Cleainup: Formatting #107952
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@ -1,5 +1,5 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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* Copyright 2023 Blender Foundation */
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#pragma once
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@ -6636,7 +6636,8 @@ static void default_paint_slot_color_get(int layer_type, Material *ma, float col
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case LAYER_ROUGHNESS:
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case LAYER_METALLIC: {
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bNodeTree *ntree = nullptr;
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bNode *in_node = ma ? blender::bke::ntreeFindType(ma->nodetree, SH_NODE_BSDF_PRINCIPLED) : nullptr;
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bNode *in_node = ma ? blender::bke::ntreeFindType(ma->nodetree, SH_NODE_BSDF_PRINCIPLED) :
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nullptr;
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if (!in_node) {
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/* An existing material or Principled BSDF node could not be found.
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* Copy default color values from a default Principled BSDF instead. */
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@ -1150,8 +1150,8 @@ void ED_node_init_butfuncs()
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* Defined in blenkernel, but not registered in type hashes.
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*/
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using blender::bke::NodeTypeUndefined;
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using blender::bke::NodeSocketTypeUndefined;
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using blender::bke::NodeTypeUndefined;
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NodeTypeUndefined.draw_buttons = nullptr;
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NodeTypeUndefined.draw_buttons_ex = nullptr;
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@ -374,7 +374,8 @@ void USDMaterialReader::import_usd_preview(Material *mtl,
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* and output shaders. */
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/* Add the node tree. */
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bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(nullptr, &mtl->id, "Shader Nodetree", "ShaderNodeTree");
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bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
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nullptr, &mtl->id, "Shader Nodetree", "ShaderNodeTree");
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mtl->use_nodes = true;
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/* Create the Principled BSDF shader node. */
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@ -64,10 +64,12 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *sock_epsilon = (bNodeSocket *)BLI_findlink(&node->inputs, 12);
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
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bke::nodeSetSocketAvailability(ntree, socket, socket->type == (eNodeSocketDatatype)data->data_type);
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bke::nodeSetSocketAvailability(
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ntree, socket, socket->type == (eNodeSocketDatatype)data->data_type);
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}
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bke::nodeSetSocketAvailability(ntree,
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bke::nodeSetSocketAvailability(
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ntree,
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sock_epsilon,
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ELEM(data->operation, NODE_COMPARE_EQUAL, NODE_COMPARE_NOT_EQUAL) &&
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!ELEM(data->data_type, SOCK_INT, SOCK_STRING));
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@ -59,7 +59,8 @@ static void node_update(bNodeTree *ntree, bNode *node)
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GEO_COMPONENT_TYPE_POINT_CLOUD));
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bke::nodeSetSocketAvailability(ntree, edge_socket, node->custom1 == GEO_COMPONENT_TYPE_MESH);
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bke::nodeSetSocketAvailability(ntree, face_socket, node->custom1 == GEO_COMPONENT_TYPE_MESH);
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bke::nodeSetSocketAvailability(ntree, face_corner_socket, node->custom1 == GEO_COMPONENT_TYPE_MESH);
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bke::nodeSetSocketAvailability(
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ntree, face_corner_socket, node->custom1 == GEO_COMPONENT_TYPE_MESH);
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bke::nodeSetSocketAvailability(ntree, spline_socket, node->custom1 == GEO_COMPONENT_TYPE_CURVE);
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bke::nodeSetSocketAvailability(
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ntree, instances_socket, node->custom1 == GEO_COMPONENT_TYPE_INSTANCES);
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@ -61,7 +61,8 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *direction_socket = p2_socket->next;
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bNodeSocket *length_socket = direction_socket->next;
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bke::nodeSetSocketAvailability(ntree, p2_socket, mode == GEO_NODE_CURVE_PRIMITIVE_LINE_MODE_POINTS);
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bke::nodeSetSocketAvailability(
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ntree, p2_socket, mode == GEO_NODE_CURVE_PRIMITIVE_LINE_MODE_POINTS);
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bke::nodeSetSocketAvailability(
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ntree, direction_socket, mode == GEO_NODE_CURVE_PRIMITIVE_LINE_MODE_DIRECTION);
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bke::nodeSetSocketAvailability(
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@ -80,14 +80,16 @@ static void node_point_distribute_points_on_faces_update(bNodeTree *ntree, bNode
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bNodeSocket *sock_density_factor = sock_density->next;
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bke::nodeSetSocketAvailability(ntree,
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sock_distance_min,
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node->custom1 == GEO_NODE_POINT_DISTRIBUTE_POINTS_ON_FACES_POISSON);
