#define NODE_DO_OUTPUT_RECALC
Overall context of the compositor.
void add_link(NodeOperationOutput *from, NodeOperationInput *to)
void add_preview(NodeOperationOutput *output)
void register_viewer(ViewerOperation *viewer)
void add_operation(NodeOperation *operation)
void map_input_socket(NodeInput *node_socket, NodeOperationInput *operation_socket)
NodeOperationOutput * get_output_socket(unsigned int index=0)
NodeOperationInput * get_input_socket(unsigned int index)
bNode * get_bnode() const
get the reference to the SDNA bNode struct
NodeInput * get_input_socket(unsigned int index) const
void set_xsplit(bool xsplit)
void set_split_percentage(float split_percentage)
void convert_to_operations(NodeConverter &converter, const CompositorContext &context) const override
convert node to operation
SplitViewerNode(bNode *editor_node)
void set_display_settings(const ColorManagedDisplaySettings *display_settings)
void set_image_user(ImageUser *image_user)
void set_chunk_order(ChunkOrdering tile_order)
void set_view_name(const char *view_name)
void set_render_data(const RenderData *rd)
void set_image(Image *image)
void setCenterX(float centerX)
void setCenterY(float centerY)
void set_view_settings(const ColorManagedViewSettings *view_settings)
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
ColorManagedViewSettings view_settings
ColorManagedDisplaySettings display_settings