Code refactor: add generic Cycles node infrastructure.

Differential Revision: https://developer.blender.org/D2016
This commit is contained in:
Brecht Van Lommel
2016-05-07 19:47:37 +02:00
parent 841d008b98
commit ec51175f1f
20 changed files with 1000 additions and 18 deletions

View File

@@ -2476,8 +2476,8 @@ void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
void GeometryNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
NodeType geom_node = NODE_GEOMETRY;
NodeType attr_node = NODE_ATTR;
ShaderNodeType geom_node = NODE_GEOMETRY;
ShaderNodeType attr_node = NODE_ATTR;
if(bump == SHADER_BUMP_DX) {
geom_node = NODE_GEOMETRY_BUMP_DX;
@@ -2593,9 +2593,9 @@ void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attr
void TextureCoordinateNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
NodeType texco_node = NODE_TEX_COORD;
NodeType attr_node = NODE_ATTR;
NodeType geom_node = NODE_GEOMETRY;
ShaderNodeType texco_node = NODE_TEX_COORD;
ShaderNodeType attr_node = NODE_ATTR;
ShaderNodeType geom_node = NODE_GEOMETRY;
if(bump == SHADER_BUMP_DX) {
texco_node = NODE_TEX_COORD_BUMP_DX;
@@ -2726,8 +2726,8 @@ void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
void UVMapNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out = output("UV");
NodeType texco_node = NODE_TEX_COORD;
NodeType attr_node = NODE_ATTR;
ShaderNodeType texco_node = NODE_TEX_COORD;
ShaderNodeType attr_node = NODE_ATTR;
int attr;
if(bump == SHADER_BUMP_DX) {
@@ -3757,7 +3757,7 @@ void AttributeNode::compile(SVMCompiler& compiler)
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
NodeType attr_node = NODE_ATTR;
ShaderNodeType attr_node = NODE_ATTR;
AttributeStandard std = Attribute::name_standard(attribute.c_str());
int attr;