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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-05 13:44:15 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-05 19:43:48 +0300
commitdbdafe1209a4787d6f8dcafa034bc9ced3c7f365 (patch)
treeb9457d3f0c2c8e54de05dbc594d0e8caa4f514e0 /source/blender/makesdna/DNA_node_types.h
parent5bd57aaa052d9578d089a92338d6f0977b5d6c5c (diff)
Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains separate Cycles and Eevee shaders. By default the target is set to All so shaders are shared.
Diffstat (limited to 'source/blender/makesdna/DNA_node_types.h')
-rw-r--r--source/blender/makesdna/DNA_node_types.h41
1 files changed, 8 insertions, 33 deletions
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index f38ae61421b..90c9d81e996 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -1101,39 +1101,6 @@ enum {
#define CMP_NODE_MASK_MBLUR_SAMPLES_MAX 64
-/* geometry output socket defines */
-#define GEOM_OUT_GLOB 0
-#define GEOM_OUT_LOCAL 1
-#define GEOM_OUT_VIEW 2
-#define GEOM_OUT_ORCO 3
-#define GEOM_OUT_UV 4
-#define GEOM_OUT_NORMAL 5
-#define GEOM_OUT_VCOL 6
-#define GEOM_OUT_VCOL_ALPHA 7
-#define GEOM_OUT_FRONTBACK 8
-
-/* material input socket defines */
-#define MAT_IN_COLOR 0
-#define MAT_IN_SPEC 1
-#define MAT_IN_REFL 2
-#define MAT_IN_NORMAL 3
-#define MAT_IN_MIR 4
-#define MAT_IN_AMB 5
-#define MAT_IN_EMIT 6
-#define MAT_IN_SPECTRA 7
-#define MAT_IN_RAY_MIRROR 8
-#define MAT_IN_ALPHA 9
-#define MAT_IN_TRANSLUCENCY 10
-#define NUM_MAT_IN 11 /* for array size */
-
-/* material output socket defines */
-#define MAT_OUT_COLOR 0
-#define MAT_OUT_ALPHA 1
-#define MAT_OUT_NORMAL 2
-#define MAT_OUT_DIFFUSE 3
-#define MAT_OUT_SPEC 4
-#define MAT_OUT_AO 5
-
/* image */
#define CMP_NODE_IMAGE_USE_STRAIGHT_OUTPUT 1
@@ -1176,4 +1143,12 @@ enum {
SHD_POINTDENSITY_COLOR_VERTNOR = 2,
};
+/* Output shader node */
+
+typedef enum NodeShaderOutputTarget {
+ SHD_OUTPUT_ALL = 0,
+ SHD_OUTPUT_EEVEE = 1,
+ SHD_OUTPUT_CYCLES = 2,
+} NodeShaderOutputTarget;
+
#endif