forked from bartvdbraak/blender
fb56dbc2af
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
338 lines
6.3 KiB
C++
338 lines
6.3 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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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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string filename;
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ustring color_space;
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static ShaderEnum color_space_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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string filename;
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ustring color_space;
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static ShaderEnum color_space_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 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 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);
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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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};
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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 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 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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};
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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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};
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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 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 MixNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MixNode)
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ustring type;
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static ShaderEnum type_enum;
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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 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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ustring type;
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static ShaderEnum type_enum;
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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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CCL_NAMESPACE_END
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#endif /* __NODES_H__ */
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