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/*
* $Id$
*
* ***** 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_NODE_H
#define BKE_NODE_H
/** \file BKE_node.h
* \ingroup bke
*/
#include "DNA_listBase.h"
#include "RNA_types.h"
/* not very important, but the stack solver likes to know a maximum */
#define MAX_SOCKET 64
struct bContext;
struct bNode;
struct bNodeLink;
struct bNodeSocket;
struct bNodeStack;
struct bNodeTree;
struct bNodeTreeExec;
struct GPUMaterial;
struct GPUNode;
struct GPUNodeStack;
struct ID;
struct ListBase;
struct Main;
struct uiBlock;
struct uiLayout;
struct MTex;
struct PointerRNA;
struct rctf;
struct RenderData;
struct Scene;
struct Tex;
struct SpaceNode;
struct ARegion;
struct Object;
/* ************** NODE TYPE DEFINITIONS ***** */
/** Compact definition of a node socket.
* Can be used to quickly define a list of static sockets for a node,
* which are added to each new node of that type.
*
* \deprecated New nodes should add default sockets in the initialization
* function instead. This struct is mostly kept for old nodes and should
* be removed some time.
*/
typedef struct bNodeSocketTemplate {
int type, limit;
char name[32];
float val1, val2, val3, val4; /* default alloc value for inputs */
float min, max;
PropertySubType subtype;
/* after this line is used internal only */
struct bNodeSocket *sock; /* used to hold verified socket */
} bNodeSocketTemplate;
typedef void (*NodeSocketButtonFunction)(const struct bContext *C, struct uiBlock *block,
struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock,
const char *name, int x, int y, int width);
/** Defines a socket type.
* Defines the appearance and behavior of a socket in the UI.
*/
typedef struct bNodeSocketType {
int type;
char ui_name[32];
char ui_description[128];
int ui_icon;
char ui_color[4];
const char *value_structname;
int value_structsize;
NodeSocketButtonFunction buttonfunc;
} bNodeSocketType;
/** Template for creating a node.
* Stored required parameters to make a new node of a specific type.
*/
typedef struct bNodeTemplate {
int type;
/* group tree */
struct bNodeTree *ngroup;
} bNodeTemplate;
/** Defines a node type.
* Initial attributes and constants for a node as well as callback functions
* implementing the node behavior.
*/
typedef struct bNodeType {
void *next,*prev;
short needs_free; /* set for allocated types that need to be freed */
int type;
char name[32];
float width, minwidth, maxwidth;
float height, minheight, maxheight;
short nclass, flag;
/* templates for static sockets */
bNodeSocketTemplate *inputs, *outputs;
char storagename[64]; /* struct name for DNA */
/// Main draw function for the node.
void (*drawfunc)(const struct bContext *C, struct ARegion *ar, struct SpaceNode *snode, struct bNodeTree *ntree, struct bNode *node);
/// Updates the node geometry attributes according to internal state before actual drawing.
void (*drawupdatefunc)(const struct bContext *C, struct bNodeTree *ntree, struct bNode *node);
/// Draw the option buttons on the node.
void (*uifunc)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr);
/// Additional parameters in the side panel.
void (*uifuncbut)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr);
/// Optional custom label function for the node header.
const char *(*labelfunc)(struct bNode *);
/// Optional custom resize handle polling.
int (*resize_area_func)(struct bNode *node, int x, int y);
/// Called when the node is updated in the editor.
void (*updatefunc)(struct bNodeTree *ntree, struct bNode *node);
/// Check and update if internal ID data has changed.
void (*verifyfunc)(struct bNodeTree *ntree, struct bNode *node, struct ID *id);
/// Initialize a new node instance of this type after creation.
void (*initfunc)(struct bNodeTree *ntree, struct bNode *node, struct bNodeTemplate *ntemp);
/// Free the custom storage data.
void (*freestoragefunc)(struct bNode *node);
/// Make a copy of the custom storage data.
void (*copystoragefunc)(struct bNode *node, struct bNode *target);
/// Create a template from an existing node.
struct bNodeTemplate (*templatefunc)(struct bNode *);
/** If a node can be made from the template in the given node tree.
