This is the first step for refactoring the lightcache system. Each probe instance (as in `Object`) will now store its own baked data. The data is currently stored in uncompressed readable format. This introduces two new operators for baking to avoid confusion with the previous light baking pipeline. These do nothing other than creating empty caches that will be populated by EEVEE later on. The DNA storage is made to be able to include multiple caches in case of baked simulation over time but it isn't yet supported. I prefer to keep the implementation simple for now as the long term goals for this feature are uncertain. There is still a type flag (`LightProbeObjectCache.cache_type`) that will be used for versioning. The naming convention of structs is a bit weird but that's all I found in order to avoid interfering with the old scene light cache that is still used by (old) EEVEE. Related task #106449. Pull Request: https://projects.blender.org/blender/blender/pulls/106808
89 lines
3.3 KiB
C++
89 lines
3.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2009 Blender Foundation */
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/** \file
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* \ingroup edrend
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*/
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#include <cstdlib>
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#include "BLI_utildefines.h"
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#include "ED_render.h"
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#include "WM_api.h"
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#include "render_intern.hh" /* own include */
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/***************************** render ***********************************/
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void ED_operatortypes_render()
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{
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WM_operatortype_append(OBJECT_OT_material_slot_add);
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WM_operatortype_append(OBJECT_OT_material_slot_remove);
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WM_operatortype_append(OBJECT_OT_material_slot_assign);
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WM_operatortype_append(OBJECT_OT_material_slot_select);
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WM_operatortype_append(OBJECT_OT_material_slot_deselect);
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WM_operatortype_append(OBJECT_OT_material_slot_copy);
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WM_operatortype_append(OBJECT_OT_material_slot_move);
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WM_operatortype_append(OBJECT_OT_material_slot_remove_unused);
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WM_operatortype_append(OBJECT_OT_lightprobe_cache_bake);
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WM_operatortype_append(OBJECT_OT_lightprobe_cache_free);
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WM_operatortype_append(MATERIAL_OT_new);
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WM_operatortype_append(TEXTURE_OT_new);
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WM_operatortype_append(WORLD_OT_new);
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WM_operatortype_append(MATERIAL_OT_copy);
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WM_operatortype_append(MATERIAL_OT_paste);
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WM_operatortype_append(SCENE_OT_view_layer_add);
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WM_operatortype_append(SCENE_OT_view_layer_remove);
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WM_operatortype_append(SCENE_OT_view_layer_add_aov);
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WM_operatortype_append(SCENE_OT_view_layer_remove_aov);
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WM_operatortype_append(SCENE_OT_view_layer_add_lightgroup);
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WM_operatortype_append(SCENE_OT_view_layer_remove_lightgroup);
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WM_operatortype_append(SCENE_OT_view_layer_add_used_lightgroups);
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WM_operatortype_append(SCENE_OT_view_layer_remove_unused_lightgroups);
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WM_operatortype_append(SCENE_OT_render_view_add);
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WM_operatortype_append(SCENE_OT_render_view_remove);
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WM_operatortype_append(SCENE_OT_light_cache_bake);
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WM_operatortype_append(SCENE_OT_light_cache_free);
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#ifdef WITH_FREESTYLE
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WM_operatortype_append(SCENE_OT_freestyle_module_add);
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WM_operatortype_append(SCENE_OT_freestyle_module_remove);
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WM_operatortype_append(SCENE_OT_freestyle_module_move);
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WM_operatortype_append(SCENE_OT_freestyle_lineset_add);
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WM_operatortype_append(SCENE_OT_freestyle_lineset_copy);
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WM_operatortype_append(SCENE_OT_freestyle_lineset_paste);
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WM_operatortype_append(SCENE_OT_freestyle_lineset_remove);
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WM_operatortype_append(SCENE_OT_freestyle_lineset_move);
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WM_operatortype_append(SCENE_OT_freestyle_linestyle_new);
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WM_operatortype_append(SCENE_OT_freestyle_color_modifier_add);
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WM_operatortype_append(SCENE_OT_freestyle_alpha_modifier_add);
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WM_operatortype_append(SCENE_OT_freestyle_thickness_modifier_add);
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WM_operatortype_append(SCENE_OT_freestyle_geometry_modifier_add);
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WM_operatortype_append(SCENE_OT_freestyle_modifier_remove);
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WM_operatortype_append(SCENE_OT_freestyle_modifier_move);
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WM_operatortype_append(SCENE_OT_freestyle_modifier_copy);
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WM_operatortype_append(SCENE_OT_freestyle_stroke_material_create);
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#endif
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WM_operatortype_append(TEXTURE_OT_slot_copy);
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WM_operatortype_append(TEXTURE_OT_slot_paste);
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WM_operatortype_append(TEXTURE_OT_slot_move);
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/* render_internal.c */
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WM_operatortype_append(RENDER_OT_view_show);
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WM_operatortype_append(RENDER_OT_render);
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WM_operatortype_append(RENDER_OT_view_cancel);
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WM_operatortype_append(RENDER_OT_shutter_curve_preset);
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/* render_opengl.c */
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WM_operatortype_append(RENDER_OT_opengl);
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}
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