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authorClément Foucault <foucault.clem@gmail.com>2018-07-10 16:02:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-10 16:31:34 +0300
commit1a43e081873415754950766edaddad220adf67bc (patch)
tree6a4e61b2337606daf442973d9f82e1d56b906a98 /source/blender/editors/render/render_intern.h
parent97f90d48a02eef89949532b166f57ea178ee5a87 (diff)
Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to run the baking in another thread (non blocking and faster). The baked lighting is saved in the blend file. Nothing needs to be recomputed on load. There is a few missing bits / bugs: - Cache cannot be saved to disk as a separate file, it is saved in the DNA for now making file larger and memory usage higher. - Auto update only cubemaps does update the grids (bug). - Probes cannot be updated individually (considered as dynamic). - Light Cache cannot be (re)generated during render.
Diffstat (limited to 'source/blender/editors/render/render_intern.h')
-rw-r--r--source/blender/editors/render/render_intern.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/editors/render/render_intern.h b/source/blender/editors/render/render_intern.h
index 77bf16f5e22..585a7999290 100644
--- a/source/blender/editors/render/render_intern.h
+++ b/source/blender/editors/render/render_intern.h
@@ -56,6 +56,9 @@ void MATERIAL_OT_paste(struct wmOperatorType *ot);
void SCENE_OT_view_layer_add(struct wmOperatorType *ot);
void SCENE_OT_view_layer_remove(struct wmOperatorType *ot);
+void SCENE_OT_light_cache_bake(struct wmOperatorType *ot);
+void SCENE_OT_light_cache_free(struct wmOperatorType *ot);
+
void SCENE_OT_render_view_add(struct wmOperatorType *ot);
void SCENE_OT_render_view_remove(struct wmOperatorType *ot);