIGHLIGHT_TILES
float RE_engine_get_camera_shift_x(RenderEngine *engine, struct Object *camera, bool use_spherical_stereo)
void RE_engine_gpu_context_disable(struct RenderEngine *engine)
struct RenderPass * RE_engine_pass_by_index_get(struct RenderEngine *engine, const char *layer_name, int index)
struct RenderEngineType RenderEngineType
const rcti * RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles)
void RE_engine_update_progress(RenderEngine *engine, float progress)
void RE_engine_gpu_context_unlock(struct RenderEngine *engine)
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)
bool RE_engine_gpu_context_create(struct RenderEngine *engine)
struct GPUContext GPUContext
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
const Depsgraph * depsgraph
DEGForeachIDComponentCallback callback
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)
struct RenderEngineType * prev
struct ReportList * reports
struct Depsgraph * depsgraph
unsigned int layer_override
struct RenderEngine::@1361 bake
const struct BakePixel * pixels
ThreadMutex blender_gpu_context_mutex
bool use_drw_render_context
struct GPUContext * blender_gpu_context
void * update_render_passes_data
void * system_gpu_context
update_render_passes_cb_t update_render_passes_cb
ThreadMutex update_render_passes_mutex
const struct BakeTargets * targets
struct Object * camera_override