54 NodeItem value = get_output_default(
"Value", NodeItem::Type::Float);
55 return create_node(
"constant", NodeItem::Type::Float, {{
"value", value}});
70 ntype.
ui_description =
"Input numerical values to other nodes in the tree";
73 ntype.
declare = file_ns::sh_node_value_declare;
74 ntype.
gpu_fn = file_ns::gpu_shader_value;
bool GPU_link(GPUMaterial *mat, const char *name,...)
GPUNodeLink * GPU_uniform(const float *num)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void construct_and_set_matching_fn(Args &&...args)
void node_register_type(bNodeType &ntype)
bool value_node_has_gizmo(const bNodeTree &tree, const bNode &node)
static int gpu_shader_value(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *, GPUNodeStack *out)
static void sh_node_value_declare(NodeDeclarationBuilder &b)
static void sh_node_value_build_multi_function(NodeMultiFunctionBuilder &builder)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void common_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
void register_node_type_sh_value()
NodeMaterialXFunction materialx_fn
std::string ui_description
NodeGPUExecFunction gpu_fn
NodeMultiFunctionBuildFunction build_multi_function
const char * enum_name_legacy
NodeDeclareFunction declare
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)