blender/intern/cycles/render/nodes.h
Brecht Van Lommel bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __NODES_H__
#define __NODES_H__
#include "graph.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
class ImageManager;
class Shadr;
/* Nodes */
class ImageTextureNode : public ShaderNode {
public:
SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
~ImageTextureNode();
ShaderNode *clone() const;
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class EnvironmentTextureNode : public ShaderNode {
public:
SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
~EnvironmentTextureNode();
ShaderNode *clone() const;
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class SkyTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SkyTextureNode)
float3 sun_direction;
float turbidity;
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
};
class NoiseTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(NoiseTextureNode)
};
class BlendTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlendTextureNode)
ustring progression;
ustring axis;
static ShaderEnum progression_enum;
static ShaderEnum axis_enum;
};
class CloudsTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CloudsTextureNode)
bool hard;
int depth;
ustring basis;
static ShaderEnum basis_enum;
};
class VoronoiTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VoronoiTextureNode)
ustring distance_metric;
ustring coloring;
static ShaderEnum distance_metric_enum;
static ShaderEnum coloring_enum;
};
class MusgraveTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MusgraveTextureNode)
ustring type;
ustring basis;
static ShaderEnum type_enum;
static ShaderEnum basis_enum;
};
class MarbleTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MarbleTextureNode)
ustring type;
ustring wave;
ustring basis;
bool hard;
int depth;
static ShaderEnum type_enum;
static ShaderEnum wave_enum;
static ShaderEnum basis_enum;
};
class MagicTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MagicTextureNode)
int depth;
};
class StucciTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(StucciTextureNode)
ustring type;
ustring basis;
bool hard;
static ShaderEnum type_enum;
static ShaderEnum basis_enum;
};
class DistortedNoiseTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(DistortedNoiseTextureNode)
ustring basis;
ustring distortion_basis;
static ShaderEnum basis_enum;
};
class WoodTextureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WoodTextureNode)
ustring type;
ustring wave;
ustring basis;
bool hard;
static ShaderEnum type_enum;
static ShaderEnum wave_enum;
static ShaderEnum basis_enum;
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)
Transform compute_transform();
float3 translation;
float3 rotation;
float3 scale;
};
class ConvertNode : public ShaderNode {
public:
ConvertNode(ShaderSocketType from, ShaderSocketType to);
SHADER_NODE_BASE_CLASS(ConvertNode)
ShaderSocketType from, to;
};
class BsdfNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BsdfNode)
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
ClosureType closure;
};
class WardBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(WardBsdfNode)
};
class DiffuseBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(DiffuseBsdfNode)
};
class TranslucentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TranslucentBsdfNode)
};
class TransparentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TransparentBsdfNode)
};
class VelvetBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(VelvetBsdfNode)
};
class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
};
class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
};
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool total_power;
};
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
};
class HoldoutNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HoldoutNode)
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
};
class TextureCoordinateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TextureCoordinateNode)
void attributes(AttributeRequestSet *attributes);
};
class LightPathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightPathNode)
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
float value;
};
class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
float3 value;
};
class AddClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AddClosureNode)
};
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
ustring type;
static ShaderEnum type_enum;
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)
void attributes(AttributeRequestSet *attributes);
ustring attribute;
};
class FresnelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(FresnelNode)
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
ustring type;
static ShaderEnum type_enum;
};
class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
ustring type;
static ShaderEnum type_enum;
};
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */