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Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp958
1 files changed, 479 insertions, 479 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 998d9cf31dd..7f1fcd81c73 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -30,9 +30,9 @@ CCL_NAMESPACE_BEGIN
/* Texture Mapping */
-static ShaderEnum texture_mapping_type_init()
+static NodeEnum texture_mapping_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Point", TextureMapping::POINT);
enm.insert("Texture", TextureMapping::TEXTURE);
@@ -42,9 +42,9 @@ static ShaderEnum texture_mapping_type_init()
return enm;
}
-static ShaderEnum texture_mapping_mapping_init()
+static NodeEnum texture_mapping_mapping_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("None", TextureMapping::NONE);
enm.insert("X", TextureMapping::X);
@@ -54,9 +54,9 @@ static ShaderEnum texture_mapping_mapping_init()
return enm;
}
-static ShaderEnum texture_mapping_projection_init()
+static NodeEnum texture_mapping_projection_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Flat", TextureMapping::FLAT);
enm.insert("Cube", TextureMapping::CUBE);
@@ -66,9 +66,9 @@ static ShaderEnum texture_mapping_projection_init()
return enm;
}
-ShaderEnum TextureMapping::type_enum = texture_mapping_type_init();
-ShaderEnum TextureMapping::mapping_enum = texture_mapping_mapping_init();
-ShaderEnum TextureMapping::projection_enum = texture_mapping_projection_init();
+NodeEnum TextureMapping::type_enum = texture_mapping_type_init();
+NodeEnum TextureMapping::mapping_enum = texture_mapping_mapping_init();
+NodeEnum TextureMapping::projection_enum = texture_mapping_projection_init();
TextureMapping::TextureMapping()
{
@@ -193,7 +193,7 @@ int TextureMapping::compile_begin(SVMCompiler& compiler, ShaderInput *vector_in)
{
if(!skip()) {
int offset_in = compiler.stack_assign(vector_in);
- int offset_out = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
+ int offset_out = compiler.stack_find_offset(SocketType::VECTOR);
compile(compiler, offset_in, offset_out);
@@ -206,7 +206,7 @@ int TextureMapping::compile_begin(SVMCompiler& compiler, ShaderInput *vector_in)
void TextureMapping::compile_end(SVMCompiler& compiler, ShaderInput *vector_in, int vector_offset)
{
if(!skip()) {
- compiler.stack_clear_offset(vector_in->type, vector_offset);
+ compiler.stack_clear_offset(vector_in->type(), vector_offset);
}
}
@@ -222,9 +222,9 @@ void TextureMapping::compile(OSLCompiler &compiler)
/* Image Texture */
-static ShaderEnum color_space_init()
+static NodeEnum color_space_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("None", 0);
enm.insert("Color", 1);
@@ -232,9 +232,9 @@ static ShaderEnum color_space_init()
return enm;
}
-static ShaderEnum image_projection_init()
+static NodeEnum image_projection_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Flat", NODE_IMAGE_PROJ_FLAT);
enm.insert("Box", NODE_IMAGE_PROJ_BOX);
@@ -259,8 +259,8 @@ static const char* get_osl_interpolation_parameter(InterpolationType interpolati
}
}
-ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
-ShaderEnum ImageTextureNode::projection_enum = image_projection_init();
+NodeEnum ImageTextureNode::color_space_enum = color_space_init();
+NodeEnum ImageTextureNode::projection_enum = image_projection_init();
ImageTextureNode::ImageTextureNode()
: ImageSlotTextureNode("image_texture")
@@ -279,9 +279,9 @@ ImageTextureNode::ImageTextureNode()
projection_blend = 0.0f;
animated = false;
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Alpha", SHADER_SOCKET_FLOAT);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_UV);
+ add_output("Color", SocketType::COLOR);
+ add_output("Alpha", SocketType::FLOAT);
}
ImageTextureNode::~ImageTextureNode()
@@ -449,9 +449,9 @@ void ImageTextureNode::compile(OSLCompiler& compiler)
/* Environment Texture */
-static ShaderEnum env_projection_init()
+static NodeEnum env_projection_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Equirectangular", 0);
enm.insert("Mirror Ball", 1);
@@ -459,8 +459,8 @@ static ShaderEnum env_projection_init()
return enm;
}
-ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
-ShaderEnum EnvironmentTextureNode::projection_enum = env_projection_init();
+NodeEnum EnvironmentTextureNode::color_space_enum = color_space_init();
+NodeEnum EnvironmentTextureNode::projection_enum = env_projection_init();
EnvironmentTextureNode::EnvironmentTextureNode()
: ImageSlotTextureNode("environment_texture")
@@ -477,9 +477,9 @@ EnvironmentTextureNode::EnvironmentTextureNode()
projection = ustring("Equirectangular");
animated = false;
- add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Alpha", SHADER_SOCKET_FLOAT);
+ add_input("Vector", SocketType::VECTOR, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION);
+ add_output("Color", SocketType::COLOR);
+ add_output("Alpha", SocketType::FLOAT);
}
EnvironmentTextureNode::~EnvironmentTextureNode()
@@ -738,9 +738,9 @@ static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidi
arhosekskymodelstate_free(sky_state);
}
-static ShaderEnum sky_type_init()
+static NodeEnum sky_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Preetham", NODE_SKY_OLD);
enm.insert("Hosek / Wilkie", NODE_SKY_NEW);
@@ -748,7 +748,7 @@ static ShaderEnum sky_type_init()
return enm;
}
-ShaderEnum SkyTextureNode::type_enum = sky_type_init();
+NodeEnum SkyTextureNode::type_enum = sky_type_init();
SkyTextureNode::SkyTextureNode()
: TextureNode("sky_texture")
@@ -759,8 +759,8 @@ SkyTextureNode::SkyTextureNode()
turbidity = 2.2f;
ground_albedo = 0.3f;
- add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Vector", SocketType::VECTOR, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION);
+ add_output("Color", SocketType::COLOR);
}
void SkyTextureNode::compile(SVMCompiler& compiler)
@@ -818,9 +818,9 @@ void SkyTextureNode::compile(OSLCompiler& compiler)
/* Gradient Texture */
-static ShaderEnum gradient_type_init()
+static NodeEnum gradient_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Linear", NODE_BLEND_LINEAR);
enm.insert("Quadratic", NODE_BLEND_QUADRATIC);
@@ -833,16 +833,16 @@ static ShaderEnum gradient_type_init()
return enm;
}
-ShaderEnum GradientTextureNode::type_enum = gradient_type_init();
+NodeEnum GradientTextureNode::type_enum = gradient_type_init();
GradientTextureNode::GradientTextureNode()
: TextureNode("gradient_texture")
{
type = ustring("Linear");
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void GradientTextureNode::compile(SVMCompiler& compiler)
@@ -876,13 +876,13 @@ void GradientTextureNode::compile(OSLCompiler& compiler)
NoiseTextureNode::NoiseTextureNode()
: TextureNode("noise_texture")
{
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
- add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
- add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ add_input("Scale", SocketType::FLOAT, 1.0f);
+ add_input("Detail", SocketType::FLOAT, 2.0f);
+ add_input("Distortion", SocketType::FLOAT, 0.0f);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void NoiseTextureNode::compile(SVMCompiler& compiler)
@@ -906,9 +906,9 @@ void NoiseTextureNode::compile(SVMCompiler& compiler)
compiler.stack_assign_if_linked(color_out),
compiler.stack_assign_if_linked(fac_out)));
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(scale_in->value_float()),
+ __float_as_int(detail_in->value_float()),
+ __float_as_int(distortion_in->value_float()));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -922,9 +922,9 @@ void NoiseTextureNode::compile(OSLCompiler& compiler)
/* Voronoi Texture */
-static ShaderEnum voronoi_coloring_init()
+static NodeEnum voronoi_coloring_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Intensity", NODE_VORONOI_INTENSITY);
enm.insert("Cells", NODE_VORONOI_CELLS);
@@ -932,18 +932,18 @@ static ShaderEnum voronoi_coloring_init()
return enm;
}
-ShaderEnum VoronoiTextureNode::coloring_enum = voronoi_coloring_init();
+NodeEnum 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_input("Scale", SocketType::FLOAT, 1.0f);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void VoronoiTextureNode::compile(SVMCompiler& compiler)
@@ -962,7 +962,7 @@ void VoronoiTextureNode::compile(SVMCompiler& compiler)
vector_offset,
compiler.stack_assign(fac_out),
compiler.stack_assign(color_out)),
- __float_as_int(scale_in->value.x));
+ __float_as_int(scale_in->value_float()));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -977,9 +977,9 @@ void VoronoiTextureNode::compile(OSLCompiler& compiler)
/* Musgrave Texture */
-static ShaderEnum musgrave_type_init()
+static NodeEnum musgrave_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Multifractal", NODE_MUSGRAVE_MULTIFRACTAL);
enm.insert("fBM", NODE_MUSGRAVE_FBM);
@@ -990,23 +990,23 @@ static ShaderEnum musgrave_type_init()
return enm;
}
-ShaderEnum MusgraveTextureNode::type_enum = musgrave_type_init();
+NodeEnum 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_input("Scale", SocketType::FLOAT, 1.0f);
+ add_input("Detail", SocketType::FLOAT, 2.0f);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ add_input("Dimension", SocketType::FLOAT, 2.0f);
+ add_input("Lacunarity", SocketType::FLOAT, 1.0f);
+ add_input("Offset", SocketType::FLOAT, 0.0f);
+ add_input("Gain", SocketType::FLOAT, 1.0f);
- add_output("Fac", SHADER_SOCKET_FLOAT);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_output("Fac", SocketType::FLOAT);
+ add_output("Color", SocketType::COLOR);
}
void MusgraveTextureNode::compile(SVMCompiler& compiler)
@@ -1037,12 +1037,12 @@ void MusgraveTextureNode::compile(SVMCompiler& compiler)
compiler.encode_uchar4(
compiler.stack_assign_if_linked(gain_in),
compiler.stack_assign_if_linked(scale_in)));
- 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));
+ compiler.add_node(__float_as_int(dimension_in->value_float()),
+ __float_as_int(lacunarity_in->value_float()),
+ __float_as_int(detail_in->value_float()),
+ __float_as_int(offset_in->value_float()));
+ compiler.add_node(__float_as_int(gain_in->value_float()),
+ __float_as_int(scale_in->value_float()));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -1058,9 +1058,9 @@ void MusgraveTextureNode::compile(OSLCompiler& compiler)
/* Wave Texture */
-static ShaderEnum wave_type_init()
+static NodeEnum wave_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Bands", NODE_WAVE_BANDS);
enm.insert("Rings", NODE_WAVE_RINGS);
@@ -1068,9 +1068,9 @@ static ShaderEnum wave_type_init()
return enm;
}
-static ShaderEnum wave_profile_init()
+static NodeEnum wave_profile_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Sine", NODE_WAVE_PROFILE_SIN);
enm.insert("Saw", NODE_WAVE_PROFILE_SAW);
@@ -1078,8 +1078,8 @@ static ShaderEnum wave_profile_init()
return enm;
}
-ShaderEnum WaveTextureNode::type_enum = wave_type_init();
-ShaderEnum WaveTextureNode::profile_enum = wave_profile_init();
+NodeEnum WaveTextureNode::type_enum = wave_type_init();
+NodeEnum WaveTextureNode::profile_enum = wave_profile_init();
WaveTextureNode::WaveTextureNode()
: TextureNode("wave_texture")
@@ -1087,14 +1087,14 @@ WaveTextureNode::WaveTextureNode()
type = ustring("Bands");
profile = ustring("Sine");
- 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_input("Scale", SocketType::FLOAT, 1.0f);
+ add_input("Distortion", SocketType::FLOAT, 0.0f);
+ add_input("Detail", SocketType::FLOAT, 2.0f);
+ add_input("Detail Scale", SocketType::FLOAT, 1.0f);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void WaveTextureNode::compile(SVMCompiler& compiler)
@@ -1123,10 +1123,10 @@ void WaveTextureNode::compile(SVMCompiler& compiler)
profile_enum[profile]);
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));
+ __float_as_int(scale_in->value_float()),
+ __float_as_int(detail_in->value_float()),
+ __float_as_int(distortion_in->value_float()),
+ __float_as_int(dscale_in->value_float()));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -1148,12 +1148,12 @@ MagicTextureNode::MagicTextureNode()
{
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_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ add_input("Scale", SocketType::FLOAT, 5.0f);
+ add_input("Distortion", SocketType::FLOAT, 1.0f);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void MagicTextureNode::compile(SVMCompiler& compiler)
@@ -1176,8 +1176,8 @@ void MagicTextureNode::compile(SVMCompiler& compiler)
compiler.stack_assign_if_linked(scale_in),
compiler.stack_assign_if_linked(distortion_in)));
compiler.add_node(
- __float_as_int(scale_in->value.x),
- __float_as_int(distortion_in->value.x));
+ __float_as_int(scale_in->value_float()),
+ __float_as_int(distortion_in->value_float()));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -1195,13 +1195,13 @@ void MagicTextureNode::compile(OSLCompiler& compiler)
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_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ add_input("Color1", SocketType::COLOR);
+ add_input("Color2", SocketType::COLOR);
+ add_input("Scale", SocketType::FLOAT, 1.0f);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void CheckerTextureNode::compile(SVMCompiler& compiler)
@@ -1225,7 +1225,7 @@ void CheckerTextureNode::compile(SVMCompiler& compiler)
compiler.encode_uchar4(
compiler.stack_assign_if_linked(color_out),
compiler.stack_assign_if_linked(fac_out)),
- __float_as_int(scale_in->value.x));
+ __float_as_int(scale_in->value_float()));
tex_mapping.compile_end(compiler, vector_in, vector_offset);
}
@@ -1247,18 +1247,18 @@ BrickTextureNode::BrickTextureNode()
squash = 1.0f;
squash_frequency = 2;
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
- add_input("Color1", SHADER_SOCKET_COLOR);
- add_input("Color2", SHADER_SOCKET_COLOR);
- add_input("Mortar", SHADER_SOCKET_COLOR);
- add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f);
- add_input("Mortar Size", SHADER_SOCKET_FLOAT, 0.02f);
- add_input("Bias", SHADER_SOCKET_FLOAT, 0.0f);
- add_input("Brick Width", SHADER_SOCKET_FLOAT, 0.5f);
- add_input("Row Height", SHADER_SOCKET_FLOAT, 0.25f);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED);
+ add_input("Color1", SocketType::COLOR);
+ add_input("Color2", SocketType::COLOR);
+ add_input("Mortar", SocketType::COLOR);
+ add_input("Scale", SocketType::FLOAT, 5.0f);
+ add_input("Mortar Size", SocketType::FLOAT, 0.02f);
+ add_input("Bias", SocketType::FLOAT, 0.0f);
+ add_input("Brick Width", SocketType::FLOAT, 0.5f);
+ add_input("Row Height", SocketType::FLOAT, 0.25f);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Fac", SocketType::FLOAT);
}
void BrickTextureNode::compile(SVMCompiler& compiler)
@@ -1295,12 +1295,12 @@ void BrickTextureNode::compile(SVMCompiler& compiler)
compiler.stack_assign_if_linked(fac_out)));
compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency),
- __float_as_int(scale_in->value.x),
- __float_as_int(mortar_size_in->value.x),
- __float_as_int(bias_in->value.x));
+ __float_as_int(scale_in->value_float()),
+ __float_as_int(mortar_size_in->value_float()),
+ __float_as_int(bias_in->value_float()));
- compiler.add_node(__float_as_int(brick_width_in->value.x),
- __float_as_int(row_height_in->value.x),
+ compiler.add_node(__float_as_int(brick_width_in->value_float()),
+ __float_as_int(row_height_in->value_float()),
__float_as_int(offset),
__float_as_int(squash));
@@ -1320,9 +1320,9 @@ void BrickTextureNode::compile(OSLCompiler& compiler)
/* Point Density Texture */
-static ShaderEnum point_density_space_init()
+static NodeEnum point_density_space_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Object", NODE_TEX_VOXEL_SPACE_OBJECT);
enm.insert("World", NODE_TEX_VOXEL_SPACE_WORLD);
@@ -1330,7 +1330,7 @@ static ShaderEnum point_density_space_init()
return enm;
}
-ShaderEnum PointDensityTextureNode::space_enum = point_density_space_init();
+NodeEnum PointDensityTextureNode::space_enum = point_density_space_init();
PointDensityTextureNode::PointDensityTextureNode()
: ShaderNode("point_density")
@@ -1344,9 +1344,9 @@ PointDensityTextureNode::PointDensityTextureNode()
tfm = transform_identity();
- add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::POSITION);
- add_output("Density", SHADER_SOCKET_FLOAT);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Vector", SocketType::POINT, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION);
+ add_output("Density", SocketType::FLOAT);
+ add_output("Color", SocketType::COLOR);
}
PointDensityTextureNode::~PointDensityTextureNode()
@@ -1481,9 +1481,9 @@ NormalNode::NormalNode()
{
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);
+ add_input("Normal", SocketType::NORMAL);
+ add_output("Normal", SocketType::NORMAL);
+ add_output("Dot", SocketType::FLOAT);
}
void NormalNode::compile(SVMCompiler& compiler)
@@ -1513,8 +1513,8 @@ void NormalNode::compile(OSLCompiler& compiler)
MappingNode::MappingNode()
: ShaderNode("mapping")
{
- add_input("Vector", SHADER_SOCKET_POINT);
- add_output("Vector", SHADER_SOCKET_POINT);
+ add_input("Vector", SocketType::POINT);
+ add_output("Vector", SocketType::POINT);
}
void MappingNode::compile(SVMCompiler& compiler)
@@ -1538,7 +1538,7 @@ void MappingNode::compile(OSLCompiler& compiler)
/* Convert */
-ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool autoconvert)
+ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool autoconvert)
: ShaderNode("convert")
{
from = from_;
@@ -1551,41 +1551,41 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool auto
special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
}
- 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)
- 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 if(from == SHADER_SOCKET_STRING)
- add_input("String", SHADER_SOCKET_STRING);
- else if(from == SHADER_SOCKET_CLOSURE)
- add_input("Closure", SHADER_SOCKET_CLOSURE);
+ if(from == SocketType::FLOAT)
+ add_input("Val", SocketType::FLOAT);
+ else if(from == SocketType::INT)
+ add_input("ValInt", SocketType::INT);
+ else if(from == SocketType::COLOR)
+ add_input("Color", SocketType::COLOR);
+ else if(from == SocketType::VECTOR)
+ add_input("Vector", SocketType::VECTOR);
+ else if(from == SocketType::POINT)
+ add_input("Point", SocketType::POINT);
+ else if(from == SocketType::NORMAL)
+ add_input("Normal", SocketType::NORMAL);
+ else if(from == SocketType::STRING)
+ add_input("String", SocketType::STRING);
+ else if(from == SocketType::CLOSURE)
+ add_input("Closure", SocketType::CLOSURE);
else
assert(0);
- 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)
- 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 if(to == SHADER_SOCKET_STRING)
- add_output("String", SHADER_SOCKET_STRING);
- else if(to == SHADER_SOCKET_CLOSURE)
- add_output("Closure", SHADER_SOCKET_CLOSURE);
+ if(to == SocketType::FLOAT)
+ add_output("Val", SocketType::FLOAT);
+ else if(to == SocketType::INT)
+ add_output("ValInt", SocketType::INT);
+ else if(to == SocketType::COLOR)
+ add_output("Color", SocketType::COLOR);
+ else if(to == SocketType::VECTOR)
+ add_output("Vector", SocketType::VECTOR);
+ else if(to == SocketType::POINT)
+ add_output("Point", SocketType::POINT);
+ else if(to == SocketType::NORMAL)
+ add_output("Normal", SocketType::NORMAL);
+ else if(to == SocketType::STRING)
+ add_output("String", SocketType::STRING);
+ else if(to == SocketType::CLOSURE)
+ add_output("Closure", SocketType::CLOSURE);
else
assert(0);
}
@@ -1595,37 +1595,37 @@ bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
float3 *optimized_value)
{
ShaderInput *in = inputs[0];
- float3 value = in->value;
+ float3 value = in->value();
/* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */
if(in->link == NULL) {
- if(from == SHADER_SOCKET_FLOAT) {
- if(to == SHADER_SOCKET_INT)
+ if(from == SocketType::FLOAT) {
+ if(to == SocketType::INT)
/* float to int */
return false;
else
/* float to float3 */
*optimized_value = make_float3(value.x, value.x, value.x);
}
- else if(from == SHADER_SOCKET_INT) {
- if(to == SHADER_SOCKET_FLOAT)
+ else if(from == SocketType::INT) {
+ if(to == SocketType::FLOAT)
/* int to float */
return false;
else
/* int to vector/point/normal */
return false;
}
- else if(to == SHADER_SOCKET_FLOAT) {
- if(from == SHADER_SOCKET_COLOR)
+ else if(to == SocketType::FLOAT) {
+ if(from == SocketType::COLOR)
/* color to float */
optimized_value->x = linear_rgb_to_gray(value);
else
/* vector/point/normal to float */
optimized_value->x = average(value);
}
- else if(to == SHADER_SOCKET_INT) {
- if(from == SHADER_SOCKET_COLOR)
+ else if(to == SocketType::INT) {
+ if(from == SocketType::COLOR)
/* color to int */
return false;
else
@@ -1650,32 +1650,32 @@ void ConvertNode::compile(SVMCompiler& compiler)
ShaderInput *in = inputs[0];
ShaderOutput *out = outputs[0];
- if(from == SHADER_SOCKET_FLOAT) {
- if(to == SHADER_SOCKET_INT)
+ if(from == SocketType::FLOAT) {
+ if(to == SocketType::INT)
/* float to int */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, compiler.stack_assign(in), compiler.stack_assign(out));
else
/* float to float3 */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, compiler.stack_assign(in), compiler.stack_assign(out));
}
- else if(from == SHADER_SOCKET_INT) {
- if(to == SHADER_SOCKET_FLOAT)
+ else if(from == SocketType::INT) {
+ if(to == SocketType::FLOAT)
/* int to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, compiler.stack_assign(in), compiler.stack_assign(out));
else
/* int to vector/point/normal */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, compiler.stack_assign(in), compiler.stack_assign(out));
}
- else if(to == SHADER_SOCKET_FLOAT) {
- if(from == SHADER_SOCKET_COLOR)
+ else if(to == SocketType::FLOAT) {
+ if(from == SocketType::COLOR)
/* color to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, compiler.stack_assign(in), compiler.stack_assign(out));
else
/* vector/point/normal to float */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, compiler.stack_assign(in), compiler.stack_assign(out));
}
- else if(to == SHADER_SOCKET_INT) {
- if(from == SHADER_SOCKET_COLOR)
+ else if(to == SocketType::INT) {
+ if(from == SocketType::COLOR)
/* color to int */
compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, compiler.stack_assign(in), compiler.stack_assign(out));
else
@@ -1691,7 +1691,7 @@ void ConvertNode::compile(SVMCompiler& compiler)
else {
/* set 0,0,0 value */
compiler.add_node(NODE_VALUE_V, compiler.stack_assign(out));
- compiler.add_node(NODE_VALUE_V, in->value);
+ compiler.add_node(NODE_VALUE_V, in->value());
}
}
}
@@ -1701,17 +1701,17 @@ void ConvertNode::compile(OSLCompiler& compiler)
/* constant folding should eliminate proxy nodes */
assert(from != to);
- if(from == SHADER_SOCKET_FLOAT)
+ if(from == SocketType::FLOAT)
compiler.add(this, "node_convert_from_float");
- else if(from == SHADER_SOCKET_INT)
+ else if(from == SocketType::INT)
compiler.add(this, "node_convert_from_int");
- else if(from == SHADER_SOCKET_COLOR)
+ else if(from == SocketType::COLOR)
compiler.add(this, "node_convert_from_color");
- else if(from == SHADER_SOCKET_VECTOR)
+ else if(from == SocketType::VECTOR)
compiler.add(this, "node_convert_from_vector");
- else if(from == SHADER_SOCKET_POINT)
+ else if(from == SocketType::POINT)
compiler.add(this, "node_convert_from_point");
- else if(from == SHADER_SOCKET_NORMAL)
+ else if(from == SocketType::NORMAL)
compiler.add(this, "node_convert_from_normal");
else
assert(0);
@@ -1724,17 +1724,17 @@ BsdfNode::BsdfNode(bool scattering_)
{
special_type = SHADER_SPECIAL_TYPE_CLOSURE;
- add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
- add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
- add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
+ add_input("Color", SocketType::COLOR, make_float3(0.8f, 0.8f, 0.8f));
+ add_input("Normal", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
+ add_input("SurfaceMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
if(scattering) {
closure = CLOSURE_BSSRDF_CUBIC_ID;
- add_output("BSSRDF", SHADER_SOCKET_CLOSURE);
+ add_output("BSSRDF", SocketType::CLOSURE);
}
else {
closure = CLOSURE_BSDF_DIFFUSE_ID;
- add_output("BSDF", SHADER_SOCKET_CLOSURE);
+ add_output("BSDF", SocketType::CLOSURE);
}
}
@@ -1747,7 +1747,7 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *
if(color_in->link)
compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in));
else
- compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value());
int normal_offset = compiler.stack_assign_if_linked(normal_in);
int tangent_offset = (tangent_in) ? compiler.stack_assign_if_linked(tangent_in) : SVM_STACK_INVALID;
@@ -1759,8 +1759,8 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *
(param1)? compiler.stack_assign(param1): SVM_STACK_INVALID,
(param2)? compiler.stack_assign(param2): 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));
+ __float_as_int((param1)? param1->value_float(): 0.0f),
+ __float_as_int((param2)? param2->value_float(): 0.0f));
compiler.add_node(normal_offset, tangent_offset, param3_offset, param4_offset);
}
@@ -1777,9 +1777,9 @@ void BsdfNode::compile(OSLCompiler& /*compiler*/)
/* Anisotropic BSDF Closure */
-static ShaderEnum aniso_distribution_init()
+static NodeEnum aniso_distribution_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID);
enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID);
@@ -1788,18 +1788,18 @@ static ShaderEnum aniso_distribution_init()
return enm;
}
-ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
+NodeEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
AnisotropicBsdfNode::AnisotropicBsdfNode()
{
closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
distribution = ustring("GGX");
- add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
+ add_input("Tangent", SocketType::VECTOR, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT);
- add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
- add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f);
- add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
+ add_input("Roughness", SocketType::FLOAT, 0.2f);
+ add_input("Anisotropy", SocketType::FLOAT, 0.5f);
+ add_input("Rotation", SocketType::FLOAT, 0.0f);
}
void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -1829,9 +1829,9 @@ void AnisotropicBsdfNode::compile(OSLCompiler& compiler)
/* Glossy BSDF Closure */
-static ShaderEnum glossy_distribution_init()
+static NodeEnum glossy_distribution_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
@@ -1841,7 +1841,7 @@ static ShaderEnum glossy_distribution_init()
return enm;
}
-ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
+NodeEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
GlossyBsdfNode::GlossyBsdfNode()
{
@@ -1849,7 +1849,7 @@ GlossyBsdfNode::GlossyBsdfNode()
distribution = ustring("GGX");
distribution_orig = ustring("");
- add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
+ add_input("Roughness", SocketType::FLOAT, 0.2f);
}
void GlossyBsdfNode::simplify_settings(Scene *scene)
@@ -1863,7 +1863,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel!
*/
ShaderInput *roughness_input = input("Roughness");
- if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
+ if(!roughness_input->link && roughness_input->value_float() <= 1e-4f) {
distribution = ustring("Sharp");
}
}
@@ -1877,7 +1877,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
bool GlossyBsdfNode::has_integrator_dependency()
{
ShaderInput *roughness_input = input("Roughness");
- return !roughness_input->link && roughness_input->value.x <= 1e-4f;
+ return !roughness_input->link && roughness_input->value_float() <= 1e-4f;
}
void GlossyBsdfNode::compile(SVMCompiler& compiler)
@@ -1898,9 +1898,9 @@ void GlossyBsdfNode::compile(OSLCompiler& compiler)
/* Glass BSDF Closure */
-static ShaderEnum glass_distribution_init()
+static NodeEnum glass_distribution_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
@@ -1909,7 +1909,7 @@ static ShaderEnum glass_distribution_init()
return enm;
}
-ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
+NodeEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
GlassBsdfNode::GlassBsdfNode()
{
@@ -1917,8 +1917,8 @@ GlassBsdfNode::GlassBsdfNode()
distribution = ustring("Sharp");
distribution_orig = ustring("");
- add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
- add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
+ add_input("Roughness", SocketType::FLOAT, 0.0f);
+ add_input("IOR", SocketType::FLOAT, 0.3f);
}
void GlassBsdfNode::simplify_settings(Scene *scene)
@@ -1932,7 +1932,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel!
*/
ShaderInput *roughness_input = input("Roughness");
- if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
+ if(!roughness_input->link && roughness_input->value_float() <= 1e-4f) {
distribution = ustring("Sharp");
}
}
@@ -1946,7 +1946,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
bool GlassBsdfNode::has_integrator_dependency()
{
ShaderInput *roughness_input = input("Roughness");
- return !roughness_input->link && roughness_input->value.x <= 1e-4f;
+ return !roughness_input->link && roughness_input->value_float() <= 1e-4f;
}
void GlassBsdfNode::compile(SVMCompiler& compiler)
@@ -1967,9 +1967,9 @@ void GlassBsdfNode::compile(OSLCompiler& compiler)
/* Refraction BSDF Closure */
-static ShaderEnum refraction_distribution_init()
+static NodeEnum refraction_distribution_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
@@ -1978,7 +1978,7 @@ static ShaderEnum refraction_distribution_init()
return enm;
}
-ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
+NodeEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
RefractionBsdfNode::RefractionBsdfNode()
{
@@ -1986,8 +1986,8 @@ RefractionBsdfNode::RefractionBsdfNode()
distribution = ustring("Sharp");
distribution_orig = ustring("");
- add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
- add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
+ add_input("Roughness", SocketType::FLOAT, 0.0f);
+ add_input("IOR", SocketType::FLOAT, 0.3f);
}
void RefractionBsdfNode::simplify_settings(Scene *scene)
@@ -2001,7 +2001,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel!
*/
ShaderInput *roughness_input = input("Roughness");
- if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
+ if(!roughness_input->link && roughness_input->value_float() <= 1e-4f) {
distribution = ustring("Sharp");
}
}
@@ -2015,7 +2015,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
bool RefractionBsdfNode::has_integrator_dependency()
{
ShaderInput *roughness_input = input("Roughness");
- return !roughness_input->link && roughness_input->value.x <= 1e-4f;
+ return !roughness_input->link && roughness_input->value_float() <= 1e-4f;
}
void RefractionBsdfNode::compile(SVMCompiler& compiler)
@@ -2036,9 +2036,9 @@ void RefractionBsdfNode::compile(OSLCompiler& compiler)
/* Toon BSDF Closure */
-static ShaderEnum toon_component_init()
+static NodeEnum toon_component_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID);
enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID);
@@ -2046,15 +2046,15 @@ static ShaderEnum toon_component_init()
return enm;
}
-ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
+NodeEnum ToonBsdfNode::component_enum = toon_component_init();
ToonBsdfNode::ToonBsdfNode()
{
closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
component = ustring("Diffuse");
- add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
- add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
+ add_input("Size", SocketType::FLOAT, 0.5f);
+ add_input("Smooth", SocketType::FLOAT, 0.0f);
}
void ToonBsdfNode::compile(SVMCompiler& compiler)
@@ -2076,7 +2076,7 @@ VelvetBsdfNode::VelvetBsdfNode()
{
closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
- add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
+ add_input("Sigma", SocketType::FLOAT, 1.0f);
}
void VelvetBsdfNode::compile(SVMCompiler& compiler)
@@ -2094,7 +2094,7 @@ void VelvetBsdfNode::compile(OSLCompiler& compiler)
DiffuseBsdfNode::DiffuseBsdfNode()
{
closure = CLOSURE_BSDF_DIFFUSE_ID;
- add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
+ add_input("Roughness", SocketType::FLOAT, 0.0f);
}
void DiffuseBsdfNode::compile(SVMCompiler& compiler)
@@ -2144,9 +2144,9 @@ void TransparentBsdfNode::compile(OSLCompiler& compiler)
/* Subsurface Scattering Closure */
-static ShaderEnum subsurface_falloff_init()
+static NodeEnum subsurface_falloff_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID);
enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
@@ -2155,7 +2155,7 @@ static ShaderEnum subsurface_falloff_init()
return enm;
}
-ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
+NodeEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
SubsurfaceScatteringNode::SubsurfaceScatteringNode()
: BsdfNode(true)
@@ -2163,10 +2163,10 @@ SubsurfaceScatteringNode::SubsurfaceScatteringNode()
name = "subsurface_scattering";
closure = CLOSURE_BSSRDF_CUBIC_ID;
- add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
- add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
- add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
- add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
+ add_input("Scale", SocketType::FLOAT, 0.01f);
+ add_input("Radius", SocketType::VECTOR, make_float3(0.1f, 0.1f, 0.1f));
+ add_input("Sharpness", SocketType::FLOAT, 0.0f);
+ add_input("Texture Blur", SocketType::FLOAT, 1.0f);
}
void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
