76 #define CAMERA_PARAM_ZOOM_INIT_CAMOB 1.0f
77 #define CAMERA_PARAM_ZOOM_INIT_PERSP 2.0f
121 const float (*
cos)[3],
134 const char *viewname);
141 float r_viewmat[4][4]);
144 const char *viewname,
145 float r_modelmat[4][4]);
148 const char *viewname,
149 float r_modelmat[4][4]);
152 const char *viewname,
153 float r_winmat[4][4]);
156 const char *viewname);
160 const char *viewname);
175 const int copy_flag);
float BKE_camera_sensor_size(int sensor_fit, float sensor_x, float sensor_y)
void BKE_camera_multiview_params(const struct RenderData *rd, struct CameraParams *params, const struct Object *camera, const char *viewname)
bool BKE_camera_view_frame_fit_to_scene(struct Depsgraph *depsgraph, const struct Scene *scene, struct Object *camera_ob, float r_co[3], float *r_scale, float *r_clip_start, float *r_clip_end)
float BKE_camera_multiview_shift_x(const struct RenderData *rd, const struct Object *camera, const char *viewname)
void BKE_camera_background_image_clear(struct Camera *cam)
float BKE_camera_object_dof_distance(const struct Object *ob)
struct Object * BKE_camera_multiview_render(const struct Scene *scene, struct Object *camera, const char *viewname)
int BKE_camera_sensor_fit(int sensor_fit, float sizex, float sizey)
void BKE_camera_params_init(CameraParams *params)
struct CameraBGImage * BKE_camera_background_image_copy(struct CameraBGImage *bgpic_src, const int copy_flag)
bool BKE_camera_view_frame_fit_to_coords(const struct Depsgraph *depsgraph, const float(*cos)[3], int num_cos, struct Object *camera_ob, float r_co[3], float *r_scale)
void BKE_camera_multiview_view_matrix(const struct RenderData *rd, const struct Object *camera, bool is_left, float r_viewmat[4][4])
void BKE_camera_multiview_model_matrix(const struct RenderData *rd, const struct Object *camera, const char *viewname, float r_modelmat[4][4])
void BKE_camera_params_from_view3d(CameraParams *params, const struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d)
void BKE_camera_multiview_model_matrix_scaled(const struct RenderData *rd, const struct Object *camera, const char *viewname, float r_modelmat[4][4])
void BKE_camera_params_from_object(CameraParams *params, const struct Object *cam_ob)
struct CameraBGImage * BKE_camera_background_image_new(struct Camera *cam)
void BKE_camera_params_compute_viewplane(CameraParams *params, int winx, int winy, float aspx, float aspy)
bool BKE_camera_multiview_spherical_stereo(const struct RenderData *rd, const struct Object *camera)
void BKE_camera_multiview_window_matrix(const struct RenderData *rd, const struct Object *camera, const char *viewname, float r_winmat[4][4])
void BKE_camera_view_frame(const struct Scene *scene, const struct Camera *camera, float r_vec[4][3])
void * BKE_camera_add(struct Main *bmain, const char *name)
void BKE_camera_params_compute_matrix(CameraParams *params)
void BKE_camera_view_frame_ex(const struct Scene *scene, const struct Camera *camera, float drawsize, bool do_clip, const float scale[3], float r_asp[2], float r_shift[2], float *r_drawsize, float r_vec[4][3])
struct CameraParams CameraParams
void BKE_camera_background_image_remove(struct Camera *cam, struct CameraBGImage *bgpic)
struct Depsgraph Depsgraph
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
static float is_left(const float p0[2], const float p1[2], const float p2[2])
const Depsgraph * depsgraph
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)