This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/render/RE_texture.h
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

145 lines
3.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation */
/** \file
* \ingroup render
*
* This include is for non-render pipeline exports (still old cruft here).
*/
#pragma once
#include "BLI_compiler_attrs.h"
/* called by meshtools */
struct Depsgraph;
struct ImagePool;
struct MTex;
struct Tex;
#ifdef __cplusplus
extern "C" {
#endif
/* texture_procedural.c */
/**
* \param pool: Thread pool, may be NULL.
*
* \return True if the texture has color, otherwise false.
*/
bool RE_texture_evaluate(const struct MTex *mtex,
const float vec[3],
int thread,
struct ImagePool *pool,
bool skip_load_image,
bool texnode_preview,
/* Return arguments. */
float *r_intensity,
float r_rgba[4]) ATTR_NONNULL(1, 2, 7, 8);
/**
* \param in: Destination
* \param tex: Texture.
* \param out: Previous color.
* \param fact: Texture strength.
* \param facg: Button strength value.
*/
float texture_value_blend(float tex, float out, float fact, float facg, int blendtype);
void RE_texture_rng_init(void);
void RE_texture_rng_exit(void);
/* texture_image.c */
void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
/* texture_pointdensity.c */
struct PointDensity;
void RE_point_density_cache(struct Depsgraph *depsgraph, struct PointDensity *pd);
void RE_point_density_minmax(struct Depsgraph *depsgraph,
struct PointDensity *pd,
float r_min[3],
float r_max[3]);
/**
* \note Requires #RE_point_density_cache() to be called first.
* \note Frees point density structure after sampling.
*/
void RE_point_density_sample(struct Depsgraph *depsgraph,
struct PointDensity *pd,
int resolution,
float *values);
void RE_point_density_free(struct PointDensity *pd);
void RE_point_density_fix_linking(void);
/* texture_procedural.c */
/**
* Texture evaluation result.
*/
typedef struct TexResult {
float tin;
float trgba[4];
/* Is actually a boolean: When true -> use alpha, false -> set alpha to 1.0. */
int talpha;
} TexResult;
/* This one uses nodes. */
/**
* \warning if the texres's values are not declared zero,
* check the return value to be sure the color values are set before using the r/g/b values,
* otherwise you may use uninitialized values - Campbell
*
* Use it for stuff which is out of render pipeline.
*/
int multitex_ext(struct Tex *tex,
float texvec[3],
float dxt[3],
float dyt[3],
int osatex,
struct TexResult *texres,
short thread,
struct ImagePool *pool,
bool scene_color_manage,
bool skip_load_image);
/**
* Nodes disabled.
* extern-tex doesn't support nodes (#ntreeBeginExec() can't be called when rendering is going on).
*
* Use it for stuff which is out of render pipeline.
*/
int multitex_ext_safe(struct Tex *tex,
const float texvec[3],
struct TexResult *texres,
struct ImagePool *pool,
bool scene_color_manage,
bool skip_load_image);
/**
* Only for internal node usage.
*
* this is called from the shader and texture nodes
* Use it from render pipeline only!
*/
int multitex_nodes(struct Tex *tex,
const float texvec[3],
float dxt[3],
float dyt[3],
int osatex,
struct TexResult *texres,
short thread,
short which_output,
struct MTex *mtex,
struct ImagePool *pool);
#ifdef __cplusplus
}
#endif