diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-06-11 22:56:47 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-06-12 00:50:11 +0300 |
commit | ebdd2e0b6d4cc8c2427070811a293a7e35a880c6 (patch) | |
tree | 353a26a6856194c2c9bad3cfd96d2a851475b59a | |
parent | b8112a896003d34ce1099c3cc8f4fee6bd3520cc (diff) |
Cycles: make shader node enums consistently lower case, update OSL shaders accordingly.
22 files changed, 225 insertions, 225 deletions
diff --git a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl index 281ed4e8726..f7f89543aa9 100644 --- a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl @@ -45,9 +45,9 @@ shader node_anisotropic_bsdf( RoughnessV = Roughness / (1.0 - aniso); } - if (distribution == "Sharp") + if (distribution == "sharp") BSDF = Color * reflection(Normal); - else if (distribution == "Beckmann") + else if (distribution == "beckmann") BSDF = Color * microfacet_beckmann_aniso(Normal, T, RoughnessU, RoughnessV); else if (distribution == "GGX") BSDF = Color * microfacet_ggx_aniso(Normal, T, RoughnessU, RoughnessV); diff --git a/intern/cycles/kernel/shaders/node_environment_texture.osl b/intern/cycles/kernel/shaders/node_environment_texture.osl index 3a0b782c98e..0a7f602226d 100644 --- a/intern/cycles/kernel/shaders/node_environment_texture.osl +++ b/intern/cycles/kernel/shaders/node_environment_texture.osl @@ -44,7 +44,7 @@ shader node_environment_texture( matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), vector Vector = P, string filename = "", - string projection = "Equirectangular", + string projection = "equirectangular", string interpolation = "linear", string color_space = "sRGB", int is_float = 1, @@ -59,7 +59,7 @@ shader node_environment_texture( p = normalize(p); - if (projection == "Equirectangular") + if (projection == "equirectangular") p = environment_texture_direction_to_equirectangular(p); else p = environment_texture_direction_to_mirrorball(p); diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/shaders/node_glass_bsdf.osl index 68bc107cc5e..8fd0a2fd714 100644 --- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_glass_bsdf.osl @@ -19,7 +19,7 @@ shader node_glass_bsdf( color Color = 0.8, - string distribution = "Sharp", + string distribution = "sharp", float Roughness = 0.2, float IOR = 1.45, normal Normal = N, @@ -30,9 +30,9 @@ shader node_glass_bsdf( float cosi = dot(I, Normal); float Fr = fresnel_dielectric_cos(cosi, eta); - if (distribution == "Sharp") + if (distribution == "sharp") BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta)); - else if (distribution == "Beckmann") + else if (distribution == "beckmann") BSDF = Color * (Fr * microfacet_beckmann(Normal, Roughness) + (1.0 - Fr) * microfacet_beckmann_refraction(Normal, Roughness, eta)); else if (distribution == "GGX") diff --git a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl index d3250b32d0b..cc2a66fd46a 100644 --- a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl @@ -24,9 +24,9 @@ shader node_glossy_bsdf( normal Normal = N, output closure color BSDF = 0) { - if (distribution == "Sharp") + if (distribution == "sharp") BSDF = Color * reflection(Normal); - else if (distribution == "Beckmann") + else if (distribution == "beckmann") BSDF = Color * microfacet_beckmann(Normal, Roughness); else if (distribution == "GGX") BSDF = Color * microfacet_ggx(Normal, Roughness); diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl index 69e2ee54bdf..f458937a18f 100644 --- a/intern/cycles/kernel/shaders/node_gradient_texture.osl +++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl @@ -29,31 +29,31 @@ float gradient(point p, string type) float result = 0.0; - if (type == "Linear") { + if (type == "linear") { result = x; } - else if (type == "Quadratic") { + else if (type == "quadratic") { float r = max(x, 0.0); result = r * r; } - else if (type == "Easing") { + else if (type == "easing") { float r = min(max(x, 0.0), 1.0); float t = r * r; result = (3.0 * t - 2.0 * t * r); } - else if (type == "Diagonal") { + else if (type == "diagonal") { result = (x + y) * 0.5; } - else if (type == "Radial") { + else if (type == "radial") { result = atan2(y, x) / M_2PI + 0.5; } else { float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0); - if (type == "Quadratic Sphere") + if (type == "quadratic_sphere") result = r * r; - else if (type == "Spherical") + else if (type == "spherical") result = r; } @@ -63,7 +63,7 @@ float gradient(point p, string type) shader node_gradient_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string type = "Linear", + string type = "linear", point Vector = P, output float Fac = 0.0, output color Color = 0.0) diff --git a/intern/cycles/kernel/shaders/node_hair_bsdf.osl b/intern/cycles/kernel/shaders/node_hair_bsdf.osl index 54d4cb67c3b..c8cb88f0c0b 100644 --- a/intern/cycles/kernel/shaders/node_hair_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_hair_bsdf.osl @@ -20,7 +20,7 @@ shader node_hair_bsdf( color Color = 0.8, - string component = "Reflection", + string component = "reflection", float Offset = 0.0, float RoughnessU = 0.1, float RoughnessV = 1.0, @@ -37,7 +37,7 @@ shader node_hair_bsdf( BSDF = transparent(); } else { - if (component == "Reflection") + if (component == "reflection") BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0); else BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0); @@ -48,7 +48,7 @@ shader node_hair_bsdf( BSDF = transparent(); } else { - if (component == "Reflection") + if (component == "reflection") BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset); else BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset); diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl index d09174ff5d3..a00401845c8 100644 --- a/intern/cycles/kernel/shaders/node_image_texture.osl +++ b/intern/cycles/kernel/shaders/node_image_texture.osl @@ -86,7 +86,7 @@ shader node_image_texture( point Vector = P, string filename = "", string color_space = "sRGB", - string projection = "Flat", + string projection = "flat", string interpolation = "smartcubic", string wrap = "periodic", float projection_blend = 0.0, @@ -100,7 +100,7 @@ shader node_image_texture( if (use_mapping) p = transform(mapping, p); - if (projection == "Flat") { + if (projection == "flat") { Color = image_texture_lookup(filename, color_space, p[0], p[1], @@ -110,7 +110,7 @@ shader node_image_texture( interpolation, wrap); } - else if (projection == "Box") { + else if (projection == "box") { /* object space normal */ vector Nob = transform("world", "object", N); @@ -210,7 +210,7 @@ shader node_image_texture( Alpha += weight[2] * tmp_alpha; } } - else if (projection == "Sphere") { + else if (projection == "sphere") { point projected = map_to_sphere(texco_remap_square(p)); Color = image_texture_lookup(filename, color_space, @@ -221,7 +221,7 @@ shader node_image_texture( interpolation, wrap); } - else if (projection == "Tube") { + else if (projection == "tube") { point projected = map_to_tube(texco_remap_square(p)); Color = image_texture_lookup(filename, color_space, diff --git a/intern/cycles/kernel/shaders/node_math.osl b/intern/cycles/kernel/shaders/node_math.osl index 85eac0b97a6..f309ef7c6f3 100644 --- a/intern/cycles/kernel/shaders/node_math.osl +++ b/intern/cycles/kernel/shaders/node_math.osl @@ -49,7 +49,7 @@ float safe_log(float a, float b) } shader node_math( - string type = "Add", + string type = "add", int use_clamp = 0, float Value1 = 0.0, float Value2 = 0.0, @@ -57,43 +57,43 @@ shader node_math( { /* OSL asin, acos, pow check for values that could give rise to nan */ - if (type == "Add") + if (type == "add") Value = Value1 + Value2; - else if (type == "Subtract") + else if (type == "subtract") Value = Value1 - Value2; - else if (type == "Multiply") + else if (type == "multiply") Value = Value1 * Value2; - else if (type == "Divide") + else if (type == "divide") Value = safe_divide(Value1, Value2); - else if (type == "Sine") + else if (type == "sine") Value = sin(Value1); - else if (type == "Cosine") + else if (type == "cosine") Value = cos(Value1); - else if (type == "Tangent") + else if (type == "tangent") Value = tan(Value1); - else if (type == "Arcsine") + else if (type == "arcsine") Value = asin(Value1); - else if (type == "Arccosine") + else if (type == "arccosine") Value = acos(Value1); - else if (type == "Arctangent") + else if (type == "arctangent") Value = atan(Value1); - else if (type == "Power") + else if (type == "power") Value = pow(Value1, Value2); - else if (type == "Logarithm") + else if (type == "logarithm") Value = safe_log(Value1, Value2); - else if (type == "Minimum") + else if (type == "minimum") Value = min(Value1, Value2); - else if (type == "Maximum") + else if (type == "maximum") Value = max(Value1, Value2); - else if (type == "Round") + else if (type == "round") Value = floor(Value1 + 0.5); - else if (type == "Less Than") + else if (type == "less_than") Value = Value1 < Value2; - else if (type == "Greater Than") + else if (type == "greater_than") Value = Value1 > Value2; - else if (type == "Modulo") + else if (type == "modulo") Value = safe_modulo(Value1, Value2); - else if (type == "Absolute") + else if (type == "absolute") Value = fabs(Value1); if (use_clamp) diff --git a/intern/cycles/kernel/shaders/node_mix.osl b/intern/cycles/kernel/shaders/node_mix.osl index 4a66748ed6a..0862c34b6e1 100644 --- a/intern/cycles/kernel/shaders/node_mix.osl +++ b/intern/cycles/kernel/shaders/node_mix.osl @@ -277,7 +277,7 @@ color node_mix_clamp(color col) } shader node_mix( - string type = "Mix", + string type = "mix", int use_clamp = 0, float Fac = 0.5, color Color1 = 0.0, @@ -286,41 +286,41 @@ shader node_mix( { float t = clamp(Fac, 0.0, 1.0); - if (type == "Mix") + if (type == "mix") Color = node_mix_blend(t, Color1, Color2); - if (type == "Add") + if (type == "add") Color = node_mix_add(t, Color1, Color2); - if (type == "Multiply") + if (type == "multiply") Color = node_mix_mul(t, Color1, Color2); - if (type == "Screen") + if (type == "screen") Color = node_mix_screen(t, Color1, Color2); - if (type == "Overlay") + if (type == "overlay") Color = node_mix_overlay(t, Color1, Color2); - if (type == "Subtract") + if (type == "subtract") Color = node_mix_sub(t, Color1, Color2); - if (type == "Divide") + if (type == "divide") Color = node_mix_div(t, Color1, Color2); - if (type == "Difference") + if (type == "difference") Color = node_mix_diff(t, Color1, Color2); - if (type == "Darken") + if (type == "darken") Color = node_mix_dark(t, Color1, Color2); - if (type == "Lighten") + if (type == "lighten") Color = node_mix_light(t, Color1, Color2); - if (type == "Dodge") + if (type == "dodge") Color = node_mix_dodge(t, Color1, Color2); - if (type == "Burn") + if (type == "burn") Color = node_mix_burn(t, Color1, Color2); - if (type == "Hue") + if (type == "hue") Color = node_mix_hue(t, Color1, Color2); - if (type == "Saturation") + if (type == "saturation") Color = node_mix_sat(t, Color1, Color2); - if (type == "Value") + if (type == "value") Color = node_mix_val (t, Color1, Color2); - if (type == "Color") + if (type == "color") Color = node_mix_color(t, Color1, Color2); - if (type == "Soft Light") + if (type == "soft_light") Color = node_mix_soft(t, Color1, Color2); - if (type == "Linear Light") + if (type == "linear_light") Color = node_mix_linear(t, Color1, Color2); if (use_clamp) diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl index 2f9f62bcfe8..91f4fba5898 100644 --- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl +++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl @@ -210,15 +210,15 @@ shader node_musgrave_texture( p = p * Scale; - if (type == "Multifractal") + if (type == "multifractal") Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); else if (type == "fBM") Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); - else if (type == "Hybrid Multifractal") + else if (type == "hybrid_multifractal") Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain); - else if (type == "Ridged Multifractal") + else if (type == "ridged_multifractal") Fac = intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain); - else if (type == "Hetero Terrain") + else if (type == "hetero_terrain") Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset); Color = color(Fac, Fac, Fac); diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl index 01be566fb20..f95e9fcfe3c 100644 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ b/intern/cycles/kernel/shaders/node_normal_map.osl @@ -20,14 +20,14 @@ shader node_normal_map( normal NormalIn = N, float Strength = 1.0, color Color = color(0.5, 0.5, 1.0), - string space = "Tangent", + string space = "tangent", string attr_name = "geom:tangent", string attr_sign_name = "geom:tangent_sign", output normal Normal = NormalIn) { color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5); - if (space == "Tangent") { + if (space == "tangent") { vector tangent; vector ninterp; float tangent_sign; @@ -53,20 +53,20 @@ shader node_normal_map( Normal = normal(0, 0, 0); } } - else if (space == "Object") { + else if (space == "object") { Normal = normalize(transform("object", "world", vector(mcolor))); } - else if (space == "World") { + else if (space == "world") { Normal = normalize(vector(mcolor)); } - else if (space == "Blender Object") { + else if (space == "blender_object") { /* strange blender convention */ mcolor[1] = -mcolor[1]; mcolor[2] = -mcolor[2]; Normal = normalize(transform("object", "world", vector(mcolor))); } - else if (space == "Blender World") { + else if (space == "blender_world") { /* strange blender convention */ mcolor[1] = -mcolor[1]; mcolor[2] = -mcolor[2]; diff --git a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl index d458ca730a4..828becf1818 100644 --- a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl @@ -18,7 +18,7 @@ shader node_refraction_bsdf( color Color = 0.8, - string distribution = "Sharp", + string distribution = "sharp", float Roughness = 0.2, float IOR = 1.45, normal Normal = N, @@ -27,9 +27,9 @@ shader node_refraction_bsdf( float f = max(IOR, 1e-5); float eta = backfacing() ? 1.0 / f : f; - if (distribution == "Sharp") + if (distribution == "sharp") BSDF = Color * refraction(Normal, eta); - else if (distribution == "Beckmann") + else if (distribution == "beckmann") BSDF = Color * microfacet_beckmann_refraction(Normal, Roughness, eta); else if (distribution == "GGX") BSDF = Color * microfacet_ggx_refraction(Normal, Roughness, eta); diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl index 05eed23bea8..a6c187d15f2 100644 --- a/intern/cycles/kernel/shaders/node_sky_texture.osl +++ b/intern/cycles/kernel/shaders/node_sky_texture.osl @@ -111,7 +111,7 @@ shader node_sky_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), vector Vector = P, - string sky_model = "Hosek / Wilkie", + string type = "hosek_wilkie", float theta = 0.0, float phi = 0.0, color radiance = color(0.0, 0.0, 0.0), @@ -125,7 +125,7 @@ shader node_sky_texture( if (use_mapping) p = transform(mapping, p); - if (sky_model == "Hosek / Wilkie") + if (type == "hosek_wilkie") Color = sky_radiance_new(p, phi, theta, radiance, config_x, config_y, config_z); else Color = sky_radiance_old(p, phi, theta, radiance, config_x, config_y, config_z); diff --git a/intern/cycles/kernel/shaders/node_subsurface_scattering.osl b/intern/cycles/kernel/shaders/node_subsurface_scattering.osl index 1877c7e595f..5ba8f34021d 100644 --- a/intern/cycles/kernel/shaders/node_subsurface_scattering.osl +++ b/intern/cycles/kernel/shaders/node_subsurface_scattering.osl @@ -22,13 +22,13 @@ shader node_subsurface_scattering( vector Radius = vector(0.1, 0.1, 0.1), float TextureBlur = 0.0, float Sharpness = 0.0, - string falloff = "Cubic", + string falloff = "cubic", normal Normal = N, output closure color BSSRDF = 0) { - if (falloff == "Gaussian") + if (falloff == "gaussian") BSSRDF = Color * bssrdf_gaussian(Normal, Scale * Radius, TextureBlur); - else if (falloff == "Cubic") + else if (falloff == "cubic") BSSRDF = Color * bssrdf_cubic(Normal, Scale * Radius, TextureBlur, Sharpness); else BSSRDF = Color * bssrdf_burley(Normal, Scale * Radius, TextureBlur, Color); diff --git a/intern/cycles/kernel/shaders/node_tangent.osl b/intern/cycles/kernel/shaders/node_tangent.osl index 53a47396f9f..c527070a2c8 100644 --- a/intern/cycles/kernel/shaders/node_tangent.osl +++ b/intern/cycles/kernel/shaders/node_tangent.osl @@ -19,24 +19,24 @@ shader node_tangent( normal NormalIn = N, string attr_name = "geom:tangent", - string direction_type = "Radial", - string axis = "Z", + string direction_type = "radial", + string axis = "z", output normal Tangent = normalize(dPdu)) { vector T; - if (direction_type == "UV Map") { + if (direction_type == "uv_map") { getattribute(attr_name, T); } - else if (direction_type == "Radial") { + else if (direction_type == "radial") { point generated; if (!getattribute("geom:generated", generated)) generated = P; - if (axis == "X") + if (axis == "x") T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5)); - else if (axis == "Y") + else if (axis == "y") T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5)); else T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); diff --git a/intern/cycles/kernel/shaders/node_toon_bsdf.osl b/intern/cycles/kernel/shaders/node_toon_bsdf.osl index 75c5d06f847..ae68a463e46 100644 --- a/intern/cycles/kernel/shaders/node_toon_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_toon_bsdf.osl @@ -18,15 +18,15 @@ shader node_toon_bsdf( color Color = 0.8, - string component = "Diffuse", + string component = "diffuse", float Size = 0.5, float Smooth = 0.0, normal Normal = N, output closure color BSDF = 0) { - if (component == "Diffuse") + if (component == "diffuse") BSDF = Color * diffuse_toon(Normal, Size, Smooth); - else if (component == "Glossy") + else if (component == "glossy") BSDF = Color * glossy_toon(Normal, Size, Smooth); } diff --git a/intern/cycles/kernel/shaders/node_uv_map.osl b/intern/cycles/kernel/shaders/node_uv_map.osl index 77e2e8d12d7..b46b2e73457 100644 --- a/intern/cycles/kernel/shaders/node_uv_map.osl +++ b/intern/cycles/kernel/shaders/node_uv_map.osl @@ -18,7 +18,7 @@ shader node_uv_map( int from_dupli = 0, - string name = "", + string attribute = "", string bump_offset = "center", output point UV = point(0.0, 0.0, 0.0)) { @@ -26,10 +26,10 @@ shader node_uv_map( getattribute("geom:dupli_uv", UV); } else { - if (name == "") + if (attribute == "") getattribute("geom:uv", UV); else - getattribute(name, UV); + getattribute(attribute, UV); } if (bump_offset == "dx") { diff --git a/intern/cycles/kernel/shaders/node_vector_math.osl b/intern/cycles/kernel/shaders/node_vector_math.osl index f83412dc0f7..a7e3637402e 100644 --- a/intern/cycles/kernel/shaders/node_vector_math.osl +++ b/intern/cycles/kernel/shaders/node_vector_math.osl @@ -17,33 +17,33 @@ #include "stdosl.h" shader node_vector_math( - string type = "Add", + string type = "add", vector Vector1 = vector(0.0, 0.0, 0.0), vector Vector2 = vector(0.0, 0.0, 0.0), output float Value = 0.0, output vector Vector = vector(0.0, 0.0, 0.0)) { - if (type == "Add") { + if (type == "add") { Vector = Vector1 + Vector2; Value = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2])) / 3.0; } - else if (type == "Subtract") { + else if (type == "subtract") { Vector = Vector1 - Vector2; Value = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2])) / 3.0; } - else if (type == "Average") { + else if (type == "average") { Value = length(Vector1 + Vector2); Vector = normalize(Vector1 + Vector2); } - else if (type == "Dot Product") { + else if (type == "dot_product") { Value = dot(Vector1, Vector2); } - else if (type == "Cross Product") { + else if (type == "cross_product") { vector c = cross(Vector1, Vector2); Value = length(c); Vector = normalize(c); } - else if (type == "Normalize") { + else if (type == "normalize") { Value = length(Vector1); Vector = normalize(Vector1); } diff --git a/intern/cycles/kernel/shaders/node_vector_transform.osl b/intern/cycles/kernel/shaders/node_vector_transform.osl index 8ebaa31ab25..afb95b340d1 100644 --- a/intern/cycles/kernel/shaders/node_vector_transform.osl +++ b/intern/cycles/kernel/shaders/node_vector_transform.osl @@ -17,18 +17,18 @@ #include "stdosl.h" shader node_vector_transform( - string type = "Vector", + string type = "vector", string convert_from = "world", string convert_to = "object", vector VectorIn = vector(0.0, 0.0, 0.0), output vector VectorOut = vector(0.0, 0.0, 0.0)) { - if (type == "Vector" || type == "Normal") { + if (type == "vector" || type == "normal") { VectorOut = transform(convert_from, convert_to, VectorIn); - if (type == "Normal") + if (type == "normal") VectorOut = normalize(VectorOut); } - else if (type == "Point") { + else if (type == "point") { point Point = (point)VectorIn; VectorOut = transform(convert_from, convert_to, Point); } diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl index bacdd593c7c..0c3b95ae4d0 100644 --- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl +++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl @@ -22,7 +22,7 @@ shader