blender/intern/cycles/render/nodes.h
Brecht Van Lommel 0e9497e886 Cycles: add support for Arm Neon instructions using sse2neon
Based on patch contributed by Apple and Stefan Werner.

Ref D8237, T78710
2021-02-17 16:26:24 +01:00

1743 lines
40 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.
*/
#ifndef __NODES_H__
#define __NODES_H__
#include "graph/node.h"
#include "render/graph.h"
#include "render/image.h"
#include "util/util_array.h"
#include "util/util_string.h"
CCL_NAMESPACE_BEGIN
class ImageManager;
class LightManager;
class Scene;
class Shader;
/* Texture Mapping */
class TextureMapping {
public:
TextureMapping();
Transform compute_transform();
bool skip();
void compile(SVMCompiler &compiler, int offset_in, int offset_out);
int compile(SVMCompiler &compiler, ShaderInput *vector_in);
void compile(OSLCompiler &compiler);
int compile_begin(SVMCompiler &compiler, ShaderInput *vector_in);
void compile_end(SVMCompiler &compiler, ShaderInput *vector_in, int vector_offset);
float3 translation;
float3 rotation;
float3 scale;
float3 min, max;
bool use_minmax;
enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 };
Type type;
enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 };
Mapping x_mapping, y_mapping, z_mapping;
enum Projection { FLAT, CUBE, TUBE, SPHERE };
Projection projection;
};
/* Nodes */
class TextureNode : public ShaderNode {
public:
explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type)
{
}
TextureMapping tex_mapping;
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, translation)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, rotation)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, scale)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, min)
NODE_SOCKET_API_STRUCT_MEMBER(float3, tex_mapping, max)
NODE_SOCKET_API_STRUCT_MEMBER(bool, tex_mapping, use_minmax)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Type, tex_mapping, type)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, x_mapping)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, y_mapping)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Mapping, tex_mapping, z_mapping)
NODE_SOCKET_API_STRUCT_MEMBER(TextureMapping::Projection, tex_mapping, projection)
};
/* Any node which uses image manager's slot should be a subclass of this one. */
class ImageSlotTextureNode : public TextureNode {
public:
explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type)
{
special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
}
virtual bool equals(const ShaderNode &other)
{
const ImageSlotTextureNode &other_node = (const ImageSlotTextureNode &)other;
return TextureNode::equals(other) && handle == other_node.handle;
}
ImageHandle handle;
};
class ImageTextureNode : public ImageSlotTextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
ShaderNode *clone(ShaderGraph *graph) const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
virtual bool equals(const ShaderNode &other)
{
const ImageTextureNode &other_node = (const ImageTextureNode &)other;
return ImageSlotTextureNode::equals(other) && animated == other_node.animated;
}
ImageParams image_params() const;
/* Parameters. */
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(ustring, colorspace)
NODE_SOCKET_API(ImageAlphaType, alpha_type)
NODE_SOCKET_API(NodeImageProjection, projection)
NODE_SOCKET_API(InterpolationType, interpolation)
NODE_SOCKET_API(ExtensionType, extension)
NODE_SOCKET_API(float, projection_blend)
NODE_SOCKET_API(bool, animated)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(array<int>, tiles)
protected:
void cull_tiles(Scene *scene, ShaderGraph *graph);
};
class EnvironmentTextureNode : public ImageSlotTextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
ShaderNode *clone(ShaderGraph *graph) const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
virtual bool equals(const ShaderNode &other)
{
const EnvironmentTextureNode &other_node = (const EnvironmentTextureNode &)other;
return ImageSlotTextureNode::equals(other) && animated == other_node.animated;
}
ImageParams image_params() const;
/* Parameters. */
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(ustring, colorspace)
NODE_SOCKET_API(ImageAlphaType, alpha_type)
NODE_SOCKET_API(NodeEnvironmentProjection, projection)
NODE_SOCKET_API(InterpolationType, interpolation)
NODE_SOCKET_API(bool, animated)
NODE_SOCKET_API(float3, vector)
};
class SkyTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(SkyTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(NodeSkyType, sky_type)
