Cycles: Code cleanup, prepare for strict C++ flags

This commit is contained in:
2015-03-27 15:47:55 +05:00
parent 232c2d382e
commit 585dd26120
29 changed files with 128 additions and 97 deletions

View File

@@ -106,7 +106,7 @@ static ShaderSocketType convert_socket_type(BL::NodeSocket b_socket)
}
}
static void set_default_value(ShaderInput *input, BL::Node b_node, BL::NodeSocket b_sock, BL::BlendData b_data, BL::ID b_id)
static void set_default_value(ShaderInput *input, BL::NodeSocket b_sock, BL::BlendData b_data, BL::ID b_id)
{
/* copy values for non linked inputs */
switch(input->type) {
@@ -514,7 +514,7 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
script_node->input_names.push_back(ustring(b_input->name()));
ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
convert_socket_type(*b_input));
set_default_value(input, b_node, *b_input, b_data, b_ntree);
set_default_value(input, *b_input, b_data, b_ntree);
}
BL::Node::outputs_iterator b_output;
@@ -868,7 +868,7 @@ static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, Sha
input_map[b_input->ptr.data] = proxy->inputs[0];
set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_output));
@@ -906,7 +906,7 @@ static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, Sha
input_map[b_input->ptr.data] = proxy->inputs[0];
set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
}
}
@@ -933,7 +933,7 @@ static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, Sha
}
input_map[b_input->ptr.data] = input;
set_default_value(input, *b_node, *b_input, b_data, b_ntree);
set_default_value(input, *b_input, b_data, b_ntree);
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);