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authorHans Goudey <h.goudey@me.com>2021-08-23 22:41:44 +0300
committerHans Goudey <h.goudey@me.com>2021-08-23 22:41:44 +0300
commit24d1c352e8e59139efa8a1cdefed13952f8c99ee (patch)
tree021375ff7f4ba77f721065f711d9edbce67c2dbe
parentb3639670ee001cc77480cdc8db54ce517d992e3b (diff)
Make branch compile after recent multifunction network removaltemp-geometry-nodes-fields-prototype
-rw-r--r--source/blender/editors/space_node/node_draw.cc2
-rw-r--r--source/blender/nodes/function/nodes/node_fn_align_rotation_to_vector.cc8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_noise.cc10
3 files changed, 9 insertions, 11 deletions
diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc
index cca61148c85..8a313d6ff80 100644
--- a/source/blender/editors/space_node/node_draw.cc
+++ b/source/blender/editors/space_node/node_draw.cc
@@ -812,7 +812,7 @@ static bool use_special_non_field_socket_drawing(const bNodeTree *node_tree,
if (socket->in_out == SOCK_OUT) {
return false;
}
- if (node->typeinfo->expand_in_mf_network) {
+ if (node->typeinfo->build_multi_function) {
/* Wow, that's hacky. Don't use vertical bar for function nodes. */
return false;
}
diff --git a/source/blender/nodes/function/nodes/node_fn_align_rotation_to_vector.cc b/source/blender/nodes/function/nodes/node_fn_align_rotation_to_vector.cc
index fae61d67a48..7f72988344b 100644
--- a/source/blender/nodes/function/nodes/node_fn_align_rotation_to_vector.cc
+++ b/source/blender/nodes/function/nodes/node_fn_align_rotation_to_vector.cc
@@ -162,10 +162,10 @@ static const blender::fn::MultiFunction &get_multi_function(bNode &node)
return fixed_pivot;
}
-static void fn_node_align_rotation_to_vector_expand_in_mf_network(
- blender::nodes::NodeMFNetworkBuilder &builder)
+static void fn_node_align_rotation_to_vector_build_multi_function(
+ blender::nodes::NodeMultiFunctionBuilder &builder)
{
- const blender::fn::MultiFunction &fn = get_multi_function(builder.bnode());
+ const blender::fn::MultiFunction &fn = get_multi_function(builder.node());
builder.set_matching_fn(fn);
}
@@ -185,7 +185,7 @@ void register_node_type_fn_align_rotation_to_vector()
"FunctionNodeAlignRotationToVector",
node_free_standard_storage,
node_copy_standard_storage);
- ntype.expand_in_mf_network = fn_node_align_rotation_to_vector_expand_in_mf_network;
+ ntype.build_multi_function = fn_node_align_rotation_to_vector_build_multi_function;
ntype.draw_buttons = fn_node_align_rotation_to_vector_layout;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc
index a9ff82f42ea..43515f0502f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc
@@ -191,19 +191,17 @@ class NoiseTextureFunction1D : public blender::fn::MultiFunction {
}
};
-static void sh_node_tex_noise_expand_in_mf_network(blender::nodes::NodeMFNetworkBuilder &builder)
+static void sh_node_tex_noise_build_multi_function(
+ blender::nodes::NodeMultiFunctionBuilder &builder)
{
/* TODO: Not only support 1D and 3D. */
- NodeTexNoise *tex = builder.dnode()->storage<NodeTexNoise>();
+ NodeTexNoise *tex = (NodeTexNoise *)builder.node().storage;
if (tex->dimensions == 1) {
builder.construct_and_set_matching_fn<NoiseTextureFunction1D>();
}
else if (tex->dimensions == 3) {
builder.construct_and_set_matching_fn<NoiseTextureFunction3D>();
}
- else {
- builder.set_not_implemented();
- }
}
/* node type definition */
@@ -218,7 +216,7 @@ void register_node_type_sh_tex_noise(void)
&ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_noise);
node_type_update(&ntype, node_shader_update_tex_noise);
- ntype.expand_in_mf_network = sh_node_tex_noise_expand_in_mf_network;
+ ntype.build_multi_function = sh_node_tex_noise_build_multi_function;
nodeRegisterType(&ntype);
}