Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
102 lines
2.8 KiB
C++
102 lines
2.8 KiB
C++
/**
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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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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#ifndef TEX_NODE_UTIL_H_
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#define TEX_NODE_UTIL_H_
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_color_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_ID.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "BKE_blender.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "BKE_library.h"
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#include "../SHD_node.h"
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#include "node_util.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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typedef struct TexCallData {
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TexResult *target;
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float *coord;
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char do_preview;
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short thread;
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short which_output;
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int cfra;
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} TexCallData;
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typedef void(*TexFn) (float *out, float *coord, bNode *node, bNodeStack **in, short thread);
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typedef struct TexDelegate {
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TexFn fn;
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bNode *node;
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bNodeStack *in[MAX_SOCKET];
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int type;
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} TexDelegate;
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void tex_call_delegate(TexDelegate*, float *out, float *coord, short thread);
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void tex_input_rgba(float *out, bNodeStack *in, float *coord, short thread);
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void tex_input_vec(float *out, bNodeStack *in, float *coord, short thread);
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float tex_input_value(bNodeStack *in, float *coord, short thread);
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void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn);
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void tex_do_preview(bNode *node, bNodeStack *ns, TexCallData *cdata);
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void ntreeTexUpdatePreviews( bNodeTree* nodetree );
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void ntreeTexExecTree(bNodeTree *nodes, TexResult *texres, float *coord, char do_preview, short thread, struct Tex *tex, short which_output, int cfra);
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#endif
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