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blender-archive/source/blender/nodes/shader/node_shader_util.h
Iyad Ahmed a43c7538b8 Eevee Wavelength Node Support
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.

Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
2021-05-21 10:25:47 +05:30

126 lines
3.7 KiB
C++

/*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup nodes
*/
#pragma once
#include <float.h>
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
#include "DNA_color_types.h"
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_math_base_safe.h"
#include "BLI_rand.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_colorband.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_texture.h"
#include "NOD_shader.h"
#include "node_util.h"
#include "BLT_translation.h"
#include "IMB_colormanagement.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#ifdef __cplusplus
# include "FN_multi_function_builder.hh"
# include "NOD_node_tree_multi_function.hh"
# include "BLI_color.hh"
# include "BLI_float3.hh"
extern "C" {
#endif
bool sh_node_poll_default(struct bNodeType *ntype,
struct bNodeTree *ntree,
const char **r_disabled_hint);
void sh_node_type_base(
struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
void sh_fn_node_type_base(
struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
/* ********* exec data struct, remains internal *********** */
typedef struct ShaderCallData {
/* Empty for now, may be reused if we convert shader to texture nodes. */
int dummy;
} ShaderCallData;
typedef struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
{
float r[3], g[3], b[3];
} XYZ_to_RGB;
void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);
void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns);
void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs);
void node_shader_gpu_bump_tex_coord(struct GPUMaterial *mat,
struct bNode *node,
struct GPUNodeLink **link);
void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat,
struct bNode *node,
struct GPUNodeLink **link);
void node_shader_gpu_tex_mapping(struct GPUMaterial *mat,
struct bNode *node,
struct GPUNodeStack *in,
struct GPUNodeStack *out);
void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
struct GPUMaterial *mat,
struct bNode *output_node);
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);
#ifdef __cplusplus
}
#endif