Files
test2/source/blender/nodes/shader/node_shader_util.hh
Bogdan Nagirniak c0a0de617c Hydra: export Blender shader nodes as MaterialX node graph
This adds initial support for rendering Cycles and EEVEE shaders in Hydra
render engines that support MaterialX. Not all nodes are currently
supported, see the detailed compatibility list in #112864.

Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl Pidhirskyi <vpidhirskyi@gmail.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/111765
2023-09-26 18:52:41 +02:00

75 lines
2.4 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#pragma once
#include <cfloat>
#include <cmath>
#include <cstring>
#include "BKE_node.hh"
#include "DNA_node_types.h"
#include "GPU_material.h"
#include "NOD_socket_declarations.hh"
#include "node_shader_register.hh"
#ifdef WITH_MATERIALX
# include "materialx/node_parser.h"
#else
# define NODE_SHADER_MATERIALX_BEGIN NodeMaterialXFunction node_shader_materialx = nullptr;
# define NODE_SHADER_MATERIALX_END
#endif
struct bContext;
typedef struct bContext bContext;
struct bNodeExecContext;
struct bNodeExecData;
struct bNodeTreeExec;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUMaterial;
bool sh_node_poll_default(const bNodeType *ntype,
const bNodeTree *ntree,
const char **r_disabled_hint);
void sh_node_type_base(bNodeType *ntype, int type, const char *name, short nclass);
void sh_fn_node_type_base(bNodeType *ntype, int type, const char *name, short nclass);
bool line_style_shader_nodes_poll(const bContext *C);
bool world_shader_nodes_poll(const bContext *C);
bool object_shader_nodes_poll(const bContext *C);
bool object_cycles_shader_nodes_poll(const bContext *C);
bool object_eevee_shader_nodes_poll(const bContext *C);
/* ********* exec data struct, remains internal *********** */
struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
{
float r[3], g[3], b[3];
};
void node_gpu_stack_from_data(GPUNodeStack *gs, int type, bNodeStack *ns);
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs);
void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link);
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link);
void node_shader_gpu_tex_mapping(GPUMaterial *mat,
bNode *node,
GPUNodeStack *in,
GPUNodeStack *out);
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec);
void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node);
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);