forked from bartvdbraak/blender
Code refactor: pass ShaderInput to constant_fold, so it supports arbitrary types.
This commit is contained in:
parent
9bd2820aaf
commit
af073e149b
@ -179,25 +179,25 @@ static void set_default_value(ShaderInput *input,
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/* copy values for non linked inputs */
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switch(input->type()) {
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case SocketType::FLOAT: {
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input->value_float() = get_float(b_sock.ptr, "default_value");
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input->set(get_float(b_sock.ptr, "default_value"));
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break;
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}
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case SocketType::INT: {
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input->value_float() = (float)get_int(b_sock.ptr, "default_value");
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input->set(get_int(b_sock.ptr, "default_value"));
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break;
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}
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case SocketType::COLOR: {
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input->value() = float4_to_float3(get_float4(b_sock.ptr, "default_value"));
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input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
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break;
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}
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case SocketType::NORMAL:
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case SocketType::POINT:
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case SocketType::VECTOR: {
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input->value() = get_float3(b_sock.ptr, "default_value");
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input->set(get_float3(b_sock.ptr, "default_value"));
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break;
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}
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case SocketType::STRING: {
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input->value_string() = (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value"));
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input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
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break;
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}
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default:
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@ -1225,7 +1225,7 @@ void BlenderSync::sync_materials(bool update_all)
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ShaderNode *closure, *out;
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closure = graph->add(new DiffuseBsdfNode());
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closure->input("Color")->value() = get_float3(b_mat->diffuse_color());
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closure->input("Color")->set(get_float3(b_mat->diffuse_color()));
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out = graph->output();
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graph->connect(closure->output("BSDF"), out->input("Surface"));
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@ -1274,7 +1274,7 @@ void BlenderSync::sync_world(bool update_all)
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ShaderNode *closure, *out;
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closure = graph->add(new BackgroundNode());
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closure->input("Color")->value() = get_float3(b_world.horizon_color());
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closure->input("Color")->set(get_float3(b_world.horizon_color()));
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out = graph->output();
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graph->connect(closure->output("Background"), out->input("Surface"));
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@ -1367,8 +1367,8 @@ void BlenderSync::sync_lamps(bool update_all)
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}
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closure = graph->add(new EmissionNode());
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closure->input("Color")->value() = get_float3(b_lamp->color());
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closure->input("Strength")->value_float() = strength;
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closure->input("Color")->set(get_float3(b_lamp->color()));
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closure->input("Strength")->set(strength);
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out = graph->output();
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graph->connect(closure->output("Emission"), out->input("Surface"));
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@ -470,8 +470,8 @@ void ShaderGraph::remove_proxy_nodes()
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disconnect(to);
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/* transfer the default input value to the target socket */
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to->value() = input->value();
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to->value_string() = input->value_string();
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to->set(input->value());
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to->set(input->value_string());
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}
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}
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@ -537,14 +537,13 @@ void ShaderGraph::constant_fold()
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}
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}
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/* Optimize current node. */
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float3 optimized_value = make_float3(0.0f, 0.0f, 0.0f);
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if(node->constant_fold(this, output, &optimized_value)) {
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/* Apply optimized value to connected sockets. */
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if(node->constant_fold(this, output, output->links[0])) {
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/* Apply optimized value to other connected sockets and disconnect. */
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vector<ShaderInput*> links(output->links);
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foreach(ShaderInput *input, links) {
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/* Assign value and disconnect the optimizedinput. */
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input->value() = optimized_value;
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disconnect(input);
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for(size_t i = 0; i < links.size(); i++) {
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if(i > 0)
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links[i]->set(links[0]->value());
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disconnect(links[i]);
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}
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}
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}
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@ -935,7 +934,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
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if(fin->link)
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connect(fin->link, fac_in);
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else
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fac_in->value_float() = fin->value_float();
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fac_in->set(fin->value_float());
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if(weight_out)
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connect(weight_out, weight_in);
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@ -970,12 +969,12 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
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if(weight_in->link)
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connect(weight_in->link, value1_in);
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else
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value1_in->value() = weight_in->value();
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value1_in->set(weight_in->value_float());
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if(weight_out)
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connect(weight_out, value2_in);
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else
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value2_in->value_float() = 1.0f;
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value2_in->set(1.0f);
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weight_out = math_node->output("Value");
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if(weight_in->link)
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@ -986,7 +985,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
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if(weight_out)
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connect(weight_out, weight_in);
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else
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weight_in->value_float() += 1.0f;
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weight_in->set(weight_in->value_float() + 1.0f);
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}
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}
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@ -85,6 +85,11 @@ public:
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int flags() { return flags_; }
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SocketType::Type type() { return type_; }
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void set(float f) { value_.x = f; }
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void set(float3 f) { value_ = f; }
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void set(int i) { value_.x = (float)i; }
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void set(ustring s) { value_string_ = s; }
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float3& value() { return value_; }
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float& value_float() { return value_.x; }
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ustring& value_string() { return value_string_; }
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@ -148,7 +153,7 @@ public:
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/* ** Node optimization ** */
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/* Check whether the node can be replaced with single constant. */
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virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) { return false; }
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virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, ShaderInput * /*optimized*/) { return false; }
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/* Simplify settings used by artists to the ones which are simpler to
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* evaluate in the kernel but keep the final result unchanged.
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@ -1545,12 +1545,10 @@ RGBToBWNode::RGBToBWNode()
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add_output("Val", SocketType::FLOAT);
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}
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bool RGBToBWNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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float3 *optimized_value)
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bool RGBToBWNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
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{
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if(inputs[0]->link == NULL) {
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optimized_value->x = linear_rgb_to_gray(inputs[0]->value());
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optimized->set(linear_rgb_to_gray(inputs[0]->value()));
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return true;
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}
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@ -1624,9 +1622,7 @@ ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool auto
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assert(0);
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}
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bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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float3 *optimized_value)
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bool ConvertNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
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{
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ShaderInput *in = inputs[0];
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float3 value = in->value();
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@ -1635,42 +1631,24 @@ bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
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if(in->link == NULL) {
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if(from == SocketType::FLOAT) {
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if(to == SocketType::INT)
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/* float to int */
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return false;
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else
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/* float to float3 */
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*optimized_value = make_float3(value.x, value.x, value.x);
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if(SocketType::is_float3(to)) {
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optimized->set(make_float3(value.x, value.x, value.x));
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return true;
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}
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}
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else if(from == SocketType::INT) {
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if(to == SocketType::FLOAT)
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/* int to float */
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return false;
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else
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/* int to vector/point/normal */
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return false;
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else if(SocketType::is_float3(from)) {
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if(to == SocketType::FLOAT) {
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if(from == SocketType::COLOR)
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optimized->set(linear_rgb_to_gray(value));
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else
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optimized->set(average(value));
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return true;
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}
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else if(SocketType::is_float3(to)) {
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optimized->set(value);
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return true;
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}
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}
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else if(to == SocketType::FLOAT) {
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if(from == SocketType::COLOR)
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/* color to float */
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optimized_value->x = linear_rgb_to_gray(value);
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else
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/* vector/point/normal to float */
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optimized_value->x = average(value);
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}
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else if(to == SocketType::INT) {
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if(from == SocketType::COLOR)
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/* color to int */
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return false;
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else
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/* vector/point/normal to int */
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return false;
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}
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else {
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*optimized_value = value;
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}
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return true;
