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blender-archive/source/blender/editors/render/render_intern.h
Clément Foucault 1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00

104 lines
3.9 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/render/render_intern.h
* \ingroup edrend
*/
#ifndef __RENDER_INTERN_H__
#define __RENDER_INTERN_H__
struct bContext;
struct RenderEngine;
struct wmOperatorType;
struct ScrArea;
/* render_shading.c */
void OBJECT_OT_material_slot_add(struct wmOperatorType *ot);
void OBJECT_OT_material_slot_remove(struct wmOperatorType *ot);
void OBJECT_OT_material_slot_assign(struct wmOperatorType *ot);
void OBJECT_OT_material_slot_select(struct wmOperatorType *ot);
void OBJECT_OT_material_slot_deselect(struct wmOperatorType *ot);
void OBJECT_OT_material_slot_copy(struct wmOperatorType *ot);
void OBJECT_OT_material_slot_move(struct wmOperatorType *ot);
void MATERIAL_OT_new(struct wmOperatorType *ot);
void TEXTURE_OT_new(struct wmOperatorType *ot);
void WORLD_OT_new(struct wmOperatorType *ot);
void MATERIAL_OT_copy(struct wmOperatorType *ot);
void MATERIAL_OT_paste(struct wmOperatorType *ot);
void SCENE_OT_view_layer_add(struct wmOperatorType *ot);
void SCENE_OT_view_layer_remove(struct wmOperatorType *ot);
void SCENE_OT_light_cache_bake(struct wmOperatorType *ot);
void SCENE_OT_light_cache_free(struct wmOperatorType *ot);
void SCENE_OT_render_view_add(struct wmOperatorType *ot);
void SCENE_OT_render_view_remove(struct wmOperatorType *ot);
#ifdef WITH_FREESTYLE
void SCENE_OT_freestyle_module_add(struct wmOperatorType *ot);
void SCENE_OT_freestyle_module_remove(struct wmOperatorType *ot);
void SCENE_OT_freestyle_module_move(struct wmOperatorType *ot);
void SCENE_OT_freestyle_lineset_add(struct wmOperatorType *ot);
void SCENE_OT_freestyle_lineset_copy(struct wmOperatorType *ot);
void SCENE_OT_freestyle_lineset_paste(struct wmOperatorType *ot);
void SCENE_OT_freestyle_lineset_remove(struct wmOperatorType *ot);
void SCENE_OT_freestyle_lineset_move(struct wmOperatorType *ot);
void SCENE_OT_freestyle_linestyle_new(struct wmOperatorType *ot);
void SCENE_OT_freestyle_color_modifier_add(struct wmOperatorType *ot);
void SCENE_OT_freestyle_alpha_modifier_add(struct wmOperatorType *ot);
void SCENE_OT_freestyle_thickness_modifier_add(struct wmOperatorType *ot);
void SCENE_OT_freestyle_geometry_modifier_add(struct wmOperatorType *ot);
void SCENE_OT_freestyle_modifier_remove(struct wmOperatorType *ot);
void SCENE_OT_freestyle_modifier_move(struct wmOperatorType *ot);
void SCENE_OT_freestyle_modifier_copy(struct wmOperatorType *ot);
void SCENE_OT_freestyle_stroke_material_create(struct wmOperatorType *ot);
#endif
void TEXTURE_OT_slot_copy(struct wmOperatorType *ot);
void TEXTURE_OT_slot_paste(struct wmOperatorType *ot);
void TEXTURE_OT_slot_move(struct wmOperatorType *ot);
/* render_internal.c */
void RENDER_OT_render(struct wmOperatorType *ot);
void RENDER_OT_shutter_curve_preset(struct wmOperatorType *ot);
/* render_view.c */
struct ScrArea *render_view_open(struct bContext *C, int mx, int my, struct ReportList *reports);
void RENDER_OT_view_show(struct wmOperatorType *ot);
void RENDER_OT_view_cancel(struct wmOperatorType *ot);
/* render_opengl.c */
void RENDER_OT_opengl(struct wmOperatorType *ot);
#endif /* __RENDER_INTERN_H__ */