566 lines
15 KiB
C
566 lines
15 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Bob Holcomb, Xavier Thomas
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef DNA_NODE_TYPES_H
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#define DNA_NODE_TYPES_H
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/** \file DNA_node_types.h
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* \ingroup DNA
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*/
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#include "DNA_ID.h"
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#include "DNA_vec_types.h"
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#include "DNA_listBase.h"
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#include "DNA_texture_types.h"
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struct ID;
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struct ListBase;
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struct SpaceNode;
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struct bNodeLink;
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struct bNodeType;
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struct bNodeTreeExec;
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struct AnimData;
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struct bGPdata;
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struct uiBlock;
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struct Image;
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#define NODE_MAXSTR 32
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typedef struct bNodeStack {
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float vec[4];
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float min, max;
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void *data;
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short hasinput; /* when input has link, tagged before executing */
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short hasoutput; /* when output is linked, tagged before executing */
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short datatype; /* type of data pointer */
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short sockettype; /* type of socket stack comes from, to remap linking different sockets */
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short is_copy; /* data is a copy of external data (no freeing) */
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short external; /* data is used by external nodes (no freeing) */
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short pad[2];
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} bNodeStack;
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/* ns->datatype, shadetree only */
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#define NS_OSA_VECTORS 1
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#define NS_OSA_VALUES 2
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typedef struct bNodeSocket {
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struct bNodeSocket *next, *prev, *new_sock;
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char name[32];
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void *storage; /* custom storage */
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short type, flag;
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short limit; /* max. number of links */
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short pad1;
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float locx, locy;
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void *default_value; /* default input value used for unlinked sockets */
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/* execution data */
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short stack_index; /* local stack index */
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short stack_type; /* deprecated, kept for forward compatibility */
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int pad3;
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void *cache; /* cached data from execution */
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/* internal data to retrieve relations and groups */
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int own_index; /* group socket identifiers, to find matching pairs after reading files */
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int to_index; /* XXX deprecated, only used for restoring old group node links */
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struct bNodeSocket *groupsock;
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struct bNodeLink *link; /* a link pointer, set in ntreeUpdateTree */
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/* DEPRECATED only needed for do_versions */
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bNodeStack ns; /* custom data for inputs, only UI writes in this */
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} bNodeSocket;
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/* sock->type */
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#define SOCK_FLOAT 0
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#define SOCK_VECTOR 1
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#define SOCK_RGBA 2
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#define SOCK_SHADER 3
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#define SOCK_BOOLEAN 4
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#define SOCK_MESH 5
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#define SOCK_INT 6
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#define NUM_SOCKET_TYPES 7 /* must be last! */
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/* socket side (input/output) */
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#define SOCK_IN 1
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#define SOCK_OUT 2
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/* sock->flag, first bit is select */
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/* hidden is user defined, to hide unused */
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#define SOCK_HIDDEN 2
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/* only used now for groups... */
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#define SOCK_IN_USE 4 /* XXX deprecated */
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/* unavailable is for dynamic sockets */
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#define SOCK_UNAVAIL 8
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/* dynamic socket (can be modified by user) */
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#define SOCK_DYNAMIC 16
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/* group socket should not be exposed */
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#define SOCK_INTERNAL 32
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/* socket collapsed in UI */
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#define SOCK_COLLAPSED 64
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/* hide socket value, if it gets auto default */
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#define SOCK_HIDE_VALUE 128
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typedef struct bNodePreview {
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unsigned char *rect;
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short xsize, ysize;
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int pad;
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} bNodePreview;
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/* limit data in bNode to what we want to see saved? */
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typedef struct bNode {
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struct bNode *next, *prev, *new_node;
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char name[32];
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short type, flag;
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short done, level; /* both for dependency and sorting */
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short lasty, menunr; /* lasty: check preview render status, menunr: browse ID blocks */
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short stack_index; /* for groupnode, offset in global caller stack */
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short nr; /* number of this node in list, used for UI exec events */
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ListBase inputs, outputs;
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struct bNode *parent; /* parent node */
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struct ID *id; /* optional link to libdata */
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void *storage; /* custom data, must be struct, for storage in file */
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float locx, locy; /* root offset for drawing */
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float width, height; /* node custom width and height */
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float miniwidth; /* node width if hidden */
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int update; /* update flags */
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char label[32]; /* custom user-defined label */
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short custom1, custom2; /* to be abused for buttons */
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float custom3, custom4;
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short need_exec, exec; /* need_exec is set as UI execution event, exec is flag during exec */
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void *threaddata; /* optional extra storage for use in thread (read only then!) */
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rctf totr; /* entire boundbox */
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rctf butr; /* optional buttons area */
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rctf prvr; /* optional preview area */
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bNodePreview *preview; /* optional preview image */
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struct uiBlock *block; /* runtime during drawing */
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struct bNodeType *typeinfo; /* lookup of callbacks and defaults */
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} bNode;
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/* node->flag */
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#define NODE_SELECT 1
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#define NODE_OPTIONS 2
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#define NODE_PREVIEW 4
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#define NODE_HIDDEN 8
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#define NODE_ACTIVE 16
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#define NODE_ACTIVE_ID 32
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#define NODE_DO_OUTPUT 64
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#define NODE_GROUP_EDIT 128
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/* free test flag, undefined */
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#define NODE_TEST 256
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/* composite: don't do node but pass on buffer(s) */
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#define NODE_MUTED 512
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#define NODE_CUSTOM_NAME 1024 /* deprecated! */
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/* group node types: use const outputs by default */
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#define NODE_CONST_OUTPUT (1<<11)
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/* node is always behind others */
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#define NODE_BACKGROUND (1<<12)
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/* automatic flag for nodes included in transforms */
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#define NODE_TRANSFORM (1<<13)
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/* node is active texture */
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#define NODE_ACTIVE_TEXTURE (1<<14)
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/* node->update */
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/* XXX NODE_UPDATE is a generic update flag. More fine-grained updates
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* might be used in the future, but currently all work the same way.
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*/
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#define NODE_UPDATE 0xFFFF /* generic update flag (includes all others) */
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#define NODE_UPDATE_ID 1 /* associated id data block has changed */
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typedef struct bNodeLink {
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struct bNodeLink *next, *prev;
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bNode *fromnode, *tonode;
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bNodeSocket *fromsock, *tosock;
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int flag;
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int pad;
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} bNodeLink;
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/* link->flag */
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#define NODE_LINKFLAG_HILITE 1 /* link has been successfully validated */
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#define NODE_LINK_VALID 2
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/* the basis for a Node tree, all links and nodes reside internal here */
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/* only re-usable node trees are in the library though, materials and textures allocate own tree struct */
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typedef struct bNodeTree {
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ID id;
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struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
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struct bGPdata *gpd; /* grease pencil data */
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ListBase nodes, links;
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int type, init; /* set init on fileread */
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int cur_index; /* sockets in groups have unique identifiers, adding new sockets always
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will increase this counter */
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int flag;
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int update; /* update flags */
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int nodetype; /* specific node type this tree is used for */
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ListBase inputs, outputs; /* external sockets for group nodes */
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/* execution data */
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/* XXX It would be preferable to completely move this data out of the underlying node tree,
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* so node tree execution could finally run independent of the tree itself. This would allow node trees
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* to be merely linked by other data (materials, textures, etc.), as ID data is supposed to.
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* Execution data is generated from the tree once at execution start and can then be used
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* as long as necessary, even while the tree is being modified.
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*/
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struct bNodeTreeExec *execdata;
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/* callbacks */
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void (*progress)(void *, float progress);
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void (*stats_draw)(void *, char *str);
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int (*test_break)(void *);
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void *tbh, *prh, *sdh;
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} bNodeTree;
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/* ntree->type, index */
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#define NTREE_SHADER 0
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#define NTREE_COMPOSIT 1
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#define NTREE_TEXTURE 2
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#define NUM_NTREE_TYPES 3
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/* ntree->init, flag */
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#define NTREE_TYPE_INIT 1
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/* ntree->flag */
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#define NTREE_DS_EXPAND 1 /* for animation editors */
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/* XXX not nice, but needed as a temporary flags
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* for group updates after library linking.
