A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
146 lines
4.0 KiB
C
146 lines
4.0 KiB
C
/* SPDX-FileCopyrightText: 2006 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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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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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} 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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