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blender-archive/source/blender/render/intern/include/texture.h
Brecht Van Lommel 47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00

75 lines
2.6 KiB
C++

/*
* texture_ext.h
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef TEXTURE_EXT_H
#define TEXTURE_EXT_H
#define BRICONT texres->tin= (texres->tin-0.5)*tex->contrast+tex->bright-0.5; \
if(texres->tin<0.0) texres->tin= 0.0; else if(texres->tin>1.0) texres->tin= 1.0;
#define BRICONTRGB texres->tr= tex->rfac*((texres->tr-0.5)*tex->contrast+tex->bright-0.5); \
if(texres->tr<0.0) texres->tr= 0.0; \
texres->tg= tex->gfac*((texres->tg-0.5)*tex->contrast+tex->bright-0.5); \
if(texres->tg<0.0) texres->tg= 0.0; \
texres->tb= tex->bfac*((texres->tb-0.5)*tex->contrast+tex->bright-0.5); \
if(texres->tb<0.0) texres->tb= 0.0;
struct HaloRen;
struct ShadeInput;
struct TexResult;
struct Tex;
struct Image;
struct ImBuf;
/* texture.h */
void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf);
void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag);
void do_material_tex(struct ShadeInput *shi);
void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf);
void init_render_textures(Render *re);
void render_realtime_texture(struct ShadeInput *shi, struct Image *ima);
/* imagetexture.h */
int imagewraposa(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, float *texvec, float *dxt, float *dyt, struct TexResult *texres);
int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, float *texvec, struct TexResult *texres);
void image_sample(struct Image *ima, float fx, float fy, float dx, float dy, float *result);
#endif /* TEXTURE_EXT_H */