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*/
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#define NTREE_DO_VERSIONS_GROUP_EXPOSE 1024
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/* ntree->update */
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#define NTREE_UPDATE 0xFFFF /* generic update flag (includes all others) */
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#define NTREE_UPDATE_LINKS 1 /* links have been added or removed */
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#define NTREE_UPDATE_NODES 2 /* nodes or sockets have been added or removed */
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#define NTREE_UPDATE_GROUP_IN 16 /* group inputs have changed */
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#define NTREE_UPDATE_GROUP_OUT 32 /* group outputs have changed */
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#define NTREE_UPDATE_GROUP 48 /* group has changed (generic flag including all other group flags) */
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/* socket value structs for input buttons */
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typedef struct bNodeSocketValueInt {
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int subtype; /* RNA subtype */
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int value;
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int min, max;
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} bNodeSocketValueInt;
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typedef struct bNodeSocketValueFloat {
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int subtype; /* RNA subtype */
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float value;
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float min, max;
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} bNodeSocketValueFloat;
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typedef struct bNodeSocketValueBoolean {
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char value;
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char pad[3];
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} bNodeSocketValueBoolean;
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typedef struct bNodeSocketValueVector {
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int subtype; /* RNA subtype */
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float value[3];
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float min, max;
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} bNodeSocketValueVector;
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typedef struct bNodeSocketValueRGBA {
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float value[4];
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} bNodeSocketValueRGBA;
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/* data structs, for node->storage */
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/* this one has been replaced with ImageUser, keep it for do_versions() */
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typedef struct NodeImageAnim {
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int frames, sfra, nr;
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char cyclic, movie;
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short pad;
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} NodeImageAnim;
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typedef struct NodeBlurData {
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short sizex, sizey;
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short samples, maxspeed, minspeed, relative, aspect;
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short curved;
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float fac, percentx, percenty;
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short filtertype;
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char bokeh, gamma;
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int image_in_width, image_in_height; /* needed for absolute/relative conversions */
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} NodeBlurData;
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typedef struct NodeDBlurData {
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float center_x, center_y, distance, angle, spin, zoom;
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short iter;
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char wrap, pad;
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} NodeDBlurData;
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typedef struct NodeBilateralBlurData {
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float sigma_color, sigma_space;
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short iter, pad;
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} NodeBilateralBlurData;
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typedef struct NodeHueSat {
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float hue, sat, val;
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} NodeHueSat;
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typedef struct NodeImageFile {
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char name[256];
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short imtype, subimtype, quality, codec;
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int sfra, efra;
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} NodeImageFile;
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typedef struct NodeChroma {
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float t1,t2,t3;
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float fsize,fstrength,falpha;
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float key[4];
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short algorithm, channel;
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} NodeChroma;
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typedef struct NodeTwoXYs {
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short x1, x2, y1, y2;
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float fac_x1, fac_x2, fac_y1, fac_y2;
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} NodeTwoXYs;
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typedef struct NodeTwoFloats {
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float x, y;
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} NodeTwoFloats;
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typedef struct NodeGeometry {
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char uvname[32];
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char colname[32];
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} NodeGeometry;
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typedef struct NodeVertexCol {
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char name[32];
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} NodeVertexCol;
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/* qdn: Defocus blur node */
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typedef struct NodeDefocus {
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char bktype, pad_c1, preview, gamco;
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short samples, no_zbuf;
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float fstop, maxblur, bthresh, scale;
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float rotation, pad_f1;
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} NodeDefocus;
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typedef struct NodeScriptDict {
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void *dict; /* for PyObject *dict */
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void *node; /* for BPy_Node *node */
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} NodeScriptDict;
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/* qdn: glare node */
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typedef struct NodeGlare {
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char quality, type, iter;
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char angle, pad_c1, size, pad[2];
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float colmod, mix, threshold, fade;
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float angle_ofs, pad_f1;
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} NodeGlare;
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/* qdn: tonemap node */
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typedef struct NodeTonemap {
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float key, offset, gamma;
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float f, m, a, c;
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int type;
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} NodeTonemap;
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/* qdn: lens distortion node */
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typedef struct NodeLensDist {
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short jit, proj, fit, pad;
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} NodeLensDist;
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typedef struct NodeColorBalance {
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/* for processing */
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float slope[3];
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float offset[3];
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float power[3];
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/* for ui representation */
