blender/intern/cycles/render/nodes.cpp
Lukas Toenne 06fb71bc46 Fix #37194, OSL script crashes blender. The lookup functions for finding Cycles shader inputs/outputs based on socket names are using a few modifications on the Blender socket names. But these only apply
to standard nodes where the Blender socket names can differ from associated Cycles names and may require additional indices to make them unique. Script node sockets are already unique and exact due to
being generated from the script function parameters.
2013-10-30 11:21:31 +00:00

3945 lines
107 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#include "image.h"
#include "nodes.h"
#include "svm.h"
#include "osl.h"
#include "sky_model.h"
#include "util_foreach.h"
#include "util_transform.h"
CCL_NAMESPACE_BEGIN
/* Texture Mapping */
TextureMapping::TextureMapping()
{
translation = make_float3(0.0f, 0.0f, 0.0f);
rotation = make_float3(0.0f, 0.0f, 0.0f);
scale = make_float3(1.0f, 1.0f, 1.0f);
min = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
max = make_float3(FLT_MAX, FLT_MAX, FLT_MAX);
use_minmax = false;
x_mapping = X;
y_mapping = Y;
z_mapping = Z;
type = TEXTURE;
projection = FLAT;
}
Transform TextureMapping::compute_transform()
{
Transform mmat = transform_scale(make_float3(0.0f, 0.0f, 0.0f));
if(x_mapping != NONE)
mmat[0][x_mapping-1] = 1.0f;
if(y_mapping != NONE)
mmat[1][y_mapping-1] = 1.0f;
if(z_mapping != NONE)
mmat[2][z_mapping-1] = 1.0f;
float3 scale_clamped = scale;
if(type == TEXTURE || type == NORMAL) {
/* keep matrix invertible */
if(fabsf(scale.x) < 1e-5f)
scale_clamped.x = signf(scale.x)*1e-5f;
if(fabsf(scale.y) < 1e-5f)
scale_clamped.y = signf(scale.y)*1e-5f;
if(fabsf(scale.z) < 1e-5f)
scale_clamped.z = signf(scale.z)*1e-5f;
}
Transform smat = transform_scale(scale_clamped);
Transform rmat = transform_euler(rotation);
Transform tmat = transform_translate(translation);
Transform mat;
switch(type) {
case TEXTURE:
/* inverse transform on texture coordinate gives
* forward transform on texture */
mat = tmat*rmat*smat;
mat = transform_inverse(mat);
break;
case POINT:
/* full transform */
mat = tmat*rmat*smat;
break;
case VECTOR:
/* no translation for vectors */
mat = rmat*smat;
break;
case NORMAL:
/* no translation for normals, and inverse transpose */
mat = rmat*smat;
mat = transform_inverse(mat);
mat = transform_transpose(mat);
break;
}
/* projection last */
mat = mat*mmat;
return mat;
}
bool TextureMapping::skip()
{
if(translation != make_float3(0.0f, 0.0f, 0.0f))
return false;
if(rotation != make_float3(0.0f, 0.0f, 0.0f))
return false;
if(scale != make_float3(1.0f, 1.0f, 1.0f))
return false;
if(x_mapping != X || y_mapping != Y || z_mapping != Z)
return false;
if(use_minmax)
return false;
return true;
}
void TextureMapping::compile(SVMCompiler& compiler, int offset_in, int offset_out)
{
if(offset_in == SVM_STACK_INVALID || offset_out == SVM_STACK_INVALID)
return;
compiler.add_node(NODE_MAPPING, offset_in, offset_out);
Transform tfm = compute_transform();
compiler.add_node(tfm.x);
compiler.add_node(tfm.y);
compiler.add_node(tfm.z);
compiler.add_node(tfm.w);
if(use_minmax) {
compiler.add_node(NODE_MIN_MAX, offset_out, offset_out);
compiler.add_node(float3_to_float4(min));
compiler.add_node(float3_to_float4(max));
}
if(type == NORMAL) {
compiler.add_node(NODE_VECTOR_MATH, NODE_VECTOR_MATH_NORMALIZE, offset_out, offset_out);
compiler.add_node(NODE_VECTOR_MATH, SVM_STACK_INVALID, offset_out);
}
}
void TextureMapping::compile(OSLCompiler &compiler)
{
if(!skip()) {
Transform tfm = transform_transpose(compute_transform());
compiler.parameter("mapping", tfm);
compiler.parameter("use_mapping", 1);
}
}
/* Image Texture */
static ShaderEnum color_space_init()
{
ShaderEnum enm;
enm.insert("None", 0);
enm.insert("Color", 1);
return enm;
}
static ShaderEnum image_projection_init()
{
ShaderEnum enm;
enm.insert("Flat", 0);
enm.insert("Box", 1);
return enm;
}
ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
ShaderEnum ImageTextureNode::projection_enum = image_projection_init();
ImageTextureNode::ImageTextureNode()
: TextureNode("image_texture")
{
image_manager = NULL;
slot = -1;
is_float = -1;
is_linear = false;
filename = "";
builtin_data = NULL;
color_space = ustring("Color");
projection = ustring("Flat");
projection_blend = 0.0f;
animated = false;
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Alpha", SHADER_SOCKET_FLOAT);
}
ImageTextureNode::~ImageTextureNode()
{
if(image_manager)
image_manager->remove_image(filename, builtin_data);
}
ShaderNode *ImageTextureNode::clone() const
{
ImageTextureNode *node = new ImageTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
node->is_float = -1;
node->is_linear = false;
return node;
}
void ImageTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *alpha_out = output("Alpha");
image_manager = compiler.image_manager;
if(is_float == -1) {
bool is_float_bool;
slot = image_manager->add_image(filename, builtin_data, animated, is_float_bool, is_linear);
is_float = (int)is_float_bool;
}
if(!color_out->links.empty())
compiler.stack_assign(color_out);
if(!alpha_out->links.empty())
compiler.stack_assign(alpha_out);
if(slot != -1) {
compiler.stack_assign(vector_in);
int srgb = (is_linear || color_space != "Color")? 0: 1;
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(projection == "Flat") {
compiler.add_node(NODE_TEX_IMAGE,
slot,
compiler.encode_uchar4(
vector_offset,
color_out->stack_offset,
alpha_out->stack_offset,
srgb));
}
else {
compiler.add_node(NODE_TEX_IMAGE_BOX,
slot,
compiler.encode_uchar4(
vector_offset,
color_out->stack_offset,
alpha_out->stack_offset,
srgb),
__float_as_int(projection_blend));
}
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
else {
/* image not found */
if(!color_out->links.empty()) {
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
TEX_IMAGE_MISSING_G,
TEX_IMAGE_MISSING_B));
}
if(!alpha_out->links.empty())
compiler.add_node(NODE_VALUE_F, __float_as_int(TEX_IMAGE_MISSING_A), alpha_out->stack_offset);
}
}
void ImageTextureNode::compile(OSLCompiler& compiler)
{
ShaderOutput *alpha_out = output("Alpha");
tex_mapping.compile(compiler);
if(is_float == -1)
is_float = (int)image_manager->is_float_image(filename, NULL, is_linear);
compiler.parameter("filename", filename.c_str());
if(is_linear || color_space != "Color")
compiler.parameter("color_space", "Linear");
else
compiler.parameter("color_space", "sRGB");
compiler.parameter("projection", projection);
compiler.parameter("projection_blend", projection_blend);
compiler.parameter("is_float", is_float);
compiler.parameter("use_alpha", !alpha_out->links.empty());
compiler.add(this, "node_image_texture");
}
/* Environment Texture */
static ShaderEnum env_projection_init()
{
ShaderEnum enm;
enm.insert("Equirectangular", 0);
enm.insert("Mirror Ball", 1);
return enm;
}
ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
ShaderEnum EnvironmentTextureNode::projection_enum = env_projection_init();
EnvironmentTextureNode::EnvironmentTextureNode()
: TextureNode("environment_texture")
{
image_manager = NULL;
slot = -1;
is_float = -1;
is_linear = false;
filename = "";
builtin_data = NULL;
color_space = ustring("Color");
projection = ustring("Equirectangular");
animated = false;
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Alpha", SHADER_SOCKET_FLOAT);
}
EnvironmentTextureNode::~EnvironmentTextureNode()
{
if(image_manager)
image_manager->remove_image(filename, builtin_data);
}
ShaderNode *EnvironmentTextureNode::clone() const
{
EnvironmentTextureNode *node = new EnvironmentTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
node->is_float = -1;
node->is_linear = false;
return node;
}
void EnvironmentTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *alpha_out = output("Alpha");
image_manager = compiler.image_manager;
if(slot == -1) {
bool is_float_bool;
slot = image_manager->add_image(filename, builtin_data, animated, is_float_bool, is_linear);
is_float = (int)is_float_bool;
}
if(!color_out->links.empty())
compiler.stack_assign(color_out);
if(!alpha_out->links.empty())
compiler.stack_assign(alpha_out);
if(slot != -1) {
compiler.stack_assign(vector_in);
int srgb = (is_linear || color_space != "Color")? 0: 1;
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
compiler.add_node(NODE_TEX_ENVIRONMENT,
slot,
compiler.encode_uchar4(
vector_offset,
color_out->stack_offset,
alpha_out->stack_offset,
srgb),
projection_enum[projection]);
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
else {
/* image not found */
if(!color_out->links.empty()) {
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
TEX_IMAGE_MISSING_G,
TEX_IMAGE_MISSING_B));
}
if(!alpha_out->links.empty())
compiler.add_node(NODE_VALUE_F, __float_as_int(TEX_IMAGE_MISSING_A), alpha_out->stack_offset);
}
}
void EnvironmentTextureNode::compile(OSLCompiler& compiler)
{
ShaderOutput *alpha_out = output("Alpha");
tex_mapping.compile(compiler);
if(is_float == -1)
is_float = (int)image_manager->is_float_image(filename, NULL, is_linear);
compiler.parameter("filename", filename.c_str());
compiler.parameter("projection", projection);
if(is_linear || color_space != "Color")
compiler.parameter("color_space", "Linear");
else
compiler.parameter("color_space", "sRGB");
compiler.parameter("is_float", is_float);
compiler.parameter("use_alpha", !alpha_out->links.empty());
compiler.add(this, "node_environment_texture");
}
/* Sky Texture */
static float2 sky_spherical_coordinates(float3 dir)
{
return make_float2(acosf(dir.z), atan2f(dir.x, dir.y));
}
typedef struct SunSky {
/* sun direction in spherical and cartesian */
float theta, phi;
/* Parameter */
float radiance_x, radiance_y, radiance_z;
float config_x[9], config_y[9], config_z[9];
} SunSky;
/* Preetham model */
static float sky_perez_function(float lam[6], float theta, float gamma)
{
return (1.0f + lam[0]*expf(lam[1]/cosf(theta))) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cosf(gamma)*cosf(gamma));
}
static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
{
/*
* We re-use the SunSky struct of the new model, to avoid extra variables
* zenith_Y/x/y is now radiance_x/y/z
* perez_Y/x/y is now config_x/y/z
*/
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;
float phi = spherical.y;
sunsky->theta = theta;
sunsky->phi = phi;
float theta2 = theta*theta;
float theta3 = theta2*theta;
float T = turbidity;
float T2 = T * T;
float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
sunsky->radiance_x *= 0.06f;
sunsky->radiance_y =
(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
sunsky->radiance_z =
(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T +
(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f);
sunsky->config_x[0] = (0.1787f * T - 1.4630f);
sunsky->config_x[1] = (-0.3554f * T + 0.4275f);
sunsky->config_x[2] = (-0.0227f * T + 5.3251f);
sunsky->config_x[3] = (0.1206f * T - 2.5771f);
sunsky->config_x[4] = (-0.0670f * T + 0.3703f);
sunsky->config_y[0] = (-0.0193f * T - 0.2592f);
sunsky->config_y[1] = (-0.0665f * T + 0.0008f);
sunsky->config_y[2] = (-0.0004f * T + 0.2125f);
sunsky->config_y[3] = (-0.0641f * T - 0.8989f);
sunsky->config_y[4] = (-0.0033f * T + 0.0452f);
sunsky->config_z[0] = (-0.0167f * T - 0.2608f);
sunsky->config_z[1] = (-0.0950f * T + 0.0092f);
sunsky->config_z[2] = (-0.0079f * T + 0.2102f);
sunsky->config_z[3] = (-0.0441f * T - 1.6537f);
