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authorLukas Toenne <lukas.toenne@googlemail.com>2013-03-18 20:34:57 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2013-03-18 20:34:57 +0400
commit4638e5f99a9ba59ad0b8a1fd52b12e876480b9e8 (patch)
tree2444f12b4612440f44cf02835cdf5951b6564e92 /source/blender/nodes/shader/node_shader_util.h
parent7bfef29f2f2a1b262d28abdc6e30fcd9c1f1caad (diff)
Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Diffstat (limited to 'source/blender/nodes/shader/node_shader_util.h')
-rw-r--r--source/blender/nodes/shader/node_shader_util.h39
1 files changed, 5 insertions, 34 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.h b/source/blender/nodes/shader/node_shader_util.h
index 9c911501435..57b129335bb 100644
--- a/source/blender/nodes/shader/node_shader_util.h
+++ b/source/blender/nodes/shader/node_shader_util.h
@@ -79,6 +79,11 @@
#include "GPU_material.h"
+
+int sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
+void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
+
+
/* ********* exec data struct, remains internal *********** */
typedef struct ShaderCallData {
@@ -86,40 +91,6 @@ typedef struct ShaderCallData {
ShadeResult *shr; /* from render pipe */
} ShaderCallData;
-/* output socket defines */
-#define GEOM_OUT_GLOB 0
-#define GEOM_OUT_LOCAL 1
-#define GEOM_OUT_VIEW 2
-#define GEOM_OUT_ORCO 3
-#define GEOM_OUT_UV 4
-#define GEOM_OUT_NORMAL 5
-#define GEOM_OUT_VCOL 6
-#define GEOM_OUT_VCOL_ALPHA 7
-#define GEOM_OUT_FRONTBACK 8
-
-
-/* input socket defines */
-#define MAT_IN_COLOR 0
-#define MAT_IN_SPEC 1
-#define MAT_IN_REFL 2
-#define MAT_IN_NORMAL 3
-#define MAT_IN_MIR 4
-#define MAT_IN_AMB 5
-#define MAT_IN_EMIT 6
-#define MAT_IN_SPECTRA 7
-#define MAT_IN_RAY_MIRROR 8
-#define MAT_IN_ALPHA 9
-#define MAT_IN_TRANSLUCENCY 10
-#define NUM_MAT_IN 11 /* for array size */
-
-/* output socket defines */
-#define MAT_OUT_COLOR 0
-#define MAT_OUT_ALPHA 1
-#define MAT_OUT_NORMAL 2
-#define MAT_OUT_DIFFUSE 3
-#define MAT_OUT_SPEC 4
-#define MAT_OUT_AO 5
-
extern void node_ID_title_cb(void *node_v, void *unused_v);
void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);