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blender-archive/source/blender/nodes/intern/TEX_util.h
Brecht Van Lommel bd638da9a0 Texture Nodes:
* Remove the manual OSA method but rather pass on derivatives to the
  textures. This means that at the moment e.g. the bricks node is not
  antialiased, but that image textures are now using mipmaps. Doing
  oversampling on the whole nodetree is convenient but it is really
  the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
  did not support 2d mapping, now it's passing along shadeinput to
  make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
  the texture nodes.
2010-02-16 15:45:19 +00:00

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/**
*
* ***** 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef TEX_NODE_UTIL_H_
#define TEX_NODE_UTIL_H_
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_color_types.h"
#include "DNA_ipo_types.h"
#include "DNA_ID.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BKE_blender.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BKE_library.h"
#include "../SHD_node.h"
#include "node_util.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_rand.h"
#include "BLI_threads.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
typedef struct TexCallData {
TexResult *target;
float *co;
float *dxt, *dyt;
int osatex;
char do_preview;
short thread;
short which_output;
int cfra;
ShadeInput *shi;
MTex *mtex;
} TexCallData;
typedef struct TexParams {
float *co;
float *dxt, *dyt;
float *previewco;
int cfra;
int osatex;
/* optional. we don't really want these here, but image
textures need to do mapping & color correction */
ShadeInput *shi;
MTex *mtex;
} TexParams;
typedef void(*TexFn) (float *out, TexParams *params, bNode *node, bNodeStack **in, short thread);
typedef struct TexDelegate {
TexCallData *cdata;
TexFn fn;
bNode *node;
bNodeStack *in[MAX_SOCKET];
int type;
} TexDelegate;
void tex_call_delegate(TexDelegate*, float *out, TexParams *params, short thread);
void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread);
void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread);
float tex_input_value(bNodeStack *in, TexParams *params, short thread);
void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *data);
void tex_do_preview(bNode *node, float *coord, float *col);
void params_from_cdata(TexParams *out, TexCallData *in);
#endif