NODE_SOCKET_API(float3, sun_direction)
NODE_SOCKET_API(float, turbidity)
NODE_SOCKET_API(float, ground_albedo)
NODE_SOCKET_API(bool, sun_disc)
NODE_SOCKET_API(float, sun_size)
NODE_SOCKET_API(float, sun_intensity)
NODE_SOCKET_API(float, sun_elevation)
NODE_SOCKET_API(float, sun_rotation)
NODE_SOCKET_API(float, altitude)
NODE_SOCKET_API(float, air_density)
NODE_SOCKET_API(float, dust_density)
NODE_SOCKET_API(float, ozone_density)
NODE_SOCKET_API(float3, vector)
ImageHandle handle;
float get_sun_size()
{
/* Clamping for numerical precision. */
return fmaxf(sun_size, 0.0005f);
}
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
NODE_SOCKET_API(Node *, surface)
NODE_SOCKET_API(Node *, volume)
NODE_SOCKET_API(float3, displacement)
NODE_SOCKET_API(float3, normal)
/* Don't allow output node de-duplication. */
virtual bool equals(const ShaderNode & /*other*/)
{
return false;
}
};
class OutputAOVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputAOVNode)
virtual void simplify_settings(Scene *scene);
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(ustring, name)
virtual int get_group()
{
return NODE_GROUP_LEVEL_4;
}
/* Don't allow output node de-duplication. */
virtual bool equals(const ShaderNode & /*other*/)
{
return false;
}
int slot;
bool is_color;
};
class GradientTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(GradientTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(NodeGradientType, gradient_type)
NODE_SOCKET_API(float3, vector)
};
class NoiseTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(NoiseTextureNode)
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(float, w)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, detail)
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, distortion)
NODE_SOCKET_API(float3, vector)
};
class VoronoiTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(VoronoiTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
virtual int get_feature()
{
int result = ShaderNode::get_feature();
if (dimensions == 4) {
result |= NODE_FEATURE_VORONOI_EXTRA;
}
else if (dimensions >= 2 && feature == NODE_VORONOI_SMOOTH_F1) {
result |= NODE_FEATURE_VORONOI_EXTRA;
}
return result;
}
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(NodeVoronoiDistanceMetric, metric)
NODE_SOCKET_API(NodeVoronoiFeature, feature)
NODE_SOCKET_API(float, w)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, exponent)
NODE_SOCKET_API(float, smoothness)
NODE_SOCKET_API(float, randomness)
NODE_SOCKET_API(float3, vector)
};
class MusgraveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MusgraveTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(NodeMusgraveType, musgrave_type)
NODE_SOCKET_API(float, w)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, detail)
NODE_SOCKET_API(float, dimension)
NODE_SOCKET_API(float, lacunarity)
NODE_SOCKET_API(float, offset)
NODE_SOCKET_API(float, gain)
NODE_SOCKET_API(float3, vector)
};
class WaveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(WaveTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(NodeWaveType, wave_type)
NODE_SOCKET_API(NodeWaveBandsDirection, bands_direction)
NODE_SOCKET_API(NodeWaveRingsDirection, rings_direction)
NODE_SOCKET_API(NodeWaveProfile, profile)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, distortion)
NODE_SOCKET_API(float, detail)
NODE_SOCKET_API(float, detail_scale)
NODE_SOCKET_API(float, detail_roughness)
NODE_SOCKET_API(float, phase)
NODE_SOCKET_API(float3, vector)
};
class MagicTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MagicTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(int, depth)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, distortion)
};
class CheckerTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(CheckerTextureNode)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, color1)
NODE_SOCKET_API(float3, color2)
NODE_SOCKET_API(float, scale)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
};
class BrickTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(BrickTextureNode)
NODE_SOCKET_API(float, offset)
NODE_SOCKET_API(float, squash)
NODE_SOCKET_API(int, offset_frequency)
NODE_SOCKET_API(int, squash_frequency)
NODE_SOCKET_API(float3, color1)
NODE_SOCKET_API(float3, color2)
NODE_SOCKET_API(float3, mortar)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float, mortar_size)
NODE_SOCKET_API(float, mortar_smooth)
NODE_SOCKET_API(float, bias)
NODE_SOCKET_API(float, brick_width)
NODE_SOCKET_API(float, row_height)
NODE_SOCKET_API(float3, vector)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
};
class PointDensityTextureNode : public ShaderNode {
public:
SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_4;
}
~PointDensityTextureNode();
ShaderNode *clone(ShaderGraph *graph) const;
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
/* Parameters. */
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(NodeTexVoxelSpace, space)
NODE_SOCKET_API(InterpolationType, interpolation)
NODE_SOCKET_API(Transform, tfm)
NODE_SOCKET_API(float3, vector)
/* Runtime. */
ImageHandle handle;
ImageParams image_params() const;
virtual bool equals(const ShaderNode &other)
{
const PointDensityTextureNode &other_node = (const PointDensityTextureNode &)other;
return ShaderNode::equals(other) && handle == other_node.handle;
}
};
class IESLightNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(IESLightNode)
~IESLightNode();
ShaderNode *clone(ShaderGraph *graph) const;
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(ustring, filename)
NODE_SOCKET_API(ustring, ies)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float3, vector)
private:
LightManager *light_manager;
int slot;
void get_slot();
};
class WhiteNoiseTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WhiteNoiseTextureNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(int, dimensions)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float, w)
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, location)
NODE_SOCKET_API(float3, rotation)
NODE_SOCKET_API(float3, scale)
NODE_SOCKET_API(NodeMappingType, mapping_type)
};
class RGBToBWNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBToBWNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
};
class ConvertNode : public ShaderNode {
public:
ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);
ConvertNode(const ConvertNode &other);
SHADER_NODE_BASE_CLASS(ConvertNode)
void constant_fold(const ConstantFolder &folder);
private:
SocketType::Type from, to;
union {
float value_float;
int value_int;
float3 value_color;
float3 value_vector;
float3 value_point;
float3 value_normal;
};
ustring value_string;
static const int MAX_TYPE = 12;
static bool register_types();
static Node *create(const NodeType *type);
static const NodeType *node_types[MAX_TYPE][MAX_TYPE];
static bool initialized;
};
class BsdfBaseNode : public ShaderNode {
public:
BsdfBaseNode(const NodeType *node_type);
bool has_spatial_varying()
{
return true;
}
virtual ClosureType get_closure_type()
{
return closure;
}
virtual bool has_bump();
virtual bool equals(const ShaderNode & /*other*/)
{
/* TODO(sergey): With some care BSDF nodes can be de-duplicated. */
return false;
}
protected:
ClosureType closure;
};
class BsdfNode : public BsdfBaseNode {
public:
explicit BsdfNode(const NodeType *node_type);
SHADER_NODE_BASE_CLASS(BsdfNode)
void compile(SVMCompiler &compiler,
ShaderInput *param1,
ShaderInput *param2,
ShaderInput *param3 = NULL,
ShaderInput *param4 = NULL);
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, surface_mix_weight)
};
class AnisotropicBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(AnisotropicBsdfNode)
NODE_SOCKET_API(float3, tangent)
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, anisotropy)
NODE_SOCKET_API(float, rotation)
NODE_SOCKET_API(ClosureType, distribution)
ClosureType get_closure_type()
{
return distribution;
}
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
};
class DiffuseBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(DiffuseBsdfNode)
NODE_SOCKET_API(float, roughness)
};
/* Disney principled BRDF */
class PrincipledBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledBsdfNode)
void expand(ShaderGraph *graph);
bool has_surface_bssrdf();
bool has_bssrdf_bump();
void compile(SVMCompiler &compiler,
ShaderInput *metallic,
ShaderInput *subsurface,
ShaderInput *subsurface_radius,
ShaderInput *specular,
ShaderInput *roughness,
ShaderInput *specular_tint,
ShaderInput *anisotropic,
ShaderInput *sheen,
ShaderInput *sheen_tint,
ShaderInput *clearcoat,
ShaderInput *clearcoat_roughness,
ShaderInput *ior,
ShaderInput *transmission,
ShaderInput *anisotropic_rotation,
ShaderInput *transmission_roughness);
NODE_SOCKET_API(float3, base_color)
NODE_SOCKET_API(float3, subsurface_color)
NODE_SOCKET_API(float3, subsurface_radius)
NODE_SOCKET_API(float, metallic)
NODE_SOCKET_API(float, subsurface)
NODE_SOCKET_API(float, specular)
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, specular_tint)
NODE_SOCKET_API(float, anisotropic)
NODE_SOCKET_API(float, sheen)
NODE_SOCKET_API(float, sheen_tint)
NODE_SOCKET_API(float, clearcoat)
NODE_SOCKET_API(float, clearcoat_roughness)
NODE_SOCKET_API(float, ior)
NODE_SOCKET_API(float, transmission)
NODE_SOCKET_API(float, anisotropic_rotation)
NODE_SOCKET_API(float, transmission_roughness)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float3, clearcoat_normal)
NODE_SOCKET_API(float3, tangent)
NODE_SOCKET_API(float, surface_mix_weight)
NODE_SOCKET_API(ClosureType, distribution)
NODE_SOCKET_API(ClosureType, subsurface_method)
NODE_SOCKET_API(float3, emission)
NODE_SOCKET_API(float, emission_strength)
NODE_SOCKET_API(float, alpha)
private:
ClosureType distribution_orig;
public:
bool has_integrator_dependency();
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
};
class TranslucentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TranslucentBsdfNode)
};
class TransparentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TransparentBsdfNode)
bool has_surface_transparent()
{
return true;
}
};
class VelvetBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(VelvetBsdfNode)
NODE_SOCKET_API(float, sigma)
};
class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ClosureType get_closure_type()
{
return distribution;
}
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(ClosureType, distribution)
private:
float roughness_orig;
ClosureType distribution_orig;
};
class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ClosureType get_closure_type()
{
return distribution;
}
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, IOR)
NODE_SOCKET_API(ClosureType, distribution)
private:
float roughness_orig;
ClosureType distribution_orig;
};
class RefractionBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(RefractionBsdfNode)
void simplify_settings(Scene *scene);
bool has_integrator_dependency();
ClosureType get_closure_type()
{
return distribution;
}
NODE_SOCKET_API(float, roughness)
NODE_SOCKET_API(float, IOR)
NODE_SOCKET_API(ClosureType, distribution)
private:
float roughness_orig;
ClosureType distribution_orig;
};
class ToonBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(ToonBsdfNode)
NODE_SOCKET_API(float, smooth)
NODE_SOCKET_API(float, size)
NODE_SOCKET_API(ClosureType, component)
};
class SubsurfaceScatteringNode : public BsdfNode {
public:
SHADER_NODE_CLASS(SubsurfaceScatteringNode)
bool has_surface_bssrdf()
{
return true;
}
bool has_bssrdf_bump();
ClosureType get_closure_type()
{
return falloff;
}
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float3, radius)
NODE_SOCKET_API(float, sharpness)
NODE_SOCKET_API(float, texture_blur)
NODE_SOCKET_API(ClosureType, falloff)
};
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
void constant_fold(const ConstantFolder &folder);
bool has_surface_emission()
{
return true;
}
bool has_volume_support()
{
return true;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, surface_mix_weight)
};
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, surface_mix_weight)
};
class HoldoutNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HoldoutNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
virtual ClosureType get_closure_type()
{
return CLOSURE_HOLDOUT_ID;
}
NODE_SOCKET_API(float, surface_mix_weight)
NODE_SOCKET_API(float, volume_mix_weight)
};
class AmbientOcclusionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AmbientOcclusionNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
virtual bool has_raytrace()
{
return true;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, distance)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(int, samples)
NODE_SOCKET_API(bool, only_local)
NODE_SOCKET_API(bool, inside)
};
class VolumeNode : public ShaderNode {
public:
VolumeNode(const NodeType *node_type);
SHADER_NODE_BASE_CLASS(VolumeNode)
void compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2);
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
virtual int get_feature()
{
return ShaderNode::get_feature() | NODE_FEATURE_VOLUME;
}
virtual ClosureType get_closure_type()
{
return closure;
}
virtual bool has_volume_support()
{
return true;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, density)
NODE_SOCKET_API(float, volume_mix_weight)
protected:
ClosureType closure;
public:
virtual bool equals(const ShaderNode & /*other*/)
{
/* TODO(sergey): With some care Volume nodes can be de-duplicated. */
return false;
}
};
class AbsorptionVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(AbsorptionVolumeNode)
};
class ScatterVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(ScatterVolumeNode)
NODE_SOCKET_API(float, anisotropy)
};
class PrincipledVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(PrincipledVolumeNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
NODE_SOCKET_API(ustring, density_attribute)
NODE_SOCKET_API(ustring, color_attribute)
NODE_SOCKET_API(ustring, temperature_attribute)
NODE_SOCKET_API(float, anisotropy)
NODE_SOCKET_API(float3, absorption_color)
NODE_SOCKET_API(float, emission_strength)
NODE_SOCKET_API(float3, emission_color)
NODE_SOCKET_API(float, blackbody_intensity)
NODE_SOCKET_API(float3, blackbody_tint)
NODE_SOCKET_API(float, temperature)
};
/* Interface between the I/O sockets and the SVM/OSL backend. */
class PrincipledHairBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledHairBsdfNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
/* Longitudinal roughness. */
NODE_SOCKET_API(float, roughness)
/* Azimuthal roughness. */
NODE_SOCKET_API(float, radial_roughness)
/* Randomization factor for roughnesses. */
NODE_SOCKET_API(float, random_roughness)
/* Longitudinal roughness factor for only the diffuse bounce (shiny undercoat). */
NODE_SOCKET_API(float, coat)
/* Index of reflection. */
NODE_SOCKET_API(float, ior)
/* Cuticle tilt angle. */
NODE_SOCKET_API(float, offset)
/* Direct coloring's color. */
NODE_SOCKET_API(float3, color)
/* Melanin concentration. */
NODE_SOCKET_API(float, melanin)
/* Melanin redness ratio. */
NODE_SOCKET_API(float, melanin_redness)
/* Dye color. */
NODE_SOCKET_API(float3, tint)
/* Randomization factor for melanin quantities. */
NODE_SOCKET_API(float, random_color)
/* Absorption coefficient (unfiltered). */
NODE_SOCKET_API(float3, absorption_coefficient)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, surface_mix_weight)
/* If linked, here will be the given random number. */
NODE_SOCKET_API(float, random)
/* Selected coloring parametrization. */
NODE_SOCKET_API(NodePrincipledHairParametrization, parametrization)
};
class HairBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(HairBsdfNode)
ClosureType get_closure_type()
{
return component;
}
NODE_SOCKET_API(ClosureType, component)
NODE_SOCKET_API(float, offset)
NODE_SOCKET_API(float, roughness_u)
NODE_SOCKET_API(float, roughness_v)
NODE_SOCKET_API(float3, tangent)
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
int get_group();
NODE_SOCKET_API(float3, normal_osl)
};
class TextureCoordinateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TextureCoordinateNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(float3, normal_osl)
NODE_SOCKET_API(bool, from_dupli)
NODE_SOCKET_API(bool, use_transform)
NODE_SOCKET_API(Transform, ob_tfm)
};
class UVMapNode : public ShaderNode {
public:
SHADER_NODE_CLASS(UVMapNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(bool, from_dupli)
};
class LightPathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightPathNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
};
class LightFalloffNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightFalloffNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, smooth)
};
class ObjectInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ObjectInfoNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
};
class ParticleInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ParticleInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
};
class HairInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HairInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
virtual int get_feature()
{
return ShaderNode::get_feature() | NODE_FEATURE_HAIR;
}
};
class VolumeInfoNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VolumeInfoNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
void expand(ShaderGraph *graph);
};
class VertexColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VertexColorNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(ustring, layer_name)
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, value)
};
class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, value)
};
class AddClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AddClosureNode)
void constant_fold(const ConstantFolder &folder);
};
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, fac)
};
class MixClosureWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureWeightNode)
NODE_SOCKET_API(float, weight)
NODE_SOCKET_API(float, fac)
};
class InvertNode : public ShaderNode {
public:
SHADER_NODE_CLASS(InvertNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float3, color)
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(NodeMix, mix_type)
NODE_SOCKET_API(bool, use_clamp)
NODE_SOCKET_API(float3, color1)
NODE_SOCKET_API(float3, color2)
NODE_SOCKET_API(float, fac)
};
class CombineRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineRGBNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, r)
NODE_SOCKET_API(float, g)
NODE_SOCKET_API(float, b)
};
class CombineHSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineHSVNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, h)
NODE_SOCKET_API(float, s)
NODE_SOCKET_API(float, v)
};
class CombineXYZNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineXYZNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, x)
NODE_SOCKET_API(float, y)
NODE_SOCKET_API(float, z)
};
class GammaNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GammaNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, gamma)
};
class BrightContrastNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BrightContrastNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, bright)
NODE_SOCKET_API(float, contrast)
};
class SeparateRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateRGBNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float3, color)
};
class SeparateHSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateHSVNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float3, color)
};
class SeparateXYZNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateXYZNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float3, vector)
};
class HSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HSVNode)
NODE_SOCKET_API(float, hue)
NODE_SOCKET_API(float, saturation)
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float3, color)
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
NODE_SOCKET_API(ustring, attribute)
};
class CameraNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CameraNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
};
class FresnelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(FresnelNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, IOR)
};
class LayerWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LayerWeightNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, blend)
};
class WireframeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WireframeNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, size)
NODE_SOCKET_API(bool, use_pixel_size)
};
class WavelengthNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WavelengthNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, wavelength)
};
class BlackbodyNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlackbodyNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, temperature)
};
class MapRangeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MapRangeNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
void expand(ShaderGraph *graph);
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float, from_min)
NODE_SOCKET_API(float, from_max)
NODE_SOCKET_API(float, to_min)
NODE_SOCKET_API(float, to_max)
NODE_SOCKET_API(float, steps)
NODE_SOCKET_API(NodeMapRangeType, range_type)
NODE_SOCKET_API(bool, clamp)
};
class ClampNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ClampNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(float, value)
NODE_SOCKET_API(float, min)
NODE_SOCKET_API(float, max)
NODE_SOCKET_API(NodeClampType, clamp_type)
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
void expand(ShaderGraph *graph);
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float, value1)
NODE_SOCKET_API(float, value2)
NODE_SOCKET_API(float, value3)
NODE_SOCKET_API(NodeMathType, math_type)
NODE_SOCKET_API(bool, use_clamp)
};
class NormalNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NormalNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_2;
}
NODE_SOCKET_API(float3, direction)
NODE_SOCKET_API(float3, normal)
};
class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
void constant_fold(const ConstantFolder &folder);
NODE_SOCKET_API(float3, vector1)
NODE_SOCKET_API(float3, vector2)
NODE_SOCKET_API(float3, vector3)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(NodeVectorMathType, math_type)
};
class VectorRotateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorRotateNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(NodeVectorRotateType, rotate_type)
NODE_SOCKET_API(bool, invert)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float3, center)
NODE_SOCKET_API(float3, axis)
NODE_SOCKET_API(float, angle)
NODE_SOCKET_API(float3, rotation)
};
class VectorTransformNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorTransformNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(NodeVectorTransformType, transform_type)
NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_from)
NODE_SOCKET_API(NodeVectorTransformConvertSpace, convert_to)
NODE_SOCKET_API(float3, vector)
};
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
void constant_fold(const ConstantFolder &folder);
bool has_spatial_varying()
{
return true;
}
virtual int get_feature()
{
return NODE_FEATURE_BUMP;
}
NODE_SOCKET_API(bool, invert)
NODE_SOCKET_API(bool, use_object_space)
NODE_SOCKET_API(float, height)
NODE_SOCKET_API(float, sample_center)
NODE_SOCKET_API(float, sample_x)
NODE_SOCKET_API(float, sample_y)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float, distance)
};
class CurvesNode : public ShaderNode {
public:
explicit CurvesNode(const NodeType *node_type);
SHADER_NODE_BASE_CLASS(CurvesNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(array<float3>, curves)
NODE_SOCKET_API(float, min_x)
NODE_SOCKET_API(float, max_x)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(float3, value)
protected:
using ShaderNode::constant_fold;
void constant_fold(const ConstantFolder &folder, ShaderInput *value_in);
void compile(SVMCompiler &compiler, int type, ShaderInput *value_in, ShaderOutput *value_out);
void compile(OSLCompiler &compiler, const char *name);
};
class RGBCurvesNode : public CurvesNode {
public:
SHADER_NODE_CLASS(RGBCurvesNode)
void constant_fold(const ConstantFolder &folder);
};
class VectorCurvesNode : public CurvesNode {
public:
SHADER_NODE_CLASS(VectorCurvesNode)
void constant_fold(const ConstantFolder &folder);
};
class RGBRampNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBRampNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_group()
{
return NODE_GROUP_LEVEL_1;
}
NODE_SOCKET_API(array<float3>, ramp)
NODE_SOCKET_API(array<float>, ramp_alpha)
NODE_SOCKET_API(float, fac)
NODE_SOCKET_API(bool, interpolate)
};
class SetNormalNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SetNormalNode)
NODE_SOCKET_API(float3, direction)
};
class OSLNode : public ShaderNode {
public:
static OSLNode *create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from = NULL);
~OSLNode();
ShaderNode *clone(ShaderGraph *graph) const;
char *input_default_value();
void add_input(ustring name, SocketType::Type type);
void add_output(ustring name, SocketType::Type type);
SHADER_NODE_NO_CLONE_CLASS(OSLNode)
/* Ideally we could better detect this, but we can't query this now. */
bool has_spatial_varying()
{
return true;
}
bool has_volume_support()
{
return true;
}
virtual bool equals(const ShaderNode & /*other*/)
{
return false;
}
string filepath;
string bytecode_hash;
};
class NormalMapNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NormalMapNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(NodeNormalMapSpace, space)
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(float, strength)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float3, normal_osl)
};
class TangentNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TangentNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NODE_SOCKET_API(NodeTangentDirectionType, direction_type)
NODE_SOCKET_API(NodeTangentAxis, axis)
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(float3, normal_osl)
};
class BevelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BevelNode)
bool has_spatial_varying()
{
return true;
}
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
virtual bool has_raytrace()
{
return true;
}
NODE_SOCKET_API(float, radius)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(int, samples)
};
class DisplacementNode : public ShaderNode {
public:
SHADER_NODE_CLASS(DisplacementNode)
void constant_fold(const ConstantFolder &folder);
virtual int get_feature()
{
return NODE_FEATURE_BUMP;
}
NODE_SOCKET_API(NodeNormalMapSpace, space)
NODE_SOCKET_API(float, height)
NODE_SOCKET_API(float, midlevel)
NODE_SOCKET_API(float, scale)
NODE_SOCKET_API(float3, normal)
};
class VectorDisplacementNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorDisplacementNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
void constant_fold(const ConstantFolder &folder);
virtual int get_feature()
{
return NODE_FEATURE_BUMP;
}
NODE_SOCKET_API(NodeNormalMapSpace, space)
NODE_SOCKET_API(ustring, attribute)
NODE_SOCKET_API(float3, vector)
NODE_SOCKET_API(float, midlevel)
NODE_SOCKET_API(float, scale)
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */