41 const ::bNode *node =
nullptr;
46 if (!node || !image) {
50 switch (node->type_legacy) {
ImageGPUTextures BKE_image_get_gpu_material_texture(Image *image, ImageUser *iuser, const bool use_tile_mapping)
#define SH_NODE_TEX_IMAGE
#define SH_NODE_TEX_ENVIRONMENT
#define BLI_assert_msg(a, msg)
unsigned int BLI_ghashutil_strhash_p_murmur(const void *ptr)
BLI_INLINE float BLI_hash_int_01(unsigned int k)
void hsv_to_rgb_v(const float hsv[3], float r_rgb[3])
@ IMA_ALPHA_CHANNEL_PACKED
@ SHD_IMAGE_EXTENSION_MIRROR
@ SHD_IMAGE_EXTENSION_CLIP
@ SHD_IMAGE_EXTENSION_REPEAT
@ SHD_IMAGE_EXTENSION_EXTEND
bool ED_object_get_active_image(Object *ob, int mat_nr, Image **r_ima, ImageUser **r_iuser, const bNode **r_node, const bNodeTree **r_ntree)
@ GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT
@ GPU_SAMPLER_EXTEND_MODE_REPEAT
@ GPU_SAMPLER_EXTEND_MODE_EXTEND
@ GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER
@ GPU_SAMPLER_FILTERING_LINEAR
BLI_INLINE void IMB_colormanagement_rec709_to_scene_linear(float scene_linear[3], const float rec709[3])
IMETHOD void random(Vector &a)
addDelta operator for displacement rotational velocity.
VecBase< float, 3 > float3
GPUSamplerState sampler_state
MaterialTexture()=default