The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
63 lines
2.3 KiB
C
63 lines
2.3 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation */
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#include "DNA_layer_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Forward declarations. */
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struct CryptomatteSession;
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struct Material;
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struct Object;
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struct RenderResult;
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struct Scene;
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struct CryptomatteSession *BKE_cryptomatte_init(void);
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struct CryptomatteSession *BKE_cryptomatte_init_from_render_result(
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const struct RenderResult *render_result);
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struct CryptomatteSession *BKE_cryptomatte_init_from_scene(const struct Scene *scene);
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struct CryptomatteSession *BKE_cryptomatte_init_from_view_layer(
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const struct ViewLayer *view_layer);
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void BKE_cryptomatte_free(struct CryptomatteSession *session);
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void BKE_cryptomatte_add_layer(struct CryptomatteSession *session, const char *layer_name);
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uint32_t BKE_cryptomatte_hash(const char *name, int name_len);
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uint32_t BKE_cryptomatte_object_hash(struct CryptomatteSession *session,
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const char *layer_name,
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const struct Object *object);
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uint32_t BKE_cryptomatte_material_hash(struct CryptomatteSession *session,
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const char *layer_name,
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const struct Material *material);
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uint32_t BKE_cryptomatte_asset_hash(struct CryptomatteSession *session,
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const char *layer_name,
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const struct Object *object);
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float BKE_cryptomatte_hash_to_float(uint32_t cryptomatte_hash);
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/**
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* Find an ID in the given main that matches the given encoded float.
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*/
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bool BKE_cryptomatte_find_name(const struct CryptomatteSession *session,
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float encoded_hash,
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char *r_name,
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int name_len);
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char *BKE_cryptomatte_entries_to_matte_id(struct NodeCryptomatte *node_storage);
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void BKE_cryptomatte_matte_id_to_entries(struct NodeCryptomatte *node_storage,
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const char *matte_id);
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void BKE_cryptomatte_store_metadata(const struct CryptomatteSession *session,
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struct RenderResult *render_result,
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const ViewLayer *view_layer);
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#ifdef __cplusplus
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}
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#endif
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