2011-10-22 16:24:28 +00:00
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2018-06-01 18:19:39 +02:00
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* of the License, or (at your option) any later version.
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2011-10-22 16:24:28 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*/
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup render
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2011-10-22 16:24:28 +00:00
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*/
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2012-02-17 18:59:41 +00:00
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#ifndef __RE_ENGINE_H__
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#define __RE_ENGINE_H__
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2011-10-22 16:24:28 +00:00
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#include "DNA_listBase.h"
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2013-03-14 07:38:37 +00:00
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#include "DNA_scene_types.h"
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2011-10-22 16:24:28 +00:00
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#include "RNA_types.h"
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Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
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#include "RE_bake.h"
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2011-10-22 16:24:28 +00:00
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Fix T56799: Custom render passes missing when using Save Buffers
The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
2019-01-18 00:45:21 +01:00
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#include "BLI_threads.h"
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2018-04-04 13:51:39 +02:00
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struct BakePixel;
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struct Depsgraph;
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2017-03-30 17:01:23 +02:00
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struct IDProperty;
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2017-02-07 11:20:15 +01:00
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struct Main;
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2011-10-22 16:24:28 +00:00
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struct Object;
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struct Render;
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2013-03-14 07:38:37 +00:00
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struct RenderData;
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2011-10-22 16:24:28 +00:00
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struct RenderEngine;
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struct RenderEngineType;
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struct RenderLayer;
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struct RenderResult;
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struct ReportList;
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struct Scene;
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2018-04-04 13:51:39 +02:00
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struct ViewLayer;
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2019-01-28 21:08:24 +11:00
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struct bNode;
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struct bNodeTree;
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2011-10-22 16:24:28 +00:00
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/* External Engine */
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2011-11-02 13:36:28 +00:00
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/* RenderEngineType.flag */
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2019-04-17 06:17:24 +02:00
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#define RE_INTERNAL 1
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/* #define RE_FLAG_DEPRECATED 2 */
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#define RE_USE_PREVIEW 4
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#define RE_USE_POSTPROCESS 8
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#define RE_USE_SHADING_NODES 16
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#define RE_USE_EXCLUDE_LAYERS 32
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#define RE_USE_SAVE_BUFFERS 64
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#define RE_USE_SHADING_NODES_CUSTOM 256
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Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
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#define RE_USE_SPHERICAL_STEREO 512
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2011-10-22 16:24:28 +00:00
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2011-11-02 13:36:28 +00:00
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/* RenderEngine.flag */
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2019-04-17 06:17:24 +02:00
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#define RE_ENGINE_ANIMATION 1
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#define RE_ENGINE_PREVIEW 2
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#define RE_ENGINE_DO_DRAW 4
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#define RE_ENGINE_DO_UPDATE 8
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#define RE_ENGINE_RENDERING 16
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#define RE_ENGINE_HIGHLIGHT_TILES 32
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#define RE_ENGINE_USED_FOR_VIEWPORT 64
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2011-11-02 13:36:28 +00:00
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2011-10-22 16:24:28 +00:00
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extern ListBase R_engines;
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typedef struct RenderEngineType {
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2019-04-17 06:17:24 +02:00
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struct RenderEngineType *next, *prev;
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/* type info */
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char idname[64]; // best keep the same size as BKE_ST_MAXNAME
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char name[64];
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int flag;
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void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph);
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void (*render)(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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void (*bake)(struct RenderEngine *engine,
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struct Depsgraph *depsgraph,
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struct Object *object,
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const int pass_type,
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const int pass_filter,
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const int object_id,
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const struct BakePixel *pixel_array,
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const int num_pixels,
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const int depth,
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void *result);
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void (*view_update)(struct RenderEngine *engine, const struct bContext *context);
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void (*view_draw)(struct RenderEngine *engine, const struct bContext *context);
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void (*update_script_node)(struct RenderEngine *engine,
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struct bNodeTree *ntree,
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struct bNode *node);
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void (*update_render_passes)(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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struct DrawEngineType *draw_engine;
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/* RNA integration */
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ExtensionRNA ext;
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2011-10-22 16:24:28 +00:00
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} RenderEngineType;
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2019-04-17 06:17:24 +02:00
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typedef void (*update_render_passes_cb_t)(void *userdata,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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int type);
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Fix T56799: Custom render passes missing when using Save Buffers
The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
2019-01-18 00:45:21 +01:00
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2011-10-22 16:24:28 +00:00
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typedef struct RenderEngine {
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2019-04-17 06:17:24 +02:00
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RenderEngineType *type;
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void *py_instance;
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2011-10-22 17:01:54 +00:00
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2019-04-17 06:17:24 +02:00
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int flag;
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struct Object *camera_override;
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unsigned int layer_override;
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2011-11-02 13:36:28 +00:00
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2019-04-17 06:17:24 +02:00
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int tile_x;
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int tile_y;
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2012-09-04 13:29:07 +00:00
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2019-04-17 06:17:24 +02:00
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struct Render *re;
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ListBase fullresult;
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char text[512]; /* IMA_MAX_RENDER_TEXT */
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2012-09-04 13:29:07 +00:00
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2019-04-17 06:17:24 +02:00
