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blender-archive/source/blender/render/RE_texture.h
Jacques Lucke 0f48b37aae Revert moving all shader nodes to c++
This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0

The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.

We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.

Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
2021-12-07 13:26:39 +01:00

122 lines
4.0 KiB
C++

/*
* 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) 2006 by Blender Foundation
* All rights reserved.
*/
/** \file
* \ingroup render
*/
#pragma once
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is for non-render pipeline exports (still old cruft here) */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* called by meshtools */
struct Depsgraph;
struct ImagePool;
struct MTex;
struct Tex;
#ifdef __cplusplus
extern "C" {
#endif
/* texture_procedural.c */
bool RE_texture_evaluate(const struct MTex *mtex,
const float vec[3],
const int thread,
struct ImagePool *pool,
const bool skip_load_image,
const bool texnode_preview,
/* Return arguments. */
float *r_intensity,
float r_rgba[4]) ATTR_NONNULL(1, 2, 7, 8);
void texture_rgb_blend(
float in[3], const float tex[3], const float out[3], float fact, float facg, int blendtype);
float texture_value_blend(float tex, float out, float fact, float facg, int blendtype);
void RE_texture_rng_init(void);
void RE_texture_rng_exit(void);
/* texture_image.c */
void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
/* texture_pointdensity.c */
struct PointDensity;
void RE_point_density_cache(struct Depsgraph *depsgraph, struct PointDensity *pd);
void RE_point_density_minmax(struct Depsgraph *depsgraph,
struct PointDensity *pd,
float r_min[3],
float r_max[3]);
void RE_point_density_sample(struct Depsgraph *depsgraph,
struct PointDensity *pd,
const int resolution,
float *values);
void RE_point_density_free(struct PointDensity *pd);
void RE_point_density_fix_linking(void);
/* texture_procedural.c */
/* Texture evaluation result.
* NOTE: tr tg tb ta has to remain in this order for array access. */
typedef struct TexResult {
float tin, tr, tg, tb, ta;
int talpha;
float *nor;
} TexResult;
/* This one uses nodes. */
int multitex_ext(struct Tex *tex,
float texvec[3],
float dxt[3],
float dyt[3],
int osatex,
struct TexResult *texres,
const short thread,
struct ImagePool *pool,
bool scene_color_manage,
const bool skip_load_image);
/* Nodes disabled. */
int multitex_ext_safe(struct Tex *tex,
const float texvec[3],
struct TexResult *texres,
struct ImagePool *pool,
bool scene_color_manage,
const bool skip_load_image);
/* Only for internal node usage. */
int multitex_nodes(struct Tex *tex,
const float texvec[3],
float dxt[3],
float dyt[3],
int osatex,
struct TexResult *texres,
const short thread,
short which_output,
struct MTex *mtex,
struct ImagePool *pool);
#ifdef __cplusplus
}
#endif