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blender-archive/source/blender/nodes/CMP_node.h

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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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef CMP_NODE_H
#define CMP_NODE_H
#include "BKE_node.h"
/* ****************** types array for all composite nodes ****************** */
extern bNodeType cmp_node_rlayers;
extern bNodeType cmp_node_image;
extern bNodeType cmp_node_texture;
extern bNodeType cmp_node_value;
extern bNodeType cmp_node_rgb;
extern bNodeType cmp_node_curve_time;
extern bNodeType cmp_node_composite;
extern bNodeType cmp_node_viewer;
extern bNodeType cmp_node_splitviewer;
extern bNodeType cmp_node_output_file;
extern bNodeType cmp_node_curve_rgb;
extern bNodeType cmp_node_mix_rgb;
extern bNodeType cmp_node_hue_sat;
== Shader nodes == * Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
2007-05-31 06:55:02 +00:00
extern bNodeType cmp_node_brightcontrast;
extern bNodeType cmp_node_gamma;
extern bNodeType cmp_node_invert;
extern bNodeType cmp_node_alphaover;
extern bNodeType cmp_node_zcombine;
extern bNodeType cmp_node_normal;
extern bNodeType cmp_node_curve_vec;
extern bNodeType cmp_node_map_value;
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extern bNodeType cmp_node_normalize;
extern bNodeType cmp_node_filter;
extern bNodeType cmp_node_blur;
Directional Blur Node Directional Blur node allows the users to do various blur operations on the input image. It essentially offers three different kind of ways of blurring in one node. It is possible to blur using a certain direction, spin and zoom. These three ways can be used in conjunction. The node contains following controls: *Iterations, Wrap *Center: X, Y *Distance, Angle *Spin *Zoom Iterations is used to determine the smoothness of the result. The more iterations, the smoother result. Low values are good for preview. Wrap means that the image is wrapped as if it was tiled on both x and y directions. To see better what this means, try it with spin for instance. Center values (X and Y) determine the location which is used as a pivot point for the operations. It is center (0.5) of the image by default. Distance and angle are used to adjust directional blur. The result can be described as a sweep that varies based on given distance (bigger distance, longer sweep) and angle. Angle is given in degrees. Spin produces rotating blur based on given angle. Yet again it is in degrees. Also negative values work. Zoom causes the image to be zoomed towards set center point (Center values). Thanks to Alfredo de Greef (eeshlo) for contribution. Possible development ideas: *Make an algorithm to extend image in case spin is used. Extend would temporarily change the size of the canvas of the input image. Canvas would be filled based on colors on the edges of the input image. After the blur operation has been done, the image would be cropped back to normal size. The advantage of this would be nicer result of spin (no problems with image size) on a computational cost. *Make values animatable. This is something that is better solved on more general level. ("everything is animatable" paradigm) *Provide an option to calculate automatic value for iterations. A good value that produces a smooth result could be calculated based on direction deltas. This would be useful in conjuction of animatable values.
2007-12-27 14:19:11 +00:00
extern bNodeType cmp_node_dblur;
extern bNodeType cmp_node_bilateralblur;
extern bNodeType cmp_node_vecblur;
extern bNodeType cmp_node_dilateerode;
extern bNodeType cmp_node_defocus;
extern bNodeType cmp_node_valtorgb;
extern bNodeType cmp_node_rgbtobw;
extern bNodeType cmp_node_setalpha;
extern bNodeType cmp_node_idmask;
extern bNodeType cmp_node_math;
extern bNodeType cmp_node_seprgba;
extern bNodeType cmp_node_combrgba;
extern bNodeType cmp_node_sephsva;
extern bNodeType cmp_node_combhsva;
extern bNodeType cmp_node_sepyuva;
extern bNodeType cmp_node_combyuva;
extern bNodeType cmp_node_sepycca;
extern bNodeType cmp_node_combycca;
extern bNodeType cmp_node_premulkey;
extern bNodeType cmp_node_diff_matte;
extern bNodeType cmp_node_chroma;
extern bNodeType cmp_node_channel_matte;
extern bNodeType cmp_node_color_spill;
extern bNodeType cmp_node_luma_matte;
extern bNodeType cmp_node_translate;
extern bNodeType cmp_node_rotate;
extern bNodeType cmp_node_scale;
extern bNodeType cmp_node_flip;
extern bNodeType cmp_node_crop;
extern bNodeType cmp_node_displace;
extern bNodeType cmp_node_mapuv;
extern bNodeType cmp_node_glare;
extern bNodeType cmp_node_tonemap;
extern bNodeType cmp_node_lensdist;
#endif