Blender V4.5
ED_render.hh File Reference
#include "DNA_ID_enums.h"
#include "DNA_material_types.h"
#include "DNA_vec_types.h"

Go to the source code of this file.

Enumerations

enum  ePreviewRenderMethod { PR_BUTS_RENDER = 0 , PR_ICON_RENDER = 1 , PR_ICON_DEFERRED = 2 }

Functions

void ED_operatortypes_render ()
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)
void ED_render_id_flush_update (const DEGEditorUpdateContext *update_ctx, ID *id)
void ED_render_scene_update (const DEGEditorUpdateContext *update_ctx, bool updated)
void ED_render_view3d_update (Depsgraph *depsgraph, wmWindow *window, ScrArea *area, bool updated)
SceneED_render_job_get_scene (const bContext *C)
SceneED_render_job_get_current_scene (const bContext *C)
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 ()
bool ED_preview_use_image_size (const PreviewImage *preview, eIconSizes size)
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)
WorldED_preview_prepare_world (Main *pr_main, const Scene *scene, const World *world, ID_Type id_type, ePreviewRenderMethod pr_method)
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)
void ED_previews_tag_dirty_by_id (const Main &bmain, const ID &id)
void ED_render_clear_mtex_copybuf ()
void ED_render_internal_init ()

Enumeration Type Documentation

◆ ePreviewRenderMethod

Render the preview method.

Enumerator
PR_BUTS_RENDER 

Preview is rendered for buttons window.

PR_ICON_RENDER 

Preview is rendered for icons. hopefully fast enough for at least 32x32.

PR_ICON_DEFERRED 

No render, we just ensure deferred icon data gets generated.

Definition at line 61 of file ED_render.hh.

Function Documentation

◆ ED_check_engine_supports_preview()

◆ ED_operatortypes_render()

◆ ED_preview_collection_name()

◆ ED_preview_draw()

◆ ED_preview_ensure_dbase()

◆ ED_preview_free_dbase()

void ED_preview_free_dbase ( )

◆ ED_preview_icon_job()

◆ ED_preview_icon_render()

◆ ED_preview_id_is_supported()

◆ ED_preview_kill_jobs()

void ED_preview_kill_jobs ( wmWindowManager * wm,
Main * bmain )

Definition at line 2163 of file render_preview.cc.

References ED_preview_kill_jobs(), WM_JOB_TYPE_RENDER_PREVIEW, and WM_jobs_kill_type().

Referenced by blender::ed::space_node::add_node_group_asset(), blender::ed::space_node::add_reroute_exec(), blender::ed::space_node::cut_links_exec(), blender::ed::space_node::detach_links_exec(), ED_preview_kill_jobs(), ED_render_engine_changed(), image_open_exec(), image_reload_exec(), image_replace_exec(), image_unpack_exec(), lib_id_generate_preview_exec(), lib_id_generate_preview_from_object_exec(), memfile_undosys_step_decode(), blender::ed::space_node::mute_links_exec(), blender::ed::space_node::node_active_link_viewer_exec(), blender::ed::space_node::node_add_collection_exec(), blender::ed::space_node::node_add_group_exec(), blender::ed::space_node::node_add_group_input_node_exec(), blender::ed::space_node::node_add_image_exec(), blender::ed::space_node::node_add_mask_exec(), blender::ed::space_node::node_add_material_exec(), blender::ed::space_node::node_add_object_exec(), blender::ed::space_node::node_clipboard_paste_exec(), blender::ed::space_node::node_delete_exec(), blender::ed::space_node::node_delete_reconnect_exec(), blender::ed::space_node::node_duplicate_exec(), blender::ed::space_node::node_group_edit_exec(), blender::ed::space_node::node_group_insert_exec(), blender::ed::space_node::node_group_make_exec(), blender::ed::space_node::node_group_separate_exec(), blender::ed::space_node::node_group_ungroup_exec(), blender::ed::space_node::node_link_invoke(), blender::ed::space_node::node_make_link_exec(), blender::ed::space_node::node_mute_exec(), blender::ed::space_node::node_read_viewlayers_exec(), blender::ed::space_node::node_socket_toggle_exec(), and blender::ed::space_node::viewer_border_exec().

◆ ED_preview_kill_jobs_for_id()

◆ ED_preview_prepare_world()

World * ED_preview_prepare_world ( Main * pr_main,
const Scene * scene,
const World * world,
ID_Type id_type,
ePreviewRenderMethod pr_method )

◆ ED_preview_restart_queue_add()

◆ ED_preview_restart_queue_free()

void ED_preview_restart_queue_free ( )

◆ ED_preview_restart_queue_work()

◆ ED_preview_set_visibility()

◆ ED_preview_shader_job()

◆ ED_preview_use_image_size()

bool ED_preview_use_image_size ( const PreviewImage * preview,
eIconSizes size )

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.

Definition at line 1941 of file render_preview.cc.

References ED_preview_use_image_size(), ICON_SIZE_PREVIEW, PreviewImage::runtime, and size().

Referenced by ED_preview_use_image_size(), and icon_create_rect().

◆ ED_previews_tag_dirty_by_id()

void ED_previews_tag_dirty_by_id ( const Main & bmain,
const ID & id )

For UI previews (i.e. uiPreview, not PreviewImage): Tag all previews for id as dirty, so the next redraw triggers a re-render in ED_preview_draw().

Definition at line 762 of file render_preview.cc.

References ED_previews_tag_dirty_by_id(), LISTBASE_FOREACH, Main::screens, and UI_PREVIEW_TAG_DIRTY.

Referenced by ED_previews_tag_dirty_by_id(), image_changed(), lamp_changed(), material_changed(), texture_changed(), and world_changed().

◆ ED_render_clear_mtex_copybuf()

void ED_render_clear_mtex_copybuf ( )

◆ ED_render_engine_area_exit()

◆ ED_render_engine_changed()

◆ ED_render_id_flush_update()

◆ ED_render_internal_init()

void ED_render_internal_init ( )

◆ ED_render_job_get_current_scene()

◆ ED_render_job_get_scene()

◆ ED_render_scene_update()

void ED_render_scene_update ( const DEGEditorUpdateContext * update_ctx,
bool updated )

Update all 3D viewport render and draw engines on changes to the scene. This is called by the dependency graph when it detects changes.

Definition at line 107 of file render_update.cc.

References bScreen::areabase, BLI_listbase_is_empty(), BLI_thread_is_main(), DEGEditorUpdateContext::bmain, DEGEditorUpdateContext::depsgraph, ED_render_scene_update(), ED_render_view3d_update(), ListBase::first, LISTBASE_FOREACH, SPACE_VIEW3D, wmWindowManager::windows, Main::wm, and WM_window_get_active_screen().

Referenced by ED_render_scene_update(), and WM_init().

◆ ED_render_view3d_update()

◆ ED_render_view_layer_changed()

void ED_render_view_layer_changed ( Main * bmain,
bScreen * screen )