Cleanup: use doxy-sections for pipeline, text_drag & effects
Also improve on the doc-string for RE_RenderFrame & RE_RenderAnim.
This commit is contained in:
parent
a5f972c018
commit
fae45a43fa
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@ -36,7 +36,9 @@
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#include "WM_api.h"
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#include "WM_types.h"
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/******************** text font drawing ******************/
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/* -------------------------------------------------------------------- */
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/** \name Text Font Drawing
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* \{ */
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typedef struct TextDrawContext {
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int font_id;
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@ -141,7 +143,11 @@ static void format_draw_color(const TextDrawContext *tdc, char formatchar)
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}
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}
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/************************** draw text *****************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Text
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* \{ */
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/**
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* Notes on word-wrap
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@ -556,7 +562,11 @@ static void text_draw(const SpaceText *st,
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flatten_string_free(&fs);
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}
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/************************ cache utilities *****************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Cache Utilities
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* \{ */
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typedef struct DrawCache {
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int *line_height;
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@ -766,7 +776,11 @@ void text_free_caches(SpaceText *st)
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}
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}
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/************************ word-wrap utilities *****************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Word-Wrap Utilities
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* \{ */
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/* cache should be updated in caller */
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static int text_get_visible_lines_no(const SpaceText *st, int lineno)
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@ -845,7 +859,11 @@ int text_get_total_lines(SpaceText *st, ARegion *region)
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return drawcache->total_lines;
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}
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/************************ draw scrollbar *****************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Scroll-Bar
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* \{ */
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static void calc_text_rcts(SpaceText *st, ARegion *region, rcti *scroll, rcti *back)
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{
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@ -1006,7 +1024,11 @@ static void draw_textscroll(const SpaceText *st, rcti *scroll, rcti *back)
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col);
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}
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/*********************** draw documentation *******************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Documentation
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* \{ */
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#if 0
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static void draw_documentation(const SpaceText *st, ARegion *region)
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@ -1118,7 +1140,11 @@ static void draw_documentation(const SpaceText *st, ARegion *region)
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}
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#endif
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/*********************** draw suggestion list *******************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Suggestion List
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* \{ */
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static void draw_suggestion_list(const SpaceText *st, const TextDrawContext *tdc, ARegion *region)
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{
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@ -1221,7 +1247,11 @@ static void draw_suggestion_list(const SpaceText *st, const TextDrawContext *tdc
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}
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}
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/*********************** draw cursor ************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Cursor
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* \{ */
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static void draw_text_decoration(SpaceText *st, ARegion *region)
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{
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@ -1383,7 +1413,11 @@ static void draw_text_decoration(SpaceText *st, ARegion *region)
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immUnbindProgram();
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}
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/******************* draw matching brackets *********************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Matching Brackets
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* \{ */
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static void draw_brackets(const SpaceText *st, const TextDrawContext *tdc, ARegion *region)
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{
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@ -1544,7 +1578,11 @@ static void draw_brackets(const SpaceText *st, const TextDrawContext *tdc, ARegi
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}
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}
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/*********************** main region drawing *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Main Region Drawing
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* \{ */
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void draw_text_main(SpaceText *st, ARegion *region)
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{
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@ -1707,7 +1745,11 @@ void draw_text_main(SpaceText *st, ARegion *region)
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text_font_end(&tdc);
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}
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/************************** update ***************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Update & Coordinate Conversion
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* \{ */
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void text_update_character_width(SpaceText *st)
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{
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@ -1861,3 +1903,5 @@ error:
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r_pixel_co[0] = r_pixel_co[1] = -1;
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return false;
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}
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/** \} */
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@ -322,9 +322,13 @@ bool RE_WriteRenderViewsMovie(struct ReportList *reports,
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bool preview);
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/**
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* Only #RE_NewRender() needed, main Blender render calls.
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*
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* General Blender frame render call.
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*
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* \note Only #RE_NewRender() needed, main Blender render calls.
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*
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* \param write_still: Saves frames to disk (typically disabled). Useful for batch-operations
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* (rendering from Python for e.g.) when an additional save action for is inconvenient.
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* This is the default behavior for #RE_RenderAnim.
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*/
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void RE_RenderFrame(struct Render *re,
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struct Main *bmain,
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@ -334,7 +338,7 @@ void RE_RenderFrame(struct Render *re,
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int frame,
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bool write_still);
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/**
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* Saves images to disk.
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* A version of #RE_RenderFrame that saves images to disk.
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*/
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void RE_RenderAnim(struct Render *re,
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struct Main *bmain,
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@ -116,14 +116,20 @@
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* - save file or append in movie
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*/
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/* ********* globals ******** */
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/* -------------------------------------------------------------------- */
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/** \name Globals
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* \{ */
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/* here we store all renders */
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static struct {
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ListBase renderlist;
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} RenderGlobal = {{NULL, NULL}};
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/* ********* callbacks ******** */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Callbacks
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* \{ */
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static void render_callback_exec_null(Render *re, Main *bmain, eCbEvent evt)
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{
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@ -141,7 +147,11 @@ static void render_callback_exec_id(Render *re, Main *bmain, ID *id, eCbEvent ev
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BKE_callback_exec_id(bmain, id, evt);
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}
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/* ********* alloc and free ******** */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Allocation & Free
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* \{ */
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static int do_write_image_or_movie(Render *re,
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Main *bmain,
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@ -308,7 +318,11 @@ static bool render_scene_has_layers_to_render(Scene *scene, ViewLayer *single_la
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return false;
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}
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/* *************************************************** */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Public Render API
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* \{ */
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Render *RE_GetRender(const char *name)
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{
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@ -686,7 +700,11 @@ void RE_FreePersistentData(const Scene *scene)
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}
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}
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/* ********* initialize state ******** */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Initialize State
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* \{ */
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static void re_init_resolution(Render *re, Render *source, int winx, int winy, rcti *disprect)
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{
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@ -905,7 +923,11 @@ void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
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re->tbh = handle;
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}
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/* ********* GL Context ******** */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name OpenGL Context
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* \{ */
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void RE_gl_context_create(Render *re)
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{
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@ -944,6 +966,16 @@ void *RE_gpu_context_get(Render *re)
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return re->gpu_context;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Render & Composite Scenes (Implementation & Public API)
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*
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* Main high-level functions defined here are:
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* - #RE_RenderFrame
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* - #RE_RenderAnim
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* \{ */
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/* ************ This part uses API, for rendering Blender scenes ********** */
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/* make sure disprect is not affected by the render border */
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@ -1940,6 +1972,12 @@ void RE_RenderFreestyleExternal(Render *re)
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}
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#endif
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Read/Write Render Result (Images & Movies)
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* \{ */
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bool RE_WriteRenderViewsImage(
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ReportList *reports, RenderResult *rr, Scene *scene, const bool stamp, char *name)
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{
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@ -2600,11 +2638,6 @@ bool RE_ReadRenderResult(Scene *scene, Scene *scenode)
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return success;
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}
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void RE_init_threadcount(Render *re)
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{
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re->r.threads = BKE_render_num_threads(&re->r);
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}
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void RE_layer_load_from_file(
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RenderLayer *layer, ReportList *reports, const char *filename, int x, int y)
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{
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@ -2785,6 +2818,12 @@ RenderPass *RE_create_gp_pass(RenderResult *rr, const char *layername, const cha
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return render_layer_add_pass(rr, rl, 4, RE_PASSNAME_COMBINED, viewname, "RGBA", true);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Miscellaneous Public Render API
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* \{ */
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bool RE_allow_render_generic_object(Object *ob)
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{
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/* override not showing object when duplis are used with particles */
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@ -2796,3 +2835,10 @@ bool RE_allow_render_generic_object(Object *ob)
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}
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return true;
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}
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void RE_init_threadcount(Render *re)
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{
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re->r.threads = BKE_render_num_threads(&re->r);
