20 input_size_ =
nullptr;
21 input_offset_ =
nullptr;
24 scene_color_manage_ =
false;
41 if (texture_ !=
nullptr && texture_->
nodetree !=
nullptr && texture_->
use_nodes) {
48 input_size_ =
nullptr;
49 input_offset_ =
nullptr;
52 if (texture_ !=
nullptr && texture_->
use_nodes && texture_->
nodetree !=
nullptr &&
61 r_area = preferred_area;
92 float texture_size[4];
93 float texture_offset[4];
114 vec[0] = texture_size[0] * (u + texture_offset[0]);
115 vec[1] = texture_size[1] * (
v + texture_offset[1]);
116 vec[2] = texture_size[2] * texture_offset[2];
120 texture_, vec,
nullptr,
nullptr, 0, &texres,
thread_id, pool_, scene_color_manage_,
false);
137 const float center_x = op_width / 2;
138 const float center_y = op_height / 2;
143 const float *tex_offset = it.in(0);
144 const float *tex_size = it.in(1);
145 float u = (it.x - center_x) / op_width * 2;
146 float v = (it.y - center_y) / op_height * 2;
154 u += 0.5f / center_x;
155 v += 0.5f / center_y;
158 vec[0] = tex_size[0] * (u + tex_offset[0]);
159 vec[1] = tex_size[1] * (
v + tex_offset[1]);
160 vec[2] = tex_size[2] * tex_offset[2];
173 it.out[3] = tex_result.
talpha ? tex_result.
trgba[3] : tex_result.
tin;
178 it.out[0] = it.out[1] = it.out[2] = it.out[3];
struct ImagePool * BKE_image_pool_new(void)
void BKE_image_pool_free(struct ImagePool *pool)
void BKE_render_resolution(const struct RenderData *r, const bool use_crop, int *r_width, int *r_height)
MINLINE void copy_v3_v3(float r[3], const float a[3])
bool BLI_rcti_is_empty(const struct rcti *rect)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei height
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a color
void ntreeTexEndExecTree(struct bNodeTreeExec *exec)
struct bNodeTreeExec * ntreeTexBeginExecTree(struct bNodeTree *ntree)
ATTR_WARN_UNUSED_RESULT const BMVert * v
a MemoryBuffer contains access to the data of a chunk
virtual void init_execution()
unsigned int get_height() const
void add_output_socket(DataType datatype)
SocketReader * get_input_socket_reader(unsigned int index)
unsigned int get_width() const
eExecutionModel execution_model_
NodeOperationFlags flags_
virtual void deinit_execution()
void read_sampled(float result[4], float x, float y, PixelSampler sampler)
void add_input_socket(DataType datatype, ResizeMode resize_mode=ResizeMode::Center)
virtual void determine_canvas(const rcti &preferred_area, rcti &r_area)
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
void init_execution() override
void deinit_execution() override
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
void determine_canvas(const rcti &preferred_area, rcti &r_area) override
depth_tx sampler(1, ImageType::FLOAT_2D, "combined_tx") .sampler(2
@ Vector
Vector data type.
ccl_global KernelShaderEvalInput ccl_global float * output
static void area(int d1, int d2, int e1, int e2, float weights[2])
constexpr int COM_DATA_TYPE_VALUE_CHANNELS
typename BuffersIteratorBuilder< T >::Iterator BuffersIterator
constexpr rcti COM_AREA_NONE
thread_local int thread_id
static bNodeSocketTemplate inputs[]
struct bNodeTree * nodetree
struct bNodeTreeExec * execdata
static int current_thread_id()
int multitex_ext(Tex *tex, float texvec[3], float dxt[3], float dyt[3], int osatex, TexResult *texres, const short thread, struct ImagePool *pool, bool scene_color_manage, const bool skip_load_image)