27d647dcf8
* Tangent: generate a tangent direction for anisotropic shading. Can be either radial around X/Y/Z axis, or from a UV map. The default tangent for the anisotropic BSDF and geometry node is now always radial Z, for UV tangent use this node now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent * Normal Map: generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. For tangent space normal maps, the UV coordinates for the image must match, and the image texture should be set to Non-Color mode to give correct results. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map * Refraction BSDF: for best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a fresnel type factor. Otherwise it will give quite dark results at the edges for glossy refraction. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction * Ambient Occlusion: controls the amount of AO a surface receives, rather than having just a global factor in the world. Note that this outputs a shader and not a color, that's for another time. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
502 lines
9.5 KiB
C++
502 lines
9.5 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __NODES_H__
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#define __NODES_H__
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#include "graph.h"
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#include "util_string.h"
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CCL_NAMESPACE_BEGIN
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class ImageManager;
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class Shadr;
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/* Texture Mapping */
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class TextureMapping {
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public:
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TextureMapping();
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Transform compute_transform();
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bool skip();
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void compile(SVMCompiler& compiler, int offset_in, int offset_out);
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float3 translation;
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float3 rotation;
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float3 scale;
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float3 min, max;
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bool use_minmax;
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enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 };
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Mapping x_mapping, y_mapping, z_mapping;
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enum Projection { FLAT, CUBE, TUBE, SPHERE };
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Projection projection;
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};
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/* Nodes */
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class TextureNode : public ShaderNode {
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public:
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TextureNode(const char *name_) : ShaderNode(name_) {}
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TextureMapping tex_mapping;
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};
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class ImageTextureNode : public TextureNode {
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public:
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SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
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~ImageTextureNode();
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ShaderNode *clone() const;
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ImageManager *image_manager;
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int slot;
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bool is_float;
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string filename;
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ustring color_space;
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ustring projection;
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float projection_blend;
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static ShaderEnum color_space_enum;
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static ShaderEnum projection_enum;
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};
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class EnvironmentTextureNode : public TextureNode {
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public:
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SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
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~EnvironmentTextureNode();
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ShaderNode *clone() const;
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ImageManager *image_manager;
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int slot;
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bool is_float;
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string filename;
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ustring color_space;
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ustring projection;
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static ShaderEnum color_space_enum;
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static ShaderEnum projection_enum;
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};
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class SkyTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(SkyTextureNode)
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float3 sun_direction;
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float turbidity;
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};
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class OutputNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(OutputNode)
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};
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class GradientTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(GradientTextureNode)
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ustring type;
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static ShaderEnum type_enum;
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};
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class NoiseTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(NoiseTextureNode)
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};
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class VoronoiTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(VoronoiTextureNode)
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ustring coloring;
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static ShaderEnum coloring_enum;
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};
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class MusgraveTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(MusgraveTextureNode)
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ustring type;
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static ShaderEnum type_enum;
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};
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class WaveTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(WaveTextureNode)
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ustring type;
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static ShaderEnum type_enum;
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};
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class MagicTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(MagicTextureNode)
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int depth;
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};
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class CheckerTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(CheckerTextureNode)
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};
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class BrickTextureNode : public TextureNode {
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public:
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SHADER_NODE_CLASS(BrickTextureNode)
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float offset, squash;
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int offset_frequency, squash_frequency;
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};
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class MappingNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MappingNode)
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TextureMapping tex_mapping;
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};
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class ConvertNode : public ShaderNode {
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public:
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ConvertNode(ShaderSocketType from, ShaderSocketType to);
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SHADER_NODE_BASE_CLASS(ConvertNode)
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ShaderSocketType from, to;
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};
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class ProxyNode : public ShaderNode {
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public:
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ProxyNode(ShaderSocketType from, ShaderSocketType to);
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SHADER_NODE_BASE_CLASS(ProxyNode)
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ShaderSocketType from, to;
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};
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class BsdfNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(BsdfNode)
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void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL);
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ClosureType closure;
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};
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class WardBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(WardBsdfNode)
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void attributes(AttributeRequestSet *attributes);
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};
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class DiffuseBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(DiffuseBsdfNode)
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};
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class TranslucentBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(TranslucentBsdfNode)
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};
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class TransparentBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(TransparentBsdfNode)
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};
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class VelvetBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(VelvetBsdfNode)
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};
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class GlossyBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(GlossyBsdfNode)
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ustring distribution;
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static ShaderEnum distribution_enum;