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}
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/** \} */
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@ -58,6 +58,10 @@
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static struct SeqEffectHandle get_sequence_effect_impl(int seq_type);
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/* -------------------------------------------------------------------- */
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/** \name Internal Utilities
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* \{ */
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static void slice_get_byte_buffers(const SeqRenderData *context,
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const ImBuf *ibuf1,
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const ImBuf *ibuf2,
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}
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}
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/*********************** Glow effect *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Glow Effect
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* \{ */
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enum {
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GlowR = 0,
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@ -178,7 +186,11 @@ static ImBuf *prepare_effect_imbufs(const SeqRenderData *context,
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return out;
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}
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/*********************** Alpha Over *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Alpha Over Effect
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* \{ */
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static void init_alpha_over_or_under(Sequence *seq)
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{
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@ -288,7 +300,11 @@ static void do_alphaover_effect(const SeqRenderData *context,
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}
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}
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/*********************** Alpha Under *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Alpha Under Effect
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* \{ */
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static void do_alphaunder_effect_byte(
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float fac, int x, int y, unsigned char *rect1, unsigned char *rect2, unsigned char *out)
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}
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}
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/*********************** Cross *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Cross Effect
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* \{ */
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static void do_cross_effect_byte(
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float fac, int x, int y, unsigned char *rect1, unsigned char *rect2, unsigned char *out)
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}
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}
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/*********************** Gamma Cross *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Gamma Cross
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* \{ */
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/* copied code from initrender.c */
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static unsigned short gamtab[65536];
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}
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}
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/*********************** Add *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Color Add Effect
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* \{ */
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static void do_add_effect_byte(
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float fac, int x, int y, unsigned char *rect1, unsigned char *rect2, unsigned char *out)
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}
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}
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/*********************** Sub *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Color Subtract Effect
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* \{ */
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static void do_sub_effect_byte(
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float fac, int x, int y, unsigned char *rect1, unsigned char *rect2, unsigned char *out)
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}
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}
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/*********************** Drop *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Drop Effect
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* \{ */
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/* Must be > 0 or add precopy, etc to the function */
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#define XOFF 8
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memcpy(out, rt1, sizeof(*out) * yoff * 4 * x);
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}
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/*********************** Mul *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Multiply Effect
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* \{ */
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static void do_mul_effect_byte(
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float fac, int x, int y, unsigned char *rect1, unsigned char *rect2, unsigned char *out)
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}
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}
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/*********************** Blend Mode ***************************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Blend Mode Effect
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* \{ */
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typedef void (*IMB_blend_func_byte)(unsigned char *dst,
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const unsigned char *src1,
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const unsigned char *src2);
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fac, context->rectx, total_lines, rect1, rect2, seq->blend_mode, rect_out);
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}
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}
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/*********************** Color Mix Effect *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Color Mix Effect
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* \{ */
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static void init_colormix_effect(Sequence *seq)
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{
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ColorMixVars *data;
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@ -1314,7 +1365,11 @@ static void do_colormix_effect(const SeqRenderData *context,
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}
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}
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/*********************** Wipe *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Wipe Effect
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* \{ */
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typedef struct WipeZone {
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float angle;
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@ -1334,7 +1389,9 @@ static void precalc_wipe_zone(WipeZone *wipezone, WipeVars *wipe, int xo, int yo
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wipezone->pythangle = 1.0f / sqrtf(wipezone->angle * wipezone->angle + 1.0f);
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}
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/* This function calculates the blur band for the wipe effects */
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/**
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* This function calculates the blur band for the wipe effects.
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*/
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static float in_band(float width, float dist, int side, int dir)
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{
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float alpha;
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@ -1757,7 +1814,11 @@ static ImBuf *do_wipe_effect(const SeqRenderData *context,
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return out;
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}
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/*********************** Transform *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Transform Effect
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* \{ */
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static void init_transform_effect(Sequence *seq)
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{
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@ -1909,7 +1970,11 @@ static void do_transform_effect(const SeqRenderData *context,
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transform->interpolation);
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}
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/*********************** Glow *************************/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Glow Effect
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* \{ */
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static void RVBlurBitmap2_float(float *map, int width, int height, float blur, int quality)
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{
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@ -2229,7 +2294,11 @@ static ImBuf *do_glow_effect(const SeqRenderData *context,
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return out;
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}
|
||||
|
||||
/*********************** Solid color *************************/
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Solid Color Effect
|
||||
* \{ */
|
||||
|
||||
static void init_solid_color(Sequence *seq)
|
||||
{
|
||||
|
@ -2324,9 +2393,13 @@ static ImBuf *do_solid_color(const SeqRenderData *context,
|
|||
return out;
|
||||
}
|
||||
|
||||
/*********************** Mulitcam *************************/
|
||||
/** \} */
|
||||
|
||||
/* no effect inputs for multicam, we use give_ibuf_seq */
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Mulit-Camera Effect
|
||||
* \{ */
|
||||
|
||||
/** No effect inputs for multi-camera, we use #give_ibuf_seq. */
|
||||
static int num_inputs_multicam(void)
|
||||
{
|
||||
return 0;
|
||||
|
@ -2367,9 +2440,13 @@ static ImBuf *do_multicam(const SeqRenderData *context,
|
|||
return out;
|
||||
}
|
||||
|
||||
/*********************** Adjustment *************************/
|
||||
/** \} */
|
||||
|
||||
/* no effect inputs for adjustment, we use give_ibuf_seq */
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Adjustment Effect
|
||||
* \{ */
|
||||
|
||||
/** No effect inputs for adjustment, we use #give_ibuf_seq. */
|
||||
static int num_inputs_adjustment(void)
|
||||
{
|
||||
return 0;
|
||||
|
@ -2438,7 +2515,11 @@ static ImBuf *do_adjustment(const SeqRenderData *context,
|
|||
return out;
|
||||
}
|
||||
|
||||
/*********************** Speed *************************/
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Speed Effect
|
||||
* \{ */
|
||||
|
||||
static void init_speed_effect(Sequence *seq)
|
||||
{
|
||||
|
@ -2639,7 +2720,11 @@ static ImBuf *do_speed_effect(const SeqRenderData *context,
|
|||
return IMB_dupImBuf(ibuf1);
|
||||
}
|
||||
|
||||
/*********************** overdrop *************************/
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Over-Drop Effect
|
||||
* \{ */
|
||||
|
||||
static void do_overdrop_effect(const SeqRenderData *context,
|
||||
Sequence *UNUSED(seq),
|
||||
|
@ -2675,7 +2760,11 @@ static void do_overdrop_effect(const SeqRenderData *context,
|
|||
}
|
||||
}
|
||||
|
||||
/*********************** Gaussian Blur *************************/
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Gaussian Blur
|
||||
* \{ */
|
||||
|
||||
/* NOTE: This gaussian blur implementation accumulates values in the square
|
||||
* kernel rather that doing X direction and then Y direction because of the
|
||||
|
@ -3099,7 +3188,11 @@ static ImBuf *do_gaussian_blur_effect(const SeqRenderData *context,
|
|||
return out;
|
||||
}
|
||||
|
||||
/*********************** text *************************/
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Text Effect
|
||||
* \{ */
|
||||
|
||||
static void init_text_effect(Sequence *seq)
|
||||
{
|
||||
|
@ -3341,7 +3434,11 @@ static ImBuf *do_text_effect(const SeqRenderData *context,
|
|||
return out;
|
||||
}
|
||||
|
||||
/*********************** sequence effect factory *************************/
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Sequence Effect Factory
|
||||
* \{ */
|
||||
|
||||
static void init_noop(Sequence *UNUSED(seq))
|
||||
{
|
||||
|
@ -3592,6 +3689,12 @@ static struct SeqEffectHandle get_sequence_effect_impl(int seq_type)
|
|||
return rval;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Public Sequencer Effect API
|
||||
* \{ */
|
||||
|
||||
struct SeqEffectHandle SEQ_effect_handle_get(Sequence *seq)
|
||||
{
|
||||
struct SeqEffectHandle rval = {false, false, NULL};
|
||||
|
@ -3639,3 +3742,5 @@ int SEQ_effect_get_num_inputs(int seq_type)
|
|||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
|
|
@ -15,13 +15,6 @@ struct Scene;
|
|||
struct SeqRenderData;
|
||||
struct Sequence;
|
||||
|
||||
/* **********************************************************************
|
||||
* sequencer.c
|
||||
*
|
||||
* Sequencer editing functions
|
||||
* **********************************************************************
|
||||
*/
|
||||
|
||||
struct SeqEffectHandle seq_effect_get_sequence_blend(struct Sequence *seq);
|
||||
/**
|
||||
* Build frame map when speed in mode #SEQ_SPEED_MULTIPLY is animated.
|
||||
|
|
Loading…
Reference in New Issue