* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
45 lines
1.0 KiB
C++
45 lines
1.0 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "blender/texture.h"
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CCL_NAMESPACE_BEGIN
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namespace {
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/* Point density helpers. */
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void density_texture_space_invert(float3 &loc, float3 &size)
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{
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if (size.x != 0.0f)
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size.x = 0.5f / size.x;
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if (size.y != 0.0f)
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size.y = 0.5f / size.y;
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if (size.z != 0.0f)
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size.z = 0.5f / size.z;
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loc = loc * size - make_float3(0.5f, 0.5f, 0.5f);
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}
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} /* namespace */
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void point_density_texture_space(BL::Depsgraph &b_depsgraph,
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BL::ShaderNodeTexPointDensity &b_point_density_node,
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float3 &loc,
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float3 &size)
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{
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BL::Object b_ob(b_point_density_node.object());
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if (!b_ob) {
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loc = zero_float3();
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size = zero_float3();
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return;
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}
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float3 min, max;
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b_point_density_node.calc_point_density_minmax(b_depsgraph, &min[0], &max[0]);
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loc = (min + max) * 0.5f;
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size = (max - min) * 0.5f;
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density_texture_space_invert(loc, size);
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}
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CCL_NAMESPACE_END
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