node_voronoi_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string coloring = "Intensity", + string coloring = "intensity", float Scale = 5.0, point Vector = P, output float Fac = 0.0, @@ -40,7 +40,7 @@ shader node_voronoi_texture( voronoi(p * Scale, 1.0, da, pa); /* Colored output */ - if (coloring == "Intensity") { + if (coloring == "intensity") { Fac = fabs(da[0]); Color = color(Fac); } diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl index a07742faefc..71bc9324705 100644 --- a/intern/cycles/kernel/shaders/node_wave_texture.osl +++ b/intern/cycles/kernel/shaders/node_wave_texture.osl @@ -23,10 +23,10 @@ float wave(point p, string type, string profile, float detail, float distortion, { float n = 0.0; - if (type == "Bands") { + if (type == "bands") { n = (p[0] + p[1] + p[2]) * 10.0; } - else if (type == "Rings") { + else if (type == "rings") { n = length(p) * 20.0; } @@ -34,7 +34,7 @@ float wave(point p, string type, string profile, float detail, float distortion, n = n + (distortion * noise_turbulence(p * dscale, detail, 0)); } - if (profile == "Sine") { + if (profile == "sine") { return 0.5 + 0.5 * sin(n); } else { @@ -48,8 +48,8 @@ float wave(point p, string type, string profile, float detail, float distortion, shader node_wave_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - string type = "Bands", - string profile = "Sine", + string type = "bands", + string profile = "sine", float Scale = 5.0, float Distortion = 0.0, float Detail = 2.0, diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 41f405c781b..c5fd09470bf 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -41,12 +41,12 @@ CCL_NAMESPACE_BEGIN \ static NodeEnum mapping_axis_enum; \ mapping_axis_enum.insert("none", TextureMapping::NONE); \ - mapping_axis_enum.insert("X", TextureMapping::X); \ - mapping_axis_enum.insert("Y", TextureMapping::Y); \ - mapping_axis_enum.insert("Z", TextureMapping::Z); \ - SOCKET_ENUM(tex_mapping.x_mapping, "X Mapping", mapping_axis_enum, TextureMapping::X); \ - SOCKET_ENUM(tex_mapping.y_mapping, "Y Mapping", mapping_axis_enum, TextureMapping::Y); \ - SOCKET_ENUM(tex_mapping.z_mapping, "z mapping", mapping_axis_enum, TextureMapping::Z); \ + mapping_axis_enum.insert("x", TextureMapping::X); \ + mapping_axis_enum.insert("y", TextureMapping::Y); \ + mapping_axis_enum.insert("z", TextureMapping::Z); \ + SOCKET_ENUM(tex_mapping.x_mapping, "x_mapping", mapping_axis_enum, TextureMapping::X); \ + SOCKET_ENUM(tex_mapping.y_mapping, "y_mapping", mapping_axis_enum, TextureMapping::Y); \ + SOCKET_ENUM(tex_mapping.z_mapping, "z_mapping", mapping_axis_enum, TextureMapping::Z); \ \ static NodeEnum mapping_type_enum; \ mapping_type_enum.insert("point", TextureMapping::POINT); \ @@ -207,8 +207,8 @@ NODE_DEFINE(ImageTextureNode) SOCKET_STRING(filename, "Filename", ustring("")); static NodeEnum color_space_enum; - color_space_enum.insert("None", NODE_COLOR_SPACE_NONE); - color_space_enum.insert("Color", NODE_COLOR_SPACE_COLOR); + color_space_enum.insert("none", NODE_COLOR_SPACE_NONE); + color_space_enum.insert("color", NODE_COLOR_SPACE_COLOR); SOCKET_ENUM(color_space, "Color Space", color_space_enum, NODE_COLOR_SPACE_COLOR); SOCKET_BOOLEAN(use_alpha, "Use Alpha", true); @@ -227,10 +227,10 @@ NODE_DEFINE(ImageTextureNode) SOCKET_ENUM(extension, "Extension", extension_enum, EXTENSION_REPEAT); static NodeEnum projection_enum; - projection_enum.insert("Flat", NODE_IMAGE_PROJ_FLAT); - projection_enum.insert("Box", NODE_IMAGE_PROJ_BOX); - projection_enum.insert("Sphere", NODE_IMAGE_PROJ_SPHERE); - projection_enum.insert("Tube", NODE_IMAGE_PROJ_TUBE); + projection_enum.insert("flat", NODE_IMAGE_PROJ_FLAT); + projection_enum.insert("box", NODE_IMAGE_PROJ_BOX); + projection_enum.insert("sphere", NODE_IMAGE_PROJ_SPHERE); + projection_enum.insert("tube", NODE_IMAGE_PROJ_TUBE); SOCKET_ENUM(projection, "Projection", projection_enum, NODE_IMAGE_PROJ_FLAT); SOCKET_FLOAT(projection_blend, "Projection Blend", 0.0f); @@ -392,7 +392,7 @@ void ImageTextureNode::compile(OSLCompiler& compiler) compiler.parameter("filename", string_printf("@%d", slot).c_str()); } if(is_linear || color_space != NODE_COLOR_SPACE_COLOR) - compiler.parameter("color_space", "Linear"); + compiler.parameter("color_space", "linear"); else compiler.parameter("color_space", "sRGB"); compiler.parameter(this, "projection"); @@ -416,8 +416,8 @@ NODE_DEFINE(EnvironmentTextureNode) SOCKET_STRING(filename, "Filename", ustring("")); static NodeEnum color_space_enum; - color_space_enum.insert("None", NODE_COLOR_SPACE_NONE); - color_space_enum.insert("Color", NODE_COLOR_SPACE_COLOR); + color_space_enum.insert("none", NODE_COLOR_SPACE_NONE); + color_space_enum.insert("color", NODE_COLOR_SPACE_COLOR); SOCKET_ENUM(color_space, "Color Space", color_space_enum, NODE_COLOR_SPACE_COLOR); SOCKET_BOOLEAN(use_alpha, "Use Alpha", true); @@ -430,8 +430,8 @@ NODE_DEFINE(EnvironmentTextureNode) SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); static NodeEnum projection_enum; - projection_enum.insert("Equirectangular", NODE_ENVIRONMENT_EQUIRECTANGULAR); - projection_enum.insert("Mirror Ball", NODE_ENVIRONMENT_MIRROR_BALL); + projection_enum.insert("equirectangular", NODE_ENVIRONMENT_EQUIRECTANGULAR); + projection_enum.insert("mirror_ball", NODE_ENVIRONMENT_MIRROR_BALL); SOCKET_ENUM(projection, "Projection", projection_enum, NODE_ENVIRONMENT_EQUIRECTANGULAR); SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION); @@ -575,7 +575,7 @@ void EnvironmentTextureNode::compile(OSLCompiler& compiler) } compiler.parameter(this, "projection"); if(is_linear || color_space != NODE_COLOR_SPACE_COLOR) - compiler.parameter("color_space", "Linear"); + compiler.parameter("color_space", "linear"); else compiler.parameter("color_space", "sRGB"); @@ -715,8 +715,8 @@ NODE_DEFINE(SkyTextureNode) TEXTURE_MAPPING_DEFINE(SkyTextureNode); static NodeEnum type_enum; - type_enum.insert("Preetham", NODE_SKY_OLD); - type_enum.insert("Hosek / Wilkie", NODE_SKY_NEW); + type_enum.insert("preetham", NODE_SKY_OLD); + type_enum.insert("hosek_wilkie", NODE_SKY_NEW); SOCKET_ENUM(type, "Type", type_enum, NODE_SKY_NEW); SOCKET_VECTOR(sun_direction, "Sun Direction", make_float3(0.0f, 0.0f, 1.0f)); @@ -778,7 +778,7 @@ void SkyTextureNode::compile(OSLCompiler& compiler) else assert(false); - compiler.parameter("sky_model", type); + compiler.parameter(this, "type"); compiler.parameter("theta", sunsky.theta); compiler.parameter("phi", sunsky.phi); compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z)); @@ -797,13 +797,13 @@ NODE_DEFINE(GradientTextureNode) TEXTURE_MAPPING_DEFINE(GradientTextureNode); static NodeEnum type_enum; - type_enum.insert("Linear", NODE_BLEND_LINEAR); - type_enum.insert("Quadratic", NODE_BLEND_QUADRATIC); - type_enum.insert("Easing", NODE_BLEND_EASING); - type_enum.insert("Diagonal", NODE_BLEND_DIAGONAL); - type_enum.insert("Radial", NODE_BLEND_RADIAL); - type_enum.insert("Quadratic Sphere", NODE_BLEND_QUADRATIC_SPHERE); - type_enum.insert("Spherical", NODE_BLEND_SPHERICAL); + type_enum.insert("linear", NODE_BLEND_LINEAR); + type_enum.insert("quadratic", NODE_BLEND_QUADRATIC); + type_enum.insert("easing", NODE_BLEND_EASING); + type_enum.insert("diagonal", NODE_BLEND_DIAGONAL); + type_enum.insert("radial", NODE_BLEND_RADIAL); + type_enum.insert("quadratic_sphere", NODE_BLEND_QUADRATIC_SPHERE); + type_enum.insert("spherical", NODE_BLEND_SPHERICAL); SOCKET_ENUM(type, "Type", type_enum, NODE_BLEND_LINEAR); SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); @@ -913,8 +913,8 @@ NODE_DEFINE(VoronoiTextureNode) TEXTURE_MAPPING_DEFINE(VoronoiTextureNode); static NodeEnum coloring_enum; - coloring_enum.insert("Intensity", NODE_VORONOI_INTENSITY); - coloring_enum.insert("Cells", NODE_VORONOI_CELLS); + coloring_enum.insert("intensity", NODE_VORONOI_INTENSITY); + coloring_enum.insert("cells", NODE_VORONOI_CELLS); SOCKET_ENUM(coloring, "Coloring", coloring_enum, NODE_VORONOI_INTENSITY); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); @@ -969,11 +969,11 @@ NODE_DEFINE(MusgraveTextureNode) TEXTURE_MAPPING_DEFINE(MusgraveTextureNode); static NodeEnum type_enum; - type_enum.insert("Multifractal", NODE_MUSGRAVE_MULTIFRACTAL); + type_enum.insert("multifractal", NODE_MUSGRAVE_MULTIFRACTAL); type_enum.insert("fBM", NODE_MUSGRAVE_FBM); - type_enum.insert("Hybrid Multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); - type_enum.insert("Ridged Multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); - type_enum.insert("Hetero Terrain", NODE_MUSGRAVE_HETERO_TERRAIN); + type_enum.insert("hybrid_multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); + type_enum.insert("ridged_multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); + type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); SOCKET_ENUM(type, "Type", type_enum, NODE_MUSGRAVE_FBM); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); @@ -1050,13 +1050,13 @@ NODE_DEFINE(WaveTextureNode) TEXTURE_MAPPING_DEFINE(WaveTextureNode); static NodeEnum type_enum; - type_enum.insert("Bands", NODE_WAVE_BANDS); - type_enum.insert("Rings", NODE_WAVE_RINGS); + type_enum.insert("bands", NODE_WAVE_BANDS); + type_enum.insert("rings", NODE_WAVE_RINGS); SOCKET_ENUM(type, "Type", type_enum, NODE_WAVE_BANDS); static NodeEnum profile_enum; - profile_enum.insert("Sine", NODE_WAVE_PROFILE_SIN); - profile_enum.insert("Saw", NODE_WAVE_PROFILE_SAW); + profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN); + profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW); SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); @@ -1337,8 +1337,8 @@ NODE_DEFINE(PointDensityTextureNode) SOCKET_STRING(filename, "Filename", ustring("")); static NodeEnum space_enum; - space_enum.insert("Object", NODE_TEX_VOXEL_SPACE_OBJECT); - space_enum.insert("World", NODE_TEX_VOXEL_SPACE_WORLD); + space_enum.insert("object", NODE_TEX_VOXEL_SPACE_OBJECT); + space_enum.insert("world", NODE_TEX_VOXEL_SPACE_WORLD); SOCKET_ENUM(space, "Space", space_enum, NODE_TEX_VOXEL_SPACE_OBJECT); static NodeEnum interpolation_enum; @@ -1829,9 +1829,9 @@ NODE_DEFINE(AnisotropicBsdfNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; - distribution_enum.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID); distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID); - distribution_enum.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID); SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID); SOCKET_IN_VECTOR(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT); @@ -1887,10 +1887,10 @@ NODE_DEFINE(GlossyBsdfNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; - distribution_enum.