@@ -2192,11 +2192,11 @@ bool SubsurfaceScatteringNode::has_bssrdf_bump()
EmissionNode::EmissionNode()
: ShaderNode("emission")
{
- add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
- add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
- add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
+ add_input("Color", SocketType::COLOR, make_float3(0.8f, 0.8f, 0.8f));
+ add_input("Strength", SocketType::FLOAT, 10.0f);
+ add_input("SurfaceMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
- add_output("Emission", SHADER_SOCKET_CLOSURE);
+ add_output("Emission", SocketType::CLOSURE);
}
void EmissionNode::compile(SVMCompiler& compiler)
@@ -2210,7 +2210,7 @@ void EmissionNode::compile(SVMCompiler& compiler)
compiler.stack_assign(strength_in));
}
else
- compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value() * strength_in->value_float());
compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset());
}
@@ -2225,8 +2225,8 @@ bool EmissionNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socke
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
- return ((!color_in->link && color_in->value == make_float3(0.0f, 0.0f, 0.0f)) ||
- (!strength_in->link && strength_in->value.x == 0.0f));
+ return ((!color_in->link && color_in->value() == make_float3(0.0f, 0.0f, 0.0f)) ||
+ (!strength_in->link && strength_in->value_float() == 0.0f));
}
/* Background Closure */
@@ -2234,11 +2234,11 @@ bool EmissionNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socke
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_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
+ add_input("Color", SocketType::COLOR, make_float3(0.8f, 0.8f, 0.8f));
+ add_input("Strength", SocketType::FLOAT, 1.0f);
+ add_input("SurfaceMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
- add_output("Background", SHADER_SOCKET_CLOSURE);
+ add_output("Background", SocketType::CLOSURE);
}
void BackgroundNode::compile(SVMCompiler& compiler)
@@ -2252,7 +2252,7 @@ void BackgroundNode::compile(SVMCompiler& compiler)
compiler.stack_assign(strength_in));
}
else
- compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value()*strength_in->value_float());
compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset());
}
@@ -2267,8 +2267,8 @@ bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*soc
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
- return ((!color_in->link && color_in->value == make_float3(0.0f, 0.0f, 0.0f)) ||
- (!strength_in->link && strength_in->value.x == 0.0f));
+ return ((!color_in->link && color_in->value() == make_float3(0.0f, 0.0f, 0.0f)) ||
+ (!strength_in->link && strength_in->value_float() == 0.0f));
}
/* Holdout Closure */
@@ -2276,10 +2276,10 @@ bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*soc
HoldoutNode::HoldoutNode()
: ShaderNode("holdout")
{
- add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
- add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
+ add_input("SurfaceMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
+ add_input("VolumeMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
- add_output("Holdout", SHADER_SOCKET_CLOSURE);
+ add_output("Holdout", SocketType::CLOSURE);
}
void HoldoutNode::compile(SVMCompiler& compiler)
@@ -2300,11 +2300,11 @@ void HoldoutNode::compile(OSLCompiler& compiler)
AmbientOcclusionNode::AmbientOcclusionNode()
: ShaderNode("ambient_occlusion")
{
- add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
- add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
+ add_input("NormalIn", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_input("Color", SocketType::COLOR, make_float3(0.8f, 0.8f, 0.8f));
+ add_input("SurfaceMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
- add_output("AO", SHADER_SOCKET_CLOSURE);
+ add_output("AO", SocketType::CLOSURE);
}
void AmbientOcclusionNode::compile(SVMCompiler& compiler)
@@ -2314,7 +2314,7 @@ void AmbientOcclusionNode::compile(SVMCompiler& compiler)
if(color_in->link)
compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in));
else
- compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value());
compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
}
@@ -2331,11 +2331,11 @@ VolumeNode::VolumeNode()
{
closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
- add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
- add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
+ add_input("Color", SocketType::COLOR, make_float3(0.8f, 0.8f, 0.8f));
+ add_input("Density", SocketType::FLOAT, 1.0f);
+ add_input("VolumeMixWeight", SocketType::FLOAT, 0.0f, SocketType::SVM_INTERNAL);
- add_output("Volume", SHADER_SOCKET_CLOSURE);
+ add_output("Volume", SocketType::CLOSURE);
}
void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
@@ -2345,15 +2345,15 @@ void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput
if(color_in->link)
compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in));
else
- compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value());
compiler.add_node(NODE_CLOSURE_VOLUME,
compiler.encode_uchar4(closure,
(param1)? compiler.stack_assign(param1): SVM_STACK_INVALID,
(param2)? compiler.stack_assign(param2): 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));
+ __float_as_int((param1)? param1->value_float(): 0.0f),
+ __float_as_int((param2)? param2->value_float(): 0.0f));
}
void VolumeNode::compile(SVMCompiler& compiler)
@@ -2389,7 +2389,7 @@ ScatterVolumeNode::ScatterVolumeNode()
{
closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
- add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f);
+ add_input("Anisotropy", SocketType::FLOAT, 0.0f);
}
void ScatterVolumeNode::compile(SVMCompiler& compiler)
@@ -2404,9 +2404,9 @@ void ScatterVolumeNode::compile(OSLCompiler& compiler)
/* Hair BSDF Closure */
-static ShaderEnum hair_component_init()
+static NodeEnum hair_component_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
@@ -2414,17 +2414,17 @@ static ShaderEnum hair_component_init()
return enm;
}
-ShaderEnum HairBsdfNode::component_enum = hair_component_init();
+NodeEnum HairBsdfNode::component_enum = hair_component_init();
HairBsdfNode::HairBsdfNode()
{
closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
component = ustring("Reflection");
- add_input("Offset", SHADER_SOCKET_FLOAT);
- add_input("RoughnessU", SHADER_SOCKET_FLOAT);
- add_input("RoughnessV", SHADER_SOCKET_FLOAT);
- add_input("Tangent", SHADER_SOCKET_VECTOR);
+ add_input("Offset", SocketType::FLOAT);
