Beispiel #1
0
static ViewLayer *view_layer_add(const char *name)
{
  if (!name) {
    name = DATA_("View Layer");
  }

  ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer");
  view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;

  BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name));

  /* Pure rendering pipeline settings. */
  view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
  view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
  view_layer->pass_alpha_threshold = 0.5f;
  BKE_freestyle_config_init(&view_layer->freestyle_config);

  return view_layer;
}
Beispiel #2
0
/* return default layer, also used to patch old files */
SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name)
{
	SceneRenderLayer *srl;

	if (!name)
		name = DATA_("RenderLayer");

	srl = MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
	BLI_strncpy(srl->name, name, sizeof(srl->name));
	BLI_uniquename(&sce->r.layers, srl, DATA_("RenderLayer"), '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
	BLI_addtail(&sce->r.layers, srl);

	/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
	srl->lay = (1 << 20) - 1;
	srl->layflag = 0x7FFF;   /* solid ztra halo edge strand */
	srl->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
	BKE_freestyle_config_init(&srl->freestyleConfig);

	return srl;
}