[Bf-blender-cvs] [9bd2820] master: Code refactor: add separate RGB to BW node and rename some sockets.

Brecht Van Lommel noreply at git.blender.org
Sun May 29 20:33:01 CEST 2016


Commit: 9bd2820aaf599bb25a19cdb6b548957b6686eadc
Author: Brecht Van Lommel
Date:   Sun May 29 12:24:47 2016 +0200
Branches: master
https://developer.blender.org/rB9bd2820aaf599bb25a19cdb6b548957b6686eadc

Code refactor: add separate RGB to BW node and rename some sockets.

===================================================================

M	intern/cycles/blender/blender_shader.cpp
M	intern/cycles/kernel/shaders/node_brick_texture.osl
M	intern/cycles/kernel/shaders/node_convert_from_color.osl
M	intern/cycles/kernel/shaders/node_convert_from_float.osl
M	intern/cycles/kernel/shaders/node_convert_from_int.osl
M	intern/cycles/kernel/shaders/node_convert_from_normal.osl
M	intern/cycles/kernel/shaders/node_convert_from_point.osl
M	intern/cycles/kernel/shaders/node_convert_from_string.osl
M	intern/cycles/kernel/shaders/node_convert_from_vector.osl
M	intern/cycles/kernel/shaders/node_gradient_texture.osl
M	intern/cycles/kernel/shaders/node_image_texture.osl
M	intern/cycles/kernel/shaders/node_magic_texture.osl
M	intern/cycles/kernel/shaders/node_math.osl
M	intern/cycles/kernel/shaders/node_mix.osl
M	intern/cycles/kernel/shaders/node_musgrave_texture.osl
M	intern/cycles/kernel/shaders/node_normal.osl
M	intern/cycles/kernel/shaders/node_rgb_ramp.osl
M	intern/cycles/kernel/shaders/node_subsurface_scattering.osl
M	intern/cycles/kernel/shaders/node_voronoi_texture.osl
M	intern/cycles/kernel/shaders/node_wave_texture.osl
M	intern/cycles/kernel/svm/svm_types.h
M	intern/cycles/render/nodes.cpp
M	intern/cycles/render/nodes.h

===================================================================

diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 346fe0c..7aa099e 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -339,7 +339,7 @@ static ShaderNode *add_node(Scene *scene,
 		node = new HSVNode();
 	}
 	else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
-		node = new ConvertNode(SocketType::COLOR, SocketType::FLOAT);
+		node = new RGBToBWNode();
 	}
 	else if(b_node.is_a(&RNA_ShaderNodeMath)) {
 		BL::ShaderNodeMath b_math_node(b_node);
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl
index 35e0117..d5e0a7d 100644
--- a/intern/cycles/kernel/shaders/node_brick_texture.osl
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -59,10 +59,10 @@ float brick(point p, float mortar_size, float bias,
 shader node_brick_texture(
 	int use_mapping = 0,
 	matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
-	float Offset = 0.5,
-	int OffsetFrequency = 2,
-	float Squash = 1.0,
-	int SquashFrequency = 1,
+	float offset = 0.5,
+	int offset_frequency = 2,
+	float squash = 1.0,
+	int squash_frequency = 1,
 	point Vector = P,
 	color Color1 = 0.2,
 	color Color2 = 0.8,
@@ -84,7 +84,7 @@ shader node_brick_texture(
 	color Col = Color1;
 	
 	Fac = brick(p * Scale, MortarSize, Bias, BrickWidth, RowHeight,
-		Offset, OffsetFrequency, Squash, SquashFrequency, tint);
+		offset, offset_frequency, squash, squash_frequency, tint);
 		
 	if (Fac != 1.0) {
 		float facm = 1.0 - tint;
diff --git a/intern/cycles/kernel/shaders/node_convert_from_color.osl b/intern/cycles/kernel/shaders/node_convert_from_color.osl
index 4407431..e95a17f 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_color.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_color.osl
@@ -17,18 +17,18 @@
 #include "stdosl.h"
 
