forked from bartvdbraak/blender
d9a70ceeb1
Fix part of thread safety issue, there's still something else wrong.
2492 lines
66 KiB
C++
2492 lines
66 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "image.h"
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#include "nodes.h"
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#include "svm.h"
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#include "osl.h"
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#include "util_transform.h"
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CCL_NAMESPACE_BEGIN
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/* Texture Mapping */
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TextureMapping::TextureMapping()
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{
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translation = make_float3(0.0f, 0.0f, 0.0f);
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rotation = make_float3(0.0f, 0.0f, 0.0f);
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scale = make_float3(1.0f, 1.0f, 1.0f);
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min = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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max = make_float3(FLT_MAX, FLT_MAX, FLT_MAX);
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use_minmax = false;
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x_mapping = X;
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y_mapping = Y;
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z_mapping = Z;
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projection = FLAT;
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}
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Transform TextureMapping::compute_transform()
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{
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Transform mmat = transform_scale(make_float3(0.0f, 0.0f, 0.0f));
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if(x_mapping != NONE)
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mmat[0][x_mapping-1] = 1.0f;
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if(y_mapping != NONE)
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mmat[1][y_mapping-1] = 1.0f;
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if(z_mapping != NONE)
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mmat[2][z_mapping-1] = 1.0f;
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Transform smat = transform_scale(scale);
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Transform rmat = transform_euler(rotation);
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Transform tmat = transform_translate(translation);
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return tmat*rmat*smat*mmat;
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}
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bool TextureMapping::skip()
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{
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if(translation != make_float3(0.0f, 0.0f, 0.0f))
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return false;
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if(rotation != make_float3(0.0f, 0.0f, 0.0f))
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return false;
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if(scale != make_float3(1.0f, 1.0f, 1.0f))
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return false;
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if(x_mapping != X || y_mapping != Y || z_mapping != Z)
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return false;
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if(use_minmax)
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return false;
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return true;
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}
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void TextureMapping::compile(SVMCompiler& compiler, int offset_in, int offset_out)
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{
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if(offset_in == SVM_STACK_INVALID || offset_out == SVM_STACK_INVALID)
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return;
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compiler.add_node(NODE_MAPPING, offset_in, offset_out);
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Transform tfm = compute_transform();
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compiler.add_node(tfm.x);
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compiler.add_node(tfm.y);
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compiler.add_node(tfm.z);
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compiler.add_node(tfm.w);
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if(use_minmax) {
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compiler.add_node(NODE_MIN_MAX, offset_out, offset_out);
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compiler.add_node(float3_to_float4(min));
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compiler.add_node(float3_to_float4(max));
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}
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}
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/* Image Texture */
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static ShaderEnum color_space_init()
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{
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ShaderEnum enm;
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enm.insert("None", 0);
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enm.insert("Color", 1);
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return enm;
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}
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ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
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ImageTextureNode::ImageTextureNode()
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: TextureNode("image_texture")
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{
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image_manager = NULL;
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slot = -1;
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is_float = false;
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filename = "";
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color_space = ustring("Color");
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Alpha", SHADER_SOCKET_FLOAT);
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}
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ImageTextureNode::~ImageTextureNode()
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{
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if(image_manager)
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image_manager->remove_image(filename);
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}
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ShaderNode *ImageTextureNode::clone() const
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{
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ImageTextureNode *node = new ImageTextureNode(*this);
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node->image_manager = NULL;
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node->slot = -1;
