blender/intern/cycles/render/nodes.h
Brecht Van Lommel 72929172dd Cycles: add location/rotate/scale and XYZ mapping options for all texture nodes,
to reduce the amount of nodes needed to set up a simple texture.

These are currently editable in the texture properties tab, still need to make
them available in the node editor. Projection and color modification options will
be added later, they're not implemented yet but allocated already to avoid
version patches later.

Also an issue with the XYZ mapping is that when you set one to None, texture and
material draw mode doesn't draw the image texture well, OpenGL doesn't seem to
like the degenerate texture matrix?
2011-11-04 20:58:00 +00:00

398 lines
7.4 KiB
C++

/*
* 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.
*/
#ifndef __NODES_H__
#define __NODES_H__
#include "graph.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
class ImageManager;
class Shadr;
/* Texture Mapping */
class TextureMapping {
public:
TextureMapping();
Transform compute_transform();
bool skip();
void compile(SVMCompiler& compiler, int offset_in, int offset_out);
float3 translation;
float3 rotation;
float3 scale;
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:
TextureNode(const char *name) : ShaderNode(name) {}
TextureMapping tex_mapping;
};
class ImageTextureNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
~ImageTextureNode();
ShaderNode *clone() const;
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class EnvironmentTextureNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
~EnvironmentTextureNode();
ShaderNode *clone() const;
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class SkyTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(SkyTextureNode)
float3 sun_direction;
float turbidity;
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
};
class NoiseTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(NoiseTextureNode)
};
class BlendTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(BlendTextureNode)
ustring progression;
ustring axis;
static ShaderEnum progression_enum;
static ShaderEnum axis_enum;
};
class CloudsTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(CloudsTextureNode)
bool hard;
int depth;
ustring basis;
static ShaderEnum basis_enum;
};
class VoronoiTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(VoronoiTextureNode)
ustring distance_metric;
ustring coloring;
static ShaderEnum distance_metric_enum;
static ShaderEnum coloring_enum;
};
class MusgraveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MusgraveTextureNode)
ustring type;
ustring basis;
static ShaderEnum type_enum;
static ShaderEnum basis_enum;
};
class MarbleTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MarbleTextureNode)
ustring type;
ustring wave;
ustring basis;
bool hard;
int depth;
static ShaderEnum type_enum;
static ShaderEnum wave_enum;
static ShaderEnum basis_enum;
};
class MagicTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MagicTextureNode)
int depth;
};
class StucciTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(StucciTextureNode)
ustring type;
ustring basis;
bool hard;
static ShaderEnum type_enum;
static ShaderEnum basis_enum;
};
class DistortedNoiseTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(DistortedNoiseTextureNode)
ustring basis;
ustring distortion_basis;
static ShaderEnum basis_enum;
};
class WoodTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(WoodTextureNode)
ustring type;
ustring wave;
ustring basis;
bool hard;
static ShaderEnum type_enum;
static ShaderEnum wave_enum;
static ShaderEnum basis_enum;
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)
TextureMapping tex_mapping;
};
class ConvertNode : public ShaderNode {
public:
ConvertNode(ShaderSocketType from, ShaderSocketType to);
SHADER_NODE_BASE_CLASS(ConvertNode)
ShaderSocketType from, to;
};
class BsdfNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BsdfNode)
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
ClosureType closure;
};
class WardBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(WardBsdfNode)
};
class DiffuseBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(DiffuseBsdfNode)
};
class TranslucentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TranslucentBsdfNode)
};
class TransparentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TransparentBsdfNode)
};
class VelvetBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(VelvetBsdfNode)
};
class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
};
class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
};
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool total_power;
};
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
};
class HoldoutNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HoldoutNode)
};
class VolumeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VolumeNode)
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
ClosureType closure;
};
class TransparentVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(TransparentVolumeNode)
};
class IsotropicVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(IsotropicVolumeNode)
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
};
class TextureCoordinateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TextureCoordinateNode)
void attributes(AttributeRequestSet *attributes);
};
class LightPathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightPathNode)
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
float value;
};
class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
float3 value;
};
class AddClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AddClosureNode)
};
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
ustring type;
static ShaderEnum type_enum;
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)
void attributes(AttributeRequestSet *attributes);
ustring attribute;
};
class FresnelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(FresnelNode)
};
class BlendWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlendWeightNode)
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
ustring type;
static ShaderEnum type_enum;
};
class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
ustring type;
static ShaderEnum type_enum;
};
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */