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/nodes/node_shader_vector_displacement.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_vector_displacement.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc | 86 |
1 files changed, 0 insertions, 86 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc deleted file mode 100644 index 9683f889134..00000000000 --- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc +++ /dev/null @@ -1,86 +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. - */ - -#include "node_shader_util.hh" - -/* **************** OUTPUT ******************** */ - -namespace blender::nodes::node_shader_vector_displacement_cc { - -static bNodeSocketTemplate sh_node_vector_displacement_in[] = { - {SOCK_RGBA, N_("Vector"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE}, - {SOCK_FLOAT, N_("Midlevel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, - {SOCK_FLOAT, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, - {-1, ""}, -}; - -static bNodeSocketTemplate sh_node_vector_displacement_out[] = { - {SOCK_VECTOR, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, - {-1, ""}, -}; - -static void node_shader_init_vector_displacement(bNodeTree *UNUSED(ntree), bNode *node) -{ - node->custom1 = SHD_SPACE_TANGENT; /* space */ -} - -static int gpu_shader_vector_displacement(GPUMaterial *mat, - bNode *node, - bNodeExecData *UNUSED(execdata), - GPUNodeStack *in, - GPUNodeStack *out) -{ - if (node->custom1 == SHD_SPACE_TANGENT) { - return GPU_stack_link(mat, - node, - "node_vector_displacement_tangent", - in, - out, - GPU_attribute(mat, CD_TANGENT, ""), - GPU_builtin(GPU_WORLD_NORMAL), - GPU_builtin(GPU_OBJECT_MATRIX), - GPU_builtin(GPU_VIEW_MATRIX)); - } - if (node->custom1 == SHD_SPACE_OBJECT) { - return GPU_stack_link( - mat, node, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX)); - } - - return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out); -} - -} // namespace blender::nodes::node_shader_vector_displacement_cc - -/* node type definition */ -void register_node_type_sh_vector_displacement() -{ - namespace file_ns = blender::nodes::node_shader_vector_displacement_cc; - - static bNodeType ntype; - - sh_node_type_base( - &ntype, SH_NODE_VECTOR_DISPLACEMENT, "Vector Displacement", NODE_CLASS_OP_VECTOR, 0); - node_type_socket_templates( - &ntype, file_ns::sh_node_vector_displacement_in, file_ns::sh_node_vector_displacement_out); - node_type_storage(&ntype, "", nullptr, nullptr); - node_type_init(&ntype, file_ns::node_shader_init_vector_displacement); - node_type_gpu(&ntype, file_ns::gpu_shader_vector_displacement); - - nodeRegisterType(&ntype); -} |