81 #define DEFAULT_FLAGS UI_ITEM_R_SPLIT_EMPTY_NAME
144 if (
node->custom1 <
node->custom2) {
167 #define SAMPLE_FLT_ISNONE FLT_MAX
251 totr.
xmin =
node->totr.xmax - 20.0f;
266 if (
x >= totr.
xmin && x < totr.xmin + size && y >= totr.
ymin &&
y < totr.
ymax) {
286 const float margin = 1.5f *
U.widget_unit;
301 if (tnode->parent !=
node) {
306 rctf noderect = tnode->totr;
307 noderect.
xmin -= margin;
308 noderect.
xmax += margin;
309 noderect.
ymin -= margin;
310 noderect.
ymax += margin;
328 node->height = -ymax +
node->offsety;
338 const int font_size =
data->label_size / aspect;
357 const int label_height = ((margin / aspect) + (ascender * aspect));
363 float y = rct->
ymax - label_height;
372 const float line_spacing = (line_height_max * aspect);
376 x = rct->
xmin + margin;
377 y = rct->
ymax - (label_height + line_spacing);
379 int y_min =
y + ((margin * 2) - (
y - rct->
ymin));
385 y - (
floorf(((
y - rct->
ymin) - (margin * 2)) / line_spacing) * line_spacing),
386 rct->
xmin + line_width,
396 y -= line_spacing * info.
lines;
429 const float alpha = color[3];
468 const float size = 10.0f;
478 if (
x >= totr.xmax -
size && x < totr.xmax && y >= totr.ymin &&
y < totr.ymax) {
481 if (
x >= totr.xmin && x < totr.xmin + size && y >= totr.ymin &&
y < totr.ymax) {
484 if (
x >= totr.xmin && x < totr.xmax && y >= totr.ymax -
size &&
y < totr.ymax) {
487 if (
x >= totr.xmin && x < totr.xmax && y >= totr.ymin &&
y < totr.ymin +
size) {
501 #define NODE_REROUTE_SIZE 8.0f
516 nsock =
node->inputs.first;
553 float debug_color[4];
576 if (
node->label[0] !=
'\0') {
611 const float tweak_radius_sq =
square_f(24.0f);
614 float dx = sock->
locx -
x;
615 float dy = sock->
locy -
y;
616 return (dx * dx + dy * dy <= tweak_radius_sq);
621 switch (ntype->
type) {
646 const bool show_layer_selection,
647 const bool show_color_management)
669 uiItemL(layout, numstr, ICON_NONE);
687 if (show_color_management) {
931 layout,
ptr,
"vertex_attribute_name", &ob_ptr,
"vertex_groups",
"", ICON_NONE);
935 if (obdata_ptr.data) {
937 layout,
ptr,
"vertex_attribute_name", &obdata_ptr,
"vertex_colors",
"", ICON_NONE);
974 if (
U.experimental.use_sculpt_vertex_colors &&
977 layout,
ptr,
"layer_name", &dataptr,
"sculpt_vertex_colors",
"", ICON_GROUP_VCOL);
980 uiItemPointerR(layout,
ptr,
"layer_name", &dataptr,
"vertex_colors",
"", ICON_GROUP_VCOL);
984 uiItemL(layout,
"No mesh in active object.", ICON_ERROR);
1112 uiItemO(row,
"", ICON_FILE_REFRESH,
"node.shader_script_update");
1170 switch (ntype->
type) {
1341 if (!imaptr->
data) {
1411 const char *layer_name;
1911 uiItemO(layout,
IFACE_(
"Add Input"), ICON_ADD,
"NODE_OT_output_file_add_socket");
1926 "active_input_index",
1945 "active_input_index",
1967 if (active_input_ptr.
data) {
1975 "NODE_OT_output_file_remove_active_socket",
1990 "NODE_OT_output_file_remove_active_socket",
2006 const bool use_node_format =
RNA_boolean_get(&active_input_ptr,
"use_node_format");
2008 if ((!is_exr && use_node_format) || (!is_socket_exr && !use_node_format)) {
2334 "NODE_OT_switch_view_update",
2380 if (
node->custom1 == 0) {
2381 const float backdropWidth = backdrop->
x;
2382 const float backdropHeight = backdrop->
y;
2383 const float cx =
x + snode->
zoom * backdropWidth *
node->custom3;
2384 const float cy =
y + snode->
zoom * backdropHeight *
node->custom4;
2385 const float cross_size = 12 *
U.pixelsize;
2409 const float backdropWidth = backdrop->
x;
2410 const float backdropHeight = backdrop->
y;
2411 const float aspect = backdropWidth / backdropHeight;
2412 const float rad = -boxmask->
rotation;
2413 const float cosine =
cosf(rad);
2414 const float sine =
sinf(rad);
2415 const float halveBoxWidth = backdropWidth * (boxmask->
width / 2.0f);
2416 const float halveBoxHeight = backdropHeight * (boxmask->
height / 2.0f) * aspect;
2418 float cx, cy, x1,
x2, x3, x4;
2419 float y1, y2, y3, y4;
2421 cx =
x + snode->
zoom * backdropWidth * boxmask->
x;
2422 cy =
y + snode->
zoom * backdropHeight * boxmask->
y;
2424 x1 = cx - (cosine * halveBoxWidth + sine * halveBoxHeight) * snode->
zoom;
2425 x2 = cx - (cosine * -halveBoxWidth + sine * halveBoxHeight) * snode->
zoom;
2426 x3 = cx - (cosine * -halveBoxWidth + sine * -halveBoxHeight) * snode->
zoom;
2427 x4 = cx - (cosine * halveBoxWidth + sine * -halveBoxHeight) * snode->
zoom;
2428 y1 = cy - (-sine * halveBoxWidth + cosine * halveBoxHeight) * snode->
zoom;
2429 y2 = cy - (-sine * -halveBoxWidth + cosine * halveBoxHeight) * snode->
zoom;
2430 y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->
zoom;
2431 y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->
zoom;
2454 const float backdropWidth = backdrop->
x;
2455 const float backdropHeight = backdrop->
y;
2456 const float aspect = backdropWidth / backdropHeight;
2457 const float rad = -ellipsemask->
rotation;
2458 const float cosine =
cosf(rad);
2459 const float sine =
sinf(rad);
2460 const float halveBoxWidth = backdropWidth * (ellipsemask->
width / 2.0f);
2461 const float halveBoxHeight = backdropHeight * (ellipsemask->
height / 2.0f) * aspect;
2463 float cx, cy, x1,
x2, x3, x4;
2464 float y1, y2, y3, y4;
2466 cx =
x + snode->
zoom * backdropWidth * ellipsemask->
x;
2467 cy =
y + snode->
zoom * backdropHeight * ellipsemask->
y;
2469 x1 = cx - (cosine * halveBoxWidth + sine * halveBoxHeight) * snode->
zoom;
2470 x2 = cx - (cosine * -halveBoxWidth + sine * halveBoxHeight) * snode->
zoom;
2471 x3 = cx - (cosine * -halveBoxWidth + sine * -halveBoxHeight) * snode->
zoom;
2472 x4 = cx - (cosine * halveBoxWidth + sine * -halveBoxHeight) * snode->
zoom;
2473 y1 = cy - (-sine * halveBoxWidth + cosine * halveBoxHeight) * snode->
zoom;
2474 y2 = cy - (-sine * -halveBoxWidth + cosine * halveBoxHeight) * snode->
zoom;
2475 y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->
zoom;
2476 y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->
zoom;
2656 col,
ptr,
"plane_track_name", &object_ptr,
"plane_tracks",
"", ICON_ANIM_DATA);
2659 uiItemR(layout,
ptr,
"plane_track_name", 0,
"", ICON_ANIM_DATA);
2701 uiItemO(layout,
IFACE_(
"Add Crypto Layer"), ICON_ADD,
"NODE_OT_cryptomatte_layer_add");
2702 uiItemO(layout,
IFACE_(
"Remove Crypto Layer"), ICON_REMOVE,
"NODE_OT_cryptomatte_layer_remove");
2749 #ifndef WITH_OPENIMAGEDENOISE
2750 uiItemL(layout,
IFACE_(
"Disabled, built without OpenImageDenoise"), ICON_ERROR);
2755 uiItemL(layout,
IFACE_(
"Disabled, CPU with SSE4.1 is required"), ICON_ERROR);
2766 switch (ntype->
type) {
3147 switch (ntype->
type) {
3213 for (stemp = ntype->
inputs; stemp->
type >= 0; stemp++) {
3218 for (stemp = ntype->
outputs; stemp->
type >= 0; stemp++) {
3228 const char *
UNUSED(text))
3230 uiItemL(layout,
IFACE_(
"Undefined Socket Type"), ICON_ERROR);
3248 uiItemL(layout,
IFACE_(
"Undefined Socket Type"), ICON_ERROR);
3328 {0.63, 0.63, 0.63, 1.0},
3329 {0.39, 0.39, 0.78, 1.0},
3330 {0.78, 0.78, 0.16, 1.0},
3331 {0.39, 0.78, 0.39, 1.0},
3332 {0.80, 0.65, 0.84, 1.0},
3333 {0.0, 0.0, 0.0, 1.0},
3334 {0.25, 0.75, 0.26, 1.0},
3335 {0.44, 0.70, 1.00, 1.0},
3336 {0.93, 0.62, 0.36, 1.0},
3337 {0.89, 0.76, 0.43, 1.0},
3338 {0.00, 0.84, 0.64, 1.0},
3339 {0.96, 0.96, 0.96, 1.0},
3395 const char *imtype_name;
3404 uiItemL(row, imtype_name, ICON_NONE);
3570 if (parent_key.
value != active_viewer_key.
value) {
3594 const float x = (region->
winx - snode->
zoom * ibuf->
x) / 2 + snode->
xof;
3595 const float y = (region->
winy - snode->
zoom * ibuf->
y) / 2 + snode->
yof;
3603 if (
node->typeinfo->draw_backdrop) {
3604 node->typeinfo->draw_backdrop(snode, ibuf,
node,
x,
y);
3611 viewer_border->
xmin < viewer_border->
xmax && viewer_border->
ymin < viewer_border->
ymax) {
3614 x + snode->
zoom * viewer_border->
xmin * ibuf->
x,
3615 x + snode->
zoom * viewer_border->
xmax * ibuf->
x,
3616 y + snode->
zoom * viewer_border->
ymin * ibuf->
y,
3617 y + snode->
zoom * viewer_border->
ymax * ibuf->
y);
3642 float cursor[2] = {0.0f, 0.0f};
3652 int toreroute, fromreroute;
3666 if (snode ==
NULL) {
3685 if (snode ==
NULL) {
3702 const float dist = curving * 0.10f *
fabsf(vec[0][0] - vec[3][0]);
3703 const float deltax = vec[3][0] - vec[0][0];
3704 const float deltay = vec[3][1] - vec[0][1];
3708 vec[1][1] = vec[0][1];
3709 vec[1][0] = vec[0][0] + (deltax > 0 ? dist : -dist);
3712 vec[1][0] = vec[0][0];
3713 vec[1][1] = vec[0][1] + (deltay > 0 ? dist : -dist);
3717 vec[1][0] = vec[0][0] + dist;
3718 vec[1][1] = vec[0][1];
3722 vec[2][1] = vec[3][1];
3723 vec[2][0] = vec[3][0] + (deltax > 0 ? -dist : dist);
3726 vec[2][0] = vec[3][0];
3727 vec[2][1] = vec[3][1] + (deltay > 0 ? -dist : dist);
3731 vec[2][0] = vec[3][0] - dist;
3732 vec[2][1] = vec[3][1];
3735 if (v2d &&
min_ffff(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) > v2d->
cur.