* \example Node groups can not be created inside their own node tree.
*/
int (*validfunc)(struct bNodeTree *ntree, struct bNodeTemplate *ntemp);
/// Initialize a node tree associated to this node type.
void (*inittreefunc)(struct bNodeTree *ntree);
/// Update a node tree associated to this node type.
void (*updatetreefunc)(struct bNodeTree *ntree);
/* group edit callbacks for operators */
/* XXX this is going to be changed as required by the UI */
struct bNodeTree *(*group_edit_get)(struct bNode *node);
struct bNodeTree *(*group_edit_set)(struct bNode *node, int edit);
void (*group_edit_clear)(struct bNode *node);
/* **** execution callbacks **** */
void *(*initexecfunc)(struct bNode *node);
void (*freeexecfunc)(struct bNode *node, void *nodedata);
void (*execfunc)(void *data, struct bNode *, struct bNodeStack **, struct bNodeStack **);
/* XXX this alternative exec function has been added to avoid changing all node types.
* when a final generic version of execution code is defined, this will be changed anyway
*/
void (*newexecfunc)(void *data, int thread, struct bNode *, void *nodedata, struct bNodeStack **, struct bNodeStack **);
/* gpu */
int (*gpufunc)(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out);
/* extended gpu function */
int (*gpuextfunc)(struct GPUMaterial *mat, struct bNode *node, void *nodedata, struct GPUNodeStack *in, struct GPUNodeStack *out);
} bNodeType;
/* node->exec, now in use for composites (#define for break is same as ready yes) */
#define NODE_PROCESSING 1
#define NODE_READY 2
#define NODE_BREAK 2
#define NODE_FINISHED 4
#define NODE_FREEBUFS 8
#define NODE_SKIPPED 16
/* sim_exec return value */
#define NODE_EXEC_FINISHED 0
#define NODE_EXEC_SUSPEND 1
/* nodetype->nclass, for add-menu and themes */
#define NODE_CLASS_INPUT 0
#define NODE_CLASS_OUTPUT 1
#define NODE_CLASS_OP_COLOR 3
#define NODE_CLASS_OP_VECTOR 4
#define NODE_CLASS_OP_FILTER 5
#define NODE_CLASS_GROUP 6
#define NODE_CLASS_FILE 7
#define NODE_CLASS_CONVERTOR 8
#define NODE_CLASS_MATTE 9
#define NODE_CLASS_DISTORT 10
#define NODE_CLASS_OP_DYNAMIC 11
#define NODE_CLASS_PATTERN 12
#define NODE_CLASS_TEXTURE 13
#define NODE_CLASS_EXECUTION 14
#define NODE_CLASS_GETDATA 15
#define NODE_CLASS_SETDATA 16
#define NODE_CLASS_MATH 17
#define NODE_CLASS_MATH_VECTOR 18
#define NODE_CLASS_MATH_ROTATION 19
#define NODE_CLASS_PARTICLES 25
#define NODE_CLASS_TRANSFORM 30
#define NODE_CLASS_COMBINE 31
#define NODE_CLASS_LAYOUT 100
/* enum values for input/output */
#define SOCK_IN 1
#define SOCK_OUT 2
struct bNodeTreeExec;
typedef void (*bNodeTreeCallback)(void *calldata, struct ID *owner_id, struct bNodeTree *ntree);
typedef struct bNodeTreeType
{
int type; /* type identifier */
char idname[64]; /* id name for RNA identification */
ListBase node_types; /* type definitions */
/* callbacks */
void (*free_cache)(struct bNodeTree *ntree);
void (*free_node_cache)(struct bNodeTree *ntree, struct bNode *node);
void (*foreach_nodetree)(struct Main *main, void *calldata, bNodeTreeCallback func); /* iteration over all node trees */
/* calls allowing threaded composite */
