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/*
* texture_ext.h
*
* ***** BEGIN GPL LICENSE BLOCK *****
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
* The Original Code is: all of this file.
* Contributor(s): none yet.
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/include/texture.h
* \ingroup render
#ifndef TEXTURE_EXT_H
#define TEXTURE_EXT_H
#define BRICONT texres->tin= (texres->tin-0.5f)*tex->contrast+tex->bright-0.5f; \
if(texres->tin<0.0f) texres->tin= 0.0f; else if(texres->tin>1.0f) texres->tin= 1.0f;
#define BRICONTRGB texres->tr= tex->rfac*((texres->tr-0.5f)*tex->contrast+tex->bright-0.5f); \
if(texres->tr<0.0f) texres->tr= 0.0f; \
texres->tg= tex->gfac*((texres->tg-0.5f)*tex->contrast+tex->bright-0.5f); \
if(texres->tg<0.0f) texres->tg= 0.0f; \
texres->tb= tex->bfac*((texres->tb-0.5f)*tex->contrast+tex->bright-0.5f); \
if(texres->tb<0.0f) texres->tb= 0.0f; \
if(tex->saturation != 1.0f) { \
float _hsv[3]; \
rgb_to_hsv(texres->tr, texres->tg, texres->tb, _hsv, _hsv+1, _hsv+2); \
_hsv[1] *= tex->saturation; \
hsv_to_rgb(_hsv[0], _hsv[1], _hsv[2], &texres->tr, &texres->tg, &texres->tb); \
} \
#define RGBTOBW(r,g,b) ( r*0.35f + g*0.45f + b*0.2f ) /* keep this in sync with gpu_shader_material.glsl:rgbtobw */
struct HaloRen;
struct ShadeInput;
struct TexResult;
struct Tex;
struct Image;
struct ImBuf;
/* texture.h */
void do_halo_tex(struct HaloRen *har, float xn, float yn, float col_r[4]);
void do_sky_tex(const float rco[3], float lo[3], const float dxyview[2], float hor[3], float zen[3], float *blend, int skyflag, short thread);
void do_material_tex(struct ShadeInput *shi);
void do_lamp_tex(LampRen *la, const float lavec[3], struct ShadeInput *shi, float col_r[3], int effect);
void do_volume_tex(struct ShadeInput *shi, const float xyz[3], int mapto_flag, float col[3], float *val, struct Render *re);
void init_render_textures(Render *re);
void end_render_textures(Render *re);
void render_realtime_texture(struct ShadeInput *shi, struct Image *ima);
/* imagetexture.h */
int imagewraposa(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, const float texvec[3], const float dxt[3], const float dyt[3], struct TexResult *texres);
int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, const float texvec[3], struct TexResult *texres);
void image_sample(struct Image *ima, float fx, float fy, float dx, float dy, float *result);
#endif /* TEXTURE_EXT_H */