Node socket values now only have soft limits, rather than hard limits, so you
[blender.git] / source / blender / makesrna / intern / rna_nodetree_types.h
index 6744dc77469301fb0c8045410ac10695e93c34e9..745a956d8317472830ba04fe24758accf95838d8 100644 (file)
@@ -24,6 +24,7 @@
  *  \ingroup RNA
  */
 
+/* intentionally no include guard */
 
 /* Empty definitions for undefined macros to avoid warnings */
 #ifndef DefNode
@@ -40,7 +41,9 @@ DefNode( ShaderNode,     SH_NODE_VALTORGB,        def_colorramp,          "VALTO
 DefNode( ShaderNode,     SH_NODE_RGBTOBW,         0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
 DefNode( ShaderNode,     SH_NODE_TEXTURE,         def_texture,            "TEXTURE",        Texture,          "Texture",           ""              )
 DefNode( ShaderNode,     SH_NODE_NORMAL,          0,                      "NORMAL",         Normal,           "Normal",            ""              )
-DefNode( ShaderNode,     SH_NODE_GEOM,            def_sh_geometry,        "GEOM",       Geom,         "Geometry",          ""              )
+DefNode( ShaderNode,     SH_NODE_GAMMA,           0,                      "GAMMA",          Gamma,            "Gamma",             ""              )
+DefNode( ShaderNode,     SH_NODE_BRIGHTCONTRAST,  0,                      "BRIGHTCONTRAST", BrightContrast,   "Bright Contrast",   ""              )
+DefNode( ShaderNode,     SH_NODE_GEOMETRY,        def_sh_geometry,        "GEOMETRY",       Geometry,         "Geometry",          ""              )
 DefNode( ShaderNode,     SH_NODE_MAPPING,         def_sh_mapping,         "MAPPING",        Mapping,          "Mapping",           ""              )
 DefNode( ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       "CURVE_VEC",      VectorCurve,      "Vector Curve",      ""              )
 DefNode( ShaderNode,     SH_NODE_CURVE_RGB,       def_rgb_curve,          "CURVE_RGB",      RGBCurve,         "RGB Curve",         ""              )
@@ -53,50 +56,45 @@ DefNode( ShaderNode,     SH_NODE_INVERT,          0,                      "INVER
 DefNode( ShaderNode,     SH_NODE_SEPRGB,          0,                      "SEPRGB",         SeparateRGB,      "Separate RGB",      ""              )
 DefNode( ShaderNode,     SH_NODE_COMBRGB,         0,                      "COMBRGB",        CombineRGB,       "Combine RGB",       ""              )
 DefNode( ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue/Saturation",    ""              )
-DefNode( ShaderNode,     SH_NODE_OUTPUT_MATERIAL, 0,                      "OUTPUT_MATERIAL",OutputMaterial,   "Material Output",   ""              )
-DefNode( ShaderNode,     SH_NODE_OUTPUT_LAMP,     0,                      "OUTPUT_LAMP",    OutputLamp,       "Lamp Output",       ""              )
-//DefNode( ShaderNode,     SH_NODE_OUTPUT_TEXTURE,  0,                      "OUTPUT_TEXTURE", OutputTexture,    "Texture Output",    ""              )
-DefNode( ShaderNode,     SH_NODE_OUTPUT_WORLD,    0,                      "OUTPUT_WORLD",   OutputWorld,      "World Output",      ""              )
-DefNode( ShaderNode,     SH_NODE_FRESNEL,         0,                      "FRESNEL",        Fresnel,          "Fresnel",           ""              )
-DefNode( ShaderNode,     SH_NODE_BLEND_WEIGHT,    0,                      "BLEND_WEIGHT",   BlendWeight,      "BlendWeight",       ""              )
-DefNode( ShaderNode,     SH_NODE_MIX_SHADER,      0,                      "MIX_SHADER",     MixShader,        "Mix Shader",        ""              )
-DefNode( ShaderNode,     SH_NODE_ADD_SHADER,      0,                      "ADD_SHADER",     AddShader,        "Add Shader",        ""              )
 
-DefNode( ShaderNode,     SH_NODE_ATTRIBUTE,          def_sh_attribute,       "ATTRIBUTE",          Attribute, "Attribute", "")
-DefNode( ShaderNode,     SH_NODE_BACKGROUND,         0,                      "BACKGROUND",         Background, "Background", "")
