blender/intern/cycles/render/nodes.cpp

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "image.h"
#include "nodes.h"
#include "svm.h"
#include "osl.h"
#include "util_transform.h"
CCL_NAMESPACE_BEGIN
/* Image Texture */
static ShaderEnum color_space_init()
{
ShaderEnum enm;
enm.insert("Linear", 0);
enm.insert("sRGB", 1);
return enm;
}
ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
ImageTextureNode::ImageTextureNode()
: ShaderNode("image_texture")
{
image_manager = NULL;
slot = -1;
filename = "";
color_space = ustring("sRGB");
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Color", SHADER_SOCKET_COLOR);
}
ImageTextureNode::~ImageTextureNode()
{
if(image_manager)
image_manager->remove_image(filename);
}
ShaderNode *ImageTextureNode::clone() const
{
ImageTextureNode *node = new ImageTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
return node;
}
void ImageTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
image_manager = compiler.image_manager;
if(slot == -1)
slot = image_manager->add_image(filename);
compiler.stack_assign(color_out);
if(slot != -1) {
compiler.stack_assign(vector_in);
compiler.add_node(NODE_TEX_IMAGE,
slot,
compiler.encode_uchar4(
vector_in->stack_offset,
color_out->stack_offset,
color_space_enum[color_space]));
}
else {
/* image not found */
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, make_float3(0, 0, 0));
}
}
void ImageTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("filename", filename.c_str());
compiler.parameter("color_space", color_space.c_str());
compiler.add(this, "node_image_texture");
}
/* Environment Texture */
ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
EnvironmentTextureNode::EnvironmentTextureNode()
: ShaderNode("environment_texture")
{
image_manager = NULL;
slot = -1;
filename = "";
color_space = ustring("sRGB");
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
}
EnvironmentTextureNode::~EnvironmentTextureNode()
{
if(image_manager)
image_manager->remove_image(filename);
}
ShaderNode *EnvironmentTextureNode::clone() const
{
EnvironmentTextureNode *node = new EnvironmentTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
return node;
}
void EnvironmentTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
image_manager = compiler.image_manager;
if(slot == -1)
slot = image_manager->add_image(filename);
compiler.stack_assign(color_out);
if(slot != -1) {
compiler.stack_assign(vector_in);
compiler.add_node(NODE_TEX_ENVIRONMENT,
slot,
compiler.encode_uchar4(
vector_in->stack_offset,
color_out->stack_offset,
color_space_enum[color_space]));
}
else {
/* image not found */
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, make_float3(0, 0, 0));
}
}
void EnvironmentTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("filename", filename.c_str());
compiler.parameter("color_space", color_space.c_str());
compiler.add(this, "node_environment_texture");
}
/* Sky Texture */
static float2 sky_spherical_coordinates(float3 dir)
{
return make_float2(acosf(dir.z), atan2f(dir.x, dir.y));
}
static float sky_perez_function(float lam[6], float theta, float gamma)
{
return (1.f + lam[0]*expf(lam[1]/cosf(theta))) * (1.f + lam[2]*expf(lam[3]*gamma) + lam[4]*cosf(gamma)*cosf(gamma));
}
static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turbidity)
{
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;
float phi = spherical.y;
ksunsky->theta = theta;
ksunsky->phi = phi;
ksunsky->dir = dir;
float theta2 = theta*theta;
float theta3 = theta*theta*theta;
float T = turbidity;
float T2 = T * T;
float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
ksunsky->zenith_Y = (4.0453f * T - 4.9710f) * tan(chi) - 0.2155f * T + 2.4192f;
ksunsky->zenith_Y *= 0.06f;
ksunsky->zenith_x =
(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
ksunsky->zenith_y =
(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T +
(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f);
ksunsky->perez_Y[0] = (0.1787f * T - 1.4630f);
ksunsky->perez_Y[1] = (-0.3554f * T + 0.4275f);
ksunsky->perez_Y[2] = (-0.0227f * T + 5.3251f);
ksunsky->perez_Y[3] = (0.1206f * T - 2.5771f);
ksunsky->perez_Y[4] = (-0.0670f * T + 0.3703f);
ksunsky->perez_x[0] = (-0.0193f * T - 0.2592f);
ksunsky->perez_x[1] = (-0.0665f * T + 0.0008f);
ksunsky->perez_x[2] = (-0.0004f * T + 0.2125f);
ksunsky->perez_x[3] = (-0.0641f * T - 0.8989f);
ksunsky->perez_x[4] = (-0.0033f * T + 0.0452f);
ksunsky->perez_y[0] = (-0.0167f * T - 0.2608f);
ksunsky->perez_y[1] = (-0.0950f * T + 0.0092f);
ksunsky->perez_y[2] = (-0.0079f * T + 0.2102f);
ksunsky->perez_y[3] = (-0.0441f * T - 1.6537f);
ksunsky->perez_y[4] = (-0.0109f * T + 0.0529f);
ksunsky->zenith_Y /= sky_perez_function(ksunsky->perez_Y, 0, theta);
ksunsky->zenith_x /= sky_perez_function(ksunsky->perez_x, 0, theta);
ksunsky->zenith_y /= sky_perez_function(ksunsky->perez_y, 0, theta);
}
SkyTextureNode::SkyTextureNode()
: ShaderNode("sky_texture")
{
sun_direction = make_float3(0.0f, 0.0f, 1.0f);
turbidity = 2.2f;
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
}
void SkyTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
if(compiler.sunsky) {
sky_texture_precompute(compiler.sunsky, sun_direction, turbidity);
compiler.sunsky = NULL;
}
if(vector_in->link)
compiler.stack_assign(vector_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_SKY, vector_in->stack_offset, color_out->stack_offset);
}
void SkyTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter_vector("sun_direction", sun_direction);
compiler.parameter("turbidity", turbidity);
compiler.add(this, "node_sky_texture");
}
/* Noise Texture */
NoiseTextureNode::NoiseTextureNode()
: ShaderNode("noise_texture")
{
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void NoiseTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(!color_out->links.empty()) {
