citro3d  1.2.0
Data Structures | Typedefs | Enumerations | Functions
proctex.h File Reference
#include "types.h"
Include dependency graph for proctex.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  C3D_ProcTexColorLut
 
struct  C3D_ProcTex
 

Typedefs

typedef u32 C3D_ProcTexLut[128]
 

Enumerations

enum  { C3D_ProcTex_U = BIT(0) , C3D_ProcTex_V = BIT(1) , C3D_ProcTex_UV = C3D_ProcTex_U | C3D_ProcTex_V }
 

Functions

void C3D_ProcTexInit (C3D_ProcTex *pt, int offset, int length)
 
void C3D_ProcTexNoiseCoefs (C3D_ProcTex *pt, int mode, float amplitude, float frequency, float phase)
 
void C3D_ProcTexLodBias (C3D_ProcTex *pt, float bias)
 
void C3D_ProcTexBind (int texCoordId, C3D_ProcTex *pt)
 
void C3D_ProcTexLutBind (GPU_PROCTEX_LUTID id, C3D_ProcTexLut *lut)
 
void ProcTexLut_FromArray (C3D_ProcTexLut *lut, const float in[129])
 
void C3D_ProcTexColorLutBind (C3D_ProcTexColorLut *lut)
 
void ProcTexColorLut_Write (C3D_ProcTexColorLut *out, const u32 *in, int offset, int length)
 
static void C3D_ProcTexClamp (C3D_ProcTex *pt, GPU_PROCTEX_CLAMP u, GPU_PROCTEX_CLAMP v)
 
static void C3D_ProcTexCombiner (C3D_ProcTex *pt, bool separate, GPU_PROCTEX_MAPFUNC rgb, GPU_PROCTEX_MAPFUNC alpha)
 
static void C3D_ProcTexNoiseEnable (C3D_ProcTex *pt, bool enable)
 
static void C3D_ProcTexShift (C3D_ProcTex *pt, GPU_PROCTEX_SHIFT u, GPU_PROCTEX_SHIFT v)
 
static void C3D_ProcTexFilter (C3D_ProcTex *pt, GPU_PROCTEX_FILTER min)
 

Typedef Documentation

◆ C3D_ProcTexLut

typedef u32 C3D_ProcTexLut[128]

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
C3D_ProcTex_U 
C3D_ProcTex_V 
C3D_ProcTex_UV 

Function Documentation

◆ C3D_ProcTexBind()

void C3D_ProcTexBind ( int  texCoordId,
C3D_ProcTex pt 
)

◆ C3D_ProcTexClamp()

static void C3D_ProcTexClamp ( C3D_ProcTex pt,
GPU_PROCTEX_CLAMP  u,
GPU_PROCTEX_CLAMP  v 
)
inlinestatic

◆ C3D_ProcTexColorLutBind()

void C3D_ProcTexColorLutBind ( C3D_ProcTexColorLut lut)

◆ C3D_ProcTexCombiner()

static void C3D_ProcTexCombiner ( C3D_ProcTex pt,
bool  separate,
GPU_PROCTEX_MAPFUNC  rgb,
GPU_PROCTEX_MAPFUNC  alpha 
)
inlinestatic

◆ C3D_ProcTexFilter()

static void C3D_ProcTexFilter ( C3D_ProcTex pt,
GPU_PROCTEX_FILTER  min 
)
inlinestatic

◆ C3D_ProcTexInit()

void C3D_ProcTexInit ( C3D_ProcTex pt,
int  offset,
int  length 
)

◆ C3D_ProcTexLodBias()

void C3D_ProcTexLodBias ( C3D_ProcTex pt,
float  bias 
)

◆ C3D_ProcTexLutBind()

void C3D_ProcTexLutBind ( GPU_PROCTEX_LUTID  id,
C3D_ProcTexLut lut 
)

◆ C3D_ProcTexNoiseCoefs()

void C3D_ProcTexNoiseCoefs ( C3D_ProcTex pt,
int  mode,
float  amplitude,
float  frequency,
float  phase 
)

◆ C3D_ProcTexNoiseEnable()

static void C3D_ProcTexNoiseEnable ( C3D_ProcTex pt,
bool  enable 
)
inlinestatic

◆ C3D_ProcTexShift()

static void C3D_ProcTexShift ( C3D_ProcTex pt,
GPU_PROCTEX_SHIFT  u,
GPU_PROCTEX_SHIFT  v 
)
inlinestatic

◆ ProcTexColorLut_Write()

void ProcTexColorLut_Write ( C3D_ProcTexColorLut out,
const u32 *  in,
int  offset,
int  length 
)

◆ ProcTexLut_FromArray()

void ProcTexLut_FromArray ( C3D_ProcTexLut lut,
const float  in[129] 
)