18 b.add_input<
decl::Float>(
"Size").default_value(0.01f).min(0.0f).max(100.0f);
45 return get_output_default(socket_out_->identifier, NodeItem::Type::Float);
62 "Retrieve the edges of an object as it appears to Cycles.\nNote: as meshes are triangulated "
63 "before being processed by Cycles, topology will always appear triangulated";
66 ntype.
declare = file_ns::node_declare;
67 ntype.
draw_buttons = file_ns::node_shader_buts_wireframe;
68 ntype.
gpu_fn = file_ns::node_shader_gpu_wireframe;
#define SH_NODE_WIREFRAME
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
@ GPU_MATFLAG_BARYCENTRIC
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void node_register_type(bNodeType &ntype)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_wireframe(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_wireframe(uiLayout *layout, bContext *, PointerRNA *ptr)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void sh_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
void register_node_type_sh_wireframe()
NodeMaterialXFunction materialx_fn
std::string ui_description
NodeGPUExecFunction gpu_fn
const char * enum_name_legacy
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
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)