xmax) {
3738 if (v2d &&
max_ffff(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) < v2d->
cur.
xmin) {
3749 float coord_array[][2],
3757 vec[0][0], vec[1][0], vec[2][0], vec[3][0], coord_array[0] + 0, resol,
sizeof(
float[2]));
3759 vec[0][1], vec[1][1], vec[2][1], vec[3][1], coord_array[0] + 1, resol,
sizeof(
float[2]));
3766 #define NODELINK_GROUP_SIZE 256
3767 #define LINK_RESOL 24
3768 #define LINK_WIDTH (2.5f * UI_DPI_FAC)
3769 #define ARROW_SIZE (7 * UI_DPI_FAC)
3773 static float arrow_verts[3][2] = {{-1.0f, 1.0f}, {0.0f, 0.0f}, {-1.0f, -1.0f}};
3775 static float mute_verts[3][2] = {{0.7071f, 1.0f}, {0.7071f, 0.0f}, {0.7071f, -1.0f}};
3834 for (
int k = 0; k < 2; k++) {
3835 uchar uv[2] = {0, 0};
3836 float pos[2] = {0.0f, 0.0f};
3837 float exp[2] = {0.0f, 1.0f};
3861 for (
int i = 0; i < 3; i++) {
3880 for (
int i = 0; i < 3; ++i) {
3950 float colors[6][4] = {{0.0f}};
4007 colid[3] = drawarrow;
4009 muted[0] = drawmuted;
4037 snode, vec[0], vec[1], vec[2], vec[3], th_col1, th_col2, th_col3, drawarrow, drawmuted);
4041 float colors[3][4] = {{0.0f}};
4042 if (th_col3 != -1) {
4049 float link_preselection_highlight_color[4];
4051 copy_v4_v4(colors[2], link_preselection_highlight_color);
typedef float(TangentPoint)[2]
void immDrawBorderCorners(unsigned int pos, const struct rcti *border, float zoomx, float zoomy)
struct Scene * CTX_data_scene(const bContext *C)
PointerRNA CTX_data_pointer_get(const bContext *C, const char *member)
struct Main * CTX_data_main(const bContext *C)
void BKE_curve_forward_diff_bezier(float q0, float q1, float q2, float q3, float *p, int it, int stride)
void BKE_image_release_ibuf(struct Image *ima, struct ImBuf *ibuf, void *lock)
struct ImBuf * BKE_image_acquire_ibuf(struct Image *ima, struct ImageUser *iuser, void **r_lock)
struct Image * BKE_image_ensure_viewer(struct Main *bmain, int type, const char *name)
int BKE_image_user_frame_get(const struct ImageUser *iuser, int cfra, bool *r_is_in_range)
bool BKE_image_is_dirty(struct Image *image)
#define NODE_TYPES_BEGIN(ntype)
#define SH_NODE_TEX_GRADIENT
#define CMP_NODE_MAP_RANGE
#define SH_NODE_TEX_MAGIC
#define CMP_TRACKPOS_ABSOLUTE_FRAME
#define SH_NODE_OUTPUT_WORLD
#define CMP_NODE_KEYINGSCREEN
#define TEX_NODE_PROC_MAX
#define SH_NODE_BSDF_PRINCIPLED
#define SH_NODE_VECTOR_ROTATE
#define CMP_NODE_BILATERALBLUR
#define CMP_NODE_TRANSLATE
#define CMP_TRACKPOS_RELATIVE_FRAME
struct bNodeType NodeTypeUndefined
#define SH_NODE_SUBSURFACE_SCATTERING
#define CMP_NODE_COLORBALANCE
#define SH_NODE_MAP_RANGE
#define SH_NODE_UVALONGSTROKE
#define CMP_NODE_BOKEHIMAGE
#define CMP_NODE_DIFF_MATTE
#define SH_NODE_TEX_ENVIRONMENT
#define SH_NODE_NORMAL_MAP
#define CMP_NODE_ALPHAOVER
#define CMP_SCALE_RENDERPERCENT
#define CMP_NODE_CHROMA_MATTE
#define SH_NODE_WIREFRAME
#define CMP_NODE_PLANETRACKDEFORM
#define CMP_NODE_MOVIECLIP
void nodeLabel(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen)
#define CMP_NODE_LENSDIST
#define CMP_NODE_CRYPTOMATTE_LEGACY
#define CMP_NODE_TRACKPOS
#define CMP_NODE_OUTPUT_FILE
#define CMP_NODE_COLORCORRECTION
#define SH_NODE_BSDF_HAIR
#define CMP_NODE_DOUBLEEDGEMASK
#define SH_NODE_BSDF_ANISOTROPIC
#define CMP_NODE_STABILIZE2D
#define SH_NODE_TEX_POINTDENSITY
#define SH_NODE_CURVE_RGB
#define NODE_RESIZE_BOTTOM
#define CMP_NODE_MASK_BOX
#define TEX_NODE_CURVE_TIME
#define CMP_CRYPTOMATTE_SRC_RENDER
#define SH_NODE_BSDF_GLASS
struct bNodeSocketType NodeSocketTypeUndefined
const bNodeInstanceKey NODE_INSTANCE_KEY_NONE
#define CMP_NODE_R_LAYERS
#define CMP_NODE_CURVE_VEC
#define SH_NODE_DISPLACEMENT
#define CMP_NODE_COLOR_MATTE
#define CMP_NODE_SUNBEAMS
#define NODE_RESIZE_RIGHT
#define SH_NODE_OUTPUT_AOV
#define CMP_NODE_BRIGHTCONTRAST
#define SH_NODE_TEX_MUSGRAVE
#define SH_NODE_ATTRIBUTE
struct MovieTrackingObject * BKE_tracking_object_get_named(struct MovieTracking *tracking, const char *name)
void BLF_aspect(int fontid, float x, float y, float z)
void BLF_color3ubv(int fontid, const unsigned char rgb[3])
float BLF_width(int fontid, const char *str, size_t len) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL()
void BLF_draw(int fontid, const char *str, size_t len) ATTR_NONNULL(2)
#define BLF_DRAW_STR_DUMMY_MAX
void BLF_disable(int fontid, int option)
float BLF_ascender(int fontid) ATTR_WARN_UNUSED_RESULT
void BLF_draw_ex(int fontid, const char *str, size_t len, struct ResultBLF *r_info) ATTR_NONNULL(2)
void BLF_size(int fontid, int size, int dpi)
