Code cleanup: use special type instead of node names.

This commit is contained in:
Brecht Van Lommel
2016-05-08 00:41:01 +02:00
parent dfe9aa25c3
commit a815e10211
5 changed files with 11 additions and 3 deletions

View File

@@ -3126,6 +3126,8 @@ void ColorNode::compile(OSLCompiler& compiler)
AddClosureNode::AddClosureNode()
: ShaderNode("add_closure")
{
special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE;
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
add_output("Closure", SHADER_SOCKET_CLOSURE);
@@ -3146,6 +3148,8 @@ void AddClosureNode::compile(OSLCompiler& compiler)
MixClosureNode::MixClosureNode()
: ShaderNode("mix_closure")
{
special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE;
add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
@@ -3963,6 +3967,8 @@ void BlackbodyNode::compile(OSLCompiler& compiler)
OutputNode::OutputNode()
: ShaderNode("output")
{
special_type = SHADER_SPECIAL_TYPE_OUTPUT;
add_input("Surface", SHADER_SOCKET_CLOSURE);
add_input("Volume", SHADER_SOCKET_CLOSURE);
add_input("Displacement", SHADER_SOCKET_FLOAT);