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID); - distribution_enum.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); + distribution_enum.insert("sharp", CLOSURE_BSDF_REFLECTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); - distribution_enum.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); SOCKET_IN_FLOAT(roughness, "Roughness", 0.2f); @@ -1961,8 +1961,8 @@ NODE_DEFINE(GlassBsdfNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; - distribution_enum.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID); - distribution_enum.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); + distribution_enum.insert("sharp", CLOSURE_BSDF_SHARP_GLASS_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); @@ -2035,8 +2035,8 @@ NODE_DEFINE(RefractionBsdfNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; - distribution_enum.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID); - distribution_enum.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); + distribution_enum.insert("sharp", CLOSURE_BSDF_REFRACTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); @@ -2110,8 +2110,8 @@ NODE_DEFINE(ToonBsdfNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum component_enum; - component_enum.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); - component_enum.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); + component_enum.insert("diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); + component_enum.insert("glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_DIFFUSE_TOON_ID); SOCKET_IN_FLOAT(size, "Size", 0.5f); SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); @@ -2276,9 +2276,9 @@ NODE_DEFINE(SubsurfaceScatteringNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum falloff_enum; - falloff_enum.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID); - falloff_enum.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID); - falloff_enum.insert("Burley", CLOSURE_BSSRDF_BURLEY_ID); + falloff_enum.insert("cubic", CLOSURE_BSSRDF_CUBIC_ID); + falloff_enum.insert("gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID); + falloff_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); SOCKET_ENUM(falloff, "Falloff", falloff_enum, CLOSURE_BSSRDF_BURLEY_ID); SOCKET_IN_FLOAT(scale, "Scale", 0.01f); SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f)); @@ -2593,8 +2593,8 @@ NODE_DEFINE(HairBsdfNode) SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum component_enum; - component_enum.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); - component_enum.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); + component_enum.insert("reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); + component_enum.insert("transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_HAIR_REFLECTION_ID); SOCKET_IN_FLOAT(offset, "Offset", 0.0f); SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.2f); @@ -2975,7 +2975,7 @@ void UVMapNode::compile(OSLCompiler& compiler) compiler.parameter("bump_offset", "center"); compiler.parameter(this, "from_dupli"); - compiler.parameter("name", attribute.c_str()); + compiler.parameter(this, "attribute"); compiler.add(this, "node_uv_map"); } @@ -3606,24 +3606,24 @@ NODE_DEFINE(MixNode) NodeType* type = NodeType::add("mix", create, NodeType::SHADER); static NodeEnum type_enum; - type_enum.insert("Mix", NODE_MIX_BLEND); - type_enum.insert("Add", NODE_MIX_ADD); - type_enum.insert("Multiply", NODE_MIX_MUL); - type_enum.insert("Screen", NODE_MIX_SCREEN); - type_enum.insert("Overlay", NODE_MIX_OVERLAY); - type_enum.insert("Subtract", NODE_MIX_SUB); - type_enum.insert("Divide", NODE_MIX_DIV); - type_enum.insert("Difference", NODE_MIX_DIFF); - type_enum.insert("Darken", NODE_MIX_DARK); - type_enum.insert("Lighten", NODE_MIX_LIGHT); - type_enum.insert("Dodge", NODE_MIX_DODGE); - type_enum.insert("Burn", NODE_MIX_BURN); - type_enum.insert("Hue", NODE_MIX_HUE); - type_enum.insert("Saturation", NODE_MIX_SAT); - type_enum.insert("Value", NODE_MIX_VAL); - type_enum.insert("Color", NODE_MIX_COLOR); - type_enum.insert("Soft Light", NODE_MIX_SOFT); - type_enum.insert("Linear Light", NODE_MIX_LINEAR); + type_enum.insert("mix", NODE_MIX_BLEND); + type_enum.insert("add", NODE_MIX_ADD); + type_enum.insert("multiply", NODE_MIX_MUL); + type_enum.insert("screen", NODE_MIX_SCREEN); + type_enum.insert("overlay", NODE_MIX_OVERLAY); + type_enum.insert("subtract", NODE_MIX_SUB); + type_enum.insert("divide", NODE_MIX_DIV); + type_enum.insert("difference", NODE_MIX_DIFF); + type_enum.insert("darken", NODE_MIX_DARK); + type_enum.insert("lighten", NODE_MIX_LIGHT); + type_enum.insert("dodge", NODE_MIX_DODGE); + type_enum.insert("burn", NODE_MIX_BURN); + type_enum.insert("hue", NODE_MIX_HUE); + type_enum.insert("saturation", NODE_MIX_SAT); + type_enum.insert("value", NODE_MIX_VAL); + type_enum.insert("color", NODE_MIX_COLOR); + type_enum.insert("soft_light", NODE_MIX_SOFT); + type_enum.insert("linear_light", NODE_MIX_LINEAR); SOCKET_ENUM(type, "Type", type_enum, NODE_MIX_BLEND); SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); @@ -4494,25 +4494,25 @@ NODE_DEFINE(MathNode) NodeType* type = NodeType::add("math", create, NodeType::SHADER); static NodeEnum