blender/intern/cycles/scene/shader_nodes.h
Hallam Roberts 82df48227b Nodes: Add general Combine/Separate Color nodes
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
  "Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
  "Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
  nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
  "Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
  "Separate RGB/HSV" nodes.

Python addons have not been updated to the new nodes yet.

**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.

**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.

Differential Revision: https://developer.blender.org/D14034
2022-05-04 18:44:03 +02:00

1605 lines
38 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __NODES_H__
#define __NODES_H__
#include "graph/node.h"
#include "scene/image.h"
#include "scene/shader_graph.h"
#include "util/array.h"
#include "util/string.h"
CCL_NAMESPACE_BEGIN
class ImageManager;
class LightManager;
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);
int compile(SVMCompiler &compiler, ShaderInput *vector_in);
void compile(OSLCompiler &compiler);
int compile_begin(SVMCompiler &compiler, ShaderInput *vector_in);
void compile_end(SVMCompiler &compiler, ShaderInput *vector_in, int vector_offset);
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;
};
/* Nodes */
class TextureNode : public ShaderNode {
public:
explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type)
{
}
TextureMapping tex_mapping;
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, translation)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, rotation)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, scale)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, min)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, max)
NODE_SOCKET_API_STRUCT_MEMBER(bool, tex_mapping, use_minmax)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Type, tex_mapping, type)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, x_mapping)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, y_mapping)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, z_mapping)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Projection, tex_mapping, projection)
};
/* Any node which uses image manager's slot should be a subclass of this one. */
class ImageSlotTextureNode : public TextureNode {
public:
explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type)
{
special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
}
virtual bool equals(const ShaderNode &other)
{
const ImageSlotTextureNode &other_node = (const ImageSlotTextureNode &)other;
return TextureNode::equals(other) && handle == other_node.handle;
}
ImageHandle handle;
};
class ImageTextureNode : public ImageSlotTextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
ShaderNode *clone(ShaderGraph *graph) const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
virtual bool equals(const ShaderNode &other)
{
const ImageTextureNode &other_node = (const ImageTextureNode &)other;
return ImageSlotTextureNode::equals(other) && animated == other_node.animated;
}
ImageParams image_params() const;
/* Parameters. */
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(ustring, colorspace)
NODE_SOCKET_API(ImageAlphaType, alpha_type)
NODE_SOCKET_API(NodeImageProjection, projection)
NODE_SOCKET_API(InterpolationType, interpolation)
NODE_SOCKET_API(ExtensionType, extension)
NODE_SOCKET_API(float, projection_blend)
NODE_SOCKET_API(bool, animated)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API_ARRAY(array<int>, tiles)
protected:
void cull_tiles(Scene *scene, ShaderGraph *graph);
};
class EnvironmentTextureNode : public ImageSlotTextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
ShaderNode *clone(ShaderGraph *graph) const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
virtual bool equals(const ShaderNode &other)
{
const EnvironmentTextureNode &other_node = (const EnvironmentTextureNode &)other;
return ImageSlotTextureNode::equals(other) && animated == other_node.animated;
}
ImageParams image_params() const;
/* Parameters. */
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(ustring, colorspace)
NODE_SOCKET_API(ImageAlphaType, alpha_type)
NODE_SOCKET_API(NodeEnvironmentProjection, projection)
NODE_SOCKET_API(InterpolationType, interpolation)
NODE_SOCKET_API(bool, animated)
NODE_SOCKET_API(float3, vector)
};
class SkyTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(SkyTextureNode)
NODE_SOCKET_API(NodeSkyType, sky_type)
NODE_SOCKET_API(float3, sun_direction)