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node->is_float = false;
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return node;
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}
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void ImageTextureNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *color_out = output("Color");
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ShaderOutput *alpha_out = output("Alpha");
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image_manager = compiler.image_manager;
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if(slot == -1)
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slot = image_manager->add_image(filename, is_float);
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if(!color_out->links.empty())
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compiler.stack_assign(color_out);
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if(!alpha_out->links.empty())
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compiler.stack_assign(alpha_out);
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if(slot != -1) {
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compiler.stack_assign(vector_in);
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int srgb = (is_float || color_space != "Color")? 0: 1;
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int vector_offset = vector_in->stack_offset;
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if(!tex_mapping.skip()) {
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vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
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tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
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}
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compiler.add_node(NODE_TEX_IMAGE,
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slot,
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compiler.encode_uchar4(
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vector_offset,
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color_out->stack_offset,
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alpha_out->stack_offset,
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srgb));
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if(vector_offset != vector_in->stack_offset)
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compiler.stack_clear_offset(vector_in->type, vector_offset);
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}
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else {
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/* image not found */
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if(!color_out->links.empty()) {
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compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
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compiler.add_node(NODE_VALUE_V, make_float3(0, 0, 0));
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}
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if(!alpha_out->links.empty())
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compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), alpha_out->stack_offset);
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}
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}
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void ImageTextureNode::compile(OSLCompiler& compiler)
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{
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compiler.parameter("filename", filename.c_str());
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if(is_float || color_space != "Color")
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compiler.parameter("color_space", "Linear");
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else
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compiler.parameter("color_space", "sRGB");
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compiler.add(this, "node_image_texture");
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}
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/* Environment Texture */
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static ShaderEnum projection_init()
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{
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ShaderEnum enm;
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enm.insert("Equirectangular", 0);
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enm.insert("Mirror Ball", 1);
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return enm;
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}
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ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
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ShaderEnum EnvironmentTextureNode::projection_enum = projection_init();
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EnvironmentTextureNode::EnvironmentTextureNode()
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: TextureNode("environment_texture")
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{
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image_manager = NULL;
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slot = -1;
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is_float = false;
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filename = "";
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color_space = ustring("Color");
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projection = ustring("Equirectangular");
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add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Alpha", SHADER_SOCKET_FLOAT);
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}
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EnvironmentTextureNode::~EnvironmentTextureNode()
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{
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if(image_manager)
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image_manager->remove_image(filename);
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}
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ShaderNode *EnvironmentTextureNode::clone() const
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{
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EnvironmentTextureNode *node = new EnvironmentTextureNode(*this);
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node->image_manager = NULL;
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node->slot = -1;
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node->is_float = false;
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return node;
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}
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void EnvironmentTextureNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *color_out = output("Color");
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ShaderOutput *alpha_out = output("Alpha");
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image_manager = compiler.image_manager;
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if(slot == -1)
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slot = image_manager->add_image(filename, is_float);
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if(!color_out->links.empty())
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compiler.stack_assign(color_out);
