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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-29 13:24:47 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-29 21:30:16 +0300
commit9bd2820aaf599bb25a19cdb6b548957b6686eadc (patch)
treea9fda38ac97604ce5be6091de99ea1514d4b6943 /intern
parenteac7ed8d047457564033f1547fea9a912ff0d9b7 (diff)
Code refactor: add separate RGB to BW node and rename some sockets.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/blender_shader.cpp2
-rw-r--r--intern/cycles/kernel/shaders/node_brick_texture.osl10
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_color.osl24
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_float.osl24
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_int.osl26
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_normal.osl24
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_point.osl24
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_string.osl14
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_vector.osl24
-rw-r--r--intern/cycles/kernel/shaders/node_gradient_texture.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_image_texture.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_magic_texture.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_math.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_mix.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_musgrave_texture.osl12
-rw-r--r--intern/cycles/kernel/shaders/node_normal.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_rgb_ramp.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_subsurface_scattering.osl6
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_wave_texture.osl6
-rw-r--r--intern/cycles/kernel/svm/svm_types.h10
-rw-r--r--intern/cycles/render/nodes.cpp102
-rw-r--r--intern/cycles/render/nodes.h7
23 files changed, 199 insertions, 148 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 346fe0ca6c4..7aa099e9e2b 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -339,7 +339,7 @@ static ShaderNode *add_node(Scene *scene,
node = new HSVNode();
}
else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
- node = new ConvertNode(SocketType::COLOR, SocketType::FLOAT);
+ node = new RGBToBWNode();
}
else if(b_node.is_a(&RNA_ShaderNodeMath)) {
BL::ShaderNodeMath b_math_node(b_node);
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl
index 35e01178ba8..d5e0a7d4c8c 100644
--- a/intern/cycles/kernel/shaders/node_brick_texture.osl
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -59,10 +59,10 @@ float brick(point p, float mortar_size, float bias,
shader node_brick_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- float Offset = 0.5,
- int OffsetFrequency = 2,
- float Squash = 1.0,
- int SquashFrequency = 1,
+ float offset = 0.5,
+ int offset_frequency = 2,
+ float squash = 1.0,
+ int squash_frequency = 1,
point Vector = P,
color Color1 = 0.2,
color Color2 = 0.8,
@@ -84,7 +84,7 @@ shader node_brick_texture(
color Col = Color1;
Fac = brick(p * Scale, MortarSize, Bias, BrickWidth, RowHeight,
- Offset, OffsetFrequency, Squash, SquashFrequency, tint);
+ offset, offset_frequency, squash, squash_frequency, tint);
if (Fac != 1.0) {
float facm = 1.0 - tint;
diff --git a/intern/cycles/kernel/shaders/node_convert_from_color.osl b/intern/cycles/kernel/shaders/node_convert_from_color.osl
index 44074317f42..e95a17f6fa1 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_color.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_color.osl
@@ -17,18 +17,18 @@
#include "stdosl.h"
shader node_convert_from_color(
- color Color = 0.0,
- output string String = "",
- output float Val = 0.0,
- output int ValInt = 0,
- output vector Vector = vector(0.0, 0.0, 0.0),