compiler.stack_assign(vector_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_NOISE_V, vector_in->stack_offset, color_out->stack_offset);
}
if(!fac_out->links.empty()) {
compiler.stack_assign(vector_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_NOISE_F, vector_in->stack_offset, fac_out->stack_offset);
}
}
void NoiseTextureNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_noise_texture");
}
/* Blend Texture */
static ShaderEnum blend_progression_init()
{
ShaderEnum enm;
enm.insert("Linear", NODE_BLEND_LINEAR);
enm.insert("Quadratic", NODE_BLEND_QUADRATIC);
enm.insert("Easing", NODE_BLEND_EASING);
enm.insert("Diagonal", NODE_BLEND_DIAGONAL);
enm.insert("Radial", NODE_BLEND_RADIAL);
enm.insert("Quadratic Sphere", NODE_BLEND_QUADRATIC_SPHERE);
enm.insert("Spherical", NODE_BLEND_SPHERICAL);
return enm;
}
static ShaderEnum blend_axis_init()
{
ShaderEnum enm;
enm.insert("Horizontal", NODE_BLEND_HORIZONTAL);
enm.insert("Vertical", NODE_BLEND_VERTICAL);
return enm;
}
ShaderEnum BlendTextureNode::progression_enum = blend_progression_init();
ShaderEnum BlendTextureNode::axis_enum = blend_axis_init();
BlendTextureNode::BlendTextureNode()
: ShaderNode("blend_texture")
{
progression = ustring("Linear");
axis = ustring("Horizontal");
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void BlendTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_BLEND,
compiler.encode_uchar4(progression_enum[progression], axis_enum[axis]),
vector_in->stack_offset, fac_out->stack_offset);
}
void BlendTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Progression", progression);
compiler.parameter("Axis", axis);
compiler.add(this, "node_blend_texture");
}
/* Clouds Texture */
static ShaderEnum noise_basis_init()
{
ShaderEnum enm;
enm.insert("Perlin", NODE_NOISE_PERLIN);
enm.insert("Voronoi F1", NODE_NOISE_VORONOI_F1);
enm.insert("Voronoi F2", NODE_NOISE_VORONOI_F2);
enm.insert("Voronoi F3", NODE_NOISE_VORONOI_F3);
enm.insert("Voronoi F4", NODE_NOISE_VORONOI_F4);
enm.insert("Voronoi F2-F1", NODE_NOISE_VORONOI_F2_F1);
enm.insert("Voronoi Crackle", NODE_NOISE_VORONOI_CRACKLE);
enm.insert("Cell Noise", NODE_NOISE_CELL_NOISE);
return enm;
}
ShaderEnum CloudsTextureNode::basis_enum = noise_basis_init();
CloudsTextureNode::CloudsTextureNode()
: ShaderNode("clouds_texture")
{
basis = ustring("Perlin");
hard = false;
depth = 2;
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void CloudsTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *size_in = input("Size");
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
if(size_in->link) compiler.stack_assign(size_in);
compiler.stack_assign(color_out);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_CLOUDS,
compiler.encode_uchar4(basis_enum[basis], hard, depth),
compiler.encode_uchar4(size_in->stack_offset, vector_in->stack_offset, fac_out->stack_offset, color_out->stack_offset),
__float_as_int(size_in->value.x));
}
void CloudsTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Hard", (hard)? 1: 0);
compiler.parameter("Depth", depth);
compiler.parameter("Basis", basis);
compiler.add(this, "node_clouds_texture");
}
/* Voronoi Texture */
static ShaderEnum distance_metric_init()
{
ShaderEnum enm;
enm.insert("Distance Squared", NODE_VORONOI_DISTANCE_SQUARED);
enm.insert("Actual Distance", NODE_VORONOI_ACTUAL_DISTANCE);
enm.insert("Manhattan", NODE_VORONOI_MANHATTAN);
enm.insert("Chebychev", NODE_VORONOI_CHEBYCHEV);
enm.insert("Minkovsky 1/2", NODE_VORONOI_MINKOVSKY_H);
enm.insert("Minkovsky 4", NODE_VORONOI_MINKOVSKY_4);
enm.insert("Minkovsky", NODE_VORONOI_MINKOVSKY);
return enm;
}
static ShaderEnum voronoi_coloring_init()
{
ShaderEnum enm;
enm.insert("Intensity", NODE_VORONOI_INTENSITY);
enm.insert("Position", NODE_VORONOI_POSITION);
enm.insert("Position and Outline", NODE_VORONOI_POSITION_OUTLINE);
enm.insert("Position, Outline, and Intensity", NODE_VORONOI_POSITION_OUTLINE_INTENSITY);
return enm;
}
ShaderEnum VoronoiTextureNode::distance_metric_enum = distance_metric_init();
ShaderEnum VoronoiTextureNode::coloring_enum = voronoi_coloring_init();
VoronoiTextureNode::VoronoiTextureNode()
: ShaderNode("voronoi_texture")
{
distance_metric = ustring("Actual Distance");
coloring = ustring("Intensity");
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Weight1", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Weight2", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Weight3", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Weight4", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Exponent", SHADER_SOCKET_FLOAT, 2.5f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void VoronoiTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *weight1_in = input("Weight1");
ShaderInput *weight2_in = input("Weight2");
ShaderInput *weight3_in = input("Weight3");
ShaderInput *weight4_in = input("Weight4");
ShaderInput *exponent_in = input("Exponent");
ShaderInput *size_in = input("Size");
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(weight1_in->link) compiler.stack_assign(weight1_in);
if(weight2_in->link) compiler.stack_assign(weight2_in);
if(weight3_in->link) compiler.stack_assign(weight3_in);
if(weight4_in->link) compiler.stack_assign(weight4_in);
if(exponent_in->link) compiler.stack_assign(exponent_in);
if(vector_in->link) compiler.stack_assign(vector_in);
if(size_in->link) compiler.stack_assign(size_in);
compiler.stack_assign(color_out);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_VORONOI,
compiler.encode_uchar4(distance_metric_enum[distance_metric], coloring_enum[coloring], exponent_in->stack_offset),
compiler.encode_uchar4(size_in->stack_offset, vector_in->stack_offset, fac_out->stack_offset, color_out->stack_offset),
compiler.encode_uchar4(weight1_in->stack_offset, weight2_in->stack_offset, weight3_in->stack_offset, weight4_in->stack_offset));
compiler.add_node(__float_as_int(weight1_in->value.x),
__float_as_int(weight2_in->value.x),
__float_as_int(weight3_in->value.x),
__float_as_int(weight4_in->value.x));
compiler.add_node(__float_as_int(exponent_in->value.x),
__float_as_int(size_in->value.x));
}
void VoronoiTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("DistanceMetric", distance_metric);
compiler.parameter("Coloring", coloring);
compiler.add(this, "node_voronoi_texture");
}
/* Musgrave Texture */
static ShaderEnum musgrave_type_init()
{
ShaderEnum enm;
enm.insert("Multifractal", NODE_MUSGRAVE_MULTIFRACTAL);
enm.insert("fBM", NODE_MUSGRAVE_FBM);
enm.insert("Hybrid Multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL);
enm.insert("Ridged Multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL);
enm.insert("Hetero Terrain", NODE_MUSGRAVE_HETERO_TERRAIN);
return enm;
}
ShaderEnum MusgraveTextureNode::type_enum = musgrave_type_init();
ShaderEnum MusgraveTextureNode::basis_enum = noise_basis_init();
MusgraveTextureNode::MusgraveTextureNode()
: ShaderNode("musgrave_texture")
{
type = ustring("fBM");
basis = ustring("Perlin");
add_input("Dimension", SHADER_SOCKET_FLOAT, 2.0f);
add_input("Lacunarity", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Octaves", SHADER_SOCKET_FLOAT, 2.0f);
add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void MusgraveTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *dimension_in = input("Dimension");
ShaderInput *lacunarity_in = input("Lacunarity");
ShaderInput *octaves_in = input("Octaves");
ShaderInput *offset_in = input("Offset");
ShaderInput *gain_in = input("Gain");
ShaderInput *size_in = input("Size");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
if(dimension_in->link) compiler.stack_assign(dimension_in);
if(lacunarity_in->link) compiler.stack_assign(lacunarity_in);
if(octaves_in->link) compiler.stack_assign(octaves_in);
if(offset_in->link) compiler.stack_assign(offset_in);
if(gain_in->link) compiler.stack_assign(gain_in);
if(size_in->link) compiler.stack_assign(size_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_MUSGRAVE,
compiler.encode_uchar4(type_enum[type], basis_enum[basis], vector_in->stack_offset, fac_out->stack_offset),
compiler.encode_uchar4(dimension_in->stack_offset, lacunarity_in->stack_offset, octaves_in->stack_offset, offset_in->stack_offset),
compiler.encode_uchar4(gain_in->stack_offset, size_in->stack_offset));
compiler.add_node(__float_as_int(dimension_in->value.x),
__float_as_int(lacunarity_in->value.x),
__float_as_int(octaves_in->value.x),
__float_as_int(offset_in->value.x));
compiler.add_node(__float_as_int(gain_in->value.x),
__float_as_int(size_in->value.x));
}
void MusgraveTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Type", type);
compiler.parameter("Basis", basis);
compiler.add(this, "node_musgrave_texture");
}
/* Marble Texture */
static ShaderEnum marble_type_init()
{
ShaderEnum enm;
enm.insert("Soft", NODE_MARBLE_SOFT);
enm.insert("Sharp", NODE_MARBLE_SHARP);
enm.insert("Sharper", NODE_MARBLE_SHARPER);
return enm;
}
static ShaderEnum noise_wave_init()
{
ShaderEnum enm;
enm.insert("Sine", NODE_WAVE_SINE);
enm.insert("Saw", NODE_WAVE_SAW);
enm.insert("Tri", NODE_WAVE_TRI);
return enm;
}
ShaderEnum MarbleTextureNode::type_enum = marble_type_init();
ShaderEnum MarbleTextureNode::wave_enum = noise_wave_init();
ShaderEnum MarbleTextureNode::basis_enum = noise_basis_init();
MarbleTextureNode::MarbleTextureNode()
: ShaderNode("marble_texture")
{
type = ustring("Soft");
wave = ustring("Sine");
basis = ustring("Perlin");
hard = false;
depth = 2;
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void MarbleTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *size_in = input("Size");
ShaderInput *turbulence_in = input("Turbulence");
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
if(size_in->link) compiler.stack_assign(size_in);
if(turbulence_in->link) compiler.stack_assign(turbulence_in);
if(vector_in->link) compiler.stack_assign(vector_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_MARBLE,
compiler.encode_uchar4(type_enum[type], wave_enum[wave], basis_enum[basis], hard),
compiler.encode_uchar4(depth),
compiler.encode_uchar4(size_in->stack_offset, turbulence_in->stack_offset, vector_in->stack_offset, fac_out->stack_offset));
compiler.add_node(__float_as_int(size_in->value.x), __float_as_int(turbulence_in->value.x));
}
void MarbleTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Type", type);
compiler.parameter("Wave", wave);
compiler.parameter("Basis", basis);
compiler.parameter("Hard", (hard)? 1: 0);
compiler.parameter("Depth", depth);
compiler.add(this, "node_marble_texture");
}
/* Magic Texture */
MagicTextureNode::MagicTextureNode()
: ShaderNode("magic_texture")
{
depth = 2;
add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Color", SHADER_SOCKET_COLOR);
}
void MagicTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *turbulence_in = input("Turbulence");
ShaderOutput *color_out = output("Color");
if(vector_in->link) compiler.stack_assign(vector_in);
if(turbulence_in->link) compiler.stack_assign(turbulence_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_MAGIC,
compiler.encode_uchar4(depth, turbulence_in->stack_offset, vector_in->stack_offset, color_out->stack_offset),
__float_as_int(turbulence_in->value.x));
}
void MagicTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Depth", depth);
compiler.add(this, "node_magic_texture");
}
/* Stucci Texture */
static ShaderEnum stucci_type_init()
{
ShaderEnum enm;
enm.insert("Plastic", NODE_STUCCI_PLASTIC);
enm.insert("Wall In", NODE_STUCCI_WALL_IN);
enm.insert("Wall Out", NODE_STUCCI_WALL_OUT);
return enm;
}
ShaderEnum StucciTextureNode::type_enum = stucci_type_init();
ShaderEnum StucciTextureNode::basis_enum = noise_basis_init();
StucciTextureNode::StucciTextureNode()
: ShaderNode("stucci_texture")
{
type = ustring("Plastic");
basis = ustring("Perlin");
hard = false;
add_input("Size", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Turbulence", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void StucciTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *size_in = input("Size");
ShaderInput *turbulence_in = input("Turbulence");
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
if(size_in->link) compiler.stack_assign(size_in);
if(turbulence_in->link) compiler.stack_assign(turbulence_in);
if(vector_in->link) compiler.stack_assign(vector_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_STUCCI,
compiler.encode_uchar4(type_enum[type], basis_enum[basis], hard),
compiler.encode_uchar4(size_in->stack_offset, turbulence_in->stack_offset,
vector_in->stack_offset, fac_out->stack_offset));
compiler.add_node(__float_as_int(size_in->value.x),
__float_as_int(turbulence_in->value.x));
}
void StucciTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Type", type);
compiler.parameter("Basis", basis);
compiler.parameter("Hard", (hard)? 1: 0);
compiler.add(this, "node_stucci_texture");
}
/* Distorted Noise Texture */
ShaderEnum DistortedNoiseTextureNode::basis_enum = noise_basis_init();
DistortedNoiseTextureNode::DistortedNoiseTextureNode()
: ShaderNode("distorted_noise_texture")
{
basis = ustring("Perlin");
distortion_basis = ustring("Perlin");
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void DistortedNoiseTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *size_in = input("Size");
ShaderInput *distortion_in = input("Distortion");
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
if(size_in->link) compiler.stack_assign(size_in);
if(distortion_in->link) compiler.stack_assign(distortion_in);
if(vector_in->link) compiler.stack_assign(vector_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_DISTORTED_NOISE,
compiler.encode_uchar4(basis_enum[basis], basis_enum[distortion_basis]),
compiler.encode_uchar4(size_in->stack_offset, distortion_in->stack_offset, vector_in->stack_offset, fac_out->stack_offset));
compiler.add_node(__float_as_int(size_in->value.x),
__float_as_int(distortion_in->value.x));
}
void DistortedNoiseTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Basis", basis);
compiler.parameter("DistortionBasis", distortion_basis);
compiler.add(this, "node_distorted_noise_texture");
}
/* Wood Texture */
static ShaderEnum wood_type_init()
{
ShaderEnum enm;
enm.insert("Bands", NODE_WOOD_BANDS);
enm.insert("Rings", NODE_WOOD_RINGS);
enm.insert("Band Noise", NODE_WOOD_BAND_NOISE);
enm.insert("Ring Noise", NODE_WOOD_RING_NOISE);
return enm;
}
ShaderEnum WoodTextureNode::type_enum = wood_type_init();
ShaderEnum WoodTextureNode::wave_enum = noise_wave_init();
ShaderEnum WoodTextureNode::basis_enum = noise_basis_init();
WoodTextureNode::WoodTextureNode()
: ShaderNode("wood_texture")
{
type = ustring("Bands");
wave = ustring("Sine");
basis = ustring("Perlin");
hard = false;
add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void WoodTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *size_in = input("Size");
ShaderInput *turbulence_in = input("Turbulence");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
if(size_in->link) compiler.stack_assign(size_in);
if(turbulence_in->link) compiler.stack_assign(turbulence_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_WOOD,
compiler.encode_uchar4(type_enum[type], wave_enum[wave], basis_enum[basis], hard),
compiler.encode_uchar4(vector_in->stack_offset, size_in->stack_offset, turbulence_in->stack_offset, fac_out->stack_offset));
compiler.add_node(NODE_TEX_WOOD, make_float3(size_in->value.x, turbulence_in->value.x, 0.0f));
}
void WoodTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Type", type);
compiler.parameter("Wave", wave);
compiler.parameter("Basis", basis);
compiler.parameter("Hard", (hard)? 1: 0);
compiler.add(this, "node_wood_texture");
}
/* Mapping */
MappingNode::MappingNode()
: ShaderNode("mapping")
{
add_input("Vector", SHADER_SOCKET_POINT);
add_output("Vector", SHADER_SOCKET_POINT);
translation = make_float3(0.0f, 0.0f, 0.0f);
rotation = make_float3(0.0f, 0.0f, 0.0f);
scale = make_float3(1.0f, 1.0f, 1.0f);
}
Transform MappingNode::compute_transform()
{
Transform smat = transform_scale(scale);
Transform rmat = transform_euler(rotation);
Transform tmat = transform_translate(translation);
return tmat*rmat*smat;
}
void MappingNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(vector_in);
compiler.stack_assign(vector_out);
compiler.add_node(NODE_MAPPING, vector_in->stack_offset, vector_out->stack_offset);
Transform tfm = compute_transform();
compiler.add_node(tfm.x);
compiler.add_node(tfm.y);
compiler.add_node(tfm.z);
compiler.add_node(tfm.w);
}
void MappingNode::compile(OSLCompiler& compiler)
{
Transform tfm = transform_transpose(compute_transform());
compiler.parameter("Matrix", tfm);
compiler.add(this, "node_mapping");
}
/* Convert */
ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_)
: ShaderNode("convert")
{
from = from_;
to = to_;
assert(from != to);
if(from == SHADER_SOCKET_FLOAT)
add_input("Val", SHADER_SOCKET_FLOAT);
else if(from == SHADER_SOCKET_COLOR)
add_input("Color", SHADER_SOCKET_COLOR);
else if(from == SHADER_SOCKET_VECTOR)
add_input("Vector", SHADER_SOCKET_VECTOR);
else if(from == SHADER_SOCKET_POINT)
add_input("Point", SHADER_SOCKET_POINT);
else if(from == SHADER_SOCKET_NORMAL)
add_input("Normal", SHADER_SOCKET_NORMAL);
else
assert(0);
if(to == SHADER_SOCKET_FLOAT)
add_output("Val", SHADER_SOCKET_FLOAT);
else if(to == SHADER_SOCKET_COLOR)
add_output("Color", SHADER_SOCKET_COLOR);
else if(to == SHADER_SOCKET_VECTOR)
add_output("Vector", SHADER_SOCKET_VECTOR);
else if(to == SHADER_SOCKET_POINT)
add_output("Point", SHADER_SOCKET_POINT);
else if(to == SHADER_SOCKET_NORMAL)
add_output("Normal", SHADER_SOCKET_NORMAL);
else
assert(0);
}
void ConvertNode::compile(SVMCompiler& compiler)
{
ShaderInput *in = inputs[0];
ShaderOutput *out = outputs[0];
if(to == SHADER_SOCKET_FLOAT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
if(from == SHADER_SOCKET_COLOR)
/* color to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, in->stack_offset, out->stack_offset);
else
/* vector/point/normal to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, in->stack_offset, out->stack_offset);
}
else if(from == SHADER_SOCKET_FLOAT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
/* float to float3 */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, in->stack_offset, out->stack_offset);
}
else {
/* float3 to float3 */
if(in->link) {
/* no op in SVM */
compiler.stack_link(in, out);
}
else {
/* set 0,0,0 value */
compiler.stack_assign(in);
compiler.stack_assign(out);
compiler.add_node(NODE_VALUE_V, in->stack_offset);
compiler.add_node(NODE_VALUE_V, in->value);
}
}
}
void ConvertNode::compile(OSLCompiler& compiler)
{
if(from == SHADER_SOCKET_FLOAT)
compiler.add(this, "node_convert_from_float");
else if(from == SHADER_SOCKET_COLOR)
compiler.add(this, "node_convert_from_color");
else if(from == SHADER_SOCKET_VECTOR)
compiler.add(this, "node_convert_from_vector");
else if(from == SHADER_SOCKET_POINT)
compiler.add(this, "node_convert_from_point");
else if(from == SHADER_SOCKET_NORMAL)
compiler.add(this, "node_convert_from_normal");
else
assert(0);
}
/* BSDF Closure */
BsdfNode::BsdfNode()
: ShaderNode("bsdf")
{
closure = ccl::CLOSURE_BSDF_DIFFUSE_ID;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
add_output("BSDF", SHADER_SOCKET_CLOSURE);
}
void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
{
ShaderInput *color_in = input("Color");
if(color_in->link) {
compiler.stack_assign(color_in);
compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
if(param1)
compiler.stack_assign(param1);
if(param2)
compiler.stack_assign(param2);
compiler.add_node(NODE_CLOSURE_BSDF,
compiler.encode_uchar4(closure,
(param1)? param1->stack_offset: SVM_STACK_INVALID,
(param2)? param2->stack_offset: SVM_STACK_INVALID),
__float_as_int((param1)? param1->value.x: 0.0f),
__float_as_int((param2)? param2->value.x: 0.0f));
}
void BsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, NULL, NULL);
}
void BsdfNode::compile(OSLCompiler& compiler)
{
assert(0);
}
/* Ward BSDF Closure */
WardBsdfNode::WardBsdfNode()
{
closure = CLOSURE_BSDF_WARD_ID;
add_input("Roughness U", SHADER_SOCKET_FLOAT, 0.2f);
add_input("Roughness V", SHADER_SOCKET_FLOAT, 0.2f);
}
void WardBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Roughness U"), input("Roughness V"));
}
void WardBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_ward_bsdf");
}
/* Glossy BSDF Closure */
static ShaderEnum glossy_distribution_init()
{
ShaderEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID);
return enm;
}
ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
GlossyBsdfNode::GlossyBsdfNode()
{
distribution = ustring("Beckmann");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
add_input("Fresnel", SHADER_SOCKET_FLOAT, 1.0f);
}
void GlossyBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)distribution_enum[distribution];
if(closure == CLOSURE_BSDF_REFLECTION_ID)
BsdfNode::compile(compiler, NULL, input("Fresnel"));
else
BsdfNode::compile(compiler, input("Roughness"), input("Fresnel"));
}
void GlossyBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("distribution", distribution);
compiler.add(this, "node_glossy_bsdf");
}
/* Glass BSDF Closure */
static ShaderEnum glass_distribution_init()
{
ShaderEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
return enm;
}
ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
GlassBsdfNode::GlassBsdfNode()
{
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Fresnel", SHADER_SOCKET_FLOAT, 0.3f);
}
void GlassBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)distribution_enum[distribution];
if(closure == CLOSURE_BSDF_REFRACTION_ID)
BsdfNode::compile(compiler, NULL, input("Fresnel"));
else
BsdfNode::compile(compiler, input("Roughness"), input("Fresnel"));
}
void GlassBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("distribution", distribution);
compiler.add(this, "node_glass_bsdf");
}
/* Velvet BSDF Closure */
VelvetBsdfNode::VelvetBsdfNode()
{
closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Fresnel", SHADER_SOCKET_FLOAT, 1.0f);
}
void VelvetBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Sigma"), input("Fresnel"));
}
void VelvetBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_velvet_bsdf");
}
/* Diffuse BSDF Closure */
DiffuseBsdfNode::DiffuseBsdfNode()
{
closure = CLOSURE_BSDF_DIFFUSE_ID;
}
void DiffuseBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, NULL, NULL);
}
void DiffuseBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_diffuse_bsdf");
}
/* Translucent BSDF Closure */
TranslucentBsdfNode::TranslucentBsdfNode()
{
closure = CLOSURE_BSDF_TRANSLUCENT_ID;
}
void TranslucentBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, NULL, NULL);
}
void TranslucentBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_translucent_bsdf");
}
/* Transparent BSDF Closure */
TransparentBsdfNode::TransparentBsdfNode()
{
closure = CLOSURE_BSDF_TRANSPARENT_ID;
}
void TransparentBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, NULL, NULL);
}
void TransparentBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_transparent_bsdf");
}
/* Emissive Closure */
EmissionNode::EmissionNode()
: ShaderNode("emission")
{
total_power = false;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
add_output("Emission", SHADER_SOCKET_CLOSURE);
}
void EmissionNode::compile(SVMCompiler& compiler)
{
compiler.add_node(NODE_CLOSURE_EMISSION, CLOSURE_EMISSION_ID);
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
if(color_in->link || strength_in->link) {
compiler.stack_assign(color_in);
compiler.stack_assign(strength_in);
compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset, total_power? 1: 0);
}
else if(total_power)
compiler.add_node(NODE_EMISSION_SET_WEIGHT_TOTAL, color_in->value * strength_in->value.x);
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
}
void EmissionNode::compile(OSLCompiler& compiler)
{
compiler.parameter("TotalPower", (total_power)? 1: 0);
compiler.add(this, "node_emission");
}
/* Background Closure */
BackgroundNode::BackgroundNode()
: ShaderNode("background")
{
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
add_output("Background", SHADER_SOCKET_CLOSURE);
}
void BackgroundNode::compile(SVMCompiler& compiler)
{
compiler.add_node(NODE_CLOSURE_BACKGROUND, CLOSURE_BACKGROUND_ID);
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
if(color_in->link || strength_in->link) {
compiler.stack_assign(color_in);
compiler.stack_assign(strength_in);
compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
}
void BackgroundNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_background");
}
/* Holdout Closure */
HoldoutNode::HoldoutNode()
: ShaderNode("holdout")
{
add_output("Holdout", SHADER_SOCKET_CLOSURE);
}
void HoldoutNode::compile(SVMCompiler& compiler)
{
compiler.add_node(NODE_CLOSURE_HOLDOUT, CLOSURE_HOLDOUT_ID);
}
void HoldoutNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_holdout");
}
/* Geometry */
GeometryNode::GeometryNode()
: ShaderNode("geometry")
{
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
add_output("Position", SHADER_SOCKET_POINT);
add_output("Normal", SHADER_SOCKET_NORMAL);
add_output("Tangent", SHADER_SOCKET_NORMAL);
add_output("True Normal", SHADER_SOCKET_NORMAL);
add_output("Incoming", SHADER_SOCKET_VECTOR);
add_output("Parametric", SHADER_SOCKET_POINT);
add_output("Backfacing", SHADER_SOCKET_FLOAT);
}
void GeometryNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
NodeType geom_node = NODE_GEOMETRY;
if(bump == SHADER_BUMP_DX)
geom_node = NODE_GEOMETRY_BUMP_DX;
else if(bump == SHADER_BUMP_DY)
geom_node = NODE_GEOMETRY_BUMP_DY;
out = output("Position");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
}
out = output("Normal");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_N, out->stack_offset);
}
out = output("Tangent");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_T, out->stack_offset);
}
out = output("True Normal");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_Ng, out->stack_offset);
}
out = output("Incoming");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
}
out = output("Parametric");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
}
out = output("Backfacing");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, out->stack_offset);
}
}
void GeometryNode::compile(OSLCompiler& compiler)
{
if(bump == SHADER_BUMP_DX)
compiler.parameter("bump_offset", "dx");
else if(bump == SHADER_BUMP_DY)
compiler.parameter("bump_offset", "dy");
else
compiler.parameter("bump_offset", "center");
compiler.add(this, "node_geometry");
}
/* TextureCoordinate */
TextureCoordinateNode::TextureCoordinateNode()
: ShaderNode("texture_coordinate")
{
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
add_output("Generated", SHADER_SOCKET_POINT);
add_output("UV", SHADER_SOCKET_POINT);
add_output("Object", SHADER_SOCKET_POINT);
add_output("Camera", SHADER_SOCKET_POINT);
add_output("Window", SHADER_SOCKET_POINT);
add_output("Reflection", SHADER_SOCKET_NORMAL);
}
void TextureCoordinateNode::attributes(AttributeRequestSet *attributes)
{
if(!output("Generated")->links.empty())
attributes->add(Attribute::STD_GENERATED);
if(!output("UV")->links.empty())
attributes->add(Attribute::STD_UV);
ShaderNode::attributes(attributes);
}
void TextureCoordinateNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
NodeType texco_node = NODE_TEX_COORD;
NodeType attr_node = NODE_ATTR;
NodeType geom_node = NODE_GEOMETRY;
if(bump == SHADER_BUMP_DX) {
texco_node = NODE_TEX_COORD_BUMP_DX;
attr_node = NODE_ATTR_BUMP_DX;
geom_node = NODE_GEOMETRY_BUMP_DX;
}
else if(bump == SHADER_BUMP_DY) {
texco_node = NODE_TEX_COORD_BUMP_DY;
attr_node = NODE_ATTR_BUMP_DY;
geom_node = NODE_GEOMETRY_BUMP_DY;
}
out = output("Generated");
if(!out->links.empty()) {
if(compiler.background) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
}
else {
int attr = compiler.attribute(Attribute::STD_GENERATED);
compiler.stack_assign(out);
compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
}
}
out = output("UV");
if(!out->links.empty()) {
int attr = compiler.attribute(Attribute::STD_UV);
compiler.stack_assign(out);
compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
}
out = output("Object");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_OBJECT, out->stack_offset);
}
out = output("Camera");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_CAMERA, out->stack_offset);
}
out = output("Window");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_WINDOW, out->stack_offset);
}
out = output("Reflection");
if(!out->links.empty()) {
if(compiler.background) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
}
else {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, out->stack_offset);
}
}
}
void TextureCoordinateNode::compile(OSLCompiler& compiler)
{
if(bump == SHADER_BUMP_DX)
compiler.parameter("bump_offset", "dx");
else if(bump == SHADER_BUMP_DY)
compiler.parameter("bump_offset", "dy");
else
compiler.parameter("bump_offset", "center");
if(compiler.background)
compiler.parameter("is_background", true);
compiler.add(this, "node_texture_coordinate");
}
/* Light Path */
LightPathNode::LightPathNode()
: ShaderNode("light_path")
{
add_output("Is Camera Ray", SHADER_SOCKET_FLOAT);
add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT);
add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT);
add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT);
add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
}
void LightPathNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
out = output("Is Camera Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, out->stack_offset);
}
out = output("Is Shadow Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, out->stack_offset);
}
out = output("Is Diffuse Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, out->stack_offset);
}
out = output("Is Glossy Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, out->stack_offset);
}
out = output("Is Singular Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, out->stack_offset);
}
out = output("Is Reflection Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, out->stack_offset);
}
out = output("Is Transmission Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
}
}
void LightPathNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_light_path");
}
/* Value */
ValueNode::ValueNode()
: ShaderNode("value")
{
value = 0.0f;
add_output("Value", SHADER_SOCKET_FLOAT);
}
void ValueNode::compile(SVMCompiler& compiler)
{
ShaderOutput *val_out = output("Value");
compiler.stack_assign(val_out);
compiler.add_node(NODE_VALUE_F, __float_as_int(value), val_out->stack_offset);
}
void ValueNode::compile(OSLCompiler& compiler)
{
compiler.parameter("value_value", value);
compiler.add(this, "node_value");
}
/* Color */
ColorNode::ColorNode()
: ShaderNode("color")
{
value = make_float3(0.0f, 0.0f, 0.0f);
add_output("Color", SHADER_SOCKET_COLOR);
}
void ColorNode::compile(SVMCompiler& compiler)
{
ShaderOutput *color_out = output("Color");
if(color_out && !color_out->links.empty()) {
compiler.stack_assign(color_out);
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, value);
}
}
void ColorNode::compile(OSLCompiler& compiler)
{
compiler.parameter_color("color_value", value);
compiler.add(this, "node_value");
}
/* Add Closure */
AddClosureNode::AddClosureNode()
: ShaderNode("add_closure")
{
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
add_output("Closure", SHADER_SOCKET_CLOSURE);
}
void AddClosureNode::compile(SVMCompiler& compiler)
{
/* handled in the SVM compiler */
}
void AddClosureNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_add_closure");
}
/* Mix Closure */
MixClosureNode::MixClosureNode()
: ShaderNode("mix_closure")
{
add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
add_output("Closure", SHADER_SOCKET_CLOSURE);
}
void MixClosureNode::compile(SVMCompiler& compiler)
{
/* handled in the SVM compiler */
}
void MixClosureNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_mix_closure");
}
/* Mix */
MixNode::MixNode()
: ShaderNode("mix")
{
type = ustring("Mix");
add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Color1", SHADER_SOCKET_COLOR);
add_input("Color2", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
static ShaderEnum mix_type_init()
{
ShaderEnum enm;
enm.insert("Mix", NODE_MIX_BLEND);
enm.insert("Add", NODE_MIX_ADD);
enm.insert("Multiply", NODE_MIX_MUL);
enm.insert("Screen", NODE_MIX_SCREEN);
enm.insert("Overlay", NODE_MIX_OVERLAY);
enm.insert("Subtract", NODE_MIX_SUB);
enm.insert("Divide", NODE_MIX_DIV);
enm.insert("Difference", NODE_MIX_DIFF);
enm.insert("Darken", NODE_MIX_DARK);
enm.insert("Lighten", NODE_MIX_LIGHT);
enm.insert("Dodge", NODE_MIX_DODGE);
enm.insert("Burn", NODE_MIX_BURN);
enm.insert("Hue", NODE_MIX_HUE);
enm.insert("Saturation", NODE_MIX_SAT);
enm.insert("Value", NODE_MIX_VAL );
enm.insert("Color", NODE_MIX_COLOR);
enm.insert("Soft Light", NODE_MIX_SOFT);
enm.insert("Linear Light", NODE_MIX_LINEAR);
return enm;
}
ShaderEnum MixNode::type_enum = mix_type_init();
void MixNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *color1_in = input("Color1");
ShaderInput *color2_in = input("Color2");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(fac_in);
compiler.stack_assign(color1_in);
compiler.stack_assign(color2_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_MIX, fac_in->stack_offset, color1_in->stack_offset, color2_in->stack_offset);
compiler.add_node(NODE_MIX, type_enum[type], color_out->stack_offset);
}
void MixNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.add(this, "node_mix");
}
/* Attribute */
AttributeNode::AttributeNode()
: ShaderNode("attribute")
{
attribute = "";
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Vector", SHADER_SOCKET_VECTOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void AttributeNode::attributes(AttributeRequestSet *attributes)
{
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty())
attributes->add(attribute);
ShaderNode::attributes(attributes);
}
void AttributeNode::compile(SVMCompiler& compiler)
{
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
NodeType attr_node = NODE_ATTR;
if(bump == SHADER_BUMP_DX)
attr_node = NODE_ATTR_BUMP_DX;
else if(bump == SHADER_BUMP_DY)
attr_node = NODE_ATTR_BUMP_DY;
if(!color_out->links.empty() || !vector_out->links.empty()) {
int attr = compiler.attribute(attribute);
if(!color_out->links.empty()) {
compiler.stack_assign(color_out);
compiler.add_node(attr_node, attr, color_out->stack_offset, NODE_ATTR_FLOAT3);
}
if(!vector_out->links.empty()) {
compiler.stack_assign(vector_out);
compiler.add_node(attr_node, attr, vector_out->stack_offset, NODE_ATTR_FLOAT3);
}
}
if(!fac_out->links.empty()) {
int attr = compiler.attribute(attribute);
compiler.stack_assign(fac_out);
compiler.add_node(attr_node, attr, fac_out->stack_offset, NODE_ATTR_FLOAT);
}
}
void AttributeNode::compile(OSLCompiler& compiler)
{
if(bump == SHADER_BUMP_DX)
compiler.parameter("bump_offset", "dx");
else if(bump == SHADER_BUMP_DY)
compiler.parameter("bump_offset", "dy");
else
compiler.parameter("bump_offset", "center");
compiler.parameter("name", attribute.c_str());
compiler.add(this, "node_attribute");
}
/* Fresnel */
FresnelNode::FresnelNode()
: ShaderNode("Fresnel")
{
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
add_input("Fresnel", SHADER_SOCKET_FLOAT, 0.3f);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void FresnelNode::compile(SVMCompiler& compiler)
{
ShaderInput *fresnel_in = input("Fresnel");
ShaderOutput *fac_out = output("Fac");
compiler.stack_assign(fresnel_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_FRESNEL, fresnel_in->stack_offset, __float_as_int(fresnel_in->value.x), fac_out->stack_offset);
}
void FresnelNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_fresnel");
}
/* Output */
OutputNode::OutputNode()
: ShaderNode("output")
{
add_input("Surface", SHADER_SOCKET_CLOSURE);
add_input("Volume", SHADER_SOCKET_CLOSURE);
add_input("Displacement", SHADER_SOCKET_FLOAT);
}
void OutputNode::compile(SVMCompiler& compiler)
{
if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT) {
ShaderInput *displacement_in = input("Displacement");
if(displacement_in->link) {
compiler.stack_assign(displacement_in);
compiler.add_node(NODE_SET_DISPLACEMENT, displacement_in->stack_offset);
}
}
}
void OutputNode::compile(OSLCompiler& compiler)
{
if(compiler.output_type() == SHADER_TYPE_SURFACE)
compiler.add(this, "node_output_surface");
else if(compiler.output_type() == SHADER_TYPE_VOLUME)
compiler.add(this, "node_output_volume");
else if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT)
compiler.add(this, "node_output_displacement");
}
/* Math */
MathNode::MathNode()
: ShaderNode("math")
{
type = ustring("Add");
add_input("Value1", SHADER_SOCKET_FLOAT);
add_input("Value2", SHADER_SOCKET_FLOAT);
add_output("Value", SHADER_SOCKET_FLOAT);
}
static ShaderEnum math_type_init()
{
ShaderEnum enm;
enm.insert("Add", NODE_MATH_ADD);
enm.insert("Subtract", NODE_MATH_SUBTRACT);
enm.insert("Multiply", NODE_MATH_MULTIPLY);
enm.insert("Divide", NODE_MATH_DIVIDE);
enm.insert("Sine", NODE_MATH_SINE);
enm.insert("Cosine", NODE_MATH_COSINE);
enm.insert("Tangent", NODE_MATH_TANGENT);
enm.insert("Arcsine", NODE_MATH_ARCSINE);
enm.insert("Arccosine", NODE_MATH_ARCCOSINE);
enm.insert("Arctangent", NODE_MATH_ARCTANGENT);
enm.insert("Power", NODE_MATH_POWER);
enm.insert("Logarithm", NODE_MATH_LOGARITHM);
enm.insert("Minimum", NODE_MATH_MINIMUM);
enm.insert("Maximum", NODE_MATH_MAXIMUM);
enm.insert("Round", NODE_MATH_ROUND);
enm.insert("Less Than", NODE_MATH_LESS_THAN);
enm.insert("Greater Than", NODE_MATH_GREATER_THAN);
return enm;
}
ShaderEnum MathNode::type_enum = math_type_init();
void MathNode::compile(SVMCompiler& compiler)
{
ShaderInput *value1_in = input("Value1");
ShaderInput *value2_in = input("Value2");
ShaderOutput *value_out = output("Value");
compiler.stack_assign(value1_in);
compiler.stack_assign(value2_in);
compiler.stack_assign(value_out);
compiler.add_node(NODE_MATH, type_enum[type], value1_in->stack_offset, value2_in->stack_offset);
compiler.add_node(NODE_MATH, value_out->stack_offset);
}
void MathNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.add(this, "node_math");
}
/* VectorMath */
VectorMathNode::VectorMathNode()
: ShaderNode("vector_math")
{
type = ustring("Add");
add_input("Vector1", SHADER_SOCKET_VECTOR);
add_input("Vector2", SHADER_SOCKET_VECTOR);
add_output("Value", SHADER_SOCKET_FLOAT);
add_output("Vector", SHADER_SOCKET_VECTOR);
}
static ShaderEnum vector_math_type_init()
{
ShaderEnum enm;
enm.insert("Add", NODE_VECTOR_MATH_ADD);
enm.insert("Subtract", NODE_VECTOR_MATH_SUBTRACT);
enm.insert("Average", NODE_VECTOR_MATH_AVERAGE);
enm.insert("Dot Product", NODE_VECTOR_MATH_DOT_PRODUCT);
enm.insert("Cross Product", NODE_VECTOR_MATH_CROSS_PRODUCT);
enm.insert("Normalize", NODE_VECTOR_MATH_NORMALIZE);
return enm;
}
ShaderEnum VectorMathNode::type_enum = vector_math_type_init();
void VectorMathNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector1_in = input("Vector1");
ShaderInput *vector2_in = input("Vector2");
ShaderOutput *value_out = output("Value");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(vector1_in);
compiler.stack_assign(vector2_in);
compiler.stack_assign(value_out);
compiler.stack_assign(vector_out);
compiler.add_node(NODE_VECTOR_MATH, type_enum[type], vector1_in->stack_offset, vector2_in->stack_offset);
compiler.add_node(NODE_VECTOR_MATH, value_out->stack_offset, vector_out->stack_offset);
}
void VectorMathNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.add(this, "node_vector_math");
}
/* BumpNode */
BumpNode::BumpNode()
: ShaderNode("bump")
{
add_input("SampleCenter", SHADER_SOCKET_FLOAT);
add_input("SampleX", SHADER_SOCKET_FLOAT);
add_input("SampleY", SHADER_SOCKET_FLOAT);
add_output("Normal", SHADER_SOCKET_NORMAL);
}
void BumpNode::compile(SVMCompiler& compiler)
{
ShaderInput *center_in = input("SampleCenter");
ShaderInput *dx_in = input("SampleX");
ShaderInput *dy_in = input("SampleY");
compiler.stack_assign(center_in);
compiler.stack_assign(dx_in);
compiler.stack_assign(dy_in);
compiler.add_node(NODE_SET_BUMP, center_in->stack_offset, dx_in->stack_offset, dy_in->stack_offset);
}
void BumpNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_bump");
}
CCL_NAMESPACE_END