Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
/*
* ***** 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_H__
#define __TEXTURE_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); \
} \
struct HaloRen;
struct ShadeInput;
struct TexResult;
struct Tex;
struct Image;
struct ImBuf;
struct ImagePool;
/* 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, struct Render *re);
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_r[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[2], const float dyt[2], struct TexResult *texres, struct ImagePool *pool);
int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, const float texvec[3], struct TexResult *texres, struct ImagePool *pool);
void image_sample(struct Image *ima, float fx, float fy, float dx, float dy, float result[4], struct ImagePool *pool);
#endif /* __TEXTURE_H__ */