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if(!alpha_out->links.empty())
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compiler.stack_assign(alpha_out);
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if(slot != -1) {
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compiler.stack_assign(vector_in);
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int srgb = (is_float || color_space != "Color")? 0: 1;
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int vector_offset = vector_in->stack_offset;
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if(!tex_mapping.skip()) {
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vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
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tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
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}
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compiler.add_node(NODE_TEX_ENVIRONMENT,
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slot,
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compiler.encode_uchar4(
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vector_offset,
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color_out->stack_offset,
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alpha_out->stack_offset,
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srgb),
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projection_enum[projection]);
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if(vector_offset != vector_in->stack_offset)
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compiler.stack_clear_offset(vector_in->type, vector_offset);
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}
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else {
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/* image not found */
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if(!color_out->links.empty()) {
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compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
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compiler.add_node(NODE_VALUE_V, make_float3(0, 0, 0));
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}
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if(!alpha_out->links.empty())
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compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), alpha_out->stack_offset);
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}
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}
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void EnvironmentTextureNode::compile(OSLCompiler& compiler)
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{
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compiler.parameter("filename", filename.c_str());
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if(is_float || color_space != "Color")
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compiler.parameter("color_space", "Linear");
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else
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compiler.parameter("color_space", "sRGB");
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compiler.add(this, "node_environment_texture");
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}
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/* Sky Texture */
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static float2 sky_spherical_coordinates(float3 dir)
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{
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return make_float2(acosf(dir.z), atan2f(dir.x, dir.y));
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}
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static float sky_perez_function(float lam[6], float theta, float gamma)
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{
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return (1.f + lam[0]*expf(lam[1]/cosf(theta))) * (1.f + lam[2]*expf(lam[3]*gamma) + lam[4]*cosf(gamma)*cosf(gamma));
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}
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static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turbidity)
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{
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float2 spherical = sky_spherical_coordinates(dir);
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float theta = spherical.x;
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float phi = spherical.y;
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ksunsky->theta = theta;
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ksunsky->phi = phi;
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float theta2 = theta*theta;
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float theta3 = theta*theta*theta;
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float T = turbidity;
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float T2 = T * T;
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float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
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ksunsky->zenith_Y = (4.0453f * T - 4.9710f) * tan(chi) - 0.2155f * T + 2.4192f;
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ksunsky->zenith_Y *= 0.06f;
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ksunsky->zenith_x =
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(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
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(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
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(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
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ksunsky->zenith_y =
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(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
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(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T +
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(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f);
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ksunsky->perez_Y[0] = (0.1787f * T - 1.4630f);
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ksunsky->perez_Y[1] = (-0.3554f * T + 0.4275f);
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ksunsky->perez_Y[2] = (-0.0227f * T + 5.3251f);
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ksunsky->perez_Y[3] = (0.1206f * T - 2.5771f);
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ksunsky->perez_Y[4] = (-0.0670f * T + 0.3703f);
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ksunsky->perez_x[0] = (-0.0193f * T - 0.2592f);
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ksunsky->perez_x[1] = (-0.0665f * T + 0.0008f);
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ksunsky->perez_x[2] = (-0.0004f * T + 0.2125f);
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ksunsky->perez_x[3] = (-0.0641f * T - 0.8989f);
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ksunsky->perez_x[4] = (-0.0033f * T + 0.0452f);
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ksunsky->perez_y[0] = (-0.0167f * T - 0.2608f);
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ksunsky->perez_y[1] = (-0.0950f * T + 0.0092f);
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ksunsky->perez_y[2] = (-0.0079f * T + 0.2102f);
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ksunsky->perez_y[3] = (-0.0441f * T - 1.6537f);
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ksunsky->perez_y[4] = (-0.0109f * T + 0.0529f);
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ksunsky->zenith_Y /= sky_perez_function(ksunsky->perez_Y, 0, theta);
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ksunsky->zenith_x /= sky_perez_function(ksunsky->perez_x, 0, theta);
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ksunsky->zenith_y /= sky_perez_function(ksunsky->perez_y, 0, theta);
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}
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SkyTextureNode::SkyTextureNode()
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: TextureNode("sky_texture")
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{
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sun_direction = make_float3(0.0f, 0.0f, 1.0f);
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turbidity = 2.2f;
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add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
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add_output("Color", SHADER_SOCKET_COLOR);
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}
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void SkyTextureNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *color_out = output("Color");
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if(compiler.sunsky) {
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sky_texture_precompute(compiler.sunsky, sun_direction, turbidity);
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compiler.sunsky = NULL;
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}
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if(vector_in->link)
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compiler.stack_assign(vector_in);
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int vector_offset = vector_in->stack_offset;
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if(!tex_mapping.skip()) {
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vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
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tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
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}
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compiler.stack_assign(color_out);
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compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset);
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if(vector_offset != vector_in->stack_offset)
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compiler.stack_clear_offset(vector_in->type, vector_offset);
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}
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void SkyTextureNode::compile(OSLCompiler& compiler)
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{
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compiler.parameter_vector("sun_direction", sun_direction);
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compiler.parameter("turbidity", turbidity);
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compiler.add(this, "node_sky_texture");
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}
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/* Gradient Texture */
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static ShaderEnum gradient_type_init()
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{
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ShaderEnum enm;
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enm.insert("Linear", NODE_BLEND_LINEAR);
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enm.insert("Quadratic", NODE_BLEND_QUADRATIC);
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enm.insert("Easing", NODE_BLEND_EASING);
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enm.insert("Diagonal", NODE_BLEND_DIAGONAL);
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enm.insert("Radial", NODE_BLEND_RADIAL);
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enm.insert("Quadratic Sphere", NODE_BLEND_QUADRATIC_SPHERE);
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enm.insert("Spherical", NODE_BLEND_SPHERICAL);
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return enm;
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}
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ShaderEnum GradientTextureNode::type_enum = gradient_type_init();
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GradientTextureNode::GradientTextureNode()
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: TextureNode("gradient_texture")
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{
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type = ustring("Linear");
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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void GradientTextureNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *color_out = output("Color");
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ShaderOutput *fac_out = output("Fac");
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if(vector_in->link) compiler.stack_assign(vector_in);
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int vector_offset = vector_in->stack_offset;
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if(!tex_mapping.skip()) {
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vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
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tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
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}
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if(!fac_out->links.empty())
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compiler.stack_assign(fac_out);
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if(!color_out->links.empty())
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compiler.stack_assign(color_out);
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compiler.add_node(NODE_TEX_GRADIENT,
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compiler.encode_uchar4(type_enum[type], vector_offset, fac_out->stack_offset, color_out->stack_offset));
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if(vector_offset != vector_in->stack_offset)
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compiler.stack_clear_offset(vector_in->type, vector_offset);
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}
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void GradientTextureNode::compile(OSLCompiler& compiler)
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{
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compiler.parameter("Type", type);
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compiler.add(this, "node_gradient_texture");
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}
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/* Noise Texture */
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NoiseTextureNode::NoiseTextureNode()
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: TextureNode("noise_texture")
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{
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
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add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f);
