diff options
author | Hans Goudey <h.goudey@me.com> | 2021-10-29 17:41:08 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2021-10-29 17:41:08 +0300 |
commit | 2383628ee11b6e90d34cd010f742c6d0356f5e11 (patch) | |
tree | b79add5831068a45bdf11e0638aeede63bf0d300 /source/blender/nodes/shader | |
parent | 7e94499bb3bb64170f826471a86ce0f957eab3a3 (diff) |
Nodes: Add translation markers to new socket names and descriptions
As part of the refactor to the node declaration builders, we had hoped
to add a regular expression specifically for these socket names, but
recent discussions have revealed that using the translation marker
macros is the preferred solution.
If the names and descriptions were exposed to RNA, these would not
be necessary. However, that may be quite complicated, since sockets
are all instances of the same RNA types.
Differential Revision: https://developer.blender.org/D13033
Diffstat (limited to 'source/blender/nodes/shader')
21 files changed, 142 insertions, 132 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_clamp.cc b/source/blender/nodes/shader/nodes/node_shader_clamp.cc index e8d4239937f..57a992a4275 100644 --- a/source/blender/nodes/shader/nodes/node_shader_clamp.cc +++ b/source/blender/nodes/shader/nodes/node_shader_clamp.cc @@ -28,10 +28,10 @@ namespace blender::nodes { static void sh_node_clamp_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Value").min(0.0f).max(1.0f).default_value(1.0f); - b.add_input<decl::Float>("Min").default_value(0.0f).min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("Max").default_value(1.0f).min(-10000.0f).max(10000.0f); - b.add_output<decl::Float>("Result"); + b.add_input<decl::Float>(N_("Value")).min(0.0f).max(1.0f).default_value(1.0f); + b.add_input<decl::Float>(N_("Min")).default_value(0.0f).min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("Max")).default_value(1.0f).min(-10000.0f).max(10000.0f); + b.add_output<decl::Float>(N_("Result")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_curves.cc b/source/blender/nodes/shader/nodes/node_shader_curves.cc index 875e6fa0c35..f8f0ee97eae 100644 --- a/source/blender/nodes/shader/nodes/node_shader_curves.cc +++ b/source/blender/nodes/shader/nodes/node_shader_curves.cc @@ -28,9 +28,9 @@ namespace blender::nodes { static void sh_node_curve_vec_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Fac").min(0.0f).max(1.0f).default_value(1.0f).subtype(PROP_FACTOR); - b.add_input<decl::Vector>("Vector").min(-1.0f).max(1.0f); - b.add_output<decl::Vector>("Vector"); + b.add_input<decl::Float>(N_("Fac")).min(0.0f).max(1.0f).default_value(1.0f).subtype(PROP_FACTOR); + b.add_input<decl::Vector>(N_("Vector")).min(-1.0f).max(1.0f); + b.add_output<decl::Vector>(N_("Vector")); }; } // namespace blender::nodes @@ -175,9 +175,9 @@ namespace blender::nodes { static void sh_node_curve_rgb_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Fac").min(0.0f).max(1.0f).default_value(1.0f).subtype(PROP_FACTOR); - b.add_input<decl::Color>("Color").default_value({1.0f, 1.0f, 1.0f, 1.0f}); - b.add_output<decl::Color>("Color"); + b.add_input<decl::Float>(N_("Fac")).min(0.0f).max(1.0f).default_value(1.0f).subtype(PROP_FACTOR); + b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f}); + b.add_output<decl::Color>(N_("Color")); }; } // namespace blender::nodes @@ -352,9 +352,13 @@ namespace blender::nodes { static void sh_node_curve_float_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Factor").min(0.0f).max(1.0f).default_value(1.0f).subtype(PROP_FACTOR); - b.add_input<decl::Float>("Value").default_value(1.0f); - b.add_output<decl::Float>("Value"); + b.add_input<decl::Float>(N_("Factor")) + .min(0.0f) + .max(1.0f) + .default_value(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("Value")).default_value(1.0f); + b.add_output<decl::Float>(N_("Value")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_map_range.cc b/source/blender/nodes/shader/nodes/node_shader_map_range.cc index 5ea194ddc83..c866a154e8c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_map_range.cc +++ b/source/blender/nodes/shader/nodes/node_shader_map_range.cc @@ -30,13 +30,13 @@ namespace blender::nodes { static void sh_node_map_range_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Value").min(-10000.0f).max(10000.0f).default_value(1.0f); - b.add_input<decl::Float>("From Min").min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("From Max").min(-10000.0f).max(10000.0f).default_value(1.0f); - b.add_input<decl::Float>("To Min").min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("To Max").min(-10000.0f).max(10000.0f).default_value(1.0f); - b.add_input<decl::Float>("Steps").min(-10000.0f).max(10000.0f).default_value(4.0f); - b.add_output<decl::Float>("Result"); + b.add_input<decl::Float>(N_("Value")).min(-10000.0f).max(10000.0f).default_value(1.0f); + b.add_input<decl::Float>(N_("From Min")).min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("From Max")).min(-10000.0f).max(10000.0f).default_value(1.0f); + b.add_input<decl::Float>(N_("To Min")).min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("To Max")).min(-10000.0f).max(10000.0f).default_value(1.0f); + b.add_input<decl::Float>(N_("Steps")).min(-10000.0f).max(10000.0f).default_value(4.0f); + b.add_output<decl::Float>(N_("Result")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_math.cc b/source/blender/nodes/shader/nodes/node_shader_math.cc index 96d1be49c04..284a5f1189f 100644 --- a/source/blender/nodes/shader/nodes/node_shader_math.cc +++ b/source/blender/nodes/shader/nodes/node_shader_math.cc @@ -32,10 +32,16 @@ namespace blender::nodes { static void sh_node_math_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Value").default_value(0.5f).min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("Value", "Value_001").default_value(0.5f).min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("Value", "Value_002").default_value(0.5f).min(-10000.0f).max(10000.0f); - b.add_output<decl::Float>("Value"); + b.add_input<decl::Float>(N_("Value")).default_value(0.5f).min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("Value"), "Value_001") + .default_value(0.5f) + .min(-10000.0f) + .max(10000.0f); + b.add_input<decl::Float>(N_("Value"), "Value_002") + .default_value(0.5f) + .min(-10000.0f) + .max(10000.0f); + b.add_output<decl::Float>(N_("Value")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_mixRgb.cc b/source/blender/nodes/shader/nodes/node_shader_mixRgb.cc index d4d02e80ada..06fafff578e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_mixRgb.cc +++ b/source/blender/nodes/shader/nodes/node_shader_mixRgb.cc @@ -28,10 +28,10 @@ namespace blender::nodes { static void sh_node_mix_rgb_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Fac").default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR); - b.add_input<decl::Color>("Color1").default_value({0.5f, 0.5f, 0.5f, 1.0f}); - b.add_input<decl::Color>("Color2").default_value({0.5f, 0.5f, 0.5f, 1.0f}); - b.add_output<decl::Color>("Color"); + b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR); + b.add_input<decl::Color>(N_("Color1")).default_value({0.5f, 0.5f, 0.5f, 1.0f}); + b.add_input<decl::Color>(N_("Color2")).default_value({0.5f, 0.5f, 0.5f, 1.0f}); + b.add_output<decl::Color>(N_("Color")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.cc b/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.cc index 24c5dcf7ba3..08a9e01786e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.cc +++ b/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.cc @@ -28,10 +28,10 @@ namespace blender::nodes { static void sh_node_seprgb_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Color>("Image").default_value({0.8f, 0.8f, 0.8f, 1.0f}); - b.add_output<decl::Float>("R"); - b.add_output<decl::Float>("G"); - b.add_output<decl::Float>("B"); + b.add_input<decl::Color>(N_("Image")).default_value({0.8f, 0.8f, 0.8f, 1.0f}); + b.add_output<decl::Float>(N_("R")); + b.add_output<decl::Float>(N_("G")); + b.add_output<decl::Float>(N_("B")); }; } // namespace blender::nodes @@ -121,10 +121,10 @@ namespace blender::nodes { static void sh_node_combrgb_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("R").min(0.0f).max(1.0f); - b.add_input<decl::Float>("G").min(0.0f).max(1.0f); - b.add_input<decl::Float>("B").min(0.0f).max(1.0f); - b.add_output<decl::Color>("Image"); + b.add_input<decl::Float>(N_("R")).min(0.0f).max(1.0f); + b.add_input<decl::Float>(N_("G")).min(0.0f).max(1.0f); + b.add_input<decl::Float>(N_("B")).min(0.0f).max(1.0f); + b.add_output<decl::Color>(N_("Image")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.cc b/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.cc index 8ca8fc19521..1bbfa629462 100644 --- a/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.cc +++ b/source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.cc @@ -28,10 +28,10 @@ namespace blender::nodes { static void sh_node_sepxyz_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f); - b.add_output<decl::Float>("X"); - b.add_output<decl::Float>("Y"); - b.add_output<decl::Float>("Z"); + b.add_input<decl::Vector>(N_("Vector")).min(-10000.0f).max(10000.0f); + b.add_output<decl::Float>(N_("X")); + b.add_output<decl::Float>(N_("Y")); + b.add_output<decl::Float>(N_("Z")); }; } // namespace blender::nodes @@ -105,10 +105,10 @@ namespace blender::nodes { static void sh_node_combxyz_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("X").min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("Y").min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("Z").min(-10000.0f).max(10000.0f); - b.add_output<decl::Vector>("Vector"); + b.add_input<decl::Float>(N_("X")).min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("Y")).min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("Z")).min(-10000.0f).max(10000.0f); + b.add_output<decl::Vector>(N_("Vector")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc b/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc index ab5199c5fac..b840bd75e42 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_brick.cc @@ -27,34 +27,34 @@ namespace blender::nodes { static void sh_node_tex_brick_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field(); - b.add_input<decl::Color>("Color1").default_value({0.8f, 0.8f, 0.8f, 1.0f}); - b.add_input<decl::Color>("Color2").default_value({0.2f, 0.2f, 0.2f, 1.0f}); - b.add_input<decl::Color>("Mortar").default_value({0.0f, 0.0f, 0.0f, 1.0f}).no_muted_links(); - b.add_input<decl::Float>("Scale") + b.add_input<decl::Vector>(N_("Vector")).min(-10000.0f).max(10000.0f).implicit_field(); + b.add_input<decl::Color>(N_("Color1")).default_value({0.8f, 0.8f, 0.8f, 1.0f}); + b.add_input<decl::Color>(N_("Color2")).default_value({0.2f, 0.2f, 0.2f, 1.0f}); + b.add_input<decl::Color>(N_("Mortar")).default_value({0.0f, 0.0f, 0.0f, 1.0f}).no_muted_links(); + b.add_input<decl::Float>(N_("Scale")) .min(-1000.0f) .max(1000.0f) .default_value(5.0f) .no_muted_links(); - b.add_input<decl::Float>("Mortar Size") + b.add_input<decl::Float>(N_("Mortar Size")) .min(0.0f) .max(0.125f) .default_value(0.02f) .no_muted_links(); - b.add_input<decl::Float>("Mortar Smooth").min(0.0f).max(1.0f).no_muted_links(); - b.add_input<decl::Float>("Bias").min(-1.0f).max(1.0f).no_muted_links(); - b.add_input<decl::Float>("Brick Width") + b.add_input<decl::Float>(N_("Mortar Smooth")).min(0.0f).max(1.0f).no_muted_links(); + b.add_input<decl::Float>(N_("Bias")).min(-1.0f).max(1.0f).no_muted_links(); + b.add_input<decl::Float>(N_("Brick Width")) .min(0.01f) .max(100.0f) .default_value(0.5f) .no_muted_links(); - b.add_input<decl::Float>("Row Height") + b.add_input<decl::Float>(N_("Row Height")) .min(0.01f) .max(100.0f) .default_value(0.25f) .no_muted_links(); - b.add_output<decl::Color>("Color"); - b.add_output<decl::Float>("Fac"); + b.add_output<decl::Color>(N_("Color")); + b.add_output<decl::Float>(N_("Fac")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc b/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc index 7ba468a93e0..7c1223a6a32 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc @@ -24,16 +24,16 @@ namespace blender::nodes { static void sh_node_tex_checker_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field(); - b.add_input<decl::Color>("Color1").default_value({0.8f, 0.8f, 0.8f, 1.0f}); - b.add_input<decl::Color>("Color2").default_value({0.2f, 0.2f, 0.2f, 1.0f}); - b.add_input<decl::Float>("Scale") + b.add_input<decl::Vector>(N_("Vector")).min(-10000.0f).max(10000.0f).implicit_field(); + b.add_input<decl::Color>(N_("Color1")).default_value({0.8f, 0.8f, 0.8f, 1.0f}); + b.add_input<decl::Color>(N_("Color2")).default_value({0.2f, 0.2f, 0.2f, 1.0f}); + b.add_input<decl::Float>(N_("Scale")) .min(-10000.0f) .max(10000.0f) .default_value(5.0f) .no_muted_links(); - b.add_output<decl::Color>("Color"); - b.add_output<decl::Float>("Fac"); + b.add_output<decl::Color>(N_("Color")); + b.add_output<decl::Float>(N_("Fac")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc index 4796af02361..33832c42b3c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.cc @@ -24,9 +24,9 @@ namespace blender::nodes { static void sh_node_tex_gradient_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").hide_value().implicit_field(); - b.add_output<decl::Color>("Color").no_muted_links(); - b.add_output<decl::Float>("Fac").no_muted_links(); + b.add_input<decl::Vector>(N_("Vector")).hide_value().implicit_field(); + b.add_output<decl::Color>(N_("Color")).no_muted_links(); + b.add_output<decl::Float>(N_("Fac")).no_muted_links(); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.cc b/source/blender/nodes/shader/nodes/node_shader_tex_image.cc index df1051c07b4..f20fc85cbe0 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_image.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.cc @@ -24,9 +24,9 @@ namespace blender::nodes { static void sh_node_tex_image_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").implicit_field(); - b.add_output<decl::Color>("Color").no_muted_links(); - b.add_output<decl::Float>("Alpha").no_muted_links(); + b.add_input<decl::Vector>(N_("Vector")).implicit_field(); + b.add_output<decl::Color>(N_("Color")).no_muted_links(); + b.add_output<decl::Float>(N_("Alpha")).no_muted_links(); }; }; // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc b/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc index b6cdcf86528..62e68d53d03 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_magic.cc @@ -24,11 +24,11 @@ namespace blender::nodes { static void sh_node_tex_magic_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").implicit_field(); - b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>("Distortion").min(-1000.0f).max(1000.0f).default_value(1.0f); - b.add_output<decl::Color>("Color").no_muted_links(); - b.add_output<decl::Float>("Fac").no_muted_links(); + b.add_input<decl::Vector>(N_("Vector")).implicit_field(); + b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); + b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(1.0f); + b.add_output<decl::Color>(N_("Color")).no_muted_links(); + b.add_output<decl::Float>(N_("Fac")).no_muted_links(); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc index 61c26d07e2f..3bf4e24ed53 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc @@ -26,15 +26,15 @@ namespace blender::nodes { static void sh_node_tex_musgrave_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").hide_value().implicit_field(); - b.add_input<decl::Float>("W").min(-1000.0f).max(1000.0f); - b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>("Detail").min(0.0f).max(16.0f).default_value(2.0f); - b.add_input<decl::Float>("Dimension").min(0.0f).max(1000.0f).default_value(2.0f); - b.add_input<decl::Float>("Lacunarity").min(0.0f).max(1000.0f).default_value(2.0f); - b.add_input<decl::Float>("Offset").min(-1000.0f).max(1000.0f); - b.add_input<decl::Float>("Gain").min(0.0f).max(1000.0f).default_value(1.0f); - b.add_output<decl::Float>("Fac").no_muted_links(); + b.add_input<decl::Vector>(N_("Vector")).hide_value().implicit_field(); + b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f); + b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); + b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(16.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Dimension")).min(0.0f).max(1000.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Lacunarity")).min(0.0f).max(1000.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Offset")).min(-1000.0f).max(1000.0f); + b.add_input<decl::Float>(N_("Gain")).min(0.0f).max(1000.0f).default_value(1.0f); + b.add_output<decl::Float>(N_("Fac")).no_muted_links(); }; } // namespace blender::nodes 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 6ffc8979815..72892c32795 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc @@ -26,18 +26,18 @@ namespace blender::nodes { static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").implicit_field(); - b.add_input<decl::Float>("W").min(-1000.0f).max(1000.0f); - b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>("Detail").min(0.0f).max(16.0f).default_value(2.0f); - b.add_input<decl::Float>("Roughness") + b.add_input<decl::Vector>(N_("Vector")).implicit_field(); + b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f); + b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); + b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(16.