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/*
* ***** 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 *****
*/
#ifndef DNA_NODE_TYPES_H
#define DNA_NODE_TYPES_H
/** \file DNA_node_types.h
* \ingroup DNA
*/
#include "DNA_ID.h"
#include "DNA_vec_types.h"
#include "DNA_listBase.h"
struct ID;
struct ListBase;
struct SpaceNode;
struct bNodeLink;
struct bNodeType;
struct bNodeTreeExec;
struct AnimData;
struct bGPdata;
struct uiBlock;
struct Image;
#define NODE_MAXSTR 32
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
typedef struct bNodeSocket {
struct bNodeSocket *next, *prev, *new_sock;
char name[32];
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 */
short stack_type; /* deprecated, kept for forward compatibility */
int pad3;
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 */
int to_index; /* XXX deprecated, only used for restoring old group node links */
struct bNodeSocket *groupsock;
struct bNodeLink *link; /* a link pointer, set in ntreeUpdateTree */
/* DEPRECATED only needed for do_versions */
bNodeStack ns; /* 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 NUM_SOCKET_TYPES 7 /* 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
/* only used now for groups... */
#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
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[32];
short type, flag;
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 */
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 */
float locx, locy; /* root offset for drawing */
float width, height; /* node custom width and height */
float miniwidth; /* node width if hidden */
int update; /* update flags */
char label[32]; /* custom user-defined label */
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 */
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
/* composite: don't do node but pass on buffer(s) */
#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 */
#define NODE_ACTIVE_TEXTURE (1<<14)
/* 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
/* 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 */
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 *tbh, *prh, *sdh;
} 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 */
/* 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;
/* data structs, for node->storage */
/* this one has been replaced with ImageUser, keep it for do_versions() */
typedef struct NodeImageAnim {
int frames, sfra, nr;
char cyclic, movie;
short pad;
} NodeImageAnim;
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[256];
short imtype, subimtype, quality, codec;
int sfra, efra;
} NodeImageFile;
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[32];
char colname[32];
} NodeGeometry;
typedef struct NodeVertexCol {
char name[32];
} NodeVertexCol;
/* qdn: Defocus blur node */
typedef struct NodeDefocus {
char bktype, rotation, preview, gamco;
short samples, no_zbuf;
float fstop, maxblur, bthresh, scale;
} 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, angle_ofs, size, pad[2];
float colmod, mix, threshold, fade;
} 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 NodeTexSky {
float sun_direction[3];
float turbidity;
} NodeTexSky;
typedef struct NodeTexImage {
int color_space;
} NodeTexImage;
typedef struct NodeTexEnvironment {
int color_space;
} NodeTexEnvironment;
typedef struct NodeTexBlend {
int progression;
int axis;
} NodeTexBlend;
typedef struct NodeTexClouds {
int hard;
int depth;
int basis;
int pad;
} NodeTexClouds;
typedef struct NodeTexVoronoi {
int distance_metric;
int coloring;
} NodeTexVoronoi;
typedef struct NodeTexMusgrave {
int type;
int basis;
} NodeTexMusgrave;
typedef struct NodeTexMarble {
int type;
int wave;
int basis;
int hard;
int depth;
int pad;
} NodeTexMarble;
typedef struct NodeTexMagic {
int depth;
int pad;
} NodeTexMagic;
typedef struct NodeTexStucci {
int type;
int basis;
int hard;
int pad;
} NodeTexStucci;
typedef struct NodeTexDistortedNoise {
int basis;
int distortion_basis;
} NodeTexDistortedNoise;
typedef struct NodeTexWood {
int type;
int wave;
int basis;
int hard;
} NodeTexWood;
typedef struct NodeShaderAttribute {
char name[64];
} NodeShaderAttribute;
/* TEX_output */
typedef struct TexNodeOutput {
char name[32];
} TexNodeOutput;
/* 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
#define SHD_BLEND_HORIZONTAL 0
#define SHD_BLEND_VERTICAL 1
/* 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_POSITION 1
#define SHD_VORONOI_POSITION_OUTLINE 2
#define SHD_VORONOI_POSITION_OUTLINE_INTENSITY 3
/* 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
/* marble texture */
#define SHD_MARBLE_SOFT 0
#define SHD_MARBLE_SHARP 1
#define SHD_MARBLE_SHARPER 2
#define SHD_WAVE_SINE 0
#define SHD_WAVE_SAW 1
#define SHD_WAVE_TRI 2
/* stucci texture */
#define SHD_STUCCI_PLASTIC 0
#define SHD_STUCCI_WALL_IN 1
#define SHD_STUCCI_WALL_OUT 2
/* wood texture */
#define SHD_WOOD_BANDS 0
#define SHD_WOOD_RINGS 1
#define SHD_WOOD_BAND_NOISE 2
#define SHD_WOOD_RING_NOISE 3
/* image/environment texture */
#define SHD_COLORSPACE_LINEAR 0
#define SHD_COLORSPACE_SRGB 1
/* blur node */
#define CMP_NODE_BLUR_ASPECT_NONE 0
#define CMP_NODE_BLUR_ASPECT_Y 1
#define CMP_NODE_BLUR_ASPECT_X 2
#endif
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