[Bf-blender-cvs] [b389bb5ef8a] master: Cleanup: end DefNode macro w/ semicolon

Campbell Barton noreply at git.blender.org
Thu Jan 10 02:43:09 CET 2019


Commit: b389bb5ef8aedb65313ac61188246461bc03d22a
Author: Campbell Barton
Date:   Thu Jan 10 12:39:29 2019 +1100
Branches: master
https://developer.blender.org/rBb389bb5ef8aedb65313ac61188246461bc03d22a

Cleanup: end DefNode macro w/ semicolon

Needed for clang-format.

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

M	source/blender/nodes/NOD_static_types.h

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

diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 22c2afcc466..8e73d908fae 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -34,224 +34,224 @@
 /* WARNING! If you edit those strings, please do the same in relevant nodes files (under blender/nodes/...)! */
 
 /*       Tree type       Node ID                  RNA def function        Enum name         Struct name       UI Name              UI Description */
-DefNode( Node,           NODE_FRAME,              def_frame,              "FRAME",          Frame,            "Frame",             ""              )
-DefNode( Node,           NODE_GROUP,              def_group,              "GROUP",          Group,            "Group",             ""              )
-DefNode( Node,           NODE_GROUP_INPUT,        def_group_input,        "GROUP_INPUT",    GroupInput,       "Group Input",       ""              )
-DefNode( Node,           NODE_GROUP_OUTPUT,       def_group_output,       "GROUP_OUTPUT",   GroupOutput,      "Group Output",      ""              )
-DefNode( Node,           NODE_REROUTE,            0,                      "REROUTE",        Reroute,          "Reroute",           ""              )
+DefNode( Node,           NODE_FRAME,              def_frame,              "FRAME",          Frame,            "Frame",             ""              );
+DefNode( Node,           NODE_GROUP,              def_group,              "GROUP",          Group,            "Group",             ""              );
+DefNode( Node,           NODE_GROUP_INPUT,        def_group_input,        "GROUP_INPUT",    GroupInput,       "Group Input",       ""              );
+DefNode( Node,           NODE_GROUP_OUTPUT,       def_group_output,       "GROUP_OUTPUT",   GroupOutput,      "Group Output",      ""              );
+DefNode( Node,           NODE_REROUTE,            0,                      "REROUTE",        Reroute,          "Reroute",           ""              );
 
-DefNode( ShaderNode,     SH_NODE_RGB,             0,                      "RGB",            RGB,              "RGB",               ""              )
-DefNode( ShaderNode,     SH_NODE_VALUE,           0,                      "VALUE",          Value,            "Value",             ""              )
-DefNode( ShaderNode,     SH_NODE_MIX_RGB,         def_mix_rgb,            "MIX_RGB",        MixRGB,           "MixRGB",            ""              )
-DefNode( ShaderNode,     SH_NODE_VALTORGB,        def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         ""              )
-DefNode( ShaderNode,     SH_NODE_RGBTOBW,         0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
-DefNode( ShaderNode,     SH_NODE_SHADERTORGB,     0,                      "SHADERTORGB",    ShaderToRGB,      "Shader to RGB",     ""              )
-DefNode( ShaderNode,     SH_NODE_NORMAL,          0,                      "NORMAL",         Normal,           "Normal",            ""              )
-DefNode( ShaderNode,     SH_NODE_GAMMA,           0,                      "GAMMA",          Gamma,            "Gamma",             ""              )
-DefNode( ShaderNode,     SH_NODE_BRIGHTCONTRAST,  0,                      "BRIGHTCONTRAST", BrightContrast,   "Bright Contrast",   ""              )
-DefNode( ShaderNode,     SH_NODE_MAPPING,         def_sh_mapping,         "MAPPING",        Mapping,          "Mapping",           ""              )
-DefNode( ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       "CURVE_VEC",      VectorCurve,      "Vector Curves",     ""              )
-DefNode( ShaderNode,     SH_NODE_CURVE_RGB,       def_rgb_curve,          "CURVE_RGB",      RGBCurve,         "RGB Curves",        ""              )
-DefNode( ShaderNode,     SH_NODE_CAMERA,          0,                      "CAMERA",         CameraData,       "Camera Data",       ""              )
-DefNode( ShaderNode,     SH_NODE_MATH,            def_math,               "MATH",           Math,             "Math",              ""              )
-DefNode( ShaderNode,     SH_NODE_VECT_MATH,       def_vector_math,        "VECT_MATH",      VectorMath,       "Vector Math",       ""              )
-DefNode( ShaderNode,     SH_NODE_SQUEEZE,         0,                      "SQUEEZE",        Squeeze,          "Squeeze Value",     ""              )
-DefNode( ShaderNode,     SH_NODE_INVERT,          0,                      "INVERT",         Invert,           "Invert",            ""              )
-DefNode( ShaderNode,     SH_NODE_SEPRGB,          0,                      "SEPRGB",         SeparateRGB,      "Separate RGB",      ""              )
-DefNode( ShaderNode,     SH_NODE_COMBRGB,         0,                      "COMBRGB",        CombineRGB,       "Combine RGB",       ""              )
-DefNode( ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue/Saturation",    ""              )
+DefNode( ShaderNode,     SH_NODE_RGB,             0,                      "RGB",            RGB,              "RGB",               ""              );
+DefNode( ShaderNode,     SH_NODE_VALUE,           0,                      "VALUE",          Value,            "Value",             ""              );
+DefNode( ShaderNode,     SH_NODE_MIX_RGB,         def_mix_rgb,            "MIX_RGB",        MixRGB,           "MixRGB",            ""              );
+DefNode( ShaderNode,     SH_NODE_VALTORGB,        def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         ""              );
+DefNode( ShaderNode,     SH_NODE_RGBTOBW,         0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              );
+DefNode( ShaderNode,     SH_NODE_SHADERTORGB,     0,                      "SHADERTORGB",    ShaderToRGB,      "Shader to RGB",     ""              );
+DefNode( ShaderNode,     SH_NODE_NORMAL,          0,                      "NORMAL",         Normal,           "Normal",            ""              );
+DefNode( ShaderNode,     SH_NODE_GAMMA,           0,                      "GAMMA",          Gamma,            "Gamma",             ""              );
+DefNode( ShaderNode,     SH_NODE_BRIGHTCONTRAST,  0,                      "BRIGHTCONTRAST", BrightContrast,   "Bright Contrast",   ""              );
+DefNode( ShaderNode,     SH_NODE_MAPPING,         def_sh_mapping,         "MAPPING",        Mapping,          "Mapping",           ""              );
+DefNode( ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       "CURVE_VEC",      VectorCurve,      "Vector Curves",     ""              );
+DefNode( ShaderNode,     SH_NODE_CURVE_RGB,       def_rgb_curve,          "CURVE_RGB",      RGBCurve,         "RGB Curves",        ""              );
+DefNode( ShaderNode,     SH_NODE_CAMERA,          0,                      "CAMERA",         CameraData,       "Camera Data",       ""              );
+DefNode( ShaderNode,     SH_NODE_MATH,            def_math,               "MATH",           Math,             "Math",              ""              );
+DefNode( ShaderNode,     SH_NODE_VECT_MATH,       def_vector_math,        "VECT_MATH",      VectorMath,       "Vector Math",       ""              );
+DefNode( ShaderNode,     SH_NODE_SQUEEZE,         0,                      "SQUEEZE",        Squeeze,          "Squeeze Value",     ""              );
+DefNode( ShaderNode,     SH_NODE_INVERT,          0,                      "INVERT",         Invert,           "Invert",            ""              );
+DefNode( ShaderNode,     SH_NODE_SEPRGB,          0,                      "SEPRGB",         SeparateRGB,      "Separate RGB",      ""              );
+DefNode( ShaderNode,     SH_NODE_COMBRGB,         0,                      "COMBRGB",        CombineRGB,       "Combine RGB",       ""              );
+DefNode( ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue/Saturation",    ""              );
 
