[Bf-blender-cvs] [ed1ced24848] master: Cleanup: Use new socket builder API

Aaron Carlisle noreply at git.blender.org
Sun Jan 9 05:17:09 CET 2022


Commit: ed1ced24848824a4acbaaf7aa7ccb34441f6a8f4
Author: Aaron Carlisle
Date:   Sat Jan 8 23:16:55 2022 -0500
Branches: master
https://developer.blender.org/rBed1ced24848824a4acbaaf7aa7ccb34441f6a8f4

Cleanup: Use new socket builder API

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

M	source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
M	source/blender/nodes/shader/nodes/node_shader_ies_light.cc
M	source/blender/nodes/shader/nodes/node_shader_invert.cc
M	source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
M	source/blender/nodes/shader/nodes/node_shader_light_falloff.cc
M	source/blender/nodes/shader/nodes/node_shader_mapping.cc
M	source/blender/nodes/shader/nodes/node_shader_normal_map.cc
M	source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
M	source/blender/nodes/shader/nodes/node_shader_tex_environment.cc
M	source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.cc
M	source/blender/nodes/shader/nodes/node_shader_tex_sky.cc

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

diff --git a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
index 75e1b372601..94b9a61c602 100644
--- a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
@@ -25,19 +25,15 @@
 
 namespace blender::nodes::node_shader_hueSatVal_cc {
 
-/* **************** Hue Saturation ******************** */
-static bNodeSocketTemplate sh_node_hue_sat_in[] = {
-    {SOCK_FLOAT, N_("Hue"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
-    {SOCK_FLOAT, N_("Saturation"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
-    {SOCK_FLOAT, N_("Value"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
-    {SOCK_FLOAT, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-    {SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f},
-    {-1, ""},
-};
-static bNodeSocketTemplate sh_node_hue_sat_out[] = {
-    {SOCK_RGBA, N_("Color")},
-    {-1, ""},
-};
+static void node_declare(NodeDeclarationBuilder &b)
+{
+  b.add_input<decl::Float>(N_("Hue")).default_value(0.5f).min(0.0f).max(1.0f);
+  b.add_input<decl::Float>(N_("Saturation")).default_value(1.0f).min(0.0f).max(2.0f);
+  b.add_input<decl::Float>(N_("Value")).default_value(1.0f).min(0.0f).max(2.0f);
+  b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+  b.add_input<decl::Color>(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
+  b.add_output<decl::Color>(N_("Color"));
+}
 
 static int gpu_shader_hue_sat(GPUMaterial *mat,
                               bNode *node,
@@ -57,7 +53,7 @@ void register_node_type_sh_hue_sat()
   static bNodeType ntype;
 
   sh_node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR);
-  node_type_socket_templates(&ntype, file_ns::sh_node_hue_sat_in, file_ns::sh_node_hue_sat_out);
+  ntype.declare = file_ns::node_declare;
   node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
   node_type_gpu(&ntype, file_ns::gpu_shader_hue_sat);
 
diff --git a/source/blender/nodes/shader/nodes/node_shader_ies_light.cc b/source/blender/nodes/shader/nodes/node_shader_ies_light.cc
index a107fd83b0e..481524dadc0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_ies_light.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_ies_light.cc
@@ -21,18 +21,12 @@
 
 namespace blender::nodes::node_shader_ies_light_cc {
 
-/* **************** IES Light ******************** */
-
-static bNodeSocketTemplate sh_node_tex_ies_in[] = {
-    {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
-    {SOCK_FLOAT, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f, PROP_NONE},
-    {-1, ""},
-};
-
-static bNodeSocketTemplate sh_node_tex_ies_out[] = {
-    {SOCK_FLOAT, N_("Fac")},
-    {-1, ""},
-};
+static void node_declare(NodeDeclarationBuilder &b)
+{
+  b.add_input<decl::Vector>(N_("Vector")).hide_value();
+  b.add_input<decl::Float>(N_("Strength")).default_value(1.0f).min(0.0f).max(1000000.0f);
+  b.add_output<decl::Float>(N_("Fac"));
+}
 
