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blender-archive/source/blender/editors/render/render_ops.c
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

101 lines
3.6 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) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/render/render_ops.c
* \ingroup edrend
*/
#include <stdlib.h>
#include "BLI_utildefines.h"
#include "ED_render.h"
#include "WM_api.h"
#include "render_intern.h" // own include
/***************************** render ***********************************/
void ED_operatortypes_render(void)
{
WM_operatortype_append(OBJECT_OT_material_slot_add);
WM_operatortype_append(OBJECT_OT_material_slot_remove);
WM_operatortype_append(OBJECT_OT_material_slot_assign);
WM_operatortype_append(OBJECT_OT_material_slot_select);
WM_operatortype_append(OBJECT_OT_material_slot_deselect);
WM_operatortype_append(OBJECT_OT_material_slot_copy);
WM_operatortype_append(OBJECT_OT_material_slot_move);
WM_operatortype_append(MATERIAL_OT_new);
WM_operatortype_append(TEXTURE_OT_new);
WM_operatortype_append(WORLD_OT_new);
WM_operatortype_append(MATERIAL_OT_copy);
WM_operatortype_append(MATERIAL_OT_paste);
WM_operatortype_append(SCENE_OT_view_layer_add);
WM_operatortype_append(SCENE_OT_view_layer_remove);
WM_operatortype_append(SCENE_OT_render_view_add);
WM_operatortype_append(SCENE_OT_render_view_remove);
WM_operatortype_append(SCENE_OT_light_cache_bake);
WM_operatortype_append(SCENE_OT_light_cache_free);
#ifdef WITH_FREESTYLE
WM_operatortype_append(SCENE_OT_freestyle_module_add);
WM_operatortype_append(SCENE_OT_freestyle_module_remove);
WM_operatortype_append(SCENE_OT_freestyle_module_move);
WM_operatortype_append(SCENE_OT_freestyle_lineset_add);
WM_operatortype_append(SCENE_OT_freestyle_lineset_copy);
WM_operatortype_append(SCENE_OT_freestyle_lineset_paste);
WM_operatortype_append(SCENE_OT_freestyle_lineset_remove);
WM_operatortype_append(SCENE_OT_freestyle_lineset_move);
WM_operatortype_append(SCENE_OT_freestyle_linestyle_new);
WM_operatortype_append(SCENE_OT_freestyle_color_modifier_add);
WM_operatortype_append(SCENE_OT_freestyle_alpha_modifier_add);
WM_operatortype_append(SCENE_OT_freestyle_thickness_modifier_add);
WM_operatortype_append(SCENE_OT_freestyle_geometry_modifier_add);
WM_operatortype_append(SCENE_OT_freestyle_modifier_remove);
WM_operatortype_append(SCENE_OT_freestyle_modifier_move);
WM_operatortype_append(SCENE_OT_freestyle_modifier_copy);
WM_operatortype_append(SCENE_OT_freestyle_stroke_material_create);
#endif
WM_operatortype_append(TEXTURE_OT_slot_copy);
WM_operatortype_append(TEXTURE_OT_slot_paste);
WM_operatortype_append(TEXTURE_OT_slot_move);
/* render_internal.c */
WM_operatortype_append(RENDER_OT_view_show);
WM_operatortype_append(RENDER_OT_render);
WM_operatortype_append(RENDER_OT_view_cancel);
WM_operatortype_append(RENDER_OT_shutter_curve_preset);
/* render_opengl.c */
WM_operatortype_append(RENDER_OT_opengl);
}