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builder_internal.h
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builder_internal.h
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#ifndef BUILDER_INTERNAL_H
# define BUILDER_INTERNAL_H
# include "../parser_internal.h"
int add_texture_solid(t_scene *scene,
const char *solid, t_color color);
int add_material_lambertian(t_scene *scene,
const char *name, t_texture *texture);
void map_color(t_color *color);
t_bool is_setting_display(const t_ptrarr *tokens);
t_bool is_setting_camera(const t_ptrarr *tokens);
t_bool is_setting_renderer(const t_ptrarr *tokens);
t_bool is_ambient_lighting(const t_ptrarr *tokens);
t_bool is_camera(const t_ptrarr *tokens);
t_bool is_light(const t_ptrarr *tokens);
t_bool is_sphere(const t_ptrarr *tokens);
t_bool is_plane(const t_ptrarr *tokens);
t_bool is_cylinder(const t_ptrarr *tokens);
t_bool is_cone(const t_ptrarr *tokens);
t_bool is_box(const t_ptrarr *tokens);
t_bool is_texture_solid(const t_ptrarr *tokens);
t_bool is_texture_checker(const t_ptrarr *tokens);
t_bool is_texture_image(const t_ptrarr *tokens);
t_bool is_material_lambertian(const t_ptrarr *tokens);
t_bool is_material_metal(const t_ptrarr *tokens);
t_bool is_material_dielectric(const t_ptrarr *tokens);
t_bool is_material_diffuse_light(const t_ptrarr *tokens);
t_bool is_invalid_ratio(double ratio);
t_bool is_invalid_length(double len);
t_bool is_invalid_color(const t_color *color);
t_bool is_invalid_normalized_vec3(const t_vec3 *vec);
t_bool is_invalid_fov(double fov);
void build_vector(t_vec3 *out, const void **token_start);
int build_setting_display(
const t_ptrarr *tokens, t_scene *scene);
int build_setting_camera(
const t_ptrarr *tokens, t_scene *scene);
int build_setting_renderer(
const t_ptrarr *tokens, t_scene *scene);
int build_ambient_lighting(
const t_ptrarr *tokens, t_scene *scene);
int build_camera(
const t_ptrarr *tokens, t_scene *scene);
int build_light(
const t_ptrarr *tokens, t_scene *scene);
int build_sphere(
const t_ptrarr *tokens, t_scene *scene);
int build_plane(
const t_ptrarr *tokens, t_scene *scene);
int build_cylinder(
const t_ptrarr *tokens, t_scene *scene);
int build_cone(
const t_ptrarr *tokens, t_scene *scene);
int build_box(
const t_ptrarr *tokens, t_scene *scene);
int build_texture_solid(
const t_ptrarr *tokens, t_scene *scene);
int build_texture_checker(
const t_ptrarr *tokens, t_scene *scene);
int build_texture_image(
const t_ptrarr *tokens, t_scene *scene);
int build_material_lambertian(
const t_ptrarr *tokens, t_scene *scene);
int build_material_metal(
const t_ptrarr *tokens, t_scene *scene);
int build_material_dielectric(
const t_ptrarr *tokens, t_scene *scene);
int build_material_diffuse_light(
const t_ptrarr *tokens, t_scene *scene);
#endif