type_enum; - type_enum.insert("Add", NODE_MATH_ADD); - type_enum.insert("Subtract", NODE_MATH_SUBTRACT); - type_enum.insert("Multiply", NODE_MATH_MULTIPLY); - type_enum.insert("Divide", NODE_MATH_DIVIDE); - type_enum.insert("Sine", NODE_MATH_SINE); - type_enum.insert("Cosine", NODE_MATH_COSINE); - type_enum.insert("Tangent", NODE_MATH_TANGENT); - type_enum.insert("Arcsine", NODE_MATH_ARCSINE); - type_enum.insert("Arccosine", NODE_MATH_ARCCOSINE); - type_enum.insert("Arctangent", NODE_MATH_ARCTANGENT); - type_enum.insert("Power", NODE_MATH_POWER); - type_enum.insert("Logarithm", NODE_MATH_LOGARITHM); - type_enum.insert("Minimum", NODE_MATH_MINIMUM); - type_enum.insert("Maximum", NODE_MATH_MAXIMUM); - type_enum.insert("Round", NODE_MATH_ROUND); - type_enum.insert("Less Than", NODE_MATH_LESS_THAN); - type_enum.insert("Greater Than", NODE_MATH_GREATER_THAN); - type_enum.insert("Modulo", NODE_MATH_MODULO); - type_enum.insert("Absolute", NODE_MATH_ABSOLUTE); + type_enum.insert("add", NODE_MATH_ADD); + type_enum.insert("subtract", NODE_MATH_SUBTRACT); + type_enum.insert("multiply", NODE_MATH_MULTIPLY); + type_enum.insert("divide", NODE_MATH_DIVIDE); + type_enum.insert("sine", NODE_MATH_SINE); + type_enum.insert("cosine", NODE_MATH_COSINE); + type_enum.insert("tangent", NODE_MATH_TANGENT); + type_enum.insert("arcsine", NODE_MATH_ARCSINE); + type_enum.insert("arccosine", NODE_MATH_ARCCOSINE); + type_enum.insert("arctangent", NODE_MATH_ARCTANGENT); + type_enum.insert("power", NODE_MATH_POWER); + type_enum.insert("logarithm", NODE_MATH_LOGARITHM); + type_enum.insert("minimum", NODE_MATH_MINIMUM); + type_enum.insert("maximum", NODE_MATH_MAXIMUM); + type_enum.insert("round", NODE_MATH_ROUND); + type_enum.insert("less_than", NODE_MATH_LESS_THAN); + type_enum.insert("greater_than", NODE_MATH_GREATER_THAN); + type_enum.insert("modulo", NODE_MATH_MODULO); + type_enum.insert("absolute", NODE_MATH_ABSOLUTE); SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD); SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); @@ -4579,12 +4579,12 @@ NODE_DEFINE(VectorMathNode) NodeType* type = NodeType::add("vector_math", create, NodeType::SHADER); static NodeEnum type_enum; - type_enum.insert("Add", NODE_VECTOR_MATH_ADD); - type_enum.insert("Subtract", NODE_VECTOR_MATH_SUBTRACT); - type_enum.insert("Average", NODE_VECTOR_MATH_AVERAGE); - type_enum.insert("Dot Product", NODE_VECTOR_MATH_DOT_PRODUCT); - type_enum.insert("Cross Product", NODE_VECTOR_MATH_CROSS_PRODUCT); - type_enum.insert("Normalize", NODE_VECTOR_MATH_NORMALIZE); + type_enum.insert("add", NODE_VECTOR_MATH_ADD); + type_enum.insert("subtract", NODE_VECTOR_MATH_SUBTRACT); + type_enum.insert("average", NODE_VECTOR_MATH_AVERAGE); + type_enum.insert("dot_product", NODE_VECTOR_MATH_DOT_PRODUCT); + type_enum.insert("cross_product", NODE_VECTOR_MATH_CROSS_PRODUCT); + type_enum.insert("normalize", NODE_VECTOR_MATH_NORMALIZE); SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_MATH_ADD); SOCKET_IN_VECTOR(vector1, "Vector1", make_float3(0.0f, 0.0f, 0.0f)); @@ -4658,9 +4658,9 @@ NODE_DEFINE(VectorTransformNode) NodeType* type = NodeType::add("vector_transform", create, NodeType::SHADER); static NodeEnum type_enum; - type_enum.insert("Vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); - type_enum.insert("Point", NODE_VECTOR_TRANSFORM_TYPE_POINT); - type_enum.insert("Normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); + type_enum.insert("vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + type_enum.insert("point", NODE_VECTOR_TRANSFORM_TYPE_POINT); + type_enum.insert("normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); static NodeEnum space_enum; @@ -5046,11 +5046,11 @@ NODE_DEFINE(NormalMapNode) NodeType* type = NodeType::add("normal_map", create, NodeType::SHADER); static NodeEnum space_enum; - space_enum.insert("Tangent", NODE_NORMAL_MAP_TANGENT); - space_enum.insert("Object", NODE_NORMAL_MAP_OBJECT); - space_enum.insert("World", NODE_NORMAL_MAP_WORLD); - space_enum.insert("Blender Object", NODE_NORMAL_MAP_BLENDER_OBJECT); - space_enum.insert("Blender World", NODE_NORMAL_MAP_BLENDER_WORLD); + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + space_enum.insert("blender_object", NODE_NORMAL_MAP_BLENDER_OBJECT); + space_enum.insert("blender_world", NODE_NORMAL_MAP_BLENDER_WORLD); SOCKET_ENUM(space, "Space", space_enum, NODE_TANGENT_RADIAL); SOCKET_STRING(attribute, "Attribute", ustring("")); @@ -5138,14 +5138,14 @@ NODE_DEFINE(TangentNode) NodeType* type = NodeType::add("tangent", create, NodeType::SHADER); static NodeEnum direction_type_enum; - direction_type_enum.insert("Radial", NODE_TANGENT_RADIAL); - direction_type_enum.insert("UV Map", NODE_TANGENT_UVMAP); + direction_type_enum.insert("radial", NODE_TANGENT_RADIAL); + direction_type_enum.insert("uv_map", NODE_TANGENT_UVMAP); SOCKET_ENUM(direction_type, "Direction Type", direction_type_enum, NODE_TANGENT_RADIAL); static NodeEnum axis_enum; - axis_enum.insert("X", NODE_TANGENT_AXIS_X); - axis_enum.insert("Y", NODE_TANGENT_AXIS_Y); - axis_enum.insert("Z", NODE_TANGENT_AXIS_Z); + axis_enum.insert("x", NODE_TANGENT_AXIS_X); + axis_enum.insert("y", NODE_TANGENT_AXIS_Y); + axis_enum.insert("z", NODE_TANGENT_AXIS_Z); SOCKET_ENUM(axis, "Axis", axis_enum, NODE_TANGENT_AXIS_X); SOCKET_STRING(attribute, "Attribute", ustring("")); |