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blender-archive/source/blender/compositor/nodes/COM_RenderLayersNode.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

40 lines
1.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#pragma once
#include "COM_Node.h"
#include "COM_RenderLayersProg.h"
#include "DNA_node_types.h"
struct Render;
namespace blender::compositor {
/**
* \brief RenderLayersNode
* \ingroup Node
*/
class RenderLayersNode : public Node {
public:
RenderLayersNode(bNode *editor_node);
void convert_to_operations(NodeConverter &converter,
const CompositorContext &context) const override;
private:
void test_socket_link(NodeConverter &converter,
const CompositorContext &context,
NodeOutput *output,
RenderLayersProg *operation,
Scene *scene,
int layer_id,
bool is_preview) const;
void test_render_link(NodeConverter &converter,
const CompositorContext &context,
Render *re) const;
void missing_socket_link(NodeConverter &converter, NodeOutput *output) const;
void missing_render_link(NodeConverter &converter) const;
};
} // namespace blender::compositor