Render previews for Action datablocks by rendering the scene camera with the Workbench (solid) engine. The //look// can be configured by setting the scene's render engine to Workbench and editing the scene's shading properties. It is assumed that the pose has already been applied and that the scene camera is capturing the pose. In other words, the render function just renders from the scene camera without evaluating/applying the Action stored in `preview->id`. The ID is only used to determine its type and to store the resulting preview. Not all code paths that lead to the `action_preview_render()` function actually provide a depsgraph. The "Refresh Asset Preview" button (`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does not. Reviewed By: Severin Differential Revision: https://developer.blender.org/D10543
119 lines
3.7 KiB
C++
119 lines
3.7 KiB
C++
/*
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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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* of the License, or (at your option) any later version.
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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) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "DNA_vec_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct DEGEditorUpdateContext;
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struct Depsgraph;
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struct ID;
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struct MTex;
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struct Main;
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struct Render;
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struct Scene;
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struct ScrArea;
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struct bContext;
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struct bScreen;
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struct wmWindow;
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struct wmWindowManager;
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/* render_ops.c */
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void ED_operatortypes_render(void);
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/* render_update.c */
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void ED_render_engine_changed(struct Main *bmain, const bool update_scene_data);
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void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *area);
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void ED_render_view_layer_changed(struct Main *bmain, struct bScreen *screen);
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/* Callbacks handling data update events coming from depsgraph. */
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void ED_render_id_flush_update(const struct DEGEditorUpdateContext *update_ctx, struct ID *id);
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void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, const bool updated);
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void ED_render_view3d_update(struct Depsgraph *depsgraph,
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struct wmWindow *window,
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struct ScrArea *area,
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const bool updated);
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struct Scene *ED_render_job_get_scene(const struct bContext *C);
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struct Scene *ED_render_job_get_current_scene(const struct bContext *C);
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/* Render the preview
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*
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* pr_method:
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* - PR_BUTS_RENDER: preview is rendered for buttons window
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* - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
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* - PR_NODE_RENDER: preview is rendered for node editor
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* - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
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*/
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enum {
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PR_BUTS_RENDER = 0,
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PR_ICON_RENDER = 1,
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PR_NODE_RENDER = 2,
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PR_ICON_DEFERRED = 3,
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};
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void ED_preview_ensure_dbase(void);
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void ED_preview_free_dbase(void);
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void ED_preview_shader_job(const struct bContext *C,
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void *owner,
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struct ID *id,
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struct ID *parent,
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struct MTex *slot,
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int sizex,
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int sizey,
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int method);
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void ED_preview_icon_render(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct ID *id,
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unsigned int *rect,
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int sizex,
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int sizey);
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void ED_preview_icon_job(const struct bContext *C,
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void *owner,
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struct ID *id,
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unsigned int *rect,
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int sizex,
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int sizey,
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const bool delay);
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void ED_preview_kill_jobs(struct wmWindowManager *wm, struct Main *bmain);
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void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
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void ED_render_clear_mtex_copybuf(void);
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void ED_render_internal_init(void);
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#ifdef __cplusplus
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}
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#endif
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