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node->custom1 ==
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GEO_NODE_POINT_DISTRIBUTE_POINTS_ON_FACES_POISSON);
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bke::nodeSetSocketAvailability(
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ntree, sock_density_max, node->custom1 == GEO_NODE_POINT_DISTRIBUTE_POINTS_ON_FACES_POISSON);
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bke::nodeSetSocketAvailability(
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ntree, sock_density, node->custom1 == GEO_NODE_POINT_DISTRIBUTE_POINTS_ON_FACES_RANDOM);
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bke::nodeSetSocketAvailability(ntree,
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sock_density_factor,
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node->custom1 == GEO_NODE_POINT_DISTRIBUTE_POINTS_ON_FACES_POISSON);
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node->custom1 ==
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GEO_NODE_POINT_DISTRIBUTE_POINTS_ON_FACES_POISSON);
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}
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/**
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@ -79,7 +79,8 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *voxel_amount_socket = nodeFindSocket(node, SOCK_IN, "Voxel Amount");
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bke::nodeSetSocketAvailability(ntree,
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voxel_amount_socket,
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data.resolution_mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_AMOUNT);
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data.resolution_mode ==
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MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_AMOUNT);
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bke::nodeSetSocketAvailability(
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ntree, voxel_size_socket, data.resolution_mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE);
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}
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@ -64,7 +64,8 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *voxel_amount_socket = nodeFindSocket(node, SOCK_IN, "Voxel Amount");
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bke::nodeSetSocketAvailability(ntree,
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voxel_amount_socket,
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data.resolution_mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_AMOUNT);
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data.resolution_mode ==
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MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_AMOUNT);
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bke::nodeSetSocketAvailability(
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ntree, voxel_size_socket, data.resolution_mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE);
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}
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@ -60,7 +60,8 @@ static void node_update(bNodeTree *ntree, bNode *node)
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bNodeSocket *socket_boolean = socket_color4f->next;
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bNodeSocket *socket_int32 = socket_boolean->next;
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bke::nodeSetSocketAvailability(ntree, socket_vector, ELEM(data_type, CD_PROP_FLOAT2, CD_PROP_FLOAT3));
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bke::nodeSetSocketAvailability(
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ntree, socket_vector, ELEM(data_type, CD_PROP_FLOAT2, CD_PROP_FLOAT3));
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bke::nodeSetSocketAvailability(ntree, socket_float, data_type == CD_PROP_FLOAT);
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bke::nodeSetSocketAvailability(
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ntree, socket_color4f, ELEM(data_type, CD_PROP_COLOR, CD_PROP_BYTE_COLOR));
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@ -76,7 +76,8 @@ static void node_update(bNodeTree *ntree, bNode *node)
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VOLUME_TO_MESH_RESOLUTION_MODE_VOXEL_AMOUNT);
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bke::nodeSetSocketAvailability(ntree,
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voxel_size_socket,
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storage.resolution_mode == VOLUME_TO_MESH_RESOLUTION_MODE_VOXEL_SIZE);
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storage.resolution_mode ==
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VOLUME_TO_MESH_RESOLUTION_MODE_VOXEL_SIZE);
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}
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#ifdef WITH_OPENVDB
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@ -738,8 +738,8 @@ class LazyFunctionForViewerNode : public LazyFunction {
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continue;
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}
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const Span<const bNodeLink *> links = bsocket->directly_linked_links();
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if (links.is_empty() || bke::nodeIsDanglingReroute(&bnode.owner_tree(), links.first()->fromnode))
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{
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if (links.is_empty() ||
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bke::nodeIsDanglingReroute(&bnode.owner_tree(), links.first()->fromnode)) {
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use_field_input_ = false;
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inputs_.pop_last();
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r_lf_index_by_bsocket[bsocket->index_in_tree()] = -1;
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@ -578,7 +578,8 @@ static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
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branchIterData iter_data;
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iter_data.node_filter = node_filter;
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iter_data.node_count = 1;
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blender::bke::nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
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blender::bke::nodeChainIterBackwards(
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ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
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/* Make a full copy of the branch */
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Array<bNode *> nodes_copy(iter_data.node_count);
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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@ -721,7 +722,8 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
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/* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
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output_node->runtime->tmp_flag = 0;
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int node_count = 1;
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blender::bke::nodeChainIterBackwards(ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
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blender::bke::nodeChainIterBackwards(
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ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
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/* Make a mirror copy of the weight tree. */
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Array<bNode *> nodes_copy(node_count);
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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@ -984,7 +986,8 @@ static void ntree_shader_shader_to_rgba_branch(bNodeTree *ntree, bNode *output_n
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/* First gather the shader_to_rgba nodes linked to the output. This is separate to avoid
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* conflicting usage of the `node->runtime->tmp_flag`. */
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Vector<bNode *> shader_to_rgba_nodes;
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blender::bke::nodeChainIterBackwards(ntree, output_node, shader_to_rgba_node_gather, &shader_to_rgba_nodes, 0);
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blender::bke::nodeChainIterBackwards(
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ntree, output_node, shader_to_rgba_node_gather, &shader_to_rgba_nodes, 0);
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for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
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bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
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@ -292,7 +292,7 @@ bNode *nodeGetActivePaintCanvas(bNodeTree *ntree)
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{
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return node_get_active(ntree, NODE_ACTIVE_PAINT_CANVAS);
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}
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}
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} // namespace blender::bke
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void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node)
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{
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@ -117,8 +117,7 @@ static void node_shader_update_tex_musgrave(bNodeTree *ntree, bNode *node)
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inOffsetSock,
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storage.musgrave_type != SHD_MUSGRAVE_MULTIFRACTAL &&
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storage.musgrave_type != SHD_MUSGRAVE_FBM);
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bke::nodeSetSocketAvailability(
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ntree,
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bke::nodeSetSocketAvailability(ntree,
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inGainSock,
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storage.musgrave_type == SHD_MUSGRAVE_HYBRID_MULTIFRACTAL ||
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storage.musgrave_type == SHD_MUSGRAVE_RIDGED_MULTIFRACTAL);
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@ -78,8 +78,7 @@ static void node_shader_update_tex_noise(bNodeTree *ntree, bNode *node)
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const NodeTexNoise &storage = node_storage(*node);
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bke::nodeSetSocketAvailability(ntree, sockVector, storage.dimensions != 1);
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bke::nodeSetSocketAvailability(
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ntree, sockW, storage.dimensions == 1 || storage.dimensions == 4);
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bke::nodeSetSocketAvailability(ntree, sockW, storage.dimensions == 1 || storage.dimensions == 4);
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}
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class NoiseFunction : public mf::MultiFunction {
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@ -275,8 +275,7 @@ static void node_shader_update_sky(bNodeTree *ntree, bNode *node)
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bNodeSocket *sockVector = nodeFindSocket(node, SOCK_IN, "Vector");
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NodeTexSky *tex = (NodeTexSky *)node->storage;
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bke::nodeSetSocketAvailability(
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ntree, sockVector, !(tex->sky_model == 2 && tex->sun_disc == 1));
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bke::nodeSetSocketAvailability(ntree, sockVector, !(tex->sky_model == 2 && tex->sun_disc == 1));
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}
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static void node_gather_link_searches(GatherLinkSearchOpParams ¶ms)
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@ -195,7 +195,8 @@ static void node_shader_update_vector_rotate(bNodeTree *ntree, bNode *node)
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bke::nodeSetSocketAvailability(
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ntree, sock_rotation, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
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bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis");
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bke::nodeSetSocketAvailability(ntree, sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS));
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bke::nodeSetSocketAvailability(
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ntree, sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS));
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bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle");
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bke::nodeSetSocketAvailability(
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ntree, sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
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