diff options
author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-10-26 23:00:37 +0300 |
---|---|---|
committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-10-27 01:11:14 +0300 |
commit | 527f8b32b32187f754e5b176db6377736f9cb8ff (patch) | |
tree | da291ed0d180d105521a03b73107ec6c9c39ff3b /intern/cycles/render/nodes.cpp | |
parent | d6180dd2f7e8e9fdfa472f99f7a17bcb487c4b2d (diff) |
Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 147 |
1 files changed, 77 insertions, 70 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index fc525e06d1e..546206f593b 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -247,6 +247,9 @@ NODE_DEFINE(ImageTextureNode) SOCKET_FLOAT(projection_blend, "Projection Blend", 0.0f); + SOCKET_INT_ARRAY(tiles, "Tiles", array<int>()); + SOCKET_BOOLEAN(animated, "Animated", false); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_UV); SOCKET_OUT_COLOR(color, "Color"); @@ -259,7 +262,7 @@ ImageTextureNode::ImageTextureNode() : ImageSlotTextureNode(node_type) { colorspace = u_colorspace_raw; animated = false; - tiles.push_back(1001); + tiles.push_back_slow(1001); } ShaderNode *ImageTextureNode::clone(ShaderGraph *graph) const @@ -286,7 +289,7 @@ void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph) * 1001 tile, so there's no point in loading any others. */ if (projection == NODE_IMAGE_PROJ_BOX) { tiles.clear(); - tiles.push_back(1001); + tiles.push_back_slow(1001); return; } @@ -308,7 +311,7 @@ void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph) ShaderNode *node = vector_in->link->parent; if (node->type == UVMapNode::node_type) { UVMapNode *uvmap = (UVMapNode *)node; - attribute = uvmap->attribute; + attribute = uvmap->get_attribute(); } else if (node->type == TextureCoordinateNode::node_type) { if (vector_in->link != node->output("UV")) { @@ -325,20 +328,21 @@ void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph) * be to have a cache in each mesh that is indexed by attribute. * Additionally, building a graph-to-meshes list once could help. */ foreach (Geometry *geom, scene->geometry) { - foreach (Shader *shader, geom->used_shaders) { + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast<Shader *>(node); if (shader->graph == graph) { geom->get_uv_tiles(attribute, used_tiles); } } } - ccl::vector<int> new_tiles; + array<int> new_tiles; foreach (int tile, tiles) { if (used_tiles.count(tile)) { - new_tiles.push_back(tile); + new_tiles.push_back_slow(tile); } } - tiles.swap(new_tiles); + tiles.steal_data(new_tiles); } void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -511,6 +515,8 @@ NODE_DEFINE(EnvironmentTextureNode) projection_enum.insert("mirror_ball", NODE_ENVIRONMENT_MIRROR_BALL); SOCKET_ENUM(projection, "Projection", projection_enum, NODE_ENVIRONMENT_EQUIRECTANGULAR); + SOCKET_BOOLEAN(animated, "Animated", false); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION); SOCKET_OUT_COLOR(color, "Color"); @@ -790,7 +796,7 @@ NODE_DEFINE(SkyTextureNode) type_enum.insert("preetham", NODE_SKY_PREETHAM); type_enum.insert("hosek_wilkie", NODE_SKY_HOSEK); type_enum.insert("nishita_improved", NODE_SKY_NISHITA); - SOCKET_ENUM(type, "Type", type_enum, NODE_SKY_NISHITA); + SOCKET_ENUM(sky_type, "Type", type_enum, NODE_SKY_NISHITA); SOCKET_VECTOR(sun_direction, "Sun Direction", make_float3(0.0f, 0.0f, 1.0f)); SOCKET_FLOAT(turbidity, "Turbidity", 2.2f); @@ -823,11 +829,11 @@ void SkyTextureNode::compile(SVMCompiler &compiler) ShaderOutput *color_out = output("Color"); SunSky