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blender-archive/source/blender/editors/include/ED_render.h
Dalai Felinto 9a49a26eb3 Fix T62348: Cycles - Viewport rendering not update on switching viewlayer
It updates only the main window you edit and the non-main window
children of this main one.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D4528
2019-03-22 12:46:39 -03:00

89 lines
2.9 KiB
C++

/*
* 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) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup editors
*/
#ifndef __ED_RENDER_H__
#define __ED_RENDER_H__
#include "DNA_vec_types.h"
struct DEGEditorUpdateContext;
struct ID;
struct MTex;
struct Main;
struct Render;
struct Scene;
struct ScrArea;
struct bContext;
struct bScreen;
struct wmWindowManager;
/* render_ops.c */
void ED_operatortypes_render(void);
/* render_update.c */
void ED_render_engine_changed(struct Main *bmain);
void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *sa);
void ED_render_view_layer_changed(struct Main *bmain, struct bScreen *sc);
/* Callbacks handling data update events coming from depsgraph. */
void ED_render_id_flush_update(const struct DEGEditorUpdateContext *update_ctx, struct ID *id);
void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, int updated);
struct Scene *ED_render_job_get_scene(const struct bContext *C);
struct Scene *ED_render_job_get_current_scene(const struct bContext *C);
/* Render the preview
*
* pr_method:
* - PR_BUTS_RENDER: preview is rendered for buttons window
* - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
* - PR_NODE_RENDER: preview is rendered for node editor
* - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
*/
enum {
PR_BUTS_RENDER = 0,
PR_ICON_RENDER = 1,
PR_NODE_RENDER = 2,
PR_ICON_DEFERRED = 3,
};
void ED_preview_ensure_dbase(void);
void ED_preview_free_dbase(void);
void ED_preview_shader_job(const struct bContext *C, void *owner, struct ID *id, struct ID *parent, struct MTex *slot, int sizex, int sizey, int method);
void ED_preview_icon_render(struct Main *bmain, struct Scene *scene, struct ID *id, unsigned int *rect, int sizex, int sizey);
void ED_preview_icon_job(const struct bContext *C, void *owner, struct ID *id, unsigned int *rect, int sizex, int sizey);
void ED_preview_kill_jobs(struct wmWindowManager *wm, struct Main *bmain);
void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
void ED_render_clear_mtex_copybuf(void);
void ED_render_internal_init(void);
#endif