 shader node_convert_from_color(
-	color Color = 0.0,
-	output string String = "",
-	output float Val = 0.0,
-	output int ValInt = 0,
-	output vector Vector = vector(0.0, 0.0, 0.0),
-	output point Point = point(0.0, 0.0, 0.0),
-	output normal Normal = normal(0.0, 0.0, 0.0))
+	color value_color = 0.0,
+	output string value_string = "",
+	output float value_float = 0.0,
+	output int value_int = 0,
+	output vector value_vector = vector(0.0, 0.0, 0.0),
+	output point value_point = point(0.0, 0.0, 0.0),
+	output normal value_normal = normal(0.0, 0.0, 0.0))
 {
-	Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722;
-	ValInt = (int)(Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722);
-	Vector = vector(Color[0], Color[1], Color[2]);
-	Point = point(Color[0], Color[1], Color[2]);
-	Normal = normal(Color[0], Color[1], Color[2]);
+	value_float = value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722;
+	value_int = (int)(value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722);
+	value_vector = vector(value_color[0], value_color[1], value_color[2]);
+	value_point = point(value_color[0], value_color[1], value_color[2]);
+	value_normal = normal(value_color[0], value_color[1], value_color[2]);
 }
 
diff --git a/intern/cycles/kernel/shaders/node_convert_from_float.osl b/intern/cycles/kernel/shaders/node_convert_from_float.osl
index fc5c79c..a5c2e3b 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_float.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_float.osl
@@ -17,18 +17,18 @@
 #include "stdosl.h"
 
 shader node_convert_from_float(
-	float Val = 0.0,
-	output string String = "",
-	output int ValInt = 0,
-	output color Color = 0.0,
-	output vector Vector = vector(0.0, 0.0, 0.0),
-	output point Point = point(0.0, 0.0, 0.0),
-	output normal Normal = normal(0.0, 0.0, 0.0))
+	float value_float = 0.0,
+	output string value_string = "",
+	output int value_int = 0,
+	output color value_color = 0.0,
+	output vector value_vector = vector(0.0, 0.0, 0.0),
+	output point value_point = point(0.0, 0.0, 0.0),
+	output normal value_normal = normal(0.0, 0.0, 0.0))
 {
-	ValInt = (int)Val;
-	Color = color(Val, Val, Val);
-	Vector = vector(Val, Val, Val);
-	Point = point(Val, Val, Val);
-	Normal = normal(Val, Val, Val);
+	value_int = (int)value_float;
+	value_color = color(value_float, value_float, value_float);
+	value_vector = vector(value_float, value_float, value_float);
+	value_point = point(value_float, value_float, value_float);
+	value_normal = normal(value_float, value_float, value_float);
 }
 
diff --git a/intern/cycles/kernel/shaders/node_convert_from_int.osl b/intern/cycles/kernel/shaders/node_convert_from_int.osl
index 3c3785e..0e6ae71 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_int.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_int.osl
@@ -17,19 +17,19 @@
 #include "stdosl.h"
 
 shader node_convert_from_int(
-	int ValInt = 0,
-	output string String = "",
-	output float Val = 0.0,
-	output color Color = 0.0,
-	output vector Vector = vector(0.0, 0.0, 0.0),
-	output point Point = point(0.0, 0.0, 0.0),
-	output normal Normal = normal(0.0, 0.0, 0.0))
+	int value_int = 0,
+	output string value_string = "",
+	output float value_float = 0.0,
+	output color value_color = 0.0,
+	output vector value_vector = vector(0.0, 0.0, 0.0),
+	output point value_point = point(0.0, 0.0, 0.0),
+	output normal value_normal = normal(0.0, 0.0, 0.0))
 {
-	float f = (float)ValInt;
-	Val = f;
-	Color = color(f, f, f);
-	Vector = vector(f, f, f);
-	Point = point(f, f, f);
-	Normal = normal(f, f, f);
+	float f = (float)value_int;
+	value_float = f;
+	value_color = color(f, f, f);
+	value_vector = vector(f, f, f);
+	value_point = point(f, f, f);
+	value_normal = normal(f, f, f);
 }
 
diff --git a/intern/cycles/kernel/shaders/node_convert_from_normal.osl b/intern/cycles/kernel/shaders/node_convert_from_normal.osl
index 8ecc56a..7fffa7f 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_normal.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_normal.osl
@@ -17,18 +17,18 @@
 #include "stdosl.h"
 
 shader node_convert_from_normal(
-	normal Normal = normal(0.0, 0.0, 0.0),
-	output string String = "",
-	output float Val = 0.0,
-	output int ValInt = 0,
-	output vector Vector = vector(0.0, 0.0, 0.0),
-	output color Color = 0.0,
-	output point Point = point(0.0, 0.0, 0.0))
+	normal value_normal = normal(0.0, 0.0, 0.0),
+	output string value_string = "",
+	output float value_float = 0.0,
+	output int value_int = 0,
+	output vector value_vector = vector(0.0, 0.0, 0.0),
+	output color value_color = 0.0,
+	output point value_point = point(0.0, 0.0, 0.0))
 {
-	Val = (Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0);
-	ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
-	Vector = vector(Normal[0], Normal[1], Normal[2]);
-	Color = color(Normal[0], Normal[1], Normal[2]);
-	Point = point(Normal[0], Normal[1], Normal[2]);
+	value_float = (value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0);
+	value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0));
+	value_vector = vector(value_normal[0], value_normal[1], value_normal[2]);
+	value_color = color(value_normal[0], value_normal[1], value_normal[2]);
+	value_point = point(value_normal[0], value_normal[1], value_normal[2]);
 }
 
diff --git a/intern/cycles/kernel/shaders/node_convert_from_point.osl b/intern/cycles/kernel/shaders/node_convert_from_point.osl
index e5913b7..9e49302 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_point.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_point.osl
@@ -17,18 +17,18 @@
 #include "stdosl.h"
 
 shader node_convert_from_point(
-	point Point = point(0.0, 0.0, 0.0),
-	output string String = "",
-	output float Val = 0.0,
-	output int ValInt = 0,
-	output vector Vector = vector(0.0, 0.0, 0.0),
-	output color Color = 0.0,
-	output normal Normal = normal(0.0, 0.0, 0.0))
+	point value_point = point(0.0, 0.0, 0.0),
+	output string value_string = "",
+	output float value_float = 0.0,
+	output int value_int = 0,
+	output vector value_vector = vector(0.0, 0.0, 0.0),
+	output color value_color = 0.0,
+	output normal value_normal = normal(0.0, 0.0, 0.0))
 {
-	Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);
-	ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
-	Vector = vector(Point[0], Point[1], Point[2]);
-	Color = color(Point[0], Point[1], Point[2]);
-	Normal = normal(Point[0], Point[1], Point[2]);
+	value_float = (value_point[0] + value_point[1] + value_point[2]) * (1.0 / 3.0);
+	value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0));
+	value_vector = vector(value_point[0], value_point[1], value_point[2]);
+	value_color = color(value_point[0], value_point[1], value_point[2]);
+	value_normal = normal(value_point[0], value_point[1], value_point[2]);
 }
 
diff --git a/intern/cycles/kernel/shaders/node_convert_from_string.osl b/intern/cycles/kernel/shaders/node_convert_from_string.osl
index 0466734..cbc6653 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_string.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_string.osl
@@ -17,13 +17,13 @@
 #include "stdosl.h"
 
 shader node_convert_from_string(
-	string String = "",
-	output color Color = color(0.0, 0.0, 0.0),
-	output float Val = 0.0,
-	output int ValInt = 0,
-	output vector Vector = vector(0.0, 0.0, 0.0),
-	output point Point = point(0.0, 0.0, 0.0),
-	output normal Normal = normal(0.0, 0.0, 0.0))
+	string value_string = "",
+	output color value_color = color(0.0, 0.0, 0.0),
+	output float value_float = 0.0,
+	output int value_int = 0,
+	output vector value_vector = vector(0.0, 0.0, 0.0),
+	output point value_point = point(0.0, 0.0, 0.0),
+	output normal value_normal = normal(0.0, 0.0, 0.0))
 {
 }
 
diff --git a/intern/cycles/kernel/shaders/node_convert_from_vector.osl b/intern/cycles/kernel/shaders/node_convert_from_vector.osl
index 79c5cb0..8bdca46 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_vector.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_vector.osl
@@ -17,18 +17,18 @@
 #include "stdosl.h"
 
 shader node_convert_from_vector(
-	vector Vector = vector(0.0, 0.0, 0.0),
-	output string String = "",
-	output float Val = 0.0

@@ Diff output truncated at 10240 characters. @@




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