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}
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return false;
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@ -2254,7 +2232,7 @@ void EmissionNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_emission");
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}
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bool EmissionNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
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bool EmissionNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *)
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{
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ShaderInput *color_in = input("Color");
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ShaderInput *strength_in = input("Strength");
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@ -2296,7 +2274,7 @@ void BackgroundNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_background");
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}
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bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
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bool BackgroundNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *)
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{
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ShaderInput *color_in = input("Color");
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ShaderInput *strength_in = input("Strength");
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@ -3147,10 +3125,9 @@ ValueNode::ValueNode()
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add_output("Value", SocketType::FLOAT);
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}
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bool ValueNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
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float3 *optimized_value)
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bool ValueNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
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{
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*optimized_value = make_float3(value, value, value);
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optimized->set(value);
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return true;
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}
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@ -3177,10 +3154,9 @@ ColorNode::ColorNode()
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add_output("Color", SocketType::COLOR);
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}
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bool ColorNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
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float3 *optimized_value)
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bool ColorNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
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{
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*optimized_value = value;
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optimized->set(value);
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return true;
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}
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@ -3246,7 +3222,7 @@ void MixClosureNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_mix_closure");
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}
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bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
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bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput *, ShaderInput *)
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{
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ShaderInput *fac_in = input("Fac");
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ShaderInput *closure1_in = input("Closure1");
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@ -3404,7 +3380,7 @@ void MixNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_mix");
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}
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bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * optimized_value)
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bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput *, ShaderInput *optimized)
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{
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if(type != ustring("Mix")) {
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return false;
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@ -3428,7 +3404,7 @@ bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float
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if(color1_in->link)
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graph->relink(this, color_out, color1_in->link);
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else
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*optimized_value = color1_in->value();
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optimized->set(color1_in->value());
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return true;
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}
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/* factor 1.0 */
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@ -3436,7 +3412,7 @@ bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float
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if(color2_in->link)
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graph->relink(this, color_out, color2_in->link);
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else
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*optimized_value = color2_in->value();
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optimized->set(color2_in->value());
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return true;
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}
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}
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@ -3553,15 +3529,15 @@ GammaNode::GammaNode()
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add_output("Color", SocketType::COLOR);
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}
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bool GammaNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
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bool GammaNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
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{
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ShaderInput *color_in = input("Color");
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ShaderInput *gamma_in = input("Gamma");
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if(socket == output("Color")) {
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if(color_in->link == NULL && gamma_in->link == NULL) {
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*optimized_value = svm_math_gamma_color(color_in->value(),
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gamma_in->value_float());
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optimized->set(svm_math_gamma_color(color_in->value(),
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gamma_in->value_float()));
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return true;
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}
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}
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@ -4013,13 +3989,13 @@ BlackbodyNode::BlackbodyNode()
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add_output("Color", SocketType::COLOR);
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}
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bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
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bool BlackbodyNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
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{
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ShaderInput *temperature_in = input("Temperature");
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if(socket == output("Color")) {
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if(temperature_in->link == NULL) {
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*optimized_value = svm_math_blackbody_color(temperature_in->value_float());
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optimized->set(svm_math_blackbody_color(temperature_in->value_float()));
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return true;
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}
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}
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@ -4119,21 +4095,23 @@ static NodeEnum math_type_init()
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NodeEnum MathNode::type_enum = math_type_init();
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bool MathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
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bool MathNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
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{
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ShaderInput *value1_in = input("Value1");
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ShaderInput *value2_in = input("Value2");
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if(socket == output("Value")) {
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if(value1_in->link == NULL && value2_in->link == NULL) {
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optimized_value->x = svm_math((NodeMath)type_enum[type],
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value1_in->value_float(),
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value2_in->value_float());
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float value = svm_math((NodeMath)type_enum[type],
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value1_in->value_float(),
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value2_in->value_float());
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if(use_clamp) {
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optimized_value->x = saturate(optimized_value->x);
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value = saturate(value);
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}
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optimized->set(value);
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return true;
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}
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}
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@ -4195,7 +4173,7 @@ static NodeEnum vector_math_type_init()
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NodeEnum VectorMathNode::type_enum = vector_math_type_init();
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bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
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bool VectorMathNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
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{
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ShaderInput *vector1_in = input("Vector1");
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ShaderInput *vector2_in = input("Vector2");
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@ -4211,11 +4189,11 @@ bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket
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vector2_in->value());
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if(socket == output("Value")) {
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optimized_value->x = value;
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optimized->set(value);
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return true;
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}
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else if(socket == output("Vector")) {
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*optimized_value = vector;
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optimized->set(vector);
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return true;
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}
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}
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@ -4357,9 +4335,7 @@ void BumpNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_bump");
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}
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bool BumpNode::constant_fold(ShaderGraph *graph,
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ShaderOutput * /*socket*/,
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float3 * /*optimized_value*/)
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bool BumpNode::constant_fold(ShaderGraph *graph, ShaderOutput *, ShaderInput *)
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{
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ShaderInput *height_in = input("Height");
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ShaderInput *normal_in = input("Normal");
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@ -366,7 +366,7 @@ class RGBToBWNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(RGBToBWNode)
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bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
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bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
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};
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class ConvertNode : public ShaderNode {
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@ -374,7 +374,7 @@ 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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bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
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bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
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SocketType::Type from, to;
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@ -491,7 +491,7 @@ public:
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class EmissionNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(EmissionNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
|
||||
|
||||
bool has_surface_emission() { return true; }
|
||||
@ -500,7 +500,7 @@ public:
|
||||
class BackgroundNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BackgroundNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }
|
||||
};
|
||||
|
||||
@ -646,7 +646,7 @@ class ValueNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(ValueNode)
|
||||
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
float value;
|
||||
|
||||
@ -661,7 +661,7 @@ class ColorNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(ColorNode)
|
||||
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
float3 value;
|
||||
|
||||
@ -680,7 +680,7 @@ public:
|
||||
class MixClosureNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(MixClosureNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
};
|
||||
|
||||
class MixClosureWeightNode : public ShaderNode {
|
||||
@ -698,7 +698,7 @@ public:
|
||||
class MixNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(MixNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
@ -741,7 +741,7 @@ class GammaNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(GammaNode)
|
||||
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
};
|
||||
@ -832,7 +832,7 @@ public:
|
||||
class BlackbodyNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BlackbodyNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
};
|
||||
@ -841,7 +841,7 @@ class MathNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(MathNode)
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
bool use_clamp;
|
||||
|
||||
@ -876,7 +876,7 @@ class VectorMathNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(VectorMathNode)
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
|
||||
ustring type;
|
||||
static NodeEnum type_enum;
|
||||
@ -914,7 +914,7 @@ public:
|
||||
class BumpNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BumpNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
bool has_spatial_varying() { return true; }
|
||||
virtual int get_feature() {
|
||||
return NODE_FEATURE_BUMP;
|
||||
|
@ -456,7 +456,7 @@ void ShaderManager::add_default(Scene *scene)
|
||||
ShaderGraph *graph = new ShaderGraph();
|
||||
|
||||
closure = graph->add(new DiffuseBsdfNode());
|
||||
closure->input("Color")->value() = make_float3(0.8f, 0.8f, 0.8f);
|
||||
closure->input("Color")->set(make_float3(0.8f, 0.8f, 0.8f));
|
||||
out = graph->output();
|
||||
|
||||
graph->connect(closure->output("BSDF"), out->input("Surface"));
|
||||
@ -473,8 +473,8 @@ void ShaderManager::add_default(Scene *scene)
|
||||
ShaderGraph *graph = new ShaderGraph();
|
||||
|
||||
closure = graph->add(new EmissionNode());
|
||||
closure->input("Color")->value() = make_float3(0.8f, 0.8f, 0.8f);
|
||||
closure->input("Strength")->value_float() = 0.0f;
|
||||
closure->input("Color")->set(make_float3(0.8f, 0.8f, 0.8f));
|
||||
closure->input("Strength")->set(0.0f);
|
||||
out = graph->output();
|
||||
|
||||
graph->connect(closure->output("Emission"), out->input("Surface"));
|
||||
|
Loading…
Reference in New Issue
Block a user