Before the add node search refactor and link-drag-search, nodes were filtered out based on whether they worked with the active render engine. For example, the Principled Hair BSDF node doesn't work with EEVEE, so it isn't displayed in the UI. While we might want to relax this in the future, we have no better way to show that they don't work right now, so it's best to keep that behavior. The filtering is implemented with a new node type callback, mainly to reduce the boilerplate of implementing many node search callbacks otherwise. It's also relatively clear this way I think. The only downside is that now there are three poll functions. I didn't port the "eevee_cycles_shader_nodes_poll" to the new searches, since I don't understand the purpose of it. Pull Request: https://projects.blender.org/blender/blender/pulls/106829
106 lines
3.3 KiB
C++
106 lines
3.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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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 <cmath>
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#include <cstring>
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#include "BLI_blenlib.h"
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#include "BLI_color.hh"
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#include "BLI_math.h"
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#include "BLI_math_base_safe.h"
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#include "BLI_math_vector.hh"
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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 "BLT_translation.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 "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 "FN_multi_function_builder.hh"
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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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#include "IMB_colormanagement.h"
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#include "MEM_guardedalloc.h"
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#include "NOD_multi_function.hh"
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#include "NOD_shader.h"
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#include "NOD_socket_declarations.hh"
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#include "node_shader_register.hh"
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#include "node_util.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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#include "RNA_access.h"
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bool sh_node_poll_default(const struct bNodeType *ntype,
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const struct bNodeTree *ntree,
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const char **r_disabled_hint);
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void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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void sh_fn_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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bool line_style_shader_nodes_poll(const struct bContext *C);
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bool world_shader_nodes_poll(const struct bContext *C);
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bool object_shader_nodes_poll(const struct bContext *C);
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bool object_cycles_shader_nodes_poll(const struct bContext *C);
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bool object_eevee_shader_nodes_poll(const struct 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(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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struct bNodeTreeExec *ntreeShaderBeginExecTree_internal(struct bNodeExecContext *context,
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struct bNodeTree *ntree,
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bNodeInstanceKey parent_key);
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void ntreeShaderEndExecTree_internal(struct bNodeTreeExec *exec);
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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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