void (*localize)(struct bNodeTree *localtree, struct bNodeTree *ntree);
void (*local_sync)(struct bNodeTree *localtree, struct bNodeTree *ntree);
void (*local_merge)(struct bNodeTree *localtree, struct bNodeTree *ntree);
/* Tree update. Overrides nodetype->updatetreefunc! */
void (*update)(struct bNodeTree *ntree);
/* Node update. Overrides nodetype->updatefunc! */
void (*update_node)(struct bNodeTree *ntree, struct bNode *node);
int (*validate_link)(struct bNodeTree *ntree, struct bNodeLink *link);
} bNodeTreeType;
/* ************** GENERIC API, TREES *************** */
struct bNodeTreeType *ntreeGetType(int type);
struct bNodeType *ntreeGetNodeType(struct bNodeTree *ntree);
struct bNodeSocketType *ntreeGetSocketType(int type);
struct bNodeTree *ntreeAddTree(const char *name, int type, int nodetype);
void ntreeInitTypes(struct bNodeTree *ntree);
void ntreeFreeTree(struct bNodeTree *ntree);
struct bNodeTree *ntreeCopyTree(struct bNodeTree *ntree);
void ntreeSwitchID(struct bNodeTree *ntree, struct ID *sce_from, struct ID *sce_to);
void ntreeMakeLocal(struct bNodeTree *ntree);
int ntreeHasType(struct bNodeTree *ntree, int type);
void ntreeSocketUseFlags(struct bNodeTree *ntree);
void ntreeUpdateTree(struct bNodeTree *ntree);
/* XXX Currently each tree update call does call to ntreeVerifyNodes too.
* Some day this should be replaced by a decent depsgraph automatism!
*/
void ntreeVerifyNodes(struct Main *main, struct ID *id);
void ntreeGetDependencyList(struct bNodeTree *ntree, struct bNode ***deplist, int *totnodes);
/* XXX old trees handle output flags automatically based on special output node types and last active selection.
* new tree types have a per-output socket flag to indicate the final output to use explicitly.
*/
void ntreeSetOutput(struct bNodeTree *ntree);
void ntreeInitPreview(struct bNodeTree *, int xsize, int ysize);
void ntreeClearPreview(struct bNodeTree *ntree);
void ntreeFreeCache(struct bNodeTree *ntree);
int ntreeNodeExists(struct bNodeTree *ntree, struct bNode *testnode);
int ntreeOutputExists(struct bNode *node, struct bNodeSocket *testsock);
struct bNodeTree *ntreeLocalize(struct bNodeTree *ntree);
void ntreeLocalSync(struct bNodeTree *localtree, struct bNodeTree *ntree);
void ntreeLocalMerge(struct bNodeTree *localtree, struct bNodeTree *ntree);
/* ************** GENERIC API, NODES *************** */
struct bNodeSocket *nodeAddSocket(struct bNodeTree *ntree, struct bNode *node, int in_out, const char *name, int type);
struct bNodeSocket *nodeInsertSocket(struct bNodeTree *ntree, struct bNode *node, int in_out, struct bNodeSocket *next_sock, const char *name, int type);
void nodeRemoveSocket(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock);
void nodeRemoveAllSockets(struct bNodeTree *ntree, struct bNode *node);
void nodeAddToPreview(struct bNode *, float *, int, int, int);
struct bNode *nodeAddNode(struct bNodeTree *ntree, struct bNodeTemplate *ntemp);
void nodeUnlinkNode(struct bNodeTree *ntree, struct bNode *node);
void nodeUniqueName(struct bNodeTree *ntree, struct bNode *node);
void nodeRegisterType(struct ListBase *typelist, struct bNodeType *ntype) ;
void nodeMakeDynamicType(struct bNode *node);
int nodeDynamicUnlinkText(struct ID *txtid);
void nodeFreeNode(struct bNodeTree *ntree, struct bNode *node);
struct bNode *nodeCopyNode(struct bNodeTree *ntree, struct bNode *node);
struct bNodeLink *nodeAddLink(struct bNodeTree *ntree, struct bNode *fromnode, struct bNodeSocket *fromsock, struct bNode *tonode, struct bNodeSocket *tosock);
void nodeRemLink(struct bNodeTree *ntree, struct bNodeLink *link);
void nodeRemSocketLinks(struct bNodeTree *ntree, struct bNodeSocket *sock);
void nodeSpaceCoords(struct bNode *node, float *locx, float *locy);
void nodeAttachNode(struct bNode *node, struct bNode *parent);
void nodeDetachNode(struct bNode *node);
struct bNode *nodeFindNodebyName(struct bNodeTree *ntree, const char *name);
int nodeFindNode(struct bNodeTree *ntree, struct bNodeSocket *sock, struct bNode **nodep, int *sockindex, int *in_out);
struct bNodeLink *nodeFindLink(struct bNodeTree *ntree, struct bNodeSocket *from, struct bNodeSocket *to);
int nodeCountSocketLinks(struct bNodeTree *ntree, struct bNodeSocket *sock);
void nodeSetActive(struct bNodeTree *ntree, struct bNode *node);
struct bNode *nodeGetActive(struct bNodeTree *ntree);
struct bNode *nodeGetActiveID(struct bNodeTree *ntree, short idtype);
int nodeSetActiveID(struct bNodeTree *ntree, short idtype, struct ID *id);
void nodeClearActiveID(struct bNodeTree *ntree, short idtype);
void nodeUpdate(struct bNodeTree *ntree, struct bNode *node);
int nodeUpdateID(struct bNodeTree *ntree, struct ID *id);
void nodeFreePreview(struct bNode *node);
/* ************** NODE TYPE ACCESS *************** */
struct bNodeTemplate nodeMakeTemplate(struct bNode *node);
int nodeValid(struct bNodeTree *ntree, struct bNodeTemplate *ntemp);
const char* nodeLabel(struct bNode *node);
struct bNodeTree *nodeGroupEditGet(struct bNode *node);
struct bNodeTree *nodeGroupEditSet(struct bNode *node, int edit);
void nodeGroupEditClear(struct bNode *node);
/* Init a new node type struct with default values and callbacks */
void node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
void node_type_socket_templates(struct bNodeType *ntype, struct bNodeSocketTemplate *inputs, struct bNodeSocketTemplate *outputs);
void node_type_size(struct bNodeType *ntype, int width, int minwidth, int maxwidth);
void node_type_init(struct bNodeType *ntype, void (*initfunc)(struct bNodeTree *ntree, struct bNode *node, struct bNodeTemplate *ntemp));
void node_type_valid(struct bNodeType *ntype, int (*validfunc)(struct bNodeTree *ntree, struct bNodeTemplate *ntemp));
void node_type_storage(struct bNodeType *ntype,
const char *storagename,
void (*freestoragefunc)(struct bNode *),
void (*copystoragefunc)(struct bNode *, struct bNode *));
void node_type_label(struct bNodeType *ntype, const char *(*labelfunc)(struct bNode *));
void node_type_template(struct bNodeType *ntype, struct bNodeTemplate (*templatefunc)(struct bNode *));
void node_type_update(struct bNodeType *ntype,
void (*updatefunc)(struct bNodeTree *ntree, struct bNode *node),
void (*verifyfunc)(struct bNodeTree *ntree, struct bNode *node, struct ID *id));
void node_type_tree(struct bNodeType *ntype,
void (*inittreefunc)(struct bNodeTree *),
void (*updatetreefunc)(struct bNodeTree *));
void node_type_group_edit(struct bNodeType *ntype,
struct bNodeTree *(*group_edit_get)(struct bNode *node),
struct bNodeTree *(*group_edit_set)(struct bNode *node, int edit),
void (*group_edit_clear)(struct bNode *node));
void node_type_exec(struct bNodeType *ntype, void (*execfunc)(void *data, struct bNode *, struct bNodeStack **, struct bNodeStack **));
void node_type_exec_new(struct bNodeType *ntype,
void *(*initexecfunc)(struct bNode *node),
void (*freeexecfunc)(struct bNode *node, void *nodedata),
void (*newexecfunc)(void *data, int thread, struct bNode *, void *nodedata, struct bNodeStack **, struct bNodeStack **));
void node_type_gpu(struct bNodeType *ntype, int (*gpufunc)(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out));
void node_type_gpu_ext(struct bNodeType *ntype, int (*gpuextfunc)(struct GPUMaterial *mat, struct bNode *node, void *nodedata, struct GPUNodeStack *in, struct GPUNodeStack *out));
/* ************** COMMON NODES *************** */
#define NODE_GROUP 2
#define NODE_FORLOOP 3
#define NODE_WHILELOOP 4
#define NODE_FRAME 5
#define NODE_GROUP_MENU 10000
#define NODE_DYNAMIC_MENU 20000
/* look up a socket on a group node by the internal group socket */
struct bNodeSocket *node_group_find_input(struct bNode *gnode, struct bNodeSocket *gsock);
struct bNodeSocket *node_group_find_output(struct bNode *gnode, struct bNodeSocket *gsock);
struct bNodeSocket *node_group_add_socket(struct bNodeTree *ngroup, const char *name, int type, int in_out);
struct bNodeSocket *node_group_expose_socket(struct bNodeTree *ngroup, struct bNodeSocket *sock, int in_out);
void node_group_expose_all_sockets(struct bNodeTree *ngroup);
void node_group_remove_socket(struct bNodeTree *ngroup, struct bNodeSocket *gsock, int in_out);
struct bNode *node_group_make_from_selected(struct bNodeTree *ntree);
int node_group_ungroup(struct bNodeTree *ntree, struct bNode *gnode);
/* in node_common.c */
void register_node_type_frame(ListBase *lb);
/* ************** SHADER NODES *************** */
struct ShadeInput;
struct ShadeResult;
/* note: types are needed to restore callbacks, don't change values */
/* range 1 - 100 is reserved for common nodes */
/* using toolbox, we add node groups by assuming the values below don't exceed NODE_GROUP_MENU for now */
#define SH_NODE_OUTPUT 1
#define SH_NODE_MATERIAL 100
#define SH_NODE_RGB 101
#define SH_NODE_VALUE 102
#define SH_NODE_MIX_RGB 103
#define SH_NODE_VALTORGB 104
#define SH_NODE_RGBTOBW 105
#define SH_NODE_TEXTURE 106
#define SH_NODE_NORMAL 107
#define SH_NODE_GEOMETRY 108
#define SH_NODE_MAPPING 109
#define SH_NODE_CURVE_VEC 110
#define SH_NODE_CURVE_RGB 111
#define SH_NODE_CAMERA 114
#define SH_NODE_MATH 115
#define SH_NODE_VECT_MATH 116
#define SH_NODE_SQUEEZE 117
#define SH_NODE_MATERIAL_EXT 118
#define SH_NODE_INVERT 119
#define SH_NODE_SEPRGB 120
#define SH_NODE_COMBRGB 121
#define SH_NODE_HUE_SAT 122
#define NODE_DYNAMIC 123
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1
#define SH_NODE_MAT_SPEC 2
#define SH_NODE_MAT_NEG 4
/* custom defines: states for Script node. These are bit indices */
#define NODE_DYNAMIC_READY 0 /* 1 */
#define NODE_DYNAMIC_LOADED 1 /* 2 */
#define NODE_DYNAMIC_NEW 2 /* 4 */
#define NODE_DYNAMIC_UPDATED 3 /* 8 */
#define NODE_DYNAMIC_ADDEXIST 4 /* 16 */
#define NODE_DYNAMIC_ERROR 5 /* 32 */
#define NODE_DYNAMIC_REPARSE 6 /* 64 */
#define NODE_DYNAMIC_SET 15 /* sign */
/* API */
struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree, int use_tree_data);
void ntreeShaderEndExecTree(struct bNodeTreeExec *exec, int use_tree_data);
void ntreeShaderExecTree(struct bNodeTree *ntree, struct ShadeInput *shi, struct ShadeResult *shr);
void ntreeShaderGetTexcoMode(struct bNodeTree *ntree, int osa, short *texco, int *mode);
void nodeShaderSynchronizeID(struct bNode *node, int copyto);
/* switch material render loop */
extern void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, struct ShadeResult *));
void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat);
/* ************** COMPOSITE NODES *************** */
/* output socket defines */
#define RRES_OUT_IMAGE 0
#define RRES_OUT_ALPHA 1
#define RRES_OUT_Z 2
#define RRES_OUT_NORMAL 3
#define RRES_OUT_UV 4
#define RRES_OUT_VEC 5
#define RRES_OUT_RGBA 6
#define RRES_OUT_DIFF 7
#define RRES_OUT_SPEC 8
#define RRES_OUT_SHADOW 9
#define RRES_OUT_AO 10
#define RRES_OUT_REFLECT 11
#define RRES_OUT_REFRACT 12
#define RRES_OUT_INDIRECT 13
#define RRES_OUT_INDEXOB 14
#define RRES_OUT_INDEXMA 15
#define RRES_OUT_MIST 16
#define RRES_OUT_EMIT 17
#define RRES_OUT_ENV 18
/* note: types are needed to restore callbacks, don't change values */
#define CMP_NODE_VIEWER 201
#define CMP_NODE_RGB 202
#define CMP_NODE_VALUE 203
#define CMP_NODE_MIX_RGB 204
#define CMP_NODE_VALTORGB 205
#define CMP_NODE_RGBTOBW 206
#define CMP_NODE_NORMAL 207
#define CMP_NODE_CURVE_VEC 208
#define CMP_NODE_CURVE_RGB 209
#define CMP_NODE_ALPHAOVER 210
#define CMP_NODE_BLUR 211
#define CMP_NODE_FILTER 212
#define CMP_NODE_MAP_VALUE 213
#define CMP_NODE_TIME 214
#define CMP_NODE_VECBLUR 215
#define CMP_NODE_SEPRGBA 216
#define CMP_NODE_SEPHSVA 217
#define CMP_NODE_SETALPHA 218
#define CMP_NODE_HUE_SAT 219
#define CMP_NODE_IMAGE 220
#define CMP_NODE_R_LAYERS 221
#define CMP_NODE_COMPOSITE 222
#define CMP_NODE_OUTPUT_FILE 223
#define CMP_NODE_TEXTURE 224
#define CMP_NODE_TRANSLATE 225
#define CMP_NODE_ZCOMBINE 226
#define CMP_NODE_COMBRGBA 227
#define CMP_NODE_DILATEERODE 228
#define CMP_NODE_ROTATE 229
#define CMP_NODE_SCALE 230
#define CMP_NODE_SEPYCCA 231
#define CMP_NODE_COMBYCCA 232
#define CMP_NODE_SEPYUVA 233
#define CMP_NODE_COMBYUVA 234
#define CMP_NODE_DIFF_MATTE 235
#define CMP_NODE_COLOR_SPILL 236
#define CMP_NODE_CHROMA_MATTE 237
#define CMP_NODE_CHANNEL_MATTE 238
#define CMP_NODE_FLIP 239
#define CMP_NODE_SPLITVIEWER 240
#define CMP_NODE_INDEX_MASK 241
#define CMP_NODE_MAP_UV 242
#define CMP_NODE_ID_MASK 243
#define CMP_NODE_DEFOCUS 244
#define CMP_NODE_DISPLACE 245
#define CMP_NODE_COMBHSVA 246
#define CMP_NODE_MATH 247
#define CMP_NODE_LUMA_MATTE 248
#define CMP_NODE_BRIGHTCONTRAST 249
#define CMP_NODE_GAMMA 250
#define CMP_NODE_INVERT 251
#define CMP_NODE_NORMALIZE 252
