Note that I had to script-tag all sokets' names, as they are currently completely unknown from bpy.types (and hence unreachable for our po generating scripts).
134 lines
3.4 KiB
C++
134 lines
3.4 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/node_shader_util.h
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* \ingroup nodes
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*/
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#ifndef __NODE_SHADER_UTIL_H__
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#define __NODE_SHADER_UTIL_H__
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#include <math.h>
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#include <float.h>
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#include <string.h>
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#include "MEM_guardedalloc.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_ID.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 "BKE_blender.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 "BKE_library.h"
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#include "NOD_shader.h"
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#include "node_util.h"
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#include "BLI_math.h"
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#include "BLI_blenlib.h"
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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 "BLF_translation.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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#include "GPU_material.h"
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/* ********* exec data struct, remains internal *********** */
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typedef struct ShaderCallData {
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ShadeInput *shi; /* from render pipe */
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ShadeResult *shr; /* from render pipe */
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} ShaderCallData;
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/* output socket defines */
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#define GEOM_OUT_GLOB 0
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#define GEOM_OUT_LOCAL 1
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#define GEOM_OUT_VIEW 2
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#define GEOM_OUT_ORCO 3
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#define GEOM_OUT_UV 4
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#define GEOM_OUT_NORMAL 5
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#define GEOM_OUT_VCOL 6
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#define GEOM_OUT_VCOL_ALPHA 7
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#define GEOM_OUT_FRONTBACK 8
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/* input socket defines */
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#define MAT_IN_COLOR 0
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#define MAT_IN_SPEC 1
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#define MAT_IN_REFL 2
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#define MAT_IN_NORMAL 3
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#define MAT_IN_MIR 4
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#define MAT_IN_AMB 5
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#define MAT_IN_EMIT 6
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#define MAT_IN_SPECTRA 7
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#define MAT_IN_RAY_MIRROR 8
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#define MAT_IN_ALPHA 9
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#define MAT_IN_TRANSLUCENCY 10
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#define NUM_MAT_IN 11 /* for array size */
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/* output socket defines */
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#define MAT_OUT_COLOR 0
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#define MAT_OUT_ALPHA 1
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#define MAT_OUT_NORMAL 2
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#define MAT_OUT_DIFFUSE 3
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#define MAT_OUT_SPEC 4
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#define MAT_OUT_AO 5
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extern void node_ID_title_cb(void *node_v, void *unused_v);
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void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);
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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_tex_mapping(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out);
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void ntreeExecGPUNodes(struct bNodeTreeExec *exec, struct GPUMaterial *mat, int do_outputs);
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#endif
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