/* * ***** 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): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/nodes/shader/node_shader_util.h * \ingroup nodes */ #ifndef NODE_SHADER_UTIL_H_ #define NODE_SHADER_UTIL_H_ #include #include #include #include "MEM_guardedalloc.h" #include "DNA_color_types.h" #include "DNA_ID.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 "BKE_blender.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 "BKE_library.h" #include "NOD_shader.h" #include "node_util.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_rand.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" #include "RE_pipeline.h" #include "RE_shader_ext.h" #include "GPU_material.h" /* ********* exec data struct, remains internal *********** */ typedef struct ShaderCallData { ShadeInput *shi; /* from render pipe */ 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); 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 ntreeExecGPUNodes(struct bNodeTreeExec *exec, struct GPUMaterial *mat, int do_outputs); #endif