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blender-archive/source/blender/render/intern/include/pointdensity.h
Sergey Sharybin 94b0193196 Make point density sampling functions a bit easier for re-use
Still not ideal but getting closer. Main annoying thing so far is
dependency of Render structure for now. It is used to switch particles
to render mode and could probably also be eliminated.
2015-03-29 02:14:06 +05:00

52 lines
1.5 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Matt Ebb
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/include/pointdensity.h
* \ingroup render
*/
#ifndef __POINTDENSITY_H__
#define __POINTDENSITY_H__
/**
* Make point density kd-trees for all point density textures in the scene
*/
struct PointDensity;
struct Render;
struct TexResult;
void free_pointdensity(struct PointDensity *pd);
void cache_pointdensity(struct Render *re, struct PointDensity *pd);
void make_pointdensities(struct Render *re);
void free_pointdensities(struct Render *re);
int pointdensitytex(struct Tex *tex, const float texvec[3], struct TexResult *texres);
#endif /* __POINTDENSITY_H__ */