Files
test/source/blender/nodes/shader/nodes/node_shader_output_light.cc
илья _ 119fc054f8 Cleanup: BKE: Nodes: Pass-by-reference
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.

By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.

Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.

Pull Request: https://projects.blender.org/blender/blender/pulls/134627
2025-02-19 13:44:11 +01:00

52 lines
1.6 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_shader_util.hh"
namespace blender::nodes::node_shader_output_light_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Shader>("Surface");
}
static int node_shader_gpu_output_light(GPUMaterial *mat,
bNode * /*node*/,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack * /*out*/)
{
GPUNodeLink *outlink_surface;
/* Passthrough node in order to do the right socket conversions. */
if (in[0].link) {
/* Reuse material output. */
GPU_link(mat, "node_output_material_surface", in[0].link, &outlink_surface);
GPU_material_output_surface(mat, outlink_surface);
}
return true;
}
} // namespace blender::nodes::node_shader_output_light_cc
/* node type definition */
void register_node_type_sh_output_light()
{
namespace file_ns = blender::nodes::node_shader_output_light_cc;
static blender::bke::bNodeType ntype;
sh_node_type_base(&ntype, "ShaderNodeOutputLight", SH_NODE_OUTPUT_LIGHT);
ntype.ui_name = "Light Output";
ntype.ui_description = "Output light information to a light object";
ntype.enum_name_legacy = "OUTPUT_LIGHT";
ntype.nclass = NODE_CLASS_OUTPUT;
ntype.declare = file_ns::node_declare;
ntype.add_ui_poll = object_cycles_shader_nodes_poll;
ntype.gpu_fn = file_ns::node_shader_gpu_output_light;
ntype.no_muting = true;
blender::bke::node_register_type(ntype);
}