Commit: ebdd2e0b6d4cc8c2427070811a293a7e35a880c6
Author: Brecht Van Lommel
Date:   Sat Jun 11 21:56:47 2016 +0200
Branches: master
https://developer.blender.org/rBebdd2e0b6d4cc8c2427070811a293a7e35a880c6

Cycles: make shader node enums consistently lower case, update OSL shaders 
accordingly.

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

M       intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
M       intern/cycles/kernel/shaders/node_environment_texture.osl
M       intern/cycles/kernel/shaders/node_glass_bsdf.osl
M       intern/cycles/kernel/shaders/node_glossy_bsdf.osl
M       intern/cycles/kernel/shaders/node_gradient_texture.osl
M       intern/cycles/kernel/shaders/node_hair_bsdf.osl
M       intern/cycles/kernel/shaders/node_image_texture.osl
M       intern/cycles/kernel/shaders/node_math.osl
M       intern/cycles/kernel/shaders/node_mix.osl
M       intern/cycles/kernel/shaders/node_musgrave_texture.osl
M       intern/cycles/kernel/shaders/node_normal_map.osl
M       intern/cycles/kernel/shaders/node_refraction_bsdf.osl
M       intern/cycles/kernel/shaders/node_sky_texture.osl
M       intern/cycles/kernel/shaders/node_subsurface_scattering.osl
M       intern/cycles/kernel/shaders/node_tangent.osl
M       intern/cycles/kernel/shaders/node_toon_bsdf.osl
M       intern/cycles/kernel/shaders/node_uv_map.osl
M       intern/cycles/kernel/shaders/node_vector_math.osl
M       intern/cycles/kernel/shaders/node_vector_transform.osl
M       intern/cycles/kernel/shaders/node_voronoi_texture.osl
M       intern/cycles/kernel/shaders/node_wave_texture.osl
M       intern/cycles/render/nodes.cpp

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

diff --git a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl 
b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
index 281ed4e..f7f8954 100644
--- a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
@@ -45,9 +45,9 @@ shader node_anisotropic_bsdf(
                RoughnessV = Roughness / (1.0 - aniso);
        }
 
-       if (distribution == "Sharp")
+       if (distribution == "sharp")
                BSDF = Color * reflection(Normal);
-       else if (distribution == "Beckmann")
+       else if (distribution == "beckmann")
                BSDF = Color * microfacet_beckmann_aniso(Normal, T, RoughnessU, 
RoughnessV);
        else if (distribution == "GGX")
                BSDF = Color * microfacet_ggx_aniso(Normal, T, RoughnessU, 
RoughnessV);
diff --git a/intern/cycles/kernel/shaders/node_environment_texture.osl 
b/intern/cycles/kernel/shaders/node_environment_texture.osl
index 3a0b782..0a7f602 100644
--- a/intern/cycles/kernel/shaders/node_environment_texture.osl
+++ b/intern/cycles/kernel/shaders/node_environment_texture.osl
@@ -44,7 +44,7 @@ shader node_environment_texture(
        matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        vector Vector = P,
        string filename = "",
-       string projection = "Equirectangular",
+       string projection = "equirectangular",
        string interpolation = "linear",
        string color_space = "sRGB",
        int is_float = 1,
@@ -59,7 +59,7 @@ shader node_environment_texture(
        
        p = normalize(p);
 
-       if (projection == "Equirectangular")
+       if (projection == "equirectangular")
                p = environment_texture_direction_to_equirectangular(p);
        else
                p = environment_texture_direction_to_mirrorball(p);
diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl 
b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
index 68bc107..8fd0a2f 100644
--- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
@@ -19,7 +19,7 @@
 
 shader node_glass_bsdf(
        color Color = 0.8,
-       string distribution = "Sharp",
+       string distribution = "sharp",
        float Roughness = 0.2,
        float IOR = 1.45,
        normal Normal = N,
@@ -30,9 +30,9 @@ shader node_glass_bsdf(
        float cosi = dot(I, Normal);
        float Fr = fresnel_dielectric_cos(cosi, eta);
 
-       if (distribution == "Sharp")
+       if (distribution == "sharp")
                BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * 
refraction(Normal, eta));
-       else if (distribution == "Beckmann")
+       else if (distribution == "beckmann")
                BSDF = Color * (Fr * microfacet_beckmann(Normal, Roughness) +
                                (1.0 - Fr) * 
microfacet_beckmann_refraction(Normal, Roughness, eta));
        else if (distribution == "GGX")
diff --git a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl 
b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
index d3250b3..cc2a66f 100644
--- a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
@@ -24,9 +24,9 @@ shader node_glossy_bsdf(
        normal Normal = N,
        output closure color BSDF = 0)
 {
-       if (distribution == "Sharp")
+       if (distribution == "sharp")
                BSDF = Color * reflection(Normal);
-       else if (distribution == "Beckmann")
+       else if (distribution == "beckmann")
                BSDF = Color * microfacet_beckmann(Normal, Roughness);
        else if (distribution == "GGX")
                BSDF = Color * microfacet_ggx(Normal, Roughness);
diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl 
b/intern/cycles/kernel/shaders/node_gradient_texture.osl
index 69e2ee5..f458937 100644
--- a/intern/cycles/kernel/shaders/node_gradient_texture.osl
+++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl
@@ -29,31 +29,31 @@ float gradient(point p, string type)
 
        float result = 0.0;
 
-       if (type == "Linear") {
+       if (type == "linear") {
                result = x;
        }
-       else if (type == "Quadratic") {
+       else if (type == "quadratic") {
                float r = max(x, 0.0);
                result = r * r;
        }
-       else if (type == "Easing") {
+       else if (type == "easing") {
                float r = min(max(x, 0.0), 1.0);
                float t = r * r;
                
                result = (3.0 * t - 2.0 * t * r);
        }
-       else if (type == "Diagonal") {
+       else if (type == "diagonal") {
                result = (x + y) * 0.5;
        }
-       else if (type == "Radial") {
+       else if (type == "radial") {
                result = atan2(y, x) / M_2PI + 0.5;
        }
        else {
                float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
 
-               if (type == "Quadratic Sphere")
+               if (type == "quadratic_sphere")
                        result = r * r;
-               else if (type == "Spherical")
+               else if (type == "spherical")
                        result = r;
        }
 
@@ -63,7 +63,7 @@ float gradient(point p, string type)
 shader node_gradient_texture(
        int use_mapping = 0,
        matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
-       string type = "Linear",
+       string type = "linear",
        point Vector = P,
        output float Fac = 0.0,
        output color Color = 0.0)
diff --git a/intern/cycles/kernel/shaders/node_hair_bsdf.osl 
b/intern/cycles/kernel/shaders/node_hair_bsdf.osl
index 54d4cb6..c8cb88f 100644
--- a/intern/cycles/kernel/shaders/node_hair_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_hair_bsdf.osl
@@ -20,7 +20,7 @@
 
 shader node_hair_bsdf(
        color Color = 0.8,
-       string component = "Reflection",
+       string component = "reflection",
        float Offset = 0.0,
        float RoughnessU = 0.1,
        float RoughnessV = 1.0,
@@ -37,7 +37,7 @@ shader node_hair_bsdf(
                        BSDF = transparent();
                }
                else {
-                       if (component == "Reflection")
+                       if (component == "reflection")
                                BSDF = Color * hair_reflection(Normal, 
roughnessh, roughnessv, normalize(dPdv), 0.0);
                        else
                                BSDF = Color * hair_transmission(Normal, 
roughnessh, roughnessv, normalize(dPdv), 0.0);
@@ -48,7 +48,7 @@ shader node_hair_bsdf(
                        BSDF = transparent();
                }
                else {
-                       if (component == "Reflection")
+                       if (component == "reflection")
                                BSDF = Color * hair_reflection(Normal, 
roughnessh, roughnessv, dPdu, -Offset);
                        else
                                BSDF = Color * hair_transmission(Normal, 
roughnessh, roughnessv, dPdu, -Offset);
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl 
b/intern/cycles/kernel/shaders/node_image_texture.osl
index d09174f..a004018 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -86,7 +86,7 @@ shader node_image_texture(
        point Vector = P,
        string filename = "",
        string color_space = "sRGB",
-       string projection = "Flat",
+       string projection = "flat",
        string interpolation = "smartcubic",
        string wrap = "periodic",
        float projection_blend = 0.0,
@@ -100,7 +100,7 @@ shader node_image_texture(
        if (use_mapping)
                p = transform(mapping, p);
        
-       if (projection == "Flat") {
+       if (projection == "flat") {
                Color = image_texture_lookup(filename,
                                             color_space,
                                             p[0], p[1],
@@ -110,7 +110,7 @@ shader node_image_texture(
                                             interpolation,
                                             wrap);
        }
-       else if (projection == "Box") {
+       else if (projection == "box") {
                /* object space normal */
                vector Nob = transform("world", "object", N);
 
@@ -210,7 +210,7 @@ shader node_image_texture(
                        Alpha += weight[2] * tmp_alpha;
                }
        }
-       else if (projection == "Sphere") {
+       else if (projection == "sphere") {
                point projected = map_to_sphere(texco_remap_square(p));
                Color = image_texture_lookup(filename,
                                             color_space,
@@ -221,7 +221,7 @@ shader node_image_texture(
                                             interpolation,
                                             wrap);
        }
-       else if (projection == "Tube") {
+       else if (projection == "tube") {
                point projected = map_to_tube(texco_remap_square(p));
                Color = image_texture_lookup(filename,
                                             color_space,
diff --git a/intern/cycles/kernel/shaders/node_math.osl 
b/intern/cycles/kernel/shaders/node_math.osl
index 85eac0b..f309ef7 100644
--- a/intern/cycles/kernel/shaders/node_math.osl
+++ b/intern/cycles/kernel/shaders/node_math.osl
@@ -49,7 +49,7 @@ float safe_log(float a, float b)
 }
 
 shader node_math(
-       string type = "Add",
+       string type = "add",
        int use_clamp = 0,
        float Value1 = 0.0,
        float Value2 = 0.0,
@@ -57,43 +57,43 @@ shader node_math(
 {
        /* OSL asin, acos, pow check for values that could give rise to nan */
 
-       if (type == "Add")
+       if (type == "add")
                Value = Value1 + Value2;
-       else if (type == "Subtract")
+       else if (type == "subtract")
                Value = Value1 - Value2;
-       else if (type == "Multiply")
+       else if (type == "multiply")
                Value = Value1 * Value2;
-       else if (type == "Divide")
+       else if (type == "divide")
                Value = safe_divide(Value1, Value2);
-       else if (type == "Sine")
+       else if (type == "sine")
                Value = sin(Value1);
-       else if (type == "Cosine")
+       else if (type == "cosine")
                Value = cos(Value1);
-       else if (type == "Tangent")
+       else if (type == "tangent")
                Value = tan(Value1);
-       else if (type == "Arcsine")
+       else if (type == "arcsine")
                Value = asin(Value1);
-       else if (type == "Arccosine")
+       else if (type == "arccosine")
                Value = acos(Value1);
-       else if (type == "Arctangent")
+       else if (type == "arctangent")
                Value = atan(Value1);
-       else if (type == "Power")
+       else if (type == "power")
                Value = pow(Value1, Value2);
-       else if (type == "Logarithm")
+       else if (type == "logarithm")
                Value = safe_log(Value1, Value2);
-       else if (type == "Minimum")
+       else if (type == "minimum")
                Value = min(Value1, Value2);
-       else if (type == "Maximum")
+       else if (type == "maximum")
                Value = max(Value1, Value2);
-       else if (type == "Round")
+       else if (type == "round")
                Value = floor(Value1 + 0.5);
-       else if (type == "Less Than")
+       else if (type == "less_than")
                Value = Value1 < Value2;
-       else if (type == "Greater Than")
+       else if (type == "greater_than")
                Value = Value1 > Value2;
-       else if (type == "Modulo")
+       else if (type == "modulo")
                Value = safe_modulo(Value1, Value2);
-       else if (type == "Absolute")
+       else if (type == "absolute")
                Value = fabs(Value1);
 
        if (use_clamp)
diff --git a/intern/cycles/kernel/shaders/node_mix.osl 
b/intern/cycles/kernel/shaders/node_mix.osl
index 4a66748..0862c34 100644
--- a/intern/cycles/kernel/shaders/node_mix.osl
+++ b/intern/cycles/kernel/shaders/node_mix.osl
@@ -277,7 +277,7 @@ color node_mix_clamp(color col)
 }
 
 shader node_mix(


@@ Diff output truncated at 10240 characters. @@

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to