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blender-archive/source/blender/blenkernel/BKE_texture.h
Sergey Sharybin 9b40616249 Cycles: Point density texture support
This commit implements point density texture for Cycles shading nodes.

It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.

Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.

This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.

Particle color support is done by Lukas, thanks!
2015-07-18 22:49:10 +02:00

146 lines
5.3 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_TEXTURE_H__
#define __BKE_TEXTURE_H__
/** \file BKE_texture.h
* \ingroup bke
* \since March 2001
* \author nzc
*/
#ifdef __cplusplus
extern "C" {
#endif
struct bNode;
struct Brush;
struct ColorBand;
struct EnvMap;
struct FreestyleLineStyle;
struct Lamp;
struct Main;
struct Material;
struct MTex;
struct OceanTex;
struct ParticleSettings;
struct PointDensity;
struct Tex;
struct TexMapping;
struct TexResult;
struct VoxelData;
struct World;
/* in ColorBand struct */
#define MAXCOLORBAND 32
void init_colorband(struct ColorBand *coba, bool rangetype);
struct ColorBand *add_colorband(bool rangetype);
bool do_colorband(const struct ColorBand *coba, float in, float out[4]);
void colorband_table_RGBA(struct ColorBand *coba, float **array, int *size);
struct CBData *colorband_element_add(struct ColorBand *coba, float position);
int colorband_element_remove(struct ColorBand *coba, int index);
void colorband_update_sort(struct ColorBand *coba);
void BKE_texture_free(struct Tex *tex);
void BKE_texture_default(struct Tex *tex);
struct Tex *BKE_texture_copy(struct Tex *tex);
struct Tex *BKE_texture_add(struct Main *bmain, const char *name);
struct Tex *BKE_texture_localize(struct Tex *tex);
void BKE_texture_make_local(struct Tex *tex);
void BKE_texture_type_set(struct Tex *tex, int type);
void BKE_texture_mtex_default(struct MTex *mtex);
struct MTex *BKE_texture_mtex_add(void);
struct MTex *BKE_texture_mtex_add_id(struct ID *id, int slot);
/* UNUSED */
// void autotexname(struct Tex *tex);
struct Tex *give_current_object_texture(struct Object *ob);
struct Tex *give_current_material_texture(struct Material *ma);
struct Tex *give_current_lamp_texture(struct Lamp *la);
struct Tex *give_current_linestyle_texture(struct FreestyleLineStyle *linestyle);
struct Tex *give_current_world_texture(struct World *world);
struct Tex *give_current_brush_texture(struct Brush *br);
struct Tex *give_current_particle_texture(struct ParticleSettings *part);
struct bNode *give_current_material_texture_node(struct Material *ma);
bool give_active_mtex(struct ID *id, struct MTex ***mtex_ar, short *act);
void set_active_mtex(struct ID *id, short act);
void set_current_brush_texture(struct Brush *br, struct Tex *tex);
void set_current_world_texture(struct World *wo, struct Tex *tex);
void set_current_material_texture(struct Material *ma, struct Tex *tex);
void set_current_lamp_texture(struct Lamp *la, struct Tex *tex);
void set_current_linestyle_texture(struct FreestyleLineStyle *linestyle, struct Tex *tex);
void set_current_particle_texture(struct ParticleSettings *part, struct Tex *tex);
bool has_current_material_texture(struct Material *ma);
struct TexMapping *BKE_texture_mapping_add(int type);
void BKE_texture_mapping_default(struct TexMapping *texmap, int type);
void BKE_texture_mapping_init(struct TexMapping *texmap);
struct ColorMapping *BKE_texture_colormapping_add(void);
void BKE_texture_colormapping_default(struct ColorMapping *colormap);
void BKE_texture_envmap_free_data(struct EnvMap *env);
void BKE_texture_envmap_free(struct EnvMap *env);
struct EnvMap *BKE_texture_envmap_add(void);
struct EnvMap *BKE_texture_envmap_copy(struct EnvMap *env);
void BKE_texture_pointdensity_init_data(struct PointDensity *pd);
void BKE_texture_pointdensity_free_data(struct PointDensity *pd);
void BKE_texture_pointdensity_free(struct PointDensity *pd);
struct PointDensity *BKE_texture_pointdensity_add(void);
struct PointDensity *BKE_texture_pointdensity_copy(struct PointDensity *pd);
void BKE_texture_voxeldata_free_data(struct VoxelData *vd);
void BKE_texture_voxeldata_free(struct VoxelData *vd);
struct VoxelData *BKE_texture_voxeldata_add(void);
struct VoxelData *BKE_texture_voxeldata_copy(struct VoxelData *vd);
void BKE_texture_ocean_free(struct OceanTex *ot);
struct OceanTex *BKE_texture_ocean_add(void);
struct OceanTex *BKE_texture_ocean_copy(struct OceanTex *ot);
bool BKE_texture_dependsOnTime(const struct Tex *texture);
bool BKE_texture_is_image_user(const struct Tex *tex);
void BKE_texture_get_value(
const struct Scene *scene, struct Tex *texture,
float *tex_co, struct TexResult *texres, bool use_color_management);
#ifdef __cplusplus
}
#endif
#endif