NODE_SOCKET_API(float, turbidity)
NODE_SOCKET_API(float, ground_albedo)
NODE_SOCKET_API(bool, sun_disc)
NODE_SOCKET_API(float, sun_size)
NODE_SOCKET_API(float, sun_intensity)
NODE_SOCKET_API(float, sun_elevation)
NODE_SOCKET_API(float, sun_rotation)
NODE_SOCKET_API(float, altitude)
NODE_SOCKET_API(float, air_density)
NODE_SOCKET_API(float, dust_density)
NODE_SOCKET_API(float, ozone_density)
NODE_SOCKET_API(float3, vector)
ImageHandle handle;
float get_sun_size()
{
/* Clamping for numerical precision. */
return fmaxf(sun_size, 0.0005f);
}
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
NODE_SOCKET_API(Node *, surface)
NODE_SOCKET_API(Node *, volume)
NODE_SOCKET_API(float3, displacement)
NODE_SOCKET_API(float3, normal)
/* Don't allow output node de-duplication. */
virtual bool equals(const ShaderNode & /*other*/)
{
return false;
}
};
class OutputAOVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputAOVNode)
virtual void simplify_settings(Scene *scene);
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(ustring, name)
/* Don't allow output node de-duplication. */
virtual bool equals(const ShaderNode & /*other*/)
{
return false;
}
int offset;
bool is_color;
};
class GradientTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(GradientTextureNode)
NODE_SOCKET_API(NodeGradientType, gradient_type)
NODE_SOCKET_API(float3, vector)
};
class NoiseTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(NoiseTextureNode)
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(float, w)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, detail)
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, distortion)
NODE_SOCKET_API(float3, vector)
};
class VoronoiTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(VoronoiTextureNode)
virtual int get_feature()
{
int result = ShaderNode::get_feature();
if (dimensions == 4) {
result |= KERNEL_FEATURE_NODE_VORONOI_EXTRA;
}
else if (dimensions >= 2 && feature == NODE_VORONOI_SMOOTH_F1) {
result |= KERNEL_FEATURE_NODE_VORONOI_EXTRA;
}
return result;
}
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(NodeVoronoiDistanceMetric, metric)
NODE_SOCKET_API(NodeVoronoiFeature, feature)
NODE_SOCKET_API(float, w)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, exponent)
NODE_SOCKET_API(float, smoothness)
NODE_SOCKET_API(float, randomness)
NODE_SOCKET_API(float3, vector)
};
class MusgraveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MusgraveTextureNode)
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(NodeMusgraveType, musgrave_type)
NODE_SOCKET_API(float, w)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, detail)
NODE_SOCKET_API(float, dimension)
NODE_SOCKET_API(float, lacunarity)
NODE_SOCKET_API(float, offset)
NODE_SOCKET_API(float, gain)
NODE_SOCKET_API(float3, vector)
};
class WaveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(WaveTextureNode)
NODE_SOCKET_API(NodeWaveType, wave_type)
NODE_SOCKET_API(NodeWaveBandsDirection, bands_direction)
NODE_SOCKET_API(NodeWaveRingsDirection, rings_direction)
NODE_SOCKET_API(NodeWaveProfile, profile)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, distortion)
NODE_SOCKET_API(float, detail)
NODE_SOCKET_API(float, detail_scale)
NODE_SOCKET_API(float, detail_roughness)
NODE_SOCKET_API(float, phase)
NODE_SOCKET_API(float3, vector)
};
class MagicTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MagicTextureNode)
NODE_SOCKET_API(int, depth)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, distortion)
};
class CheckerTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(CheckerTextureNode)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, color1)
NODE_SOCKET_API(float3, color2)
NODE_SOCKET_API(float, scale)
};
class BrickTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(BrickTextureNode)
NODE_SOCKET_API(float, offset)
NODE_SOCKET_API(float, squash)
NODE_SOCKET_API(int, offset_frequency)
NODE_SOCKET_API(int, squash_frequency)
NODE_SOCKET_API(float3, color1)
NODE_SOCKET_API(float3, color2)
NODE_SOCKET_API(float3, mortar)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, mortar_size)
NODE_SOCKET_API(float, mortar_smooth)
NODE_SOCKET_API(float, bias)
NODE_SOCKET_API(float, brick_width)
NODE_SOCKET_API(float, row_height)
NODE_SOCKET_API(float3, vector)
};
class PointDensityTextureNode : public ShaderNode {
public:
SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
~PointDensityTextureNode();
ShaderNode *clone(ShaderGraph *graph) const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
/* Parameters. */
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(NodeTexVoxelSpace, space)
NODE_SOCKET_API(InterpolationType, interpolation)
NODE_SOCKET_API(Transform, tfm)
NODE_SOCKET_API(float3, vector)
/* Runtime. */
ImageHandle handle;
ImageParams image_params() const;
virtual bool equals(const ShaderNode &other)
{
const PointDensityTextureNode &other_node = (const PointDensityTextureNode &)other;
return ShaderNode::equals(other) && handle == other_node.handle;
}
};
class IESLightNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(IESLightNode)
~IESLightNode();
ShaderNode *clone(ShaderGraph *graph) const;
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(ustring, ies)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float3, vector)
private:
LightManager *light_manager;
int slot;
void get_slot();
};
class WhiteNoiseTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WhiteNoiseTextureNode)
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float, w)
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, location)
NODE_SOCKET_API(float3, rotation)
NODE_SOCKET_API(float3, scale)
NODE_SOCKET_API(NodeMappingType, mapping_type)
};
class RGBToBWNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBToBWNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
};
class ConvertNode : public ShaderNode {
public:
ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);
ConvertNode(const ConvertNode &other);
SHADER_NODE_BASE_CLASS(ConvertNode)
void constant_fold(const ConstantFolder &folder);
private:
SocketType::Type from, to;
union {
float value_float;
int value_int;
float3 value_color;
float3 value_vector;
float3 value_point;
float3 value_normal;
};
ustring value_string;
static const int MAX_TYPE = 12;
static bool register_types();
static Node *create(const NodeType *type);
static const NodeType *node_types[MAX_TYPE][MAX_TYPE];
static bool initialized;
};
class BsdfBaseNode : public ShaderNode {
public:
BsdfBaseNode(const NodeType *node_type);
bool has_spatial_varying()
{
return true;
}
virtual ClosureType get_closure_type()
{
return closure;
}
virtual bool has_bump();
virtual bool equals(const ShaderNode & /*other*/)
{
/* TODO(sergey): With some care BSDF nodes can be de-duplicated. */
return false;
}
virtual int get_feature()
{
return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_BSDF;
}
protected:
ClosureType closure;
};
class BsdfNode : public BsdfBaseNode {
public:
explicit BsdfNode(const NodeType *node_type);
SHADER_NODE_BASE_CLASS(BsdfNode)
void compile(SVMCompiler &compiler,
ShaderInput *param1,
ShaderInput *param2,
ShaderInput *param3 = NULL,
ShaderInput *param4 = NULL);
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, surface_mix_weight)
};
class AnisotropicBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(AnisotropicBsdfNode)
NODE_SOCKET_API(float3, tangent)
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, anisotropy)
NODE_SOCKET_API(float, rotation)
NODE_SOCKET_API(ClosureType, distribution)
ClosureType get_closure_type()
{
return distribution;
}
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
};
class DiffuseBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(DiffuseBsdfNode)
NODE_SOCKET_API(float, roughness)
};
/* Disney principled BRDF */
class PrincipledBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledBsdfNode)
void expand(ShaderGraph *graph);
bool has_surface_bssrdf();
bool has_bssrdf_bump();
void compile(SVMCompiler &compiler,
ShaderInput *metallic,
ShaderInput *subsurface,
ShaderInput *subsurface_radius,
ShaderInput *subsurface_ior,
ShaderInput *subsurface_anisotropy,
ShaderInput *specular,
ShaderInput *roughness,
ShaderInput *specular_tint,
ShaderInput *anisotropic,
ShaderInput *sheen,
ShaderInput *sheen_tint,
ShaderInput *clearcoat,
ShaderInput *clearcoat_roughness,
ShaderInput *ior,
ShaderInput *transmission,
ShaderInput *anisotropic_rotation,
ShaderInput *transmission_roughness);
NODE_SOCKET_API(float3, base_color)
NODE_SOCKET_API(float3, subsurface_color)
NODE_SOCKET_API(float3, subsurface_radius)
NODE_SOCKET_API(float, subsurface_ior)
NODE_SOCKET_API(float, subsurface_anisotropy)
NODE_SOCKET_API(float, metallic)
NODE_SOCKET_API(float, subsurface)
NODE_SOCKET_API(float, specular)
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, specular_tint)
NODE_SOCKET_API(float, anisotropic)
NODE_SOCKET_API(float, sheen)
NODE_SOCKET_API(float, sheen_tint)
NODE_SOCKET_API(float, clearcoat)
NODE_SOCKET_API(float, clearcoat_roughness)
NODE_SOCKET_API(float, ior)
NODE_SOCKET_API(float, transmission)
NODE_SOCKET_API(float, anisotropic_rotation)