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};
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class GlassBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(GlassBsdfNode)
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ustring distribution;
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static ShaderEnum distribution_enum;
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};
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class RefractionBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(RefractionBsdfNode)
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ustring distribution;
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static ShaderEnum distribution_enum;
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};
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class EmissionNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(EmissionNode)
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bool total_power;
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};
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class BackgroundNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(BackgroundNode)
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};
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class HoldoutNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(HoldoutNode)
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};
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class AmbientOcclusionNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(AmbientOcclusionNode)
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};
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class VolumeNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(VolumeNode)
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void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
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ClosureType closure;
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};
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class TransparentVolumeNode : public VolumeNode {
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public:
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SHADER_NODE_CLASS(TransparentVolumeNode)
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};
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class IsotropicVolumeNode : public VolumeNode {
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public:
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SHADER_NODE_CLASS(IsotropicVolumeNode)
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};
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class GeometryNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(GeometryNode)
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void attributes(AttributeRequestSet *attributes);
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};
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class TextureCoordinateNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(TextureCoordinateNode)
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void attributes(AttributeRequestSet *attributes);
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bool from_dupli;
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};
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class LightPathNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(LightPathNode)
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};
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class LightFalloffNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(LightFalloffNode)
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};
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class ObjectInfoNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(ObjectInfoNode)
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};
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class ParticleInfoNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(ParticleInfoNode)
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void attributes(AttributeRequestSet *attributes);
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};
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class ValueNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(ValueNode)
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float value;
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};
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class ColorNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(ColorNode)
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float3 value;
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};
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class AddClosureNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(AddClosureNode)
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};
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class MixClosureNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MixClosureNode)
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};
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class InvertNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(InvertNode)
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};
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class MixNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MixNode)
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bool use_clamp;
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ustring type;
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static ShaderEnum type_enum;
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};
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class CombineRGBNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(CombineRGBNode)
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};
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class GammaNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(GammaNode)
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};
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class BrightContrastNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(BrightContrastNode)
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};
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class SeparateRGBNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(SeparateRGBNode)
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};
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class HSVNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(HSVNode)
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};
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class AttributeNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(AttributeNode)
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void attributes(AttributeRequestSet *attributes);
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ustring attribute;
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};
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class CameraNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(CameraNode)
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};
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class FresnelNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(FresnelNode)
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};
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class LayerWeightNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(LayerWeightNode)
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};
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class MathNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MathNode)
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bool use_clamp;
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ustring type;
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static ShaderEnum type_enum;
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};
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class NormalNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(NormalNode)
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float3 direction;
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};
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class VectorMathNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(VectorMathNode)
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ustring type;
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static ShaderEnum type_enum;
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};
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class BumpNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(BumpNode)
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};
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class RGBCurvesNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(RGBCurvesNode)
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float4 curves[RAMP_TABLE_SIZE];
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};
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class RGBRampNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(RGBRampNode)
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float4 ramp[RAMP_TABLE_SIZE];
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};
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class SetNormalNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(SetNormalNode)
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};
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class OSLScriptNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(OSLScriptNode)
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string filepath;
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string bytecode_hash;
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/* ShaderInput/ShaderOutput only stores a shallow string copy (const char *)!
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* The actual socket names have to be stored externally to avoid memory errors. */
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vector<ustring> input_names;
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vector<ustring> output_names;
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};
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class NormalMapNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(NormalMapNode)
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void attributes(AttributeRequestSet *attributes);
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ustring space;
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static ShaderEnum space_enum;
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ustring attribute;
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};
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class TangentNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(TangentNode)
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void attributes(AttributeRequestSet *attributes);
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ustring direction_type;
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static ShaderEnum direction_type_enum;
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ustring axis;
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static ShaderEnum axis_enum;
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ustring attribute;
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};
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CCL_NAMESPACE_END
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#endif /* __NODES_H__ */
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