Files
test2/source/blender/nodes/NOD_composite.h
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

101 lines
4.1 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation */
/** \file
* \ingroup nodes
*/
#pragma once
#include "BKE_node.h"
#ifdef __cplusplus
extern "C" {
#endif
extern struct bNodeTreeType *ntreeType_Composite;
void node_cmp_rlayers_outputs(struct bNodeTree *ntree, struct bNode *node);
void node_cmp_rlayers_register_pass(struct bNodeTree *ntree,
struct bNode *node,
struct Scene *scene,
struct ViewLayer *view_layer,
const char *name,
eNodeSocketDatatype type);
const char *node_cmp_rlayers_sock_to_pass(int sock_index);
void register_node_type_cmp_custom_group(bNodeType *ntype);
void ntreeCompositExecTree(struct Scene *scene,
struct bNodeTree *ntree,
struct RenderData *rd,
int rendering,
int do_previews,
const char *view_name);
/**
* Called from render pipeline, to tag render input and output.
* need to do all scenes, to prevent errors when you re-render 1 scene.
*/
void ntreeCompositTagRender(struct Scene *scene);
void ntreeCompositTagNeedExec(bNode *node);
/**
* Update the outputs of the render layer nodes.
* Since the outputs depend on the render engine, this part is a bit complex:
* - #ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
* - Each render layer node calls the update function of the
* render engine that's used for its scene.
* - The render engine calls RE_engine_register_pass for each pass.
* - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass.
*/
void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
void ntreeCompositClearTags(struct bNodeTree *ntree);
struct bNodeSocket *ntreeCompositOutputFileAddSocket(struct bNodeTree *ntree,
struct bNode *node,
const char *name,
const struct ImageFormatData *im_format);
int ntreeCompositOutputFileRemoveActiveSocket(struct bNodeTree *ntree, struct bNode *node);
void ntreeCompositOutputFileSetPath(struct bNode *node,
struct bNodeSocket *sock,
const char *name);
void ntreeCompositOutputFileSetLayer(struct bNode *node,
struct bNodeSocket *sock,
const char *name);
/* needed in do_versions */
void ntreeCompositOutputFileUniquePath(struct ListBase *list,
struct bNodeSocket *sock,
const char defname[],
char delim);
void ntreeCompositOutputFileUniqueLayer(struct ListBase *list,
struct bNodeSocket *sock,
const char defname[],
char delim);
void ntreeCompositColorBalanceSyncFromLGG(bNodeTree *ntree, bNode *node);
void ntreeCompositColorBalanceSyncFromCDL(bNodeTree *ntree, bNode *node);
void ntreeCompositCryptomatteSyncFromAdd(const Scene *scene, bNode *node);
void ntreeCompositCryptomatteSyncFromRemove(bNode *node);
bNodeSocket *ntreeCompositCryptomatteAddSocket(bNodeTree *ntree, bNode *node);
int ntreeCompositCryptomatteRemoveSocket(bNodeTree *ntree, bNode *node);
void ntreeCompositCryptomatteLayerPrefix(const Scene *scene,
const bNode *node,
char *r_prefix,
size_t prefix_len);
/**
* Update the runtime layer names with the crypto-matte layer names of the references render layer
* or image.
*/
void ntreeCompositCryptomatteUpdateLayerNames(const Scene *scene, bNode *node);
struct CryptomatteSession *ntreeCompositCryptomatteSession(const Scene *scene, bNode *node);
#ifdef __cplusplus
}
#endif