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Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 485d6167ee3..1de48aa8b0d 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -273,8 +273,8 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
if (to->type() == SocketType::CLOSURE) {
EmissionNode *emission = create_node<EmissionNode>();
- emission->color = make_float3(1.0f, 1.0f, 1.0f);
- emission->strength = 1.0f;
+ emission->set_color(make_float3(1.0f, 1.0f, 1.0f));
+ emission->set_strength(1.0f);
convert = add(emission);
/* Connect float inputs to Strength to save an additional Falue->Color conversion. */
if (from->type() == SocketType::FLOAT) {
@@ -586,7 +586,7 @@ void ShaderGraph::constant_fold(Scene *scene)
*/
if (has_displacement && !output()->input("Displacement")->link) {
ColorNode *value = (ColorNode *)add(create_node<ColorNode>());
- value->value = output()->displacement;
+ value->set_value(output()->get_displacement());
connect(value->output("Color"), output()->input("Displacement"));
}
@@ -1003,8 +1003,8 @@ void ShaderGraph::bump_from_displacement(bool use_object_space)
/* add bump node and connect copied graphs to it */
BumpNode *bump = (BumpNode *)add(create_node<BumpNode>());
- bump->use_object_space = use_object_space;
- bump->distance = 1.0f;
+ bump->set_use_object_space(use_object_space);
+ bump->set_distance(1.0f);
ShaderOutput *out = displacement_in->link;
ShaderOutput *out_center = nodes_center[out->parent]->output(out->name());
@@ -1016,9 +1016,9 @@ void ShaderGraph::bump_from_displacement(bool use_object_space)
VectorMathNode *dot_dx = (VectorMathNode *)add(create_node<VectorMathNode>());
VectorMathNode *dot_dy = (VectorMathNode *)add(create_node<VectorMathNode>());
- dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+ dot_center->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT);
+ dot_dx->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT);
+ dot_dy->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT);
GeometryNode *geom = (GeometryNode *)add(create_node<GeometryNode>());
connect(geom->output("Normal"), dot_center->input("Vector2"));
@@ -1072,7 +1072,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if (fin->link)
connect(fin->link, fac_in);
else
- mix_node->fac = node->get_float(fin->socket_type);
+ mix_node->set_fac(node->get_float(fin->socket_type));
if (weight_out)
connect(weight_out, weight_in);
@@ -1107,12 +1107,12 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if (weight_in->link)
connect(weight_in->link, math_node->input("Value1"));
else
- math_node->value1 = weight_value;
+ math_node->set_value1(weight_value);
if (weight_out)
connect(weight_out, math_node->input("Value2"));
else
- math_node->value2 = 1.0f;
+ math_node->set_value2(1.0f);
weight_out = math_node->output("Value");
if (weight_in->link)