96 float max_ray_distance,
99 struct Mesh *me_cage);
105 const char *uv_layer);
113 struct Mesh const *me,
114 char const *uv_layer,
115 const float uv_offset[2]);
struct Depsgraph Depsgraph
void RE_bake_normal_world_to_tangent(const BakePixel pixel_array[], size_t pixels_num, int depth, float result[], struct Mesh *me, const eBakeNormalSwizzle normal_swizzle[3], float mat[4][4])
struct BakeHighPolyData BakeHighPolyData
void RE_bake_margin(struct ImBuf *ibuf, char *mask, int margin, char margin_type, struct Mesh const *me, char const *uv_layer, const float uv_offset[2])
void RE_bake_normal_world_to_object(const BakePixel pixel_array[], size_t pixels_num, int depth, float result[], struct Object *ob, const eBakeNormalSwizzle normal_swizzle[3])
bool RE_bake_has_engine(const struct Render *re)
struct BakePixel BakePixel
struct BakeTargets BakeTargets
bool RE_bake_engine(struct Render *re, struct Depsgraph *depsgraph, struct Object *object, int object_id, const BakePixel pixel_array[], const BakeTargets *targets, eScenePassType pass_type, int pass_filter, float result[])
void RE_bake_mask_fill(const BakePixel pixel_array[], size_t pixels_num, char *mask)
struct BakeImage BakeImage
int RE_pass_depth(eScenePassType pass_type)
bool RE_bake_pixels_populate_from_objects(struct Mesh *me_low, BakePixel pixel_array_from[], BakePixel pixel_array_to[], BakeHighPolyData highpoly[], int tot_highpoly, size_t pixels_num, bool is_custom_cage, float cage_extrusion, float max_ray_distance, float mat_low[4][4], float mat_cage[4][4], struct Mesh *me_cage)
void RE_bake_pixels_populate(struct Mesh *me, struct BakePixel *pixel_array, size_t pixels_num, const struct BakeTargets *targets, const char *uv_layer)
void RE_bake_ibuf_clear(struct Image *image, bool is_tangent)
void RE_bake_normal_world_to_world(const BakePixel pixel_array[], size_t pixels_num, int depth, float result[], const eBakeNormalSwizzle normal_swizzle[3])
const Depsgraph * depsgraph
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
char render_layer_name[RE_MAXNAME]
struct Image ** material_to_image