/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Bob Holcomb, Xavier Thomas * * ***** END GPL LICENSE BLOCK ***** */ /** \file DNA_node_types.h * \ingroup DNA */ #ifndef __DNA_NODE_TYPES_H__ #define __DNA_NODE_TYPES_H__ #include "DNA_ID.h" #include "DNA_vec_types.h" #include "DNA_listBase.h" #include "DNA_texture_types.h" #include "DNA_scene_types.h" struct ID; struct ListBase; struct SpaceNode; struct bNodeLink; struct bNodeType; struct bNodeTreeExec; struct AnimData; struct bGPdata; struct uiBlock; struct Image; #define NODE_MAXSTR 64 typedef struct bNodeStack { float vec[4]; float min, max; void *data; short hasinput; /* when input has link, tagged before executing */ short hasoutput; /* when output is linked, tagged before executing */ short datatype; /* type of data pointer */ short sockettype; /* type of socket stack comes from, to remap linking different sockets */ short is_copy; /* data is a copy of external data (no freeing) */ short external; /* data is used by external nodes (no freeing) */ short pad[2]; } bNodeStack; /* ns->datatype, shadetree only */ #define NS_OSA_VECTORS 1 #define NS_OSA_VALUES 2 /* node socket/node socket type -b conversion rules */ #define NS_CR_CENTER 0 #define NS_CR_NONE 1 #define NS_CR_FIT_WIDTH 2 #define NS_CR_FIT_HEIGHT 3 #define NS_CR_FIT 4 #define NS_CR_STRETCH 5 typedef struct bNodeSocket { struct bNodeSocket *next, *prev, *new_sock; char name[64]; /* MAX_NAME */ void *storage; /* custom storage */ short type, flag; short limit; /* max. number of links */ short pad1; float locx, locy; void *default_value; /* default input value used for unlinked sockets */ /* execution data */ short stack_index; /* local stack index */ /* XXX deprecated, kept for forward compatibility */ short stack_type DNA_DEPRECATED; int resizemode; /* compositor resize mode of the socket */ void *cache; /* cached data from execution */ /* internal data to retrieve relations and groups */ int own_index; /* group socket identifiers, to find matching pairs after reading files */ /* XXX deprecated, only used for restoring old group node links */ int to_index DNA_DEPRECATED; struct bNodeSocket *groupsock; struct bNodeLink *link; /* a link pointer, set in ntreeUpdateTree */ /* XXX deprecated, socket input values are stored in default_value now. kept for forward compatibility */ bNodeStack ns DNA_DEPRECATED; /* custom data for inputs, only UI writes in this */ } bNodeSocket; /* sock->type */ #define SOCK_FLOAT 0 #define SOCK_VECTOR 1 #define SOCK_RGBA 2 #define SOCK_SHADER 3 #define SOCK_BOOLEAN 4 #define SOCK_MESH 5 #define SOCK_INT 6 #define SOCK_STRING 7 #define NUM_SOCKET_TYPES 8 /* must be last! */ /* socket side (input/output) */ #define SOCK_IN 1 #define SOCK_OUT 2 /* sock->flag, first bit is select */ /* hidden is user defined, to hide unused */ #define SOCK_HIDDEN 2 /* for quick check if socket is linked */ #define SOCK_IN_USE 4 /* XXX deprecated */ /* unavailable is for dynamic sockets */ #define SOCK_UNAVAIL 8 /* dynamic socket (can be modified by user) */ #define SOCK_DYNAMIC 16 /* group socket should not be exposed */ #define SOCK_INTERNAL 32 /* socket collapsed in UI */ #define SOCK_COLLAPSED 64 /* hide socket value, if it gets auto default */ #define SOCK_HIDE_VALUE 128 /* socket hidden automatically, to distinguish from manually hidden */ /* DEPRECATED, only kept here to avoid reusing the flag */ #define SOCK_AUTO_HIDDEN__DEPRECATED 256 typedef struct bNodePreview { unsigned char *rect; short xsize, ysize; int pad; } bNodePreview; /* limit data in bNode to what we want to see saved? */ typedef struct bNode { struct bNode *next, *prev, *new_node; char name[64]; /* MAX_NAME */ int flag; short type, pad2; short done, level; /* both for dependency and sorting */ short lasty, menunr; /* lasty: check preview render status, menunr: browse ID blocks */ short stack_index; /* for groupnode, offset in global caller stack */ short nr; /* number of this node in list, used for UI exec events */ float color[3]; /* custom user-defined color */ ListBase inputs, outputs; struct bNode *parent; /* parent node */ struct ID *id; /* optional link to libdata */ void *storage; /* custom data, must be struct, for storage in file */ struct bNode *original; /* the original node in the tree (for localized tree) */ ListBase internal_links; /* list of cached internal links (input to output), for muted nodes and operators */ float locx, locy; /* root offset for drawing (parent space) */ float width, height; /* node custom width and height */ float miniwidth; /* node width if hidden */ float offsetx, offsety; /* additional offset from loc */ int update; /* update flags */ char label[64]; /* custom user-defined label, MAX_NAME */ short custom1, custom2; /* to be abused for buttons */ float custom3, custom4; short need_exec, exec; /* need_exec is set as UI execution event, exec is flag during exec */ void *threaddata; /* optional extra storage for use in thread (read only then!) */ rctf totr; /* entire boundbox (worldspace) */ rctf butr; /* optional buttons area */ rctf prvr; /* optional preview area */ bNodePreview *preview; /* optional preview image */ struct uiBlock *block; /* runtime during drawing */ struct bNodeType *typeinfo; /* lookup of callbacks and defaults */ } bNode; /* node->flag */ #define NODE_SELECT 1 #define NODE_OPTIONS 2 #define NODE_PREVIEW 4 #define NODE_HIDDEN 8 #define NODE_ACTIVE 16 #define NODE_ACTIVE_ID 32 #define NODE_DO_OUTPUT 64 #define NODE_GROUP_EDIT 128 /* free test flag, undefined */ #define NODE_TEST 256 /* node is disabled */ #define NODE_MUTED 512 #define NODE_CUSTOM_NAME 1024 /* deprecated! */ /* group node types: use const outputs by default */ #define NODE_CONST_OUTPUT (1<<11) /* node is always behind others */ #define NODE_BACKGROUND (1<<12) /* automatic flag for nodes included in transforms */ #define NODE_TRANSFORM (1<<13) /* node is active texture */ /* note: take care with this flag since its possible it gets * `stuck` inside/outside the active group - which makes buttons * window texture not update, we try to avoid it by clearing the * flag when toggling group editing - Campbell */ #define NODE_ACTIVE_TEXTURE (1<<14) /* use a custom color for the node */ #define NODE_CUSTOM_COLOR (1<<15) /* node->update */ /* XXX NODE_UPDATE is a generic update flag. More fine-grained updates * might be used in the future, but currently all work the same way. */ #define NODE_UPDATE 0xFFFF /* generic update flag (includes all others) */ #define NODE_UPDATE_ID 1 /* associated id data block has changed */ typedef struct bNodeLink { struct bNodeLink *next, *prev; bNode *fromnode, *tonode; bNodeSocket *fromsock, *tosock; int flag; int pad; } bNodeLink; /* link->flag */ #define NODE_LINKFLAG_HILITE 1 /* link has been successfully validated */ #define NODE_LINK_VALID 2 #define NODE_LINK_TEST 4 /* free test flag, undefined */ /* tree->edit_quality/tree->render_quality */ #define NTREE_QUALITY_HIGH 0 #define NTREE_QUALITY_MEDIUM 1 #define NTREE_QUALITY_LOW 2 /* tree->chunksize */ #define NTREE_CHUNCKSIZE_32 32 #define NTREE_CHUNCKSIZE_64 64 #define NTREE_CHUNCKSIZE_128 128 #define NTREE_CHUNCKSIZE_256 256 #define NTREE_CHUNCKSIZE_512 512 #define NTREE_CHUNCKSIZE_1024 1024 /* the basis for a Node tree, all links and nodes reside internal here */ /* only re-usable node trees are in the library though, materials and textures allocate own tree struct */ typedef struct bNodeTree { ID id; struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */ struct bGPdata *gpd; /* grease pencil data */ ListBase nodes, links; int type, init; /* set init on fileread */ int cur_index; /* sockets in groups have unique identifiers, adding new sockets always * will increase this counter */ int flag; int update; /* update flags */ int nodetype; /* specific node type this tree is used for */ short edit_quality; /* Quality setting when editing */ short render_quality; /* Quality setting when rendering */ int chunksize; /* tile size for compositor engine */ ListBase inputs, outputs; /* external sockets for group nodes */ /* execution data */ /* XXX It would be preferable to completely move this data out of the underlying node tree, * so node tree execution could finally run independent of the tree itself. This would allow node trees * to be merely linked by other data (materials, textures, etc.), as ID data is supposed to. * Execution data is generated from the tree once at execution start and can then be used * as long as necessary, even while the tree is being modified. */ struct bNodeTreeExec *execdata; /* callbacks */ void (*progress)(void *, float progress); void (*stats_draw)(void *, char *str); int (*test_break)(void *); void (*update_draw)(void *); void *tbh, *prh, *sdh, *udh; } bNodeTree; /* ntree->type, index */ #define NTREE_SHADER 0 #define NTREE_COMPOSIT 1 #define NTREE_TEXTURE 2 #define NUM_NTREE_TYPES 3 /* ntree->init, flag */ #define NTREE_TYPE_INIT 1 /* ntree->flag */ #define NTREE_DS_EXPAND 1 /* for animation editors */ #define NTREE_COM_OPENCL 2 /* use opencl */ #define NTREE_TWO_PASS 4 /* two pass */ #define NTREE_COM_GROUPNODE_BUFFER 8 /* use groupnode buffers */ /* XXX not nice, but needed as a temporary flags * for group updates after library linking. */ #define NTREE_DO_VERSIONS_GROUP_EXPOSE 1024 /* ntree->update */ #define NTREE_UPDATE 0xFFFF /* generic update flag (includes all others) */ #define NTREE_UPDATE_LINKS 1 /* links have been added or removed */ #define NTREE_UPDATE_NODES 2 /* nodes or sockets have been added or removed */ #define NTREE_UPDATE_GROUP_IN 16 /* group inputs have changed */ #define NTREE_UPDATE_GROUP_OUT 32 /* group outputs have changed */ #define NTREE_UPDATE_GROUP 48 /* group has changed (generic flag including all other group flags) */ /* socket value structs for input buttons */ typedef struct bNodeSocketValueInt { int subtype; /* RNA subtype */ int value; int min, max; } bNodeSocketValueInt; typedef struct bNodeSocketValueFloat { int subtype; /* RNA subtype */ float value; float min, max; } bNodeSocketValueFloat; typedef struct bNodeSocketValueBoolean { char value; char pad[3]; } bNodeSocketValueBoolean; typedef struct bNodeSocketValueVector { int subtype; /* RNA subtype */ float value[3]; float min, max; } bNodeSocketValueVector; typedef struct bNodeSocketValueRGBA { float value[4]; } bNodeSocketValueRGBA; typedef struct bNodeSocketValueString { int subtype; int pad; char