The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
89 lines
3.0 KiB
C
89 lines
3.0 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 by 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/BL DUAL LICENSE BLOCK *****
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*/
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/** \file RE_render_ext.h
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* \ingroup render
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*/
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#ifndef __RE_RENDER_EXT_H__
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#define __RE_RENDER_EXT_H__
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* this include is for non-render pipeline exports (still old cruft here) */
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* called by meshtools */
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struct DerivedMesh;
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struct Depsgraph;
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struct ImagePool;
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struct MTex;
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struct Scene;
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struct ViewLayer;
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struct Render;
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/* render_texture.c */
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/* used by particle.c, effect.c, editmesh_modes.c and brush.c, returns 1 if rgb, 0 otherwise */
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int externtex(
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const struct MTex *mtex, const float vec[3], float *tin, float *tr, float *tg, float *tb, float *ta,
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const int thread, struct ImagePool *pool, const bool skip_load_image, const bool texnode_preview);
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void texture_rgb_blend(float in[3], const float tex[3], const float out[3], float fact, float facg, int blendtype);
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float texture_value_blend(float tex, float out, float fact, float facg, int blendtype);
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void RE_texture_rng_init(void);
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void RE_texture_rng_exit(void);
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struct Material *RE_sample_material_init(struct Depsgraph *depsgraph, struct Material *orig_mat, struct Scene *scene);
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void RE_sample_material_free(struct Material *mat);
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void RE_sample_material_color(
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struct Material *mat, float color[3], float *alpha, const float volume_co[3], const float surface_co[3],
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int tri_index, struct DerivedMesh *orcoDm, struct Object *ob);
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/* imagetexture.c */
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void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
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/* pointdensity.c */
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struct PointDensity;
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void RE_point_density_cache(
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struct Depsgraph *depsgraph,
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struct PointDensity *pd);
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void RE_point_density_minmax(
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struct Depsgraph *depsgraph,
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struct PointDensity *pd,
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float r_min[3], float r_max[3]);
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void RE_point_density_sample(
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struct Depsgraph *depsgraph,
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struct PointDensity *pd,
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const int resolution,
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float *values);
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void RE_point_density_free(struct PointDensity *pd);
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#endif /* __RE_RENDER_EXT_H__ */
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