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float lift[3];
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float gamma[3];
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float gain[3];
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/* temp storage for inverted lift */
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float lift_lgg[3];
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float gamma_inv[3];
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} NodeColorBalance;
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typedef struct NodeColorspill {
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short limchan, unspill;
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float limscale;
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float uspillr, uspillg, uspillb;
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}NodeColorspill;
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typedef struct NodeTexBase {
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TexMapping tex_mapping;
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ColorMapping color_mapping;
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} NodeTexBase;
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typedef struct NodeTexSky {
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NodeTexBase base;
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float sun_direction[3];
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float turbidity;
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} NodeTexSky;
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typedef struct NodeTexImage {
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NodeTexBase base;
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int color_space, pad;
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} NodeTexImage;
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typedef struct NodeTexEnvironment {
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NodeTexBase base;
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int color_space, pad;
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} NodeTexEnvironment;
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typedef struct NodeTexGradient {
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NodeTexBase base;
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int gradient_type;
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int pad;
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} NodeTexGradient;
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typedef struct NodeTexNoise {
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NodeTexBase base;
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} NodeTexNoise;
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typedef struct NodeTexVoronoi {
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NodeTexBase base;
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int coloring;
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int pad;
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} NodeTexVoronoi;
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typedef struct NodeTexMusgrave {
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NodeTexBase base;
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int musgrave_type;
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int pad;
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} NodeTexMusgrave;
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typedef struct NodeTexWave {
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NodeTexBase base;
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int wave_type;
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int pad;
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} NodeTexWave;
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typedef struct NodeTexMagic {
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NodeTexBase base;
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int depth;
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int pad;
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} NodeTexMagic;
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typedef struct NodeShaderAttribute {
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char name[64];
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} NodeShaderAttribute;
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/* TEX_output */
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typedef struct TexNodeOutput {
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char name[32];
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} TexNodeOutput;
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/* comp channel matte */
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#define CMP_NODE_CHANNEL_MATTE_CS_RGB 1
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#define CMP_NODE_CHANNEL_MATTE_CS_HSV 2
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#define CMP_NODE_CHANNEL_MATTE_CS_YUV 3
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#define CMP_NODE_CHANNEL_MATTE_CS_YCC 4
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/* glossy distributions */
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#define SHD_GLOSSY_BECKMANN 0
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#define SHD_GLOSSY_SHARP 1
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#define SHD_GLOSSY_GGX 2
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/* blend texture */
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#define SHD_BLEND_LINEAR 0
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#define SHD_BLEND_QUADRATIC 1
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#define SHD_BLEND_EASING 2
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#define SHD_BLEND_DIAGONAL 3
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#define SHD_BLEND_RADIAL 4
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#define SHD_BLEND_QUADRATIC_SPHERE 5
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#define SHD_BLEND_SPHERICAL 6
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/* noise basis for textures */
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#define SHD_NOISE_PERLIN 0
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#define SHD_NOISE_VORONOI_F1 1
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#define SHD_NOISE_VORONOI_F2 2
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#define SHD_NOISE_VORONOI_F3 3
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#define SHD_NOISE_VORONOI_F4 4
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#define SHD_NOISE_VORONOI_F2_F1 5
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#define SHD_NOISE_VORONOI_CRACKLE 6
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#define SHD_NOISE_CELL_NOISE 7
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#define SHD_NOISE_SOFT 0
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#define SHD_NOISE_HARD 1
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/* voronoi texture */
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#define SHD_VORONOI_DISTANCE_SQUARED 0
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#define SHD_VORONOI_ACTUAL_DISTANCE 1
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#define SHD_VORONOI_MANHATTAN 2
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#define SHD_VORONOI_CHEBYCHEV 3
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#define SHD_VORONOI_MINKOVSKY_H 4
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#define SHD_VORONOI_MINKOVSKY_4 5
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#define SHD_VORONOI_MINKOVSKY 6
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#define SHD_VORONOI_INTENSITY 0
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#define SHD_VORONOI_CELLS 1
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/* musgrave texture */
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#define SHD_MUSGRAVE_MULTIFRACTAL 0
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#define SHD_MUSGRAVE_FBM 1
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#define SHD_MUSGRAVE_HYBRID_MULTIFRACTAL 2
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#define SHD_MUSGRAVE_RIDGED_MULTIFRACTAL 3
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#define SHD_MUSGRAVE_HETERO_TERRAIN 4
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/* wave texture */
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#define SHD_WAVE_BANDS 0
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#define SHD_WAVE_RINGS 1
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#define SHD_WAVE_SINE 0
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#define SHD_WAVE_SAW 1
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#define SHD_WAVE_TRI 2
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/* image/environment texture */
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#define SHD_COLORSPACE_LINEAR 0
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#define SHD_COLORSPACE_SRGB 1
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/* blur node */
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#define CMP_NODE_BLUR_ASPECT_NONE 0
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#define CMP_NODE_BLUR_ASPECT_Y 1
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#define CMP_NODE_BLUR_ASPECT_X 2
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#endif
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