NODE_SOCKET_API(float, transmission_roughness)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float3, clearcoat_normal)
NODE_SOCKET_API(float3, tangent)
NODE_SOCKET_API(float, surface_mix_weight)
NODE_SOCKET_API(ClosureType, distribution)
NODE_SOCKET_API(ClosureType, subsurface_method)
NODE_SOCKET_API(float3, emission)
NODE_SOCKET_API(float, emission_strength)
NODE_SOCKET_API(float, alpha)
private:
ClosureType distribution_orig;
public:
bool has_integrator_dependency();
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
};
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)
NODE_SOCKET_API(float, sigma)
};
class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ClosureType get_closure_type()
{
return distribution;
}
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(ClosureType, distribution)
private:
float roughness_orig;
ClosureType distribution_orig;
};
class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ClosureType get_closure_type()
{
return distribution;
}
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, IOR)
NODE_SOCKET_API(ClosureType, distribution)
private:
float roughness_orig;
ClosureType distribution_orig;
};
class RefractionBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(RefractionBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ClosureType get_closure_type()
{
return distribution;
}
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, IOR)
NODE_SOCKET_API(ClosureType, distribution)
private:
float roughness_orig;
ClosureType distribution_orig;
};
class ToonBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(ToonBsdfNode)
NODE_SOCKET_API(float, smooth)
NODE_SOCKET_API(float, size)
NODE_SOCKET_API(ClosureType, component)
};
class SubsurfaceScatteringNode : public BsdfNode {
public:
SHADER_NODE_CLASS(SubsurfaceScatteringNode)
bool has_surface_bssrdf()
{
return true;
}
bool has_bssrdf_bump();
ClosureType get_closure_type()
{
return method;
}
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float3, radius)
NODE_SOCKET_API(float, subsurface_ior)
NODE_SOCKET_API(float, subsurface_anisotropy)
NODE_SOCKET_API(ClosureType, method)
};
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
void constant_fold(const ConstantFolder &folder);
bool has_surface_emission()
{
return true;
}
bool has_volume_support()
{
return true;
}
virtual int get_feature()
{
return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_EMISSION;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, surface_mix_weight)
};
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_feature()
{
return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_EMISSION;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, surface_mix_weight)
};
class HoldoutNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HoldoutNode)
virtual ClosureType get_closure_type()
{
return CLOSURE_HOLDOUT_ID;
}
NODE_SOCKET_API(float, surface_mix_weight)
NODE_SOCKET_API(float, volume_mix_weight)
};
class AmbientOcclusionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AmbientOcclusionNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_feature()
{
return KERNEL_FEATURE_NODE_RAYTRACE;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, distance)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(int, samples)
NODE_SOCKET_API(bool, only_local)
NODE_SOCKET_API(bool, inside)
};
class VolumeNode : public ShaderNode {
public:
VolumeNode(const NodeType *node_type);
SHADER_NODE_BASE_CLASS(VolumeNode)
void compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2);
virtual int get_feature()
{
return ShaderNode::get_feature() | KERNEL_FEATURE_NODE_VOLUME;
}
virtual ClosureType get_closure_type()
{
return closure;
}
virtual bool has_volume_support()
{
return true;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, density)
NODE_SOCKET_API(float, volume_mix_weight)
protected:
ClosureType closure;
public:
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)
NODE_SOCKET_API(float, anisotropy)
};
class PrincipledVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(PrincipledVolumeNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
NODE_SOCKET_API(ustring, density_attribute)
NODE_SOCKET_API(ustring, color_attribute)
NODE_SOCKET_API(ustring, temperature_attribute)
NODE_SOCKET_API(float, anisotropy)
NODE_SOCKET_API(float3, absorption_color)
NODE_SOCKET_API(float, emission_strength)
NODE_SOCKET_API(float3, emission_color)
NODE_SOCKET_API(float, blackbody_intensity)
NODE_SOCKET_API(float3, blackbody_tint)
NODE_SOCKET_API(float, temperature)
};
/* Interface between the I/O sockets and the SVM/OSL backend. */
class PrincipledHairBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledHairBsdfNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
/* Longitudinal roughness. */
NODE_SOCKET_API(float, roughness)
/* Azimuthal roughness. */
NODE_SOCKET_API(float, radial_roughness)
/* Randomization factor for roughnesses. */
NODE_SOCKET_API(float, random_roughness)
/* Longitudinal roughness factor for only the diffuse bounce (shiny undercoat). */
NODE_SOCKET_API(float, coat)
/* Index of reflection. */
NODE_SOCKET_API(float, ior)
/* Cuticle tilt angle. */
NODE_SOCKET_API(float, offset)
/* Direct coloring's color. */
NODE_SOCKET_API(float3, color)
/* Melanin concentration. */
NODE_SOCKET_API(float, melanin)
/* Melanin redness ratio. */
NODE_SOCKET_API(float, melanin_redness)
/* Dye color. */
NODE_SOCKET_API(float3, tint)
/* Randomization factor for melanin quantities. */
NODE_SOCKET_API(float, random_color)
/* Absorption coefficient (unfiltered). */
NODE_SOCKET_API(float3, absorption_coefficient)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, surface_mix_weight)
/* If linked, here will be the given random number. */
NODE_SOCKET_API(float, random)
/* Selected coloring parametrization. */
NODE_SOCKET_API(NodePrincipledHairParametrization, parametrization)
};
class HairBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(HairBsdfNode)
ClosureType get_closure_type()
{
return component;
}
NODE_SOCKET_API(ClosureType, component)
NODE_SOCKET_API(float, offset)
NODE_SOCKET_API(float, roughness_u)
NODE_SOCKET_API(float, roughness_v)
NODE_SOCKET_API(float3, tangent)
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
int get_group();
NODE_SOCKET_API(float3, normal_osl)
};
class TextureCoordinateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TextureCoordinateNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(float3, normal_osl)
NODE_SOCKET_API(bool, from_dupli)
NODE_SOCKET_API(bool, use_transform)
NODE_SOCKET_API(Transform, ob_tfm)
};
class UVMapNode : public ShaderNode {
public:
SHADER_NODE_CLASS(UVMapNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(bool, from_dupli)
};
class LightPathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightPathNode)
};
class LightFalloffNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightFalloffNode)
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, smooth)
};
class ObjectInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ObjectInfoNode)
};
class ParticleInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ParticleInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
};
class HairInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HairInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
};
class PointInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(PointInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
};
class VolumeInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VolumeInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
void expand(ShaderGraph *graph);
};
class VertexColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VertexColorNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(ustring, layer_name)
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, value)
};
class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, value)
};
class AddClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AddClosureNode)
void constant_fold(const ConstantFolder &folder);
};
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, fac)
};
class MixClosureWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureWeightNode)
NODE_SOCKET_API(float, weight)
NODE_SOCKET_API(float, fac)
};
class InvertNode : public ShaderNode {
public:
SHADER_NODE_CLASS(InvertNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float3, color)
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(NodeMix, mix_type)
NODE_SOCKET_API(bool, use_clamp)
NODE_SOCKET_API(float3, color1)
NODE_SOCKET_API(float3, color2)
NODE_SOCKET_API(float, fac)
};
class CombineColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineColorNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(NodeCombSepColorType, color_type)
NODE_SOCKET_API(float, r)
NODE_SOCKET_API(float, g)
NODE_SOCKET_API(float, b)
};
class CombineRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineRGBNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, r)
NODE_SOCKET_API(float, g)
NODE_SOCKET_API(float, b)
};
class CombineHSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineHSVNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, h)
NODE_SOCKET_API(float, s)
NODE_SOCKET_API(float, v)
};
class CombineXYZNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineXYZNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, x)
NODE_SOCKET_API(float, y)
NODE_SOCKET_API(float, z)
};
class GammaNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GammaNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, gamma)
};
class BrightContrastNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BrightContrastNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, bright)
NODE_SOCKET_API(float, contrast)
};
class SeparateColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateColorNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(NodeCombSepColorType, color_type)
NODE_SOCKET_API(float3, color)
};
class SeparateRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateRGBNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
};
class SeparateHSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateHSVNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
};
class SeparateXYZNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateXYZNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, vector)
};
class HSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HSVNode)
NODE_SOCKET_API(float, hue)
NODE_SOCKET_API(float, saturation)
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float3, color)
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(ustring, 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;
}
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, IOR)
};
class LayerWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LayerWeightNode)
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, blend)
};
class WireframeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WireframeNode)
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(float, size)
NODE_SOCKET_API(bool, use_pixel_size)
};
class WavelengthNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WavelengthNode)
NODE_SOCKET_API(float, wavelength)
};
class BlackbodyNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlackbodyNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, temperature)
};
class VectorMapRangeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMapRangeNode)
void expand(ShaderGraph *graph);
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, from_min)
NODE_SOCKET_API(float3, from_max)
NODE_SOCKET_API(float3, to_min)
NODE_SOCKET_API(float3, to_max)
NODE_SOCKET_API(float3, steps)
NODE_SOCKET_API(NodeMapRangeType, range_type)
NODE_SOCKET_API(bool, use_clamp)
};
class MapRangeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MapRangeNode)
void expand(ShaderGraph *graph);
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float, from_min)
NODE_SOCKET_API(float, from_max)
NODE_SOCKET_API(float, to_min)
NODE_SOCKET_API(float, to_max)
NODE_SOCKET_API(float, steps)
NODE_SOCKET_API(NodeMapRangeType, range_type)
NODE_SOCKET_API(bool, clamp)
};
class ClampNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ClampNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float, min)
NODE_SOCKET_API(float, max)
NODE_SOCKET_API(NodeClampType, clamp_type)
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
void expand(ShaderGraph *graph);
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, value1)
NODE_SOCKET_API(float, value2)
NODE_SOCKET_API(float, value3)
NODE_SOCKET_API(NodeMathType, math_type)
NODE_SOCKET_API(bool, use_clamp)
};
class NormalNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NormalNode)
NODE_SOCKET_API(float3, direction)
NODE_SOCKET_API(float3, normal)
};
class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, vector1)
NODE_SOCKET_API(float3, vector2)
NODE_SOCKET_API(float3, vector3)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(NodeVectorMathType, math_type)
};
class VectorRotateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorRotateNode)
NODE_SOCKET_API(NodeVectorRotateType, rotate_type)
NODE_SOCKET_API(bool, invert)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, center)
NODE_SOCKET_API(float3, axis)
NODE_SOCKET_API(float, angle)
NODE_SOCKET_API(float3, rotation)
};
class VectorTransformNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorTransformNode)
NODE_SOCKET_API(NodeVectorTransformType, transform_type)
NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_from)
NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_to)
NODE_SOCKET_API(float3, vector)
};
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
void constant_fold(const ConstantFolder &folder);
bool has_spatial_varying()
{
return true;
}
