diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-05-07 20:48:28 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-06-11 21:32:24 +0300 |
commit | 42aec3b355b7692f60369c0d5333f54b029bfcad (patch) | |
tree | e849e60af432a102280f9192204ffa9092582430 /intern/cycles/render/shader.cpp | |
parent | 4df6474f01ce6c0db57538f737baead2936e2496 (diff) |
Cycles: nodify shader nodes
Differential Revision: https://developer.blender.org/D2038
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r-- | intern/cycles/render/shader.cpp | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 708eeef3b50..4cdb878df45 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -449,17 +449,15 @@ void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scen void ShaderManager::add_default(Scene *scene) { - ShaderNode *closure, *out; - /* default surface */ { ShaderGraph *graph = new ShaderGraph(); - closure = graph->add(new DiffuseBsdfNode()); - closure->input("Color")->set(make_float3(0.8f, 0.8f, 0.8f)); - out = graph->output(); + DiffuseBsdfNode *diffuse = new DiffuseBsdfNode(); + diffuse->color = make_float3(0.8f, 0.8f, 0.8f); + graph->add(diffuse); - graph->connect(closure->output("BSDF"), out->input("Surface")); + graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface")); Shader *shader = new Shader(); shader->name = "default_surface"; @@ -472,12 +470,12 @@ void ShaderManager::add_default(Scene *scene) { ShaderGraph *graph = new ShaderGraph(); - closure = graph->add(new EmissionNode()); - closure->input("Color")->set(make_float3(0.8f, 0.8f, 0.8f)); - closure->input("Strength")->set(0.0f); - out = graph->output(); + EmissionNode *emission = new EmissionNode(); + emission->color = make_float3(0.8f, 0.8f, 0.8f); + emission->strength = 0.0f; + graph->add(emission); - graph->connect(closure->output("Emission"), out->input("Surface")); + graph->connect(emission->output("Emission"), graph->output()->input("Surface")); Shader *shader = new Shader(); shader->name = "default_light"; |