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source/blender/nodes/shader/node_shader_util.hh
| Show First 20 Lines • Show All 77 Lines • ▼ Show 20 Lines | |||||
| bool sh_node_poll_default(struct bNodeType *ntype, | bool sh_node_poll_default(struct bNodeType *ntype, | ||||
| struct bNodeTree *ntree, | struct bNodeTree *ntree, | ||||
| const char **r_disabled_hint); | const char **r_disabled_hint); | ||||
| void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass); | 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); | void sh_fn_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass); | ||||
| /* ********* exec data struct, remains internal *********** */ | /* ********* exec data struct, remains internal *********** */ | ||||
| struct ShaderCallData { | |||||
| /* Empty for now, may be reused if we convert shader to texture nodes. */ | |||||
| int dummy; | |||||
| }; | |||||
| struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */ | struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */ | ||||
| { | { | ||||
| float r[3], g[3], b[3]; | float r[3], g[3], b[3]; | ||||
| }; | }; | ||||
| void nodestack_get_vec(float *in, short type_in, bNodeStack *ns); | 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_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns); | ||||
| Show All 16 Lines | |||||