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authorBrecht Van Lommel <brecht@blender.org>2020-10-27 13:40:42 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-10-27 13:40:42 +0300
commit30f626fe4cd62f406468ef0ff2169694424b1a29 (patch)
treed428586cd3a6e689ab1e2f5a4222d1e0eb77ada7 /intern/cycles/blender/blender_volume.cpp
parent17381c7b90eb3acde53eca013ae5a5a55699f17d (diff)
Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b32187f754e5b176db6377736f9cb8ff. It is causing motion blur test failures and crashes in some renders, reverting until this is fixed.
Diffstat (limited to 'intern/cycles/blender/blender_volume.cpp')
-rw-r--r--intern/cycles/blender/blender_volume.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/intern/cycles/blender/blender_volume.cpp b/intern/cycles/blender/blender_volume.cpp
index e86512b6f91..e039d8a4895 100644
--- a/intern/cycles/blender/blender_volume.cpp
+++ b/intern/cycles/blender/blender_volume.cpp
@@ -202,7 +202,7 @@ static void sync_smoke_volume(Scene *scene, BL::Object &b_ob, Volume *volume, fl
continue;
}
- volume->set_clipping(b_domain.clipping());
+ volume->clipping = b_domain.clipping();
Attribute *attr = volume->attributes.add(std);
@@ -262,9 +262,9 @@ static void sync_volume_object(BL::BlendData &b_data,
BL::VolumeRender b_render(b_volume.render());
- volume->set_clipping(b_render.clipping());
- volume->set_step_size(b_render.step_size());
- volume->set_object_space((b_render.space() == BL::VolumeRender::space_OBJECT));
+ volume->clipping = b_render.clipping();
+ volume->step_size = b_render.step_size();
+ volume->object_space = (b_render.space() == BL::VolumeRender::space_OBJECT);
/* Find grid with matching name. */
BL::Volume::grids_iterator b_grid_iter;
@@ -320,12 +320,14 @@ static vector<int> get_voxel_image_slots(Mesh *mesh)
return slots;
}
-void BlenderSync::sync_volume(BL::Object &b_ob, Volume *volume, array<Node *> &used_shaders)
+void BlenderSync::sync_volume(BL::Object &b_ob,
+ Volume *volume,
+ const vector<Shader *> &used_shaders)
{
vector<int> old_voxel_slots = get_voxel_image_slots(volume);
volume->clear();
- volume->set_used_shaders(used_shaders);
+ volume->used_shaders = used_shaders;
if (view_layer.use_volumes) {
if (b_ob.type() == BL::Object::type_VOLUME) {