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blender-archive/source/blender/nodes/NOD_shader.h
Jacques Lucke 0f48b37aae Revert moving all shader nodes to c++
This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0

The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.

We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.

Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
2021-12-07 13:26:39 +01:00

149 lines
5.6 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 "BKE_node.h"
#ifdef __cplusplus
extern "C" {
#endif
extern struct bNodeTreeType *ntreeType_Shader;
/* the type definitions array */
/* ****************** types array for all shaders ****************** */
void register_node_tree_type_sh(void);
void register_node_type_sh_group(void);
void register_node_type_sh_camera(void);
void register_node_type_sh_value(void);
void register_node_type_sh_rgb(void);
void register_node_type_sh_mix_rgb(void);
void register_node_type_sh_valtorgb(void);
void register_node_type_sh_rgbtobw(void);
void register_node_type_sh_shadertorgb(void);
void register_node_type_sh_normal(void);
void register_node_type_sh_gamma(void);
void register_node_type_sh_brightcontrast(void);
void register_node_type_sh_mapping(void);
void register_node_type_sh_curve_float(void);
void register_node_type_sh_curve_vec(void);
void register_node_type_sh_curve_rgb(void);
void register_node_type_sh_map_range(void);
void register_node_type_sh_clamp(void);
void register_node_type_sh_math(void);
void register_node_type_sh_vect_math(void);
void register_node_type_sh_squeeze(void);
void register_node_type_sh_dynamic(void);
void register_node_type_sh_invert(void);
void register_node_type_sh_seprgb(void);
void register_node_type_sh_combrgb(void);
void register_node_type_sh_sephsv(void);
void register_node_type_sh_combhsv(void);
void register_node_type_sh_sepxyz(void);
void register_node_type_sh_combxyz(void);
void register_node_type_sh_hue_sat(void);
void register_node_type_sh_tex_brick(void);
void register_node_type_sh_tex_pointdensity(void);
void register_node_type_sh_attribute(void);
void register_node_type_sh_bevel(void);
void register_node_type_sh_displacement(void);
void register_node_type_sh_vector_displacement(void);
void register_node_type_sh_geometry(void);
void register_node_type_sh_light_path(void);
void register_node_type_sh_light_falloff(void);
void register_node_type_sh_object_info(void);
void register_node_type_sh_fresnel(void);
void register_node_type_sh_wireframe(void);
void register_node_type_sh_wavelength(void);
void register_node_type_sh_blackbody(void);
void register_node_type_sh_layer_weight(void);
void register_node_type_sh_tex_coord(void);
void register_node_type_sh_particle_info(void);
void register_node_type_sh_hair_info(void);
void register_node_type_sh_volume_info(void);
void register_node_type_sh_script(void);
void register_node_type_sh_normal_map(void);
void register_node_type_sh_tangent(void);
void register_node_type_sh_vector_rotate(void);
void register_node_type_sh_vect_transform(void);
void register_node_type_sh_vertex_color(void);
void register_node_type_sh_ambient_occlusion(void);
void register_node_type_sh_background(void);
void register_node_type_sh_bsdf_diffuse(void);
void register_node_type_sh_bsdf_glossy(void);
void register_node_type_sh_bsdf_glass(void);
void register_node_type_sh_bsdf_refraction(void);
void register_node_type_sh_bsdf_translucent(void);
void register_node_type_sh_bsdf_transparent(void);
void register_node_type_sh_bsdf_velvet(void);
void register_node_type_sh_bsdf_toon(void);
void register_node_type_sh_bsdf_anisotropic(void);
void register_node_type_sh_bsdf_principled(void);
void register_node_type_sh_emission(void);
void register_node_type_sh_holdout(void);
void register_node_type_sh_volume_absorption(void);
void register_node_type_sh_volume_scatter(void);
void register_node_type_sh_volume_principled(void);
void register_node_type_sh_bsdf_hair(void);
void register_node_type_sh_bsdf_hair_principled(void);
void register_node_type_sh_subsurface_scattering(void);
void register_node_type_sh_mix_shader(void);
void register_node_type_sh_add_shader(void);
void register_node_type_sh_uvmap(void);
void register_node_type_sh_uvalongstroke(void);
void register_node_type_sh_eevee_metallic(void);
void register_node_type_sh_eevee_specular(void);
void register_node_type_sh_output_light(void);
void register_node_type_sh_output_material(void);
void register_node_type_sh_output_eevee_material(void);
void register_node_type_sh_output_world(void);
void register_node_type_sh_output_linestyle(void);
void register_node_type_sh_output_aov(void);
void register_node_type_sh_tex_image(void);
void register_node_type_sh_tex_environment(void);
void register_node_type_sh_tex_sky(void);
void register_node_type_sh_tex_voronoi(void);
void register_node_type_sh_tex_gradient(void);
void register_node_type_sh_tex_magic(void);
void register_node_type_sh_tex_wave(void);
void register_node_type_sh_tex_musgrave(void);
void register_node_type_sh_tex_noise(void);
void register_node_type_sh_tex_checker(void);
void register_node_type_sh_bump(void);
void register_node_type_sh_tex_ies(void);
void register_node_type_sh_tex_white_noise(void);
void register_node_type_sh_custom_group(bNodeType *ntype);
#ifdef __cplusplus
}
#endif