-DefNode( ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    def_sh_output,          "OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   ""       )
-DefNode( ShaderNode,     SH_NODE_EEVEE_SPECULAR,     0,                      "EEVEE_SPECULAR",     EeveeSpecular,    "Specular",          ""       )
-DefNode( ShaderNode,     SH_NODE_OUTPUT_LIGHT,       def_sh_output,          "OUTPUT_LIGHT",       OutputLight,      "Light Output",      ""       )
-DefNode( ShaderNode,     SH_NODE_OUTPUT_WORLD,       def_sh_output,          "OUTPUT_WORLD",       OutputWorld,      "World Output",      ""       )
-DefNode( ShaderNode,     SH_NODE_OUTPUT_LINESTYLE,   def_sh_output_linestyle,"OUTPUT_LINESTYLE",   OutputLineStyle,  "Line Style Output", ""       )
-DefNode( ShaderNode,     SH_NODE_FRESNEL,            0,                      "FRESNEL",            Fresnel,          "Fresnel",           ""       )
-DefNode( ShaderNode,     SH_NODE_LAYER_WEIGHT,       0,                      "LAYER_WEIGHT",       LayerWeight,      "Layer Weight",      ""       )
-DefNode( ShaderNode,     SH_NODE_MIX_SHADER,         0,                      "MIX_SHADER",         MixShader,        "Mix Shader",        ""       )
-DefNode( ShaderNode,     SH_NODE_ADD_SHADER,         0,                      "ADD_SHADER",         AddShader,        "Add Shader",        ""       )
-DefNode( ShaderNode,     SH_NODE_ATTRIBUTE,          def_sh_attribute,       "ATTRIBUTE",          Attribute,        "Attribute",         ""       )
-DefNode( ShaderNode,     SH_NODE_AMBIENT_OCCLUSION,  def_sh_ambient_occlusion,"AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", ""       )
-DefNode( ShaderNode,     SH_NODE_BACKGROUND,         0,                      "BACKGROUND",         Background,       "Background",        ""       )
-DefNode( ShaderNode,     SH_NODE_HOLDOUT,            0,                      "HOLDOUT",            Holdout,          "Holdout",           ""       )
-DefNode( ShaderNode,     SH_NODE_BSDF_ANISOTROPIC,   def_anisotropic,        "BSDF_ANISOTROPIC",   BsdfAnisotropic,  "Anisotropic BSDF",  ""       )
-DefNode( ShaderNode,     SH_NODE_BSDF_DIFFUSE,       0,                      "BSDF_DIFFUSE",      

@@ Diff output truncated at 10240 characters. @@



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