- output point Point = point(0.0, 0.0, 0.0),
- output normal Normal = normal(0.0, 0.0, 0.0))
+ color value_color = 0.0,
+ output string value_string = "",
+ output float value_float = 0.0,
+ output int value_int = 0,
+ output vector value_vector = vector(0.0, 0.0, 0.0),
+ output point value_point = point(0.0, 0.0, 0.0),
+ output normal value_normal = normal(0.0, 0.0, 0.0))
{
- Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722;
- ValInt = (int)(Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722);
- Vector = vector(Color[0], Color[1], Color[2]);
- Point = point(Color[0], Color[1], Color[2]);
- Normal = normal(Color[0], Color[1], Color[2]);
+ value_float = value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722;
+ value_int = (int)(value_color[0] * 0.2126 + value_color[1] * 0.7152 + value_color[2] * 0.0722);
+ value_vector = vector(value_color[0], value_color[1], value_color[2]);
+ value_point = point(value_color[0], value_color[1], value_color[2]);
+ value_normal = normal(value_color[0], value_color[1], value_color[2]);
}
diff --git a/intern/cycles/kernel/shaders/node_convert_from_float.osl b/intern/cycles/kernel/shaders/node_convert_from_float.osl
index fc5c79c4c64..a5c2e3b26ad 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_float.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_float.osl
@@ -17,18 +17,18 @@
#include "stdosl.h"
shader node_convert_from_float(
- float Val = 0.0,
- output string String = "",
- output int ValInt = 0,
- output color Color = 0.0,
- output vector Vector = vector(0.0, 0.0, 0.0),
- output point Point = point(0.0, 0.0, 0.0),
- output normal Normal = normal(0.0, 0.0, 0.0))
+ float value_float = 0.0,
+ output string value_string = "",
+ output int value_int = 0,
+ output color value_color = 0.0,
+ output vector value_vector = vector(0.0, 0.0, 0.0),
+ output point value_point = point(0.0, 0.0, 0.0),
+ output normal value_normal = normal(0.0, 0.0, 0.0))
{
- ValInt = (int)Val;
- Color = color(Val, Val, Val);
- Vector = vector(Val, Val, Val);
- Point = point(Val, Val, Val);
- Normal = normal(Val, Val, Val);
+ value_int = (int)value_float;
+ value_color = color(value_float, value_float, value_float);
+ value_vector = vector(value_float, value_float, value_float);
+ value_point = point(value_float, value_float, value_float);
+ value_normal = normal(value_float, value_float, value_float);
}
diff --git a/intern/cycles/kernel/shaders/node_convert_from_int.osl b/intern/cycles/kernel/shaders/node_convert_from_int.osl
index 3c3785ebc0d..0e6ae711210 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_int.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_int.osl
@@ -17,19 +17,19 @@
#include "stdosl.h"
shader node_convert_from_int(
- int ValInt = 0,
- output string String = "",
- output float Val = 0.0,
- output color Color = 0.0,
- output vector Vector = vector(0.0, 0.0, 0.0),
- output point Point = point(0.0, 0.0, 0.0),
- output normal Normal = normal(0.0, 0.0, 0.0))
+ int value_int = 0,
+ output string value_string = "",
+ output float value_float = 0.0,
+ output color value_color = 0.0,
+ output vector value_vector = vector(0.0, 0.0, 0.0),
+ output point value_point = point(0.0, 0.0, 0.0),
+ output normal value_normal = normal(0.0, 0.0, 0.0))
{
- float f = (float)ValInt;
- Val = f;
- Color = color(f, f, f);
- Vector = vector(f, f, f);
- Point = point(f, f, f);
- Normal = normal(f, f, f);
+ float f = (float)value_int;
+ value_float = f;
+ value_color = color(f, f, f);
+ value_vector = vector(f, f, f);
+ value_point = point(f, f, f);
+ value_normal = normal(f, f, f);
}
diff --git a/intern/cycles/kernel/shaders/node_convert_from_normal.osl b/intern/cycles/kernel/shaders/node_convert_from_normal.osl
index 8ecc56ac8ce..7fffa7f6169 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_normal.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_normal.osl
@@ -17,18 +17,18 @@
#include "stdosl.h"
shader node_convert_from_normal(
- normal Normal = normal(0.0, 0.0, 0.0),
- output string String = "",
- output float Val = 0.0,
- output int ValInt = 0,
- output vector Vector = vector(0.0, 0.0, 0.0),
- output color Color = 0.0,
- output point Point = point(0.0, 0.0, 0.0))
+ normal value_normal = normal(0.0, 0.0, 0.0),
+ output string value_string = "",
+ output float value_float = 0.0,
+ output int value_int = 0,
+ output vector value_vector = vector(0.0, 0.0, 0.0),
+ output color value_color = 0.0,
+ output point value_point = point(0.0, 0.0, 0.0))
{
- Val = (Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0);
- ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
- Vector = vector(Normal[0], Normal[1], Normal[2]);
- Color = color(Normal[0], Normal[1], Normal[2]);
- Point = point(Normal[0], Normal[1], Normal[2]);
+ value_float = (value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0);
+ value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0));
+ value_vector = vector(value_normal[0], value_normal[1], value_normal[2]);
+ value_color = color(value_normal[0], value_normal[1], value_normal[2]);
+ value_point = point(value_normal[0], value_normal[1], value_normal[2]);
}
diff --git a/intern/cycles/kernel/shaders/node_convert_from_point.osl b/intern/cycles/kernel/shaders/node_convert_from_point.osl
index e5913b7a1e4..9e4930296bb 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_point.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_point.osl
@@ -17,18 +17,18 @@
#include "stdosl.h"
shader node_convert_from_point(
- point Point = point(0.0, 0.0, 0.0),
- output string String = "",
- output float Val = 0.0,
- output int ValInt = 0,
- output vector Vector = vector(0.0, 0.0, 0.0),
- output color Color = 0.0,
- output normal Normal = normal(0.0, 0.0, 0.0))
+ point value_point = point(0.0, 0.0, 0.0),
+ output string value_string = "",
+ output float value_float = 0.0,
+ output int value_int = 0,
+ output vector value_vector = vector(0.0, 0.0, 0.0),
+ output color value_color = 0.0,
+ output normal value_normal = normal(0.0, 0.0, 0.0))
{
- Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);
- ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
- Vector = vector(Point[0], Point[1], Point[2]);
- Color = color(Point[0], Point[1], Point[2]);
- Normal = normal(Point[0], Point[1], Point[2]);
+ value_float = (value_point[0] + value_point[1] + value_point[2]) * (1.0 / 3.0);
+ value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0));
+ value_vector = vector(value_point[0], value_point[1], value_point[2]);
+ value_color = color(value_point[0], value_point[1], value_point[2]);
+ value_normal = normal(value_point[0], value_point[1], value_point[2]);
}
diff --git a/intern/cycles/kernel/shaders/node_convert_from_string.osl b/intern/cycles/kernel/shaders/node_convert_from_string.osl
index 0466734277b..cbc6653eada 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_string.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_string.osl
@@ -17,13 +17,13 @@
#include "stdosl.h"
shader node_convert_from_string(
- string String = "",
- output color Color = color(0.0, 0.0, 0.0),
- output float Val = 0.0,
- output int ValInt = 0,
- output vector Vector = vector(0.0, 0.0, 0.0),
- output point Point = point(0.0, 0.0, 0.0),
- output normal Normal = normal(0.0, 0.0, 0.0))
+ string value_string = "",
+ output color value_color = color(0.0, 0.0, 0.0),
+ output float value_float = 0.0,
+ output int value_int = 0,
+ output vector value_vector = vector(0.0, 0.0, 0.0),