sunsky; - if (type == NODE_SKY_PREETHAM) + if (sky_type == NODE_SKY_PREETHAM) sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); - else if (type == NODE_SKY_HOSEK) + else if (sky_type == NODE_SKY_HOSEK) sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); - else if (type == NODE_SKY_NISHITA) { + else if (sky_type == NODE_SKY_NISHITA) { /* Clamp altitude to reasonable values. * Below 1m causes numerical issues and above 60km is space. */ float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); @@ -860,9 +866,9 @@ void SkyTextureNode::compile(SVMCompiler &compiler) int vector_offset = tex_mapping.compile_begin(compiler, vector_in); compiler.stack_assign(color_out); - compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), type); + compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), sky_type); /* nishita doesn't need this data */ - if (type != NODE_SKY_NISHITA) { + if (sky_type != NODE_SKY_NISHITA) { compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), @@ -919,11 +925,11 @@ void SkyTextureNode::compile(OSLCompiler &compiler) tex_mapping.compile(compiler); SunSky sunsky; - if (type == NODE_SKY_PREETHAM) + if (sky_type == NODE_SKY_PREETHAM) sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); - else if (type == NODE_SKY_HOSEK) + else if (sky_type == NODE_SKY_HOSEK) sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); - else if (type == NODE_SKY_NISHITA) { + else if (sky_type == NODE_SKY_NISHITA) { /* Clamp altitude to reasonable values. * Below 1m causes numerical issues and above 60km is space. */ float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); @@ -963,7 +969,7 @@ void SkyTextureNode::compile(OSLCompiler &compiler) compiler.parameter_array("config_z", sunsky.config_z, 9); compiler.parameter_array("nishita_data", sunsky.nishita_data, 10); /* nishita texture */ - if (type == NODE_SKY_NISHITA) { + if (sky_type == NODE_SKY_NISHITA) { compiler.parameter_texture("filename", handle.svm_slot()); } compiler.add(this, "node_sky_texture"); @@ -985,7 +991,7 @@ NODE_DEFINE(GradientTextureNode) type_enum.insert("radial", NODE_BLEND_RADIAL); type_enum.insert("quadratic_sphere", NODE_BLEND_QUADRATIC_SPHERE); type_enum.insert("spherical", NODE_BLEND_SPHERICAL); - SOCKET_ENUM(type, "Type", type_enum, NODE_BLEND_LINEAR); + SOCKET_ENUM(gradient_type, "Type", type_enum, NODE_BLEND_LINEAR); SOCKET_IN_POINT( vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); @@ -1009,7 +1015,7 @@ void GradientTextureNode::compile(SVMCompiler &compiler) int vector_offset = tex_mapping.compile_begin(compiler, vector_in); compiler.add_node(NODE_TEX_GRADIENT, - compiler.encode_uchar4(type, + compiler.encode_uchar4(gradient_type, vector_offset, compiler.stack_assign_if_linked(fac_out), compiler.stack_assign_if_linked(color_out))); @@ -1369,7 +1375,7 @@ NODE_DEFINE(MusgraveTextureNode) type_enum.insert("hybrid_multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); type_enum.insert("ridged_multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); - SOCKET_ENUM(type, "Type", type_enum, NODE_MUSGRAVE_FBM); + SOCKET_ENUM(musgrave_type, "Type", type_enum, NODE_MUSGRAVE_FBM); SOCKET_IN_POINT( vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); @@ -1414,7 +1420,7 @@ void MusgraveTextureNode::compile(SVMCompiler &compiler) compiler.add_node( NODE_TEX_MUSGRAVE, - compiler.encode_uchar4(type, dimensions, vector_stack_offset, w_stack_offset), + compiler.encode_uchar4(musgrave_type, dimensions, vector_stack_offset, w_stack_offset), compiler.encode_uchar4(scale_stack_offset, detail_stack_offset, dimension_stack_offset, @@ -1447,7 +1453,7 @@ NODE_DEFINE(WaveTextureNode) static NodeEnum type_enum; type_enum.insert("bands", NODE_WAVE_BANDS); type_enum.insert("rings", NODE_WAVE_RINGS); - SOCKET_ENUM(type, "Type", type_enum, NODE_WAVE_BANDS); + SOCKET_ENUM(wave_type, "Type", type_enum, NODE_WAVE_BANDS); static NodeEnum bands_direction_enum; bands_direction_enum.insert("x", NODE_WAVE_BANDS_DIRECTION_X); @@ -1504,7 +1510,7 @@ void WaveTextureNode::compile(SVMCompiler &compiler) int vector_offset = tex_mapping.compile_begin(compiler, vector_in); compiler.add_node(NODE_TEX_WAVE, - compiler.encode_uchar4(type, bands_direction, rings_direction, profile), + compiler.encode_uchar4(wave_type, bands_direction, rings_direction, profile), compiler.encode_uchar4(vector_offset, compiler.stack_assign_if_linked(scale_in), compiler.stack_assign_if_linked(distortion_in)), @@ -1926,7 +1932,7 @@ NODE_DEFINE(MappingNode) type_enum.insert("texture", NODE_MAPPING_TYPE_TEXTURE); type_enum.insert("vector", NODE_MAPPING_TYPE_VECTOR); type_enum.insert("normal", NODE_MAPPING_TYPE_NORMAL); - SOCKET_ENUM(type, "Type", type_enum, NODE_MAPPING_TYPE_POINT); + SOCKET_ENUM(mapping_type, "Type", type_enum, NODE_MAPPING_TYPE_POINT); SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); SOCKET_IN_POINT(location, "Location", make_float3(0.0f, 0.0f, 0.0f)); @@ -1945,11 +1951,11 @@ MappingNode::MappingNode() : ShaderNode(node_type) void MappingNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale); + float3 result = svm_mapping((NodeMappingType)mapping_type, vector, location, rotation, scale); folder.make_constant(result); } else { - folder.fold_mapping((NodeMappingType)type); + folder.fold_mapping((NodeMappingType)mapping_type); } } @@ -1969,7 +1975,7 @@ void MappingNode::compile(SVMCompiler &compiler) compiler.add_node( NODE_MAPPING, - type, + mapping_type, compiler.encode_uchar4( vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset), result_stack_offset); @@ -2385,7 +2391,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene) } Integrator *integrator = scene->integrator; ShaderInput *roughness_input = input("Roughness"); - if (integrator->filter_glossy == 0.0f) { + if (integrator->get_filter_glossy() == 0.0f) { /* Fallback to Sharp closure for Roughness close to 0. * Note: Keep the epsilon in sync with kernel! */ @@ -2478,7 +2484,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene) } Integrator *integrator = scene->integrator; ShaderInput *roughness_input = input("Roughness"); - if (integrator->filter_glossy == 0.0f) { + if (integrator->get_filter_glossy() == 0.0f) { /* Fallback to Sharp closure for Roughness close to 0. * Note: Keep the epsilon in sync with kernel! */ @@ -2571,7 +2577,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene) } Integrator *integrator = scene->integrator; ShaderInput *roughness_input = input("Roughness"); - if (integrator->filter_glossy == 0.0f) { + if (integrator->get_filter_glossy() == 0.0f) { /* Fallback to Sharp closure for Roughness close to 0. * Note: Keep the epsilon in sync with kernel! */ @@ -4479,7 +4485,7 @@ void VolumeInfoNode::expand(ShaderGraph *graph) ShaderOutput *color_out = output("Color"); if (!color_out->links.empty()) { AttributeNode *attr = graph->create_node<AttributeNode>(); - attr->attribute = "color"; + attr->set_attribute(ustring("color")); graph->add(attr); graph->relink(color_out, attr->output("Color")); } @@ -4487,7 +4493,7 @@ void VolumeInfoNode::expand(ShaderGraph *graph) ShaderOutput *density_out = output("Density"); if (!density_out->links.empty()) { AttributeNode *attr = graph->create_node<AttributeNode>(); - attr->attribute = "density"; + attr->set_attribute(ustring("density")); graph->add(attr); graph->relink(density_out, attr->output("Fac")); } @@ -4495,7 +4501,7 @@ void VolumeInfoNode::expand(ShaderGraph *graph) ShaderOutput *flame_out = output("Flame"); if (!flame_out->links.empty()) { AttributeNode *attr = graph->create_node<AttributeNode>(); - attr->attribute = "flame"; + attr->set_attribute(ustring("flame")); graph->add(attr); graph->relink(flame_out, attr->output("Fac")); } @@ -4503,7 +4509,7 @@ void VolumeInfoNode::expand(ShaderGraph *graph) ShaderOutput *temperature_out = output("Temperature"); if (!temperature_out->links.empty()) { AttributeNode *attr = graph->create_node<AttributeNode>(); - attr->attribute = "temperature"; + attr->set_attribute(ustring("temperature")); graph->add(attr); graph->relink(temperature_out, attr->output("Fac")); } @@ -4880,7 +4886,7 @@ NODE_DEFINE(MixNode) type_enum.insert("color", NODE_MIX_COLOR); type_enum.insert("soft_light", NODE_MIX_SOFT); type_enum.insert("linear_light", NODE_MIX_LINEAR); - SOCKET_ENUM(type, "Type", type_enum, NODE_MIX_BLEND); + SOCKET_ENUM(mix_type, "Type", type_enum, NODE_MIX_BLEND); SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); @@ -4908,7 +4914,7 @@ void MixNode::compile(SVMCompiler &compiler) compiler.stack_assign(fac_in), compiler.stack_assign(color1_in), compiler.stack_assign(color2_in)); - compiler.add_node(NODE_MIX, type, compiler.stack_assign(color_out)); + compiler.add_node(NODE_MIX, mix_type, compiler.stack_assign(color_out)); if (use_clamp) { compiler.add_node(NODE_MIX, 0, compiler.stack_assign(color_out)); @@ -4926,10 +4932,10 @@ void MixNode::compile(OSLCompiler &compiler) void MixNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - folder.make_constant_clamp(svm_mix(type, fac, color1, color2), use_clamp); + folder.make_constant_clamp(svm_mix(mix_type, fac, color1, color2), use_clamp); } else { - folder.fold_mix(type, use_clamp); + folder.fold_mix(mix_type, use_clamp); } } @@ -5748,7 +5754,7 @@ NODE_DEFINE(MapRangeNode) type_enum.insert("stepped", NODE_MAP_RANGE_STEPPED); type_enum.insert("smoothstep", NODE_MAP_RANGE_SMOOTHSTEP); type_enum.insert("smootherstep", NODE_MAP_RANGE_SMOOTHERSTEP); - SOCKET_ENUM(type, "Type", type_enum, NODE_MAP_RANGE_LINEAR); + SOCKET_ENUM(range_type, "Type", type_enum, NODE_MAP_RANGE_LINEAR); SOCKET_IN_FLOAT(value, "Value", 1.0f); SOCKET_IN_FLOAT(from_min, "From Min", 0.0f); @@ -5772,7 +5778,7 @@ void MapRangeNode::expand(ShaderGraph *graph) ShaderOutput *result_out = output("Result"); if (!result_out->links.empty()) { ClampNode *clamp_node = graph->create_node<ClampNode>(); - clamp_node->type = NODE_CLAMP_RANGE; + clamp_node->set_clamp_type(NODE_CLAMP_RANGE); graph->add(clamp_node); graph->relink(result_out, clamp_node->output("Result")); graph->connect(result_out, clamp_node->input("Value")); @@ -5780,13 +5786,13 @@ void MapRangeNode::expand(ShaderGraph *graph) graph->connect(input("To Min")->link, clamp_node->input("Min")); } else { - clamp_node->min = to_min; + clamp_node->set_min(to_min); } if (input("To Max")->link) { graph->connect(input("To Max")->link, clamp_node->input("Max")); } else { - clamp_node->max = to_max; + clamp_node->set_max(to_max); } } } @@ -5815,7 +5821,7 @@ void