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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. 
 *
 * 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 <math.h>
#include <float.h>
#include <string.h>

#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_FRONTBACK	7


/* 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