void BLF_enable(int fontid, int option)
int BLF_height_max(int fontid) ATTR_WARN_UNUSED_RESULT
void BLF_clipping(int fontid, float xmin, float ymin, float xmax, float ymax)
void BLF_wordwrap(int fontid, int wrap_width)
void BLF_position(int fontid, float x, float y, float z)
#define LISTBASE_FOREACH(type, var, list)
MINLINE float max_ffff(float a, float b, float c, float d)
MINLINE float min_ffff(float a, float b, float c, float d)
MINLINE float square_f(float a)
MINLINE void rgba_float_args_set(float col[4], const float r, const float g, const float b, const float a)
MINLINE void copy_v4_v4(float r[4], const float a[4])
MINLINE void copy_v2_v2(float r[2], const float a[2])
MINLINE void copy_v3_v3(float r[3], const float a[3])
void mid_v2_v2v2(float r[2], const float a[2], const float b[2])
MINLINE void copy_v4_fl(float r[4], float f)
bool BLI_rctf_isect_pt(const struct rctf *rect, const float x, const float y)
bool BLI_rctf_isect(const struct rctf *src1, const struct rctf *src2, struct rctf *dest)
BLI_INLINE float BLI_rctf_cent_x(const struct rctf *rct)
void BLI_rcti_init(struct rcti *rect, int xmin, int xmax, int ymin, int ymax)
BLI_INLINE float BLI_rctf_size_x(const struct rctf *rct)
void BLI_rctf_union(struct rctf *rct1, const struct rctf *rct2)
size_t BLI_snprintf(char *__restrict dst, size_t maxncpy, const char *__restrict format,...) ATTR_NONNULL(1
char * BLI_strncpy(char *__restrict dst, const char *__restrict src, const size_t maxncpy) ATTR_NONNULL()
int BLI_cpu_support_sse41(void)
void BLI_thread_unlock(int type)
void BLI_thread_lock(int type)
#define NODE_FRAME_RESIZEABLE
@ SHD_POINTDENSITY_COLOR_VERTWEIGHT
@ SHD_POINTDENSITY_COLOR_VERTCOL
#define NODE_CUSTOM_COLOR
#define NODE_SCRIPT_EXTERNAL
@ CMP_NODEFLAG_PLANETRACKDEFORM_MOTION_BLUR
@ CMP_NODE_DILATEERODE_DISTANCE_THRESH
@ CMP_NODE_DILATEERODE_DISTANCE_FEATHER
#define NTREE_VIEWER_BORDER
#define NODE_LINK_TEMP_HIGHLIGHT
@ SHD_VORONOI_DISTANCE_TO_EDGE
@ SHD_VORONOI_N_SPHERE_RADIUS
#define SHD_SPACE_TANGENT
@ SHD_POINTDENSITY_SOURCE_PSYS
@ NODE_MAP_RANGE_SMOOTHERSTEP
@ NODE_MAP_RANGE_SMOOTHSTEP
#define NODE_FRAME_SHRINK
@ CMP_NODEFLAG_MASK_FIXED_SCENE
@ CMP_NODEFLAG_MASK_FIXED
@ CMP_NODEFLAG_MASK_MOTION_BLUR
#define SHD_TANGENT_UVMAP
#define NODE_LINKFLAG_HILITE
#define NODE_SCRIPT_INTERNAL
#define NODE_IES_INTERNAL
Object is a sort of wrapper for general info.
#define R_IMF_IMTYPE_MULTILAYER
#define R_FILTER_FAST_GAUSS
#define R_IMF_IMTYPE_OPENEXR
void DRW_draw_view(const struct bContext *C)
bool ED_node_is_compositor(struct SpaceNode *snode)
void ED_node_tag_update_nodetree(struct Main *bmain, struct bNodeTree *ntree, struct bNode *node)
void ED_region_draw_cb_draw(const struct bContext *, struct ARegion *, int)
#define REGION_DRAW_BACKDROP
#define GPU_batch_uniform_1f(batch, name, x)
#define GPU_batch_uniform_4fv_array(batch, name, len, val)
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo)
GPUBatch * GPU_batch_create_ex(GPUPrimType prim, GPUVertBuf *vert, GPUIndexBuf *elem, eGPUBatchFlag owns_flag)
void GPU_batch_draw(GPUBatch *batch)
#define GPU_batch_uniform_2fv_array(batch, name, len, val)
#define GPU_batch_uniform_1i(batch, name, x)
void gpu_batch_presets_register(struct GPUBatch *preset_batch)
struct GPUFrameBuffer GPUFrameBuffer
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb)
void GPU_framebuffer_restore(void)
GPUFrameBuffer * GPU_framebuffer_active_get(void)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble y1
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble x2
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
void GPU_matrix_pop(void)
void GPU_matrix_pop_projection(void)
void GPU_matrix_push(void)
void GPU_matrix_identity_set(void)
void GPU_matrix_push_projection(void)
@ GPU_SHADER_2D_NODELINK_INST
@ GPU_SHADER_2D_UNIFORM_COLOR
void GPU_blend(eGPUBlend blend)
void GPU_line_smooth(bool enable)
void GPU_depth_test(eGPUDepthTest test)
struct GPUVertBuf GPUVertBuf
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len)
void GPU_vertbuf_use(GPUVertBuf *)
GPUVertBuf * GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType)
GPU_INLINE void * GPU_vertbuf_raw_step(GPUVertBufRaw *a)
void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len)
void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access)
void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data)
Contains defines and structs used throughout the imbuf module.
struct bNodeTreeType * ntreeType_Shader
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel CMP_NODE_SPLITVIEWER
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_STUCCI
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner CMP_NODE_CRYPTOMATTE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate CMP_NODE_SETALPHA
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White CMP_NODE_CURVE_RGB
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi SH_NODE_TEX_BRICK
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha CMP_NODE_TONEMAP
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick SH_NODE_TEX_COORD
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional CMP_NODE_PREMULKEY
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate SH_NODE_BEVEL
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky SH_NODE_TEX_NOISE
Group RGB to Bright Vector Camera SH_NODE_CLAMP
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB CMP_NODE_BLUR
Group RGB to Bright Vector Camera Vector Combine Material SH_NODE_OUTPUT_LIGHT
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine SH_NODE_VERTEX_COLOR
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White CMP_NODE_NORMAL
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image SH_NODE_TEX_SKY
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti TEX_NODE_BRICKS
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume SH_NODE_BUMP
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume SH_NODE_TANGENT
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set CMP_NODE_ZCOMBINE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View CMP_NODE_KEYING
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy SH_NODE_BSDF_REFRACTION
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh CMP_NODE_SWITCH_VIEW
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_MUSGRAVE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_CLOUDS
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha CMP_NODE_VIEW_LEVELS
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix TEX_NODE_CURVE_RGB
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate SH_NODE_VECTOR_DISPLACEMENT
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID CMP_NODE_DEFOCUS
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White CMP_NODE_VIEWER
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti TEX_NODE_MIX_RGB
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue CMP_NODE_TRANSFORM
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance CMP_NODE_HUECORRECT
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate CMP_NODE_SCALE
Group RGB to Bright SH_NODE_CURVE_VEC
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner CMP_NODE_DENOISE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner CMP_NODE_ANTIALIASING
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White CMP_NODE_VALTORGB
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate CMP_NODE_DESPECKLE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map CMP_NODE_TIME
Group RGB to Bright Vector Camera Vector Combine Material Light SH_NODE_OUTPUT_LINESTYLE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color CMP_NODE_CHANNEL_MATTE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View CMP_NODE_MASK
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse CMP_NODE_BOKEHBLUR
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance CMP_NODE_DBLUR
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon SH_NODE_BSDF_HAIR_PRINCIPLED
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View CMP_NODE_CORNERPIN
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha CMP_NODE_DIST_MATTE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise SH_NODE_TEX_WAVE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave TEX_VORONOI
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture SH_NODE_VECT_TRANSFORM
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave SH_NODE_TEX_VORONOI
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z CMP_NODE_DILATEERODE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate CMP_NODE_COMBYCCA
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White CMP_NODE_VALUE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse SH_NODE_BSDF_GLOSSY
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB CMP_NODE_MAP_VALUE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine CMP_NODE_COLOR_SPILL
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set CMP_NODE_COMPOSITE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue CMP_NODE_MOVIEDISTORTION
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add SH_NODE_AMBIENT_OCCLUSION
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector SH_NODE_TEX_WHITE_NOISE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split CMP_NODE_ID_MASK
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie CMP_NODE_MASK_ELLIPSE
Group RGB to Bright Vector Camera SH_NODE_VECTOR_MATH
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set CMP_NODE_TEXTURE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume SH_NODE_TEX_IMAGE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set CMP_NODE_IMAGE
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine CMP_NODE_LUMA_MATTE
Group RGB to SH_NODE_NORMAL
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_MAGIC
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent SH_NODE_BSDF_TOON
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix TEX_NODE_VALTORGB
Group RGB to Bright Vector Camera Vector Combine SH_NODE_OUTPUT_MATERIAL
struct bNodeTreeType * ntreeType_Texture
StructRNA RNA_NodeOutputFileSlotFile
StructRNA RNA_NodeOutputFileSlotLayer
StructRNA RNA_MovieTrackingObject
StructRNA RNA_MovieTracking
void uiLayoutSetActive(uiLayout *layout, bool active)
uiBlock * uiLayoutGetBlock(uiLayout *layout)
void uiTemplateCurveMapping(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int type, bool levels, bool brush, bool neg_slope, bool tone)
void uiLayoutSetEnabled(uiLayout *layout, bool enabled)
uiLayout * uiLayoutColumn(uiLayout *layout, bool align)
void UI_draw_roundbox_4fv(const struct rctf *rect, bool filled, float rad, const float col[4])
void uiItemFullO(uiLayout *layout, const char *opname, const char *name, int icon, struct IDProperty *properties, int context, int flag, struct PointerRNA *r_opptr)
uiBut * uiDefBut(uiBlock *block, int type, int retval, const char *str, int x, int y, short width, short height, void *poin, float min, float max, float a1, float a2, const char *tip)
void uiTemplateColorspaceSettings(struct uiLayout *layout, struct PointerRNA *ptr, const char *propname)
void uiItemL(uiLayout *layout, const char *name, int icon)
const struct uiStyle * UI_style_get(void)
void uiTemplateID(uiLayout *layout, const struct bContext *C, struct PointerRNA *ptr, const char *propname, const char *newop, const char *openop, const char *unlinkop, int filter, const bool live_icon, const char *text)
void uiTemplateImageSettings(uiLayout *layout, struct PointerRNA *imfptr, bool color_management)
void UI_draw_roundbox_corner_set(int type)
void uiItemS(uiLayout *layout)
void uiItemFullO_ptr(uiLayout *layout, struct wmOperatorType *ot, const char *name, int icon, struct IDProperty *properties, int context, int flag, struct PointerRNA *r_opptr)
void uiTemplateCryptoPicker(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int icon)
uiLayout * uiLayoutRow(uiLayout *layout, bool align)
@ UI_TEMPLATE_ID_FILTER_ALL
void UI_block_end(const struct bContext *C, uiBlock *block)
void UI_block_emboss_set(uiBlock *block, eUIEmbossType emboss)
void UI_block_draw(const struct bContext *C, struct uiBlock *block)
void uiItemR(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int flag, const char *name, int icon)
void uiTemplateImage(uiLayout *layout, struct bContext *C, struct PointerRNA *ptr, const char *propname, struct PointerRNA *userptr, bool compact, bool multiview)
void uiItemO(uiLayout *layout, const char *name, int icon, const char *opname)
void UI_draw_roundbox_aa(const struct rctf *rect, bool filled, float rad, const float color[4])
void uiLayoutSetContextPointer(uiLayout *layout, const char *name, struct PointerRNA *ptr)
uiLayout * uiLayoutSplit(uiLayout *layout, float percentage, bool align)
void uiTemplateIDBrowse(uiLayout *layout, struct bContext *C, struct PointerRNA *ptr, const char *propname, const char *newop, const char *openop, const char *unlinkop, int filter, const char *text)
void uiTemplateColorRamp(uiLayout *layout, struct PointerRNA *ptr, const char *propname, bool expand)
void uiTemplateColorPicker(uiLayout *layout, struct PointerRNA *ptr, const char *propname, bool value_slider, bool lock, bool lock_luminosity, bool cubic)
void uiTemplateList(uiLayout *layout, struct bContext *C, const char *listtype_name, const char *list_id, struct PointerRNA *dataptr, const char *propname, struct PointerRNA *active_dataptr, const char *active_propname, const char *item_dyntip_propname, int rows, int maxrows, int layout_type, int columns, bool sort_reverse, bool sort_lock)
void uiItemPointerR(uiLayout *layout, struct PointerRNA *ptr, const char *propname, struct PointerRNA *searchptr, const char *searchpropname, const char *name, int icon)
void uiTemplateComponentMenu(uiLayout *layout, struct PointerRNA *ptr, const char *propname, const char *name)
void uiTemplateImageFormatViews(uiLayout *layout, struct PointerRNA *imfptr, struct PointerRNA *ptr)
int UI_GetThemeValueType(int colorid, int spacetype)
void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4])
void UI_GetThemeColor4fv(int colorid, float col[4])
void UI_GetThemeColorBlendShade3ubv(int colorid1, int colorid2, float fac, int offset, unsigned char col[3])
ATTR_WARN_UNUSED_RESULT const BMVert * v
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
static CCL_NAMESPACE_BEGIN const double alpha
static void node_buts_image_views(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr, PointerRNA *imaptr)
static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_cryptomatte(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_buts_normal(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_flip(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_zcombine(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void ED_init_custom_node_type(bNodeType *ntype)
static void node_draw_reroute_prepare(const bContext *UNUSED(C), bNodeTree *UNUSED(ntree), bNode *node)
static void node_composit_buts_map_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void std_node_socket_draw(bContext *C, uiLayout *layout, PointerRNA *ptr, PointerRNA *node_ptr, const char *text)
static void node_socket_undefined_draw_color(bContext *UNUSED(C), PointerRNA *UNUSED(ptr), PointerRNA *UNUSED(node_ptr), float *r_color)
static void node_composit_buts_bokehimage(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void ED_node_sample_set(const float col[4])
static void node_buts_frame_ex(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
#define NODE_REROUTE_SIZE
static void node_buts_colorramp(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_buts_texture(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_buts_curvevec(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_image_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static int node_tweak_area_reroute(bNode *node, int x, int y)
static void set_nodelink_vertex(GPUVertBuf *vbo, uint uv_id, uint pos_id, uint exp_id, uint v, const uchar uv[2], const float pos[2], const float exp[2])
static void std_node_socket_interface_draw_color(bContext *UNUSED(C), PointerRNA *ptr, float *r_color)
static void node_shader_buts_tex_environment(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_switch(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_double_edge_mask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_buts_output_shader(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_file_output_socket_draw(bContext *C, uiLayout *layout, PointerRNA *ptr, PointerRNA *node_ptr)
static void node_shader_buts_toon(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_bilateralblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static struct @511 g_batch_link
static void node_composit_buts_map_range(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_gradient(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_planetrackdeform(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_ies(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void nodelink_batch_add_link(const SpaceNode *snode, const float p0[2], const float p1[2], const float p2[2], const float p3[2], int th_col1, int th_col2, int th_col3, bool drawarrow, bool drawmuted)
static void node_composit_buts_transform(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_texture_set_butfunc(bNodeType *ntype)
static void node_shader_buts_bump(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_map_uv(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
static void node_shader_buts_script_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_script(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_splitviewer(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static const float std_node_socket_colors[][4]
static float mute_verts[3][2]
static void node_socket_template_properties_update(bNodeType *ntype, bNodeSocketTemplate *stemp)
static void node_composit_buts_denoise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_translate(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_draw_buttons_group(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_viewer(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_viewer_ex(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_view_levels(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_brightcontrast(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_output_aov(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_musgrave(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_switch_view_ex(uiLayout *layout, bContext *UNUSED(C), PointerRNA *UNUSED(ptr))
static void node_composit_buts_keying(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_image_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_vect_transform(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tangent(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_keyingscreen(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_wireframe(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_trackpos(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_vector_rotate(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_sunbeams(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void node_draw_link_bezier(const View2D *v2d, const SpaceNode *snode, const bNodeLink *link, int th_col1, int th_col2, int th_col3)
static char nodelink_get_color_id(int th_col)
static void node_draw_frame_prepare(const bContext *UNUSED(C), bNodeTree *ntree, bNode *node)
static void node_shader_buts_tex_pointdensity(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_texture_buts_output(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_moviedistortion(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_clamp(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_rotate(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_glare(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_uvmap(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_ycc(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_color_spill(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_bevel(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_common_set_butfunc(bNodeType *ntype)
static void node_shader_buts_tex_wave(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_alphaover(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_principled(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_color_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
#define NODELINK_GROUP_SIZE
static float arrow_verts[3][2]
static void node_composit_buts_stabilize2d(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_despeckle(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_file_output_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_buts_rgb(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_dilateerode(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_composite(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void ED_init_node_socket_type_virtual(bNodeSocketType *stype)
static void node_composit_buts_cryptomatte_legacy(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_channel_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_blur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void nodelink_batch_init(void)
static float _sample_col[4]
void nodelink_batch_start(SpaceNode *UNUSED(snode))
bool node_link_bezier_points(const View2D *v2d, const SpaceNode *snode, const bNodeLink *link, float coord_array[][2], const int resol)
void nodelink_batch_end(SpaceNode *snode)
static void node_composit_buts_bokehblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_property_update_default(Main *bmain, Scene *UNUSED(scene), PointerRNA *ptr)
static int node_resize_area_frame(bNode *node, int x, int y)
static void node_shader_buts_tex_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_colorcorrection_ex(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_texture_buts_image_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_scale(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_mask(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_socket_virtual_draw_color(bContext *UNUSED(C), PointerRNA *UNUSED(ptr), PointerRNA *UNUSED(node_ptr), float *r_color)
static void node_buts_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void std_node_socket_draw_color(bContext *UNUSED(C), PointerRNA *ptr, PointerRNA *UNUSED(node_ptr), float *r_color)
static void node_composit_buts_diff_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_brick(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_set_butfunc(bNodeType *ntype)
static void node_composit_buts_vecblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_normal_map(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_tonemap(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_buts_mix_rgb(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_set_alpha(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_principled_hair(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_colorbalance(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_crop(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_socket_button_label(bContext *UNUSED(C), uiLayout *layout, PointerRNA *UNUSED(ptr), PointerRNA *UNUSED(node_ptr), const char *text)
static const float virtual_node_socket_color[4]
void draw_nodespace_back_pix(const bContext *C, ARegion *region, SpaceNode *snode, bNodeInstanceKey parent_key)
static void node_composit_buts_viewlayers(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bNode *node, int x, int y)
static void node_texture_buts_image(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_image(uiLayout *layout, bContext *C, PointerRNA *ptr)
void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border, uint pos)
static void node_buts_time(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_socket_undefined_draw(bContext *UNUSED(C), uiLayout *layout, PointerRNA *UNUSED(ptr), PointerRNA *UNUSED(node_ptr), const char *UNUSED(text))
static void node_composit_buts_id_mask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_draw_reroute(const bContext *C, ARegion *region, SpaceNode *UNUSED(snode), bNodeTree *ntree, bNode *node, bNodeInstanceKey UNUSED(key))
static void node_buts_output_linestyle(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_dblur(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_cryptomatte_legacy_ex(uiLayout *layout, bContext *UNUSED(C), PointerRNA *UNUSED(ptr))
static void node_shader_buts_attribute(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_uvalongstroke(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_subsurface(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_ellipsemask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_ambient_occlusion(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop, bNode *node, int x, int y)
static void node_draw_frame(const bContext *C, ARegion *region, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey UNUSED(key))
static void node_shader_buts_vertex_color(uiLayout *layout, bContext *C, PointerRNA *ptr)
void ED_init_custom_node_socket_type(bNodeSocketType *stype)
static void node_composit_buts_boxmask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_hair(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_buts_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_antialiasing(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_chroma_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_map_range(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void ED_node_init_butfuncs(void)
static void node_composit_buts_colorcorrection(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_backdrop_viewer(SpaceNode *snode, ImBuf *backdrop, bNode *node, int x, int y)
bool node_link_bezier_handles(const View2D *v2d, const SpaceNode *snode, const bNodeLink *link, float vec[4][2])
static void node_shader_buts_tex_environment_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_shader_buts_tex_sky(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_premulkey(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_displacement(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void ED_init_standard_node_socket_type(bNodeSocketType *stype)
static void node_shader_set_butfunc(bNodeType *ntype)
static void node_shader_buts_white_noise(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_huecorrect(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void nodelink_batch_draw(const SpaceNode *snode)
static void node_composit_buts_colorbalance_ex(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void std_node_socket_interface_draw(bContext *UNUSED(C), uiLayout *layout, PointerRNA *ptr)
static void nodelink_batch_reset(void)
static void node_template_properties_update(bNodeType *ntype)
static void node_composit_buts_luma_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_file_output(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_distance_matte(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_magic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_socket_undefined_interface_draw_color(bContext *UNUSED(C), PointerRNA *UNUSED(ptr), float *r_color)
static int node_resize_area_default(bNode *node, int x, int y)
static void node_shader_buts_tex_image(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_buts_curvecol(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_draw_frame_label(bNodeTree *ntree, bNode *node, const float aspect)
static void node_buts_image_user(uiLayout *layout, bContext *C, PointerRNA *ptr, PointerRNA *imaptr, PointerRNA *iuserptr, const bool show_layer_selection, const bool show_color_management)
static void node_socket_undefined_interface_draw(bContext *UNUSED(C), uiLayout *layout, PointerRNA *UNUSED(ptr))
#define SAMPLE_FLT_ISNONE
static float mute_expand_axis[3][2]
static void node_composit_buts_movieclip_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_defocus(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_texture_buts_proc(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_invert(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_coord(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_anisotropic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_texture_buts_bricks(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static float arrow_expand_axis[3][2]
static void node_composit_buts_inpaint(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_cornerpin(uiLayout *UNUSED(layout), bContext *UNUSED(C), PointerRNA *UNUSED(ptr))
static void node_composit_buts_filter(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_shader_buts_tex_voronoi(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_composit_buts_movieclip(uiLayout *layout, bContext *C, PointerRNA *ptr)
static void node_composit_buts_lensdist(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
DO_INLINE void filter(lfVector *V, fmatrix3x3 *S)
IconTextureDrawCall border
INLINE Rall1d< T, V, S > exp(const Rall1d< T, V, S > &arg)
void split(const std::string &s, const char delim, std::vector< std::string > &tokens)
bNodeTreeType * ntreeType_Composite
void node_from_view(const bNode *node, float x, float y, float *rx, float *ry)
void node_draw_default(const bContext *C, ARegion *region, SpaceNode *snode, bNodeTree *ntree, bNode *node, bNodeInstanceKey key)
int node_get_colorid(bNode *node)
void node_to_view(const bNode *node, float x, float y, float *rx, float *ry)
int node_tweak_area_default(bNode *node, int x, int y)
void node_draw_sockets(const View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *node, bool draw_outputs, bool select_all)
void node_draw_shadow(const SpaceNode *snode, const bNode *node, float radius, float alpha)
int node_select_area_default(bNode *node, int x, int y)
void node_update_default(const bContext *C, bNodeTree *ntree, bNode *node)
void node_link_calculate_multi_input_position(const float socket_x, const float socket_y, const int index, const int total_inputs, float r[2])
void node_geometry_add_attribute_search_button(const bContext *C, const bNodeTree *node_tree, const bNode *node, PointerRNA *socket_ptr, uiLayout *layout)
bNodeTreeType * ntreeType_Geometry
#define NODE_RESIZE_MARGIN
static void expand_id(BlendExpander *expander, ID *id)
void RNA_pointer_create(ID *id, StructRNA *type, void *data, PointerRNA *r_ptr)
void RNA_string_set(PointerRNA *ptr, const char *name, const char *value)
PointerRNA RNA_pointer_get(PointerRNA *ptr, const char *name)
int RNA_collection_length(PointerRNA *ptr, const char *name)
void RNA_id_pointer_create(ID *id, PointerRNA *r_ptr)
PropertyRNA * RNA_struct_find_property(PointerRNA *ptr, const char *identifier)
int RNA_property_collection_lookup_int(PointerRNA *ptr, PropertyRNA *prop, int key, PointerRNA *r_ptr)
void RNA_string_get(PointerRNA *ptr, const char *name, char *value)
int RNA_int_get(PointerRNA *ptr, const char *name)
PropertyRNA * RNA_struct_type_find_property(StructRNA *srna, const char *identifier)
bool RNA_property_enum_identifier(bContext *C, PointerRNA *ptr, PropertyRNA *prop, const int value, const char **identifier)
int RNA_property_enum_get(PointerRNA *ptr, PropertyRNA *prop)
bool RNA_boolean_get(PointerRNA *ptr, const char *name)
void RNA_enum_set(PointerRNA *ptr, const char *name, int value)
int RNA_enum_get(PointerRNA *ptr, const char *name)
bool RNA_property_enum_name(bContext *C, PointerRNA *ptr, PropertyRNA *prop, const int value, const char **name)
void RNA_def_property_update_runtime(PropertyRNA *prop, const void *func)
struct MovieTracking tracking
SpaceNode_Runtime * runtime
struct bNodeTree * edittree
struct bNodeTree * nodetree
int multi_input_socket_index
Compact definition of a node socket.
void(* draw_color)(struct bContext *C, struct PointerRNA *ptr, struct PointerRNA *node_ptr, float *r_color)
void(* interface_draw_color)(struct bContext *C, struct PointerRNA *ptr, float *r_color)
void(* draw)(struct bContext *C, struct uiLayout *layout, struct PointerRNA *ptr, struct PointerRNA *node_ptr, const char *text)
void(* interface_draw)(struct bContext *C, struct uiLayout *layout, struct PointerRNA *ptr)
struct bNodeSocketType * typeinfo
bNodeInstanceKey active_viewer_key
int(* tweak_area_func)(struct bNode *node, int x, int y)
void(* draw_nodetype)(const struct bContext *C, struct ARegion *region, struct SpaceNode *snode, struct bNodeTree *ntree, struct bNode *node, bNodeInstanceKey key)
bNodeSocketTemplate * outputs
void(* draw_buttons_ex)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr)
void(* draw_nodetype_prepare)(const struct bContext *C, struct bNodeTree *ntree, struct bNode *node)
void(* draw_buttons)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr)
bNodeSocketTemplate * inputs
int(* select_area_func)(struct bNode *node, int x, int y)
int(* resize_area_func)(struct bNode *node, int x, int y)
void(* draw_backdrop)(struct SpaceNode *snode, struct ImBuf *backdrop, struct bNode *node, int x, int y)
wmOperatorType * WM_operatortype_find(const char *idname, bool quiet)
void wmOrtho2_region_pixelspace(const ARegion *region)