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.
128 lines
3.2 KiB
C++
128 lines
3.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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/** \file
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* \ingroup nodes
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*/
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#pragma once
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_ID.h"
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#include "DNA_color_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "BLI_math_vector.h"
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_colorband.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_node_runtime.hh"
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#include "BKE_texture.h"
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#include "NOD_texture.h"
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#include "node_texture_register.hh"
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#include "node_util.h"
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#include "BLT_translation.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct TexCallData {
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TexResult *target;
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/* all float[3] */
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const float *co;
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float *dxt, *dyt;
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int osatex;
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bool do_preview;
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bool do_manage;
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short thread;
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short which_output;
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int cfra;
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MTex *mtex;
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} TexCallData;
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typedef struct TexParams {
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const float *co;
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float *dxt, *dyt;
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const float *previewco;
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int cfra;
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int osatex;
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/* optional. we don't really want these here, but image
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* textures need to do mapping & color correction */
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MTex *mtex;
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} TexParams;
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typedef void (*TexFn)(float *out, TexParams *params, bNode *node, bNodeStack **in, short thread);
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typedef struct TexDelegate {
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TexCallData *cdata;
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TexFn fn;
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bNode *node;
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bNodePreview *preview;
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bNodeStack *in[MAX_SOCKET];
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int type;
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} TexDelegate;
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bool tex_node_poll_default(const struct bNodeType *ntype,
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const struct bNodeTree *ntree,
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const char **r_disabled_hint);
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void tex_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread);
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void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread);
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float tex_input_value(bNodeStack *in, TexParams *params, short thread);
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void tex_output(bNode *node,
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bNodeExecData *execdata,
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bNodeStack **in,
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bNodeStack *out,
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TexFn texfn,
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TexCallData *data);
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void params_from_cdata(TexParams *out, TexCallData *in);
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struct bNodeThreadStack *ntreeGetThreadStack(struct bNodeTreeExec *exec, int thread);
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void ntreeReleaseThreadStack(struct bNodeThreadStack *nts);
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bool ntreeExecThreadNodes(struct bNodeTreeExec *exec,
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struct bNodeThreadStack *nts,
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void *callerdata,
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int thread);
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struct bNodeTreeExec *ntreeTexBeginExecTree_internal(struct bNodeExecContext *context,
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struct bNodeTree *ntree,
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bNodeInstanceKey parent_key);
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void ntreeTexEndExecTree_internal(struct bNodeTreeExec *exec);
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#ifdef __cplusplus
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}
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#endif
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