Cycles: Set default closure values to some of the nodes

Previously it was only set at compilation time which is all fine but does
not let us to check which closure the node corresponds to prior to the
compilation.
This commit is contained in:
Sergey Sharybin 2015-05-09 18:53:57 +05:00
parent 8c1b805f87
commit 7eac672e4f

@ -1609,6 +1609,7 @@ ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
AnisotropicBsdfNode::AnisotropicBsdfNode()
{
closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
distribution = ustring("GGX");
add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
@ -1661,6 +1662,7 @@ ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
GlossyBsdfNode::GlossyBsdfNode()
{
closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
distribution = ustring("GGX");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
@ -1699,6 +1701,7 @@ ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
GlassBsdfNode::GlassBsdfNode()
{
closure = CLOSURE_BSDF_SHARP_GLASS_ID;
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
@ -1738,6 +1741,7 @@ ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init(
RefractionBsdfNode::RefractionBsdfNode()
{
closure = CLOSURE_BSDF_REFRACTION_ID;
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
@ -1776,6 +1780,7 @@ ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
ToonBsdfNode::ToonBsdfNode()
{
closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
component = ustring("Diffuse");
add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
@ -2135,6 +2140,7 @@ ShaderEnum HairBsdfNode::component_enum = hair_component_init();
HairBsdfNode::HairBsdfNode()
{
closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
component = ustring("Reflection");
add_input("Offset", SHADER_SOCKET_FLOAT);