Blender V4.3
node_shader_util.hh File Reference
#include <cfloat>
#include <cmath>
#include "BKE_node.hh"
#include "DNA_node_types.h"
#include "GPU_material.hh"
#include "NOD_socket_declarations.hh"
#include "node_shader_register.hh"

Go to the source code of this file.

Classes

struct  XYZ_to_RGB
 

Macros

#define NODE_SHADER_MATERIALX_BEGIN    blender::bke::NodeMaterialXFunction node_shader_materialx = nullptr;
 
#define NODE_SHADER_MATERIALX_END
 

Functions

bool sh_node_poll_default (const blender::bke::bNodeType *ntype, const bNodeTree *ntree, const char **r_disabled_hint)
 
void sh_node_type_base (blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
 
void sh_fn_node_type_base (blender::bke::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)
 
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)
 
bNodeTreeExecntreeShaderBeginExecTree_internal (bNodeExecContext *context, bNodeTree *ntree, bNodeInstanceKey parent_key)
 
void ntreeShaderEndExecTree_internal (bNodeTreeExec *exec)
 
void ntreeExecGPUNodes (bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node, int *depth_level=nullptr)
 
void get_XYZ_to_RGB_for_gpu (XYZ_to_RGB *data)
 
bool node_socket_not_zero (const GPUNodeStack &socket)
 
bool node_socket_not_white (const GPUNodeStack &socket)
 
bool node_socket_not_black (const GPUNodeStack &socket)
 

Macro Definition Documentation

◆ NODE_SHADER_MATERIALX_BEGIN

#define NODE_SHADER_MATERIALX_BEGIN    blender::bke::NodeMaterialXFunction node_shader_materialx = nullptr;

Definition at line 27 of file node_shader_util.hh.

◆ NODE_SHADER_MATERIALX_END

#define NODE_SHADER_MATERIALX_END

Definition at line 29 of file node_shader_util.hh.

Function Documentation

◆ get_XYZ_to_RGB_for_gpu()

void get_XYZ_to_RGB_for_gpu ( XYZ_to_RGB * data)

◆ line_style_shader_nodes_poll()

bool line_style_shader_nodes_poll ( const bContext * C)

◆ node_data_from_gpu_stack()

◆ node_gpu_stack_from_data()

◆ node_shader_gpu_bump_tex_coord()

◆ node_shader_gpu_default_tex_coord()

◆ node_shader_gpu_tex_mapping()

◆ node_socket_not_black()

◆ node_socket_not_white()

◆ node_socket_not_zero()

◆ ntreeExecGPUNodes()

void ntreeExecGPUNodes ( bNodeTreeExec * exec,
GPUMaterial * mat,
bNode * output_node,
int * depth_level = nullptr )

◆ ntreeShaderBeginExecTree_internal()

bNodeTreeExec * ntreeShaderBeginExecTree_internal ( bNodeExecContext * context,
bNodeTree * ntree,
bNodeInstanceKey parent_key )

◆ ntreeShaderEndExecTree_internal()

void ntreeShaderEndExecTree_internal ( bNodeTreeExec * exec)

◆ object_cycles_shader_nodes_poll()

◆ object_eevee_shader_nodes_poll()

bool object_eevee_shader_nodes_poll ( const bContext * C)

◆ object_shader_nodes_poll()

◆ sh_fn_node_type_base()

◆ sh_node_poll_default()

bool sh_node_poll_default ( const blender::bke::bNodeType * ntype,
const bNodeTree * ntree,
const char ** r_disabled_hint )

◆ sh_node_type_base()

void sh_node_type_base ( blender::bke::bNodeType * ntype,
int type,
const char * name,
short nclass )

Definition at line 50 of file node_shader_util.cc.

References blender::bke::bNodeType::gather_link_search_ops, blender::bke::bNodeType::insert_link, node_insert_link_default(), blender::bke::node_type_base(), blender::bke::bNodeType::poll, blender::nodes::search_link_ops_for_basic_node(), and sh_node_poll_default().

Referenced by register_node_type_sh_add_shader(), register_node_type_sh_ambient_occlusion(), register_node_type_sh_attribute(), register_node_type_sh_background(), register_node_type_sh_bevel(), register_node_type_sh_brightcontrast(), register_node_type_sh_bsdf_diffuse(), register_node_type_sh_bsdf_glass(), register_node_type_sh_bsdf_glossy(), register_node_type_sh_bsdf_hair(), register_node_type_sh_bsdf_hair_principled(), register_node_type_sh_bsdf_metallic(), register_node_type_sh_bsdf_principled(), register_node_type_sh_bsdf_ray_portal(), register_node_type_sh_bsdf_refraction(), register_node_type_sh_bsdf_sheen(), register_node_type_sh_bsdf_toon(), register_node_type_sh_bsdf_translucent(), register_node_type_sh_bsdf_transparent(), register_node_type_sh_bump(), register_node_type_sh_camera(), register_node_type_sh_combcolor(), register_node_type_sh_combhsv(), register_node_type_sh_displacement(), register_node_type_sh_eevee_specular(), register_node_type_sh_emission(), register_node_type_sh_fresnel(), register_node_type_sh_gamma(), register_node_type_sh_geometry(), register_node_type_sh_hair_info(), register_node_type_sh_holdout(), register_node_type_sh_hue_sat(), register_node_type_sh_invert(), register_node_type_sh_layer_weight(), register_node_type_sh_light_falloff(), register_node_type_sh_light_path(), register_node_type_sh_mapping(), register_node_type_sh_mix_shader(), register_node_type_sh_normal(), register_node_type_sh_normal_map(), register_node_type_sh_object_info(), register_node_type_sh_output_aov(), register_node_type_sh_output_light(), register_node_type_sh_output_linestyle(), register_node_type_sh_output_material(), register_node_type_sh_output_world(), register_node_type_sh_particle_info(), register_node_type_sh_point_info(), register_node_type_sh_rgb(), register_node_type_sh_rgbtobw(), register_node_type_sh_script(), register_node_type_sh_sepcolor(), register_node_type_sh_sephsv(), register_node_type_sh_shadertorgb(), register_node_type_sh_squeeze(), register_node_type_sh_subsurface_scattering(), register_node_type_sh_tangent(), register_node_type_sh_tex_coord(), register_node_type_sh_tex_environment(), register_node_type_sh_tex_ies(), register_node_type_sh_tex_image(), register_node_type_sh_tex_pointdensity(), register_node_type_sh_tex_sky(), register_node_type_sh_uvalongstroke(), register_node_type_sh_uvmap(), register_node_type_sh_vect_transform(), register_node_type_sh_vector_displacement(), register_node_type_sh_vertex_color(), register_node_type_sh_volume_absorption(), register_node_type_sh_volume_info(), register_node_type_sh_volume_principled(), register_node_type_sh_volume_scatter(), register_node_type_sh_wavelength(), register_node_type_sh_wireframe(), and sh_fn_node_type_base().

◆ world_shader_nodes_poll()

bool world_shader_nodes_poll ( const bContext * C)