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authorJacques Lucke <jacques@blender.org>2021-12-07 15:26:39 +0300
committerJacques Lucke <jacques@blender.org>2021-12-07 15:26:39 +0300
commit0f48b37aae0230119523a9718b331961bd989a78 (patch)
tree3cbbeb57645785ed0be60719dd16392c9cee595a /source/blender/nodes/CMakeLists.txt
parentae5a89e80af78b85877a049d392a84553f2791aa (diff)
Revert moving all shader nodes to c++
This reverts to following commits: * rB5cad004d716da02f511bd34983ac7da820308676 * rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd * rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c * rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740 * rBf72cc47d8edf849af98e196f721022bacf86a5e7 * rB3f7014ecc9d523997062eadd62888af5fc70a2b6 * rB0578921063fbb081239439062215f2538a31af4b * rBc20098e6ec6adee874a12e510aa4a56d89f92838 * rBd5efda72f501ad95679d7ac554086a1fb18c1ac0 The original move to c++ that the other commits depended upon had some issues that should be fixed before committing it again. The issues were reported in T93797, T93809 and T93798. We should also find a better rule for not using c-style casts going forward, although that wouldn't have been reason enough to revert the commits. Introducing something like a `MEM_new<T>` and `MEM_delete<T>` function might help with the the most common case of casting the return type of `MEM_malloc`. Going forward, I recommend first committing the changes that don't require converting files to c++. Then convert the shading node files in smaller chunks. Especially don't mix fairly low risk changes like moving some simple nodes, with higher risk changes.
Diffstat (limited to 'source/blender/nodes/CMakeLists.txt')
-rw-r--r--source/blender/nodes/CMakeLists.txt98
1 files changed, 95 insertions, 3 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index da3e0c837a2..c8a14f25f21 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -19,7 +19,6 @@
# ***** END GPL LICENSE BLOCK *****
add_subdirectory(geometry)
-add_subdirectory(shader)
set(INC
.
@@ -158,6 +157,99 @@ set(SRC
function/nodes/node_fn_value_to_string.cc
function/node_function_util.cc
+ shader/nodes/node_shader_add_shader.c
+ shader/nodes/node_shader_ambient_occlusion.c
+ shader/nodes/node_shader_attribute.c
+ shader/nodes/node_shader_background.c
+ shader/nodes/node_shader_bevel.c
+ shader/nodes/node_shader_blackbody.c
+ shader/nodes/node_shader_brightness.c
+ shader/nodes/node_shader_bsdf_anisotropic.c
+ shader/nodes/node_shader_bsdf_diffuse.c
+ shader/nodes/node_shader_bsdf_glass.c
+ shader/nodes/node_shader_bsdf_glossy.c
+ shader/nodes/node_shader_bsdf_hair.c
+ shader/nodes/node_shader_bsdf_hair_principled.c
+ shader/nodes/node_shader_bsdf_principled.c
+ shader/nodes/node_shader_bsdf_refraction.c
+ shader/nodes/node_shader_bsdf_toon.c
+ shader/nodes/node_shader_bsdf_translucent.c
+ shader/nodes/node_shader_bsdf_transparent.c
+ shader/nodes/node_shader_bsdf_velvet.c
+ shader/nodes/node_shader_bump.c
+ shader/nodes/node_shader_camera.c
+ shader/nodes/node_shader_clamp.cc
+ shader/nodes/node_shader_common.c
+ shader/nodes/node_shader_curves.cc
+ shader/nodes/node_shader_displacement.c
+ shader/nodes/node_shader_eevee_specular.c
+ shader/nodes/node_shader_emission.c
+ shader/nodes/node_shader_fresnel.c
+ shader/nodes/node_shader_gamma.c
+ shader/nodes/node_shader_geometry.c
+ shader/nodes/node_shader_hair_info.c
+ shader/nodes/node_shader_holdout.c
+ shader/nodes/node_shader_hueSatVal.c
+ shader/nodes/node_shader_ies_light.c
+ shader/nodes/node_shader_invert.c
+ shader/nodes/node_shader_layer_weight.c
+ shader/nodes/node_shader_light_falloff.c
+ shader/nodes/node_shader_light_path.c
+ shader/nodes/node_shader_map_range.cc
+ shader/nodes/node_shader_mapping.c
+ shader/nodes/node_shader_math.cc
+ shader/nodes/node_shader_mixRgb.cc
+ shader/nodes/node_shader_mix_shader.c
+ shader/nodes/node_shader_normal.c
+ shader/nodes/node_shader_normal_map.c
+ shader/nodes/node_shader_object_info.c
+ shader/nodes/node_shader_output_aov.c
+ shader/nodes/node_shader_output_light.c
+ shader/nodes/node_shader_output_linestyle.c
+ shader/nodes/node_shader_output_material.c
+ shader/nodes/node_shader_output_world.c
+ shader/nodes/node_shader_particle_info.c
+ shader/nodes/node_shader_rgb.c
+ shader/nodes/node_shader_script.c
+ shader/nodes/node_shader_sepcombHSV.c
+ shader/nodes/node_shader_sepcombRGB.cc
+ shader/nodes/node_shader_sepcombXYZ.cc
+ shader/nodes/node_shader_shaderToRgb.c
+ shader/nodes/node_shader_squeeze.c
+ shader/nodes/node_shader_subsurface_scattering.c
+ shader/nodes/node_shader_tangent.c
+ shader/nodes/node_shader_tex_brick.cc
+ shader/nodes/node_shader_tex_checker.cc
+ shader/nodes/node_shader_tex_coord.c
+ shader/nodes/node_shader_tex_environment.c
+ shader/nodes/node_shader_tex_gradient.cc
+ shader/nodes/node_shader_tex_image.cc
+ shader/nodes/node_shader_tex_magic.cc
+ shader/nodes/node_shader_tex_musgrave.cc
+ shader/nodes/node_shader_tex_noise.cc
+ shader/nodes/node_shader_tex_pointdensity.c
+ shader/nodes/node_shader_tex_sky.c
+ shader/nodes/node_shader_tex_voronoi.cc
+ shader/nodes/node_shader_tex_wave.cc
+ shader/nodes/node_shader_tex_white_noise.cc
+ shader/nodes/node_shader_uvAlongStroke.c
+ shader/nodes/node_shader_uvmap.c
+ shader/nodes/node_shader_valToRgb.cc
+ shader/nodes/node_shader_value.cc
+ shader/nodes/node_shader_vectTransform.c
+ shader/nodes/node_shader_vector_displacement.c
+ shader/nodes/node_shader_vector_math.cc
+ shader/nodes/node_shader_vector_rotate.cc
+ shader/nodes/node_shader_vertex_color.c
+ shader/nodes/node_shader_volume_absorption.c
+ shader/nodes/node_shader_volume_info.c
+ shader/nodes/node_shader_volume_principled.c
+ shader/nodes/node_shader_volume_scatter.c
+ shader/nodes/node_shader_wavelength.c
+ shader/nodes/node_shader_wireframe.c
+ shader/node_shader_tree.c
+ shader/node_shader_util.cc
+
texture/nodes/node_texture_at.c
texture/nodes/node_texture_bricks.c
texture/nodes/node_texture_checker.c
@@ -200,7 +292,7 @@ set(SRC
composite/node_composite_util.hh
function/node_function_util.hh
- shader/node_shader_util.hh
+ shader/node_shader_util.h
texture/node_texture_util.h
NOD_common.h
@@ -229,8 +321,8 @@ set(SRC
set(LIB
bf_bmesh
bf_functions
+ bf_intern_sky
bf_nodes_geometry
- bf_nodes_shader
)
if(WITH_BULLET)