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blender-archive/source/blender/editors/include/ED_render.h
Brecht Van Lommel 3f34a88fc8 Fix #36075: editing shading nodes could still crash blender internal rendered
draw mode. This happens because it uses node data structures in threads, now
it does same as preview render, which is to immediately stop the render thread
when e.g. deleting nodes.
2013-07-10 01:05:56 +00:00

95 lines
2.8 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) 2005 Blender Foundation.
* All rights reserved.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file ED_render.h
* \ingroup editors
*/
#ifndef __ED_RENDER_H__
#define __ED_RENDER_H__
#include "DNA_vec_types.h"
struct bContext;
struct ID;
struct Main;
struct MTex;
struct Render;
struct RenderInfo;
struct Scene;
struct ScrArea;
struct RegionView3D;
struct RenderEngine;
/* render_ops.c */
void ED_operatortypes_render(void);
/* render_shading.c */
void ED_render_id_flush_update(struct Main *bmain, struct ID *id);
void ED_render_engine_changed(struct Main *bmain);
void ED_render_engine_area_exit(struct ScrArea *sa);
void ED_render_scene_update(struct Main *bmain, struct Scene *scene, int updated);
void ED_viewport_render_kill_jobs(const struct bContext *C, bool free_database);
/* render_preview.c */
/* stores rendered preview - is also used for icons */
typedef struct RenderInfo {
int pr_rectx;
int pr_recty;
short curtile, tottile;
rcti disprect; /* storage for view3d preview rect */
unsigned int *rect;
struct Render *re; /* persistent render */
} RenderInfo;
/* 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
*/
#define PR_BUTS_RENDER 0
#define PR_ICON_RENDER 1
#define PR_NODE_RENDER 2
void ED_preview_init_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_job(const struct bContext *C, void *owner, struct ID *id, unsigned int *rect, int sizex, int sizey);
void ED_preview_kill_jobs(const struct bContext *C);
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