-DefNode( ShaderNode,     SH_NODE_HOLDOUT,            0,                      "HOLDOUT",            Holdout, "Holdout", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_ANISOTROPIC,   0,                      "BSDF_ANISOTROPIC",   BsdfAnisotropic, "Bsdf Anisotropic", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_DIFFUSE,       0,                      "BSDF_DIFFUSE",       BsdfDiffuse, "Diffuse Bsdf", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_GLOSSY,        def_glossy,             "BSDF_GLOSSY",        BsdfGlossy, "Glossy Bsdf", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_GLASS,         def_glossy,             "BSDF_GLASS",         BsdfGlass, "Glass Bsdf", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_TRANSLUCENT,   0,                      "BSDF_TRANSLUCENT",   BsdfTranslucent, "Translucent Bsdf", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_TRANSPARENT,   0,                      "BSDF_TRANSPARENT",   BsdfTransparent, "Transparent Bsdf", "")
-DefNode( ShaderNode,     SH_NODE_BSDF_VELVET,        0,                      "BSDF_VELVET",        BsdfVelvet, "Velvet Bsdf", "")
-DefNode( ShaderNode,     SH_NODE_VOLUME_TRANSPARENT, 0,                      "VOLUME_TRANSPARENT", VolumeTransparent, "Transparent Volume", "")
-DefNode( ShaderNode,     SH_NODE_VOLUME_ISOTROPIC,   0,                      "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "")
-DefNode( ShaderNode,     SH_NODE_EMISSION,           0,                      "EMISSION", Emission, "Emission", "")
-DefNode( ShaderNode,     SH_NODE_GEOMETRY,           0,                      "GEOMETRY", Geometry, "Geometry", "")
-DefNode( ShaderNode,     SH_NODE_LIGHT_PATH,         0,                      "LIGHT_PATH", Light_path, "Light_path", "")
-DefNode( ShaderNode,     SH_NODE_TEX_IMAGE,          def_sh_tex_image,       "TEX_IMAGE", TexImage, "Image Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_ENVIRONMENT,    def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_NOISE,          0,                      "TEX_NOISE", TexNoise, "Noise Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_SKY,            def_sh_tex_sky,         "TEX_SKY", TexSky, "Sky Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_BLEND,          def_sh_tex_blend,       "TEX_BLEND", TexBlend, "Blend Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_CLOUDS,         def_sh_tex_clouds,      "TEX_CLOUDS", TexClouds, "Clouds Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_DISTNOISE,      def_sh_tex_distnoise,   "TEX_DISTORTED_NOISE", TexDistortedNoise, "Distorted Noise Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_MAGIC,          def_sh_tex_magic,       "TEX_MAGIC", TexMagic, "Magic Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_MARBLE,         def_sh_tex_marble,      "TEX_MARBLE", TexMarble, "Marble Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_MUSGRAVE,       def_sh_tex_musgrave,    "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_STUCCI,         def_sh_tex_stucci,      "TEX_STUCCI", TexStucci, "Stucci Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_VORONOI,        def_sh_tex_voronoi,     "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_WOOD,           def_sh_tex_wood,        "TEX_WOOD", TexWood, "Wood Texture", "")
-DefNode( ShaderNode,     SH_NODE_TEX_COORD,          0,                      "TEX_COORD", TexCoord, "Texture Coordinate", "")
+DefNode( ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    0,                      "OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   ""       )
+DefNode( ShaderNode,     SH_NODE_OUTPUT_LAMP,        0,                      "OUTPUT_LAMP",        OutputLamp,       "Lamp Output",       ""       )
+DefNode( ShaderNode,     SH_NODE_OUTPUT_WORLD,       0,                      "OUTPUT_WORLD",       OutputWorld,      "World Output",      ""       )
+DefNode( ShaderNode,     SH_NODE_FRESNEL,            0,                      "FRESNEL",            Fresnel,          "Fresnel",           ""       )
+DefNode( ShaderNode,     SH_NODE_LAYER_WEIGHT,       0,                      "LAYER_WEIGHT",       LayerWeight,      "LayerWeight",       ""       )
