96 STRNCPY(ved->
info,
"Error: No shader storage buffer support");
165 instance->render_frame(layer, viewname);
203 "BLENDER_EEVEE_NEXT",
216 {
nullptr,
nullptr,
nullptr},
void BLI_rcti_init(struct rcti *rect, int xmin, int xmax, int ymin, int ymax)
BLI_INLINE float BLI_rctf_size_x(const struct rctf *rct)
BLI_INLINE float BLI_rctf_size_y(const struct rctf *rct)
#define STRNCPY(dst, src)
struct Depsgraph Depsgraph
#define V3D_RENDER_BORDER
char DRWViewportEmptyList
#define DRW_VIEWPORT_DATA_SIZE(ty)
void ED_view3d_calc_camera_border(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const struct RegionView3D *rv3d, struct rctf *r_viewborder, bool no_shift)
bool GPU_shader_storage_buffer_objects_support(void)
int GPU_texture_height(const GPUTexture *tex)
int GPU_texture_width(const GPUTexture *tex)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
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
#define RE_USE_STEREO_VIEWPORT
#define RE_USE_GPU_CONTEXT
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
A running instance of the engine.
void draw_viewport(DefaultFramebufferList *dfbl)
void init(const int2 &output_res, const rcti *output_rect, RenderEngine *render, Depsgraph *depsgraph, const LightProbe *light_probe_=nullptr, Object *camera_object=nullptr, const RenderLayer *render_layer=nullptr, const DRWView *drw_view=nullptr, const View3D *v3d=nullptr, const RegionView3D *rv3d=nullptr)
static void module_free()
const Depsgraph * depsgraph
DefaultFramebufferList * DRW_viewport_framebuffer_list_get(void)
const DRWContextState * DRW_context_state_get(void)
void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
DefaultTextureList * DRW_viewport_texture_list_get(void)
const DRWView * DRW_view_default_get(void)
void DRW_view_set_active(const DRWView *view)
static void eevee_engine_free()
static void eevee_cache_init(void *vedata)
static void eevee_render_to_image(void *UNUSED(vedata), struct RenderEngine *engine, struct RenderLayer *layer, const struct rcti *UNUSED(rect))
static const DrawEngineDataSize eevee_data_size
static void eevee_instance_free(void *instance)
static void eevee_cache_finish(void *vedata)
static void eevee_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
static void eevee_cache_populate(void *vedata, Object *object)
DrawEngineType draw_engine_eevee_next_type
static void eevee_draw_scene(void *vedata)
RenderEngineType DRW_engine_viewport_eevee_next_type
static void eevee_engine_init(void *vedata)
void RE_GetViewPlane(Render *re, rctf *r_viewplane, rcti *r_disprect)
struct Object * RE_GetCamera(Render *re)
vec_base< int32_t, 2 > int2
const char * RE_GetActiveRenderView(Render *re)
struct Depsgraph * depsgraph
struct RegionView3D * rv3d
struct GPUTexture * color
DRWViewportEmptyList * fbl
DRWViewportEmptyList * txl
DrawEngineType * engine_type
DRWViewportEmptyList * psl
DRWViewportEmptyList * stl
eevee::Instance * instance