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blender-archive/source/blender/nodes/CMakeLists.txt

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# ***** 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
set(INC
.
composite
intern
shader
texture
../blenkernel
../blenlib
../blentranslation
../depsgraph
../gpu
../imbuf
../makesdna
../makesrna
../render/extern/include
../../../intern/guardedalloc
../../../intern/glew-mx
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
composite/nodes/node_composite_alphaOver.c
composite/nodes/node_composite_bilateralblur.c
composite/nodes/node_composite_blur.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_bokehblur.c
composite/nodes/node_composite_bokehimage.c
composite/nodes/node_composite_boxmask.c
composite/nodes/node_composite_brightness.c
composite/nodes/node_composite_channelMatte.c
composite/nodes/node_composite_chromaMatte.c
composite/nodes/node_composite_colorMatte.c
composite/nodes/node_composite_colorSpill.c
composite/nodes/node_composite_colorbalance.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_colorcorrection.c
composite/nodes/node_composite_common.c
composite/nodes/node_composite_composite.c
New Corner Pin node: uses explicit corner values for a plane warp transformation. This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing. The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data. Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object. {F78199} The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node. * PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations. * PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners. * PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners. One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
2014-03-11 14:07:49 +01:00
composite/nodes/node_composite_cornerpin.c
composite/nodes/node_composite_crop.c
composite/nodes/node_composite_cryptomatte.c
composite/nodes/node_composite_curves.c
composite/nodes/node_composite_defocus.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_despeckle.c
composite/nodes/node_composite_diffMatte.c
composite/nodes/node_composite_dilate.c
composite/nodes/node_composite_directionalblur.c
composite/nodes/node_composite_displace.c
composite/nodes/node_composite_distanceMatte.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_doubleEdgeMask.c
composite/nodes/node_composite_ellipsemask.c
composite/nodes/node_composite_filter.c
composite/nodes/node_composite_flip.c
composite/nodes/node_composite_gamma.c
composite/nodes/node_composite_glare.c
composite/nodes/node_composite_hueSatVal.c
composite/nodes/node_composite_huecorrect.c
composite/nodes/node_composite_idMask.c
composite/nodes/node_composite_image.c
composite/nodes/node_composite_inpaint.c
composite/nodes/node_composite_invert.c
composite/nodes/node_composite_keying.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_keyingscreen.c
composite/nodes/node_composite_lensdist.c
composite/nodes/node_composite_levels.c
composite/nodes/node_composite_lummaMatte.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_mapRange.c
composite/nodes/node_composite_mapUV.c
composite/nodes/node_composite_mapValue.c
composite/nodes/node_composite_mask.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_math.c
composite/nodes/node_composite_mixrgb.c
composite/nodes/node_composite_movieclip.c
composite/nodes/node_composite_moviedistortion.c
composite/nodes/node_composite_normal.c
composite/nodes/node_composite_normalize.c
composite/nodes/node_composite_outputFile.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_pixelate.c
