GOOENGINE: Shader C++ fixes

This commit is contained in:
2025-09-29 09:31:16 -05:00
parent 1a0bedd640
commit fe828807ac
8 changed files with 36 additions and 36 deletions
@@ -64,5 +64,5 @@ void register_node_type_sh_curvature(void)
ntype.declare = file_ns::node_declare;
ntype.gpu_fn = node_shader_gpu_curvature;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -41,5 +41,5 @@ void register_node_type_sh_screenspace_info(void)
ntype.declare = file_ns::node_declare;
ntype.gpu_fn = node_shader_gpu_screenspace_info;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -70,5 +70,5 @@ void register_node_type_sh_sdf_noise(void)
ntype.declare = file_ns::node_declare;
ntype.gpu_fn = node_shader_gpu_sdf_noise;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -173,9 +173,9 @@ static void node_shader_update_sdf_op(bNodeTree *ntree, bNode *node)
bNodeSocket *sockDistanceOut = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
/* Distance */
nodeSetSocketAvailability(ntree, sockInputA, true);
node_set_socket_availability(ntree, sockInputA, true);
nodeSetSocketAvailability(ntree, sockInputB,
node_set_socket_availability(ntree, sockInputB,
!ELEM(sdf->operation,
SHD_SDF_OP_MASK,
SHD_SDF_OP_INVERT,
@@ -186,14 +186,14 @@ static void node_shader_update_sdf_op(bNodeTree *ntree, bNode *node)
SHD_SDF_OP_FLATTEN));
/* Values */
nodeSetSocketAvailability(ntree, sockValue,
node_set_socket_availability(ntree, sockValue,
!ELEM(sdf->operation,
SHD_SDF_OP_UNION,
SHD_SDF_OP_INTERSECT,
SHD_SDF_OP_DIFF,
SHD_SDF_OP_INVERT));
nodeSetSocketAvailability(ntree, sockValue2,
node_set_socket_availability(ntree, sockValue2,
ELEM(sdf->operation,
SHD_SDF_OP_DIVIDE,
SHD_SDF_OP_FLATTEN,
@@ -208,7 +208,7 @@ static void node_shader_update_sdf_op(bNodeTree *ntree, bNode *node)
SHD_SDF_OP_INTERSECT_STAIRS,
SHD_SDF_OP_DIFF_STAIRS));
nodeSetSocketAvailability(ntree, sockCount, ELEM(sdf->operation, SHD_SDF_OP_ONION));
node_set_socket_availability(ntree, sockCount, ELEM(sdf->operation, SHD_SDF_OP_ONION));
node_sock_label_clear(sockValue);
node_sock_label_clear(sockValue2);
@@ -296,5 +296,5 @@ void register_node_type_sh_sdf_op(void)
ntype.labelfunc = node_shader_label_sdf_op;
ntype.updatefunc = node_shader_update_sdf_op;
ntype.draw_buttons = node_shader_buts_sdf_op;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -235,7 +235,7 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
bNodeSocket *sockRound = (bNodeSocket *)BLI_findlink(&node->inputs, 12);
bNodeSocket *sockLinewidth = (bNodeSocket *)BLI_findlink(&node->inputs, 13);
nodeSetSocketAvailability(ntree, sockRound,
node_set_socket_availability(ntree, sockRound,
ELEM(sdf->mode,
SHD_SDF_3D_BOX,
SHD_SDF_3D_CONE,
@@ -265,10 +265,10 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_2D_TRIANGLE,
SHD_SDF_2D_UNEVEN_CAPSULE,
SHD_SDF_2D_HORSESHOE));
nodeSetSocketAvailability(ntree, sockLinewidth, true);
node_set_socket_availability(ntree, sockLinewidth, true);
/* Points */
nodeSetSocketAvailability(ntree, sockPoint1,
node_set_socket_availability(ntree, sockPoint1,
ELEM(sdf->mode,
SHD_SDF_3D_PLANE,
SHD_SDF_3D_POINT_CONE,
@@ -279,7 +279,7 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_2D_BEZIER,
SHD_SDF_2D_POINT_TRIANGLE,
SHD_SDF_2D_QUAD));
nodeSetSocketAvailability(ntree, sockPoint2,
node_set_socket_availability(ntree, sockPoint2,
ELEM(sdf->mode,
SHD_SDF_3D_POINT_CONE,
SHD_SDF_3D_POINT_CYLINDER,
@@ -289,12 +289,12 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_2D_BEZIER,
SHD_SDF_2D_POINT_TRIANGLE,
SHD_SDF_2D_QUAD));
nodeSetSocketAvailability(ntree,
node_set_socket_availability(ntree,
sockPoint3, ELEM(sdf->mode, SHD_SDF_2D_BEZIER, SHD_SDF_2D_POINT_TRIANGLE, SHD_SDF_2D_QUAD));
nodeSetSocketAvailability(ntree, sockPoint4, ELEM(sdf->mode, SHD_SDF_2D_QUAD));
node_set_socket_availability(ntree, sockPoint4, ELEM(sdf->mode, SHD_SDF_2D_QUAD));
/* Radius */
nodeSetSocketAvailability(ntree, sockRadius,
node_set_socket_availability(ntree, sockRadius,
ELEM(sdf->mode,
SHD_SDF_2D_CIRCLE,
SHD_SDF_2D_ARC,
@@ -324,7 +324,7 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_3D_POINT_CONE));
/* Values */
nodeSetSocketAvailability(ntree, sockValue1,
node_set_socket_availability(ntree, sockValue1,
ELEM(sdf->mode,
SHD_SDF_3D_PYRAMID,
SHD_SDF_3D_PLANE,
@@ -348,7 +348,7 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_2D_STAR,
SHD_SDF_2D_UNEVEN_CAPSULE,
SHD_SDF_2D_ELLIPSE));
nodeSetSocketAvailability(ntree, sockValue2,
node_set_socket_availability(ntree, sockValue2,
ELEM(sdf->mode,
SHD_SDF_2D_PARABOLA_SEGMENT,
SHD_SDF_2D_ELLIPSE,
@@ -358,7 +358,7 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_2D_RECTANGLE,
SHD_SDF_2D_RHOMBUS) ||
ELEM(sdf->mode, SHD_SDF_3D_BOX));
nodeSetSocketAvailability(ntree, sockValue3,
node_set_socket_availability(ntree, sockValue3,
ELEM(sdf->mode,
SHD_SDF_2D_ISOSCELES,
SHD_SDF_2D_TRAPEZOID,
@@ -369,10 +369,10 @@ static void node_shader_update_sdf_primitive(bNodeTree *ntree, bNode *node)
SHD_SDF_3D_HEX_PRISM,
SHD_SDF_3D_HEX_PRISM_INCIRCLE,
SHD_SDF_3D_BOX));
nodeSetSocketAvailability(ntree, sockValue4, false);
node_set_socket_availability(ntree, sockValue4, false);
/* Angles */
nodeSetSocketAvailability(ntree, sockAngle1,
node_set_socket_availability(ntree, sockAngle1,
ELEM(sdf->mode,
SHD_SDF_3D_SOLID_ANGLE,
SHD_SDF_2D_FLAT_JOINT,
@@ -480,5 +480,5 @@ void register_node_type_sh_sdf_primitive(void)
ntype.updatefunc = node_shader_update_sdf_primitive;
ntype.draw_buttons = node_shader_buts_sdf_primitive;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -166,18 +166,18 @@ static void node_shader_update_sdf_vector_op(bNodeTree *ntree, bNode *node)
bNodeSocket *sockValueOut = (bNodeSocket *)BLI_findlink(&node->outputs, 2);
/* Out sockets. */
nodeSetSocketAvailability(ntree, sockValueOut,
