/* Renders texture directly to render buffer. */ static void shader_preview_texture(ShaderPreview *sp, Tex *tex, Scene *sce, Render *re) { /* Setup output buffer. */ int width = sp->sizex; int height = sp->sizey; /* This is needed otherwise no RenderResult is created. */ sce->r.scemode &= ~R_BUTS_PREVIEW; RE_InitState(re, NULL, &sce->r, &sce->view_layers, NULL, width, height, NULL); RE_SetScene(re, sce); /* Create buffer in empty RenderView created in the init step. */ RenderResult *rr = RE_AcquireResultWrite(re); RenderView *rv = (RenderView *)rr->views.first; rv->rectf = MEM_callocN(sizeof(float) * 4 * width * height, "texture render result"); RE_ReleaseResult(re); /* Get texture image pool (if any) */ struct ImagePool *img_pool = BKE_image_pool_new(); BKE_texture_fetch_images_for_pool(tex, img_pool); /* Fill in image buffer. */ float *rect_float = rv->rectf; float tex_coord[3] = {0.0f, 0.0f, 0.0f}; bool color_manage = true; for (int y = 0; y < height; y++) { /* Tex coords between -1.0f and 1.0f. */ tex_coord[1] = ((float)y / (float)height) * 2.0f - 1.0f; for (int x = 0; x < width; x++) { tex_coord[0] = ((float)x / (float)height) * 2.0f - 1.0f; /* Evaluate texture at tex_coord .*/ TexResult texres = {0}; BKE_texture_get_value_ex(sce, tex, tex_coord, &texres, img_pool, color_manage); rect_float[0] = texres.tr; rect_float[1] = texres.tg; rect_float[2] = texres.tb; rect_float[3] = 1.0f; rect_float += 4; } /* Check if we should cancel texture preview. */ if (shader_preview_break(sp)) { break; } } BKE_image_pool_free(img_pool); }
void BKE_texture_get_value( const Scene *scene, Tex *texture, float *tex_co, TexResult *texres, bool use_color_management) { BKE_texture_get_value_ex(scene, texture, tex_co, texres, NULL, use_color_management); }