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int resolution_x, resolution_y;
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2012-11-03 14:32:26 +00:00
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2019-04-17 06:17:24 +02:00
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struct ReportList *reports;
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2013-07-08 22:26:10 +00:00
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2019-04-17 06:17:24 +02:00
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/* Depsgraph */
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struct Depsgraph *depsgraph;
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2018-04-04 13:51:39 +02:00
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2019-04-17 06:17:24 +02:00
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/* callback for render pass query */
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ThreadMutex update_render_passes_mutex;
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update_render_passes_cb_t update_render_passes_cb;
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void *update_render_passes_data;
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Fix T56799: Custom render passes missing when using Save Buffers
The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
2019-01-18 00:45:21 +01:00
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2019-04-17 06:17:24 +02:00
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rctf last_viewplane;
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rcti last_disprect;
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float last_viewmat[4][4];
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int last_winx, last_winy;
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2011-10-22 16:24:28 +00:00
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} RenderEngine;
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2011-10-22 17:01:54 +00:00
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RenderEngine *RE_engine_create(RenderEngineType *type);
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2013-03-20 23:14:18 +00:00
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RenderEngine *RE_engine_create_ex(RenderEngineType *type, bool use_for_viewport);
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2011-10-22 17:01:54 +00:00
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void RE_engine_free(RenderEngine *engine);
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2019-04-17 06:17:24 +02:00
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void RE_layer_load_from_file(
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struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
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void RE_result_load_from_file(struct RenderResult *result,
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struct ReportList *reports,
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const char *filename);
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2011-10-22 16:24:28 +00:00
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2019-04-17 06:17:24 +02:00
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struct RenderResult *RE_engine_begin_result(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname);
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2011-10-22 16:24:28 +00:00
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void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
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2019-04-17 06:17:24 +02:00
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void RE_engine_add_pass(RenderEngine *engine,
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const char *name,
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int channels,
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const char *chan_id,
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const char *layername);
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void RE_engine_end_result(RenderEngine *engine,
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struct RenderResult *result,
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bool cancel,
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bool highlight,
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bool merge_results);
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2017-02-06 17:23:02 +01:00
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struct RenderResult *RE_engine_get_result(struct RenderEngine *engine);
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2011-10-22 16:24:28 +00:00
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|
Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
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const char *RE_engine_active_view_get(RenderEngine *engine);
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2015-04-06 10:40:12 -03:00
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void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
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2019-04-17 06:17:24 +02:00
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float RE_engine_get_camera_shift_x(RenderEngine *engine,
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struct Object *camera,
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bool use_spherical_stereo);
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void RE_engine_get_camera_model_matrix(RenderEngine *engine,
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struct Object *camera,
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bool use_spherical_stereo,
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float *r_modelmat);
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2018-07-01 15:47:09 +02:00
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bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera);
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2015-04-06 10:40:12 -03:00
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2018-07-01 15:47:09 +02:00
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bool RE_engine_test_break(RenderEngine *engine);
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2011-10-22 16:24:28 +00:00
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
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2011-10-22 17:01:54 +00:00
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void RE_engine_update_progress(RenderEngine *engine, float progress);
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2012-11-05 08:04:57 +00:00
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak);
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2011-10-22 16:24:28 +00:00
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void RE_engine_report(RenderEngine *engine, int type, const char *msg);
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2014-12-05 21:56:29 +05:00
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void RE_engine_set_error_message(RenderEngine *engine, const char *msg);
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2011-10-22 16:24:28 +00:00
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int RE_engine_render(struct Render *re, int do_all);
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2014-02-03 18:55:59 +11:00
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bool RE_engine_is_external(struct Render *re);
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2011-11-26 18:33:31 +00:00
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2014-05-21 15:47:11 +02:00
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void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe);
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2019-04-17 06:17:24 +02:00
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void RE_engine_update_render_passes(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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update_render_passes_cb_t callback,
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void *callback_data);
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void RE_engine_register_pass(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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int type);
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Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
2017-05-03 00:21:18 +02:00
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2011-10-22 16:24:28 +00:00
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/* Engine Types */
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void RE_engines_init(void);
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void RE_engines_exit(void);
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2018-05-16 21:40:05 +02:00
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void RE_engines_register(RenderEngineType *render_type);
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2011-10-22 16:24:28 +00:00
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2018-01-29 14:56:16 +01:00
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bool RE_engine_is_opengl(RenderEngineType *render_type);
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2011-10-22 17:01:54 +00:00
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RenderEngineType *RE_engines_find(const char *idname);
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2019-03-25 11:42:28 +11:00
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rcti *RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles, bool *r_needs_free);
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2013-03-14 07:38:37 +00:00
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struct RenderData *RE_engine_get_render_data(struct Render *re);
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2019-04-17 06:17:24 +02:00
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void RE_bake_engine_set_engine_parameters(struct Render *re,
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struct Main *bmain,
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struct Scene *scene);
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2017-07-21 11:53:13 +02:00
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2018-11-09 16:14:15 +01:00
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void RE_engine_free_blender_memory(struct RenderEngine *engine);
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2012-02-17 18:59:41 +00:00
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#endif /* __RE_ENGINE_H__ */
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