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blender-archive/source/blender/nodes/texture/node_texture_util.h
Bastien Montagne 6673c76e78 Muting node patch: second part. Also fix [#27636] Muting shading nodes is ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.

However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-20 16:38:23 +00:00

125 lines
3.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/texture/node_texture_util.h
* \ingroup nodes
*/
#ifndef NODE_TEXTURE_UTIL_H_
#define NODE_TEXTURE_UTIL_H_
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_color_types.h"
#include "DNA_ipo_types.h"
#include "DNA_ID.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BKE_blender.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_texture.h"
#include "BKE_library.h"
#include "node_util.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_rand.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
typedef struct TexCallData {
TexResult *target;
float *co;
float *dxt, *dyt;
int osatex;
char do_preview;
short thread;
short which_output;
int cfra;
ShadeInput *shi;
MTex *mtex;
} TexCallData;
typedef struct TexParams {
float *co;
float *dxt, *dyt;
float *previewco;
int cfra;
int osatex;
/* optional. we don't really want these here, but image
textures need to do mapping & color correction */
ShadeInput *shi;
MTex *mtex;
} TexParams;
typedef void(*TexFn) (float *out, TexParams *params, bNode *node, bNodeStack **in, short thread);
typedef struct TexDelegate {
TexCallData *cdata;
TexFn fn;
bNode *node;
bNodeStack *in[MAX_SOCKET];
int type;
} TexDelegate;
void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread);
void tex_input_vec(float *out, bNodeStack *in, TexParams *params, short thread);
float tex_input_value(bNodeStack *in, TexParams *params, short thread);
void tex_output(bNode *node, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *data);
void tex_do_preview(bNode *node, float *coord, float *col);
void params_from_cdata(TexParams *out, TexCallData *in);
void node_tex_pass_on(void *data, int thread, struct bNode *node, void *nodedata, struct bNodeStack **in, struct bNodeStack **out);
#endif