Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).

This works with operator properties - if you pass the name of a scene and renderlayer to 
the screen.render operator, it will render that layer as a single layer re-render.
This commit is contained in:
2010-01-06 00:09:07 +00:00
parent 4b202b562a
commit 06e6011ae9
10 changed files with 125 additions and 132 deletions

View File

@@ -46,6 +46,7 @@ struct RenderEngineType;
struct RenderResult;
struct ReportList;
struct Scene;
struct SceneRenderLayer;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is what is exposed of render to outside world */
@@ -169,7 +170,7 @@ struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name)
float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
/* obligatory initialize call, disprect is optional */
void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, int winx, int winy, rcti *disprect);
void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, struct SceneRenderLayer *srl, int winx, int winy, rcti *disprect);
/* use this to change disprect of active render */
void RE_SetDispRect (struct Render *re, rcti *disprect);
@@ -200,7 +201,7 @@ void RE_init_threadcount(Render *re);
void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
/* only RE_NewRender() needed, main Blender render calls */
void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame);
void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, int frame);
void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra, struct ReportList *reports);
void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);