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author | Hans Goudey <h.goudey@me.com> | 2022-01-25 01:18:30 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-01-25 01:18:30 +0300 |
commit | 2bf519d211b1c51353b827f994494badfdf2569f (patch) | |
tree | a0f836b778fdfd8a48bbf16073c80fb385fd44c9 /source/blender/nodes/NOD_composite.h | |
parent | 4d799db72f9213dbd44b02d0cb24acf856aa2325 (diff) |
Cleanup: Correct location of node function declarations
Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.
Differential Revision: https://developer.blender.org/D13869
Diffstat (limited to 'source/blender/nodes/NOD_composite.h')
-rw-r--r-- | source/blender/nodes/NOD_composite.h | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/source/blender/nodes/NOD_composite.h b/source/blender/nodes/NOD_composite.h index c80d0bcdd1e..82faccc2c2d 100644 --- a/source/blender/nodes/NOD_composite.h +++ b/source/blender/nodes/NOD_composite.h @@ -152,6 +152,75 @@ const char *node_cmp_rlayers_sock_to_pass(int sock_index); void register_node_type_cmp_custom_group(bNodeType *ntype); +void ntreeCompositExecTree(struct Scene *scene, + struct bNodeTree *ntree, + struct RenderData *rd, + int rendering, + int do_previews, + const struct ColorManagedViewSettings *view_settings, + const struct ColorManagedDisplaySettings *display_settings, + const char *view_name); + +/** + * Called from render pipeline, to tag render input and output. + * need to do all scenes, to prevent errors when you re-render 1 scene. + */ +void ntreeCompositTagRender(struct Scene *scene); + +/** + * Update the outputs of the render layer nodes. + * Since the outputs depend on the render engine, this part is a bit complex: + * - #ntreeCompositUpdateRLayers is called and loops over all render layer nodes. + * - Each render layer node calls the update function of the + * render engine that's used for its scene. + * - The render engine calls RE_engine_register_pass for each pass. + * - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass. + */ +void ntreeCompositUpdateRLayers(struct bNodeTree *ntree); + +void ntreeCompositClearTags(struct bNodeTree *ntree); + +struct bNodeSocket *ntreeCompositOutputFileAddSocket(struct bNodeTree *ntree, + struct bNode *node, + const char *name, + struct ImageFormatData *im_format); + +int ntreeCompositOutputFileRemoveActiveSocket(struct bNodeTree *ntree, struct bNode *node); +void ntreeCompositOutputFileSetPath(struct bNode *node, + struct bNodeSocket *sock, + const char *name); +void ntreeCompositOutputFileSetLayer(struct bNode *node, + struct bNodeSocket *sock, + const char *name); +/* needed in do_versions */ +void ntreeCompositOutputFileUniquePath(struct ListBase *list, + struct bNodeSocket *sock, + const char defname[], + char delim); +void ntreeCompositOutputFileUniqueLayer(struct ListBase *list, + struct bNodeSocket *sock, + const char defname[], + char delim); + +void ntreeCompositColorBalanceSyncFromLGG(bNodeTree *ntree, bNode *node); +void ntreeCompositColorBalanceSyncFromCDL(bNodeTree *ntree, bNode *node); + +void ntreeCompositCryptomatteSyncFromAdd(const Scene *scene, bNode *node); +void ntreeCompositCryptomatteSyncFromRemove(bNode *node); +bNodeSocket *ntreeCompositCryptomatteAddSocket(bNodeTree *ntree, bNode *node); +int ntreeCompositCryptomatteRemoveSocket(bNodeTree *ntree, bNode *node); +void ntreeCompositCryptomatteLayerPrefix(const Scene *scene, + const bNode *node, + char *r_prefix, + size_t prefix_len); + +/** + * Update the runtime layer names with the crypto-matte layer names of the references render layer + * or image. + */ +void ntreeCompositCryptomatteUpdateLayerNames(const Scene *scene, bNode *node); +struct CryptomatteSession *ntreeCompositCryptomatteSession(const Scene *scene, bNode *node); + #ifdef __cplusplus } #endif |