[Bf-blender-cvs] [49f03030e3d] principled-v2: Cleanup: Get rid of unneccessary override in the Principled BSDF node
Lukas Stockner
noreply at git.blender.org
Mon Jul 4 23:56:13 CEST 2022
Commit: 49f03030e3dde03991c68fdf878a2a4e86a9dc60
Author: Lukas Stockner
Date: Mon Jul 4 23:31:47 2022 +0200
Branches: principled-v2
https://developer.blender.org/rB49f03030e3dde03991c68fdf878a2a4e86a9dc60
Cleanup: Get rid of unneccessary override in the Principled BSDF node
===================================================================
M intern/cycles/scene/shader_nodes.cpp
M intern/cycles/scene/shader_nodes.h
===================================================================
diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp
index d9f406b5194..e98c5e9edb4 100644
--- a/intern/cycles/scene/shader_nodes.cpp
+++ b/intern/cycles/scene/shader_nodes.cpp
@@ -2853,27 +2853,27 @@ void PrincipledBsdfNode::attributes(Shader *shader, AttributeRequestSet *attribu
ShaderNode::attributes(shader, attributes);
}
-void PrincipledBsdfNode::compile(SVMCompiler &compiler,
- ShaderInput *p_metallic,
- ShaderInput *p_subsurface,
- ShaderInput *p_subsurface_radius,
- ShaderInput *p_subsurface_ior,
- ShaderInput *p_subsurface_anisotropy,
- ShaderInput *p_specular,
- ShaderInput *p_roughness,
- ShaderInput *p_specular_tint,
- ShaderInput *p_anisotropic,
- ShaderInput *p_sheen,
- ShaderInput *p_sheen_tint,
- ShaderInput *p_clearcoat,
- ShaderInput *p_clearcoat_roughness,
- ShaderInput *p_ior,
- ShaderInput *p_transmission,
- ShaderInput *p_anisotropic_rotation,
- ShaderInput *p_transmission_roughness)
+void PrincipledBsdfNode::compile(SVMCompiler &compiler)
{
ShaderInput *base_color_in = input("Base Color");
ShaderInput *subsurface_color_in = input("Subsurface Color");
+ ShaderInput *p_metallic = input("Metallic");
+ ShaderInput *p_subsurface = input("Subsurface");
+ ShaderInput *p_subsurface_radius = input("Subsurface Radius");
+ ShaderInput *p_subsurface_ior = input("Subsurface IOR");
+ ShaderInput *p_subsurface_anisotropy = input("Subsurface Anisotropy");
+ ShaderInput *p_specular = input("Specular");
+ ShaderInput *p_roughness = input("Roughness");
+ ShaderInput *p_specular_tint = input("Specular Tint");
+ ShaderInput *p_anisotropic = input("Anisotropic");
+ ShaderInput *p_sheen = input("Sheen");
+ ShaderInput *p_sheen_tint = input("Sheen Tint");
+ ShaderInput *p_clearcoat = input("Clearcoat");
+ ShaderInput *p_clearcoat_roughness = input("Clearcoat Roughness");
+ ShaderInput *p_ior = input("IOR");
+ ShaderInput *p_transmission = input("Transmission");
+ ShaderInput *p_anisotropic_rotation = input("Anisotropic Rotation");
+ ShaderInput *p_transmission_roughness = input("Transmission Roughness");
ShaderInput *normal_in = input("Normal");
ShaderInput *clearcoat_normal_in = input("Clearcoat Normal");
ShaderInput *tangent_in = input("Tangent");
@@ -2953,28 +2953,6 @@ bool PrincipledBsdfNode::has_integrator_dependency()
return !roughness_input->link && roughness <= 1e-4f;
}
-void PrincipledBsdfNode::compile(SVMCompiler &compiler)
-{
- compile(compiler,
- input("Metallic"),
- input("Subsurface"),
- input("Subsurface Radius"),
- input("Subsurface IOR"),
- input("Subsurface Anisotropy"),
- input("Specular"),
- input("Roughness"),
- input("Specular Tint"),
- input("Anisotropic"),
- input("Sheen"),
- input("Sheen Tint"),
- input("Clearcoat"),
- input("Clearcoat Roughness"),
- input("IOR"),
- input("Transmission"),
- input("Anisotropic Rotation"),
- input("Transmission Roughness"));
-}
-
void PrincipledBsdfNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "distribution");
diff --git a/intern/cycles/scene/shader_nodes.h b/intern/cycles/scene/shader_nodes.h
index ac40a397c1e..28fc49b3c01 100644
--- a/intern/cycles/scene/shader_nodes.h
+++ b/intern/cycles/scene/shader_nodes.h
@@ -529,24 +529,6 @@ class PrincipledBsdfNode : public BsdfBaseNode {
void expand(ShaderGraph *graph);
bool has_surface_bssrdf();
bool has_bssrdf_bump();
- void compile(SVMCompiler &compiler,
- ShaderInput *metallic,
- ShaderInput *subsurface,
- ShaderInput *subsurface_radius,
- ShaderInput *subsurface_ior,
- ShaderInput *subsurface_anisotropy,
- ShaderInput *specular,
- ShaderInput *roughness,
- ShaderInput *specular_tint,
- ShaderInput *anisotropic,
- ShaderInput *sheen,
- ShaderInput *sheen_tint,
- ShaderInput *clearcoat,
- ShaderInput *clearcoat_roughness,
- ShaderInput *ior,
- ShaderInput *transmission,
- ShaderInput *anisotropic_rotation,
- ShaderInput *transmission_roughness);
NODE_SOCKET_API(float3, base_color)
NODE_SOCKET_API(float3, subsurface_color)
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