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source/blender/gpu/GPU_lamp.h
| Show First 20 Lines • Show All 48 Lines • ▼ Show 20 Lines | |||||
| } LampEngineData; | } LampEngineData; | ||||
| LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re); | LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re); | ||||
| GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par); | GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par); | ||||
| void GPU_lamp_free(struct Object *ob); | void GPU_lamp_free(struct Object *ob); | ||||
| void GPU_lamp_engine_data_free(LampEngineData *led); | void GPU_lamp_engine_data_free(LampEngineData *led); | ||||
| bool GPU_lamp_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma); | bool GPU_lamp_visible(GPULamp *lamp, struct Material *ma); | ||||
| bool GPU_lamp_has_shadow_buffer(GPULamp *lamp); | bool GPU_lamp_has_shadow_buffer(GPULamp *lamp); | ||||
| void GPU_lamp_update_buffer_mats(GPULamp *lamp); | void GPU_lamp_update_buffer_mats(GPULamp *lamp); | ||||
| void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]); | void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]); | ||||
| void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp); | void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp); | ||||
| int GPU_lamp_shadow_buffer_type(GPULamp *lamp); | int GPU_lamp_shadow_buffer_type(GPULamp *lamp); | ||||
| int GPU_lamp_shadow_bind_code(GPULamp *lamp); | int GPU_lamp_shadow_bind_code(GPULamp *lamp); | ||||
| float *GPU_lamp_dynpersmat(GPULamp *lamp); | float *GPU_lamp_dynpersmat(GPULamp *lamp); | ||||
| Show All 12 Lines | |||||