Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
108 lines
4.2 KiB
C
108 lines
4.2 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 "BKE_node.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Scene;
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struct RenderData;
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struct Render;
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struct ViewLayer;
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extern struct bNodeTreeType *ntreeType_Composite;
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void node_cmp_rlayers_outputs(struct bNodeTree *ntree, struct bNode *node);
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void node_cmp_rlayers_register_pass(struct bNodeTree *ntree,
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struct bNode *node,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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eNodeSocketDatatype type);
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const char *node_cmp_rlayers_sock_to_pass(int sock_index);
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void register_node_type_cmp_custom_group(bNodeType *ntype);
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void ntreeCompositExecTree(struct Render *render,
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struct Scene *scene,
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struct bNodeTree *ntree,
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struct RenderData *rd,
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bool rendering,
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int do_previews,
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const char *view_name);
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/**
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* Called from render pipeline, to tag render input and output.
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* need to do all scenes, to prevent errors when you re-render 1 scene.
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*/
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void ntreeCompositTagRender(struct Scene *scene);
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void ntreeCompositTagNeedExec(bNode *node);
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/**
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* Update the outputs of the render layer nodes.
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* Since the outputs depend on the render engine, this part is a bit complex:
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* - #ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
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* - Each render layer node calls the update function of the
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* render engine that's used for its scene.
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* - The render engine calls RE_engine_register_pass for each pass.
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* - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass.
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*/
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void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
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void ntreeCompositClearTags(struct bNodeTree *ntree);
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struct bNodeSocket *ntreeCompositOutputFileAddSocket(struct bNodeTree *ntree,
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struct bNode *node,
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const char *name,
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const struct ImageFormatData *im_format);
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int ntreeCompositOutputFileRemoveActiveSocket(struct bNodeTree *ntree, struct bNode *node);
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void ntreeCompositOutputFileSetPath(struct bNode *node,
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struct bNodeSocket *sock,
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const char *name);
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void ntreeCompositOutputFileSetLayer(struct bNode *node,
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struct bNodeSocket *sock,
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const char *name);
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/* needed in do_versions */
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void ntreeCompositOutputFileUniquePath(struct ListBase *list,
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struct bNodeSocket *sock,
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const char defname[],
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char delim);
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void ntreeCompositOutputFileUniqueLayer(struct ListBase *list,
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struct bNodeSocket *sock,
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const char defname[],
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char delim);
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void ntreeCompositColorBalanceSyncFromLGG(bNodeTree *ntree, bNode *node);
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void ntreeCompositColorBalanceSyncFromCDL(bNodeTree *ntree, bNode *node);
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void ntreeCompositCryptomatteSyncFromAdd(const Scene *scene, bNode *node);
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void ntreeCompositCryptomatteSyncFromRemove(bNode *node);
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bNodeSocket *ntreeCompositCryptomatteAddSocket(bNodeTree *ntree, bNode *node);
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int ntreeCompositCryptomatteRemoveSocket(bNodeTree *ntree, bNode *node);
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void ntreeCompositCryptomatteLayerPrefix(const Scene *scene,
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const bNode *node,
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char *r_prefix,
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size_t prefix_maxncpy);
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/**
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* Update the runtime layer names with the crypto-matte layer names of the references render layer
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* or image.
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*/
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void ntreeCompositCryptomatteUpdateLayerNames(const Scene *scene, bNode *node);
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struct CryptomatteSession *ntreeCompositCryptomatteSession(const Scene *scene, bNode *node);
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#ifdef __cplusplus
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}
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#endif
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