1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
|
static void Memory_Copy(uint8 *Address_Write, uint8 *Address_Read, uint64 Size);
static void Arbitrary_Zero(uint8 *Address_Write, uint64 Size);
static void Arbitrary_SwapData(memory *Memory, uint8 *Address_0, uint8 *Address_1, uint64 Size);
static void Arbitrary_ShiftData(uint8 *Address_Start, uint8 *Address_End, uint64 ShiftAmount, int32 Direction);
static void Render_Main(void *Data, void *OutputBuffer, render_type RenderType, rectangle RenderRegion);
static v2 T_CompUVToLayerUV(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, v2 CompUV);
static header_effect* Effect_EntryFromID(project_state *State, char *ID);
static void Interact_Transform_Begin(project_data *File, memory *Memory, project_state *State, ImVec2 OGPos, sorted_comp_info *SortedCompArray, sorted_layer *SortedLayerArray);
static v2 Transform_ScreenSpaceToLocal(layer_transforms T, uint32 FileWidth, uint32 FileHeight, uint32 SourceWidth, uint32 SourceHeight, ImVec2 CompPos, ImVec2 CompZoom, ImVec2 ViewportMin, ImVec2 Point);
static ImVec2 Layer_LocalToScreenSpace(project_state *State, memory *Memory, block_layer *Layer, ui *UI, uint32 PrincipalCompIndex, v2 Point);
static v2 TransformPoint(layer_transforms T, real32 Width, real32 Height, v2 Point);
static void Layer_GetDimensions(memory *Memory, block_layer *Layer, int *Width, int *Height);
static void * Memory_PushScratch(memory *Memory, uint64 Size);
static void Memory_PopScratch(memory *Memory, uint64 Size);
void Bitmap_SwapData(uint8 *Address_0, uint8 *Address_1, uint64 Size, uint16 BytesPerPixel);
void GL_DeleteHWBuffer(gl_effect_layer *Test);
void GL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height, uint16 BytesPerPixel, bool32 Multisample);
static bezier_point * Bezier_LookupAddress(memory *Memory, property_channel *Property, uint16 Index, bool32 AssertExists = 1);
static void Bezier_EvaluateValue(project_state *State, bezier_point *PointAddress, v2 *Pos, real32 Y_Increment);
static void Transform_ApplyInteractive(interact_transform Interact, real32 *OutputX, real32 *OutputY, real32 *OutputRotation, real32 *OutputScale);
static layer_transforms Layer_GetTransforms(block_layer *Layer);
void GL_GenAndBindTexture(GLuint *GLTexture, int Width, int Height, int BytesPerPixel, void *BufferAddress);
static real32 Bezier_SolveYForX(v2 Point_P0, v2 Point_P1, v2 Point_P2, v2 Point_P3, real32 X);
|