+DefNode( ShaderNode,     SH_NODE_MIX_SHADER,         0,                      "MIX_SHADER",         MixShader,        "Mix Shader",        ""       )
+DefNode( ShaderNode,     SH_NODE_ADD_SHADER,         0,                      "ADD_SHADER",         AddShader,        "Add Shader",        ""       )
+DefNode( ShaderNode,     SH_NODE_ATTRIBUTE,          def_sh_attribute,       "ATTRIBUTE",          Attribute,        "Attribute",         ""       )
+DefNode( ShaderNode,     SH_NODE_BACKGROUND,         0,                      "BACKGROUND",         Background,       "Background",        ""       )
+DefNode( ShaderNode,     SH_NODE_HOLDOUT,            0,                      "HOLDOUT",            Holdout,          "Holdout",           ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_DIFFUSE,       0,                      "BSDF_DIFFUSE",       BsdfDiffuse,      "Diffuse Bsdf",      ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_GLOSSY,        def_glossy,             "BSDF_GLOSSY",        BsdfGlossy,       "Glossy Bsdf",       ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_GLASS,         def_glossy,             "BSDF_GLASS",         BsdfGlass,        "Glass Bsdf",        ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_TRANSLUCENT,   0,                      "BSDF_TRANSLUCENT",   BsdfTranslucent,  "Translucent Bsdf",  ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_TRANSPARENT,   0,                      "BSDF_TRANSPARENT",   BsdfTransparent,  "Transparent Bsdf",  ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_VELVET,        0,                      "BSDF_VELVET",        BsdfVelvet,       "Velvet Bsdf",       ""       )
+DefNode( ShaderNode,     SH_NODE_VOLUME_TRANSPARENT, 0,                      "VOLUME_TRANSPARENT", VolumeTransparent,"Transparent Volume",""       )
+DefNode( ShaderNode,     SH_NODE_VOLUME_ISOTROPIC,   0,                      "VOLUME_ISOTROPIC",   VolumeIsotropic,  "Isotropic Volume",  ""       )
+DefNode( ShaderNode,     SH_NODE_EMISSION,           0,                      "EMISSION",           Emission,         "Emission",          ""       )
+DefNode( ShaderNode,     SH_NODE_NEW_GEOMETRY,       0,                      "NEW_GEOMETRY",       NewGeometry,      "Geometry",          ""       )
+DefNode( ShaderNode,     SH_NODE_LIGHT_PATH,         0,                      "LIGHT_PATH",         Light_path,       "Light Path",        ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_IMAGE,          def_sh_tex_image,       "TEX_IMAGE",          TexImage,         "Image Texture",     ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_ENVIRONMENT,    def_sh_tex_environment, "TEX_ENVIRONMENT",    TexEnvironment,   "Environment Texture",""      )
+DefNode( ShaderNode,     SH_NODE_TEX_SKY,            def_sh_tex_sky,         "TEX_SKY",            TexSky,           "Sky Texture",       ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_GRADIENT,       def_sh_tex_gradient,    "TEX_GRADIENT",       TexGradient,      "Gradient Texture",  ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_NOISE,          def_sh_tex_noise,       "TEX_NOISE",          TexNoise,         "Noise Texture",     ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_MAGIC,          def_sh_tex_magic,       "TEX_MAGIC",          TexMagic,         "Magic Texture",     ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_WAVE,           def_sh_tex_wave,        "TEX_WAVE",           TexWave,          "Wave Texture",      ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_MUSGRAVE,       def_sh_tex_musgrave,    "TEX_MUSGRAVE",       TexMusgrave,      "Musgrave Texture",  ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_VORONOI,        def_sh_tex_voronoi,     "TEX_VORONOI",        TexVoronoi,       "Voronoi Texture",   ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_CHECKER,        def_sh_tex_checker,     "TEX_CHECKER",        TexChecker,       "Checker Texture",   ""       )
