diff options
author | Aaron Carlisle <carlisle.b3d@gmail.com> | 2022-01-09 08:59:34 +0300 |
---|---|---|
committer | Aaron Carlisle <carlisle.b3d@gmail.com> | 2022-01-09 08:59:34 +0300 |
commit | e17ac8dc58c7108cfb3a784a595912c063e09cf4 (patch) | |
tree | 3a0a30fce007550c2743e423dd5f5017a0ca7753 /source/blender/nodes/shader/nodes/node_shader_tex_sky.cc | |
parent | ed1ced24848824a4acbaaf7aa7ccb34441f6a8f4 (diff) |
Cleanup: Nodes: Begin splitting shader node buttons into individual files
Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.
In the future, these functions will be simplified to node_layout.
Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_sky.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_sky.cc | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_sky.cc b/source/blender/nodes/shader/nodes/node_shader_tex_sky.cc index 209d71db1ff..b8728d69bba 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_sky.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_sky.cc @@ -20,6 +20,12 @@ #include "node_shader_util.hh" #include "sky_model.h" +#include "BKE_context.h" +#include "BKE_scene.h" + +#include "UI_interface.h" +#include "UI_resources.h" + namespace blender::nodes::node_shader_tex_sky_cc { static void node_declare(NodeDeclarationBuilder &b) @@ -28,6 +34,46 @@ static void node_declare(NodeDeclarationBuilder &b) b.add_output<decl::Color>(N_("Color")).no_muted_links(); } +static void node_shader_buts_tex_sky(uiLayout *layout, bContext *C, PointerRNA *ptr) +{ + uiItemR(layout, ptr, "sky_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); + + if (RNA_enum_get(ptr, "sky_type") == SHD_SKY_PREETHAM) { + uiItemR(layout, ptr, "sun_direction", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); + uiItemR(layout, ptr, "turbidity", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + } + if (RNA_enum_get(ptr, "sky_type") == SHD_SKY_HOSEK) { + uiItemR(layout, ptr, "sun_direction", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); + uiItemR(layout, ptr, "turbidity", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(layout, ptr, "ground_albedo", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + } + if (RNA_enum_get(ptr, "sky_type") == SHD_SKY_NISHITA) { + Scene *scene = CTX_data_scene(C); + if (BKE_scene_uses_blender_eevee(scene)) { + uiItemL(layout, TIP_("Nishita not available in Eevee"), ICON_ERROR); + } + uiItemR(layout, ptr, "sun_disc", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, 0); + + uiLayout *col; + if (RNA_boolean_get(ptr, "sun_disc")) { + col = uiLayoutColumn(layout, true); + uiItemR(col, ptr, "sun_size", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(col, ptr, "sun_intensity", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + } + + col = uiLayoutColumn(layout, true); + uiItemR(col, ptr, "sun_elevation", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(col, ptr, "sun_rotation", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + + uiItemR(layout, ptr, "altitude", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + + col = uiLayoutColumn(layout, true); + uiItemR(col, ptr, "air_density", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(col, ptr, "dust_density", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + uiItemR(col, ptr, "ozone_density", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); + } +} + static void node_shader_init_tex_sky(bNodeTree *UNUSED(ntree), bNode *node) { NodeTexSky *tex = MEM_cnew<NodeTexSky>("NodeTexSky"); @@ -210,6 +256,7 @@ void register_node_type_sh_tex_sky() sh_node_type_base(&ntype, SH_NODE_TEX_SKY, "Sky Texture", NODE_CLASS_TEXTURE); ntype.declare = file_ns::node_declare; + ntype.draw_buttons = file_ns::node_shader_buts_tex_sky; node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, file_ns::node_shader_init_tex_sky); node_type_storage(&ntype, "NodeTexSky", node_free_standard_storage, node_copy_standard_storage); |