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source/blender/blenkernel/BKE_node.h
| Show First 20 Lines • Show All 992 Lines • ▼ Show 20 Lines | |||||
| #define SH_NODE_CLAMP 703 | #define SH_NODE_CLAMP 703 | ||||
| #define SH_NODE_TEX_WHITE_NOISE 704 | #define SH_NODE_TEX_WHITE_NOISE 704 | ||||
| #define SH_NODE_VOLUME_INFO 705 | #define SH_NODE_VOLUME_INFO 705 | ||||
| #define SH_NODE_VERTEX_COLOR 706 | #define SH_NODE_VERTEX_COLOR 706 | ||||
| #define SH_NODE_OUTPUT_AOV 707 | #define SH_NODE_OUTPUT_AOV 707 | ||||
| #define SH_NODE_VECTOR_ROTATE 708 | #define SH_NODE_VECTOR_ROTATE 708 | ||||
| #define SH_NODE_CURVE_FLOAT 709 | #define SH_NODE_CURVE_FLOAT 709 | ||||
| /* API */ | |||||
| struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree); | |||||
| void ntreeShaderEndExecTree(struct bNodeTreeExec *exec); | |||||
| /** | |||||
| Find an output node of the shader tree. | |||||
| * | |||||
| * \note it will only return output which is NOT in the group, which isn't how | |||||
| * render engines works but it's how the GPU shader compilation works. This we | |||||
| * can change in the future and make it a generic function, but for now it stays | |||||
| * private here. | |||||
| */ | |||||
| struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target); | |||||
| /** | |||||
| * This one needs to work on a local tree. | |||||
| * | |||||
| * TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/". | |||||
| * This declaration should be moved out of BKE. | |||||
| */ | |||||
| void ntreeGPUMaterialNodes(struct bNodeTree *localtree, | |||||
| struct GPUMaterial *mat, | |||||
| bool *has_surface_output, | |||||
| bool *has_volume_output); | |||||
| /** \} */ | /** \} */ | ||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Composite Nodes | /** \name Composite Nodes | ||||
| * \{ */ | * \{ */ | ||||
| /* output socket defines */ | /* output socket defines */ | ||||
| #define RRES_OUT_IMAGE 0 | #define RRES_OUT_IMAGE 0 | ||||
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| #define CMP_CRYPTOMATTE_SRC_RENDER 0 | #define CMP_CRYPTOMATTE_SRC_RENDER 0 | ||||
| #define CMP_CRYPTOMATTE_SRC_IMAGE 1 | #define CMP_CRYPTOMATTE_SRC_IMAGE 1 | ||||
| /* Default SMAA configuration values. */ | /* Default SMAA configuration values. */ | ||||
| #define CMP_DEFAULT_SMAA_THRESHOLD 1.0f | #define CMP_DEFAULT_SMAA_THRESHOLD 1.0f | ||||
| #define CMP_DEFAULT_SMAA_CONTRAST_LIMIT 0.2f | #define CMP_DEFAULT_SMAA_CONTRAST_LIMIT 0.2f | ||||
| #define CMP_DEFAULT_SMAA_CORNER_ROUNDING 0.25f | #define CMP_DEFAULT_SMAA_CORNER_ROUNDING 0.25f | ||||
| /* API */ | |||||
| void ntreeCompositExecTree(struct Scene *scene, | |||||
| struct bNodeTree *ntree, | |||||
| struct RenderData *rd, | |||||
| int rendering, | |||||
| int do_previews, | |||||
| const struct ColorManagedViewSettings *view_settings, | |||||
| const struct ColorManagedDisplaySettings *display_settings, | |||||
| const char *view_name); | |||||
| /** | |||||
| * Called from render pipeline, to tag render input and output. | |||||
| * need to do all scenes, to prevent errors when you re-render 1 scene. | |||||
| */ | |||||
| void ntreeCompositTagRender(struct Scene *scene); | |||||
| /** | |||||
| * Update the outputs of the render layer nodes. | |||||
| * Since the outputs depend on the render engine, this part is a bit complex: | |||||
| * - #ntreeCompositUpdateRLayers is called and loops over all render layer nodes. | |||||
| * - Each render layer node calls the update function of the | |||||
| * render engine that's used for its scene. | |||||
| * - The render engine calls RE_engine_register_pass for each pass. | |||||
| * - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass. | |||||
| * | |||||
| * TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/". | |||||