node_set_socket_availability(ntree, sockValueOut,
ELEM(sdf->operation,
SHD_SDF_VEC_OP_MIRROR,
SHD_SDF_VEC_OP_REFLECT,
SHD_SDF_VEC_OP_POLAR,
SHD_SDF_VEC_OP_EXTRUDE));
nodeSetSocketAvailability(ntree, sockPositionOut,
node_set_socket_availability(ntree, sockPositionOut,
ELEM(sdf->operation, SHD_SDF_VEC_OP_MIRROR, SHD_SDF_VEC_OP_GRID));
/* In sockets. */
nodeSetSocketAvailability(ntree, sockVector2,
node_set_socket_availability(ntree, sockVector2,
ELEM(sdf->operation,
SHD_SDF_VEC_OP_SWIRL,
SHD_SDF_VEC_OP_RADIAL_SHEAR,
@@ -193,17 +193,17 @@ static void node_shader_update_sdf_vector_op(bNodeTree *ntree, bNode *node)
SHD_SDF_VEC_OP_REPEAT_INF,
SHD_SDF_VEC_OP_REPEAT_INF_MIRROR));
nodeSetSocketAvailability(ntree, sockVector3,
node_set_socket_availability(ntree, sockVector3,
ELEM(sdf->operation,
SHD_SDF_VEC_OP_SWIRL,
SHD_SDF_VEC_OP_RADIAL_SHEAR,
SHD_SDF_VEC_OP_REPEAT_FINITE));
/* Values */
nodeSetSocketAvailability(ntree, sockScale,
node_set_socket_availability(ntree, sockScale,
ELEM(sdf->operation, SHD_SDF_VEC_OP_SCALE_UV, SHD_SDF_VEC_OP_TILESET));
nodeSetSocketAvailability(ntree, sockValue,
node_set_socket_availability(ntree, sockValue,
!ELEM(sdf->operation,
SHD_SDF_VEC_OP_MAP_11,
SHD_SDF_VEC_OP_MAP_05,
@@ -222,17 +222,17 @@ static void node_shader_update_sdf_vector_op(bNodeTree *ntree, bNode *node)
SHD_SDF_VEC_OP_REPEAT_INF,
SHD_SDF_VEC_OP_REPEAT_INF_MIRROR));
nodeSetSocketAvailability(ntree,
node_set_socket_availability(ntree,
sockValue2, ELEM(sdf->operation, SHD_SDF_VEC_OP_TILESET, SHD_SDF_VEC_OP_PINCH_INFLATE));
nodeSetSocketAvailability(ntree, sockAngle,
node_set_socket_availability(ntree, sockAngle,
ELEM(sdf->operation,
SHD_SDF_VEC_OP_BEND,
SHD_SDF_VEC_OP_TWIST,
SHD_SDF_VEC_OP_ROTATE,
SHD_SDF_VEC_OP_ROTATE_UV));
nodeSetSocketAvailability(ntree, sockCount, ELEM(sdf->operation, SHD_SDF_VEC_OP_TILESET));
nodeSetSocketAvailability(ntree, sockCount2, ELEM(sdf->operation, SHD_SDF_VEC_OP_TILESET));
node_set_socket_availability(ntree, sockCount, ELEM(sdf->operation, SHD_SDF_VEC_OP_TILESET));
node_set_socket_availability(ntree, sockCount2, ELEM(sdf->operation, SHD_SDF_VEC_OP_TILESET));
node_sock_label_clear(sockValue);
node_sock_label_clear(sockValue2);
@@ -358,5 +358,5 @@ void register_node_type_sh_sdf_vector_op(void)
ntype.labelfunc = node_shader_label_sdf_vector_op;
ntype.updatefunc = node_shader_update_sdf_vector_op;
ntype.draw_buttons = node_shader_buts_sdf_vector_op;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -40,5 +40,5 @@ void register_node_type_sh_set_depth(void)
ntype.declare = file_ns::node_declare;
ntype.gpu_fn = file_ns::node_shader_gpu_add_shader;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}
@@ -99,5 +99,5 @@ void register_node_type_sh_shader_info(void)
ntype.gpu_fn = file_ns::node_shader_gpu_shader_info;
blender::bke::nodeRegisterType(&ntype);
blender::bke::node_register_type(&ntype);
}