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source/blender/blenkernel/BKE_node.h
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| bool ntreeShaderExecTree(struct bNodeTree *ntree, struct ShadeInput *shi, struct ShadeResult *shr); | bool ntreeShaderExecTree(struct bNodeTree *ntree, struct ShadeInput *shi, struct ShadeResult *shr); | ||||
| void ntreeShaderGetTexcoMode(struct bNodeTree *ntree, int osa, short *texco, int *mode); | void ntreeShaderGetTexcoMode(struct bNodeTree *ntree, int osa, short *texco, int *mode); | ||||
| /* switch material render loop */ | /* switch material render loop */ | ||||
| extern void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *); | extern void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *); | ||||
| void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, struct ShadeResult *)); | void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, struct ShadeResult *)); | ||||
| void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, short compatibility); | void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, short compatibility); | ||||
| void ntreeGPUMaterialNodes_gpu(struct bNodeTree *ntree, struct GPUMaterial *mat); | |||||
| /** \} */ | /** \} */ | ||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Composite Nodes | /** \name Composite Nodes | ||||
| */ | */ | ||||
| /* output socket defines */ | /* output socket defines */ | ||||
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