87164114a3
This gives speed up for the split kernel in scenes using the principled BSDF but without subsurface scattering.
1028 lines
24 KiB
C++
1028 lines
24 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __NODES_H__
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#define __NODES_H__
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#include "render/graph.h"
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#include "graph/node.h"
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#include "util/util_string.h"
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CCL_NAMESPACE_BEGIN
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class ImageManager;
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class Scene;
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class Shader;
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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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int compile(SVMCompiler& compiler, ShaderInput *vector_in);
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void compile(OSLCompiler &compiler);
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int compile_begin(SVMCompiler& compiler, ShaderInput *vector_in);
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void compile_end(SVMCompiler& compiler, ShaderInput *vector_in, int vector_offset);
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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 Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 };
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Type type;
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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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explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type) {}
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TextureMapping tex_mapping;
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};
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/* Any node which uses image manager's slot should be a subclass of this one. */
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class ImageSlotTextureNode : public TextureNode {
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public:
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explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type) {
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special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
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}
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int slot;
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};
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class ImageTextureNode : public ImageSlotTextureNode {
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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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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ImageManager *image_manager;
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int is_float;
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bool is_linear;
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bool use_alpha;
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ustring filename;
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void *builtin_data;
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NodeImageColorSpace color_space;
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NodeImageProjection projection;
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InterpolationType interpolation;
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ExtensionType extension;
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float projection_blend;
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bool animated;
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float3 vector;
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virtual bool equals(const ShaderNode& other)
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{
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const ImageTextureNode& image_node = (const ImageTextureNode&)other;
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return ImageSlotTextureNode::equals(other) &&
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builtin_data == image_node.builtin_data &&
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animated == image_node.animated;
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}
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};
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class EnvironmentTextureNode : public ImageSlotTextureNode {
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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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void attributes(Shader *shader, AttributeRequestSet *attributes);
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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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ImageManager *image_manager;
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int is_float;
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bool is_linear;
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bool use_alpha;
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ustring filename;
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void *builtin_data;
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NodeImageColorSpace color_space;
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NodeEnvironmentProjection projection;
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InterpolationType interpolation;
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bool animated;
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float3 vector;
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virtual bool equals(const ShaderNode& other)
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{
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const EnvironmentTextureNode& env_node = (const EnvironmentTextureNode&)other;
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return ImageSlotTextureNode::equals(other) &&
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builtin_data == env_node.builtin_data &&
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animated == env_node.animated;
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}
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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NodeSkyType type;
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float3 sun_direction;
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float turbidity;
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float ground_albedo;
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float3 vector;
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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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void *surface;
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void *volume;
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float displacement;
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float3 normal;
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/* Don't allow output node de-duplication. */
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virtual bool equals(const ShaderNode& /*other*/) { return false; }
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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NodeGradientType type;
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float3 vector;
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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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float scale, detail, distortion;
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float3 vector;
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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NodeVoronoiColoring coloring;
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float scale;
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float3 vector;
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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NodeMusgraveType type;
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float scale, detail, dimension, lacunarity, offset, gain;
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float3 vector;
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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NodeWaveType type;
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NodeWaveProfile profile;
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float scale, distortion, detail, detail_scale;
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float3 vector;
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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int depth;
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float3 vector;
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float scale, distortion;