sunsky->config_z[4] = (-0.0109f * T + 0.0529f);
/* unused for old sky model */
for(int i = 5; i < 9; i++) {
sunsky->config_x[i] = 0.0f;
sunsky->config_y[i] = 0.0f;
sunsky->config_z[i] = 0.0f;
}
sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta);
sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta);
sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta);
}
/* Hosek / Wilkie */
static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo)
{
/* Calculate Sun Direction and save coordinates */
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;
float phi = spherical.y;
/* Clamp Turbidity */
turbidity = clamp(turbidity, 0.0f, 10.0f);
/* Clamp to Horizon */
theta = clamp(theta, 0.0f, M_PI_2_F);
sunsky->theta = theta;
sunsky->phi = phi;
double solarElevation = M_PI_2_F - theta;
/* Initialize Sky Model */
ArHosekSkyModelState *sky_state;
sky_state = arhosek_xyz_skymodelstate_alloc_init(turbidity, ground_albedo, solarElevation);
/* Copy values from sky_state to SunSky */
for (int i = 0; i < 9; ++i) {
sunsky->config_x[i] = sky_state->configs[0][i];
sunsky->config_y[i] = sky_state->configs[1][i];
sunsky->config_z[i] = sky_state->configs[2][i];
}
sunsky->radiance_x = sky_state->radiances[0];
sunsky->radiance_y = sky_state->radiances[1];
sunsky->radiance_z = sky_state->radiances[2];
/* Free sky_state */
arhosekskymodelstate_free(sky_state);
}
static ShaderEnum sky_type_init()
{
ShaderEnum enm;
enm.insert("Preetham", NODE_SKY_OLD);
enm.insert("Hosek / Wilkie", NODE_SKY_NEW);
return enm;
}
ShaderEnum SkyTextureNode::type_enum = sky_type_init();
SkyTextureNode::SkyTextureNode()
: TextureNode("sky_texture")
{
type = ustring("Hosek / Wilkie");
sun_direction = make_float3(0.0f, 0.0f, 1.0f);
turbidity = 2.2f;
ground_albedo = 0.3f;
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
}
void SkyTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
SunSky sunsky;
if(type_enum[type] == NODE_SKY_OLD)
sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
else if(type_enum[type] == NODE_SKY_NEW)
sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
if(vector_in->link)
compiler.stack_assign(vector_in);
int vector_offset = vector_in->stack_offset;
int sky_model = type_enum[type];
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset, sky_model);
compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), __float_as_uint(sunsky.radiance_y));
compiler.add_node(__float_as_uint(sunsky.radiance_z), __float_as_uint(sunsky.config_x[0]), __float_as_uint(sunsky.config_x[1]), __float_as_uint(sunsky.config_x[2]));
compiler.add_node(__float_as_uint(sunsky.config_x[3]), __float_as_uint(sunsky.config_x[4]), __float_as_uint(sunsky.config_x[5]), __float_as_uint(sunsky.config_x[6]));
compiler.add_node(__float_as_uint(sunsky.config_x[7]), __float_as_uint(sunsky.config_x[8]), __float_as_uint(sunsky.config_y[0]), __float_as_uint(sunsky.config_y[1]));
compiler.add_node(__float_as_uint(sunsky.config_y[2]), __float_as_uint(sunsky.config_y[3]), __float_as_uint(sunsky.config_y[4]), __float_as_uint(sunsky.config_y[5]));
compiler.add_node(__float_as_uint(sunsky.config_y[6]), __float_as_uint(sunsky.config_y[7]), __float_as_uint(sunsky.config_y[8]), __float_as_uint(sunsky.config_z[0]));
compiler.add_node(__float_as_uint(sunsky.config_z[1]), __float_as_uint(sunsky.config_z[2]), __float_as_uint(sunsky.config_z[3]), __float_as_uint(sunsky.config_z[4]));
compiler.add_node(__float_as_uint(sunsky.config_z[5]), __float_as_uint(sunsky.config_z[6]), __float_as_uint(sunsky.config_z[7]), __float_as_uint(sunsky.config_z[8]));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void SkyTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
SunSky sunsky;
if(type_enum[type] == NODE_SKY_OLD)
sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
else if(type_enum[type] == NODE_SKY_NEW)
sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
compiler.parameter("sky_model", type);
compiler.parameter("theta", sunsky.theta);
compiler.parameter("phi", sunsky.phi);
compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z));
compiler.parameter_array("config_x", sunsky.config_x, 9);
compiler.parameter_array("config_y", sunsky.config_y, 9);
compiler.parameter_array("config_z", sunsky.config_z, 9);
compiler.add(this, "node_sky_texture");
}
/* Gradient Texture */
static ShaderEnum gradient_type_init()
{
ShaderEnum enm;
enm.insert("Linear", NODE_BLEND_LINEAR);
enm.insert("Quadratic", NODE_BLEND_QUADRATIC);
enm.insert("Easing", NODE_BLEND_EASING);
enm.insert("Diagonal", NODE_BLEND_DIAGONAL);
enm.insert("Radial", NODE_BLEND_RADIAL);
enm.insert("Quadratic Sphere", NODE_BLEND_QUADRATIC_SPHERE);
enm.insert("Spherical", NODE_BLEND_SPHERICAL);
return enm;
}
ShaderEnum GradientTextureNode::type_enum = gradient_type_init();
GradientTextureNode::GradientTextureNode()
: TextureNode("gradient_texture")
{
type = ustring("Linear");
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void GradientTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
if(!color_out->links.empty())
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_GRADIENT,
compiler.encode_uchar4(type_enum[type], vector_offset, fac_out->stack_offset, color_out->stack_offset));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void GradientTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.parameter("Type", type);
compiler.add(this, "node_gradient_texture");
}
/* Noise Texture */
NoiseTextureNode::NoiseTextureNode()
: TextureNode("noise_texture")
{
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void NoiseTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *distortion_in = input("Distortion");
ShaderInput *detail_in = input("Detail");
ShaderInput *scale_in = input("Scale");
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
if(scale_in->link) compiler.stack_assign(scale_in);
if(detail_in->link) compiler.stack_assign(detail_in);
if(distortion_in->link) compiler.stack_assign(distortion_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
if(!color_out->links.empty())
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_NOISE,
compiler.encode_uchar4(vector_offset, scale_in->stack_offset, detail_in->stack_offset, distortion_in->stack_offset),
compiler.encode_uchar4(color_out->stack_offset, fac_out->stack_offset));
compiler.add_node(
__float_as_int(scale_in->value.x),
__float_as_int(detail_in->value.x),
__float_as_int(distortion_in->value.x));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void NoiseTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.add(this, "node_noise_texture");
}
/* Voronoi Texture */
static ShaderEnum voronoi_coloring_init()
{
ShaderEnum enm;
enm.insert("Intensity", NODE_VORONOI_INTENSITY);
enm.insert("Cells", NODE_VORONOI_CELLS);
return enm;
}
ShaderEnum VoronoiTextureNode::coloring_enum = voronoi_coloring_init();
VoronoiTextureNode::VoronoiTextureNode()
: TextureNode("voronoi_texture")
{
coloring = ustring("Intensity");
add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void VoronoiTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *scale_in = input("Scale");
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
if(scale_in->link) compiler.stack_assign(scale_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
compiler.stack_assign(color_out);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_VORONOI,
coloring_enum[coloring],
compiler.encode_uchar4(scale_in->stack_offset, vector_offset, fac_out->stack_offset, color_out->stack_offset),
__float_as_int(scale_in->value.x));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void VoronoiTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.parameter("Coloring", coloring);
compiler.add(this, "node_voronoi_texture");
}
/* Musgrave Texture */
static ShaderEnum musgrave_type_init()
{
ShaderEnum enm;
enm.insert("Multifractal", NODE_MUSGRAVE_MULTIFRACTAL);
enm.insert("fBM", NODE_MUSGRAVE_FBM);
enm.insert("Hybrid Multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL);
enm.insert("Ridged Multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL);
enm.insert("Hetero Terrain", NODE_MUSGRAVE_HETERO_TERRAIN);
return enm;
}
ShaderEnum MusgraveTextureNode::type_enum = musgrave_type_init();
MusgraveTextureNode::MusgraveTextureNode()
: TextureNode("musgrave_texture")
{
type = ustring("fBM");
add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_input("Dimension", SHADER_SOCKET_FLOAT, 2.0f);
add_input("Lacunarity", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f);
add_output("Fac", SHADER_SOCKET_FLOAT);
add_output("Color", SHADER_SOCKET_COLOR);
}
void MusgraveTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *scale_in = input("Scale");
ShaderInput *dimension_in = input("Dimension");
ShaderInput *lacunarity_in = input("Lacunarity");
ShaderInput *detail_in = input("Detail");
ShaderInput *offset_in = input("Offset");
ShaderInput *gain_in = input("Gain");
ShaderOutput *fac_out = output("Fac");
ShaderOutput *color_out = output("Color");
if(vector_in->link) compiler.stack_assign(vector_in);
if(dimension_in->link) compiler.stack_assign(dimension_in);
if(lacunarity_in->link) compiler.stack_assign(lacunarity_in);
if(detail_in->link) compiler.stack_assign(detail_in);
if(offset_in->link) compiler.stack_assign(offset_in);
if(gain_in->link) compiler.stack_assign(gain_in);
if(scale_in->link) compiler.stack_assign(scale_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
if(!color_out->links.empty())
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_MUSGRAVE,
compiler.encode_uchar4(type_enum[type], vector_offset, color_out->stack_offset, fac_out->stack_offset),
compiler.encode_uchar4(dimension_in->stack_offset, lacunarity_in->stack_offset, detail_in->stack_offset, offset_in->stack_offset),
compiler.encode_uchar4(gain_in->stack_offset, scale_in->stack_offset));
compiler.add_node(__float_as_int(dimension_in->value.x),
__float_as_int(lacunarity_in->value.x),
__float_as_int(detail_in->value.x),
__float_as_int(offset_in->value.x));
compiler.add_node(__float_as_int(gain_in->value.x),
__float_as_int(scale_in->value.x));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void MusgraveTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.parameter("Type", type);
compiler.add(this, "node_musgrave_texture");
}
/* Wave Texture */
static ShaderEnum wave_type_init()
{
ShaderEnum enm;
enm.insert("Bands", NODE_WAVE_BANDS);
enm.insert("Rings", NODE_WAVE_RINGS);
return enm;
}
ShaderEnum WaveTextureNode::type_enum = wave_type_init();
WaveTextureNode::WaveTextureNode()
: TextureNode("wave_texture")
{
type = ustring("Bands");
add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
add_input("Detail Scale", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void WaveTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *scale_in = input("Scale");
ShaderInput *distortion_in = input("Distortion");
ShaderInput *dscale_in = input("Detail Scale");
ShaderInput *detail_in = input("Detail");
ShaderInput *vector_in = input("Vector");
ShaderOutput *fac_out = output("Fac");
ShaderOutput *color_out = output("Color");
if(scale_in->link) compiler.stack_assign(scale_in);
if(detail_in->link) compiler.stack_assign(detail_in);
if(distortion_in->link) compiler.stack_assign(distortion_in);
if(dscale_in->link) compiler.stack_assign(dscale_in);
if(vector_in->link) compiler.stack_assign(vector_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
if(!color_out->links.empty())
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_WAVE,
compiler.encode_uchar4(type_enum[type], color_out->stack_offset, fac_out->stack_offset, dscale_in->stack_offset),
compiler.encode_uchar4(vector_offset, scale_in->stack_offset, detail_in->stack_offset, distortion_in->stack_offset));
compiler.add_node(
__float_as_int(scale_in->value.x),
__float_as_int(detail_in->value.x),
__float_as_int(distortion_in->value.x),
__float_as_int(dscale_in->value.x));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void WaveTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.parameter("Type", type);
compiler.add(this, "node_wave_texture");
}
/* Magic Texture */
MagicTextureNode::MagicTextureNode()
: TextureNode("magic_texture")
{
depth = 2;
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f);
add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void MagicTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *scale_in = input("Scale");
ShaderInput *distortion_in = input("Distortion");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
if(vector_in->link) compiler.stack_assign(vector_in);
if(distortion_in->link) compiler.stack_assign(distortion_in);
if(scale_in->link) compiler.stack_assign(scale_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
if(!color_out->links.empty())
compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_MAGIC,
compiler.encode_uchar4(depth, color_out->stack_offset, fac_out->stack_offset),
compiler.encode_uchar4(vector_offset, scale_in->stack_offset, distortion_in->stack_offset));
compiler.add_node(
__float_as_int(scale_in->value.x),
__float_as_int(distortion_in->value.x));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void MagicTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.parameter("Depth", depth);
compiler.add(this, "node_magic_texture");
}
/* Checker Texture */
CheckerTextureNode::CheckerTextureNode()
: TextureNode("checker_texture")
{
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_input("Color1", SHADER_SOCKET_COLOR);
add_input("Color2", SHADER_SOCKET_COLOR);
add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void CheckerTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *color1_in = input("Color1");
ShaderInput *color2_in = input("Color2");
ShaderInput *scale_in = input("Scale");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
compiler.stack_assign(vector_in);
compiler.stack_assign(color1_in);
compiler.stack_assign(color2_in);
if(scale_in->link) compiler.stack_assign(scale_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!color_out->links.empty())
compiler.stack_assign(color_out);
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_CHECKER,
compiler.encode_uchar4(vector_offset, color1_in->stack_offset, color2_in->stack_offset, scale_in->stack_offset),
compiler.encode_uchar4(color_out->stack_offset, fac_out->stack_offset),
__float_as_int(scale_in->value.x));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void CheckerTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.add(this, "node_checker_texture");
}
/* Brick Texture */
BrickTextureNode::BrickTextureNode()
: TextureNode("brick_texture")
{
offset = 0.5f;
offset_frequency = 2;
squash = 1.0f;
squash_frequency = 2;
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
add_input("Color1", SHADER_SOCKET_COLOR);
add_input("Color2", SHADER_SOCKET_COLOR);
add_input("Mortar", SHADER_SOCKET_COLOR);
add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f);
add_input("Mortar Size", SHADER_SOCKET_FLOAT, 0.02f);
add_input("Bias", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Brick Width", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Row Height", SHADER_SOCKET_FLOAT, 0.25f);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void BrickTextureNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *color1_in = input("Color1");
ShaderInput *color2_in = input("Color2");
ShaderInput *mortar_in = input("Mortar");
ShaderInput *scale_in = input("Scale");
ShaderInput *mortar_size_in = input("Mortar Size");
ShaderInput *bias_in = input("Bias");
ShaderInput *brick_width_in = input("Brick Width");
ShaderInput *row_height_in = input("Row Height");
ShaderOutput *color_out = output("Color");
ShaderOutput *fac_out = output("Fac");
compiler.stack_assign(vector_in);
compiler.stack_assign(color1_in);
compiler.stack_assign(color2_in);
compiler.stack_assign(mortar_in);
if(scale_in->link) compiler.stack_assign(scale_in);
if(mortar_size_in->link) compiler.stack_assign(mortar_size_in);
if(bias_in->link) compiler.stack_assign(bias_in);
if(brick_width_in->link) compiler.stack_assign(brick_width_in);
if(row_height_in->link) compiler.stack_assign(row_height_in);
int vector_offset = vector_in->stack_offset;
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
}
if(!color_out->links.empty())
compiler.stack_assign(color_out);
if(!fac_out->links.empty())
compiler.stack_assign(fac_out);
compiler.add_node(NODE_TEX_BRICK,
compiler.encode_uchar4(vector_offset,
color1_in->stack_offset, color2_in->stack_offset, mortar_in->stack_offset),
compiler.encode_uchar4(scale_in->stack_offset,
mortar_size_in->stack_offset, bias_in->stack_offset, brick_width_in->stack_offset),
compiler.encode_uchar4(row_height_in->stack_offset,
color_out->stack_offset, fac_out->stack_offset));
compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency),
__float_as_int(scale_in->value.x),
__float_as_int(mortar_size_in->value.x),
__float_as_int(bias_in->value.x));
compiler.add_node(__float_as_int(brick_width_in->value.x),
__float_as_int(row_height_in->value.x),
__float_as_int(offset),
__float_as_int(squash));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
}
void BrickTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
compiler.parameter("Offset", offset);
compiler.parameter("OffsetFrequency", offset_frequency);
compiler.parameter("Squash", squash);
compiler.parameter("SquashFrequency", squash_frequency);
compiler.add(this, "node_brick_texture");
}
/* Normal */
NormalNode::NormalNode()
: ShaderNode("normal")
{
direction = make_float3(0.0f, 0.0f, 1.0f);
add_input("Normal", SHADER_SOCKET_NORMAL);
add_output("Normal", SHADER_SOCKET_NORMAL);
add_output("Dot", SHADER_SOCKET_FLOAT);
}
void NormalNode::compile(SVMCompiler& compiler)
{
ShaderInput *normal_in = input("Normal");
ShaderOutput *normal_out = output("Normal");
ShaderOutput *dot_out = output("Dot");
compiler.stack_assign(normal_in);
compiler.stack_assign(normal_out);
compiler.stack_assign(dot_out);
compiler.add_node(NODE_NORMAL, normal_in->stack_offset, normal_out->stack_offset, dot_out->stack_offset);
compiler.add_node(
__float_as_int(direction.x),
__float_as_int(direction.y),
__float_as_int(direction.z));
}
void NormalNode::compile(OSLCompiler& compiler)
{
compiler.parameter_normal("Direction", direction);
compiler.add(this, "node_normal");
}
/* Mapping */
MappingNode::MappingNode()
: ShaderNode("mapping")
{
add_input("Vector", SHADER_SOCKET_POINT);
add_output("Vector", SHADER_SOCKET_POINT);
}
void MappingNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(vector_in);
compiler.stack_assign(vector_out);
tex_mapping.compile(compiler, vector_in->stack_offset, vector_out->stack_offset);
}
void MappingNode::compile(OSLCompiler& compiler)
{
Transform tfm = transform_transpose(tex_mapping.compute_transform());
compiler.parameter("Matrix", tfm);
compiler.parameter_point("mapping_min", tex_mapping.min);
compiler.parameter_point("mapping_max", tex_mapping.max);
compiler.parameter("use_minmax", tex_mapping.use_minmax);
compiler.add(this, "node_mapping");
}
/* Convert */
ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool autoconvert)
: ShaderNode("convert")
{
from = from_;
to = to_;
if(autoconvert)
special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
assert(from != to);
if(from == SHADER_SOCKET_FLOAT)
add_input("Val", SHADER_SOCKET_FLOAT);
else if(from == SHADER_SOCKET_INT)
add_input("ValInt", SHADER_SOCKET_INT);
else if(from == SHADER_SOCKET_COLOR)
add_input("Color", SHADER_SOCKET_COLOR);
else if(from == SHADER_SOCKET_VECTOR)
add_input("Vector", SHADER_SOCKET_VECTOR);
else if(from == SHADER_SOCKET_POINT)
add_input("Point", SHADER_SOCKET_POINT);
else if(from == SHADER_SOCKET_NORMAL)
add_input("Normal", SHADER_SOCKET_NORMAL);
else if(from == SHADER_SOCKET_STRING)
add_input("String", SHADER_SOCKET_STRING);
else
assert(0);
if(to == SHADER_SOCKET_FLOAT)
add_output("Val", SHADER_SOCKET_FLOAT);
else if(to == SHADER_SOCKET_INT)
add_output("ValInt", SHADER_SOCKET_INT);
else if(to == SHADER_SOCKET_COLOR)
add_output("Color", SHADER_SOCKET_COLOR);
else if(to == SHADER_SOCKET_VECTOR)
add_output("Vector", SHADER_SOCKET_VECTOR);
else if(to == SHADER_SOCKET_POINT)
add_output("Point", SHADER_SOCKET_POINT);
else if(to == SHADER_SOCKET_NORMAL)
add_output("Normal", SHADER_SOCKET_NORMAL);
else if(to == SHADER_SOCKET_STRING)
add_output("String", SHADER_SOCKET_STRING);
else
assert(0);
}
void ConvertNode::compile(SVMCompiler& compiler)
{
ShaderInput *in = inputs[0];
ShaderOutput *out = outputs[0];
if(from == SHADER_SOCKET_FLOAT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
if(to == SHADER_SOCKET_INT)
/* float to int */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, in->stack_offset, out->stack_offset);
else
/* float to float3 */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, in->stack_offset, out->stack_offset);
}
else if(from == SHADER_SOCKET_INT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
if(to == SHADER_SOCKET_FLOAT)
/* int to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, in->stack_offset, out->stack_offset);
else
/* int to vector/point/normal */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, in->stack_offset, out->stack_offset);
}
else if(to == SHADER_SOCKET_FLOAT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
if(from == SHADER_SOCKET_COLOR)
/* color to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, in->stack_offset, out->stack_offset);
else
/* vector/point/normal to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, in->stack_offset, out->stack_offset);
}
else if(to == SHADER_SOCKET_INT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
if(from == SHADER_SOCKET_COLOR)
/* color to int */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, in->stack_offset, out->stack_offset);
else
/* vector/point/normal to int */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_VI, in->stack_offset, out->stack_offset);
}
else {
/* float3 to float3 */
if(in->link) {
/* no op in SVM */
compiler.stack_link(in, out);
}
else {
/* set 0,0,0 value */
compiler.stack_assign(in);
compiler.stack_assign(out);
compiler.add_node(NODE_VALUE_V, in->stack_offset);
compiler.add_node(NODE_VALUE_V, in->value);
}
}
}
void ConvertNode::compile(OSLCompiler& compiler)
{
if(from == SHADER_SOCKET_FLOAT)
compiler.add(this, "node_convert_from_float");
else if(from == SHADER_SOCKET_INT)
compiler.add(this, "node_convert_from_int");
else if(from == SHADER_SOCKET_COLOR)
compiler.add(this, "node_convert_from_color");
else if(from == SHADER_SOCKET_VECTOR)
compiler.add(this, "node_convert_from_vector");
else if(from == SHADER_SOCKET_POINT)
compiler.add(this, "node_convert_from_point");
else if(from == SHADER_SOCKET_NORMAL)
compiler.add(this, "node_convert_from_normal");
else
assert(0);
}
/* Proxy */
ProxyNode::ProxyNode(ShaderSocketType type_)
: ShaderNode("proxy")
{
type = type_;
special_type = SHADER_SPECIAL_TYPE_PROXY;
add_input("Input", type);
add_output("Output", type);
}
void ProxyNode::compile(SVMCompiler& compiler)
{
}
void ProxyNode::compile(OSLCompiler& compiler)
{
}
/* BSDF Closure */
BsdfNode::BsdfNode(bool scattering_)
: ShaderNode("bsdf"), scattering(scattering_)
{
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
if(scattering) {
closure = CLOSURE_BSSRDF_CUBIC_ID;
add_output("BSSRDF", SHADER_SOCKET_CLOSURE);
}
else {
closure = CLOSURE_BSDF_DIFFUSE_ID;
add_output("BSDF", SHADER_SOCKET_CLOSURE);
}
}
void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4)
{
ShaderInput *color_in = input("Color");
ShaderInput *normal_in = input("Normal");
ShaderInput *tangent_in = input("Tangent");
if(color_in->link) {
compiler.stack_assign(color_in);
compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
if(param1)
compiler.stack_assign(param1);
if(param2)
compiler.stack_assign(param2);
if(param3)
compiler.stack_assign(param3);
if(param4)
compiler.stack_assign(param4);
if(normal_in->link)
compiler.stack_assign(normal_in);
if(tangent_in && tangent_in->link)
compiler.stack_assign(tangent_in);
compiler.add_node(NODE_CLOSURE_BSDF,
compiler.encode_uchar4(closure,
(param1)? param1->stack_offset: SVM_STACK_INVALID,
(param2)? param2->stack_offset: SVM_STACK_INVALID,
compiler.closure_mix_weight_offset()),
__float_as_int((param1)? param1->value.x: 0.0f),
__float_as_int((param2)? param2->value.x: 0.0f));
if(tangent_in) {
compiler.add_node(normal_in->stack_offset, tangent_in->stack_offset,
(param3)? param3->stack_offset: SVM_STACK_INVALID,
(param4)? param4->stack_offset: SVM_STACK_INVALID);
}
else {
compiler.add_node(normal_in->stack_offset, SVM_STACK_INVALID,
(param3)? param3->stack_offset: SVM_STACK_INVALID,
(param4)? param4->stack_offset: SVM_STACK_INVALID);
}
}
void BsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, NULL, NULL);
}
void BsdfNode::compile(OSLCompiler& compiler)
{
assert(0);
}
/* Ward BSDF Closure */
WardBsdfNode::WardBsdfNode()
{
closure = CLOSURE_BSDF_WARD_ID;
add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
}
void WardBsdfNode::attributes(AttributeRequestSet *attributes)
{
ShaderInput *tangent_in = input("Tangent");
if(!tangent_in->link)
attributes->add(ATTR_STD_GENERATED);
ShaderNode::attributes(attributes);
}
void WardBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"));
}
void WardBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_ward_bsdf");
}
/* Glossy BSDF Closure */
static ShaderEnum glossy_distribution_init()
{
ShaderEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID);
return enm;
}
ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
GlossyBsdfNode::GlossyBsdfNode()
{
distribution = ustring("Beckmann");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
}
void GlossyBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)distribution_enum[distribution];
if(closure == CLOSURE_BSDF_REFLECTION_ID)
BsdfNode::compile(compiler, NULL, NULL);
else
BsdfNode::compile(compiler, input("Roughness"), NULL);
}
void GlossyBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("distribution", distribution);
compiler.add(this, "node_glossy_bsdf");
}
/* Glass BSDF Closure */
static ShaderEnum glass_distribution_init()
{
ShaderEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
return enm;
}
ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
GlassBsdfNode::GlassBsdfNode()
{
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
}
void GlassBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)distribution_enum[distribution];
if(closure == CLOSURE_BSDF_SHARP_GLASS_ID)
BsdfNode::compile(compiler, NULL, input("IOR"));
else
BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
}
void GlassBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("distribution", distribution);
compiler.add(this, "node_glass_bsdf");
}
/* Refraction BSDF Closure */
static ShaderEnum refraction_distribution_init()
{
ShaderEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
return enm;
}
ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
RefractionBsdfNode::RefractionBsdfNode()
{
distribution = ustring("Sharp");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
}
void RefractionBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)distribution_enum[distribution];
if(closure == CLOSURE_BSDF_REFRACTION_ID)
BsdfNode::compile(compiler, NULL, input("IOR"));
else
BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
}
void RefractionBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("distribution", distribution);
compiler.add(this, "node_refraction_bsdf");
}
/* Toon BSDF Closure */
static ShaderEnum toon_component_init()
{
ShaderEnum enm;
enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID);
enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID);
return enm;
}
ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
ToonBsdfNode::ToonBsdfNode()
{
component = ustring("Diffuse");
add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
}
void ToonBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)component_enum[component];
BsdfNode::compile(compiler, input("Size"), input("Smooth"));
}
void ToonBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("component", component);
compiler.add(this, "node_toon_bsdf");
}
/* Velvet BSDF Closure */
VelvetBsdfNode::VelvetBsdfNode()
{
closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
}
void VelvetBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Sigma"), NULL);
}
void VelvetBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_velvet_bsdf");
}
/* Diffuse BSDF Closure */
DiffuseBsdfNode::DiffuseBsdfNode()
{
closure = CLOSURE_BSDF_DIFFUSE_ID;
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
}
void DiffuseBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Roughness"), NULL);
}
void DiffuseBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_diffuse_bsdf");
}
/* Translucent BSDF Closure */
TranslucentBsdfNode::TranslucentBsdfNode()
{
closure = CLOSURE_BSDF_TRANSLUCENT_ID;
}
void TranslucentBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, NULL, NULL);
}
void TranslucentBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_translucent_bsdf");
}
/* Transparent BSDF Closure */
TransparentBsdfNode::TransparentBsdfNode()
{
name = "transparent";
closure = CLOSURE_BSDF_TRANSPARENT_ID;
}
void TransparentBsdfNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, NULL, NULL);
}
void TransparentBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_transparent_bsdf");
}
/* Subsurface Scattering Closure */
static ShaderEnum subsurface_falloff_init()
{
ShaderEnum enm;
enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID);
enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
return enm;
}
ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
SubsurfaceScatteringNode::SubsurfaceScatteringNode()
: BsdfNode(true)
{
name = "subsurface_scattering";
closure = CLOSURE_BSSRDF_CUBIC_ID;
add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
}
void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
}
void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Falloff", falloff_enum[closure]);
compiler.add(this, "node_subsurface_scattering");
}
bool SubsurfaceScatteringNode::has_bssrdf_bump()
{
/* detect if anything is plugged into the normal input besides the default */
ShaderInput *normal_in = input("Normal");
return (normal_in->link && normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
}
/* Emissive Closure */
EmissionNode::EmissionNode()
: ShaderNode("emission")
{
total_power = false;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
add_output("Emission", SHADER_SOCKET_CLOSURE);
}
void EmissionNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
if(color_in->link || strength_in->link) {
compiler.stack_assign(color_in);
compiler.stack_assign(strength_in);
compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset, total_power? 1: 0);
}
else if(total_power)
compiler.add_node(NODE_EMISSION_SET_WEIGHT_TOTAL, color_in->value * strength_in->value.x);
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset());
}
void EmissionNode::compile(OSLCompiler& compiler)
{
compiler.parameter("TotalPower", (total_power)? 1: 0);
compiler.add(this, "node_emission");
}
/* Background Closure */
BackgroundNode::BackgroundNode()
: ShaderNode("background")
{
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
add_output("Background", SHADER_SOCKET_CLOSURE);
}
void BackgroundNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
if(color_in->link || strength_in->link) {
compiler.stack_assign(color_in);
compiler.stack_assign(strength_in);
compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset());
}
void BackgroundNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_background");
}
/* Holdout Closure */
HoldoutNode::HoldoutNode()
: ShaderNode("holdout")
{
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
add_output("Holdout", SHADER_SOCKET_CLOSURE);
}
void HoldoutNode::compile(SVMCompiler& compiler)
{
float3 value = make_float3(1.0f, 1.0f, 1.0f);
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
}
void HoldoutNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_holdout");
}
/* Ambient Occlusion */
AmbientOcclusionNode::AmbientOcclusionNode()
: ShaderNode("ambient_occlusion")
{
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
add_output("AO", SHADER_SOCKET_CLOSURE);
}
void AmbientOcclusionNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
if(color_in->link) {
compiler.stack_assign(color_in);
compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
}
void AmbientOcclusionNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_ambient_occlusion");
}
/* Volume Closure */
VolumeNode::VolumeNode()
: ShaderNode("volume")
{
closure = CLOSURE_VOLUME_ISOTROPIC_ID;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
add_output("Volume", SHADER_SOCKET_CLOSURE);
}
void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
{
ShaderInput *color_in = input("Color");
if(color_in->link) {
compiler.stack_assign(color_in);
compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
if(param1)
compiler.stack_assign(param1);
if(param2)
compiler.stack_assign(param2);
compiler.add_node(NODE_CLOSURE_VOLUME,
compiler.encode_uchar4(closure,
(param1)? param1->stack_offset: SVM_STACK_INVALID,
(param2)? param2->stack_offset: SVM_STACK_INVALID,
compiler.closure_mix_weight_offset()),
__float_as_int((param1)? param1->value.x: 0.0f),
__float_as_int((param2)? param2->value.x: 0.0f));
}
void VolumeNode::compile(SVMCompiler& compiler)
{
compile(compiler, NULL, NULL);
}
void VolumeNode::compile(OSLCompiler& compiler)
{
assert(0);
}
/* Transparent Volume Closure */
TransparentVolumeNode::TransparentVolumeNode()
{
closure = CLOSURE_VOLUME_TRANSPARENT_ID;
}
void TransparentVolumeNode::compile(SVMCompiler& compiler)
{
VolumeNode::compile(compiler, input("Density"), NULL);
}
void TransparentVolumeNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_transparent_volume");
}
/* Isotropic Volume Closure */
IsotropicVolumeNode::IsotropicVolumeNode()
{
closure = CLOSURE_VOLUME_ISOTROPIC_ID;
}
void IsotropicVolumeNode::compile(SVMCompiler& compiler)
{
VolumeNode::compile(compiler, input("Density"), NULL);
}
void IsotropicVolumeNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_isotropic_volume");
}
/* Hair BSDF Closure */
static ShaderEnum hair_component_init()
{
ShaderEnum enm;
enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
return enm;
}
ShaderEnum HairBsdfNode::component_enum = hair_component_init();
HairBsdfNode::HairBsdfNode()
{
component = ustring("Reflection");
add_input("Offset", SHADER_SOCKET_FLOAT);
add_input("RoughnessU", SHADER_SOCKET_FLOAT);
add_input("RoughnessV", SHADER_SOCKET_FLOAT);
}
void HairBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)component_enum[component];
BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset"));
}
void HairBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("component", component);
compiler.add(this, "node_hair_bsdf");
}
/* Geometry */
GeometryNode::GeometryNode()
: ShaderNode("geometry")
{
special_type = SHADER_SPECIAL_TYPE_GEOMETRY;
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_output("Position", SHADER_SOCKET_POINT);
add_output("Normal", SHADER_SOCKET_NORMAL);
add_output("Tangent", SHADER_SOCKET_NORMAL);
add_output("True Normal", SHADER_SOCKET_NORMAL);
add_output("Incoming", SHADER_SOCKET_VECTOR);
add_output("Parametric", SHADER_SOCKET_POINT);
add_output("Backfacing", SHADER_SOCKET_FLOAT);
}
void GeometryNode::attributes(AttributeRequestSet *attributes)
{
if(!output("Tangent")->links.empty())
attributes->add(ATTR_STD_GENERATED);
ShaderNode::attributes(attributes);
}
void GeometryNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
NodeType geom_node = NODE_GEOMETRY;
if(bump == SHADER_BUMP_DX)
geom_node = NODE_GEOMETRY_BUMP_DX;
else if(bump == SHADER_BUMP_DY)
geom_node = NODE_GEOMETRY_BUMP_DY;
out = output("Position");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
}
out = output("Normal");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_N, out->stack_offset);
}
out = output("Tangent");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_T, out->stack_offset);
}
out = output("True Normal");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_Ng, out->stack_offset);
}
out = output("Incoming");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
}
out = output("Parametric");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
}
out = output("Backfacing");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, out->stack_offset);
}
}
void GeometryNode::compile(OSLCompiler& compiler)
{
if(bump == SHADER_BUMP_DX)
compiler.parameter("bump_offset", "dx");
else if(bump == SHADER_BUMP_DY)
compiler.parameter("bump_offset", "dy");
else
compiler.parameter("bump_offset", "center");
compiler.add(this, "node_geometry");
}
/* TextureCoordinate */
TextureCoordinateNode::TextureCoordinateNode()
: ShaderNode("texture_coordinate")
{
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_output("Generated", SHADER_SOCKET_POINT);
add_output("Normal", SHADER_SOCKET_NORMAL);
add_output("UV", SHADER_SOCKET_POINT);
add_output("Object", SHADER_SOCKET_POINT);
add_output("Camera", SHADER_SOCKET_POINT);
add_output("Window", SHADER_SOCKET_POINT);
add_output("Reflection", SHADER_SOCKET_NORMAL);
from_dupli = false;
}
void TextureCoordinateNode::attributes(AttributeRequestSet *attributes)
{
if(!from_dupli) {
if(!output("Generated")->links.empty())
attributes->add(ATTR_STD_GENERATED);
if(!output("UV")->links.empty())
attributes->add(ATTR_STD_UV);
}
ShaderNode::attributes(attributes);
}
void TextureCoordinateNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
NodeType texco_node = NODE_TEX_COORD;
NodeType attr_node = NODE_ATTR;
NodeType geom_node = NODE_GEOMETRY;
if(bump == SHADER_BUMP_DX) {
texco_node = NODE_TEX_COORD_BUMP_DX;
attr_node = NODE_ATTR_BUMP_DX;
geom_node = NODE_GEOMETRY_BUMP_DX;
}
else if(bump == SHADER_BUMP_DY) {
texco_node = NODE_TEX_COORD_BUMP_DY;
attr_node = NODE_ATTR_BUMP_DY;
geom_node = NODE_GEOMETRY_BUMP_DY;
}
out = output("Generated");
if(!out->links.empty()) {
if(compiler.background) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
}
else {
if(from_dupli) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, out->stack_offset);
}
else {
int attr = compiler.attribute(ATTR_STD_GENERATED);
compiler.stack_assign(out);
compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
}
}
}
out = output("Normal");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_NORMAL, out->stack_offset);
}
out = output("UV");
if(!out->links.empty()) {
if(from_dupli) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
}
else {
int attr = compiler.attribute(ATTR_STD_UV);
compiler.stack_assign(out);
compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
}
}
out = output("Object");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_OBJECT, out->stack_offset);
}
out = output("Camera");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_CAMERA, out->stack_offset);
}
out = output("Window");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_WINDOW, out->stack_offset);
}
out = output("Reflection");
if(!out->links.empty()) {
if(compiler.background) {
compiler.stack_assign(out);
compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
}
else {
compiler.stack_assign(out);
compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, out->stack_offset);
}
}
}
void TextureCoordinateNode::compile(OSLCompiler& compiler)
{
if(bump == SHADER_BUMP_DX)
compiler.parameter("bump_offset", "dx");
else if(bump == SHADER_BUMP_DY)
compiler.parameter("bump_offset", "dy");
else
compiler.parameter("bump_offset", "center");
if(compiler.background)
compiler.parameter("is_background", true);
compiler.parameter("from_dupli", from_dupli);
compiler.add(this, "node_texture_coordinate");
}
/* Light Path */
LightPathNode::LightPathNode()
: ShaderNode("light_path")
{
add_output("Is Camera Ray", SHADER_SOCKET_FLOAT);
add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT);
add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT);
add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT);
add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
add_output("Ray Length", SHADER_SOCKET_FLOAT);
add_output("Ray Depth", SHADER_SOCKET_FLOAT);
}
void LightPathNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
out = output("Is Camera Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, out->stack_offset);
}
out = output("Is Shadow Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, out->stack_offset);
}
out = output("Is Diffuse Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, out->stack_offset);
}
out = output("Is Glossy Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, out->stack_offset);
}
out = output("Is Singular Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, out->stack_offset);
}
out = output("Is Reflection Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, out->stack_offset);
}
out = output("Is Transmission Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
}
out = output("Ray Length");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset);
}
out = output("Ray Depth");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset);
}
}
void LightPathNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_light_path");
}
/* Light Falloff */
LightFalloffNode::LightFalloffNode()
: ShaderNode("light_fallof")
{
add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
add_output("Quadratic", SHADER_SOCKET_FLOAT);
add_output("Linear", SHADER_SOCKET_FLOAT);
add_output("Constant", SHADER_SOCKET_FLOAT);
}
void LightFalloffNode::compile(SVMCompiler& compiler)
{
ShaderInput *strength_in = input("Strength");
ShaderInput *smooth_in = input("Smooth");
compiler.stack_assign(strength_in);
compiler.stack_assign(smooth_in);
ShaderOutput *out = output("Quadratic");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_QUADRATIC,
compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
}
out = output("Linear");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_LINEAR,
compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
}
out = output("Constant");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_CONSTANT,
compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
}
}
void LightFalloffNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_light_falloff");
}
/* Object Info */
ObjectInfoNode::ObjectInfoNode()
: ShaderNode("object_info")
{
add_output("Location", SHADER_SOCKET_VECTOR);
add_output("Object Index", SHADER_SOCKET_FLOAT);
add_output("Material Index", SHADER_SOCKET_FLOAT);
add_output("Random", SHADER_SOCKET_FLOAT);
}
void ObjectInfoNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out = output("Location");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, out->stack_offset);
}
out = output("Object Index");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, out->stack_offset);
}
out = output("Material Index");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, out->stack_offset);
}
out = output("Random");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, out->stack_offset);
}
}
void ObjectInfoNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_object_info");
}
/* Particle Info */
ParticleInfoNode::ParticleInfoNode()
: ShaderNode("particle_info")
{
add_output("Index", SHADER_SOCKET_FLOAT);
add_output("Age", SHADER_SOCKET_FLOAT);
add_output("Lifetime", SHADER_SOCKET_FLOAT);
add_output("Location", SHADER_SOCKET_POINT);
#if 0 /* not yet supported */
add_output("Rotation", SHADER_SOCKET_QUATERNION);
#endif
add_output("Size", SHADER_SOCKET_FLOAT);
add_output("Velocity", SHADER_SOCKET_VECTOR);
add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
}
void ParticleInfoNode::attributes(AttributeRequestSet *attributes)
{
if(!output("Index")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
if(!output("Age")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
if(!output("Lifetime")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
if(!output("Location")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
#if 0 /* not yet supported */
if(!output("Rotation")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
#endif
if(!output("Size")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
if(!output("Velocity")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
if(!output("Angular Velocity")->links.empty())
attributes->add(ATTR_STD_PARTICLE);
ShaderNode::attributes(attributes);
}
void ParticleInfoNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
out = output("Index");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, out->stack_offset);
}
out = output("Age");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, out->stack_offset);
}
out = output("Lifetime");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, out->stack_offset);
}
out = output("Location");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, out->stack_offset);
}
/* quaternion data is not yet supported by Cycles */
#if 0
out = output("Rotation");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, out->stack_offset);
}
#endif
out = output("Size");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, out->stack_offset);
}
out = output("Velocity");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, out->stack_offset);
}
out = output("Angular Velocity");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, out->stack_offset);
}
}
void ParticleInfoNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_particle_info");
}
/* Hair Info */
HairInfoNode::HairInfoNode()
: ShaderNode("hair_info")
{
add_output("Is Strand", SHADER_SOCKET_FLOAT);
add_output("Intercept", SHADER_SOCKET_FLOAT);
add_output("Thickness", SHADER_SOCKET_FLOAT);
add_output("Tangent Normal", SHADER_SOCKET_NORMAL);
/*output for minimum hair width transparency - deactivated*/
/*add_output("Fade", SHADER_SOCKET_FLOAT);*/
}
void HairInfoNode::attributes(AttributeRequestSet *attributes)
{
ShaderOutput *intercept_out = output("Intercept");
if(!intercept_out->links.empty())
attributes->add(ATTR_STD_CURVE_INTERCEPT);
ShaderNode::attributes(attributes);
}
void HairInfoNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;
out = output("Is Strand");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, out->stack_offset);
}
out = output("Intercept");
if(!out->links.empty()) {
int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT);
compiler.stack_assign(out);
compiler.add_node(NODE_ATTR, attr, out->stack_offset, NODE_ATTR_FLOAT);
}
out = output("Thickness");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, out->stack_offset);
}
out = output("Tangent Normal");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, out->stack_offset);
}
/*out = output("Fade");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, out->stack_offset);
}*/
}
void HairInfoNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_hair_info");
}
/* Value */
ValueNode::ValueNode()
: ShaderNode("value")
{
value = 0.0f;
add_output("Value", SHADER_SOCKET_FLOAT);
}
void ValueNode::compile(SVMCompiler& compiler)
{
ShaderOutput *val_out = output("Value");
compiler.stack_assign(val_out);
compiler.add_node(NODE_VALUE_F, __float_as_int(value), val_out->stack_offset);
}
void ValueNode::compile(OSLCompiler& compiler)
{
compiler.parameter("value_value", value);
compiler.add(this, "node_value");
}
/* Color */
ColorNode::ColorNode()
: ShaderNode("color")
{
value = make_float3(0.0f, 0.0f, 0.0f);
add_output("Color", SHADER_SOCKET_COLOR);
}
void ColorNode::compile(SVMCompiler& compiler)
{
ShaderOutput *color_out = output("Color");
if(color_out && !color_out->links.empty()) {
compiler.stack_assign(color_out);
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
compiler.add_node(NODE_VALUE_V, value);
}
}
void ColorNode::compile(OSLCompiler& compiler)
{
compiler.parameter_color("color_value", value);
compiler.add(this, "node_value");
}
/* Add Closure */
AddClosureNode::AddClosureNode()
: ShaderNode("add_closure")
{
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
add_output("Closure", SHADER_SOCKET_CLOSURE);
}
void AddClosureNode::compile(SVMCompiler& compiler)
{
/* handled in the SVM compiler */
}
void AddClosureNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_add_closure");
}
/* Mix Closure */
MixClosureNode::MixClosureNode()
: ShaderNode("mix_closure")
{
special_type = SHADER_SPECIAL_TYPE_MIX_CLOSURE;
add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
add_output("Closure", SHADER_SOCKET_CLOSURE);
}
void MixClosureNode::compile(SVMCompiler& compiler)
{
/* handled in the SVM compiler */
}
void MixClosureNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_mix_closure");
}
/* Mix Closure */
MixClosureWeightNode::MixClosureWeightNode()
: ShaderNode("mix_closure_weight")
{
add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
add_output("Weight1", SHADER_SOCKET_FLOAT);
add_output("Weight2", SHADER_SOCKET_FLOAT);
}
void MixClosureWeightNode::compile(SVMCompiler& compiler)
{
ShaderInput *weight_in = input("Weight");
ShaderInput *fac_in = input("Fac");
ShaderOutput *weight1_out = output("Weight1");
ShaderOutput *weight2_out = output("Weight2");
compiler.stack_assign(weight_in);
compiler.stack_assign(fac_in);
compiler.stack_assign(weight1_out);
compiler.stack_assign(weight2_out);
compiler.add_node(NODE_MIX_CLOSURE,
compiler.encode_uchar4(fac_in->stack_offset, weight_in->stack_offset,
weight1_out->stack_offset, weight2_out->stack_offset));
}
void MixClosureWeightNode::compile(OSLCompiler& compiler)
{
assert(0);
}
/* Invert */
InvertNode::InvertNode()
: ShaderNode("invert")
{
add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Color", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
void InvertNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *color_in = input("Color");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(fac_in);
compiler.stack_assign(color_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
}
void InvertNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_invert");
}
/* Mix */
MixNode::MixNode()
: ShaderNode("mix")
{
type = ustring("Mix");
use_clamp = false;
add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Color1", SHADER_SOCKET_COLOR);
add_input("Color2", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
static ShaderEnum mix_type_init()
{
ShaderEnum enm;
enm.insert("Mix", NODE_MIX_BLEND);
enm.insert("Add", NODE_MIX_ADD);
enm.insert("Multiply", NODE_MIX_MUL);
enm.insert("Screen", NODE_MIX_SCREEN);
enm.insert("Overlay", NODE_MIX_OVERLAY);
enm.insert("Subtract", NODE_MIX_SUB);
enm.insert("Divide", NODE_MIX_DIV);
enm.insert("Difference", NODE_MIX_DIFF);
enm.insert("Darken", NODE_MIX_DARK);
enm.insert("Lighten", NODE_MIX_LIGHT);
enm.insert("Dodge", NODE_MIX_DODGE);
enm.insert("Burn", NODE_MIX_BURN);
enm.insert("Hue", NODE_MIX_HUE);
enm.insert("Saturation", NODE_MIX_SAT);
enm.insert("Value", NODE_MIX_VAL);
enm.insert("Color", NODE_MIX_COLOR);
enm.insert("Soft Light", NODE_MIX_SOFT);
enm.insert("Linear Light", NODE_MIX_LINEAR);
return enm;
}
ShaderEnum MixNode::type_enum = mix_type_init();
void MixNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *color1_in = input("Color1");
ShaderInput *color2_in = input("Color2");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(fac_in);
compiler.stack_assign(color1_in);
compiler.stack_assign(color2_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_MIX, fac_in->stack_offset, color1_in->stack_offset, color2_in->stack_offset);
compiler.add_node(NODE_MIX, type_enum[type], color_out->stack_offset);
if(use_clamp) {
compiler.add_node(NODE_MIX, 0, color_out->stack_offset);
compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, color_out->stack_offset);
}
}
void MixNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.parameter("Clamp", use_clamp);
compiler.add(this, "node_mix");
}
/* Combine RGB */
CombineRGBNode::CombineRGBNode()
: ShaderNode("combine_rgb")
{
add_input("R", SHADER_SOCKET_FLOAT);
add_input("G", SHADER_SOCKET_FLOAT);
add_input("B", SHADER_SOCKET_FLOAT);
add_output("Image", SHADER_SOCKET_COLOR);
}
void CombineRGBNode::compile(SVMCompiler& compiler)
{
ShaderInput *red_in = input("R");
ShaderInput *green_in = input("G");
ShaderInput *blue_in = input("B");
ShaderOutput *color_out = output("Image");
compiler.stack_assign(color_out);
compiler.stack_assign(red_in);
compiler.add_node(NODE_COMBINE_RGB, red_in->stack_offset, 0, color_out->stack_offset);
compiler.stack_assign(green_in);
compiler.add_node(NODE_COMBINE_RGB, green_in->stack_offset, 1, color_out->stack_offset);
compiler.stack_assign(blue_in);
compiler.add_node(NODE_COMBINE_RGB, blue_in->stack_offset, 2, color_out->stack_offset);
}
void CombineRGBNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_combine_rgb");
}
/* Combine HSV */
CombineHSVNode::CombineHSVNode()
: ShaderNode("combine_hsv")
{
add_input("H", SHADER_SOCKET_FLOAT);
add_input("S", SHADER_SOCKET_FLOAT);
add_input("V", SHADER_SOCKET_FLOAT);
add_output("Color", SHADER_SOCKET_COLOR);
}
void CombineHSVNode::compile(SVMCompiler& compiler)
{
ShaderInput *hue_in = input("H");
ShaderInput *saturation_in = input("S");
ShaderInput *value_in = input("V");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(color_out);
compiler.stack_assign(hue_in);
compiler.stack_assign(saturation_in);
compiler.stack_assign(value_in);
compiler.add_node(NODE_COMBINE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
compiler.add_node(NODE_COMBINE_HSV, color_out->stack_offset);
}
void CombineHSVNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_combine_hsv");
}
/* Gamma */
GammaNode::GammaNode()
: ShaderNode("gamma")
{
add_input("Color", SHADER_SOCKET_COLOR);
add_input("Gamma", SHADER_SOCKET_FLOAT);
add_output("Color", SHADER_SOCKET_COLOR);
}
void GammaNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
ShaderInput *gamma_in = input("Gamma");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(color_in);
compiler.stack_assign(gamma_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_GAMMA, gamma_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
}
void GammaNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_gamma");
}
/* Bright Contrast */
BrightContrastNode::BrightContrastNode()
: ShaderNode("brightness")
{
add_input("Color", SHADER_SOCKET_COLOR);
add_input("Bright", SHADER_SOCKET_FLOAT);
add_input("Contrast", SHADER_SOCKET_FLOAT);
add_output("Color", SHADER_SOCKET_COLOR);
}
void BrightContrastNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
ShaderInput *bright_in = input("Bright");
ShaderInput *contrast_in = input("Contrast");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(color_in);
compiler.stack_assign(bright_in);
compiler.stack_assign(contrast_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_BRIGHTCONTRAST,
color_in->stack_offset, color_out->stack_offset,
compiler.encode_uchar4(bright_in->stack_offset, contrast_in->stack_offset));
}
void BrightContrastNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_brightness");
}
/* Separate RGB */
SeparateRGBNode::SeparateRGBNode()
: ShaderNode("separate_rgb")
{
add_input("Image", SHADER_SOCKET_COLOR);
add_output("R", SHADER_SOCKET_FLOAT);
add_output("G", SHADER_SOCKET_FLOAT);
add_output("B", SHADER_SOCKET_FLOAT);
}
void SeparateRGBNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Image");
ShaderOutput *red_out = output("R");
ShaderOutput *green_out = output("G");
ShaderOutput *blue_out = output("B");
compiler.stack_assign(color_in);
compiler.stack_assign(red_out);
compiler.add_node(NODE_SEPARATE_RGB, color_in->stack_offset, 0, red_out->stack_offset);
compiler.stack_assign(green_out);
compiler.add_node(NODE_SEPARATE_RGB, color_in->stack_offset, 1, green_out->stack_offset);
compiler.stack_assign(blue_out);
compiler.add_node(NODE_SEPARATE_RGB, color_in->stack_offset, 2, blue_out->stack_offset);
}
void SeparateRGBNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_separate_rgb");
}
/* Separate HSV */
SeparateHSVNode::SeparateHSVNode()
: ShaderNode("separate_hsv")
{
add_input("Color", SHADER_SOCKET_COLOR);
add_output("H", SHADER_SOCKET_FLOAT);
add_output("S", SHADER_SOCKET_FLOAT);
add_output("V", SHADER_SOCKET_FLOAT);
}
void SeparateHSVNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
ShaderOutput *hue_out = output("H");
ShaderOutput *saturation_out = output("S");
ShaderOutput *value_out = output("V");
compiler.stack_assign(color_in);
compiler.stack_assign(hue_out);
compiler.stack_assign(saturation_out);
compiler.stack_assign(value_out);
compiler.add_node(NODE_SEPARATE_HSV, color_in->stack_offset, hue_out->stack_offset, saturation_out->stack_offset);
compiler.add_node(NODE_SEPARATE_HSV, value_out->stack_offset);
}
void SeparateHSVNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_separate_hsv");
}
/* Hue Saturation Value */
HSVNode::HSVNode()
: ShaderNode("hsv")
{
add_input("Hue", SHADER_SOCKET_FLOAT);
add_input("Saturation", SHADER_SOCKET_FLOAT);
add_input("Value", SHADER_SOCKET_FLOAT);
add_input("Fac", SHADER_SOCKET_FLOAT);
add_input("Color", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
void HSVNode::compile(SVMCompiler& compiler)
{
ShaderInput *hue_in = input("Hue");
ShaderInput *saturation_in = input("Saturation");
ShaderInput *value_in = input("Value");
ShaderInput *fac_in = input("Fac");
ShaderInput *color_in = input("Color");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(hue_in);
compiler.stack_assign(saturation_in);
compiler.stack_assign(value_in);
compiler.stack_assign(fac_in);
compiler.stack_assign(color_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_HSV, color_in->stack_offset, fac_in->stack_offset, color_out->stack_offset);
compiler.add_node(NODE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
}
void HSVNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_hsv");
}
/* Attribute */
AttributeNode::AttributeNode()
: ShaderNode("attribute")
{
attribute = "";
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Vector", SHADER_SOCKET_VECTOR);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void AttributeNode::attributes(AttributeRequestSet *attributes)
{
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty())
attributes->add(attribute);
ShaderNode::attributes(attributes);
}
void AttributeNode::compile(SVMCompiler& compiler)
{
ShaderOutput *color_out = output("Color");
ShaderOutput *vector_out = output("Vector");
ShaderOutput *fac_out = output("Fac");
NodeType attr_node = NODE_ATTR;
if(bump == SHADER_BUMP_DX)
attr_node = NODE_ATTR_BUMP_DX;
else if(bump == SHADER_BUMP_DY)
attr_node = NODE_ATTR_BUMP_DY;
if(!color_out->links.empty() || !vector_out->links.empty()) {
int attr = compiler.attribute(attribute);
if(!color_out->links.empty()) {
compiler.stack_assign(color_out);
compiler.add_node(attr_node, attr, color_out->stack_offset, NODE_ATTR_FLOAT3);
}
if(!vector_out->links.empty()) {
compiler.stack_assign(vector_out);
compiler.add_node(attr_node, attr, vector_out->stack_offset, NODE_ATTR_FLOAT3);
}
}
if(!fac_out->links.empty()) {
int attr = compiler.attribute(attribute);
compiler.stack_assign(fac_out);
compiler.add_node(attr_node, attr, fac_out->stack_offset, NODE_ATTR_FLOAT);
}
}
void AttributeNode::compile(OSLCompiler& compiler)
{
if(bump == SHADER_BUMP_DX)
compiler.parameter("bump_offset", "dx");
else if(bump == SHADER_BUMP_DY)
compiler.parameter("bump_offset", "dy");
else
compiler.parameter("bump_offset", "center");
compiler.parameter("name", attribute.c_str());
compiler.add(this, "node_attribute");
}
/* Camera */
CameraNode::CameraNode()
: ShaderNode("camera")
{
add_output("View Vector", SHADER_SOCKET_VECTOR);
add_output("View Z Depth", SHADER_SOCKET_FLOAT);
add_output("View Distance", SHADER_SOCKET_FLOAT);
}
void CameraNode::compile(SVMCompiler& compiler)
{
ShaderOutput *vector_out = output("View Vector");
ShaderOutput *z_depth_out = output("View Z Depth");
ShaderOutput *distance_out = output("View Distance");
compiler.stack_assign(vector_out);
compiler.stack_assign(z_depth_out);
compiler.stack_assign(distance_out);
compiler.add_node(NODE_CAMERA, vector_out->stack_offset, z_depth_out->stack_offset, distance_out->stack_offset);
}
void CameraNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_camera");
}
/* Fresnel */
FresnelNode::FresnelNode()
: ShaderNode("fresnel")
{
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
add_output("Fac", SHADER_SOCKET_FLOAT);
}
void FresnelNode::compile(SVMCompiler& compiler)
{
ShaderInput *ior_in = input("IOR");
ShaderOutput *fac_out = output("Fac");
compiler.stack_assign(ior_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_FRESNEL, ior_in->stack_offset, __float_as_int(ior_in->value.x), fac_out->stack_offset);
}
void FresnelNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_fresnel");
}
/* Layer Weight */
LayerWeightNode::LayerWeightNode()
: ShaderNode("layer_weight")
{
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
add_output("Fresnel", SHADER_SOCKET_FLOAT);
add_output("Facing", SHADER_SOCKET_FLOAT);
}
void LayerWeightNode::compile(SVMCompiler& compiler)
{
ShaderInput *blend_in = input("Blend");
if(blend_in->link)
compiler.stack_assign(blend_in);
ShaderOutput *fresnel_out = output("Fresnel");
if(!fresnel_out->links.empty()) {
compiler.stack_assign(fresnel_out);
compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, fresnel_out->stack_offset));
}
ShaderOutput *facing_out = output("Facing");
if(!facing_out->links.empty()) {
compiler.stack_assign(facing_out);
compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, facing_out->stack_offset));
}
}
void LayerWeightNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_layer_weight");
}
/* Wireframe */
WireframeNode::WireframeNode()
: ShaderNode("wireframe")
{
add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
add_output("Fac", SHADER_SOCKET_FLOAT);
use_pixel_size = false;
}
void WireframeNode::compile(SVMCompiler& compiler)
{
ShaderInput *size_in = input("Size");
ShaderOutput *fac_out = output("Fac");
compiler.stack_assign(size_in);
compiler.stack_assign(fac_out);
compiler.add_node(NODE_WIREFRAME, size_in->stack_offset, fac_out->stack_offset, use_pixel_size);
}
void WireframeNode::compile(OSLCompiler& compiler)
{
compiler.parameter("use_pixel_size", use_pixel_size);
compiler.add(this, "node_wireframe");
}
/* Wavelength */
WavelengthNode::WavelengthNode()
: ShaderNode("wavelength")
{
add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
add_output("Color", SHADER_SOCKET_COLOR);
}
void WavelengthNode::compile(SVMCompiler& compiler)
{
ShaderInput *wavelength_in = input("Wavelength");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(wavelength_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_WAVELENGTH, wavelength_in->stack_offset, color_out->stack_offset);
}
void WavelengthNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_wavelength");
}
/* Blackbody */
BlackbodyNode::BlackbodyNode()
: ShaderNode("blackbody")
{
add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
add_output("Color", SHADER_SOCKET_COLOR);
}
void BlackbodyNode::compile(SVMCompiler& compiler)
{
ShaderInput *temperature_in = input("Temperature");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(temperature_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_BLACKBODY, temperature_in->stack_offset, color_out->stack_offset);
}
void BlackbodyNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_blackbody");
}
/* Output */
OutputNode::OutputNode()
: ShaderNode("output")
{
add_input("Surface", SHADER_SOCKET_CLOSURE);
add_input("Volume", SHADER_SOCKET_CLOSURE);
add_input("Displacement", SHADER_SOCKET_FLOAT);
add_input("Normal", SHADER_SOCKET_NORMAL);
}
void OutputNode::compile(SVMCompiler& compiler)
{
if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT) {
ShaderInput *displacement_in = input("Displacement");
if(displacement_in->link) {
compiler.stack_assign(displacement_in);
compiler.add_node(NODE_SET_DISPLACEMENT, displacement_in->stack_offset);
}
}
}
void OutputNode::compile(OSLCompiler& compiler)
{
if(compiler.output_type() == SHADER_TYPE_SURFACE)
compiler.add(this, "node_output_surface");
else if(compiler.output_type() == SHADER_TYPE_VOLUME)
compiler.add(this, "node_output_volume");
else if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT)
compiler.add(this, "node_output_displacement");
}
/* Math */
MathNode::MathNode()
: ShaderNode("math")
{
type = ustring("Add");
use_clamp = false;
add_input("Value1", SHADER_SOCKET_FLOAT);
add_input("Value2", SHADER_SOCKET_FLOAT);
add_output("Value", SHADER_SOCKET_FLOAT);
}
static ShaderEnum math_type_init()
{
ShaderEnum enm;
enm.insert("Add", NODE_MATH_ADD);
enm.insert("Subtract", NODE_MATH_SUBTRACT);
enm.insert("Multiply", NODE_MATH_MULTIPLY);
enm.insert("Divide", NODE_MATH_DIVIDE);
enm.insert("Sine", NODE_MATH_SINE);
enm.insert("Cosine", NODE_MATH_COSINE);
enm.insert("Tangent", NODE_MATH_TANGENT);
enm.insert("Arcsine", NODE_MATH_ARCSINE);
enm.insert("Arccosine", NODE_MATH_ARCCOSINE);
enm.insert("Arctangent", NODE_MATH_ARCTANGENT);
enm.insert("Power", NODE_MATH_POWER);
enm.insert("Logarithm", NODE_MATH_LOGARITHM);
enm.insert("Minimum", NODE_MATH_MINIMUM);
enm.insert("Maximum", NODE_MATH_MAXIMUM);
enm.insert("Round", NODE_MATH_ROUND);
enm.insert("Less Than", NODE_MATH_LESS_THAN);
enm.insert("Greater Than", NODE_MATH_GREATER_THAN);
enm.insert("Modulo", NODE_MATH_MODULO);
return enm;
}
ShaderEnum MathNode::type_enum = math_type_init();
void MathNode::compile(SVMCompiler& compiler)
{
ShaderInput *value1_in = input("Value1");
ShaderInput *value2_in = input("Value2");
ShaderOutput *value_out = output("Value");
compiler.stack_assign(value1_in);
compiler.stack_assign(value2_in);
compiler.stack_assign(value_out);
compiler.add_node(NODE_MATH, type_enum[type], value1_in->stack_offset, value2_in->stack_offset);
compiler.add_node(NODE_MATH, value_out->stack_offset);
if(use_clamp) {
compiler.add_node(NODE_MATH, NODE_MATH_CLAMP, value_out->stack_offset);
compiler.add_node(NODE_MATH, value_out->stack_offset);
}
}
void MathNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.parameter("Clamp", use_clamp);
compiler.add(this, "node_math");
}
/* VectorMath */
VectorMathNode::VectorMathNode()
: ShaderNode("vector_math")
{
type = ustring("Add");
add_input("Vector1", SHADER_SOCKET_VECTOR);
add_input("Vector2", SHADER_SOCKET_VECTOR);
add_output("Value", SHADER_SOCKET_FLOAT);
add_output("Vector", SHADER_SOCKET_VECTOR);
}
static ShaderEnum vector_math_type_init()
{
ShaderEnum enm;
enm.insert("Add", NODE_VECTOR_MATH_ADD);
enm.insert("Subtract", NODE_VECTOR_MATH_SUBTRACT);
enm.insert("Average", NODE_VECTOR_MATH_AVERAGE);
enm.insert("Dot Product", NODE_VECTOR_MATH_DOT_PRODUCT);
enm.insert("Cross Product", NODE_VECTOR_MATH_CROSS_PRODUCT);
enm.insert("Normalize", NODE_VECTOR_MATH_NORMALIZE);
return enm;
}
ShaderEnum VectorMathNode::type_enum = vector_math_type_init();
void VectorMathNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector1_in = input("Vector1");
ShaderInput *vector2_in = input("Vector2");
ShaderOutput *value_out = output("Value");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(vector1_in);
compiler.stack_assign(vector2_in);
compiler.stack_assign(value_out);
compiler.stack_assign(vector_out);
compiler.add_node(NODE_VECTOR_MATH, type_enum[type], vector1_in->stack_offset, vector2_in->stack_offset);
compiler.add_node(NODE_VECTOR_MATH, value_out->stack_offset, vector_out->stack_offset);
}
void VectorMathNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.add(this, "node_vector_math");
}
/* VectorTransform */
VectorTransformNode::VectorTransformNode()
: ShaderNode("vector_transform")
{
type = ustring("Vector");
convert_from = ustring("world");
convert_to = ustring("object");
add_input("Vector", SHADER_SOCKET_VECTOR);
add_output("Vector", SHADER_SOCKET_VECTOR);
}
static ShaderEnum vector_transform_type_init()
{
ShaderEnum enm;
enm.insert("Vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR);
enm.insert("Point", NODE_VECTOR_TRANSFORM_TYPE_POINT);
enm.insert("Normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
return enm;
}
static ShaderEnum vector_transform_convert_space_init()
{
ShaderEnum enm;
enm.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD);
enm.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT);
enm.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA);
return enm;
}
ShaderEnum VectorTransformNode::type_enum = vector_transform_type_init();
ShaderEnum VectorTransformNode::convert_space_enum = vector_transform_convert_space_init();
void VectorTransformNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(vector_in);
compiler.stack_assign(vector_out);
compiler.add_node(NODE_VECTOR_TRANSFORM,
compiler.encode_uchar4(type_enum[type], convert_space_enum[convert_from], convert_space_enum[convert_to]),
compiler.encode_uchar4(vector_in->stack_offset, vector_out->stack_offset));
}
void VectorTransformNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.parameter("convert_from", convert_from);
compiler.parameter("convert_to", convert_to);
compiler.add(this, "node_vector_transform");
}
/* BumpNode */
BumpNode::BumpNode()
: ShaderNode("bump")
{
invert = false;
/* this input is used by the user, but after graph transform it is no longer
* used and moved to sampler center/x/y instead */
add_input("Height", SHADER_SOCKET_FLOAT);
add_input("SampleCenter", SHADER_SOCKET_FLOAT);
add_input("SampleX", SHADER_SOCKET_FLOAT);
add_input("SampleY", SHADER_SOCKET_FLOAT);
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Distance", SHADER_SOCKET_FLOAT, 0.1f);
add_output("Normal", SHADER_SOCKET_NORMAL);
}
void BumpNode::compile(SVMCompiler& compiler)
{
ShaderInput *center_in = input("SampleCenter");
ShaderInput *dx_in = input("SampleX");
ShaderInput *dy_in = input("SampleY");
ShaderInput *normal_in = input("Normal");
ShaderInput *strength_in = input("Strength");
ShaderInput *distance_in = input("Distance");
ShaderOutput *normal_out = output("Normal");
compiler.stack_assign(center_in);
compiler.stack_assign(dx_in);
compiler.stack_assign(dy_in);
compiler.stack_assign(strength_in);
compiler.stack_assign(distance_in);
compiler.stack_assign(normal_out);
if(normal_in->link)
compiler.stack_assign(normal_in);
/* pack all parameters in the node */
compiler.add_node(NODE_SET_BUMP,
compiler.encode_uchar4(normal_in->stack_offset, distance_in->stack_offset, invert),
compiler.encode_uchar4(center_in->stack_offset, dx_in->stack_offset,
dy_in->stack_offset, strength_in->stack_offset),
normal_out->stack_offset);
}
void BumpNode::compile(OSLCompiler& compiler)
{
compiler.parameter("invert", invert);
compiler.add(this, "node_bump");
}
/* RGBCurvesNode */
RGBCurvesNode::RGBCurvesNode()
: ShaderNode("rgb_curves")
{
add_input("Fac", SHADER_SOCKET_FLOAT);
add_input("Color", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
void RGBCurvesNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *color_in = input("Color");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(fac_in);
compiler.stack_assign(color_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_RGB_CURVES, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
compiler.add_array(curves, RAMP_TABLE_SIZE);
}
void RGBCurvesNode::compile(OSLCompiler& compiler)
{
float ramp[RAMP_TABLE_SIZE][3];
for (int i = 0; i < RAMP_TABLE_SIZE; ++i) {
ramp[i][0] = curves[i].x;
ramp[i][1] = curves[i].y;
ramp[i][2] = curves[i].z;
}
compiler.parameter_color_array("ramp", ramp, RAMP_TABLE_SIZE);
compiler.add(this, "node_rgb_curves");
}
/* VectorCurvesNode */
VectorCurvesNode::VectorCurvesNode()
: ShaderNode("vector_curves")
{
add_input("Fac", SHADER_SOCKET_FLOAT);
add_input("Vector", SHADER_SOCKET_VECTOR);
add_output("Vector", SHADER_SOCKET_VECTOR);
}
void VectorCurvesNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *vector_in = input("Vector");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(fac_in);
compiler.stack_assign(vector_in);
compiler.stack_assign(vector_out);
compiler.add_node(NODE_VECTOR_CURVES, fac_in->stack_offset, vector_in->stack_offset, vector_out->stack_offset);
compiler.add_array(curves, RAMP_TABLE_SIZE);
}
void VectorCurvesNode::compile(OSLCompiler& compiler)
{
float ramp[RAMP_TABLE_SIZE][3];
for (int i = 0; i < RAMP_TABLE_SIZE; ++i) {
ramp[i][0] = curves[i].x;
ramp[i][1] = curves[i].y;
ramp[i][2] = curves[i].z;
}
compiler.parameter_color_array("ramp", ramp, RAMP_TABLE_SIZE);
compiler.add(this, "node_vector_curves");
}
/* RGBRampNode */
RGBRampNode::RGBRampNode()
: ShaderNode("rgb_ramp")
{
add_input("Fac", SHADER_SOCKET_FLOAT);
add_output("Color", SHADER_SOCKET_COLOR);
add_output("Alpha", SHADER_SOCKET_FLOAT);
interpolate = true;
}
void RGBRampNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderOutput *color_out = output("Color");
ShaderOutput *alpha_out = output("Alpha");
compiler.stack_assign(fac_in);
if(!color_out->links.empty())
compiler.stack_assign(color_out);
if(!alpha_out->links.empty())
compiler.stack_assign(alpha_out);
compiler.add_node(NODE_RGB_RAMP,
compiler.encode_uchar4(
fac_in->stack_offset,
color_out->stack_offset,
alpha_out->stack_offset),
interpolate);
compiler.add_array(ramp, RAMP_TABLE_SIZE);
}
void RGBRampNode::compile(OSLCompiler& compiler)
{
/* OSL shader only takes separate RGB and A array, split the RGBA base array */
/* NB: cycles float3 type is actually 4 floats! need to use an explicit array */
float ramp_color[RAMP_TABLE_SIZE][3];
float ramp_alpha[RAMP_TABLE_SIZE];
for (int i = 0; i < RAMP_TABLE_SIZE; ++i) {
ramp_color[i][0] = ramp[i].x;
ramp_color[i][1] = ramp[i].y;
ramp_color[i][2] = ramp[i].z;
ramp_alpha[i] = ramp[i].w;
}
compiler.parameter_color_array("ramp_color", ramp_color, RAMP_TABLE_SIZE);
compiler.parameter_array("ramp_alpha", ramp_alpha, RAMP_TABLE_SIZE);
compiler.parameter("ramp_interpolate", interpolate);
compiler.add(this, "node_rgb_ramp");
}
/* Set Normal Node */
SetNormalNode::SetNormalNode()
: ShaderNode("set_normal")
{
add_input("Direction", SHADER_SOCKET_VECTOR);
add_output("Normal", SHADER_SOCKET_NORMAL);
}
void SetNormalNode::compile(SVMCompiler& compiler)
{
ShaderInput *direction_in = input("Direction");
ShaderOutput *normal_out = output("Normal");
compiler.stack_assign(direction_in);
compiler.stack_assign(normal_out);
compiler.add_node(NODE_CLOSURE_SET_NORMAL, direction_in->stack_offset, normal_out->stack_offset);
}
void SetNormalNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_set_normal");
}
/* OSLScriptNode */
OSLScriptNode::OSLScriptNode()
: ShaderNode("osl_script")
{
special_type = SHADER_SPECIAL_TYPE_SCRIPT;
}
void OSLScriptNode::compile(SVMCompiler& compiler)
{
/* doesn't work for SVM, obviously ... */
}
void OSLScriptNode::compile(OSLCompiler& compiler)
{
/* XXX fix for #36790:
* point and normal parameters are reflected as generic SOCK_VECTOR sockets
* on the node. Socket fixed input values need to be copied explicitly here for
* vector sockets, otherwise OSL will reject the value due to mismatching type.
*/
foreach(ShaderInput *input, this->inputs) {
if(!input->link) {
/* no need for compatible_name here, OSL parameter names are always unique */
string param_name(input->name);
switch(input->type) {
case SHADER_SOCKET_VECTOR:
compiler.parameter_point(param_name.c_str(), input->value);
compiler.parameter_normal(param_name.c_str(), input->value);
break;
default:
break;
}
}
}
if(!filepath.empty())
compiler.add(this, filepath.c_str(), true);
else
compiler.add(this, bytecode_hash.c_str(), false);
}
/* Normal Map */
static ShaderEnum normal_map_space_init()
{
ShaderEnum enm;
enm.insert("Tangent", NODE_NORMAL_MAP_TANGENT);
enm.insert("Object", NODE_NORMAL_MAP_OBJECT);
enm.insert("World", NODE_NORMAL_MAP_WORLD);
enm.insert("Blender Object", NODE_NORMAL_MAP_BLENDER_OBJECT);
enm.insert("Blender World", NODE_NORMAL_MAP_BLENDER_WORLD);
return enm;
}
ShaderEnum NormalMapNode::space_enum = normal_map_space_init();
NormalMapNode::NormalMapNode()
: ShaderNode("normal_map")
{
space = ustring("Tangent");
attribute = ustring("");
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Color", SHADER_SOCKET_COLOR);
add_output("Normal", SHADER_SOCKET_NORMAL);
}
void NormalMapNode::attributes(AttributeRequestSet *attributes)
{
if(space == ustring("Tangent")) {
if(attribute == ustring("")) {
attributes->add(ATTR_STD_UV_TANGENT);
attributes->add(ATTR_STD_UV_TANGENT_SIGN);
}
else {
attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
}
attributes->add(ATTR_STD_VERTEX_NORMAL);
}
ShaderNode::attributes(attributes);
}
void NormalMapNode::compile(SVMCompiler& compiler)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
ShaderOutput *normal_out = output("Normal");
int attr = 0, attr_sign = 0;
if(space == ustring("Tangent")) {
if(attribute == ustring("")) {
attr = compiler.attribute(ATTR_STD_UV_TANGENT);
attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN);
}
else {
attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str()));
attr_sign = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
}
}
compiler.stack_assign(color_in);
compiler.stack_assign(strength_in);
compiler.stack_assign(normal_out);
compiler.add_node(NODE_NORMAL_MAP,
compiler.encode_uchar4(
color_in->stack_offset,
strength_in->stack_offset,
normal_out->stack_offset,
space_enum[space]),
attr, attr_sign);
}
void NormalMapNode::compile(OSLCompiler& compiler)
{
if(space == ustring("Tangent")) {
if(attribute == ustring("")) {
compiler.parameter("attr_name", ustring("geom:tangent"));
compiler.parameter("attr_sign_name", ustring("geom:tangent_sign"));
}
else {
compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str()));
compiler.parameter("attr_sign_name", ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
}
}
compiler.parameter("space", space);
compiler.add(this, "node_normal_map");
}
/* Tangent */
static ShaderEnum tangent_direction_type_init()
{
ShaderEnum enm;
enm.insert("Radial", NODE_TANGENT_RADIAL);
enm.insert("UV Map", NODE_TANGENT_UVMAP);
return enm;
}
static ShaderEnum tangent_axis_init()
{
ShaderEnum enm;
enm.insert("X", NODE_TANGENT_AXIS_X);
enm.insert("Y", NODE_TANGENT_AXIS_Y);
enm.insert("Z", NODE_TANGENT_AXIS_Z);
return enm;
}
ShaderEnum TangentNode::direction_type_enum = tangent_direction_type_init();
ShaderEnum TangentNode::axis_enum = tangent_axis_init();
TangentNode::TangentNode()
: ShaderNode("tangent")
{
direction_type = ustring("Radial");
axis = ustring("X");
attribute = ustring("");
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_output("Tangent", SHADER_SOCKET_NORMAL);
}
void TangentNode::attributes(AttributeRequestSet *attributes)
{
if(direction_type == ustring("UV Map")) {
if(attribute == ustring(""))
attributes->add(ATTR_STD_UV_TANGENT);
else
attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
}
else
attributes->add(ATTR_STD_GENERATED);
ShaderNode::attributes(attributes);
}
void TangentNode::compile(SVMCompiler& compiler)
{
ShaderOutput *tangent_out = output("Tangent");
int attr;
if(direction_type == ustring("UV Map")) {
if(attribute == ustring(""))
attr = compiler.attribute(ATTR_STD_UV_TANGENT);
else
attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str()));
}
else
attr = compiler.attribute(ATTR_STD_GENERATED);
compiler.stack_assign(tangent_out);
compiler.add_node(NODE_TANGENT,
compiler.encode_uchar4(
tangent_out->stack_offset,
direction_type_enum[direction_type],
axis_enum[axis]), attr);
}
void TangentNode::compile(OSLCompiler& compiler)
{
if(direction_type == ustring("UV Map")) {
if(attribute == ustring(""))
compiler.parameter("attr_name", ustring("geom:tangent"));
else
compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str()));
}
compiler.parameter("direction_type", direction_type);
compiler.parameter("axis", axis);
compiler.add(this, "node_tangent");
}
CCL_NAMESPACE_END