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blender-archive/intern/cycles/blender/texture.cpp
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* 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* Remove specific license info from outdated readme.txt, instead leave details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
2022-02-11 17:47:34 +01:00

45 lines
1.0 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "blender/texture.h"
CCL_NAMESPACE_BEGIN
namespace {
/* Point density helpers. */
void density_texture_space_invert(float3 &loc, float3 &size)
{
if (size.x != 0.0f)
size.x = 0.5f / size.x;
if (size.y != 0.0f)
size.y = 0.5f / size.y;
if (size.z != 0.0f)
size.z = 0.5f / size.z;
loc = loc * size - make_float3(0.5f, 0.5f, 0.5f);
}
} /* namespace */
void point_density_texture_space(BL::Depsgraph &b_depsgraph,
BL::ShaderNodeTexPointDensity &b_point_density_node,
float3 &loc,
float3 &size)
{
BL::Object b_ob(b_point_density_node.object());
if (!b_ob) {
loc = zero_float3();
size = zero_float3();
return;
}
float3 min, max;
b_point_density_node.calc_point_density_minmax(b_depsgraph, &min[0], &max[0]);
loc = (min + max) * 0.5f;
size = (max - min) * 0.5f;
density_texture_space_invert(loc, size);
}
CCL_NAMESPACE_END