This patch reverses the dependency between `BLI_math_vec_types.hh` and `BLI_math_vector.hh`. Now the higher level `blender::math` functions depend on the header that defines the types they work with, rather than the other way around. The initial goal was to allow defining an `enable_if` in the types header and using it in the math header. But I also think this operations to types dependency is more natural anyway. This required changing the includes some files used from the type header to the math implementation header. I took that change a bit further removing the C vector math header from the C++ header; I think that helps to make the transition between the two systems clearer. Differential Revision: https://developer.blender.org/D14112
97 lines
3.0 KiB
C++
97 lines
3.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup nodes
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*/
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#pragma once
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#include <cfloat>
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#include <cmath>
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#include <cstring>
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#include "BLI_blenlib.h"
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#include "BLI_color.hh"
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#include "BLI_math.h"
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#include "BLI_math_base_safe.h"
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#include "BLI_math_vector.hh"
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLT_translation.h"
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#include "BKE_colorband.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_texture.h"
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#include "DNA_ID.h"
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#include "DNA_color_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "FN_multi_function_builder.hh"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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#include "GPU_uniform_buffer.h"
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#include "IMB_colormanagement.h"
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#include "MEM_guardedalloc.h"
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#include "NOD_multi_function.hh"
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#include "NOD_shader.h"
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#include "NOD_socket_declarations.hh"
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#include "node_util.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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bool sh_node_poll_default(struct bNodeType *ntype,
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struct bNodeTree *ntree,
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const char **r_disabled_hint);
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void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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void sh_fn_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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/* ********* exec data struct, remains internal *********** */
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struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
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{
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float r[3], g[3], b[3];
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};
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void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns);
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void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs);
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void node_shader_gpu_bump_tex_coord(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeLink **link);
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void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeLink **link);
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void node_shader_gpu_tex_mapping(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeStack *in,
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struct GPUNodeStack *out);
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struct bNodeTreeExec *ntreeShaderBeginExecTree_internal(struct bNodeExecContext *context,
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struct bNodeTree *ntree,
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bNodeInstanceKey parent_key);
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void ntreeShaderEndExecTree_internal(struct bNodeTreeExec *exec);
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void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
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struct GPUMaterial *mat,
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struct bNode *output_node);
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void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);
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