Nodes: Add Shader Socket to new decleration API
This commit adds the shader socket type to the new socket builder api. As a test, this commit also converts the Add Shader node to the new API Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13485
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Notes:
blender-bot
2023-02-14 06:37:09 +01:00
Referenced by commit333dc7b5c4
, Nodes: Add Shader Socket to new decleration API Referenced by commit0f48b37aae
, Revert moving all shader nodes to c++
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@ -212,6 +212,21 @@ class Image : public IDSocketDeclaration {
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Image();
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};
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class ShaderBuilder;
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class Shader : public SocketDeclaration {
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private:
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friend ShaderBuilder;
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public:
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using Builder = ShaderBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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};
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class ShaderBuilder : public SocketDeclarationBuilder<Shader> {};
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/* -------------------------------------------------------------------- */
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/** \name #FloatBuilder Inline Methods
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* \{ */
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@ -376,4 +376,29 @@ GeometryBuilder &GeometryBuilder::only_instances(bool value)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #Shader
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* \{ */
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bNodeSocket &Shader::build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const
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{
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bNodeSocket &socket = *nodeAddSocket(
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&ntree, &node, in_out, "NodeSocketShader", identifier_.c_str(), name_.c_str());
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this->set_common_flags(socket);
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return socket;
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}
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bool Shader::matches(const bNodeSocket &socket) const
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{
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if (!this->matches_common_data(socket)) {
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return false;
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}
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if (socket.type != SOCK_SHADER) {
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return false;
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}
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return true;
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}
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/** \} */
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} // namespace blender::nodes::decl
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@ -23,16 +23,12 @@
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namespace blender::nodes::node_shader_add_shader_cc {
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static bNodeSocketTemplate sh_node_add_shader_in[] = {
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{SOCK_SHADER, N_("Shader")},
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{SOCK_SHADER, N_("Shader")},
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{-1, ""},
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};
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static bNodeSocketTemplate sh_node_add_shader_out[] = {
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{SOCK_SHADER, N_("Shader")},
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{-1, ""},
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};
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Shader>(N_("Shader"));
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b.add_input<decl::Shader>(N_("Shader"), "Shader_001");
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b.add_output<decl::Shader>(N_("Shader"));
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}
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static int node_shader_gpu_add_shader(GPUMaterial *mat,
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bNode *node,
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@ -53,8 +49,7 @@ void register_node_type_sh_add_shader()
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_ADD_SHADER, "Add Shader", NODE_CLASS_SHADER, 0);
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node_type_socket_templates(
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&ntype, file_ns::sh_node_add_shader_in, file_ns::sh_node_add_shader_out);
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ntype.declare = file_ns::node_declare;
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node_type_init(&ntype, nullptr);
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node_type_storage(&ntype, "", nullptr, nullptr);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_add_shader);
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