+ output point value_point = point(0.0, 0.0, 0.0),
+ output normal value_normal = normal(0.0, 0.0, 0.0))
{
}
diff --git a/intern/cycles/kernel/shaders/node_convert_from_vector.osl b/intern/cycles/kernel/shaders/node_convert_from_vector.osl
index 79c5cb04550..8bdca469b90 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_vector.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_vector.osl
@@ -17,18 +17,18 @@
#include "stdosl.h"
shader node_convert_from_vector(
- vector Vector = vector(0.0, 0.0, 0.0),
- output string String = "",
- output float Val = 0.0,
- output int ValInt = 0,
- output color Color = color(0.0, 0.0, 0.0),
- output point Point = point(0.0, 0.0, 0.0),
- output normal Normal = normal(0.0, 0.0, 0.0))
+ vector value_vector = vector(0.0, 0.0, 0.0),
+ output string value_string = "",
+ output float value_float = 0.0,
+ output int value_int = 0,
+ output color value_color = color(0.0, 0.0, 0.0),
+ output point value_point = point(0.0, 0.0, 0.0),
+ output normal value_normal = normal(0.0, 0.0, 0.0))
{
- Val = (Vector[0] + Vector[1] + Vector[2]) * (1.0 / 3.0);
- ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
- Color = color(Vector[0], Vector[1], Vector[2]);
- Point = point(Vector[0], Vector[1], Vector[2]);
- Normal = normal(Vector[0], Vector[1], Vector[2]);
+ value_float = (value_vector[0] + value_vector[1] + value_vector[2]) * (1.0 / 3.0);
+ value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0));
+ value_color = color(value_vector[0], value_vector[1], value_vector[2]);
+ value_point = point(value_vector[0], value_vector[1], value_vector[2]);
+ value_normal = normal(value_vector[0], value_vector[1], value_vector[2]);
}
diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl
index 52b49688ab3..69e2ee54bdf 100644
--- a/intern/cycles/kernel/shaders/node_gradient_texture.osl
+++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl
@@ -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)
@@ -73,7 +73,7 @@ shader node_gradient_texture(
if (use_mapping)
p = transform(mapping, p);
- Fac = gradient(p, Type);
+ Fac = gradient(p, type);
Color = color(Fac, Fac, Fac);
}
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
index d3a347b70db..d09174ff5d3 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -62,9 +62,9 @@ color image_texture_lookup(string filename,
int use_alpha,
int is_float,
string interpolation,
- string wrap)
+ string extension)
{
- color rgb = (color)texture(filename, u, 1.0 - v, "wrap", wrap, "interp", interpolation, "alpha", Alpha);
+ color rgb = (color)texture(filename, u, 1.0 - v, "wrap", extension, "interp", interpolation, "alpha", Alpha);
if (use_alpha) {
rgb = color_unpremultiply(rgb, Alpha);
diff --git a/intern/cycles/kernel/shaders/node_magic_texture.osl b/intern/cycles/kernel/shaders/node_magic_texture.osl
index 55992e3494c..8d6af391e04 100644
--- a/intern/cycles/kernel/shaders/node_magic_texture.osl
+++ b/intern/cycles/kernel/shaders/node_magic_texture.osl
@@ -93,7 +93,7 @@ color magic(point p, int n, float distortion)
shader node_magic_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- int Depth = 2,
+ int depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
@@ -105,7 +105,7 @@ shader node_magic_texture(
if (use_mapping)
p = transform(mapping, p);
- Color = magic(p * Scale, Depth, Distortion);
+ Color = magic(p * Scale, depth, Distortion);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}
diff --git a/intern/cycles/kernel/shaders/node_math.osl b/intern/cycles/kernel/shaders/node_math.osl
index 7eef97fd7e8..85eac0b97a6 100644
--- a/intern/cycles/kernel/shaders/node_math.osl
+++ b/intern/cycles/kernel/shaders/node_math.osl
@@ -50,7 +50,7 @@ float safe_log(float a, float b)
