18 .default_value({0.5f, 0.5f, 0.5f})
54 return is_direction ?
"direction_transform_object_to_world" :
55 "point_transform_object_to_world";
57 return is_direction ?
"direction_transform_object_to_view" :
58 "point_transform_object_to_view";
66 return is_direction ?
"direction_transform_world_to_view" :
67 "point_transform_world_to_view";
69 return is_direction ?
"direction_transform_world_to_object" :
70 "point_transform_world_to_object";
78 return is_direction ?
"direction_transform_view_to_world" :
79 "point_transform_view_to_world";
81 return is_direction ?
"direction_transform_view_to_object" :
82 "point_transform_view_to_object";
100 inputlink = in[0].
link;
115 GPU_link(mat,
"invert_z", inputlink, &inputlink);
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
void node_type_storage(struct bNodeType *ntype, const char *storagename, void(*freefunc)(struct bNode *node), void(*copyfunc)(struct bNodeTree *dest_ntree, struct bNode *dest_node, const struct bNode *src_node))
#define NODE_CLASS_OP_VECTOR
void nodeRegisterType(struct bNodeType *ntype)
#define SHD_VECT_TRANSFORM_TYPE_NORMAL
#define SHD_VECT_TRANSFORM_TYPE_POINT
#define SHD_VECT_TRANSFORM_SPACE_OBJECT
#define SHD_VECT_TRANSFORM_SPACE_CAMERA
#define SHD_VECT_TRANSFORM_SPACE_WORLD
GPUNodeLink * GPU_constant(const float *num)
bool GPU_link(GPUMaterial *mat, const char *name,...)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes SH_NODE_VECT_TRANSFORM
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void uiItemR(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int flag, const char *name, int icon)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
void node_copy_standard_storage(bNodeTree *UNUSED(dest_ntree), bNode *dest_node, const bNode *src_node)
void node_free_standard_storage(bNode *node)
struct GPUNodeLink * link
void(* draw_buttons)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr)
NodeDeclareFunction declare