27 .default_value({1.0f, 1.0f, 1.0f, 1.0f})
30 .default_value({1.0f, 0.0f, 0.0f})
56 if (
get_input(
"Image").is_single_value()) {
66 if (!nearest_neighbour) {
72 if (nearest_neighbour) {
116 "compositor_map_uv_anisotropic";
134 ntype.
declare = file_ns::cmp_node_map_uv_declare;
135 ntype.
draw_buttons = file_ns::node_composit_buts_map_uv;
137 ntype.
initfunc = file_ns::node_composit_init_map_uv;
#define NODE_CLASS_DISTORT
@ CMP_NODE_MAP_UV_FILTERING_NEAREST
@ CMP_NODE_MAP_UV_FILTERING_ANISOTROPIC
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
void GPU_shader_bind(GPUShader *shader)
void GPU_texture_anisotropic_filter(GPUTexture *texture, bool use_aniso)
void GPU_texture_extend_mode(GPUTexture *texture, GPUSamplerExtendMode extend_mode)
@ GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER
void GPU_texture_mipmap_mode(GPUTexture *texture, bool use_mipmap, bool use_filter)
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
struct GPUShader GPUShader
int compositor_domain_priority() const
char const * get_shader_name()
bool get_nearest_neighbour()
float get_gradient_attenuation_factor()
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
NodeOperation(Context &context, DNode node)
const bNode & bnode() const
Result & get_input(StringRef identifier) const
Result & get_result(StringRef identifier)
Context & context() const
virtual Domain compute_domain()
void bind_as_image(GPUShader *shader, const char *image_name, bool read=false) const
void pass_through(Result &target)
void unbind_as_texture() const
void unbind_as_image() const
void allocate_texture(Domain domain, bool from_pool=true)
void bind_as_texture(GPUShader *shader, const char *texture_name) const
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
static void node_composit_init_map_uv(bNodeTree *, bNode *node)
static void cmp_node_map_uv_declare(NodeDeclarationBuilder &b)
static void node_composit_buts_map_uv(uiLayout *layout, bContext *, PointerRNA *ptr)
static NodeOperation * get_compositor_operation(Context &context, DNode node)
void compute_dispatch_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size=int2(16))
void register_node_type_cmp_mapuv()
void cmp_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeGetCompositorOperationFunction get_compositor_operation
void(* initfunc)(bNodeTree *ntree, bNode *node)
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare