72 if (stats_scene ==
NULL) {
79 float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
107 for (
int i = 0; i < total_tiles; i++,
tile++) {
113 if (need_free_tiles) {
125 bool use_default_view,
131 const float linearcol[4],
140 const int ymin = rect->
ymin;
150 const uchar red[3] = {255, 255, 255};
154 float hue = 0, sat = 0, val = 0, lum = 0, u = 0,
v = 0;
155 float col[4], finalcol[4];
181 SNPRINTF(
str,
" Z:%-.4f |", 0.5f + 0.5f * (((
float)*zp) / (
float)0x7fffffff));
198 else if (cp !=
NULL) {
274 rgba[3] = linearcol[3];
277 if (use_default_view) {
318 if (use_default_view) {
344 rcti color_rect_half;
345 int color_quater_x, color_quater_y;
347 color_rect_half = color_rect;
352 color_rect_half = color_rect;
360 color_rect_half.
xmin,
361 color_rect_half.
ymin,
362 color_rect_half.
xmax,
363 color_rect_half.
ymax);
399 (
float)cp[0] / 255.0f, (
float)cp[0] / 255.0f, (
float)cp[0] / 255.0f, &
hue, &sat, &val);
401 (
float)cp[0] / 255.0f,
402 (
float)cp[0] / 255.0f,
419 rgb_to_hsv(finalcol[0], finalcol[1], finalcol[2], &
hue, &sat, &val);
453 float viewport_size[4];
479 if (ima && show_render) {
519 framelen = region->
winx / (efra - sfra + 1);
532 const int region_bottom = rect_visible->
ymin;
542 int num_segments = 0;
556 x = (cfra - sfra) / (efra - sfra + 1) * region->
winx;
582 zoom_factor = (xzoom + yzoom) / 2.0f;
583 zoom_factor *= 256.0f / (
powf(grid_dimension, 2));
589 const int grid_dimension)
598 grid_steps[step] =
powf(grid_dimension, step) *
606 const float zoom_factor)
615 float offset = (3.0f / 4.0f) * (grid_steps[step] - (grid_steps[step] / grid_dimesnions));
617 if ((grid_steps[step] -
offset) > zoom_factor) {
618 return grid_steps[step];
623 return grid_steps[0];
typedef float(TangentPoint)[2]
void immDrawBorderCorners(unsigned int pos, const struct rcti *border, float zoomx, float zoomy)
struct Scene * CTX_data_scene(const bContext *C)
struct SpaceImage * CTX_wm_space_image(const bContext *C)
struct RenderResult * BKE_image_acquire_renderresult(struct Scene *scene, struct Image *ima)
void BKE_image_release_renderresult(struct Scene *scene, struct Image *ima)
void BLF_color3ubv(int fontid, const unsigned char rgb[3])
float BLF_width(int fontid, const char *str, size_t str_len) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL()
void BLF_draw(int fontid, const char *str, size_t str_len) ATTR_NONNULL(2)
void BLF_color3ub(int fontid, unsigned char r, unsigned char g, unsigned char b)
void BLF_size(int fontid, float size, int dpi)
void BLF_position(int fontid, float x, float y, float z)
#define BLI_YUV_ITU_BT709
void rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
void rgb_to_yuv(float r, float g, float b, float *r_y, float *r_u, float *r_v, int colorspace)
MINLINE void copy_v4_v4(float r[4], const float a[4])
MINLINE void copy_v3_v3(float r[3], const float a[3])
MINLINE void zero_v4(float r[4])
void BLI_rcti_init(struct rcti *rect, int xmin, int xmax, int ymin, int ymax)
BLI_INLINE int BLI_rcti_size_x(const struct rcti *rct)
BLI_INLINE int BLI_rcti_cent_y(const struct rcti *rct)
BLI_INLINE int BLI_rcti_cent_x(const struct rcti *rct)
#define STRNCPY(dst, src)
#define SNPRINTF(dst, format,...)
void BLI_mutex_lock(ThreadMutex *mutex)
void BLI_mutex_unlock(ThreadMutex *mutex)
Object is a sort of wrapper for general info.
