that use the new shading nodes system. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
112 lines
4.3 KiB
C++
112 lines
4.3 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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 NOD_shader.h
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* \ingroup nodes
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*/
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#ifndef NOD_SHADER_H
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#define NOD_SHADER_H
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#include "BKE_node.h"
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extern struct bNodeTreeType ntreeType_Shader;
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/* the type definitions array */
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/* ****************** types array for all shaders ****************** */
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void register_node_type_sh_group(ListBase *lb);
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void register_node_type_sh_forloop(ListBase *lb);
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void register_node_type_sh_whileloop(ListBase *lb);
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void register_node_type_sh_output(ListBase *lb);
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void register_node_type_sh_material(ListBase *lb);
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void register_node_type_sh_camera(ListBase *lb);
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void register_node_type_sh_value(ListBase *lb);
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void register_node_type_sh_rgb(ListBase *lb);
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void register_node_type_sh_mix_rgb(ListBase *lb);
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void register_node_type_sh_valtorgb(ListBase *lb);
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void register_node_type_sh_rgbtobw(ListBase *lb);
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void register_node_type_sh_texture(ListBase *lb);
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void register_node_type_sh_normal(ListBase *lb);
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void register_node_type_sh_geom(ListBase *lb);
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void register_node_type_sh_mapping(ListBase *lb);
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void register_node_type_sh_curve_vec(ListBase *lb);
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void register_node_type_sh_curve_rgb(ListBase *lb);
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void register_node_type_sh_math(ListBase *lb);
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void register_node_type_sh_vect_math(ListBase *lb);
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void register_node_type_sh_squeeze(ListBase *lb);
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void register_node_type_sh_dynamic(ListBase *lb);
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void register_node_type_sh_material_ext(ListBase *lb);
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void register_node_type_sh_invert(ListBase *lb);
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void register_node_type_sh_seprgb(ListBase *lb);
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void register_node_type_sh_combrgb(ListBase *lb);
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void register_node_type_sh_hue_sat(ListBase *lb);
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void register_node_type_sh_attribute(ListBase *lb);
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void register_node_type_sh_geometry(ListBase *lb);
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void register_node_type_sh_light_path(ListBase *lb);
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void register_node_type_sh_fresnel(ListBase *lb);
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void register_node_type_sh_layer_weight(ListBase *lb);
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void register_node_type_sh_tex_coord(ListBase *lb);
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void register_node_type_sh_background(ListBase *lb);
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void register_node_type_sh_bsdf_diffuse(ListBase *lb);
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void register_node_type_sh_bsdf_glossy(ListBase *lb);
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void register_node_type_sh_bsdf_glass(ListBase *lb);
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void register_node_type_sh_bsdf_translucent(ListBase *lb);
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void register_node_type_sh_bsdf_transparent(ListBase *lb);
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void register_node_type_sh_bsdf_velvet(ListBase *lb);
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void register_node_type_sh_emission(ListBase *lb);
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void register_node_type_sh_holdout(ListBase *lb);
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void register_node_type_sh_volume_transparent(ListBase *lb);
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void register_node_type_sh_volume_isotropic(ListBase *lb);
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void register_node_type_sh_mix_shader(ListBase *lb);
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void register_node_type_sh_add_shader(ListBase *lb);
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void register_node_type_sh_output_lamp(ListBase *lb);
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void register_node_type_sh_output_material(ListBase *lb);
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void register_node_type_sh_output_world(ListBase *lb);
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void register_node_type_sh_tex_image(ListBase *lb);
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void register_node_type_sh_tex_environment(ListBase *lb);
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void register_node_type_sh_tex_sky(ListBase *lb);
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void register_node_type_sh_tex_voronoi(ListBase *lb);
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void register_node_type_sh_tex_gradient(ListBase *lb);
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void register_node_type_sh_tex_magic(ListBase *lb);
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void register_node_type_sh_tex_wave(ListBase *lb);
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void register_node_type_sh_tex_musgrave(ListBase *lb);
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void register_node_type_sh_tex_noise(ListBase *lb);
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#endif
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