Nodes that are shared between Geometry and Shader nodes use the prefix sh_fn for their base type and poll functions. The compositor will also share those nodes very soon, so we generalize the name to use the prefix "common".
91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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 <cfloat>
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#include <optional>
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#include "BLI_listbase.h" // IWYU pragma: export
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#include "BKE_node.hh"
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#include "BKE_node_legacy_types.hh" // IWYU pragma: export
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#include "DNA_node_types.h"
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#include "GPU_material.hh"
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#include "NOD_socket_declarations.hh" // IWYU pragma: export
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#include "node_shader_register.hh" // IWYU pragma: export
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#ifdef WITH_MATERIALX
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# include "materialx/node_parser.h" // IWYU pragma: export
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#else
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# define NODE_SHADER_MATERIALX_BEGIN \
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blender::bke::NodeMaterialXFunction node_shader_materialx = nullptr;
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# define NODE_SHADER_MATERIALX_END
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#endif
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struct bContext;
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struct bNodeExecContext;
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struct bNodeTreeExec;
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struct GPUNodeLink;
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struct GPUNodeStack;
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struct GPUMaterial;
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bool sh_node_poll_default(const blender::bke::bNodeType *ntype,
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const bNodeTree *ntree,
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const char **r_disabled_hint);
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void sh_node_type_base(blender::bke::bNodeType *ntype,
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std::string idname,
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std::optional<int16_t> legacy_type = std::nullopt);
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void common_node_type_base(blender::bke::bNodeType *ntype,
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std::string idname,
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std::optional<int16_t> legacy_type = std::nullopt);
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bool line_style_shader_nodes_poll(const bContext *C);
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bool world_shader_nodes_poll(const bContext *C);
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bool object_shader_nodes_poll(const bContext *C);
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bool object_cycles_shader_nodes_poll(const bContext *C);
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bool object_eevee_shader_nodes_poll(const bContext *C);
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/* ********* exec data struct, remains internal *********** */
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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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};
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void node_gpu_stack_from_data(GPUNodeStack *gs, int type, bNodeStack *ns);
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void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs);
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void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link);
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void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link);
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void node_shader_gpu_tex_mapping(GPUMaterial *mat,
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bNode *node,
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GPUNodeStack *in,
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GPUNodeStack *out);
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bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
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bNodeTree *ntree,
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bNodeInstanceKey parent_key);
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void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec);
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/* If depth_level is not null, only nodes where `node->runtime->tmp_flag == depth_level` will be
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* executed. This allows finer control over node execution order without modifying the tree
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* topology. */
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void ntreeExecGPUNodes(bNodeTreeExec *exec,
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GPUMaterial *mat,
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bNode *output_node,
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const int *depth_level = nullptr);
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void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);
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bool node_socket_not_zero(const GPUNodeStack &socket);
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bool node_socket_not_white(const GPUNodeStack &socket);
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bool node_socket_not_black(const GPUNodeStack &socket);
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