Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
149 lines
5.4 KiB
C++
149 lines
5.4 KiB
C++
/**
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* $Id:
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*
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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 opt ion) 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 BLOCK *****
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*/
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#ifndef BSE_NODE_H
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#define BSE_NODE_H
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/* ********** drawing sizes *********** */
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#define NODE_DY 20
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#define NODE_DYS 10
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#define NODE_SOCKSIZE 5
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#define BASIS_RAD 8.0f
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#define HIDDEN_RAD 15.0f
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struct SpaceNode;
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struct bNode;
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struct bNodeTree;
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struct Material;
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struct ID;
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struct Scene;
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struct Image;
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struct ImageUser;
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/* ************* API for editnode.c *********** */
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/* helper calls to retreive active context for buttons, does groups */
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struct Material *editnode_get_active_material(struct Material *ma);
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struct bNode *editnode_get_active_idnode(struct bNodeTree *ntree, short id_code);
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struct bNode *editnode_get_active(struct bNodeTree *ntree);
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void node_rename(struct SpaceNode *snode);
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void snode_tag_dirty(struct SpaceNode *snode);
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void snode_set_context(struct SpaceNode *snode);
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void snode_home(struct ScrArea *sa, struct SpaceNode *snode);
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void snode_zoom_in(struct ScrArea *sa);
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void snode_zoom_out(struct ScrArea *sa);
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void node_deselectall(struct SpaceNode *snode, int swap);
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void node_border_select(struct SpaceNode *snode);
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void node_delete(struct SpaceNode *snode);
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void node_make_group(struct SpaceNode *snode);
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void node_ungroup(struct SpaceNode *snode);
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void snode_make_group_editable(struct SpaceNode *snode, struct bNode *gnode);
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void node_hide(struct SpaceNode *snode);
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void node_read_renderlayers(struct SpaceNode *snode);
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void node_read_fullsamplelayers(struct SpaceNode *snode);
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void clear_scene_in_nodes(struct Scene *sce);
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void node_make_link(struct SpaceNode *snode);
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void node_active_link_viewer(struct SpaceNode *snode);
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void node_transform_ext(int mode, int unused);
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void node_shader_default(struct Material *ma);
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void node_composit_default(struct Scene *scene);
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void node_texture_default(struct Tex *tx);
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int node_has_hidden_sockets(struct bNode *node);
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struct bNode *node_add_node(struct SpaceNode *snode, int type, float locx, float locy);
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void node_adduplicate(struct SpaceNode *snode);
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void snode_autoconnect(struct SpaceNode *snode, struct bNode *node_to, int flag);
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void node_select_linked(struct SpaceNode *snode, int out);
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struct ImageUser *ntree_get_active_iuser(struct bNodeTree *ntree);
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void imagepaint_composite_tags(struct bNodeTree *ntree, struct Image *image, struct ImageUser *iuser);
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/* ************* drawnode.c *************** */
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struct SpaceNode;
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struct bNodeLink;
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void node_draw_link(struct SpaceNode *snode, struct bNodeLink *link);
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void node_rename_but(char *s);
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void init_node_butfuncs(void);
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void node_curvemap_sample(float *col);
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/* exported to CMP and SHD nodes */
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//void node_ID_title_cb(void *node_v, void *unused_v);
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//void node_but_title_cb(void *node_v, void *but_v);
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//void node_texmap_cb(void *texmap_v, void *unused_v);
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//void node_new_mat_cb(void *ntree_v, void *node_v);
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//void node_browse_mat_cb(void *ntree_v, void *node_v);
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//void node_mat_alone_cb(void *node_v, void *unused);
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//void node_browse_image_cb(void *ntree_v, void *node_v);
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//void node_active_cb(void *ntree_v, void *node_v);
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//void node_image_type_cb(void *node_v, void *unused);
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//char *node_image_type_pup(void);
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//char *layer_menu(struct RenderResult *rr);
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//void image_layer_cb(void *ima_v, void *iuser_v);
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//void set_render_layers_title(void *node_v, void *unused);
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//char *scene_layer_menu(struct Scene *sce);
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//void node_browse_scene_cb(void *ntree_v, void *node_v);
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//int node_buts_curvevec(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_curvecol(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_rgb(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_texture(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_valtorgb(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_value(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_mix_rgb(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_group(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_normal(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr);
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//int node_buts_math(struct uiBlock *block, struct bNodeTree *ntree, struct bNode *node, struct rctf *butr) ;
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/* ************* Shader nodes ***************** */
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#endif
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