diff options
author | Jacques Lucke <jacques@blender.org> | 2021-12-07 15:26:39 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-12-07 15:26:39 +0300 |
commit | 0f48b37aae0230119523a9718b331961bd989a78 (patch) | |
tree | 3cbbeb57645785ed0be60719dd16392c9cee595a /source/blender/nodes/shader/node_shader_util.hh | |
parent | ae5a89e80af78b85877a049d392a84553f2791aa (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/shader/node_shader_util.hh')
-rw-r--r-- | source/blender/nodes/shader/node_shader_util.hh | 114 |
1 files changed, 0 insertions, 114 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.hh b/source/blender/nodes/shader/node_shader_util.hh deleted file mode 100644 index 5edc6653c68..00000000000 --- a/source/blender/nodes/shader/node_shader_util.hh +++ /dev/null @@ -1,114 +0,0 @@ -/* - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2005 Blender Foundation. - * All rights reserved. - */ - -/** \file - * \ingroup nodes - */ - -#pragma once - -#include <float.h> -#include <math.h> -#include <string.h> - -#include "MEM_guardedalloc.h" - -#include "DNA_ID.h" -#include "DNA_color_types.h" -#include "DNA_customdata_types.h" -#include "DNA_image_types.h" -#include "DNA_material_types.h" -#include "DNA_node_types.h" -#include "DNA_object_types.h" -#include "DNA_scene_types.h" -#include "DNA_texture_types.h" - -#include "BLI_color.hh" -#include "BLI_float3.hh" -#include "BLI_math_base_safe.h" -#include "BLI_rand.h" -#include "BLI_threads.h" -#include "BLI_utildefines.h" - -#include "BKE_colorband.h" -#include "BKE_colortools.h" -#include "BKE_global.h" -#include "BKE_image.h" -#include "BKE_main.h" -#include "BKE_material.h" -#include "BKE_node.h" -#include "BKE_texture.h" - -#include "NOD_multi_function.hh" -#include "NOD_shader.h" -#include "NOD_socket_declarations.hh" -#include "node_util.h" - -#include "BLT_translation.h" - -#include "IMB_colormanagement.h" - -#include "RE_pipeline.h" -#include "RE_texture.h" - -#include "FN_multi_function_builder.hh" - -#include "GPU_material.h" -#include "GPU_texture.h" -#include "GPU_uniform_buffer.h" - -bool sh_node_poll_default(struct bNodeType *ntype, - struct bNodeTree *ntree, - const char **r_disabled_hint); -void sh_node_type_base( - struct bNodeType *ntype, int type, const char *name, short nclass, short flag); -void sh_fn_node_type_base( - struct bNodeType *ntype, int type, const char *name, short nclass, short flag); - -/* ********* exec data struct, remains internal *********** */ - -typedef struct ShaderCallData { - /* Empty for now, may be reused if we convert shader to texture nodes. */ - int dummy; -} ShaderCallData; - -typedef struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */ -{ - float r[3], g[3], b[3]; -} XYZ_to_RGB; - -void nodestack_get_vec(float *in, short type_in, bNodeStack *ns); - -void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns); -void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs); -void node_shader_gpu_bump_tex_coord(struct GPUMaterial *mat, - struct bNode *node, - struct GPUNodeLink **link); -void node_shader_gpu_default_tex_coord(struct GPUMaterial *mat, - struct bNode *node, - struct GPUNodeLink **link); -void node_shader_gpu_tex_mapping(struct GPUMaterial *mat, - struct bNode *node, - struct GPUNodeStack *in, - struct GPUNodeStack *out); - -void ntreeExecGPUNodes(struct bNodeTreeExec *exec, - struct GPUMaterial *mat, - struct bNode *output_node); -void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data); |