While \file doesn't need an argument, it can't have another doxy command after it.
94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
/*
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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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/** \file
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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 "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 "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 "NOD_shader.h"
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#include "node_util.h"
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#include "BLT_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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#include "GPU_uniformbuffer.h"
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bool sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
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void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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/* ********* exec data struct, remains internal *********** */
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typedef struct ShaderCallData {
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/* Empty for now, may be reused if we convert shader to texture nodes. */
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int dummy;
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} ShaderCallData;
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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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