 static void node_shader_init_tex_ies(bNodeTree *UNUSED(ntree), bNode *node)
 {
@@ -50,7 +44,7 @@ void register_node_type_sh_tex_ies()
   static bNodeType ntype;
 
   sh_node_type_base(&ntype, SH_NODE_TEX_IES, "IES Texture", NODE_CLASS_TEXTURE);
-  node_type_socket_templates(&ntype, file_ns::sh_node_tex_ies_in, file_ns::sh_node_tex_ies_out);
+  ntype.declare = file_ns::node_declare;
   node_type_init(&ntype, file_ns::node_shader_init_tex_ies);
   node_type_storage(
       &ntype, "NodeShaderTexIES", node_free_standard_storage, node_copy_standard_storage);
diff --git a/source/blender/nodes/shader/nodes/node_shader_invert.cc b/source/blender/nodes/shader/nodes/node_shader_invert.cc
index bcdb7ca7b00..3b5f4cb1d38 100644
--- a/source/blender/nodes/shader/nodes/node_shader_invert.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_invert.cc
@@ -25,13 +25,12 @@
 
 namespace blender::nodes::node_shader_invert_cc {
 
-/* **************** INVERT ******************** */
-static bNodeSocketTemplate sh_node_invert_in[] = {
-    {SOCK_FLOAT, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-    {SOCK_RGBA, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f},
-    {-1, ""}};
-
-static bNodeSocketTemplate sh_node_invert_out[] = {{SOCK_RGBA, N_("Color")}, {-1, ""}};
+static void node_declare(NodeDeclarationBuilder &b)
+{
+  b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+  b.add_input<decl::Color>(N_("Color")).default_value({0.0f, 0.0f, 0.0f, 1.0f});
+  b.add_output<decl::Color>(N_("Color"));
+}
 
 static int gpu_shader_invert(GPUMaterial *mat,
                              bNode *node,
@@ -51,7 +50,7 @@ void register_node_type_sh_invert()
   static bNodeType ntype;
 
   sh_node_type_base(&ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR);
-  node_type_socket_templates(&ntype, file_ns::sh_node_invert_in, file_ns::sh_node_invert_out);
+  ntype.declare = file_ns::node_declare;
   node_type_gpu(&ntype, file_ns::gpu_shader_invert);
 
   nodeRegisterType(&ntype);
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc b/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
index f78bbcaacaa..b4210ce154c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
@@ -21,19 +21,13 @@
 
 namespace blender::nodes::node_shader_layer_weight_cc {
 
-/* **************** Layer Weight ******************** */
-
-static bNodeSocketTemplate sh_node_layer_weight_in[] = {
-    {SOCK_FLOAT, N_("Blend"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
-    {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
-    {-1, ""},
-};
-
-static bNodeSocketTemplate sh_node_layer_weight_out[] = {
-    {SOCK_FLOAT, N_("Fresnel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
-    {SOCK_FLOAT, N_("Facing"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
-    {-1, ""},
-};
+static void node_declare(NodeDeclarationBuilder &b)
+{
+  b.add_input<decl::Float>(N_("Blend")).default_value(0.5f).min(0.0f).max(1.0f);
+  b.add_input<decl::Vector>(N_("Normal")).hide_value();
+  b.add_output<decl::Float>(N_("Fresnel"));
+  b.add_output<decl::Float>(N_("Facing"));
+}
 
 static int node_shader_gpu_layer_weight(GPUMaterial *mat,
                                         bNode *node,
@@ -62,8 +56,7 @@ void register_node_type_sh_layer_weight()
   static bNodeType ntype;
 
   sh_node_type_base(&ntype, SH_NODE_LAYER_WEIGHT, "Layer Weight", NODE_CLASS_INPUT);
-  node_type_socket_templates(
-      &ntype, file_ns::sh_node_layer_weight_in, file_ns::sh_node_layer_weight_out);
+  ntype.declare = file_ns::node_declare;
   node_type_gpu(&ntype, file_ns::node_shader_gpu_layer_weight);
 
   nodeRegisterType(&ntype);
diff --git a/source/blender/nodes/shader/nodes/node_shader_light_falloff.cc b/source/blender/nodes/shader/nodes/node_shader_light_falloff.cc
index 6c2baa01e54..50eea2b3643 100644
--- a/source/blender/nodes/shader/nodes/node_shader_light_falloff.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_light_falloff.cc
@@ -21,22 +21,14 @@
 
 namespace blender::nodes::node_shader_light_falloff_cc {
 
-/* **************** INPUT ********************* */
-
-static bNodeSocketTemplate sh_node_light_falloff_in[] = {
-    {SOCK_FLOAT, N_("Strength"), 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f},
-    {SOCK_FLOAT, N_("Smooth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
-    {-1, ""},
-};
-
-/* **************** OUTPUT ******************** */
-
-static bNodeSocketTemplate sh_node_light_falloff_out[] = {
-    {SOCK_FLOAT, N_("Quadratic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
-    {SOCK_FLOAT, N_("Linear"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
-    {SOCK_FLOAT, N_("Constant"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
-    {-1, ""},
-};
+static void node_declare(NodeDeclarationBuilder &b)
+{
+  b.add_input<decl::Float>(N_("Strength")).default_value(100.0f).min(0.0f).max(1000000.0f);
+  b.add_input<decl::Float>(N_("Smooth")).default_value(0.0f).min(0.0f).max(1000.0f);
+  b.add_output<decl::Float>(N_("Quadratic"));
+  b.add_output<decl::Float>(N_("Linear"));
+  b.add_output<decl::Float>(N_("Constant"));
+}
 
 static int node_shader_gpu_light_falloff(GPUMaterial *mat,
                                          bNode *node,
@@ -57,8 +49,7 @@ void register_node_type_sh_light_falloff()
   static bNodeType ntype;
 
   sh_node_type_base(&ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR);
-  node_type_socket_templates(
-      &ntype, file_ns::sh_node_light_falloff_in, file_ns::sh_node_light_falloff_out);
+  ntype.declare = file_ns::node_declare;
   node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
   node_type_gpu(&ntype, file_ns::node_shader_gpu_light_falloff);
 
diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.cc b/source/blender/nodes/shader/nodes/node_shader_mapping.cc
index 758b675f9d6..4d25ae815d6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mapping.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_mapping.cc
@@ -25,19 +25,29 @@
 
 namespace blender::nodes::node_shader_mapping_cc {
 
-/* **************** MAPPING  ******************** */
-static bNodeSocketTemplate sh_node_mapping_in[] = {
-    {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE},
-    {SOCK_VECTOR, N_("Location"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_TRANSLATION},
-    {SOCK_VECTOR, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER},
-    {SOCK_VECTOR, N_("Scale"), 1.0f, 1.0f, 1.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_XYZ},
-    {-1, ""},
-};
-
-static bNodeSocketTemplate sh_node_mapping_out[] = {
-    {SOCK_VECTOR, N_("Vector")},
-    {-1, ""},
-};
+static void node_declare(NodeDeclarationBuilder &b)
+{
+  b.add_input<decl::Vector>(N_("Vector"))
+      .default_value({0.0f, 0.0f, 0.0f})
+      .min(-FLT_MAX)
+      .max(FLT_MAX);
+  b.add_input<decl::Vector>(N_("Location"))
+      .default_value({0.0f, 0.0f, 0.0f})
+      .min(-FLT_MAX)
+      .max(FLT_MAX)
+      .subtype(PROP_TRANSLATION);
+  b.add_input<decl::Vector>(N_("Rotation"))
+      .default_value({0.

@@ Diff output truncated at 10240 characters. @@



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