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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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float3 vector, color1, color2;
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float scale;
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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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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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float3 color1, color2, mortar;
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float scale, mortar_size, mortar_smooth, bias, brick_width, row_height;
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float3 vector;
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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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};
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class PointDensityTextureNode : public ShaderNode {
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public:
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SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
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virtual int get_group() { return NODE_GROUP_LEVEL_3; }
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~PointDensityTextureNode();
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ShaderNode *clone() const;
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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bool has_spatial_varying() { return true; }
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bool has_object_dependency() { return true; }
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ustring filename;
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NodeTexVoxelSpace space;
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InterpolationType interpolation;
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Transform tfm;
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float3 vector;
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ImageManager *image_manager;
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int slot;
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void *builtin_data;
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virtual bool equals(const ShaderNode& other) {
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const PointDensityTextureNode& point_dendity_node = (const PointDensityTextureNode&)other;
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return ShaderNode::equals(other) &&
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builtin_data == point_dendity_node.builtin_data;
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}
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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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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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float3 vector;
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TextureMapping tex_mapping;
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};
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class RGBToBWNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(RGBToBWNode)
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void constant_fold(const ConstantFolder& folder);
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float3 color;
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};
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class ConvertNode : public ShaderNode {
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public:
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ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);
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SHADER_NODE_BASE_CLASS(ConvertNode)
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void constant_fold(const ConstantFolder& folder);
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SocketType::Type from, to;
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union {
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float value_float;
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int value_int;
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float3 value_color;
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float3 value_vector;
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float3 value_point;
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float3 value_normal;
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};
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ustring value_string;
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private:
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static const int MAX_TYPE = 12;
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static bool register_types();
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static Node* create(const NodeType *type);
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static const NodeType *node_types[MAX_TYPE][MAX_TYPE];
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static bool initialized;
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};
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class BsdfBaseNode : public ShaderNode {
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public:
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BsdfBaseNode(const NodeType *node_type);
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ClosureType closure;
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};
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class BsdfNode : public BsdfBaseNode {
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public:
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explicit BsdfNode(const NodeType *node_type);
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SHADER_NODE_BASE_CLASS(BsdfNode)
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bool has_spatial_varying() { return true; }
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void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL, ShaderInput *param4 = NULL);
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virtual ClosureType get_closure_type() { return closure; }
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float3 color;
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float3 normal;
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float surface_mix_weight;
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virtual bool equals(const ShaderNode& /*other*/)
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{
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/* TODO(sergey): With some care BSDF nodes can be de-duplicated. */
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return false;
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}
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};
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class AnisotropicBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(AnisotropicBsdfNode)
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float3 tangent;
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float roughness, anisotropy, rotation;
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ClosureType distribution;
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ClosureType get_closure_type() { return distribution; }
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void attributes(Shader *shader, 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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float roughness;
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};
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/* Disney principled BRDF */
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class PrincipledBsdfNode : public BsdfBaseNode {
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public:
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SHADER_NODE_CLASS(PrincipledBsdfNode)
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bool has_spatial_varying() { return true; }
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bool has_surface_bssrdf();
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bool has_bssrdf_bump();
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void compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface, ShaderInput *subsurface_radius,
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ShaderInput *specular, ShaderInput *roughness, ShaderInput *specular_tint, ShaderInput *anisotropic,
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ShaderInput *sheen, ShaderInput *sheen_tint, ShaderInput *clearcoat, ShaderInput *clearcoat_roughness,
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ShaderInput *ior, ShaderInput *transmission, ShaderInput *anisotropic_rotation, ShaderInput *transmission_roughness);
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float3 base_color;
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float3 subsurface_color, subsurface_radius;
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float metallic, subsurface, specular, roughness, specular_tint, anisotropic,
