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authorDalai Felinto <dfelinto@gmail.com>2017-11-16 18:39:25 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-22 12:13:33 +0300
commit3a95bdfc65d883e7db006fdaadb8ed2cd6553239 (patch)
tree387e3827da8ed17ae655618f8cfaa3ffa565b4cc /source/blender/render/intern/include
parent8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee (diff)
SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
Diffstat (limited to 'source/blender/render/intern/include')
-rw-r--r--source/blender/render/intern/include/render_types.h2
-rw-r--r--source/blender/render/intern/include/rendercore.h2
-rw-r--r--source/blender/render/intern/include/renderpipeline.h3
3 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index ec5bb2c9376..8f572c34f3d 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -192,6 +192,8 @@ struct Render {
struct Main *main;
Scene *scene;
RenderData r;
+ ListBase render_layers;
+ int active_layer;
World wrld;
ViewRender view_render;
struct Object *camera_override;
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index f4c4a50ac27..14c3d798e4f 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -83,7 +83,7 @@ void zbufshade_sss_tile(struct RenderPart *pa);
int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
-void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct SceneRenderLayer *srl);
+void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct SceneLayer *scene_layer);
/* -------- ray.c ------- */
diff --git a/source/blender/render/intern/include/renderpipeline.h b/source/blender/render/intern/include/renderpipeline.h
index 44df2726847..8c23eb0d4cb 100644
--- a/source/blender/render/intern/include/renderpipeline.h
+++ b/source/blender/render/intern/include/renderpipeline.h
@@ -33,6 +33,7 @@
#ifndef __RENDERPIPELINE_H__
#define __RENDERPIPELINE_H__
+struct ListBase;
struct Render;
struct RenderData;
struct RenderLayer;
@@ -41,7 +42,7 @@ struct ViewRender;
struct RenderLayer *render_get_active_layer(struct Render *re, struct RenderResult *rr);
float panorama_pixel_rot(struct Render *re);
-void render_update_anim_renderdata(struct Render *re, struct RenderData *rd);
+void render_update_anim_renderdata(struct Render *re, struct RenderData *rd, struct ListBase *render_layers);
void render_copy_renderdata(struct RenderData *to, struct RenderData *from);
void render_copy_viewrender(struct ViewRender *to, struct ViewRender *from);