Merge plane track feature from tomato branch This commit includes all the changes made for plane tracker in tomato branch. Movie clip editor changes: - Artist might create a plane track out of multiple point tracks which belongs to the same track (minimum amount of point tracks is 4, maximum is not actually limited). When new plane track is added, it's getting "tracked" across all point tracks, which makes it stick to the same plane point tracks belong to. - After plane track was added, it need to be manually adjusted in a way it covers feature one might to mask/replace. General transform tools (G, R, S) or sliding corners with a mouse could be sued for this. Plane corner which corresponds to left bottom image corner has got X/Y axis on it (red is for X axis, green for Y). - Re-adjusting plane corners makes plane to be "re-tracked" for the frames sequence between current frame and next and previous keyframes. - Kayframes might be removed from the plane, using Shit-X (Marker Delete) operator. However, currently manual re-adjustment or "re-track" trigger is needed. Compositor changes: - Added new node called Plane Track Deform. - User selects which plane track to use (for this he need to select movie clip datablock, object and track names). - Node gets an image input, which need to be warped into the plane. - Node outputs: * Input image warped into the plane. * Plane, rasterized to a mask. Masking changes: - Mask points might be parented to a plane track, which makes this point deforming in a way as if it belongs to the tracked plane. Some video tutorials are available: - Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4 - Artist video: https://vimeo.com/71727578 This is mine and Keir's holiday code project :)
2013-08-16 09:46:30 +00:00
composite/nodes/node_composite_planetrackdeform.c
composite/nodes/node_composite_premulkey.c
composite/nodes/node_composite_rgb.c
composite/nodes/node_composite_rotate.c
composite/nodes/node_composite_scale.c
composite/nodes/node_composite_sepcombHSVA.c
composite/nodes/node_composite_sepcombRGBA.c
composite/nodes/node_composite_sepcombYCCA.c
composite/nodes/node_composite_sepcombYUVA.c
composite/nodes/node_composite_setalpha.c
composite/nodes/node_composite_splitViewer.c
composite/nodes/node_composite_stabilize2d.c
composite/nodes/node_composite_sunbeams.c
2019-01-25 08:30:33 +11:00
composite/nodes/node_composite_switch.c
composite/nodes/node_composite_switchview.c
composite/nodes/node_composite_texture.c
composite/nodes/node_composite_tonemap.c
composite/nodes/node_composite_trackpos.c
composite/nodes/node_composite_transform.c
composite/nodes/node_composite_translate.c
composite/nodes/node_composite_valToRgb.c
composite/nodes/node_composite_value.c
composite/nodes/node_composite_vecBlur.c
composite/nodes/node_composite_viewer.c
composite/nodes/node_composite_zcombine.c
composite/node_composite_tree.c
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
composite/node_composite_util.c
shader/nodes/node_shader_add_shader.c
shader/nodes/node_shader_ambient_occlusion.c
shader/nodes/node_shader_attribute.c
shader/nodes/node_shader_background.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_bevel.c
shader/nodes/node_shader_blackbody.c
shader/nodes/node_shader_brightness.c
shader/nodes/node_shader_bsdf_anisotropic.c
shader/nodes/node_shader_bsdf_diffuse.c
shader/nodes/node_shader_bsdf_glass.c
shader/nodes/node_shader_bsdf_glossy.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_bsdf_hair.c
shader/nodes/node_shader_bsdf_hair_principled.c
shader/nodes/node_shader_bsdf_principled.c
shader/nodes/node_shader_bsdf_refraction.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_bsdf_toon.c
shader/nodes/node_shader_bsdf_translucent.c
shader/nodes/node_shader_bsdf_transparent.c
shader/nodes/node_shader_bsdf_velvet.c
shader/nodes/node_shader_bump.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_camera.c
shader/nodes/node_shader_common.c
shader/nodes/node_shader_curves.c
shader/nodes/node_shader_displacement.c
shader/nodes/node_shader_eevee_specular.c
shader/nodes/node_shader_emission.c
shader/nodes/node_shader_fresnel.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_gamma.c
shader/nodes/node_shader_geometry.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_hair_info.c
shader/nodes/node_shader_holdout.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_hueSatVal.c
Cycles: Add Support for IES files as textures for light strength This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-05-27 00:46:37 +02:00
shader/nodes/node_shader_ies_light.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_invert.c
shader/nodes/node_shader_layer_weight.c
shader/nodes/node_shader_light_falloff.c
shader/nodes/node_shader_light_path.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_mapping.c
shader/nodes/node_shader_math.c
shader/nodes/node_shader_mixRgb.c
shader/nodes/node_shader_mix_shader.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_normal.c
shader/nodes/node_shader_normal_map.c
shader/nodes/node_shader_object_info.c
shader/nodes/node_shader_output_lamp.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_output_linestyle.c
shader/nodes/node_shader_output_material.c
shader/nodes/node_shader_output_world.c
shader/nodes/node_shader_particle_info.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_rgb.c
shader/nodes/node_shader_script.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_sepcombHSV.c
shader/nodes/node_shader_sepcombRGB.c
shader/nodes/node_shader_sepcombXYZ.c
shader/nodes/node_shader_shaderToRgb.c
shader/nodes/node_shader_squeeze.c
shader/nodes/node_shader_subsurface_scattering.c
shader/nodes/node_shader_tangent.c
shader/nodes/node_shader_tex_brick.c
shader/nodes/node_shader_tex_checker.c
shader/nodes/node_shader_tex_coord.c
shader/nodes/node_shader_tex_environment.c
shader/nodes/node_shader_tex_gradient.c
shader/nodes/node_shader_tex_image.c
shader/nodes/node_shader_tex_magic.c
shader/nodes/node_shader_tex_musgrave.c
shader/nodes/node_shader_tex_noise.c
shader/nodes/node_shader_tex_pointdensity.c
shader/nodes/node_shader_tex_sky.c
shader/nodes/node_shader_tex_voronoi.c
shader/nodes/node_shader_tex_wave.c
shader/nodes/node_shader_uvAlongStroke.c
shader/nodes/node_shader_uvmap.c
2019-01-25 08:30:33 +11:00
shader/nodes/node_shader_valToRgb.c
shader/nodes/node_shader_value.c
shader/nodes/node_shader_vectMath.c
shader/nodes/node_shader_vectTransform.c
shader/nodes/node_shader_vector_displacement.c
shader/nodes/node_shader_volume_absorption.c
shader/nodes/node_shader_volume_principled.c
shader/nodes/node_shader_volume_scatter.c
shader/nodes/node_shader_wavelength.c
shader/nodes/node_shader_wireframe.c
shader/node_shader_tree.c
shader/node_shader_util.c
texture/nodes/node_texture_at.c
texture/nodes/node_texture_bricks.c
texture/nodes/node_texture_checker.c
texture/nodes/node_texture_common.c
texture/nodes/node_texture_compose.c
texture/nodes/node_texture_coord.c
texture/nodes/node_texture_curves.c
texture/nodes/node_texture_decompose.c
texture/nodes/node_texture_distance.c
texture/nodes/node_texture_hueSatVal.c
texture/nodes/node_texture_image.c
texture/nodes/node_texture_invert.c
texture/nodes/node_texture_math.c
texture/nodes/node_texture_mixRgb.c
texture/nodes/node_texture_output.c
texture/nodes/node_texture_proc.c
texture/nodes/node_texture_rotate.c
texture/nodes/node_texture_scale.c
texture/nodes/node_texture_texture.c
texture/nodes/node_texture_translate.c
texture/nodes/node_texture_valToNor.c
texture/nodes/node_texture_valToRgb.c
texture/nodes/node_texture_viewer.c
texture/node_texture_tree.c
texture/node_texture_util.c
intern/node_common.c
2019-01-25 08:30:33 +11:00
intern/node_exec.c
intern/node_socket.c
2019-01-25 08:30:33 +11:00
intern/node_util.c
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
composite/node_composite_util.h
shader/node_shader_util.h
texture/node_texture_util.h
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
NOD_common.h
NOD_composite.h
NOD_shader.h
NOD_socket.h
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
NOD_static_types.h
2019-01-25 08:30:33 +11:00
NOD_texture.h
intern/node_common.h
2019-01-25 08:30:33 +11:00
intern/node_exec.h
intern/node_util.h
)
if(WITH_PYTHON)
list(APPEND INC
../python
)
list(APPEND INC_SYS
${PYTHON_INCLUDE_DIRS}
)
add_definitions(-DWITH_PYTHON)
endif()
2008-12-31 05:20:35 +00:00
if(WITH_INTERNATIONAL)
add_definitions(-DWITH_INTERNATIONAL)
endif()
if(WITH_IMAGE_OPENEXR)
add_definitions(-DWITH_OPENEXR)
endif()
if(WITH_COMPOSITOR)
list(APPEND INC
../compositor
)
add_definitions(-DWITH_COMPOSITOR)
endif()
add_definitions(${GL_DEFINITIONS})
if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
blender_add_lib(bf_nodes "${SRC}" "${INC}" "${INC_SYS}")