value[1024]; /* 1024 = FILEMAX */ } bNodeSocketValueString; /* data structs, for node->storage */ enum { CMP_NODE_MASKTYPE_ADD = 0, CMP_NODE_MASKTYPE_SUBTRACT = 1, CMP_NODE_MASKTYPE_MULTIPLY = 2, CMP_NODE_MASKTYPE_NOT = 3 }; enum { CMP_NODE_LENSFLARE_GHOST = 1, CMP_NODE_LENSFLARE_GLOW = 2, CMP_NODE_LENSFLARE_CIRCLE = 4, CMP_NODE_LENSFLARE_STREAKS = 8 }; enum { CMP_NODE_DILATEERODE_STEP = 0, CMP_NODE_DILATEERODE_DISTANCE_THRESH = 1, CMP_NODE_DILATEERODE_DISTANCE = 2, CMP_NODE_DILATEERODE_DISTANCE_FEATHER = 3 }; enum { CMP_NODE_INPAINT_SIMPLE = 0 }; enum { CMP_NODEFLAG_MASK_AA = (1 << 0), CMP_NODEFLAG_MASK_NO_FEATHER = (1 << 1), CMP_NODEFLAG_MASK_MOTION_BLUR = (1 << 2), /* we may want multiple aspect options, exposed as an rna enum */ CMP_NODEFLAG_MASK_FIXED = (1 << 8), CMP_NODEFLAG_MASK_FIXED_SCENE = (1 << 9) }; enum { CMP_NODEFLAG_BLUR_VARIABLE_SIZE = (1 << 0) }; typedef struct NodeFrame { short flag; short label_size; } NodeFrame; /* this one has been replaced with ImageUser, keep it for do_versions() */ typedef struct NodeImageAnim { int frames DNA_DEPRECATED; int sfra DNA_DEPRECATED; int nr DNA_DEPRECATED; char cyclic DNA_DEPRECATED; char movie DNA_DEPRECATED; short pad; } NodeImageAnim; typedef struct ColorCorrectionData { float saturation; float contrast; float gamma; float gain; float lift; int pad; } ColorCorrectionData; typedef struct NodeColorCorrection { ColorCorrectionData master; ColorCorrectionData shadows; ColorCorrectionData midtones; ColorCorrectionData highlights; float startmidtones; float endmidtones; } NodeColorCorrection; typedef struct NodeBokehImage { float angle; int flaps; float rounding; float catadioptric; float lensshift; } NodeBokehImage; typedef struct NodeBoxMask { float x; float y; float rotation; float height; float width; int pad; } NodeBoxMask; typedef struct NodeEllipseMask { float x; float y; float rotation; float height; float width; int pad; } NodeEllipseMask; /* layer info for image node outputs */ typedef struct NodeImageLayer { /* index in the Image->layers->passes lists */ int pass_index; /* render pass flag, in case this is an original render pass */ int pass_flag; } NodeImageLayer; typedef struct NodeBlurData { short sizex, sizey; short samples, maxspeed, minspeed, relative, aspect; short curved; float fac, percentx, percenty; short filtertype; char bokeh, gamma; int image_in_width, image_in_height; /* needed for absolute/relative conversions */ } NodeBlurData; typedef struct NodeDBlurData { float center_x, center_y, distance, angle, spin, zoom; short iter; char wrap, pad; } NodeDBlurData; typedef struct NodeBilateralBlurData { float sigma_color, sigma_space; short iter, pad; } NodeBilateralBlurData; typedef struct NodeHueSat { float hue, sat, val; } NodeHueSat; typedef struct NodeImageFile { char name[1024]; /* 1024 = FILE_MAX */ struct ImageFormatData im_format; int sfra, efra; } NodeImageFile; /* XXX first struct fields should match NodeImageFile to ensure forward compatibility */ typedef struct NodeImageMultiFile { char base_path[1024]; /* 1024 = FILE_MAX */ ImageFormatData format; int sfra DNA_DEPRECATED, efra DNA_DEPRECATED; /* XXX old frame rand values from NodeImageFile for forward compatibility */ int active_input; /* selected input in details view list */ int pad; } NodeImageMultiFile; typedef struct NodeImageMultiFileSocket { /* single layer file output */ short use_render_format DNA_DEPRECATED; short use_node_format; /* use overall node image format */ int pad1; char path[1024]; /* 1024 = FILE_MAX */ ImageFormatData format; /* multilayer output */ char layer[30]; /* EXR_TOT_MAXNAME-2 ('.' and channel char are appended) */ char pad2[2]; } NodeImageMultiFileSocket; typedef struct NodeChroma { float t1, t2, t3; float fsize, fstrength, falpha; float key[4]; short algorithm, channel; } NodeChroma; typedef struct NodeTwoXYs { short x1, x2, y1, y2; float fac_x1, fac_x2, fac_y1, fac_y2; } NodeTwoXYs; typedef struct NodeTwoFloats { float x, y; } NodeTwoFloats; typedef struct NodeGeometry { char uvname[64]; /* MAX_CUSTOMDATA_LAYER_NAME */ char colname[64]; } NodeGeometry; typedef struct NodeVertexCol { char name[64]; } NodeVertexCol; /* qdn: Defocus blur node */ typedef struct NodeDefocus { char bktype, pad_c1, preview, gamco; short samples, no_zbuf; float fstop, maxblur, bthresh, scale; float rotation, pad_f1; } NodeDefocus; typedef struct NodeScriptDict { void *dict; /* for PyObject *dict */ void *node; /* for BPy_Node *node */ } NodeScriptDict; /* qdn: glare node */ typedef struct NodeGlare { char quality, type, iter; char angle, pad_c1, size, pad[2]; float colmod, mix, threshold, fade; float angle_ofs, pad_f1; } NodeGlare; /* qdn: tonemap node */ typedef struct NodeTonemap { float key, offset, gamma; float f, m, a, c; int type; } NodeTonemap; /* qdn: lens distortion node */ typedef struct NodeLensDist { short jit, proj, fit, pad; } NodeLensDist; typedef struct NodeColorBalance { /* for processing */ float slope[3]; float offset[3]; float power[3]; /* for ui representation */ float lift[3]; float gamma[3]; float gain[3]; /* temp storage for inverted lift */ float lift_lgg[3]; float gamma_inv[3]; } NodeColorBalance; typedef struct NodeColorspill { short limchan, unspill; float limscale; float uspillr, uspillg, uspillb; } NodeColorspill; typedef struct NodeDilateErode { char falloff; char pad[7]; } NodeDilateErode; typedef struct NodeMask { int size_x, size_y; } NodeMask; typedef struct NodeTexBase { TexMapping tex_mapping; ColorMapping color_mapping; } NodeTexBase; typedef struct NodeTexSky { NodeTexBase base; float sun_direction[3]; float turbidity; } NodeTexSky; typedef struct NodeTexImage { NodeTexBase base; ImageUser iuser; int color_space; int projection; float projection_blend; int pad; } NodeTexImage; typedef struct NodeTexChecker { NodeTexBase base; } NodeTexChecker; typedef struct NodeTexBrick { NodeTexBase base; int offset_freq, squash_freq; float offset, squash; } NodeTexBrick; typedef struct NodeTexEnvironment { NodeTexBase base; ImageUser iuser; int color_space; int projection; } NodeTexEnvironment; typedef struct NodeTexGradient { NodeTexBase base; int gradient_type; int pad; } NodeTexGradient; typedef struct NodeTexNoise { NodeTexBase base; } NodeTexNoise; typedef struct NodeTexVoronoi { NodeTexBase base; int coloring; int pad; } NodeTexVoronoi; typedef struct NodeTexMusgrave { NodeTexBase base; int musgrave_type; int pad; } NodeTexMusgrave; typedef struct NodeTexWave { NodeTexBase base; int wave_type; int pad; } NodeTexWave; typedef struct NodeTexMagic { NodeTexBase base; int depth; int pad; } NodeTexMagic; typedef struct NodeShaderAttribute { char name[64]; } NodeShaderAttribute; /* TEX_output */ typedef struct TexNodeOutput { char name[64]; } TexNodeOutput; typedef struct NodeKeyingScreenData { char tracking_object[64]; } NodeKeyingScreenData; typedef struct NodeKeyingData { float screen_balance; float despill_factor; float despill_balance; int