/* * 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. */ /** \file * \ingroup nodes */ #pragma once #include #include #include #include "MEM_guardedalloc.h" #include "DNA_ID.h" #include "DNA_color_types.h" #include "DNA_customdata_types.h" #include "DNA_image_types.h" #include "DNA_material_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_math_base_safe.h" #include "BLI_rand.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "BKE_colorband.h" #include "BKE_colortools.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_node.h" #include "BKE_texture.h" #include "NOD_shader.h" #include "node_util.h" #include "BLT_translation.h" #include "IMB_colormanagement.h" #include "RE_pipeline.h" #include "RE_texture.h" #include "GPU_material.h" #include "GPU_texture.h" #include "GPU_uniform_buffer.h" #ifdef __cplusplus # include "FN_multi_function_builder.hh" # include "NOD_node_tree_multi_function.hh" # include "BLI_color.hh" # include "BLI_float3.hh" extern "C" { #endif bool sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree, const char **r_disabled_hint); void sh_node_type_base( struct bNodeType *ntype, int type, const char *name, short nclass, short flag); void sh_fn_node_type_base( struct bNodeType *ntype, int type, const char *name, short nclass, short flag); /* ********* exec data struct, remains internal *********** */ typedef struct ShaderCallData { /* Empty for now, may be reused if we convert shader to texture nodes. */ int dummy; } ShaderCallData; typedef struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */ { float r[3], g[3], b[3]; } XYZ_to_RGB; void nodestack_get_vec(float *in, short type_in, bNodeStack *ns); void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns); void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs); void node_shader_gpu_bump_tex_coord(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeLink **link); void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeLink **link); void node_shader_gpu_tex_mapping(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out); void ntreeExecGPUNodes(struct bNodeTreeExec *exec, struct GPUMaterial *mat, struct bNode *output_node); void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data); #ifdef __cplusplus } #endif