#define CMP_NODE_CROP 253
#define CMP_NODE_DBLUR 254
#define CMP_NODE_BILATERALBLUR 255
#define CMP_NODE_PREMULKEY 256
#define CMP_NODE_DIST_MATTE 257
#define CMP_NODE_VIEW_LEVELS 258
#define CMP_NODE_COLOR_MATTE 259
#define CMP_NODE_COLORBALANCE 260
#define CMP_NODE_HUECORRECT 261
#define CMP_NODE_GLARE 301
#define CMP_NODE_TONEMAP 302
#define CMP_NODE_LENSDIST 303
/* channel toggles */
#define CMP_CHAN_RGB 1
#define CMP_CHAN_A 2
#define CMP_CHAN_R 4
#define CMP_CHAN_G 8
#define CMP_CHAN_B 16
/* filter types */
#define CMP_FILT_SOFT 0
#define CMP_FILT_SHARP 1
#define CMP_FILT_LAPLACE 2
#define CMP_FILT_SOBEL 3
#define CMP_FILT_PREWITT 4
#define CMP_FILT_KIRSCH 5
#define CMP_FILT_SHADOW 6
/* scale node type, in custom1 */
#define CMP_SCALE_RELATIVE 0
#define CMP_SCALE_ABSOLUTE 1
#define CMP_SCALE_SCENEPERCENT 2
#define CMP_SCALE_RENDERPERCENT 3
/* API */
struct CompBuf;
struct bNodeTreeExec *ntreeCompositBeginExecTree(struct bNodeTree *ntree, int use_tree_data);
void ntreeCompositEndExecTree(struct bNodeTreeExec *exec, int use_tree_data);
void ntreeCompositExecTree(struct bNodeTree *ntree, struct RenderData *rd, int do_previews);
void ntreeCompositTagRender(struct Scene *sce);
int ntreeCompositTagAnimated(struct bNodeTree *ntree);
void ntreeCompositTagGenerators(struct bNodeTree *ntree);
void ntreeCompositForceHidden(struct bNodeTree *ntree, struct Scene *scene);
void ntreeCompositClearTags(struct bNodeTree *ntree);
/* ************** TEXTURE NODES *************** */
struct TexResult;
#define TEX_NODE_OUTPUT 401
#define TEX_NODE_CHECKER 402
#define TEX_NODE_TEXTURE 403
#define TEX_NODE_BRICKS 404
#define TEX_NODE_MATH 405
#define TEX_NODE_MIX_RGB 406
#define TEX_NODE_RGBTOBW 407
#define TEX_NODE_VALTORGB 408
#define TEX_NODE_IMAGE 409
#define TEX_NODE_CURVE_RGB 410
#define TEX_NODE_INVERT 411
#define TEX_NODE_HUE_SAT 412
#define TEX_NODE_CURVE_TIME 413
#define TEX_NODE_ROTATE 414
#define TEX_NODE_VIEWER 415
#define TEX_NODE_TRANSLATE 416
#define TEX_NODE_COORD 417
#define TEX_NODE_DISTANCE 418
#define TEX_NODE_COMPOSE 419
#define TEX_NODE_DECOMPOSE 420
#define TEX_NODE_VALTONOR 421
#define TEX_NODE_SCALE 422
#define TEX_NODE_AT 423
/* 501-599 reserved. Use like this: TEX_NODE_PROC + TEX_CLOUDS, etc */
#define TEX_NODE_PROC 500
#define TEX_NODE_PROC_MAX 600
/* API */
int ntreeTexTagAnimated(struct bNodeTree *ntree);
void ntreeTexSetPreviewFlag(int);
void ntreeTexCheckCyclics(struct bNodeTree *ntree);
char* ntreeTexOutputMenu(struct bNodeTree *ntree);
struct bNodeTreeExec *ntreeTexBeginExecTree(struct bNodeTree *ntree, int use_tree_data);
void ntreeTexEndExecTree(struct bNodeTreeExec *exec, int use_tree_data);
int ntreeTexExecTree(struct bNodeTree *ntree, struct TexResult *target, float *coord, float *dxt, float *dyt, int osatex, short thread, struct Tex *tex, short which_output, int cfra, int preview, struct ShadeInput *shi, struct MTex *mtex);
/*************************************************/
void init_nodesystem(void);
void free_nodesystem(void);
void clear_scene_in_nodes(struct Main *bmain, struct Scene *sce);
#endif
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