edge_kernel_radius; float edge_kernel_tolerance; float clip_black, clip_white; int dilate_distance; int feather_distance; int feather_falloff; int blur_pre, blur_post; } NodeKeyingData; typedef struct NodeTrackPosData { char tracking_object[64]; char track_name[64]; } NodeTrackPosData; typedef struct NodeTranslateData { char wrap_axis; char relative; char pad[6]; } NodeTranslateData; typedef struct NodeShaderScript { int mode; int flag; char filepath[1024]; /* 1024 = FILE_MAX */ char bytecode_hash[64]; char *bytecode; IDProperty *prop; } NodeShaderScript; typedef struct NodeShaderTangent { int direction_type; int axis; char uv_map[64]; } NodeShaderTangent; typedef struct NodeShaderNormalMap { int space; char uv_map[64]; } NodeShaderNormalMap; /* script node mode */ #define NODE_SCRIPT_INTERNAL 0 #define NODE_SCRIPT_EXTERNAL 1 /* script node flag */ #define NODE_SCRIPT_AUTO_UPDATE 1 /* frame node flags */ #define NODE_FRAME_SHRINK 1 /* keep the bounding box minimal */ #define NODE_FRAME_RESIZEABLE 2 /* test flag, if frame can be resized by user */ /* comp channel matte */ #define CMP_NODE_CHANNEL_MATTE_CS_RGB 1 #define CMP_NODE_CHANNEL_MATTE_CS_HSV 2 #define CMP_NODE_CHANNEL_MATTE_CS_YUV 3 #define CMP_NODE_CHANNEL_MATTE_CS_YCC 4 /* glossy distributions */ #define SHD_GLOSSY_BECKMANN 0 #define SHD_GLOSSY_SHARP 1 #define SHD_GLOSSY_GGX 2 /* blend texture */ #define SHD_BLEND_LINEAR 0 #define SHD_BLEND_QUADRATIC 1 #define SHD_BLEND_EASING 2 #define SHD_BLEND_DIAGONAL 3 #define SHD_BLEND_RADIAL 4 #define SHD_BLEND_QUADRATIC_SPHERE 5 #define SHD_BLEND_SPHERICAL 6 /* noise basis for textures */ #define SHD_NOISE_PERLIN 0 #define SHD_NOISE_VORONOI_F1 1 #define SHD_NOISE_VORONOI_F2 2 #define SHD_NOISE_VORONOI_F3 3 #define SHD_NOISE_VORONOI_F4 4 #define SHD_NOISE_VORONOI_F2_F1 5 #define SHD_NOISE_VORONOI_CRACKLE 6 #define SHD_NOISE_CELL_NOISE 7 #define SHD_NOISE_SOFT 0 #define SHD_NOISE_HARD 1 /* voronoi texture */ #define SHD_VORONOI_DISTANCE_SQUARED 0 #define SHD_VORONOI_ACTUAL_DISTANCE 1 #define SHD_VORONOI_MANHATTAN 2 #define SHD_VORONOI_CHEBYCHEV 3 #define SHD_VORONOI_MINKOVSKY_H 4 #define SHD_VORONOI_MINKOVSKY_4 5 #define SHD_VORONOI_MINKOVSKY 6 #define SHD_VORONOI_INTENSITY 0 #define SHD_VORONOI_CELLS 1 /* musgrave texture */ #define SHD_MUSGRAVE_MULTIFRACTAL 0 #define SHD_MUSGRAVE_FBM 1 #define SHD_MUSGRAVE_HYBRID_MULTIFRACTAL 2 #define SHD_MUSGRAVE_RIDGED_MULTIFRACTAL 3 #define SHD_MUSGRAVE_HETERO_TERRAIN 4 /* wave texture */ #define SHD_WAVE_BANDS 0 #define SHD_WAVE_RINGS 1 #define SHD_WAVE_SINE 0 #define SHD_WAVE_SAW 1 #define SHD_WAVE_TRI 2 /* image/environment texture */ #define SHD_COLORSPACE_NONE 0 #define SHD_COLORSPACE_COLOR 1 /* environment texture */ #define SHD_PROJ_EQUIRECTANGULAR 0 #define SHD_PROJ_MIRROR_BALL 1 /* image texture */ #define SHD_PROJ_FLAT 0 #define SHD_PROJ_BOX 1 /* tangent */ #define SHD_TANGENT_RADIAL 0 #define SHD_TANGENT_UVMAP 1 /* tangent */ #define SHD_TANGENT_AXIS_X 0 #define SHD_TANGENT_AXIS_Y 1 #define SHD_TANGENT_AXIS_Z 2 /* normal map space */ #define SHD_NORMAL_MAP_TANGENT 0 #define SHD_NORMAL_MAP_OBJECT 1 #define SHD_NORMAL_MAP_WORLD 2 /* blur node */ #define CMP_NODE_BLUR_ASPECT_NONE 0 #define CMP_NODE_BLUR_ASPECT_Y 1 #define CMP_NODE_BLUR_ASPECT_X 2 /* wrapping */ #define CMP_NODE_WRAP_NONE 0 #define CMP_NODE_WRAP_X 1 #define CMP_NODE_WRAP_Y 2 #define CMP_NODE_WRAP_XY 3 #define CMP_NODE_MASK_MBLUR_SAMPLES_MAX 64 /* image */ #define CMP_NODE_IMAGE_USE_STRAIGHT_OUTPUT 1 #endif