Nodes: add int and bool to shader nodegroups

These are handled as floats by Cycles and EEVEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/115026
This commit is contained in:
Dyvine57 2024-01-10 20:09:37 +01:00 committed by Brecht Van Lommel
parent 1f4cf2676f
commit eca14d5b40
2 changed files with 3 additions and 3 deletions

View File

@ -159,7 +159,7 @@ static bool shader_node_tree_socket_type_valid(bNodeTreeType * /*ntreetype*/,
bNodeSocketType *socket_type)
{
return blender::bke::nodeIsStaticSocketType(socket_type) &&
ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER);
ELEM(socket_type->type, SOCK_FLOAT, SOCK_INT, SOCK_BOOLEAN, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER);
}
bNodeTreeType *ntreeType_Shader;

View File

@ -401,13 +401,13 @@ class ShaderNodeGroupInterfaceTest(AbstractNodeGroupInterfaceTest, NodeGroupInte
self.do_test_sockets_in_out("NodeSocketFloat")
def test_all_socket_types(self):
self.do_test_invalid_socket_type("NodeSocketBool")
self.do_test_socket_type("NodeSocketBool")
self.do_test_invalid_socket_type("NodeSocketCollection")
self.do_test_socket_type("NodeSocketColor")
self.do_test_socket_type("NodeSocketFloat")
self.do_test_invalid_socket_type("NodeSocketGeometry")
self.do_test_invalid_socket_type("NodeSocketImage")
self.do_test_invalid_socket_type("NodeSocketInt")
self.do_test_socket_type("NodeSocketInt")
self.do_test_invalid_socket_type("NodeSocketMaterial")
self.do_test_invalid_socket_type("NodeSocketObject")
self.do_test_invalid_socket_type("NodeSocketRotation")