+DefNode( ShaderNode,     SH_NODE_TEX_COORD,          0,                      "TEX_COORD",          TexCoord,         "Texture Coordinate","")
 
 DefNode( CompositorNode, CMP_NODE_VIEWER,         0,                      "VIEWER",         Viewer,           "Viewer",            ""              )
 DefNode( CompositorNode, CMP_NODE_RGB,            0,                      "RGB",            RGB,              "RGB",               ""              )
 DefNode( CompositorNode, CMP_NODE_VALUE,          0,                      "VALUE",          Value,            "Value",             ""              )
 DefNode( CompositorNode, CMP_NODE_MIX_RGB,        def_mix_rgb,            "MIX_RGB",        MixRGB,           "Mix RGB",           ""              )
-DefNode( CompositorNode, CMP_NODE_VALTORGB,       def_colorramp,          "VALTORGB",       ValToRGB,         "Val to RGB",        ""              )
+DefNode( CompositorNode, CMP_NODE_VALTORGB,       def_colorramp,          "VALTORGB",       ValToRGB,         "Value to RGB",      ""              )
 DefNode( CompositorNode, CMP_NODE_RGBTOBW,        0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
 DefNode( CompositorNode, CMP_NODE_NORMAL,         0,                      "NORMAL",         Normal,           "Normal",            ""              )
 DefNode( CompositorNode, CMP_NODE_CURVE_VEC,      def_vector_curve,       "CURVE_VEC",      CurveVec,         "Vector Curve",      ""              )
@@ -134,6 +132,7 @@ DefNode( CompositorNode, CMP_NODE_FLIP,           def_cmp_flip,           "FLIP"
 DefNode( CompositorNode, CMP_NODE_SPLITVIEWER,    def_cmp_splitviewer,    "SPLITVIEWER",    SplitViewer,      "Split Viewer",      ""              )
 DefNode( CompositorNode, CMP_NODE_MAP_UV,         def_cmp_map_uv,         "MAP_UV",         MapUV,            "Map UV",            ""              )
 DefNode( CompositorNode, CMP_NODE_ID_MASK,        def_cmp_id_mask,        "ID_MASK",        IDMask,           "ID Mask",           ""              )
+DefNode( CompositorNode, CMP_NODE_DOUBLEEDGEMASK, def_cmp_double_edge_mask,"DOUBLEEDGEMASK", DoubleEdgeMask, "Double Edge Mask",   ""              )
 DefNode( CompositorNode, CMP_NODE_DEFOCUS,        def_cmp_defocus,        "DEFOCUS",        Defocus,          "Defocus",           ""              )
 DefNode( CompositorNode, CMP_NODE_DISPLACE,       0,                      "DISPLACE",       Displace,         "Displace",          ""              )
 DefNode( CompositorNode, CMP_NODE_COMBHSVA,       0,                      "COMBHSVA",       CombHSVA,         "Combine HSVA",      ""              )
@@ -144,7 +143,7 @@ DefNode( CompositorNode, CMP_NODE_GAMMA,          0,                      "GAMMA
 DefNode( CompositorNode, CMP_NODE_INVERT,         def_cmp_invert,         "INVERT",         Invert,           "Invert",            ""              )
 DefNode( CompositorNode, CMP_NODE_NORMALIZE,      0,                      "NORMALIZE",      Normalize,        "Normalize",         ""              )
 DefNode( CompositorNode, CMP_NODE_CROP,           def_cmp_crop,           "CROP",           Crop,             "Crop",              ""              )
-DefNode( CompositorNode, CMP_NODE_DBLUR,          def_cmp_dblur,          "DBLUR",          DBlur,            "DBlur",             ""              )
+DefNode( CompositorNode, CMP_NODE_DBLUR,          def_cmp_dblur,          "DBLUR",          DBlur,            "Directional Blur",  ""              )
 DefNode( CompositorNode, CMP_NODE_BILATERALBLUR,  def_cmp_bilateral_blur, "BILATERALBLUR",  Bilateralblur,    "Bilateral Blur",    ""              )
 DefNode( CompositorNode, CMP_NODE_PREMULKEY,      def_cmp_premul_key,     "PREMULKEY",      PremulKey,        "Premul Key",        ""              )
 DefNode( CompositorNode, CMP_NODE_GLARE,          def_cmp_glare,          "GLARE",          Glare,            "Glare",             ""              )
@@ -155,6 +154,10 @@ DefNode( CompositorNode, CMP_NODE_COLOR_MATTE,    def_cmp_color_matte,    "COLOR
 DefNode( CompositorNode, CMP_NODE_DIST_MATTE,     def_cmp_distance_matte, "DISTANCE_MATTE", DistanceMatte,    "Distance Matte",    ""              )
 DefNode( CompositorNode, CMP_NODE_COLORBALANCE,   def_cmp_colorbalance,   "COLORBALANCE",   ColorBalance,     "Color Balance",     ""              )
 DefNode( CompositorNode, CMP_NODE_HUECORRECT,     def_cmp_huecorrect,     "HUECORRECT",     HueCorrect,       "Hue Correct",       ""              )
+DefNode( CompositorNode, CMP_NODE_MOVIECLIP,      def_cmp_movieclip,      "MOVIECLIP",      MovieClip,        "MovieClip",         ""              )
+DefNode( CompositorNode, CMP_NODE_TRANSFORM,      dev_cmd_transform,      "TRANSFORM",      Transform,        "Transform",         ""              )
+DefNode( CompositorNode, CMP_NODE_STABILIZE2D,    def_cmp_stabilize2d,    "STABILIZE2D",    Stabilize,        "Stabilize 2D",      ""              )
+DefNode( CompositorNode, CMP_NODE_MOVIEDISTORTION,def_cmp_moviedistortion,"MOVIEDISTORTION",MovieDistortion,  "Movie Distortion",  ""              )
                                                                                                                                                    
 DefNode( TextureNode,    TEX_NODE_OUTPUT,         def_tex_output,         "OUTPUT",         Output,           "Output",            ""              )
 DefNode( TextureNode,    TEX_NODE_CHECKER,        0,                      "CHECKER",        Checker,          "Checker",           ""              )
@@ -162,8 +165,8 @@ DefNode( TextureNode,    TEX_NODE_TEXTURE,        def_texture,            "TEXTU
 DefNode( TextureNode,    TEX_NODE_BRICKS,         def_tex_bricks,         "BRICKS",         Bricks,           "Bricks",            ""              )
 DefNode( TextureNode,    TEX_NODE_MATH,           def_math,               "MATH",           Math,             "Math",              ""              )
 DefNode( TextureNode,    TEX_NODE_MIX_RGB,        def_mix_rgb,            "MIX_RGB",        MixRGB,           "Mix RGB",           ""              )
-DefNode( TextureNode,    TEX_NODE_RGBTOBW,        0,                      "RGBTOBW",        RGBToBW,          "RGB To BW",         ""              )
-DefNode( TextureNode,    TEX_NODE_VALTORGB,       def_colorramp,          "VALTORGB",       ValToRGB,         "Val To RGB",        ""              )
+DefNode( TextureNode,    TEX_NODE_RGBTOBW,        0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
+DefNode( TextureNode,    TEX_NODE_VALTORGB,       def_colorramp,          "VALTORGB",       ValToRGB,         "Value to RGB",      ""              )
 DefNode( TextureNode,    TEX_NODE_IMAGE,          def_tex_image,          "IMAGE",          Image,            "Image",             ""              )
 DefNode( TextureNode,    TEX_NODE_CURVE_RGB,      def_rgb_curve,          "CURVE_RGB",      CurveRGB,         "RGB Curve",         ""              )
 DefNode( TextureNode,    TEX_NODE_INVERT,         0,                      "INVERT",         Invert,           "Invert",            ""              )
@@ -176,7 +179,7 @@ DefNode( TextureNode,    TEX_NODE_COORD,          0,                      "COORD
 DefNode( TextureNode,    TEX_NODE_DISTANCE,       0,                      "DISTANCE",       Distance,         "Distance",          ""              )
 DefNode( TextureNode,    TEX_NODE_COMPOSE,        0,                      "COMPOSE",        Compose,          "Compose",           ""              )
 DefNode( TextureNode,    TEX_NODE_DECOMPOSE,      0,                      "DECOMPOSE",      Decompose,        "Decompose",         ""              )
-DefNode( TextureNode,    TEX_NODE_VALTONOR,       0,                      "VALTONOR",       ValToNor,         "Val to Nor",        ""              )
+DefNode( TextureNode,    TEX_NODE_VALTONOR,       0,                      "VALTONOR",       ValToNor,         "Value to Normal",   ""              )
 DefNode( TextureNode,    TEX_NODE_SCALE,          0,                      "SCALE",          Scale,            "Scale",             ""              )