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sheen, sheen_tint, clearcoat, clearcoat_roughness, ior, transmission,
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anisotropic_rotation, transmission_roughness;
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float3 normal, clearcoat_normal, tangent;
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float surface_mix_weight;
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ClosureType distribution, distribution_orig;
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virtual bool equals(const ShaderNode * /*other*/)
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{
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/* TODO(sergey): With some care BSDF nodes can be de-duplicated. */
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return false;
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}
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ClosureType get_closure_type() { return closure; }
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bool has_integrator_dependency();
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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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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bool has_surface_transparent() { return true; }
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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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float sigma;
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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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void simplify_settings(Scene *scene);
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bool has_integrator_dependency();
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ClosureType get_closure_type() { return distribution; }
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float roughness, roughness_orig;
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ClosureType distribution, distribution_orig;
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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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void simplify_settings(Scene *scene);
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bool has_integrator_dependency();
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ClosureType get_closure_type() { return distribution; }
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float roughness, roughness_orig, IOR;
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ClosureType distribution, distribution_orig;
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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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void simplify_settings(Scene *scene);
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bool has_integrator_dependency();
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ClosureType get_closure_type() { return distribution; }
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float roughness, roughness_orig, IOR;
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ClosureType distribution, distribution_orig;
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};
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class ToonBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(ToonBsdfNode)
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float smooth, size;
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ClosureType component;
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};
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class SubsurfaceScatteringNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(SubsurfaceScatteringNode)
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bool has_surface_bssrdf() { return true; }
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bool has_bssrdf_bump();
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ClosureType get_closure_type() { return falloff; }
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float scale;
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float3 radius;
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float sharpness;
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float texture_blur;
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ClosureType falloff;
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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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void constant_fold(const ConstantFolder& folder);
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virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
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bool has_surface_emission() { return true; }
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bool has_volume_support() { return true; }
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float3 color;
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float strength;
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float surface_mix_weight;
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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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void constant_fold(const ConstantFolder& folder);
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virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }
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float3 color;
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float strength;
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float surface_mix_weight;
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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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virtual int get_group() { return NODE_GROUP_LEVEL_1; }
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virtual ClosureType get_closure_type() { return CLOSURE_HOLDOUT_ID; }
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float surface_mix_weight;
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float volume_mix_weight;
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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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bool has_spatial_varying() { return true; }
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virtual int get_group() { return NODE_GROUP_LEVEL_1; }
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virtual ClosureType get_closure_type() { return CLOSURE_AMBIENT_OCCLUSION_ID; }
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float3 normal_osl;
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float3 color;
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float surface_mix_weight;
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};
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class VolumeNode : public ShaderNode {
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public:
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VolumeNode(const NodeType *node_type);
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SHADER_NODE_BASE_CLASS(VolumeNode)
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void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
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virtual int get_group() { return NODE_GROUP_LEVEL_1; }
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virtual int get_feature() {
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return ShaderNode::get_feature() | NODE_FEATURE_VOLUME;
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}
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virtual ClosureType get_closure_type() { return closure; }
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virtual bool has_volume_support() { return true; }
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float3 color;
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float density;
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float volume_mix_weight;
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ClosureType closure;
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virtual bool equals(const ShaderNode& /*other*/)
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{
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/* TODO(sergey): With some care Volume nodes can be de-duplicated. */
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return false;
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}
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};
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class AbsorptionVolumeNode : public VolumeNode {
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public:
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SHADER_NODE_CLASS(AbsorptionVolumeNode)
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};
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class ScatterVolumeNode : public VolumeNode {
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public:
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SHADER_NODE_CLASS(ScatterVolumeNode)
