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authorLukas Toenne <lukas.toenne@googlemail.com>2012-10-20 17:11:45 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2012-10-20 17:11:45 +0400
commitd36dc6d8de44194df9053c6c9c3f7842a8394067 (patch)
treeadd53578a021411009cde01ba7a8509bcbce79fd /intern/cycles/render/nodes.cpp
parentcf7dec94fe96b5905f4c543820c6ad4e27fc7451 (diff)
Integer socket support in Cycles. Int values are already supported natively in OSL, but were not used as actual ints on the SVM stack. This patch implements all the necessary functionality to support reading input values from RNA properties and convert between SHADER_SOCKET_INT and other types.
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp40
1 files changed, 33 insertions, 7 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 73c45665431..76267e9d014 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1065,6 +1065,8 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_)
if(from == SHADER_SOCKET_FLOAT)
add_input("Val", SHADER_SOCKET_FLOAT);
+ else if(from == SHADER_SOCKET_INT)
+ add_input("ValInt", SHADER_SOCKET_INT);
else if(from == SHADER_SOCKET_COLOR)
add_input("Color", SHADER_SOCKET_COLOR);
else if(from == SHADER_SOCKET_VECTOR)
@@ -1078,6 +1080,8 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_)
if(to == SHADER_SOCKET_FLOAT)
add_output("Val", SHADER_SOCKET_FLOAT);
+ else if(to == SHADER_SOCKET_INT)
+ add_output("ValInt", SHADER_SOCKET_INT);
else if(to == SHADER_SOCKET_COLOR)
add_output("Color", SHADER_SOCKET_COLOR);
else if(to == SHADER_SOCKET_VECTOR)
@@ -1095,10 +1099,29 @@ void ConvertNode::compile(SVMCompiler& compiler)
ShaderInput *in = inputs[0];
ShaderOutput *out = outputs[0];
- if(to == SHADER_SOCKET_FLOAT) {
+ if(from == SHADER_SOCKET_FLOAT) {
compiler.stack_assign(in);
compiler.stack_assign(out);
+ if(to == SHADER_SOCKET_INT)
+ /* float to int */
+ compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, in->stack_offset, out->stack_offset);
+ else
+ /* float to float3 */
+ compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, in->stack_offset, out->stack_offset);
+ }
+ else if(from == SHADER_SOCKET_INT) {
+ compiler.stack_assign(in);
+ compiler.stack_assign(out);
+
+ if(to == SHADER_SOCKET_FLOAT)
+ /* int to float */
+ compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, in->stack_offset, out->stack_offset);
+ else
+ /* int to vector/point/normal */
+ compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, in->stack_offset, out->stack_offset);
+ }
+ else if(to == SHADER_SOCKET_FLOAT) {
if(from == SHADER_SOCKET_COLOR)
/* color to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, in->stack_offset, out->stack_offset);
@@ -1106,12 +1129,13 @@ void ConvertNode::compile(SVMCompiler& compiler)
/* 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 if(to == SHADER_SOCKET_INT) {
+ if(from == SHADER_SOCKET_COLOR)
+ /* color to int */
+ compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, in->stack_offset, out->stack_offset);
+ else
+ /* vector/point/normal to int */
+ compiler.add_node(NODE_CONVERT, NODE_CONVERT_VI, in->stack_offset, out->stack_offset);
}
else {
/* float3 to float3 */
@@ -1134,6 +1158,8 @@ void ConvertNode::compile(OSLCompiler& compiler)
{
if(from == SHADER_SOCKET_FLOAT)
compiler.add(this, "node_convert_from_float");
+ else if(from == SHADER_SOCKET_INT)
+ compiler.add(this, "node_convert_from_int");
else if(from == SHADER_SOCKET_COLOR)
compiler.add(this, "node_convert_from_color");
else if(from == SHADER_SOCKET_VECTOR)