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