A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
116 lines
3.5 KiB
C
116 lines
3.5 KiB
C
/* SPDX-FileCopyrightText: 2005 Blender Foundation
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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_vec_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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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 wmWindow;
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struct wmWindowManager;
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/* render_ops.c */
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void ED_operatortypes_render(void);
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/* render_update.c */
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void ED_render_engine_changed(struct Main *bmain, bool update_scene_data);
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void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *area);
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void ED_render_view_layer_changed(struct Main *bmain, struct 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 struct DEGEditorUpdateContext *update_ctx, struct 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 struct 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(struct Depsgraph *depsgraph,
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struct wmWindow *window,
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struct ScrArea *area,
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bool updated);
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struct Scene *ED_render_job_get_scene(const struct bContext *C);
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struct Scene *ED_render_job_get_current_scene(const struct bContext *C);
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/* Render the preview
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*
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* pr_method:
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* - PR_BUTS_RENDER: preview is rendered for buttons window
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* - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
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* - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
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*/
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typedef enum ePreviewRenderMethod {
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PR_BUTS_RENDER = 0,
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PR_ICON_RENDER = 1,
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PR_ICON_DEFERRED = 2,
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} ePreviewRenderMethod;
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void ED_preview_ensure_dbase(void);
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void ED_preview_free_dbase(void);
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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 struct ID *id);
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void ED_preview_shader_job(const struct bContext *C,
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void *owner,
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struct ID *id,
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struct ID *parent,
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struct 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(const struct bContext *C,
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struct Scene *scene,
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struct PreviewImage *prv_img,
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struct ID *id,
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enum eIconSizes icon_size);
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void ED_preview_icon_job(const struct bContext *C,
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struct PreviewImage *prv_img,
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struct ID *id,
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enum eIconSizes icon_size,
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bool delay);
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void ED_preview_restart_queue_free(void);
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void ED_preview_restart_queue_add(struct ID *id, enum eIconSizes size);
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void ED_preview_restart_queue_work(const struct bContext *C);
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void ED_preview_kill_jobs(struct wmWindowManager *wm, struct Main *bmain);
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void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
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void ED_render_clear_mtex_copybuf(void);
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void ED_render_internal_init(void);
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#ifdef __cplusplus
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}
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#endif
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