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blender-archive/source/blender/nodes/shader/node_shader_util.hh
Aaron Carlisle 710e46cb2d Cleanup: Move specific node tree execution functions into respective module
`node_exec` had some code that was specific to texture/shader nodes.
These functions  arent used outside there module so limit there declarations.

Also make a function static that is only used in `node_exec.c`

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13899
2022-01-26 15:29:31 -05:00

113 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 <cfloat>
#include <cmath>
#include <cstring>
#include "BLI_blenlib.h"
#include "BLI_color.hh"
#include "BLI_math.h"
#include "BLI_math_base_safe.h"
#include "BLI_math_vec_types.hh"
#include "BLI_rand.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLT_translation.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 "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 "FN_multi_function_builder.hh"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "IMB_colormanagement.h"
#include "MEM_guardedalloc.h"
#include "NOD_multi_function.hh"
#include "NOD_shader.h"
#include "NOD_socket_declarations.hh"
#include "node_util.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
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);
void sh_fn_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
/* ********* exec data struct, remains internal *********** */
struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
{
float r[3], g[3], b[3];
};
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);
struct bNodeTreeExec *ntreeShaderBeginExecTree_internal(struct bNodeExecContext *context,
struct bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntreeShaderEndExecTree_internal(struct bNodeTreeExec *exec);
void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
struct GPUMaterial *mat,
struct bNode *output_node);
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);