/* * texture_ext.h * * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef TEXTURE_EXT_H #define TEXTURE_EXT_H #define BRICONT texres->tin= (texres->tin-0.5)*tex->contrast+tex->bright-0.5; \ if(texres->tin<0.0) texres->tin= 0.0; else if(texres->tin>1.0) texres->tin= 1.0; #define BRICONTRGB texres->tr= tex->rfac*((texres->tr-0.5)*tex->contrast+tex->bright-0.5); \ if(texres->tr<0.0) texres->tr= 0.0; \ texres->tg= tex->gfac*((texres->tg-0.5)*tex->contrast+tex->bright-0.5); \ if(texres->tg<0.0) texres->tg= 0.0; \ texres->tb= tex->bfac*((texres->tb-0.5)*tex->contrast+tex->bright-0.5); \ if(texres->tb<0.0) texres->tb= 0.0; \ if(tex->saturation != 1.0f) { \ float _hsv[3]; \ rgb_to_hsv(texres->tr, texres->tg, texres->tb, _hsv, _hsv+1, _hsv+2); \ _hsv[1] *= tex->saturation; \ hsv_to_rgb(_hsv[0], _hsv[1], _hsv[2], &texres->tr, &texres->tg, &texres->tb); \ } \ struct HaloRen; struct ShadeInput; struct TexResult; struct Tex; struct Image; struct ImBuf; /* texture.h */ void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf); void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag, short thread); void do_material_tex(struct ShadeInput *shi); void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf, int effect); void do_volume_tex(struct ShadeInput *shi, float *xyz, int mapto_flag, float *col, float *val); void init_render_textures(Render *re); void end_render_textures(Render *re); void render_realtime_texture(struct ShadeInput *shi, struct Image *ima); /* imagetexture.h */ int imagewraposa(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, float *texvec, float *dxt, float *dyt, struct TexResult *texres); int imagewrap(struct Tex *tex, struct Image *ima, struct ImBuf *ibuf, float *texvec, struct TexResult *texres); void image_sample(struct Image *ima, float fx, float fy, float dx, float dy, float *result); #endif /* TEXTURE_EXT_H */