Part of https://projects.blender.org/blender/blender/pulls/141278 Blend files compatibility: If a World exists and "Use Nodes" is disabled, we add new nodes to the existing node tree (or create one if it doesn't) that emulates the behavior of a world without a node tree. This ensures backward and forward compatibility. Python API compatibility: - `world.use_nodes` was removed from Python API => **Breaking change** - `world.color` is still being used by Workbench, so it stays there, although it has no effect anymore when using Cycles or EEVEE. Python API changes: Creating a World using `bpy.data.worlds.new()` now creates a World with an empty (embedded) node tree. This was necessary to enable Python scripts to add nodes without having to create a node tree (which is currently not possible, because World node trees are embedded). Pull Request: https://projects.blender.org/blender/blender/pulls/142342
132 lines
4.4 KiB
C++
132 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "DNA_ID_enums.h"
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#include "DNA_material_types.h"
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#include "DNA_vec_types.h"
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struct DEGEditorUpdateContext;
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struct Depsgraph;
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struct ID;
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struct MTex;
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struct Main;
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struct Render;
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struct Scene;
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struct ScrArea;
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struct bContext;
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struct bScreen;
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struct PreviewImage;
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struct uiPreview;
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struct ViewLayer;
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struct World;
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struct wmWindow;
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struct wmWindowManager;
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/* `render_ops.cc` */
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void ED_operatortypes_render();
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/* `render_update.cc` */
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void ED_render_engine_changed(Main *bmain, bool update_scene_data);
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void ED_render_engine_area_exit(Main *bmain, ScrArea *area);
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void ED_render_view_layer_changed(Main *bmain, bScreen *screen);
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/* Callbacks handling data update events coming from depsgraph. */
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void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id);
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/**
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* Update all 3D viewport render and draw engines on changes to the scene.
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* This is called by the dependency graph when it detects changes.
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*/
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void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, bool updated);
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/**
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* Update 3D viewport render or draw engine on changes to the scene or view settings.
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*/
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void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, bool updated);
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Scene *ED_render_job_get_scene(const bContext *C);
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Scene *ED_render_job_get_current_scene(const bContext *C);
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/**
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* Render the preview method.
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*/
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enum ePreviewRenderMethod {
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/** Preview is rendered for buttons window. */
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PR_BUTS_RENDER = 0,
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/** Preview is rendered for icons. hopefully fast enough for at least 32x32. */
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PR_ICON_RENDER = 1,
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/** No render, we just ensure deferred icon data gets generated. */
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PR_ICON_DEFERRED = 2,
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};
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bool ED_check_engine_supports_preview(const Scene *scene);
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const char *ED_preview_collection_name(ePreviewType pr_type);
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void ED_preview_ensure_dbase(bool with_gpencil);
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void ED_preview_free_dbase();
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/**
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* For preview icons loaded from disk (deferred loading), use the size of the source image, and
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* only scale to the display size when drawing. Then we actually know the final display size
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* (so we don't scale twice), and can scale on the GPU while drawing.
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*/
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bool ED_preview_use_image_size(const PreviewImage *preview, eIconSizes size);
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/**
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* Check if \a id is supported by the automatic preview render.
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*/
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bool ED_preview_id_is_supported(const ID *id, const char **r_disabled_hint = nullptr);
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void ED_preview_set_visibility(Main *pr_main,
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Scene *scene,
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ViewLayer *view_layer,
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ePreviewType pr_type,
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ePreviewRenderMethod pr_method);
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World *ED_preview_prepare_world(Main *pr_main,
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const Scene *scene,
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const World *world,
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ID_Type id_type,
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ePreviewRenderMethod pr_method);
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World *ED_preview_prepare_world_simple(Main *bmain);
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void ED_preview_world_simple_set_rgb(World *world, const float color[4]);
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void ED_preview_shader_job(const bContext *C,
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void *owner,
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ID *id,
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ID *parent,
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MTex *slot,
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int sizex,
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int sizey,
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ePreviewRenderMethod method);
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void ED_preview_icon_render(
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const bContext *C, Scene *scene, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size);
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void ED_preview_icon_job(
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const bContext *C, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size, bool delay);
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void ED_preview_restart_queue_free();
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void ED_preview_restart_queue_add(ID *id, enum eIconSizes size);
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void ED_preview_restart_queue_work(const bContext *C);
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void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain);
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void ED_preview_kill_jobs_for_id(wmWindowManager *wm, const ID *id);
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void ED_preview_draw(
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const bContext *C, void *idp, void *parentp, void *slotp, uiPreview *ui_preview, rcti *rect);
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/**
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* For UI previews (i.e. #uiPreview, not #PreviewImage): Tag all previews for \a id as dirty, so
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* the next redraw triggers a re-render in #ED_preview_draw().
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*/
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void ED_previews_tag_dirty_by_id(const Main &bmain, const ID &id);
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void ED_render_clear_mtex_copybuf();
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void ED_render_internal_init();
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