1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
|
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup nodes
*/
#pragma once
#include <cfloat>
#include <cmath>
#include <cstring>
#include "BLI_blenlib.h"
#include "BLI_color.hh"
#include "BLI_math.h"
#include "BLI_math_base_safe.h"
#include "BLI_math_vector.hh"
#include "BLI_rand.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLT_translation.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 "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 "FN_multi_function_builder.hh"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "IMB_colormanagement.h"
#include "MEM_guardedalloc.h"
#include "NOD_multi_function.hh"
#include "NOD_shader.h"
#include "NOD_socket_declarations.hh"
#include "node_util.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
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);
void sh_fn_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
/* ********* exec data struct, remains internal *********** */
struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
{
float r[3], g[3], b[3];
};
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);
struct bNodeTreeExec *ntreeShaderBeginExecTree_internal(struct bNodeExecContext *context,
struct bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntreeShaderEndExecTree_internal(struct bNodeTreeExec *exec);
void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
struct GPUMaterial *mat,
struct bNode *output_node);
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);
|