Cleanup: Use new socket builder API
This commit is contained in:
@@ -21,18 +21,12 @@
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namespace blender::nodes::node_shader_add_shader_cc {
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_add_shader_in[] = {
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{SOCK_SHADER, N_("Shader")},
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{SOCK_SHADER, N_("Shader")},
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{-1, ""},
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};
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static bNodeSocketTemplate sh_node_add_shader_out[] = {
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{SOCK_SHADER, N_("Shader")},
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{-1, ""},
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};
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Shader>(N_("Shader"));
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b.add_input<decl::Shader>(N_("Shader"), "Shader_001");
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b.add_output<decl::Shader>(N_("Shader"));
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}
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static int node_shader_gpu_add_shader(GPUMaterial *mat,
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bNode *node,
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@@ -53,8 +47,7 @@ void register_node_type_sh_add_shader()
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_ADD_SHADER, "Add Shader", NODE_CLASS_SHADER);
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node_type_socket_templates(
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&ntype, file_ns::sh_node_add_shader_in, file_ns::sh_node_add_shader_out);
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ntype.declare = file_ns::node_declare;
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node_type_gpu(&ntype, file_ns::node_shader_gpu_add_shader);
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nodeRegisterType(&ntype);
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@@ -21,20 +21,14 @@
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namespace blender::nodes::node_shader_ambient_occlusion_cc {
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_ambient_occlusion_in[] = {
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{SOCK_RGBA, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{SOCK_FLOAT, N_("Distance"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{-1, ""},
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};
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static bNodeSocketTemplate sh_node_ambient_occlusion_out[] = {
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{SOCK_RGBA, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{SOCK_FLOAT, N_("AO"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{-1, ""},
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};
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
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b.add_input<decl::Float>(N_("Distance")).default_value(1.0f).min(0.0f).max(1000.0f);
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b.add_input<decl::Vector>(N_("Normal")).min(-1.0f).max(1.0f).hide_value();
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b.add_output<decl::Color>(N_("Color"));
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b.add_output<decl::Float>(N_("AO"));
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}
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static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat,
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bNode *node,
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@@ -76,8 +70,7 @@ void register_node_type_sh_ambient_occlusion()
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_INPUT);
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node_type_socket_templates(
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&ntype, file_ns::sh_node_ambient_occlusion_in, file_ns::sh_node_ambient_occlusion_out);
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ntype.declare = file_ns::node_declare;
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node_type_init(&ntype, file_ns::node_shader_init_ambient_occlusion);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_ambient_occlusion);
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@@ -21,16 +21,11 @@
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namespace blender::nodes::node_shader_blackbody_cc {
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/* **************** Blackbody ******************** */
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static bNodeSocketTemplate sh_node_blackbody_in[] = {
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{SOCK_FLOAT, N_("Temperature"), 1500.0f, 0.0f, 0.0f, 0.0f, 800.0f, 12000.0f},
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{-1, ""},
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};
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static bNodeSocketTemplate sh_node_blackbody_out[] = {
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{SOCK_RGBA, N_("Color")},
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{-1, ""},
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};
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Float>(N_("Temperature")).default_value(1500.0f).min(800.0f).max(12000.0f);
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b.add_output<decl::Color>(N_("Color"));
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}
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static int node_shader_gpu_blackbody(GPUMaterial *mat,
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bNode *node,
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@@ -59,9 +54,8 @@ void register_node_type_sh_blackbody()
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_BLACKBODY, "Blackbody", NODE_CLASS_CONVERTER);
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ntype.declare = file_ns::node_declare;
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node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
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node_type_socket_templates(
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&ntype, file_ns::sh_node_blackbody_in, file_ns::sh_node_blackbody_out);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_blackbody);
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nodeRegisterType(&ntype);
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@@ -25,11 +25,10 @@
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namespace blender::nodes::node_shader_rgb_cc {
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/* **************** RGB ******************** */
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static bNodeSocketTemplate sh_node_rgb_out[] = {
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{SOCK_RGBA, N_("Color"), 0.5f, 0.5f, 0.5f, 1.0f},
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{-1, ""},
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};
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_output<decl::Color>(N_("Color")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
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}
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static int gpu_shader_rgb(GPUMaterial *mat,
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bNode *node,
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@@ -50,7 +49,7 @@ void register_node_type_sh_rgb()
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_RGB, "RGB", NODE_CLASS_INPUT);
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node_type_socket_templates(&ntype, nullptr, file_ns::sh_node_rgb_out);
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ntype.declare = file_ns::node_declare;
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node_type_gpu(&ntype, file_ns::gpu_shader_rgb);
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nodeRegisterType(&ntype);
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@@ -21,16 +21,11 @@
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namespace blender::nodes::node_shader_wavelength_cc {
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/* **************** Wavelength ******************** */
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static bNodeSocketTemplate sh_node_wavelength_in[] = {
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{SOCK_FLOAT, N_("Wavelength"), 500.0f, 0.0f, 0.0f, 0.0f, 380.0f, 780.0f},
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{-1, ""},
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};
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static bNodeSocketTemplate sh_node_wavelength_out[] = {
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{SOCK_RGBA, N_("Color")},
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{-1, ""},
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};
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Float>(N_("Wavelength")).default_value(500.0f).min(380.0f).max(780.0f);
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b.add_output<decl::Color>(N_("Color"));
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}
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static int node_shader_gpu_wavelength(GPUMaterial *mat,
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bNode *node,
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@@ -69,9 +64,8 @@ void register_node_type_sh_wavelength()
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_WAVELENGTH, "Wavelength", NODE_CLASS_CONVERTER);
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ntype.declare = file_ns::node_declare;
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node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
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node_type_socket_templates(
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&ntype, file_ns::sh_node_wavelength_in, file_ns::sh_node_wavelength_out);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_wavelength);
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nodeRegisterType(&ntype);
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