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blender-archive/source/blender/nodes/texture/node_texture_util.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

125 lines
3.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup nodes
*/
#pragma once
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
#include "DNA_color_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BLI_math_vector.h"
#include "BLI_rand.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_colorband.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_texture.h"
#include "NOD_texture.h"
#include "node_util.h"
#include "BLT_translation.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct TexCallData {
TexResult *target;
/* all float[3] */
const float *co;
float *dxt, *dyt;
int osatex;
bool do_preview;
bool do_manage;
short thread;
short which_output;
int cfra;
MTex *mtex;
} TexCallData;
typedef struct TexParams {
const float *co;
float *dxt, *dyt;
const float *previewco;
int cfra;
int osatex;
/* optional. we don't really want these here, but image
* textures need to do mapping & color correction */
MTex *mtex;
} TexParams;
typedef void (*TexFn)(float *out, TexParams *params, bNode *node, bNodeStack **in, short thread);
typedef struct TexDelegate {
TexCallData *cdata;
TexFn fn;
bNode *node;
bNodePreview *preview;
bNodeStack *in[MAX_SOCKET];
int type;
} TexDelegate;
bool tex_node_poll_default(struct bNodeType *ntype,
struct bNodeTree *ntree,
const char **r_disabled_hint);
void tex_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread);
void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread);
float tex_input_value(bNodeStack *in, TexParams *params, short thread);
void tex_output(bNode *node,
bNodeExecData *execdata,
bNodeStack **in,
bNodeStack *out,
TexFn texfn,
TexCallData *data);
void params_from_cdata(TexParams *out, TexCallData *in);
struct bNodeThreadStack *ntreeGetThreadStack(struct bNodeTreeExec *exec, int thread);
void ntreeReleaseThreadStack(struct bNodeThreadStack *nts);
bool ntreeExecThreadNodes(struct bNodeTreeExec *exec,
struct bNodeThreadStack *nts,
void *callerdata,
int thread);
struct bNodeTreeExec *ntreeTexBeginExecTree_internal(struct bNodeExecContext *context,
struct bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntreeTexEndExecTree_internal(struct bNodeTreeExec *exec);
#ifdef __cplusplus
}
#endif