Files
test/source/blender/editors/include/ED_render.hh
Habib Gahbiche 445eceb02a Nodes: Remove "Use Nodes" in Shader Editor for World
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
2025-07-28 14:06:08 +02:00

132 lines
4.4 KiB
C++

/* 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();
/**
* For preview icons loaded from disk (deferred loading), use the size of the source image, and
* only scale to the display size when drawing. Then we actually know the final display size
* (so we don't scale twice), and can scale on the GPU while drawing.
*/
bool ED_preview_use_image_size(const PreviewImage *preview, eIconSizes size);
/**
* 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);
World *ED_preview_prepare_world_simple(Main *bmain);
void ED_preview_world_simple_set_rgb(World *world, const float color[4]);
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_kill_jobs_for_id(wmWindowManager *wm, const ID *id);
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();