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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)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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("marble_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)
|
|
{
|
|
compiler.parameter("Type", type);
|
|
|
|
compiler.add(this, "node_marble_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)
|
|
{
|
|
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)
|
|
{
|
|
compiler.add(this, "node_checker_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_vector("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.add(this, "node_mapping");
|
|
}
|
|
|
|
/* Convert */
|
|
|
|
ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_)
|
|
: ShaderNode("convert")
|
|
{
|
|
from = from_;
|
|
to = to_;
|
|
|
|
assert(from != to);
|
|
|
|
if(from == SHADER_SOCKET_FLOAT)
|
|
add_input("Val", SHADER_SOCKET_FLOAT);
|
|
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
|
|
assert(0);
|
|
|
|
if(to == SHADER_SOCKET_FLOAT)
|
|
add_output("Val", SHADER_SOCKET_FLOAT);
|
|
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
|
|
assert(0);
|
|
}
|
|
|
|
void ConvertNode::compile(SVMCompiler& compiler)
|
|
{
|
|
ShaderInput *in = inputs[0];
|
|
ShaderOutput *out = outputs[0];
|
|
|
|
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(from == SHADER_SOCKET_FLOAT) {
|
|
compiler.stack_assign(in);
|
|
compiler.stack_assign(out);
|
|
|
|
/* float to float3 */
|
|
compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, 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_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 from_, ShaderSocketType to_)
|
|
: ShaderNode("proxy")
|
|
{
|
|
from = from_;
|
|
to = to_;
|
|
|
|
add_input("Input", from);
|
|
add_output("Output", to);
|
|
}
|
|
|
|
void ProxyNode::compile(SVMCompiler& compiler)
|
|
{
|
|
}
|
|
|
|
void ProxyNode::compile(OSLCompiler& compiler)
|
|
{
|
|
}
|
|
|
|
/* BSDF Closure */
|
|
|
|
BsdfNode::BsdfNode()
|
|
: ShaderNode("bsdf")
|
|
{
|
|
closure = ccl::CLOSURE_BSDF_DIFFUSE_ID;
|
|
|
|
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
|
|
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
|
|
|
|
add_output("BSDF", SHADER_SOCKET_CLOSURE);
|
|
}
|
|
|
|
void BsdfNode::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_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));
|
|
}
|
|
|
|
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("Roughness U", SHADER_SOCKET_FLOAT, 0.2f);
|
|
add_input("Roughness V", SHADER_SOCKET_FLOAT, 0.2f);
|
|
}
|
|
|
|
void WardBsdfNode::compile(SVMCompiler& compiler)
|
|
{
|
|
BsdfNode::compile(compiler, input("Roughness U"), input("Roughness V"));
|
|
}
|
|
|
|
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_REFRACTION_ID);
|
|
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
|
|
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_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_REFRACTION_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");
|
|
}
|
|
|
|
/* 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");
|
|
}
|
|
|
|
/* 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_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_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_output("Holdout", SHADER_SOCKET_CLOSURE);
|
|
}
|
|
|
|
void HoldoutNode::compile(SVMCompiler& compiler)
|
|
{
|
|
compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
|
|
}
|
|
|
|
void HoldoutNode::compile(OSLCompiler& compiler)
|
|
{
|
|
compiler.add(this, "node_holdout");
|
|
}
|
|
|
|
/* Volume Closure */
|
|
|
|
VolumeNode::VolumeNode()
|
|
: ShaderNode("volume")
|
|
{
|
|
closure = ccl::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_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_isotropic_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");
|
|
}
|
|
|
|
/* Geometry */
|
|
|
|
GeometryNode::GeometryNode()
|
|
: ShaderNode("geometry")
|
|
{
|
|
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
|
|
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::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("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
|
|
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);
|
|
}
|
|
|
|
void TextureCoordinateNode::attributes(AttributeRequestSet *attributes)
|
|
{
|
|
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 {
|
|
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()) {
|
|
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.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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
}
|
|
|
|
void LightPathNode::compile(OSLCompiler& compiler)
|
|
{
|
|
compiler.add(this, "node_light_path");
|
|
}
|
|
|
|
/* Light Path */
|
|
|
|
LightFalloffNode::LightFalloffNode()
|
|
: ShaderNode("light_path")
|
|
{
|
|
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");
|
|
}
|
|
|
|
/* 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")
|
|
{
|
|
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");
|
|
}
|
|
|
|
/* 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");
|
|
|
|
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);
|
|
}
|
|
|
|
void MixNode::compile(OSLCompiler& compiler)
|
|
{
|
|
compiler.parameter("type", type);
|
|
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");
|
|
}
|
|
|
|
/* 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 RGB */
|
|
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, true);
|
|
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");
|
|
}
|
|
|
|
/* Blend Weight */
|
|
|
|
LayerWeightNode::LayerWeightNode()
|
|
: ShaderNode("LayerWeight")
|
|
{
|
|
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
|
|
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_height");
|
|
}
|
|
|
|
/* Output */
|
|
|
|
OutputNode::OutputNode()
|
|
: ShaderNode("output")
|
|
{
|
|
add_input("Surface", SHADER_SOCKET_CLOSURE);
|
|
add_input("Volume", SHADER_SOCKET_CLOSURE);
|
|
add_input("Displacement", SHADER_SOCKET_FLOAT);
|
|
}
|
|
|
|
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");
|
|
|
|
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);
|
|
|
|
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);
|
|
}
|
|
|
|
void MathNode::compile(OSLCompiler& compiler)
|
|
{
|
|
compiler.parameter("type", type);
|
|
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");
|
|
}
|
|
|
|
/* BumpNode */
|
|
|
|
BumpNode::BumpNode()
|
|
: ShaderNode("bump")
|
|
{
|
|
add_input("SampleCenter", SHADER_SOCKET_FLOAT);
|
|
add_input("SampleX", SHADER_SOCKET_FLOAT);
|
|
add_input("SampleY", SHADER_SOCKET_FLOAT);
|
|
|
|
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");
|
|
|
|
compiler.stack_assign(center_in);
|
|
compiler.stack_assign(dx_in);
|
|
compiler.stack_assign(dy_in);
|
|
|
|
compiler.add_node(NODE_SET_BUMP, center_in->stack_offset, dx_in->stack_offset, dy_in->stack_offset);
|
|
}
|
|
|
|
void BumpNode::compile(OSLCompiler& compiler)
|
|
{
|
|
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)
|
|
{
|
|
compiler.add(this, "node_rgb_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);
|
|
}
|
|
|
|
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, fac_in->stack_offset, color_out->stack_offset, alpha_out->stack_offset);
|
|
compiler.add_array(ramp, RAMP_TABLE_SIZE);
|
|
}
|
|
|
|
void RGBRampNode::compile(OSLCompiler& compiler)
|
|
{
|
|
compiler.add(this, "node_rgb_ramp");
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|