MapRangeNode::compile(SVMCompiler &compiler) value_stack_offset, compiler.encode_uchar4( from_min_stack_offset, from_max_stack_offset, to_min_stack_offset, to_max_stack_offset), - compiler.encode_uchar4(type, steps_stack_offset, result_stack_offset)); + compiler.encode_uchar4(range_type, steps_stack_offset, result_stack_offset)); compiler.add_node(__float_as_int(from_min), __float_as_int(from_max), @@ -5839,7 +5845,7 @@ NODE_DEFINE(ClampNode) static NodeEnum type_enum; type_enum.insert("minmax", NODE_CLAMP_MINMAX); type_enum.insert("range", NODE_CLAMP_RANGE); - SOCKET_ENUM(type, "Type", type_enum, NODE_CLAMP_MINMAX); + SOCKET_ENUM(clamp_type, "Type", type_enum, NODE_CLAMP_MINMAX); SOCKET_IN_FLOAT(value, "Value", 1.0f); SOCKET_IN_FLOAT(min, "Min", 0.0f); @@ -5857,7 +5863,7 @@ ClampNode::ClampNode() : ShaderNode(node_type) void ClampNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - if (type == NODE_CLAMP_RANGE && (min > max)) { + if (clamp_type == NODE_CLAMP_RANGE && (min > max)) { folder.make_constant(clamp(value, max, min)); } else { @@ -5880,7 +5886,7 @@ void ClampNode::compile(SVMCompiler &compiler) compiler.add_node(NODE_CLAMP, value_stack_offset, - compiler.encode_uchar4(min_stack_offset, max_stack_offset, type), + compiler.encode_uchar4(min_stack_offset, max_stack_offset, clamp_type), result_stack_offset); compiler.add_node(__float_as_int(min), __float_as_int(max)); } @@ -5990,7 +5996,7 @@ NODE_DEFINE(MathNode) type_enum.insert("smoothmin", NODE_MATH_SMOOTH_MIN); type_enum.insert("smoothmax", NODE_MATH_SMOOTH_MAX); type_enum.insert("compare", NODE_MATH_COMPARE); - SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD); + SOCKET_ENUM(math_type, "Type", type_enum, NODE_MATH_ADD); SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); @@ -6013,9 +6019,9 @@ void MathNode::expand(ShaderGraph *graph) ShaderOutput *result_out = output("Value"); if (!result_out->links.empty()) { ClampNode *clamp_node = graph->create_node<ClampNode>(); - clamp_node->type = NODE_CLAMP_MINMAX; - clamp_node->min = 0.0f; - clamp_node->max = 1.0f; + clamp_node->set_clamp_type(NODE_CLAMP_MINMAX); + clamp_node->set_min(0.0f); + clamp_node->set_max(1.0f); graph->add(clamp_node); graph->relink(result_out, clamp_node->output("Result")); graph->connect(result_out, clamp_node->input("Value")); @@ -6026,10 +6032,10 @@ void MathNode::expand(ShaderGraph *graph) void MathNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - folder.make_constant(svm_math(type, value1, value2, value3)); + folder.make_constant(svm_math(math_type, value1, value2, value3)); } else { - folder.fold_math(type); + folder.fold_math(math_type); } } @@ -6047,7 +6053,7 @@ void MathNode::compile(SVMCompiler &compiler) compiler.add_node( NODE_MATH, - type, + math_type, compiler.encode_uchar4(value1_stack_offset, value2_stack_offset, value3_stack_offset), value_stack_offset); } @@ -6093,7 +6099,7 @@ NODE_DEFINE(VectorMathNode) type_enum.insert("sine", NODE_VECTOR_MATH_SINE); type_enum.insert("cosine", NODE_VECTOR_MATH_COSINE); type_enum.insert("tangent", NODE_VECTOR_MATH_TANGENT); - SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_MATH_ADD); + SOCKET_ENUM(math_type, "Type", type_enum, NODE_VECTOR_MATH_ADD); SOCKET_IN_VECTOR(vector1, "Vector1", make_float3(0.0f, 0.0f, 0.0f)); SOCKET_IN_VECTOR(vector2, "Vector2", make_float3(0.0f, 0.0f, 0.0f)); @@ -6116,7 +6122,7 @@ void VectorMathNode::constant_fold(const ConstantFolder &folder) float3 vector = make_float3(0.0f, 0.0f, 0.0f); if (folder.all_inputs_constant()) { - svm_vector_math(&value, &vector, type, vector1, vector2, vector3, scale); + svm_vector_math(&value, &vector, math_type, vector1, vector2, vector3, scale); if (folder.output == output("Value")) { folder.make_constant(value); } @@ -6125,7 +6131,7 @@ void VectorMathNode::constant_fold(const ConstantFolder &folder) } } else { - folder.fold_vector_math(type); + folder.fold_vector_math(math_type); } } @@ -6144,12 +6150,12 @@ void VectorMathNode::compile(SVMCompiler &compiler) int vector_stack_offset = compiler.stack_assign_if_linked(vector_out); /* 3 Vector Operators */ - if (type == NODE_VECTOR_MATH_WRAP) { + if (math_type == NODE_VECTOR_MATH_WRAP) { ShaderInput *vector3_in = input("Vector3"); int vector3_stack_offset = compiler.stack_assign(vector3_in); compiler.add_node( NODE_VECTOR_MATH, - type, + math_type, compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, scale_stack_offset), compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); compiler.add_node(vector3_stack_offset); @@ -6157,7 +6163,7 @@ void VectorMathNode::compile(SVMCompiler &compiler) else { compiler.add_node( NODE_VECTOR_MATH, - type, + math_type, compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, scale_stack_offset), compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); } @@ -6181,7 +6187,7 @@ NODE_DEFINE(VectorRotateNode) type_enum.insert("y_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Y); type_enum.insert("z_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Z); type_enum.insert("euler_xyz", NODE_VECTOR_ROTATE_TYPE_EULER_XYZ); - SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS); + SOCKET_ENUM(rotate_type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS); SOCKET_BOOLEAN(invert, "Invert", false); @@ -6208,14 +6214,15 @@ void VectorRotateNode::compile(SVMCompiler &compiler) ShaderInput *angle_in = input("Angle"); ShaderOutput *vector_out = output("Vector"); - compiler.add_node( - NODE_VECTOR_ROTATE, - compiler.encode_uchar4( - type, compiler.stack_assign(vector_in), compiler.stack_assign(rotation_in), invert), - compiler.encode_uchar4(compiler.stack_assign(center_in), - compiler.stack_assign(axis_in), - compiler.stack_assign(angle_in)), - compiler.stack_assign(vector_out)); + compiler.add_node(NODE_VECTOR_ROTATE, + compiler.encode_uchar4(rotate_type, + compiler.stack_assign(vector_in), + compiler.stack_assign(rotation_in), + invert), + compiler.encode_uchar4(compiler.stack_assign(center_in), + compiler.stack_assign(axis_in), + compiler.stack_assign(angle_in)), + compiler.stack_assign(vector_out)); } void VectorRotateNode::compile(OSLCompiler &compiler) @@ -6235,7 +6242,7 @@ NODE_DEFINE(VectorTransformNode) type_enum.insert("vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); type_enum.insert("point", NODE_VECTOR_TRANSFORM_TYPE_POINT); type_enum.insert("normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); - SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + SOCKET_ENUM(transform_type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); static NodeEnum space_enum; space_enum.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); @@ -6261,7 +6268,7 @@ void VectorTransformNode::compile(SVMCompiler &compiler) compiler.add_node( NODE_VECTOR_TRANSFORM, - compiler.encode_uchar4(type, convert_from, convert_to), + compiler.encode_uchar4(transform_type, convert_from, convert_to), compiler.encode_uchar4(compiler.stack_assign(vector_in), compiler.stack_assign(vector_out))); } |