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authorCampbell Barton <campbell@blender.org>2022-08-28 13:52:28 +0300
committerCampbell Barton <campbell@blender.org>2022-08-28 13:52:28 +0300
commit28750bcf7e8b73d9da015898a3c0f21ef5d761f2 (patch)
tree45c9c2b24632d811fd6a4eca84a0a9818b9fc47b /source/blender/nodes/shader
parent7269ee4dbbc2d46eee864029772aa0e167cd267a (diff)
Cleanup: replace NULL with nullptr for C++ files
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.cc26
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_coord.cc4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_transform.cc2
3 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.cc b/source/blender/nodes/shader/node_shader_tree.cc
index 02ac54f4b2b..d527f696692 100644
--- a/source/blender/nodes/shader/node_shader_tree.cc
+++ b/source/blender/nodes/shader/node_shader_tree.cc
@@ -617,7 +617,7 @@ static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
bool modified = false;
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
- bNode *emission_node = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
+ bNode *emission_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION);
bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
nodeAddLink(ntree, link->fromnode, link->fromsock, emission_node, in_sock);
@@ -645,7 +645,7 @@ static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
bNode **tonode,
bNodeSocket **tosock)
{
- bNode *addnode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ bNode *addnode = nodeAddStaticNode(nullptr, ntree, SH_NODE_MATH);
addnode->custom1 = NODE_MATH_ADD;
addnode->tmp_flag = -2; /* Copy */
bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
@@ -683,19 +683,19 @@ static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *us
* with their respective weights. */
static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
{
- bNodeLink *displace_link = NULL;
+ bNodeLink *displace_link = nullptr;
bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
if (displace_output && displace_output->link) {
/* Remove any displacement link to avoid tagging it later on. */
displace_link = displace_output->link;
- displace_output->link = NULL;
+ displace_output->link = nullptr;
}
- bNodeLink *thickness_link = NULL;
+ bNodeLink *thickness_link = nullptr;
bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
if (thickness_output && thickness_output->link) {
/* Remove any thickness link to avoid tagging it later on. */
thickness_link = thickness_output->link;
- thickness_output->link = NULL;
+ thickness_output->link = nullptr;
}
/* Init tmp flag. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
@@ -717,7 +717,7 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL: {
/* Start the tree with full weight. */
- nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_VALUE);
+ nodes_copy[id] = nodeAddStaticNode(nullptr, ntree, SH_NODE_VALUE);
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
->value = 1.0f;
@@ -726,7 +726,7 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
case SH_NODE_ADD_SHADER: {
/* Simple passthrough node. Each original inputs will get the same weight. */
/* TODO(fclem): Better use some kind of reroute node? */
- nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id] = nodeAddStaticNode(nullptr, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
@@ -739,17 +739,17 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
bNodeSocket *fromsock, *tosock;
int id_start = id;
/* output = (factor * input_weight) */
- nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id] = nodeAddStaticNode(nullptr, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
nodes_copy[id]->tmp_flag = -2; /* Copy */
id++;
/* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
- nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id] = nodeAddStaticNode(nullptr, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
nodes_copy[id]->tmp_flag = -2; /* Copy */
id++;
/* Node sanitizes the input mix factor by clamping it. */
- nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id] = nodeAddStaticNode(nullptr, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
nodes_copy[id]->tmp_flag = -2; /* Copy */
@@ -765,7 +765,7 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
id++;
/* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
/* TODO(fclem): Better use some kind of reroute node? */
- nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id] = nodeAddStaticNode(nullptr, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
@@ -1040,7 +1040,7 @@ void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
/* Tree is valid if it contains no undefined implicit socket type cast. */
bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
- if (valid_tree && output != NULL) {
+ if (valid_tree && output != nullptr) {
ntree_shader_pruned_unused(localtree, output);
ntree_shader_shader_to_rgba_branch(localtree, output);
ntree_shader_weight_tree_invert(localtree, output);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc b/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
index 0a28b34902e..9727a6089a6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
@@ -38,8 +38,8 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
/* Use special matrix to let the shader branch to using the render object's matrix. */
float dummy_matrix[4][4];
dummy_matrix[3][3] = 0.0f;
- GPUNodeLink *inv_obmat = (ob != NULL) ? GPU_uniform(&ob->imat[0][0]) :
- GPU_uniform(&dummy_matrix[0][0]);
+ GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->imat[0][0]) :
+ GPU_uniform(&dummy_matrix[0][0]);
/* Optimization: don't request orco if not needed. */
float4 zero(0.0f);
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
index de588f9005f..159bd238212 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
@@ -83,7 +83,7 @@ static const char *get_gpufn_name_from_to(short from, short to, bool is_directio
}
break;
}
- return NULL;
+ return nullptr;
}
static int gpu_shader_vect_transform(GPUMaterial *mat,