Blender  V3.3
BKE_sequencer_offscreen.h
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1 /* SPDX-License-Identifier: GPL-2.0-or-later
2  * Copyright 2004 Blender Foundation. All rights reserved. */
3 
4 #pragma once
5 
10 #ifdef __cplusplus
11 extern "C" {
12 #endif
13 
14 struct GPUOffScreen;
15 
16 enum eDrawType;
17 enum eImBufFlags;
18 
19 typedef struct ImBuf *(*SequencerDrawView)(struct Depsgraph *depsgraph,
20  struct Scene *scene,
21  struct View3DShading *shading_override,
22  enum eDrawType drawtype,
23  struct Object *camera,
24  int width,
25  int height,
26  enum eImBufFlags flag,
27  eV3DOffscreenDrawFlag draw_flags,
28  int alpha_mode,
29  const char *viewname,
30  struct GPUOffScreen *ofs,
31  char err_out[256]);
33 
34 #ifdef __cplusplus
35 }
36 #endif
SequencerDrawView sequencer_view3d_fn
Definition: render.c:82
struct ImBuf *(* SequencerDrawView)(struct Depsgraph *depsgraph, struct Scene *scene, struct View3DShading *shading_override, enum eDrawType drawtype, struct Object *camera, int width, int height, enum eImBufFlags flag, eV3DOffscreenDrawFlag draw_flags, int alpha_mode, const char *viewname, struct GPUOffScreen *ofs, char err_out[256])
struct Depsgraph Depsgraph
Definition: DEG_depsgraph.h:35
eDrawType
eV3DOffscreenDrawFlag
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei height
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
eImBufFlags
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
Scene scene
const Depsgraph * depsgraph