42 lines
996 B
C
42 lines
996 B
C
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup nodes
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*/
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#pragma once
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#include "BKE_node.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern struct bNodeTreeType *ntreeType_Shader;
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void register_node_type_sh_custom_group(bNodeType *ntype);
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struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree);
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void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
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/**
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* Find an output node of the shader tree.
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*
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* \note it will only return output which is NOT in the group, which isn't how
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* render engines works but it's how the GPU shader compilation works. This we
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* can change in the future and make it a generic function, but for now it stays
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* private here.
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*/
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struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
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/**
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* This one needs to work on a local tree.
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*/
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void ntreeGPUMaterialNodes(struct bNodeTree *localtree, struct GPUMaterial *mat);
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#ifdef __cplusplus
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}
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#endif
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