36 #define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)
249 const char *passname,
250 const char *viewname,
259 const struct ImBuf *ibuf,
272 const char *layername,
273 const char *viewname);
279 const char *layername,
280 const char *viewname,
325 void **movie_ctx_arr,
342 struct Object *camera_override,
353 struct Object *camera_override,
357 #ifdef WITH_FREESTYLE
358 void RE_RenderFreestyleStrokes(
struct Render *re,
362 void RE_RenderFreestyleExternal(
struct Render *re);
384 void *exrhandle,
const char *colorspace,
bool predivide,
int rectx,
int recty);
406 void (*f)(
void *handle,
struct Scene *
scene));
430 const char *viewname);
436 const char *viewname);
439 #define RE_BAKE_NORMALS 0
440 #define RE_BAKE_DISPLACEMENT 1
450 float r_modelmat[4][4]);
457 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.
_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
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
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)
struct Object * RE_GetCamera(struct Render *re)
void RE_FreeRender(struct Render *re)
void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4])
struct RenderLayer RenderLayer
bool RE_HasFloatPixels(const RenderResult *res)
void RE_FreePersistentData(const struct Scene *scene)
bool RE_layers_have_name(struct RenderResult *result)
void * RE_gpu_context_get(Render *re)
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_gl_context_get(Render *re)
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 Scene * RE_GetScene(struct Render *re)
void RE_ReleaseResult(struct Render *re)
void RE_test_break_cb(struct Render *re, void *handle, int(*f)(void *handle))
void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float mat[4][4])
void RE_SetScene(struct Render *re, struct Scene *sce)
struct RenderView * RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname)
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 RenderLayer * RE_GetRenderLayer(struct RenderResult *rr, const char *name)
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)
void RE_InitState(struct Render *re, struct Render *source, struct RenderData *rd, struct ListBase *render_layers, struct ViewLayer *single_layer, int winx, int winy, rcti *disprect)
struct Render * RE_GetRender(const char *name)
struct RenderResult * RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty)
struct RenderResult * RE_AcquireResultWrite(struct Render *re)
void RE_gl_context_destroy(Render *re)
struct RenderResult RenderResult
void RE_ReleaseResultImage(struct Render *re)
struct ImBuf * RE_render_result_rect_to_ibuf(struct RenderResult *rr, const struct ImageFormatData *imf, const float dither, int view_id)
void RE_SetActiveRenderView(struct Render *re, const char *viewname)
struct Render * RE_NewSceneRender(const struct Scene *scene)
void RE_InitRenderCB(struct Render *re)
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)
void RE_AcquiredResultGet32(struct Render *re, struct RenderResult *result, unsigned int *rect, int view_id)
void RE_SetReports(struct Render *re, struct ReportList *reports)
void RE_ClearResult(struct Render *re)
void RE_FreeRenderResult(struct RenderResult *rr)
void RE_ReleaseResultImageViews(struct Render *re, struct RenderResult *rr)
struct Render * RE_NewRender(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)
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))
void RE_gl_context_create(Render *re)
bool RE_is_rendering_allowed(struct Scene *scene, struct ViewLayer *single_layer, struct Object *camera_override, struct ReportList *reports)
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)
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect)
bool RE_HasCombinedLayer(const RenderResult *res)
struct RenderPass * RE_create_gp_pass(struct RenderResult *rr, const char *layername, const char *viewname)
struct RenderStats * RE_GetStats(struct Render *re)
void RE_render_result_rect_from_ibuf(struct RenderResult *rr, const struct ImBuf *ibuf, int view_id)
float * RE_RenderLayerGetPass(struct RenderLayer *rl, const char *name, const char *viewname)
void RE_FreeAllRender(void)
bool RE_HasSingleLayer(struct Render *re)
struct RenderView * RE_RenderViewGetById(struct RenderResult *rr, int view_id)
struct RenderPass * RE_pass_find_by_name(struct RenderLayer *rl, const char *name, const char *viewname)
void RE_display_init_cb(struct Render *re, void *handle, void(*f)(void *handle, RenderResult *rr))
struct RenderPass RenderPass
void RE_AcquireResultImageViews(struct Render *re, struct RenderResult *rr)
void RE_SetCamera(struct Render *re, const struct Object *cam_ob)
float RE_filter_value(int type, float x)
void RE_FreeAllRenderResults(void)
struct RenderPass * RE_pass_find_by_type(struct RenderLayer *rl, int passtype, const char *viewname)
int RE_seq_render_active(struct Scene *scene, struct RenderData *rd)
void RE_SetOverrideCamera(struct Render *re, struct Object *cam_ob)
const char * RE_GetActiveRenderView(struct Render *re)
bool RE_RenderResult_is_stereo(const RenderResult *res)
void RE_progress_cb(struct Render *re, void *handle, void(*f)(void *handle, float))
struct RenderResult * RE_AcquireResultRead(struct Render *re)
RenderResult * RE_DuplicateRenderResult(RenderResult *rr)
void RE_init_threadcount(Render *re)
struct Render * RE_GetSceneRender(const struct Scene *scene)
static const pxr::TfToken preview("preview", pxr::TfToken::Immortal)
struct RenderLayer * next
struct RenderLayer * prev
struct RenderResult * next
struct RenderResult * prev
struct StampData * stamp_data
char scene_name[MAX_ID_NAME - 2]