/* SPDX-FileCopyrightText: 2005 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup editors */ #pragma once #include "DNA_ID_enums.h" #include "DNA_material_types.h" #include "DNA_vec_types.h" struct DEGEditorUpdateContext; struct Depsgraph; struct ID; struct MTex; struct Main; struct Render; struct Scene; struct ScrArea; struct bContext; struct bScreen; struct PreviewImage; struct uiPreview; struct ViewLayer; struct World; struct wmWindow; struct wmWindowManager; /* `render_ops.cc` */ void ED_operatortypes_render(); /* `render_update.cc` */ void ED_render_engine_changed(Main *bmain, bool update_scene_data); void ED_render_engine_area_exit(Main *bmain, ScrArea *area); void ED_render_view_layer_changed(Main *bmain, bScreen *screen); /* Callbacks handling data update events coming from depsgraph. */ void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id); /** * Update all 3D viewport render and draw engines on changes to the scene. * This is called by the dependency graph when it detects changes. */ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, bool updated); /** * Update 3D viewport render or draw engine on changes to the scene or view settings. */ void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, bool updated); Scene *ED_render_job_get_scene(const bContext *C); Scene *ED_render_job_get_current_scene(const bContext *C); /** * Render the preview method. */ enum ePreviewRenderMethod { /** Preview is rendered for buttons window. */ PR_BUTS_RENDER = 0, /** Preview is rendered for icons. hopefully fast enough for at least 32x32. */ PR_ICON_RENDER = 1, /** No render, we just ensure deferred icon data gets generated. */ PR_ICON_DEFERRED = 2, }; bool ED_check_engine_supports_preview(const Scene *scene); const char *ED_preview_collection_name(ePreviewType pr_type); void ED_preview_ensure_dbase(bool with_gpencil); void ED_preview_free_dbase(); /** * Check if \a id is supported by the automatic preview render. */ bool ED_preview_id_is_supported(const ID *id, const char **r_disabled_hint = nullptr); void ED_preview_set_visibility(Main *pr_main, Scene *scene, ViewLayer *view_layer, ePreviewType pr_type, ePreviewRenderMethod pr_method); World *ED_preview_prepare_world(Main *pr_main, const Scene *scene, const World *world, ID_Type id_type, ePreviewRenderMethod pr_method); void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey, ePreviewRenderMethod method); void ED_preview_icon_render( const bContext *C, Scene *scene, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size); void ED_preview_icon_job( const bContext *C, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size, bool delay); void ED_preview_restart_queue_free(); void ED_preview_restart_queue_add(ID *id, enum eIconSizes size); void ED_preview_restart_queue_work(const bContext *C); void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain); void ED_preview_draw( const bContext *C, void *idp, void *parentp, void *slotp, uiPreview *ui_preview, rcti *rect); /** * For UI previews (i.e. #uiPreview, not #PreviewImage): Tag all previews for \a id as dirty, so * the next redraw triggers a re-render in #ED_preview_draw(). */ void ED_previews_tag_dirty_by_id(const Main &bmain, const ID &id); void ED_render_clear_mtex_copybuf(); void ED_render_internal_init();