shader node_math(
string type = "Add",
- int Clamp = 0,
+ int use_clamp = 0,
float Value1 = 0.0,
float Value2 = 0.0,
output float Value = 0.0)
@@ -96,7 +96,7 @@ shader node_math(
else if (type == "Absolute")
Value = fabs(Value1);
- if (Clamp)
+ if (use_clamp)
Value = clamp(Value, 0.0, 1.0);
}
diff --git a/intern/cycles/kernel/shaders/node_mix.osl b/intern/cycles/kernel/shaders/node_mix.osl
index 9ef58e4cbba..4a66748ed6a 100644
--- a/intern/cycles/kernel/shaders/node_mix.osl
+++ b/intern/cycles/kernel/shaders/node_mix.osl
@@ -278,7 +278,7 @@ color node_mix_clamp(color col)
shader node_mix(
string type = "Mix",
- int Clamp = 0,
+ int use_clamp = 0,
float Fac = 0.5,
color Color1 = 0.0,
color Color2 = 0.0,
@@ -323,7 +323,7 @@ shader node_mix(
if (type == "Linear Light")
Color = node_mix_linear(t, Color1, Color2);
- if (Clamp)
+ if (use_clamp)
Color = node_mix_clamp(Color);
}
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index 4f95dec910a..2f9f62bcfe8 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -187,7 +187,7 @@ float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
shader node_musgrave_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 = "fBM",
+ string type = "fBM",
float Dimension = 2.0,
float Lacunarity = 1.0,
float Detail = 2.0,
@@ -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")
+ 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.osl b/intern/cycles/kernel/shaders/node_normal.osl
index 2d04978fc72..7307971eddd 100644
--- a/intern/cycles/kernel/shaders/node_normal.osl
+++ b/intern/cycles/kernel/shaders/node_normal.osl
@@ -17,12 +17,12 @@
#include "stdosl.h"
shader node_normal(
- normal Direction = normal(0.0, 0.0, 0.0),
+ normal direction = normal(0.0, 0.0, 0.0),
normal NormalIn = normal(0.0, 0.0, 0.0),
output normal NormalOut = normal(0.0, 0.0, 0.0),
output float Dot = 1.0)
{
- NormalOut = normalize(Direction);
+ NormalOut = normalize(direction);
Dot = dot(NormalOut, normalize(NormalIn));
}
diff --git a/intern/cycles/kernel/shaders/node_rgb_ramp.osl b/intern/cycles/kernel/shaders/node_rgb_ramp.osl
index 2ab6b6778b7..c0ae74d6b33 100644
--- a/intern/cycles/kernel/shaders/node_rgb_ramp.osl
+++ b/intern/cycles/kernel/shaders/node_rgb_ramp.osl
@@ -20,7 +20,7 @@
shader node_rgb_ramp(
color ramp_color[] = {0.0},
float ramp_alpha[] = {0.0},
- int ramp_interpolate = 1,
+ int interpolate = 1,
float Fac = 0.0,
output color Color = 0.0,
@@ -38,7 +38,7 @@ shader node_rgb_ramp(
Color = ramp_color[i];
Alpha = ramp_alpha[i];
- if (ramp_interpolate && t > 0.0) {
+ if (interpolate && t > 0.0) {
Color = (1.0 - t) * Color + t * ramp_color[i + 1];
Alpha = (1.0 - t) * Alpha + t * ramp_alpha[i + 1];
}
diff --git a/intern/cycles/kernel/shaders/node_subsurface_scattering.osl b/intern/cycles/kernel/shaders/node_subsurface_scattering.osl
index a67333c5d4e..1877c7e595f 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_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index 29e143ae207..bacdd593c7c 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 59f61d3b46a..a07742faefc 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -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,
@@ -63,7 +63,7 @@ shader node_wave_texture(
if (use_mapping)
p = transform(mapping, p);
- Fac = wave(p * Scale, Type, Profile, Detail, Distortion, DetailScale);
+ Fac = wave(p * Scale, type, profile, Detail, Distortion, DetailScale);
Color = Fac;
}
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index be87e35326e..e57d22b1b13 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -343,6 +343,11 @@ typedef enum NodeNormalMapSpace {
NODE_NORMAL_MAP_BLENDER_WORLD,
} NodeNormalMapSpace;
+typedef enum NodeImageColorSpace {
+ NODE_COLOR_SPACE_NONE = 0,
+ NODE_COLOR_SPACE_COLOR = 1,
+} NodeImageColorSpace;
+
typedef enum NodeImageProjection {
NODE_IMAGE_PROJ_FLAT = 0,
NODE_IMAGE_PROJ_BOX = 1,
@@ -350,6 +355,11 @@ typedef enum NodeImageProjection {
NODE_IMAGE_PROJ_TUBE = 3,
} NodeImageProjection;
+typedef enum NodeEnvironmentProjection {
+ NODE_ENVIRONMENT_EQUIRECTANGULAR = 0,
+ NODE_ENVIRONMENT_MIRROR_BALL = 1,
+} NodeEnvironmentProjection;
+
typedef enum NodeBumpOffset {
NODE_BUMP_OFFSET_CENTER,
NODE_BUMP_OFFSET_DX,
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 7f1fcd81c73..359225cf56a 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -433,14 +433,14 @@ void ImageTextureNode::compile(OSLCompiler& compiler)
switch(extension) {
case EXTENSION_EXTEND:
- compiler.parameter("wrap", "clamp");
+ compiler.parameter("extension", "clamp");
break;
case EXTENSION_CLIP:
- compiler.parameter("wrap", "black");
+ compiler.parameter("extension", "black");
break;
case EXTENSION_REPEAT:
default:
- compiler.parameter("wrap", "periodic");
+ compiler.parameter("extension", "periodic");
break;
}
@@ -867,7 +867,7 @@ void GradientTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter("Type", type);
+ compiler.parameter("type", type);
compiler.add(this, "node_gradient_texture");
}
@@ -971,7 +971,7 @@ void VoronoiTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter("Coloring", coloring);
+ compiler.parameter("coloring", coloring);
compiler.add(this, "node_voronoi_texture");
}
@@ -1051,7 +1051,7 @@ void MusgraveTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter("Type", type);
+ compiler.parameter("type", type);
compiler.add(this, "node_musgrave_texture");
}
@@ -1135,8 +1135,8 @@ void WaveTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter("Type", type);
- compiler.parameter("Profile", profile);
+ compiler.parameter("type", type);
+ compiler.parameter("profile", profile);
compiler.add(this, "node_wave_texture");
}
@@ -1186,7 +1186,7 @@ void MagicTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter("Depth", depth);
+ compiler.parameter("depth", depth);
compiler.add(this, "node_magic_texture");
}
@@ -1311,10 +1311,10 @@ void BrickTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter("Offset", offset);
- compiler.parameter("OffsetFrequency", offset_frequency);
- compiler.parameter("Squash", squash);
- compiler.parameter("SquashFrequency", squash_frequency);
+ compiler.parameter("offset", offset);
+ compiler.parameter("offset_frequency", offset_frequency);
+ compiler.parameter("squash", squash);
+ compiler.parameter("squash_frequency", squash_frequency);
compiler.add(this, "node_brick_texture");
}
@@ -1504,7 +1504,7 @@ void NormalNode::compile(SVMCompiler& compiler)
void NormalNode::compile(OSLCompiler& compiler)
{
- compiler.parameter_normal("Direction", direction);
+ compiler.parameter_normal("direction", direction);
compiler.add(this, "node_normal");
}
@@ -1536,6 +1536,40 @@ void MappingNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mapping");
}
+/* RGBToBW */
+
+RGBToBWNode::RGBToBWNode()
+: ShaderNode("rgb_to_bw")
+{
+ add_input("Color", SocketType::COLOR);
+ add_output("Val", SocketType::FLOAT);
+}
+
+bool RGBToBWNode::constant_fold(ShaderGraph * /*graph*/,
+ ShaderOutput * /*socket*/,
+ float3 *optimized_value)
+{
+ if(inputs[0]->link == NULL) {
+ optimized_value->x = linear_rgb_to_gray(inputs[0]->value());
+ return true;
+ }
+
+ return false;
+}
+
+void RGBToBWNode::compile(SVMCompiler& compiler)
+{
+ compiler.add_node(NODE_CONVERT,
+ NODE_CONVERT_CF,
+ compiler.stack_assign(inputs[0]),
+ compiler.stack_assign(outputs[0]));
+}
+
+void RGBToBWNode::compile(OSLCompiler& compiler)
+{
+ compiler.add(this, "node_convert_from_color");
+}
+
