diff options
author | Jacques Lucke <jacques@blender.org> | 2021-12-07 15:26:39 +0300 |
---|---|---|
committer | Jacques Lucke <jacques@blender.org> | 2021-12-07 15:26:39 +0300 |
commit | 0f48b37aae0230119523a9718b331961bd989a78 (patch) | |
tree | 3cbbeb57645785ed0be60719dd16392c9cee595a /source/blender/nodes/shader/nodes/node_shader_tex_noise.cc | |
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/nodes/node_shader_tex_noise.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_noise.cc | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc index 13537be2249..5f846207673 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc @@ -17,11 +17,11 @@ * All rights reserved. */ -#include "node_shader_util.hh" +#include "../node_shader_util.h" #include "BLI_noise.hh" -namespace blender::nodes::node_shader_tex_noise_cc { +namespace blender::nodes { static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b) { @@ -40,6 +40,8 @@ static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b) b.add_output<decl::Color>(N_("Color")).no_muted_links(); }; +} // namespace blender::nodes + static void node_shader_init_tex_noise(bNodeTree *UNUSED(ntree), bNode *node) { NodeTexNoise *tex = (NodeTexNoise *)MEM_callocN(sizeof(NodeTexNoise), "NodeTexNoise"); @@ -84,6 +86,8 @@ static void node_shader_update_tex_noise(bNodeTree *ntree, bNode *node) nodeSetSocketAvailability(ntree, sockW, tex->dimensions == 1 || tex->dimensions == 4); } +namespace blender::nodes { + class NoiseFunction : public fn::MultiFunction { private: int dimensions_; @@ -242,23 +246,21 @@ static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunction builder.construct_and_set_matching_fn<NoiseFunction>(tex->dimensions); } -} // namespace blender::nodes::node_shader_tex_noise_cc +} // namespace blender::nodes /* node type definition */ -void register_node_type_sh_tex_noise() +void register_node_type_sh_tex_noise(void) { - namespace file_ns = blender::nodes::node_shader_tex_noise_cc; - static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_TEX_NOISE, "Noise Texture", NODE_CLASS_TEXTURE, 0); - ntype.declare = file_ns::sh_node_tex_noise_declare; - node_type_init(&ntype, file_ns::node_shader_init_tex_noise); + ntype.declare = blender::nodes::sh_node_tex_noise_declare; + node_type_init(&ntype, node_shader_init_tex_noise); node_type_storage( &ntype, "NodeTexNoise", node_free_standard_storage, node_copy_standard_storage); - node_type_gpu(&ntype, file_ns::node_shader_gpu_tex_noise); - node_type_update(&ntype, file_ns::node_shader_update_tex_noise); - ntype.build_multi_function = file_ns::sh_node_noise_build_multi_function; + node_type_gpu(&ntype, node_shader_gpu_tex_noise); + node_type_update(&ntype, node_shader_update_tex_noise); + ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function; nodeRegisterType(&ntype); } |