diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-26 18:29:09 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-26 18:29:09 +0300 |
commit | 3c3c52a74b3fd59496bae7868951b0ef71510d5d (patch) | |
tree | 4d70eb2a9a2395d436cd91a3a9827c61f32761d6 /source | |
parent | ac58a7fa190de82ee8265cfe9f1b7a7323b86982 (diff) |
Depsgraph: Remove owner node argument which was simply passed around
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_nodes.cc | 42 | ||||
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_nodes.h | 8 |
2 files changed, 24 insertions, 26 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc index 3a9ae490c0a..173d5c32212 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc @@ -643,18 +643,18 @@ void DepsgraphNodeBuilder::build_world(World *world) } /* world itself */ - IDDepsNode *world_node = add_id_node(world_id); /* world shading/params? */ + add_id_node(world_id); /* world shading/params? */ build_animdata(world_id); /* TODO: other settings? */ /* textures */ - build_texture_stack(world_node, world->mtex); + build_texture_stack(world->mtex); /* world's nodetree */ if (world->nodetree) { - build_nodetree(world_node, world->nodetree); + build_nodetree(world->nodetree); } } @@ -827,9 +827,7 @@ void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob) for (int a = 1; a <= ob->totcol; a++) { Material *ma = give_current_material(ob, a); if (ma != NULL) { - // XXX?! - ComponentDepsNode *geom_node = add_component_node(&ob->id, DEPSNODE_TYPE_GEOMETRY); - build_material(geom_node, ma); + build_material(ma); } } @@ -993,7 +991,7 @@ void DepsgraphNodeBuilder::build_lamp(Object *ob) build_animdata(&la->id); /* node for obdata */ - ComponentDepsNode *param_node = add_component_node(lamp_id, DEPSNODE_TYPE_PARAMETERS); + add_component_node(lamp_id, DEPSNODE_TYPE_PARAMETERS); /* TODO(sergey): Is it really how we're supposed to work with drivers? */ add_operation_node(lamp_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL, @@ -1001,14 +999,14 @@ void DepsgraphNodeBuilder::build_lamp(Object *ob) /* lamp's nodetree */ if (la->nodetree) { - build_nodetree(param_node, la->nodetree); + build_nodetree(la->nodetree); } /* textures */ - build_texture_stack(param_node, la->mtex); + build_texture_stack(la->mtex); } -void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree) +void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree) { if (!ntree) return; @@ -1028,10 +1026,10 @@ void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree if (id != NULL) { short id_type = GS(id->name); if (id_type == ID_MA) { - build_material(owner_node, (Material *)id); + build_material((Material *)id); } else if (id_type == ID_TE) { - build_texture(owner_node, (Tex *)id); + build_texture((Tex *)id); } else if (id_type == ID_IM) { build_image((Image *)id); @@ -1039,7 +1037,7 @@ void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree else if (bnode->type == NODE_GROUP) { bNodeTree *group_ntree = (bNodeTree *)id; if ((group_ntree->id.tag & LIB_TAG_DOIT) == 0) { - build_nodetree(owner_node, group_ntree); + build_nodetree(group_ntree); } } } @@ -1049,7 +1047,7 @@ void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree } /* Recursively build graph for material */ -void DepsgraphNodeBuilder::build_material(DepsNode *owner_node, Material *ma) +void DepsgraphNodeBuilder::build_material(Material *ma) { ID *ma_id = &ma->id; if (ma_id->tag & LIB_TAG_DOIT) { @@ -1067,14 +1065,14 @@ void DepsgraphNodeBuilder::build_material(DepsNode *owner_node, Material *ma) build_animdata(ma_id); /* textures */ - build_texture_stack(owner_node, ma->mtex); + build_texture_stack(ma->mtex); /* material's nodetree */ - build_nodetree(owner_node, ma->nodetree); + build_nodetree(ma->nodetree); } /* Texture-stack attached to some shading datablock */ -void DepsgraphNodeBuilder::build_texture_stack(DepsNode *owner_node, MTex **texture_stack) +void DepsgraphNodeBuilder::build_texture_stack(MTex **texture_stack) { int i; @@ -1082,12 +1080,12 @@ void DepsgraphNodeBuilder::build_texture_stack(DepsNode *owner_node, MTex **text for (i = 0; i < MAX_MTEX; i++) { MTex *mtex = texture_stack[i]; if (mtex && mtex->tex) - build_texture(owner_node, mtex->tex); + build_texture(mtex->tex); } } /* Recursively build graph for texture */ -void DepsgraphNodeBuilder::build_texture(DepsNode *owner_node, Tex *tex) +void DepsgraphNodeBuilder::build_texture(Tex *tex) { ID *tex_id = &tex->id; if (tex_id->tag & LIB_TAG_DOIT) { @@ -1097,7 +1095,7 @@ void DepsgraphNodeBuilder::build_texture(DepsNode *owner_node, Tex *tex) /* Texture itself. */ build_animdata(tex_id); /* Texture's nodetree. */ - build_nodetree(owner_node, tex->nodetree); + build_nodetree(tex->nodetree); /* Special cases for different IDs which texture uses. */ if (tex->type == TEX_IMAGE) { if (tex->ima != NULL) { @@ -1131,8 +1129,8 @@ void DepsgraphNodeBuilder::build_compositor(Scene *scene) //graph->get_node(&scene->id, NULL, DEPSNODE_TYPE_COMPOSITING, NULL); /* for now, nodetrees are just parameters; compositing occurs in internals of renderer... */ - ComponentDepsNode *owner_node = add_component_node(&scene->id, DEPSNODE_TYPE_PARAMETERS); - build_nodetree(owner_node, scene->nodetree); + add_component_node(&scene->id, DEPSNODE_TYPE_PARAMETERS); + build_nodetree(scene->nodetree); } void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd) diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h index 803110c9c80..c5035f35f6e 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h @@ -149,10 +149,10 @@ struct DepsgraphNodeBuilder { void build_obdata_geom(Scene *scene, Object *ob); void build_camera(Object *ob); void build_lamp(Object *ob); - void build_nodetree(DepsNode *owner_node, bNodeTree *ntree); - void build_material(DepsNode *owner_node, Material *ma); - void build_texture(DepsNode *owner_node, Tex *tex); - void build_texture_stack(DepsNode *owner_node, MTex **texture_stack); + void build_nodetree(bNodeTree *ntree); + void build_material(Material *ma); + void build_texture(Tex *tex); + void build_texture_stack(MTex **texture_stack); void build_image(Image *image); void build_world(World *world); void build_compositor(Scene *scene); |