Cleanup: minmac -> minmax & RE_render_ext naming
Use more conventional API word-ordering for RE_render_ext
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@@ -42,44 +42,49 @@ struct ImagePool;
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struct MTex;
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struct Scene;
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/* particle.c, effect.c, editmesh_modes.c and brush.c, returns 1 if rgb, 0 otherwise */
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int externtex(struct MTex *mtex, const float vec[3], float *tin, float *tr, float *tg, float *tb, float *ta, const int thread, struct ImagePool *pool, const bool skip_load_image);
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/* particle.c */
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/* render_texture.c */
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/* used by particle.c, effect.c, editmesh_modes.c and brush.c, returns 1 if rgb, 0 otherwise */
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int externtex(
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struct MTex *mtex, const float vec[3], float *tin, float *tr, float *tg, float *tb, float *ta,
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const int thread, struct ImagePool *pool, const bool skip_load_image);
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void texture_rgb_blend(float in[3], const float tex[3], const float out[3], float fact, float facg, int blendtype);
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float texture_value_blend(float tex, float out, float fact, float facg, int blendtype);
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/* node_composite.c */
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void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
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void antialias_tagbuf(int xsize, int ysize, char *rectmove);
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void RE_texture_rng_init(void);
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void RE_texture_rng_exit(void);
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/* dynamicpaint.c */
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struct Material *RE_init_sample_material(struct Material *orig_mat, struct Scene *scene);
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void RE_free_sample_material(struct Material *mat);
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struct Material *RE_sample_material_init(struct Material *orig_mat, struct Scene *scene);
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void RE_sample_material_free(struct Material *mat);
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void RE_sample_material_color(
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struct Material *mat, float color[3], float *alpha, const float volume_co[3], const float surface_co[3],
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int tri_index, struct DerivedMesh *orcoDm, struct Object *ob);
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/* pointdensity.c */
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/* imagetexture.c */
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void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
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/* zbuf.c */
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void antialias_tagbuf(int xsize, int ysize, char *rectmove);
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/* pointdensity.c */
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struct PointDensity;
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void RE_cache_point_density(struct Scene *scene,
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struct PointDensity *pd,
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const bool use_render_params);
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void RE_point_density_cache(
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struct Scene *scene,
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struct PointDensity *pd,
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const bool use_render_params);
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void RE_minmac_point_density(struct Scene *scene,
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struct PointDensity *pd,
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const bool use_render_params,
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float r_min[3],
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float r_max[3]);
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void RE_point_density_minmax(
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struct Scene *scene,
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struct PointDensity *pd,
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const bool use_render_params,
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float r_min[3], float r_max[3]);
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void RE_sample_point_density(struct Scene *scene,
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struct PointDensity *pd,
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const int resolution,
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const bool use_render_params,
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float *values);
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void RE_point_density_sample(
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struct Scene *scene,
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struct PointDensity *pd,
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const int resolution,
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const bool use_render_params,
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float *values);
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void RE_init_texture_rng(void);
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void RE_exit_texture_rng(void);
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#endif /* __RE_RENDER_EXT_H__ */
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