+ add_input("RoughnessU", SocketType::FLOAT);
+ add_input("RoughnessV", SocketType::FLOAT);
+ add_input("Tangent", SocketType::VECTOR);
}
void HairBsdfNode::compile(SVMCompiler& compiler)
@@ -2448,15 +2448,15 @@ GeometryNode::GeometryNode()
{
special_type = SHADER_SPECIAL_TYPE_GEOMETRY;
- add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- 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);
- add_output("Pointiness", SHADER_SOCKET_FLOAT);
+ add_input("NormalIn", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_output("Position", SocketType::POINT);
+ add_output("Normal", SocketType::NORMAL);
+ add_output("Tangent", SocketType::NORMAL);
+ add_output("True Normal", SocketType::NORMAL);
+ add_output("Incoming", SocketType::VECTOR);
+ add_output("Parametric", SocketType::POINT);
+ add_output("Backfacing", SocketType::FLOAT);
+ add_output("Pointiness", SocketType::FLOAT);
}
void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -2554,14 +2554,14 @@ void GeometryNode::compile(OSLCompiler& compiler)
TextureCoordinateNode::TextureCoordinateNode()
: ShaderNode("texture_coordinate")
{
- add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- 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);
+ add_input("NormalIn", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_output("Generated", SocketType::POINT);
+ add_output("Normal", SocketType::NORMAL);
+ add_output("UV", SocketType::POINT);
+ add_output("Object", SocketType::POINT);
+ add_output("Camera", SocketType::POINT);
+ add_output("Window", SocketType::POINT);
+ add_output("Reflection", SocketType::NORMAL);
from_dupli = false;
use_transform = false;
@@ -2704,7 +2704,7 @@ UVMapNode::UVMapNode()
attribute = "";
from_dupli = false;
- add_output("UV", SHADER_SOCKET_POINT);
+ add_output("UV", SocketType::POINT);
}
void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -2773,18 +2773,18 @@ void UVMapNode::compile(OSLCompiler& compiler)
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("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT);
- add_output("Ray Length", SHADER_SOCKET_FLOAT);
- add_output("Ray Depth", SHADER_SOCKET_FLOAT);
- add_output("Transparent Depth", SHADER_SOCKET_FLOAT);
- add_output("Transmission Depth", SHADER_SOCKET_FLOAT);
+ add_output("Is Camera Ray", SocketType::FLOAT);
+ add_output("Is Shadow Ray", SocketType::FLOAT);
+ add_output("Is Diffuse Ray", SocketType::FLOAT);
+ add_output("Is Glossy Ray", SocketType::FLOAT);
+ add_output("Is Singular Ray", SocketType::FLOAT);
+ add_output("Is Reflection Ray", SocketType::FLOAT);
+ add_output("Is Transmission Ray", SocketType::FLOAT);
+ add_output("Is Volume Scatter Ray", SocketType::FLOAT);
+ add_output("Ray Length", SocketType::FLOAT);
+ add_output("Ray Depth", SocketType::FLOAT);
+ add_output("Transparent Depth", SocketType::FLOAT);
+ add_output("Transmission Depth", SocketType::FLOAT);
}
void LightPathNode::compile(SVMCompiler& compiler)
@@ -2863,11 +2863,11 @@ void LightPathNode::compile(OSLCompiler& compiler)
LightFalloffNode::LightFalloffNode()
: ShaderNode("light_fallof")
{
- 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);
+ add_input("Strength", SocketType::FLOAT, 100.0f);
+ add_input("Smooth", SocketType::FLOAT, 0.0f);
+ add_output("Quadratic", SocketType::FLOAT);
+ add_output("Linear", SocketType::FLOAT);
+ add_output("Constant", SocketType::FLOAT);
}
void LightFalloffNode::compile(SVMCompiler& compiler)
@@ -2913,10 +2913,10 @@ void LightFalloffNode::compile(OSLCompiler& compiler)
ObjectInfoNode::ObjectInfoNode()
: ShaderNode("object_info")
{
- add_output("Location", SHADER_SOCKET_VECTOR);
- add_output("Object Index", SHADER_SOCKET_FLOAT);
- add_output("Material Index", SHADER_SOCKET_FLOAT);
- add_output("Random", SHADER_SOCKET_FLOAT);
+ add_output("Location", SocketType::VECTOR);
+ add_output("Object Index", SocketType::FLOAT);
+ add_output("Material Index", SocketType::FLOAT);
+ add_output("Random", SocketType::FLOAT);
}
void ObjectInfoNode::compile(SVMCompiler& compiler)
@@ -2952,16 +2952,16 @@ void ObjectInfoNode::compile(OSLCompiler& compiler)
ParticleInfoNode::ParticleInfoNode()
: ShaderNode("particle_info")
{
- add_output("Index", SHADER_SOCKET_FLOAT);
- add_output("Age", SHADER_SOCKET_FLOAT);
- add_output("Lifetime", SHADER_SOCKET_FLOAT);
- add_output("Location", SHADER_SOCKET_POINT);
+ add_output("Index", SocketType::FLOAT);
+ add_output("Age", SocketType::FLOAT);
+ add_output("Lifetime", SocketType::FLOAT);
+ add_output("Location", SocketType::POINT);
#if 0 /* not yet supported */
add_output("Rotation", SHADER_SOCKET_QUATERNION);
#endif
- add_output("Size", SHADER_SOCKET_FLOAT);
- add_output("Velocity", SHADER_SOCKET_VECTOR);
- add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
+ add_output("Size", SocketType::FLOAT);
+ add_output("Velocity", SocketType::VECTOR);
+ add_output("Angular Velocity", SocketType::VECTOR);
}
void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -3046,12 +3046,12 @@ void ParticleInfoNode::compile(OSLCompiler& compiler)
HairInfoNode::HairInfoNode()
: ShaderNode("hair_info")
{
- add_output("Is Strand", SHADER_SOCKET_FLOAT);
- add_output("Intercept", SHADER_SOCKET_FLOAT);
- add_output("Thickness", SHADER_SOCKET_FLOAT);
- add_output("Tangent Normal", SHADER_SOCKET_NORMAL);
+ add_output("Is Strand", SocketType::FLOAT);
+ add_output("Intercept", SocketType::FLOAT);
+ add_output("Thickness", SocketType::FLOAT);
+ add_output("Tangent Normal", SocketType::NORMAL);
/*output for minimum hair width transparency - deactivated*/
- /*add_output("Fade", SHADER_SOCKET_FLOAT);*/
+ /*add_output("Fade", SocketType::FLOAT);*/
}
void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -3110,7 +3110,7 @@ ValueNode::ValueNode()
{
value = 0.0f;
- add_output("Value", SHADER_SOCKET_FLOAT);
+ add_output("Value", SocketType::FLOAT);
}
bool ValueNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
@@ -3140,7 +3140,7 @@ ColorNode::ColorNode()
{
value = make_float3(0.0f, 0.0f, 0.0f);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_output("Color", SocketType::COLOR);
}
bool ColorNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
@@ -3174,9 +3174,9 @@ AddClosureNode::AddClosureNode()
{
special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE;
- add_input("Closure1", SHADER_SOCKET_CLOSURE);
- add_input("Closure2", SHADER_SOCKET_CLOSURE);
- add_output("Closure", SHADER_SOCKET_CLOSURE);
+ add_input("Closure1", SocketType::CLOSURE);
