blender/intern/cycles/render/nodes.h

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __NODES_H__
#define __NODES_H__
#include "graph.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
class ImageManager;
class Scene;
class Shader;
/* Texture Mapping */
class TextureMapping {
public:
TextureMapping();
Transform compute_transform();
bool skip();
void compile(SVMCompiler& compiler, int offset_in, int offset_out);
void compile(OSLCompiler &compiler);
float3 translation;
float3 rotation;
float3 scale;
float3 min, max;
bool use_minmax;
enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 };
Type type;
enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 };
Mapping x_mapping, y_mapping, z_mapping;
enum Projection { FLAT, CUBE, TUBE, SPHERE };
Projection projection;
bool equals(const TextureMapping& other) {
return translation == other.translation &&
rotation == other.rotation &&
scale == other.scale &&
use_minmax == other.use_minmax &&
min == other.min &&
max == other.max &&
type == other.type &&
x_mapping == other.x_mapping &&
y_mapping == other.y_mapping &&
z_mapping == other.z_mapping &&
projection == other.projection;
}
};
/* Nodes */
/* Any node which uses image manager's slot should be a subclass of this one. */
class ImageSlotNode : public ShaderNode {
public:
ImageSlotNode(const char *name_) : ShaderNode(name_) {
special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
}
int slot;
};
class TextureNode : public ShaderNode {
public:
TextureNode(const char *name_) : ShaderNode(name_) {}
TextureMapping tex_mapping;
virtual bool equals(const ShaderNode *other) {
return ShaderNode::equals(other) &&
tex_mapping.equals(((const TextureNode*)other)->tex_mapping);
}
};
class ImageSlotTextureNode : public ImageSlotNode {
public:
ImageSlotTextureNode(const char *name_) : ImageSlotNode(name_) {}
TextureMapping tex_mapping;
virtual bool equals(const ShaderNode *other) {
return ShaderNode::equals(other) &&
tex_mapping.equals(((const ImageSlotTextureNode*)other)->tex_mapping);
}
};
class ImageTextureNode : public ImageSlotTextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
~ImageTextureNode();
ShaderNode *clone() const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
ImageManager *image_manager;
int is_float;
bool is_linear;
bool use_alpha;
string filename;
void *builtin_data;
ustring color_space;
ustring projection;
InterpolationType interpolation;
ExtensionType extension;
float projection_blend;
bool animated;
static ShaderEnum color_space_enum;
static ShaderEnum projection_enum;
virtual bool equals(const ShaderNode *other) {
const ImageTextureNode *image_node = (const ImageTextureNode*)other;
return ImageSlotTextureNode::equals(other) &&
use_alpha == image_node->use_alpha &&
filename == image_node->filename &&
builtin_data == image_node->builtin_data &&
color_space == image_node->color_space &&
projection == image_node->projection &&
interpolation == image_node->interpolation &&
extension == image_node->extension &&
projection_blend == image_node->projection_blend &&
animated == image_node->animated;
}
};
class EnvironmentTextureNode : public ImageSlotTextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
~EnvironmentTextureNode();
ShaderNode *clone() const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ImageManager *image_manager;
int is_float;
bool is_linear;
bool use_alpha;
string filename;
void *builtin_data;
ustring color_space;
ustring projection;
InterpolationType interpolation;
bool animated;
static ShaderEnum color_space_enum;
static ShaderEnum projection_enum;
virtual bool equals(const ShaderNode *other) {
const EnvironmentTextureNode *env_node = (const EnvironmentTextureNode*)other;
return ImageSlotTextureNode::equals(other) &&
use_alpha == env_node->use_alpha &&
filename == env_node->filename &&
builtin_data == env_node->builtin_data &&
color_space == env_node->color_space &&
projection == env_node->projection &&
interpolation == env_node->interpolation &&
animated == env_node->animated;
}
};
class SkyTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(SkyTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
float3 sun_direction;
float turbidity;
float ground_albedo;
ustring type;
static ShaderEnum type_enum;
virtual bool equals(const ShaderNode *other) {
const SkyTextureNode *sky_node = (const SkyTextureNode*)other;
return TextureNode::equals(other) &&
sun_direction == sky_node->sun_direction &&
turbidity == sky_node->turbidity &&
ground_albedo == sky_node->ground_albedo &&
type == sky_node->type;
}
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
/* Don't allow output node de-duplication. */
virtual bool equals(const ShaderNode * /*other*/) { return false; }
};
class GradientTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(GradientTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ustring type;
static ShaderEnum type_enum;
virtual bool equals(const ShaderNode *other) {
const GradientTextureNode *gradient_node = (const GradientTextureNode*)other;
return TextureNode::equals(other) &&
type == gradient_node->type;
}
};
class NoiseTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(NoiseTextureNode)
};
class VoronoiTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(VoronoiTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ustring coloring;
static ShaderEnum coloring_enum;
virtual bool equals(const ShaderNode *other) {
const VoronoiTextureNode *voronoi_node = (const VoronoiTextureNode*)other;
return TextureNode::equals(other) &&
coloring == voronoi_node->coloring;
}
};
class MusgraveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MusgraveTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ustring type;
static ShaderEnum type_enum;
virtual bool equals(const ShaderNode *other) {
const MusgraveTextureNode *musgrave_node = (const MusgraveTextureNode*)other;
return TextureNode::equals(other) &&
type == musgrave_node->type;
}
};
class WaveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(WaveTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ustring type;
ustring profile;
static ShaderEnum type_enum;
static ShaderEnum profile_enum;
virtual bool equals(const ShaderNode *other) {
const WaveTextureNode *wave_node = (const WaveTextureNode*)other;
return TextureNode::equals(other) &&
type == wave_node->type &&
profile == wave_node->profile;
}
};
class MagicTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MagicTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
int depth;
virtual bool equals(const ShaderNode *other) {
const MagicTextureNode *magic_node = (const MagicTextureNode*)other;
return TextureNode::equals(other) &&
depth == magic_node->depth;
}
};
class CheckerTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(CheckerTextureNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
};
class BrickTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(BrickTextureNode)
float offset, squash;
int offset_frequency, squash_frequency;
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
virtual bool equals(const ShaderNode *other) {
const BrickTextureNode *brick_node = (const BrickTextureNode*)other;
return TextureNode::equals(other) &&
offset == brick_node->offset &&
squash == brick_node->squash &&
offset_frequency == brick_node->offset_frequency &&
squash_frequency == brick_node->squash_frequency;
}
};
class PointDensityTextureNode : public ShaderNode {
public:
SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
~PointDensityTextureNode();
ShaderNode *clone() const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
bool has_object_dependency() { return true; }
ImageManager *image_manager;
int slot;
string filename;
ustring space;
void *builtin_data;
InterpolationType interpolation;
Transform tfm;
static ShaderEnum space_enum;
virtual bool equals(const ShaderNode *other) {
const PointDensityTextureNode *point_dendity_node = (const PointDensityTextureNode*)other;
return ShaderNode::equals(other) &&
filename == point_dendity_node->filename &&
space == point_dendity_node->space &&
builtin_data == point_dendity_node->builtin_data &&
interpolation == point_dendity_node->interpolation &&
tfm == point_dendity_node->tfm;
}
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
TextureMapping tex_mapping;
virtual bool equals(const ShaderNode *other) {
const MappingNode *mapping_node = (const MappingNode*)other;
return ShaderNode::equals(other) &&
tex_mapping.equals(mapping_node->tex_mapping);
}
};
class ConvertNode : public ShaderNode {
public:
ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false);
SHADER_NODE_BASE_CLASS(ConvertNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
ShaderSocketType from, to;
virtual bool equals(const ShaderNode *other)
{
const ConvertNode *convert_node = (const ConvertNode*)other;
return ShaderNode::equals(other) &&
from == convert_node->from &&
to == convert_node->to;
}
};
class ProxyNode : public ShaderNode {
public:
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ProxyNode(ShaderSocketType type);
SHADER_NODE_BASE_CLASS(ProxyNode)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ShaderSocketType type;
virtual bool equals(const ShaderNode * /*other*/)
{
/* Proxy nodes are created for node groups and can't be duplicated
* actually. So in order to make code a bit more robust in obscure cases
* lets explicitly forbid de-duplication of proxy nodes for now.