virtual int get_feature()
{
return KERNEL_FEATURE_NODE_BUMP;
}
NODE_SOCKET_API(bool, invert)
NODE_SOCKET_API(bool, use_object_space)
NODE_SOCKET_API(float, height)
NODE_SOCKET_API(float, sample_center)
NODE_SOCKET_API(float, sample_x)
NODE_SOCKET_API(float, sample_y)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, distance)
};
class CurvesNode : public ShaderNode {
public:
explicit CurvesNode(const NodeType *node_type);
SHADER_NODE_BASE_CLASS(CurvesNode)
NODE_SOCKET_API_ARRAY(array<float3>, curves)
NODE_SOCKET_API(float, min_x)
NODE_SOCKET_API(float, max_x)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float3, value)
NODE_SOCKET_API(bool, extrapolate)
protected:
using ShaderNode::constant_fold;
void constant_fold(const ConstantFolder &folder, ShaderInput *value_in);
void compile(SVMCompiler &compiler, int type, ShaderInput *value_in, ShaderOutput *value_out);
void compile(OSLCompiler &compiler, const char *name);
};
class RGBCurvesNode : public CurvesNode {
public:
SHADER_NODE_CLASS(RGBCurvesNode)
void constant_fold(const ConstantFolder &folder);
};
class VectorCurvesNode : public CurvesNode {
public:
SHADER_NODE_CLASS(VectorCurvesNode)
void constant_fold(const ConstantFolder &folder);
};
class FloatCurveNode : public ShaderNode {
public:
SHADER_NODE_CLASS(FloatCurveNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API_ARRAY(array<float>, curve)
NODE_SOCKET_API(float, min_x)
NODE_SOCKET_API(float, max_x)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(bool, extrapolate)
};
class RGBRampNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBRampNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API_ARRAY(array<float3>, ramp)
NODE_SOCKET_API_ARRAY(array<float>, ramp_alpha)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(bool, interpolate)
};
class SetNormalNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SetNormalNode)
NODE_SOCKET_API(float3, direction)
};
class OSLNode final : public ShaderNode {
public:
static OSLNode *create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from = NULL);
~OSLNode();
static void operator delete(void *ptr)
{
/* Override delete operator to silence new-delete-type-mismatch ASAN warnings
* regarding size mismatch in the destructor. This is intentional as we allocate
* extra space at the end of the node. */
::operator delete(ptr);
}
static void operator delete(void *, void *)
{
/* Deliberately empty placement delete operator, to avoid MSVC warning C4291. */
}
ShaderNode *clone(ShaderGraph *graph) const;
char *input_default_value();
void add_input(ustring name, SocketType::Type type);
void add_output(ustring name, SocketType::Type type);
SHADER_NODE_NO_CLONE_CLASS(OSLNode)
/* Ideally we could better detect this, but we can't query this now. */
bool has_spatial_varying()
{
return true;
}
bool has_volume_support()
{
return true;
}
virtual bool equals(const ShaderNode & /*other*/)
{
return false;
}
string filepath;
string bytecode_hash;
};
class NormalMapNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NormalMapNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(NodeNormalMapSpace, space)
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float3, normal_osl)
};
class TangentNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TangentNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(NodeTangentDirectionType, direction_type)
NODE_SOCKET_API(NodeTangentAxis, axis)
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(float3, normal_osl)
};
class BevelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BevelNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_feature()
{
return KERNEL_FEATURE_NODE_RAYTRACE;
}
NODE_SOCKET_API(float, radius)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(int, samples)
};
class DisplacementNode : public ShaderNode {
public:
SHADER_NODE_CLASS(DisplacementNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_feature()
{
return KERNEL_FEATURE_NODE_BUMP;
}
NODE_SOCKET_API(NodeNormalMapSpace, space)
NODE_SOCKET_API(float, height)
NODE_SOCKET_API(float, midlevel)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float3, normal)
};
class VectorDisplacementNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorDisplacementNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
void constant_fold(const ConstantFolder &folder);
virtual int get_feature()
{
return KERNEL_FEATURE_NODE_BUMP;
}
NODE_SOCKET_API(NodeNormalMapSpace, space)
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float, midlevel)
NODE_SOCKET_API(float, scale)
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */