Refactoring: Explicit using of socket names to disconnect inactive mix branch #109447

Closed
Iliya Katushenock wants to merge 1 commits from mod_moder:cleanup_socket_names_and_pointer_to_use into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
1 changed files with 47 additions and 30 deletions

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@ -1005,22 +1005,20 @@ static void ntree_shader_shader_to_rgba_branch(bNodeTree *ntree, bNode *output_n
}
}
static void shader_node_disconnect_input(bNodeTree *ntree, bNode *node, int index)
static void shader_node_disconnect_input(bNodeTree *ntree, bNodeSocket *input_to_disconnect)
{
bNodeLink *link = ntree_shader_node_input_get(node, index)->link;
if (link) {
bNodeLink *link = input_to_disconnect->link;
if (link != nullptr) {
nodeRemLink(ntree, link);
}
}
static void shader_node_disconnect_inactive_mix_branch(bNodeTree *ntree,
bNode *node,
int factor_socket_index,
int a_socket_index,
int b_socket_index,
bNodeSocket *factor_socket,
bNodeSocket *a_socket,
bNodeSocket *b_socket,
bool clamp_factor)
{
bNodeSocket *factor_socket = ntree_shader_node_input_get(node, factor_socket_index);
if (factor_socket->link == nullptr) {
float factor = 0.5;
@ -1046,11 +1044,11 @@ static void shader_node_disconnect_inactive_mix_branch(bNodeTree *ntree,
}
}
if (factor == 1.0f && a_socket_index >= 0) {
shader_node_disconnect_input(ntree, node, a_socket_index);
if (factor == 1.0f && a_socket != nullptr) {
shader_node_disconnect_input(ntree, a_socket);
}
else if (factor == 0.0f && b_socket_index >= 0) {
shader_node_disconnect_input(ntree, node, b_socket_index);
else if (factor == 0.0f && b_socket != nullptr) {
shader_node_disconnect_input(ntree, b_socket);
}
}
}
@ -1059,34 +1057,53 @@ static void ntree_shader_disconnect_inactive_mix_branches(bNodeTree *ntree)
{
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->typeinfo->type == SH_NODE_MIX_SHADER) {
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, 1, 2, true);
bNodeSocket *factor = nodeFindSocket(node, SOCK_IN, "Fac");
bNodeSocket *shader_a = nodeFindSocket(node, SOCK_IN, "Shader");
bNodeSocket *shader_b = nodeFindSocket(node, SOCK_IN, "Shader_001");
shader_node_disconnect_inactive_mix_branch(ntree, factor, shader_a, shader_b, true);
}
else if (node->typeinfo->type == SH_NODE_MIX) {
const NodeShaderMix *storage = static_cast<NodeShaderMix *>(node->storage);
bNodeSocket *float_factor = nodeFindSocket(node, SOCK_IN, "Factor_Float");
bNodeSocket *vector_factor = nodeFindSocket(node, SOCK_IN, "Factor_Float");
bNodeSocket *float_a = nodeFindSocket(node, SOCK_IN, "A_Float");
bNodeSocket *float_b = nodeFindSocket(node, SOCK_IN, "B_Float");
bNodeSocket *vector_a = nodeFindSocket(node, SOCK_IN, "A_Vector");
bNodeSocket *vector_b = nodeFindSocket(node, SOCK_IN, "B_Vector");
bNodeSocket *color_a = nodeFindSocket(node, SOCK_IN, "A_Color");
bNodeSocket *color_b = nodeFindSocket(node, SOCK_IN, "B_Color");
Vector<bNodeSocket *, 8> all_sockets{
float_factor, vector_factor, float_a, float_b, vector_a, vector_b, color_a, color_b};
if (storage->data_type == SOCK_FLOAT) {
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, 2, 3, storage->clamp_factor);
/* Disconnect links from data_type-specific sockets that are not currently in use */
for (int i : {1, 4, 5, 6, 7}) {
shader_node_disconnect_input(ntree, node, i);
}
shader_node_disconnect_inactive_mix_branch(
ntree, float_factor, float_a, float_b, storage->clamp_factor);
all_sockets.remove_first_occurrence_and_reorder(float_factor);
all_sockets.remove_first_occurrence_and_reorder(float_a);
all_sockets.remove_first_occurrence_and_reorder(float_b);
}
else if (storage->data_type == SOCK_VECTOR) {
int factor_socket = storage->factor_mode == NODE_MIX_MODE_UNIFORM ? 0 : 1;
const bool float_factor_mode = (storage->factor_mode == NODE_MIX_MODE_UNIFORM);
bNodeSocket *factor_input = float_factor_mode ? float_factor : vector_factor;
shader_node_disconnect_inactive_mix_branch(
ntree, node, factor_socket, 4, 5, storage->clamp_factor);
/* Disconnect links from data_type-specific sockets that are not currently in use */
int unused_factor_socket = factor_socket == 0 ? 1 : 0;
for (int i : {unused_factor_socket, 2, 3, 6, 7}) {
shader_node_disconnect_input(ntree, node, i);
}
ntree, factor_input, vector_a, vector_b, storage->clamp_factor);
all_sockets.remove_first_occurrence_and_reorder(factor_input);
all_sockets.remove_first_occurrence_and_reorder(float_a);
all_sockets.remove_first_occurrence_and_reorder(float_b);
}
else if (storage->data_type == SOCK_RGBA) {
/* Branch A can't be optimized-out, since its alpha is always used regardless of factor */
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, -1, 7, storage->clamp_factor);
/* Disconnect links from data_type-specific sockets that are not currently in use */
for (int i : {1, 2, 3, 4, 5}) {
shader_node_disconnect_input(ntree, node, i);
}
shader_node_disconnect_inactive_mix_branch(
ntree, float_factor, nullptr, color_b, storage->clamp_factor);
all_sockets.remove_first_occurrence_and_reorder(float_factor);
all_sockets.remove_first_occurrence_and_reorder(color_a);
all_sockets.remove_first_occurrence_and_reorder(color_b);
}
/* Disconnect links from data_type-specific sockets that are not currently in use */
for (bNodeSocket *socket : all_sockets) {
shader_node_disconnect_input(ntree, socket);
}
}
}