Files
test2/source/blender/render/RE_texture.h
Brecht Van Lommel b920f6f1a7 Shaders: Remove point density texture node
This is replaced by geometry nodes, where volumes can now be generated from
point clouds and meshes with more control, and more efficient rendering as a
sparse volume.

No backwareds compatibility is provided, as this would be complicated, and
probably this feature was not used much in the past few years.

This node was supported in Cycles only, not by EEVEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/140292
2025-06-16 12:06:02 +02:00

108 lines
3.0 KiB
C

/* SPDX-FileCopyrightText: 2006 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \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;
/* `texture_procedural.cc` */
/**
* \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.
*/
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.cc` */
void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
/* `texture_procedural.cc` */
/**
* Texture evaluation result.
*/
struct TexResult {
float tin;
float trgba[4];
/* Is actually a boolean: When true -> use alpha, false -> set alpha to 1.0. */
int talpha;
};
/* This one uses nodes. */
/**
* WARNING(@ideasman42): 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.
*
* Use it for stuff which is out of render pipeline.
*/
int multitex_ext(struct Tex *tex,
const float texvec[3],
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],
struct TexResult *texres,
short thread,
short which_output,
const struct MTex *mtex,
struct ImagePool *pool);