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blender-archive/source/blender/render/extern/include/RE_engine.h
Brecht Van Lommel e02b23b81a Render API: shader script node for custom shaders.
* Shader script node added, which stores either a link to a text datablock or
  file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
  to compile the shader and update the node with new sockets.

Thanks to Thomas, Lukas and Dalai for the implementation.
2012-11-03 14:32:26 +00:00

133 lines
3.7 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) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file RE_engine.h
* \ingroup render
*/
#ifndef __RE_ENGINE_H__
#define __RE_ENGINE_H__
#include "DNA_listBase.h"
#include "RNA_types.h"
struct bNode;
struct bNodeTree;
struct Object;
struct Render;
struct RenderEngine;
struct RenderEngineType;
struct RenderLayer;
struct RenderResult;
struct ReportList;
struct Scene;
/* External Engine */
/* RenderEngineType.flag */
#define RE_INTERNAL 1
#define RE_GAME 2
#define RE_USE_PREVIEW 4
#define RE_USE_POSTPROCESS 8
#define RE_USE_SHADING_NODES 16
/* RenderEngine.flag */
#define RE_ENGINE_ANIMATION 1
#define RE_ENGINE_PREVIEW 2
#define RE_ENGINE_DO_DRAW 4
#define RE_ENGINE_DO_UPDATE 8
extern ListBase R_engines;
typedef struct RenderEngineType {
struct RenderEngineType *next, *prev;
/* type info */
char idname[64]; // best keep the same size as BKE_ST_MAXNAME
char name[64];
int flag;
void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Scene *scene);
void (*render)(struct RenderEngine *engine, struct Scene *scene);
void (*view_update)(struct RenderEngine *engine, const struct bContext *context);
void (*view_draw)(struct RenderEngine *engine, const struct bContext *context);
void (*update_script_node)(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node);
/* RNA integration */
ExtensionRNA ext;
} RenderEngineType;
typedef struct RenderEngine {
RenderEngineType *type;
void *py_instance;
int flag;
struct Object *camera_override;
int tile_x;
int tile_y;
struct Render *re;
ListBase fullresult;
char *text;
int resolution_x, resolution_y;
struct ReportList *reports;
} RenderEngine;
RenderEngine *RE_engine_create(RenderEngineType *type);
void RE_engine_free(RenderEngine *engine);
void RE_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filename);
struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername);
void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, int cancel);
int RE_engine_test_break(RenderEngine *engine);
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
void RE_engine_update_progress(RenderEngine *engine, float progress);
void RE_engine_report(RenderEngine *engine, int type, const char *msg);
int RE_engine_render(struct Render *re, int do_all);
int RE_engine_is_external(struct Render *re);
/* Engine Types */
void RE_engines_init(void);
void RE_engines_exit(void);
RenderEngineType *RE_engines_find(const char *idname);
#endif /* __RE_ENGINE_H__ */