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blender-archive/source/blender/render/RE_texture.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

148 lines
4.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation. All rights reserved. */
/** \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.
*/
void texture_rgb_blend(
float in[3], const float tex[3], const float out[3], float fact, float facg, int blendtype);
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;
float *nor;
} 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