* 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.
133 lines
3.7 KiB
C++
133 lines
3.7 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file RE_engine.h
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* \ingroup render
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*/
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#ifndef __RE_ENGINE_H__
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#define __RE_ENGINE_H__
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#include "DNA_listBase.h"
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#include "RNA_types.h"
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struct bNode;
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struct bNodeTree;
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struct Object;
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struct Render;
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struct RenderEngine;
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struct RenderEngineType;
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struct RenderLayer;
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struct RenderResult;
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struct ReportList;
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struct Scene;
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/* External Engine */
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/* RenderEngineType.flag */
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#define RE_INTERNAL 1
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#define RE_GAME 2
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#define RE_USE_PREVIEW 4
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#define RE_USE_POSTPROCESS 8
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#define RE_USE_SHADING_NODES 16
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/* RenderEngine.flag */
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#define RE_ENGINE_ANIMATION 1
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#define RE_ENGINE_PREVIEW 2
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#define RE_ENGINE_DO_DRAW 4
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#define RE_ENGINE_DO_UPDATE 8
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extern ListBase R_engines;
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typedef struct RenderEngineType {
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struct RenderEngineType *next, *prev;
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/* type info */
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char idname[64]; // best keep the same size as BKE_ST_MAXNAME
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char name[64];
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int flag;
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void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Scene *scene);
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void (*render)(struct RenderEngine *engine, struct Scene *scene);
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void (*view_update)(struct RenderEngine *engine, const struct bContext *context);
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void (*view_draw)(struct RenderEngine *engine, const struct bContext *context);
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void (*update_script_node)(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node);
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/* RNA integration */
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ExtensionRNA ext;
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} RenderEngineType;
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typedef struct RenderEngine {
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RenderEngineType *type;
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void *py_instance;
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int flag;
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struct Object *camera_override;
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int tile_x;
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int tile_y;
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struct Render *re;
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ListBase fullresult;
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char *text;
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int resolution_x, resolution_y;
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struct ReportList *reports;
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} RenderEngine;
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RenderEngine *RE_engine_create(RenderEngineType *type);
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void RE_engine_free(RenderEngine *engine);
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void RE_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
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void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filename);
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struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername);
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void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
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void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, int cancel);
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int RE_engine_test_break(RenderEngine *engine);
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
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void RE_engine_update_progress(RenderEngine *engine, float progress);
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void RE_engine_report(RenderEngine *engine, int type, const char *msg);
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int RE_engine_render(struct Render *re, int do_all);
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int RE_engine_is_external(struct Render *re);
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/* Engine Types */
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void RE_engines_init(void);
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void RE_engines_exit(void);
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RenderEngineType *RE_engines_find(const char *idname);
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#endif /* __RE_ENGINE_H__ */
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