| * This declaration should be moved out of BKE. | |||||
| */ | |||||
| void ntreeCompositUpdateRLayers(struct bNodeTree *ntree); | |||||
| void ntreeCompositClearTags(struct bNodeTree *ntree); | |||||
| struct bNodeSocket *ntreeCompositOutputFileAddSocket(struct bNodeTree *ntree, | |||||
| struct bNode *node, | |||||
| const char *name, | |||||
| struct ImageFormatData *im_format); | |||||
| int ntreeCompositOutputFileRemoveActiveSocket(struct bNodeTree *ntree, struct bNode *node); | |||||
| void ntreeCompositOutputFileSetPath(struct bNode *node, | |||||
| struct bNodeSocket *sock, | |||||
| const char *name); | |||||
| void ntreeCompositOutputFileSetLayer(struct bNode *node, | |||||
| struct bNodeSocket *sock, | |||||
| const char *name); | |||||
| /* needed in do_versions */ | |||||
| void ntreeCompositOutputFileUniquePath(struct ListBase *list, | |||||
| struct bNodeSocket *sock, | |||||
| const char defname[], | |||||
| char delim); | |||||
| void ntreeCompositOutputFileUniqueLayer(struct ListBase *list, | |||||
| struct bNodeSocket *sock, | |||||
| const char defname[], | |||||
| char delim); | |||||
| void ntreeCompositColorBalanceSyncFromLGG(bNodeTree *ntree, bNode *node); | |||||
| void ntreeCompositColorBalanceSyncFromCDL(bNodeTree *ntree, bNode *node); | |||||
| void ntreeCompositCryptomatteSyncFromAdd(const Scene *scene, bNode *node); | |||||
| void ntreeCompositCryptomatteSyncFromRemove(bNode *node); | |||||
| bNodeSocket *ntreeCompositCryptomatteAddSocket(bNodeTree *ntree, bNode *node); | |||||
| int ntreeCompositCryptomatteRemoveSocket(bNodeTree *ntree, bNode *node); | |||||
| void ntreeCompositCryptomatteLayerPrefix(const Scene *scene, | |||||
| const bNode *node, | |||||
| char *r_prefix, | |||||
| size_t prefix_len); | |||||
| /** | |||||
| * Update the runtime layer names with the crypto-matte layer names of the references render layer | |||||
| * or image. | |||||
| */ | |||||
| void ntreeCompositCryptomatteUpdateLayerNames(const Scene *scene, bNode *node); | |||||
| struct CryptomatteSession *ntreeCompositCryptomatteSession(const Scene *scene, bNode *node); | |||||
| /** \} */ | /** \} */ | ||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Texture Nodes | /** \name Texture Nodes | ||||
| * \{ */ | * \{ */ | ||||
| struct TexResult; | struct TexResult; | ||||
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| #define TEX_NODE_VALTONOR 421 | #define TEX_NODE_VALTONOR 421 | ||||
| #define TEX_NODE_SCALE 422 | #define TEX_NODE_SCALE 422 | ||||
| #define TEX_NODE_AT 423 | #define TEX_NODE_AT 423 | ||||
| /* 501-599 reserved. Use like this: TEX_NODE_PROC + TEX_CLOUDS, etc */ | /* 501-599 reserved. Use like this: TEX_NODE_PROC + TEX_CLOUDS, etc */ | ||||
| #define TEX_NODE_PROC 500 | #define TEX_NODE_PROC 500 | ||||
| #define TEX_NODE_PROC_MAX 600 | #define TEX_NODE_PROC_MAX 600 | ||||
| /* API */ | |||||
| void ntreeTexCheckCyclics(struct bNodeTree *ntree); | |||||
| struct bNodeTreeExec *ntreeTexBeginExecTree(struct bNodeTree *ntree); | |||||
| void ntreeTexEndExecTree(struct bNodeTreeExec *exec); | |||||
| int ntreeTexExecTree(struct bNodeTree *ntree, | |||||
| struct TexResult *target, | |||||
| const float co[3], | |||||
| float dxt[3], | |||||
| float dyt[3], | |||||
| int osatex, | |||||
| short thread, | |||||
| const struct Tex *tex, | |||||
| short which_output, | |||||
| int cfra, | |||||
| int preview, | |||||
| struct MTex *mtex); | |||||
| /** \} */ | /** \} */ | ||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Geometry Nodes | /** \name Geometry Nodes | ||||
| * \{ */ | * \{ */ | ||||
| #define GEO_NODE_TRIANGULATE 1000 | #define GEO_NODE_TRIANGULATE 1000 | ||||
| #define GEO_NODE_LEGACY_EDGE_SPLIT 1001 | #define GEO_NODE_LEGACY_EDGE_SPLIT 1001 | ||||
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