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|
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float anisotropy;
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};
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|
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class HairBsdfNode : public BsdfNode {
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public:
|
|
SHADER_NODE_CLASS(HairBsdfNode)
|
|
ClosureType get_closure_type() { return component; }
|
|
|
|
ClosureType component;
|
|
float offset;
|
|
float roughness_u;
|
|
float roughness_v;
|
|
float3 tangent;
|
|
};
|
|
|
|
class GeometryNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(GeometryNode)
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
bool has_spatial_varying() { return true; }
|
|
|
|
float3 normal_osl;
|
|
};
|
|
|
|
class TextureCoordinateNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(TextureCoordinateNode)
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
bool has_spatial_varying() { return true; }
|
|
bool has_object_dependency() { return use_transform; }
|
|
|
|
float3 normal_osl;
|
|
bool from_dupli;
|
|
bool use_transform;
|
|
Transform ob_tfm;
|
|
};
|
|
|
|
class UVMapNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(UVMapNode)
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
|
|
ustring attribute;
|
|
bool from_dupli;
|
|
};
|
|
|
|
class LightPathNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(LightPathNode)
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
};
|
|
|
|
class LightFalloffNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(LightFalloffNode)
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
|
|
|
|
float strength;
|
|
float smooth;
|
|
};
|
|
|
|
class ObjectInfoNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(ObjectInfoNode)
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
};
|
|
|
|
class ParticleInfoNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(ParticleInfoNode)
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
};
|
|
|
|
class HairInfoNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(HairInfoNode)
|
|
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
virtual int get_feature() {
|
|
return ShaderNode::get_feature() | NODE_FEATURE_HAIR;
|
|
}
|
|
};
|
|
|
|
class ValueNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(ValueNode)
|
|
|
|
void constant_fold(const ConstantFolder& folder);
|
|
|
|
float value;
|
|
};
|
|
|
|
class ColorNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(ColorNode)
|
|
|
|
void constant_fold(const ConstantFolder& folder);
|
|
|
|
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);
|
|
|
|
float fac;
|
|
};
|
|
|
|
class MixClosureWeightNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(MixClosureWeightNode)
|
|
|
|
float weight;
|
|
float fac;
|
|
};
|
|
|
|
class InvertNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(InvertNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float fac;
|
|
float3 color;
|
|
};
|
|
|
|
class MixNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(MixNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
NodeMix type;
|
|
bool use_clamp;
|
|
float3 color1;
|
|
float3 color2;
|
|
float fac;
|
|
};
|
|
|
|
class CombineRGBNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(CombineRGBNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float r, g, b;
|
|
};
|
|
|
|
class CombineHSVNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(CombineHSVNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float h, s, v;
|
|
};
|
|
|
|
class CombineXYZNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(CombineXYZNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float x, y, z;
|
|
};
|
|
|
|
class GammaNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(GammaNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
|
|
float3 color;
|
|
float gamma;
|
|
};
|
|
|
|
class BrightContrastNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(BrightContrastNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
|
|
float3 color;
|
|
float bright;
|
|
float contrast;
|
|
};
|
|
|
|
class SeparateRGBNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(SeparateRGBNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float3 color;
|
|
};
|
|
|
|
class SeparateHSVNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(SeparateHSVNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float3 color;
|
|
};
|
|
|
|
class SeparateXYZNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(SeparateXYZNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float3 vector;
|
|
};
|
|
|
|
class HSVNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(HSVNode)
|
|
|
|
float hue;
|
|
float saturation;
|
|
float value;
|
|
float fac;
|
|
float3 color;
|
|
};
|
|
|
|
class AttributeNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(AttributeNode)
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
bool has_spatial_varying() { return true; }
|
|
|
|
ustring attribute;
|
|
};
|
|
|
|
class CameraNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(CameraNode)
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
|
|
};
|
|
|
|
class FresnelNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(FresnelNode)
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
|
|
float3 normal;
|
|
float IOR;
|
|
};
|
|
|
|
class LayerWeightNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(LayerWeightNode)
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
|
|
float3 normal;
|
|
float blend;
|
|
};
|
|
|
|
class WireframeNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(WireframeNode)
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float size;
|
|
bool use_pixel_size;
|
|
};
|
|
|
|
class WavelengthNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(WavelengthNode)
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float wavelength;
|
|
};
|
|
|
|
class BlackbodyNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(BlackbodyNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
float temperature;
|
|
};
|
|
|
|
class MathNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(MathNode)
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
void constant_fold(const ConstantFolder& folder);
|
|
|
|
float value1;
|
|
float value2;
|
|
NodeMath type;
|
|
bool use_clamp;
|
|
};
|
|
|
|
class NormalNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(NormalNode)
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
|
|
|
|
float3 direction;
|
|
float3 normal;
|
|
};
|
|
|
|
class VectorMathNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(VectorMathNode)
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
void constant_fold(const ConstantFolder& folder);
|
|
|
|
float3 vector1;
|
|
float3 vector2;
|
|
NodeVectorMath type;
|
|
};
|
|
|
|
class VectorTransformNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(VectorTransformNode)
|
|
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
NodeVectorTransformType type;
|
|
NodeVectorTransformConvertSpace convert_from;
|
|
NodeVectorTransformConvertSpace convert_to;
|
|
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 NODE_FEATURE_BUMP;
|
|
}
|
|
|
|
bool invert;
|
|
bool use_object_space;
|
|
float height;
|
|
float sample_center;
|
|
float sample_x;
|
|
float sample_y;
|
|
float3 normal;
|
|
float strength;
|
|
float distance;
|
|
};
|
|
|
|
class CurvesNode : public ShaderNode {
|
|
public:
|
|
explicit CurvesNode(const NodeType *node_type);
|
|
SHADER_NODE_BASE_CLASS(CurvesNode)
|
|
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
array<float3> curves;
|
|
float min_x, max_x, fac;
|
|
float3 value;
|
|
|
|
protected:
|
|
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 RGBRampNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(RGBRampNode)
|
|
void constant_fold(const ConstantFolder& folder);
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
|
|
|
array<float3> ramp;
|
|
array<float> ramp_alpha;
|
|
float fac;
|
|
bool interpolate;
|
|
};
|
|
|
|
class SetNormalNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(SetNormalNode)
|
|
float3 direction;
|
|
};
|
|
|
|
class OSLNode : public ShaderNode {
|
|
public:
|
|
static OSLNode *create(size_t num_inputs, const OSLNode *from = NULL);
|
|
~OSLNode();
|
|
|
|
ShaderNode *clone() 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 beter detect this, but we can't query this now */
|
|
bool has_spatial_varying() { 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_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
NodeNormalMapSpace space;
|
|
ustring attribute;
|
|
float strength;
|
|
float3 color;
|
|
float3 normal_osl;
|
|
};
|
|
|
|
class TangentNode : public ShaderNode {
|
|
public:
|
|
SHADER_NODE_CLASS(TangentNode)
|
|
void attributes(Shader *shader, AttributeRequestSet *attributes);
|
|
bool has_spatial_varying() { return true; }
|
|
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
|
|
|
NodeTangentDirectionType direction_type;
|
|
NodeTangentAxis axis;
|
|
ustring attribute;
|
|
float3 normal_osl;
|
|
};
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
#endif /* __NODES_H__ */
|
|
|