*/
return false;
}
};
class BsdfNode : public ShaderNode {
public:
BsdfNode(bool scattering = false);
SHADER_NODE_BASE_CLASS(BsdfNode);
bool has_spatial_varying() { return true; }
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL, ShaderInput *param4 = NULL);
ClosureType closure;
bool scattering;
virtual bool equals(const ShaderNode * /*other*/)
{
/* TODO(sergey): With some care BSDF nodes can be de-duplicated. */
return false;
}
};
class AnisotropicBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(AnisotropicBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
void attributes(Shader *shader, AttributeRequestSet *attributes);
};
class DiffuseBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(DiffuseBsdfNode)
};
class TranslucentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TranslucentBsdfNode)
};
class TransparentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TransparentBsdfNode)
bool has_surface_transparent() { return true; }
};
class VelvetBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(VelvetBsdfNode)
};
class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
class RefractionBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(RefractionBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
class ToonBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(ToonBsdfNode)
ustring component;
static ShaderEnum component_enum;
};
class SubsurfaceScatteringNode : public BsdfNode {
public:
SHADER_NODE_CLASS(SubsurfaceScatteringNode)
bool has_surface_bssrdf() { return true; }
bool has_bssrdf_bump();
static ShaderEnum falloff_enum;
};
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool has_surface_emission() { return true; }
};
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
};
class HoldoutNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HoldoutNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class AmbientOcclusionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AmbientOcclusionNode)
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class VolumeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VolumeNode)
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
ClosureType closure;
virtual bool equals(const ShaderNode * /*other*/)
{
/* TODO(sergey): With some care Volume nodes can be de-duplicated. */
return false;
}
};
class AbsorptionVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(AbsorptionVolumeNode)
};
class ScatterVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(ScatterVolumeNode)
};
class HairBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(HairBsdfNode)
ustring component;
static ShaderEnum component_enum;
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
};
class TextureCoordinateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TextureCoordinateNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
bool has_object_dependency() { return use_transform; }
bool from_dupli;
bool use_transform;
Transform ob_tfm;
virtual bool equals(const ShaderNode *other) {
const TextureCoordinateNode *texco_node = (const TextureCoordinateNode*)other;
return ShaderNode::equals(other) &&
from_dupli == texco_node->from_dupli &&
use_transform == texco_node->use_transform &&
ob_tfm == texco_node->ob_tfm;
}
};
class UVMapNode : public ShaderNode {
public:
SHADER_NODE_CLASS(UVMapNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
ustring attribute;
bool from_dupli;
virtual bool equals(const ShaderNode *other) {
const UVMapNode *uv_map_node = (const UVMapNode*)other;
return ShaderNode::equals(other) &&
attribute == uv_map_node->attribute &&
from_dupli == uv_map_node->from_dupli;
}
};
class LightPathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightPathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class LightFalloffNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightFalloffNode)
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
};
class ObjectInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ObjectInfoNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class ParticleInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ParticleInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class HairInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HairInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
virtual int get_feature() {
return ShaderNode::get_feature() | NODE_FEATURE_HAIR;
}
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
float value;
virtual bool equals(const ShaderNode *other) {
const ValueNode *value_node = (const ValueNode*)other;
return ShaderNode::equals(other) &&
value == value_node->value;
}
};
class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
float3 value;
virtual bool equals(const ShaderNode *other) {
const ColorNode *color_node = (const ColorNode*)other;
return ShaderNode::equals(other) &&
value == color_node->value;
}
};
class AddClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AddClosureNode)
};
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
};
class MixClosureWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureWeightNode);
};
class InvertNode : public ShaderNode {
public:
SHADER_NODE_CLASS(InvertNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
bool use_clamp;
ustring type;
static ShaderEnum type_enum;
virtual bool equals(const ShaderNode *other)
{
const MixNode *mix_node = (const MixNode*)other;
return ShaderNode::equals(other) &&
use_clamp == mix_node->use_clamp &&
type == mix_node->type;
}
};
class CombineRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineRGBNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class CombineHSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineHSVNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class CombineXYZNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineXYZNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class GammaNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GammaNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class BrightContrastNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BrightContrastNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class SeparateRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateRGBNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class SeparateHSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateHSVNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class SeparateXYZNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateXYZNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class HSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HSVNode)
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
ustring attribute;
virtual bool equals(const ShaderNode *other) {
const AttributeNode *color_node = (const AttributeNode*)other;
return ShaderNode::equals(other) &&
attribute == color_node->attribute;
}
};
class CameraNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CameraNode)
bool has_spatial_varying() { return true; }
};
class FresnelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(FresnelNode)
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class LayerWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LayerWeightNode)
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
class WireframeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WireframeNode)
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
bool use_pixel_size;
};
class WavelengthNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WavelengthNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class BlackbodyNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlackbodyNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool use_clamp;
ustring type;
static ShaderEnum type_enum;
virtual bool equals(const ShaderNode *other)
{
const MathNode *math_node = (const MathNode*)other;
return ShaderNode::equals(other) &&
use_clamp == math_node->use_clamp &&
type == math_node->type;
}
};
class NormalNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NormalNode)
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
float3 direction;
virtual bool equals(const ShaderNode *other)
{
const NormalNode *normal_node = (const NormalNode*)other;
return ShaderNode::equals(other) &&
direction == normal_node->direction;
}
};
class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
ustring type;
static ShaderEnum type_enum;
virtual bool equals(const ShaderNode *other)
{
const MathNode *math_node = (const MathNode*)other;
return ShaderNode::equals(other) &&
type == math_node->type;
}
};
class VectorTransformNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorTransformNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
ustring type;
ustring convert_from;
ustring convert_to;
static ShaderEnum type_enum;
static ShaderEnum convert_space_enum;
virtual bool equals(const ShaderNode *other) {
const VectorTransformNode *vector_transform_node = (const VectorTransformNode*)other;
return ShaderNode::equals(other) &&
type == vector_transform_node->type &&
convert_from == vector_transform_node->convert_from &&
convert_to == vector_transform_node->convert_to;
}
};
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
bool has_spatial_varying() { return true; }
virtual int get_feature() {
return NODE_FEATURE_BUMP;
}
bool invert;
virtual bool equals(const ShaderNode *other) {
const BumpNode *bump_node = (const BumpNode*)other;
return ShaderNode::equals(other) &&
invert == bump_node->invert;
}
};
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class RGBCurvesNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBCurvesNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
virtual bool equals(const ShaderNode * /*other*/) { return false; }
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float4 curves[RAMP_TABLE_SIZE];
float min_x, max_x;
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};
class VectorCurvesNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorCurvesNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
virtual bool equals(const ShaderNode * /*other*/) { return false; }
float4 curves[RAMP_TABLE_SIZE];
float min_x, max_x;
};
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class RGBRampNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBRampNode)
float4 ramp[RAMP_TABLE_SIZE];
bool interpolate;
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
virtual bool equals(const ShaderNode * /*other*/) { return false; }
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};
class SetNormalNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SetNormalNode)
};
class OSLScriptNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OSLScriptNode)
/* ideally we could beter detect this, but we can't query this now */
bool has_spatial_varying() { return true; }
string filepath;
string bytecode_hash;
virtual bool equals(const ShaderNode * /*other*/) { return false; }
};
class NormalMapNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NormalMapNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
ustring space;
static ShaderEnum space_enum;
ustring attribute;
virtual bool equals(const ShaderNode *other)
{
const NormalMapNode *normal_map_node = (const NormalMapNode*)other;
return ShaderNode::equals(other) &&
space == normal_map_node->space &&
attribute == normal_map_node->attribute;
}
};
class TangentNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TangentNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
ustring direction_type;
static ShaderEnum direction_type_enum;
ustring axis;
static ShaderEnum axis_enum;
ustring attribute;
virtual bool equals(const ShaderNode *other)
{
const TangentNode *tangent_node = (const TangentNode*)other;
return ShaderNode::equals(other) &&
direction_type == tangent_node->direction_type &&
axis == tangent_node->axis &&
attribute == tangent_node->attribute;
}
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */