31 row = &layout->
row(
false);
34 row = &layout->
row(
true);
62 "Match real world lights with IES files, which store the directional intensity distribution "
66 ntype.
declare = file_ns::node_declare;
68 ntype.
initfunc = file_ns::node_shader_init_tex_ies;
#define NODE_CLASS_TEXTURE
#define BLT_I18NCONTEXT_AMOUNT
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void * MEM_callocN(size_t len, const char *str)
void node_register_type(bNodeType &ntype)
void node_type_storage(bNodeType &ntype, std::optional< StringRefNull > storagename, void(*freefunc)(bNode *node), void(*copyfunc)(bNodeTree *dest_ntree, bNode *dest_node, const bNode *src_node))
static void node_shader_init_tex_ies(bNodeTree *, bNode *node)
static void node_shader_buts_ies(uiLayout *layout, bContext *, PointerRNA *ptr)
static void node_declare(NodeDeclarationBuilder &b)
void register_node_type_sh_tex_ies()
void sh_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
void node_free_standard_storage(bNode *node)
void node_copy_standard_storage(bNodeTree *, bNode *dest_node, const bNode *src_node)
int RNA_enum_get(PointerRNA *ptr, const char *name)
std::string ui_description
void(* initfunc)(bNodeTree *ntree, bNode *node)
const char * enum_name_legacy
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
uiLayout & row(bool align)
void prop(PointerRNA *ptr, PropertyRNA *prop, int index, int value, eUI_Item_Flag flag, std::optional< blender::StringRef > name_opt, int icon, std::optional< blender::StringRef > placeholder=std::nullopt)