The multi-function network system was able to compose multiple multi-functions into a new one and to evaluate that efficiently. This functionality was heavily used by the particle nodes prototype a year ago. However, since then we only used multi-functions without the need to compose them in geometry nodes. The upcoming "fields" in geometry nodes will need a way to compose multi-functions again. Unfortunately, the code removed in this commit was not ideal for this different kind of function composition. I've been working on an alternative that will be added separately when it becomes needed. I've had to update all the function nodes, because their interface depended on the multi-function network data structure a bit. The actual multi-function implementations are still the same though.
126 lines
3.7 KiB
C++
126 lines
3.7 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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#pragma once
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#include <float.h>
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_ID.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_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_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_math_base_safe.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_colormanagement.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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#include "GPU_uniform_buffer.h"
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#ifdef __cplusplus
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# include "FN_multi_function_builder.hh"
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# include "NOD_multi_function.hh"
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# include "BLI_color.hh"
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# include "BLI_float3.hh"
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extern "C" {
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#endif
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bool sh_node_poll_default(struct bNodeType *ntype,
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struct bNodeTree *ntree,
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const char **r_disabled_hint);
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void sh_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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void sh_fn_node_type_base(
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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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typedef struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
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{
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float r[3], g[3], b[3];
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} XYZ_to_RGB;
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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_bump_tex_coord(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeLink **link);
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void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeLink **link);
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void node_shader_gpu_tex_mapping(struct GPUMaterial *mat,
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struct bNode *node,
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struct GPUNodeStack *in,
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struct GPUNodeStack *out);
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void ntreeExecGPUNodes(struct bNodeTreeExec *exec,
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struct GPUMaterial *mat,
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struct bNode *output_node);
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void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);
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#ifdef __cplusplus
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}
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#endif
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