Shader Nodes: Move socket defaults to node declaration

Solves the same issue that was reported in #108726.
This commit is contained in:
Miguel Pozo
2023-05-11 18:00:12 +02:00
parent 2db23d38ca
commit 8a9f3b2a68
2 changed files with 6 additions and 15 deletions

View File

@@ -8,7 +8,7 @@ namespace blender::nodes::node_shader_displacement_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Height")).default_value(0.0f).min(0.0f).max(1000.0f);
b.add_input<decl::Float>(N_("Midlevel")).default_value(0.0f).min(0.0f).max(1000.0f);
b.add_input<decl::Float>(N_("Midlevel")).default_value(0.5f).min(0.0f).max(1000.0f);
b.add_input<decl::Float>(N_("Scale")).default_value(1.0f).min(0.0f).max(1000.0f);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
b.add_output<decl::Vector>(N_("Displacement"));
@@ -17,13 +17,6 @@ static void node_declare(NodeDeclarationBuilder &b)
static void node_shader_init_displacement(bNodeTree * /*ntree*/, bNode *node)
{
node->custom1 = SHD_SPACE_OBJECT; /* space */
/* Set default value here for backwards compatibility. */
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Midlevel")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f;
}
}
}
static int gpu_shader_displacement(GPUMaterial *mat,

View File

@@ -30,7 +30,11 @@ static void sh_node_tex_brick_declare(NodeDeclarationBuilder &b)
.max(0.125f)
.default_value(0.02f)
.no_muted_links();
b.add_input<decl::Float>(N_("Mortar Smooth")).min(0.0f).max(1.0f).no_muted_links();
b.add_input<decl::Float>(N_("Mortar Smooth"))
.min(0.0f)
.max(1.0f)
.default_value(0.1f)
.no_muted_links();
b.add_input<decl::Float>(N_("Bias")).min(-1.0f).max(1.0f).no_muted_links();
b.add_input<decl::Float>(N_("Brick Width"))
.min(0.01f)
@@ -78,12 +82,6 @@ static void node_shader_init_tex_brick(bNodeTree * /*ntree*/, bNode *node)
tex->squash_freq = 2;
node->storage = tex;
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Mortar Smooth")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.1f;
}
}
}
static int node_shader_gpu_tex_brick(GPUMaterial *mat,