#define SI_GRID_STEPS_LEN
struct Mask * ED_space_image_get_mask(const struct SpaceImage *sima)
struct Image * ED_space_image(const struct SpaceImage *sima)
void ED_space_image_get_zoom(struct SpaceImage *sima, const struct ARegion *region, float *r_zoomx, float *r_zoomy)
void ED_mask_draw_frames(struct Mask *mask, struct ARegion *region, int cfra, int sfra, int efra)
struct Scene * ED_render_job_get_scene(const struct bContext *C)
void ED_region_info_draw(struct ARegion *region, const char *text, float fill_color[4], bool full_redraw)
void ED_region_cache_draw_curfra_label(int framenr, float x, float y)
void ED_region_cache_draw_background(struct ARegion *region)
void ED_region_cache_draw_cached_segments(struct ARegion *region, int num_segments, const int *points, int sfra, int efra)
const rcti * ED_region_visible_rect(ARegion *region)
_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 blue
_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 green
void GPU_matrix_pop(void)
void GPU_matrix_scale_2f(float x, float y)
void GPU_matrix_push(void)
void GPU_matrix_translate_2f(float x, float y)
@ GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR
@ GPU_SHADER_2D_UNIFORM_COLOR
void GPU_blend(eGPUBlend blend)
void GPU_line_width(float width)
void GPU_viewport_size_get_f(float coords[4])
void IMB_colormanagement_pixel_to_display_space_v4(float result[4], const float pixel[4], const struct ColorManagedViewSettings *view_settings, const struct ColorManagedDisplaySettings *display_settings)
Contains defines and structs used throughout the imbuf module.
void IMB_moviecache_get_cache_segments(struct MovieCache *cache, int proxy, int render_flags, int *r_totseg, int **r_points)
Read Guarded memory(de)allocation.
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its hue
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 producing a negative Combine Generate a color from its red
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 producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
Platform independent time functions.
#define UI_ALPHA_CHECKER_LIGHT
#define UI_ALPHA_CHECKER_DARK
void UI_view2d_view_to_region(const struct View2D *v2d, float x, float y, int *r_region_x, int *r_region_y) ATTR_NONNULL()
ATTR_WARN_UNUSED_RESULT const BMVert * v
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
rcti * RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
bool ED_space_image_show_cache(const SpaceImage *sima)
static void draw_render_info(const bContext *C, Scene *scene, Image *ima, ARegion *region, float zoomx, float zoomy)
float ED_space_image_increment_snap_value(const int grid_dimesnions, const float grid_steps[SI_GRID_STEPS_LEN], const float zoom_factor)
void draw_image_main_helpers(const bContext *C, ARegion *region)
void ED_image_draw_info(Scene *scene, ARegion *region, bool color_manage, bool use_default_view, int channels, int x, int y, const uchar cp[4], const float fp[4], const float linearcol[4], const int *zp, const float *zpf)
float ED_space_image_zoom_level(const View2D *v2d, const int grid_dimension)
void draw_image_cache(const bContext *C, ARegion *region)
void draw_image_sample_line(SpaceImage *sima)
void ED_space_image_grid_steps(SpaceImage *sima, float grid_steps[SI_GRID_STEPS_LEN], const int grid_dimension)
bool ED_space_image_show_cache_and_mval_over(const SpaceImage *sima, ARegion *region, const int mval[2])
ccl_gpu_kernel_postfix ccl_global KernelWorkTile * tiles
ccl_global const KernelWorkTile * tile
ccl_gpu_kernel_postfix ccl_global float int int int int float bool int offset
void(* MEM_freeN)(void *vmemh)
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
static const pxr::TfToken rgba("rgba", pxr::TfToken::Immortal)
Render * RE_GetSceneRender(const Scene *scene)
ColorManagedViewSettings view_settings
ColorManagedDisplaySettings display_settings
struct Histogram sample_line_hist