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
148 lines
4.1 KiB
C++
148 lines
4.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2006 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup render
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*
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* This include is for non-render pipeline exports (still old cruft here).
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*/
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#pragma once
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#include "BLI_compiler_attrs.h"
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/* called by meshtools */
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struct Depsgraph;
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struct ImagePool;
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struct MTex;
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struct Tex;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* texture_procedural.c */
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/**
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* \param pool: Thread pool, may be NULL.
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*
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* \return True if the texture has color, otherwise false.
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*/
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bool RE_texture_evaluate(const struct MTex *mtex,
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const float vec[3],
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int thread,
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struct ImagePool *pool,
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bool skip_load_image,
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bool texnode_preview,
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/* Return arguments. */
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float *r_intensity,
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float r_rgba[4]) ATTR_NONNULL(1, 2, 7, 8);
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/**
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* \param in: Destination
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* \param tex: Texture.
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* \param out: Previous color.
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* \param fact: Texture strength.
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* \param facg: Button strength value.
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*/
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void texture_rgb_blend(
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float in[3], const float tex[3], const float out[3], float fact, float facg, int blendtype);
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float texture_value_blend(float tex, float out, float fact, float facg, int blendtype);
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void RE_texture_rng_init(void);
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void RE_texture_rng_exit(void);
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/* texture_image.c */
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void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
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/* texture_pointdensity.c */
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struct PointDensity;
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void RE_point_density_cache(struct Depsgraph *depsgraph, struct PointDensity *pd);
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void RE_point_density_minmax(struct Depsgraph *depsgraph,
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struct PointDensity *pd,
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float r_min[3],
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float r_max[3]);
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/**
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* \note Requires #RE_point_density_cache() to be called first.
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* \note Frees point density structure after sampling.
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*/
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void RE_point_density_sample(struct Depsgraph *depsgraph,
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struct PointDensity *pd,
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int resolution,
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float *values);
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void RE_point_density_free(struct PointDensity *pd);
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void RE_point_density_fix_linking(void);
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/* texture_procedural.c */
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/**
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* Texture evaluation result.
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*/
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typedef struct TexResult {
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float tin;
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float trgba[4];
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/* Is actually a boolean: When true -> use alpha, false -> set alpha to 1.0. */
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int talpha;
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float *nor;
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} TexResult;
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/* This one uses nodes. */
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/**
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* \warning if the texres's values are not declared zero,
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* check the return value to be sure the color values are set before using the r/g/b values,
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* otherwise you may use uninitialized values - Campbell
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*
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* Use it for stuff which is out of render pipeline.
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*/
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int multitex_ext(struct Tex *tex,
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float texvec[3],
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float dxt[3],
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float dyt[3],
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int osatex,
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struct TexResult *texres,
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short thread,
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struct ImagePool *pool,
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bool scene_color_manage,
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bool skip_load_image);
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/**
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* Nodes disabled.
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* extern-tex doesn't support nodes (#ntreeBeginExec() can't be called when rendering is going on).
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*
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* Use it for stuff which is out of render pipeline.
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*/
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int multitex_ext_safe(struct Tex *tex,
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const float texvec[3],
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struct TexResult *texres,
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struct ImagePool *pool,
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bool scene_color_manage,
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bool skip_load_image);
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/**
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* Only for internal node usage.
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*
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* this is called from the shader and texture nodes
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* Use it from render pipeline only!
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*/
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int multitex_nodes(struct Tex *tex,
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const float texvec[3],
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float dxt[3],
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float dyt[3],
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int osatex,
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struct TexResult *texres,
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short thread,
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short which_output,
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struct MTex *mtex,
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struct ImagePool *pool);
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#ifdef __cplusplus
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}
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#endif
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