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blender-archive/source/blender/render/intern/include/texture.h
Sergey Sharybin d9c77a490c Fix T43427: Particle system children sometimes not generated on reload
The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.

Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.

Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.

Will need to reshuffle arguments into SamplerOptions structure later.
2015-01-27 16:14:53 +05:00

90 lines
4.1 KiB
C++

/*
* ***** 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 (!(tex->flag & TEX_NO_CLAMP)) { \
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); \
texres->tg= tex->gfac*((texres->tg-0.5f)*tex->contrast+tex->bright-0.5f); \
texres->tb= tex->bfac*((texres->tb-0.5f)*tex->contrast+tex->bright-0.5f); \
if (!(tex->flag & TEX_NO_CLAMP)) { \
if (texres->tr < 0.0f) texres->tr= 0.0f; \
if (texres->tg < 0.0f) texres->tg= 0.0f; \
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, const bool skip_load_image);
int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, const float texvec[3], struct TexResult *texres, struct ImagePool *pool, const bool skip_load_image);
void image_sample(struct Image *ima, float fx, float fy, float dx, float dy, float result[4], struct ImagePool *pool);
#endif /* __TEXTURE_H__ */