/* Convert */
ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool autoconvert)
@@ -1552,40 +1586,40 @@ ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool auto
}
if(from == SocketType::FLOAT)
- add_input("Val", SocketType::FLOAT);
+ add_input("value_float", SocketType::FLOAT);
else if(from == SocketType::INT)
- add_input("ValInt", SocketType::INT);
+ add_input("value_int", SocketType::INT);
else if(from == SocketType::COLOR)
- add_input("Color", SocketType::COLOR);
+ add_input("value_color", SocketType::COLOR);
else if(from == SocketType::VECTOR)
- add_input("Vector", SocketType::VECTOR);
+ add_input("value_vector", SocketType::VECTOR);
else if(from == SocketType::POINT)
- add_input("Point", SocketType::POINT);
+ add_input("value_point", SocketType::POINT);
else if(from == SocketType::NORMAL)
- add_input("Normal", SocketType::NORMAL);
+ add_input("value_normal", SocketType::NORMAL);
else if(from == SocketType::STRING)
- add_input("String", SocketType::STRING);
+ add_input("value_string", SocketType::STRING);
else if(from == SocketType::CLOSURE)
- add_input("Closure", SocketType::CLOSURE);
+ add_input("value_closure", SocketType::CLOSURE);
else
assert(0);
if(to == SocketType::FLOAT)
- add_output("Val", SocketType::FLOAT);
+ add_output("value_float", SocketType::FLOAT);
else if(to == SocketType::INT)
- add_output("ValInt", SocketType::INT);
+ add_output("value_int", SocketType::INT);
else if(to == SocketType::COLOR)
- add_output("Color", SocketType::COLOR);
+ add_output("value_color", SocketType::COLOR);
else if(to == SocketType::VECTOR)
- add_output("Vector", SocketType::VECTOR);
+ add_output("value_vector", SocketType::VECTOR);
else if(to == SocketType::POINT)
- add_output("Point", SocketType::POINT);
+ add_output("value_point", SocketType::POINT);
else if(to == SocketType::NORMAL)
- add_output("Normal", SocketType::NORMAL);
+ add_output("value_normal", SocketType::NORMAL);
else if(to == SocketType::STRING)
- add_output("String", SocketType::STRING);
+ add_output("value_string", SocketType::STRING);
else if(to == SocketType::CLOSURE)
- add_output("Closure", SocketType::CLOSURE);
+ add_output("value_closure", SocketType::CLOSURE);
else
assert(0);
}
@@ -2176,7 +2210,7 @@ void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)
{
- compiler.parameter("Falloff", falloff_enum[closure]);
+ compiler.parameter("falloff", falloff_enum[closure]);
compiler.add(this, "node_subsurface_scattering");
}
@@ -3366,7 +3400,7 @@ void MixNode::compile(SVMCompiler& compiler)
void MixNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
- compiler.parameter("Clamp", use_clamp);
+ compiler.parameter("use_clamp", use_clamp);
compiler.add(this, "node_mix");
}
@@ -4128,7 +4162,7 @@ void MathNode::compile(SVMCompiler& compiler)
void MathNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
- compiler.parameter("Clamp", use_clamp);
+ compiler.parameter("use_clamp", use_clamp);
compiler.add(this, "node_math");
}
@@ -4477,7 +4511,7 @@ void RGBRampNode::compile(OSLCompiler& compiler)
compiler.parameter_color_array("ramp_color", ramp);
compiler.parameter_array("ramp_alpha", ramp_alpha.data(), ramp_alpha.size());
- compiler.parameter("ramp_interpolate", interpolate);
+ compiler.parameter("interpolate", interpolate);
compiler.add(this, "node_rgb_ramp");
}
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 7c06efc8e06..bb77cc452dc 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -362,6 +362,13 @@ public:
}
};
+class RGBToBWNode : public ShaderNode {
+public:
+ SHADER_NODE_CLASS(RGBToBWNode)
+
+ bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
+};
+
class ConvertNode : public ShaderNode {
public:
ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);