Geometry Nodes: Add Texture and Material options to switch node
These new socket types can be supported in the switch node along with the others. Differential Revision: https://developer.blender.org/D11560
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@@ -40,6 +40,10 @@ static bNodeSocketTemplate geo_node_switch_in[] = {
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{SOCK_OBJECT, N_("True")},
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{SOCK_COLLECTION, N_("False")},
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{SOCK_COLLECTION, N_("True")},
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{SOCK_TEXTURE, N_("False")},
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{SOCK_TEXTURE, N_("True")},
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{SOCK_MATERIAL, N_("False")},
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{SOCK_MATERIAL, N_("True")},
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{-1, ""},
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};
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@@ -53,6 +57,8 @@ static bNodeSocketTemplate geo_node_switch_out[] = {
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{SOCK_GEOMETRY, N_("Output")},
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{SOCK_OBJECT, N_("Output")},
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{SOCK_COLLECTION, N_("Output")},
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{SOCK_TEXTURE, N_("Output")},
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{SOCK_MATERIAL, N_("Output")},
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{-1, ""},
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};
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@@ -153,6 +159,14 @@ static void geo_node_switch_exec(GeoNodeExecParams params)
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output_input<Collection *>(params, input, "_008", "Output_008");
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break;
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}
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case SOCK_TEXTURE: {
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output_input<Tex *>(params, input, "_009", "Output_009");
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break;
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}
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case SOCK_MATERIAL: {
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output_input<Material *>(params, input, "_010", "Output_010");
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break;
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}
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default:
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BLI_assert_unreachable();
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break;
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