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Roughness")) .min(0.0f) .max(1.0f) .default_value(0.5f) .subtype(PROP_FACTOR); - b.add_input<decl::Float>("Distortion").min(-1000.0f).max(1000.0f).default_value(0.0f); - b.add_output<decl::Float>("Fac").no_muted_links(); - b.add_output<decl::Color>("Color").no_muted_links(); + b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(0.0f); + b.add_output<decl::Float>(N_("Fac")).no_muted_links(); + b.add_output<decl::Color>(N_("Color")).no_muted_links(); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc index 9fcc331e486..422268b98c3 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc @@ -26,25 +26,25 @@ namespace blender::nodes { static void sh_node_tex_voronoi_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").hide_value().implicit_field(); - b.add_input<decl::Float>("W").min(-1000.0f).max(1000.0f); - b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>("Smoothness") + b.add_input<decl::Vector>(N_("Vector")).hide_value().implicit_field(); + b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f); + b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); + b.add_input<decl::Float>(N_("Smoothness")) .min(0.0f) .max(1.0f) .default_value(1.0f) .subtype(PROP_FACTOR); - b.add_input<decl::Float>("Exponent").min(0.0f).max(32.0f).default_value(0.5f); - b.add_input<decl::Float>("Randomness") + b.add_input<decl::Float>(N_("Exponent")).min(0.0f).max(32.0f).default_value(0.5f); + b.add_input<decl::Float>(N_("Randomness")) .min(0.0f) .max(1.0f) .default_value(1.0f) .subtype(PROP_FACTOR); - b.add_output<decl::Float>("Distance").no_muted_links(); - b.add_output<decl::Color>("Color").no_muted_links(); - b.add_output<decl::Vector>("Position").no_muted_links(); - b.add_output<decl::Float>("W").no_muted_links(); - b.add_output<decl::Float>("Radius").no_muted_links(); + b.add_output<decl::Float>(N_("Distance")).no_muted_links(); + b.add_output<decl::Color>(N_("Color")).no_muted_links(); + b.add_output<decl::Vector>(N_("Position")).no_muted_links(); + b.add_output<decl::Float>(N_("W")).no_muted_links(); + b.add_output<decl::Float>(N_("Radius")).no_muted_links(); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc index 25e65e3d3f0..144aa1885bd 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc @@ -26,19 +26,19 @@ namespace blender::nodes { static void sh_node_tex_wave_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").implicit_field(); - b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>("Distortion").min(-1000.0f).max(1000.0f).default_value(0.0f); - b.add_input<decl::Float>("Detail").min(0.0f).max(16.0f).default_value(2.0f); - b.add_input<decl::Float>("Detail Scale").min(-1000.0f).max(1000.0f).default_value(1.0f); - b.add_input<decl::Float>("Detail Roughness") + b.add_input<decl::Vector>(N_("Vector")).implicit_field(); + b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); + b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(0.0f); + b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(16.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Detail Scale")).min(-1000.0f).max(1000.0f).default_value(1.0f); + b.add_input<decl::Float>(N_("Detail Roughness")) .min(0.0f) .max(1.0f) .default_value(0.5f) .subtype(PROP_FACTOR); - b.add_input<decl::Float>("Phase Offset").min(-1000.0f).max(1000.0f).default_value(0.0f); - b.add_output<decl::Color>("Color").no_muted_links(); - b.add_output<decl::Float>("Fac").no_muted_links(); + b.add_input<decl::Float>(N_("Phase Offset")).min(-1000.0f).max(1000.0f).default_value(0.0f); + b.add_output<decl::Color>(N_("Color")).no_muted_links(); + b.add_output<decl::Float>(N_("Fac")).no_muted_links(); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc index 445b201e419..43ee9400551 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc @@ -26,10 +26,10 @@ namespace blender::nodes { static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field(); - b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f); - b.add_output<decl::Float>("Value"); - b.add_output<decl::Color>("Color"); + b.add_input<decl::Vector>(N_("Vector")).min(-10000.0f).max(10000.0f).implicit_field(); + b.add_input<decl::Float>(N_("W")).min(-10000.0f).max(10000.0f); + b.add_output<decl::Float>(N_("Value")); + b.add_output<decl::Color>(N_("Color")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc b/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc index 2544ea1921c..e4f1b2c76f0 100644 --- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc +++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc @@ -34,9 +34,9 @@ namespace blender::nodes { static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Float>("Fac").default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR); - b.add_output<decl::Color>("Color"); - b.add_output<decl::Float>("Alpha"); + b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR); + b.add_output<decl::Color>(N_("Color")); + b.add_output<decl::Float>(N_("Alpha")); }; } // namespace blender::nodes @@ -192,8 +192,8 @@ namespace blender::nodes { static void sh_node_rgbtobw_declare(NodeDeclarationBuilder &b) { - b.add_input<decl::Color>("Color").default_value({0.5f, 0.5f, 0.5f, 1.0f}); - b.add_output<decl::Float>("Val"); + b.add_input<decl::Color>(N_("Color")).default_value({0.5f, 0.5f, 0.5f, 1.0f}); + b.add_output<decl::Float>(N_("Val")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_value.cc b/source/blender/nodes/shader/nodes/node_shader_value.cc index 1344ce5c5d9..b0f152d8526 100644 --- a/source/blender/nodes/shader/nodes/node_shader_value.cc +++ b/source/blender/nodes/shader/nodes/node_shader_value.cc @@ -27,7 +27,7 @@ namespace blender::nodes { static void sh_node_value_declare(NodeDeclarationBuilder &b) { - b.add_output<decl::Float>("Value"); + b.add_output<decl::Float>(N_("Value")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_math.cc b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc index f49ff06cef1..ca5aeea9a7d 100644 --- a/source/blender/nodes/shader/nodes/node_shader_vector_math.cc +++ b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc @@ -30,12 +30,12 @@ namespace blender::nodes { static void sh_node_vector_math_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f); - b.add_input<decl::Vector>("Vector", "Vector_001").min(-10000.0f).max(10000.0f); - b.add_input<decl::Vector>("Vector", "Vector_002").min(-10000.0f).max(10000.0f); - b.add_input<decl::Float>("Scale").default_value(1.0f).min(-10000.0f).max(10000.0f); - b.add_output<decl::Vector>("Vector"); - b.add_output<decl::Float>("Value"); + b.add_input<decl::Vector>(N_("Vector")).min(-10000.0f).max(10000.0f); + b.add_input<decl::Vector>(N_("Vector"), "Vector_001").min(-10000.0f).max(10000.0f); + b.add_input<decl::Vector>(N_("Vector"), "Vector_002").min(-10000.0f).max(10000.0f); + b.add_input<decl::Float>(N_("Scale")).default_value(1.0f).min(-10000.0f).max(10000.0f); + b.add_output<decl::Vector>(N_("Vector")); + b.add_output<decl::Float>(N_("Value")); }; } // namespace blender::nodes diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc index c9b26fa5199..1ab643bc3fa 100644 --- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc +++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc @@ -28,12 +28,12 @@ namespace blender::nodes { static void sh_node_vector_rotate_declare(NodeDeclarationBuilder &b) { b.is_function_node(); - b.add_input<decl::Vector>("Vector").min(0.0f).max(1.0f).hide_value(); - b.add_input<decl::Vector>("Center"); - b.add_input<decl::Vector>("Axis").min(-1.0f).max(1.0f).default_value({0.0f, 0.0f, 1.0f}); - b.add_input<decl::Float>("Angle").subtype(PROP_ANGLE); - b.add_input<decl::Vector>("Rotation").subtype(PROP_EULER); - b.add_output<decl::Vector>("Vector"); + b.add_input<decl::Vector>(N_("Vector")).min(0.0f).max(1.0f).hide_value(); + b.add_input<decl::Vector>(N_("Center")); + b.add_input<decl::Vector>(N_("Axis")).min(-1.0f).max(1.0f).default_value({0.0f, 0.0f, 1.0f}); + b.add_input<decl::Float>(N_("Angle")).subtype(PROP_ANGLE); + b.add_input<decl::Vector>(N_("Rotation")).subtype(PROP_EULER); + b.add_output<decl::Vector>(N_("Vector")); }; } // namespace blender::nodes |