+ add_input("Closure2", SocketType::CLOSURE);
+ add_output("Closure", SocketType::CLOSURE);
}
void AddClosureNode::compile(SVMCompiler& /*compiler*/)
@@ -3196,10 +3196,10 @@ MixClosureNode::MixClosureNode()
{
special_type = SHADER_SPECIAL_TYPE_COMBINE_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);
+ add_input("Fac", SocketType::FLOAT, 0.5f);
+ add_input("Closure1", SocketType::CLOSURE);
+ add_input("Closure2", SocketType::CLOSURE);
+ add_output("Closure", SocketType::CLOSURE);
}
void MixClosureNode::compile(SVMCompiler& /*compiler*/)
@@ -3229,12 +3229,12 @@ bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/
/* check for closure links and make sure factor link is disconnected */
if(closure1_in->link && closure2_in->link && !fac_in->link) {
/* factor 0.0 */
- if(fac_in->value.x == 0.0f) {
+ if(fac_in->value_float() == 0.0f) {
graph->relink(this, closure_out, closure1_in->link);
return true;
}
/* factor 1.0 */
- else if(fac_in->value.x == 1.0f) {
+ else if(fac_in->value_float() == 1.0f) {
graph->relink(this, closure_out, closure2_in->link);
return true;
}
@@ -3248,10 +3248,10 @@ bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/
MixClosureWeightNode::MixClosureWeightNode()
: ShaderNode("mix_closure_weight")
{
- add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
- add_output("Weight1", SHADER_SOCKET_FLOAT);
- add_output("Weight2", SHADER_SOCKET_FLOAT);
+ add_input("Weight", SocketType::FLOAT, 1.0f);
+ add_input("Fac", SocketType::FLOAT, 1.0f);
+ add_output("Weight1", SocketType::FLOAT);
+ add_output("Weight2", SocketType::FLOAT);
}
void MixClosureWeightNode::compile(SVMCompiler& compiler)
@@ -3279,9 +3279,9 @@ void MixClosureWeightNode::compile(OSLCompiler& /*compiler*/)
InvertNode::InvertNode()
: ShaderNode("invert")
{
- add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Color", SHADER_SOCKET_COLOR);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Fac", SocketType::FLOAT, 1.0f);
+ add_input("Color", SocketType::COLOR);
+ add_output("Color", SocketType::COLOR);
}
void InvertNode::compile(SVMCompiler& compiler)
@@ -3310,15 +3310,15 @@ MixNode::MixNode()
use_clamp = false;
- 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);
+ add_input("Fac", SocketType::FLOAT, 0.5f);
+ add_input("Color1", SocketType::COLOR);
+ add_input("Color2", SocketType::COLOR);
+ add_output("Color", SocketType::COLOR);
}
-static ShaderEnum mix_type_init()
+static NodeEnum mix_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Mix", NODE_MIX_BLEND);
enm.insert("Add", NODE_MIX_ADD);
@@ -3342,7 +3342,7 @@ static ShaderEnum mix_type_init()
return enm;
}
-ShaderEnum MixNode::type_enum = mix_type_init();
+NodeEnum MixNode::type_enum = mix_type_init();
void MixNode::compile(SVMCompiler& compiler)
{
@@ -3390,19 +3390,19 @@ bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float
/* remove unused mix color input when factor is 0.0 or 1.0 */
if(!fac_in->link) {
/* factor 0.0 */
- if(fac_in->value.x == 0.0f) {
+ if(fac_in->value_float() == 0.0f) {
if(color1_in->link)
graph->relink(this, color_out, color1_in->link);
else
- *optimized_value = color1_in->value;
+ *optimized_value = color1_in->value();
return true;
}
/* factor 1.0 */
- else if(fac_in->value.x == 1.0f) {
+ else if(fac_in->value_float() == 1.0f) {
if(color2_in->link)
graph->relink(this, color_out, color2_in->link);
else
- *optimized_value = color2_in->value;
+ *optimized_value = color2_in->value();
return true;
}
}
@@ -3414,10 +3414,10 @@ bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float
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);
+ add_input("R", SocketType::FLOAT);
+ add_input("G", SocketType::FLOAT);
+ add_input("B", SocketType::FLOAT);
+ add_output("Image", SocketType::COLOR);
}
void CombineRGBNode::compile(SVMCompiler& compiler)
@@ -3449,10 +3449,10 @@ void CombineRGBNode::compile(OSLCompiler& compiler)
CombineXYZNode::CombineXYZNode()
: ShaderNode("combine_xyz")
{
- add_input("X", SHADER_SOCKET_FLOAT);
- add_input("Y", SHADER_SOCKET_FLOAT);
- add_input("Z", SHADER_SOCKET_FLOAT);
- add_output("Vector", SHADER_SOCKET_VECTOR);
+ add_input("X", SocketType::FLOAT);
+ add_input("Y", SocketType::FLOAT);
+ add_input("Z", SocketType::FLOAT);
+ add_output("Vector", SocketType::VECTOR);
}
void CombineXYZNode::compile(SVMCompiler& compiler)
@@ -3484,10 +3484,10 @@ void CombineXYZNode::compile(OSLCompiler& compiler)
CombineHSVNode::CombineHSVNode()
: ShaderNode("combine_hsv")
{
- add_input("H", SHADER_SOCKET_FLOAT);
- add_input("S", SHADER_SOCKET_FLOAT);
- add_input("V", SHADER_SOCKET_FLOAT);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("H", SocketType::FLOAT);
+ add_input("S", SocketType::FLOAT);
+ add_input("V", SocketType::FLOAT);
+ add_output("Color", SocketType::COLOR);
}
void CombineHSVNode::compile(SVMCompiler& compiler)
@@ -3514,9 +3514,9 @@ void CombineHSVNode::compile(OSLCompiler& compiler)
GammaNode::GammaNode()
: ShaderNode("gamma")
{
- add_input("Color", SHADER_SOCKET_COLOR);
- add_input("Gamma", SHADER_SOCKET_FLOAT);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Color", SocketType::COLOR);
+ add_input("Gamma", SocketType::FLOAT);
+ add_output("Color", SocketType::COLOR);
}
bool GammaNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
@@ -3526,8 +3526,8 @@ bool GammaNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, flo
if(socket == output("Color")) {
if(color_in->link == NULL && gamma_in->link == NULL) {
- *optimized_value = svm_math_gamma_color(color_in->value,
- gamma_in->value.x);
+ *optimized_value = svm_math_gamma_color(color_in->value(),
+ gamma_in->value_float());
return true;
}
}
@@ -3556,10 +3556,10 @@ void GammaNode::compile(OSLCompiler& compiler)
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);
+ add_input("Color", SocketType::COLOR);
+ add_input("Bright", SocketType::FLOAT);
+ add_input("Contrast", SocketType::FLOAT);
+ add_output("Color", SocketType::COLOR);
}
void BrightContrastNode::compile(SVMCompiler& compiler)
@@ -3586,10 +3586,10 @@ void BrightContrastNode::compile(OSLCompiler& compiler)
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);
+ add_input("Image", SocketType::COLOR);
+ add_output("R", SocketType::FLOAT);
+ add_output("G", SocketType::FLOAT);
+ add_output("B", SocketType::FLOAT);
}
void SeparateRGBNode::compile(SVMCompiler& compiler)
@@ -3621,10 +3621,10 @@ void SeparateRGBNode::compile(OSLCompiler& compiler)
SeparateXYZNode::SeparateXYZNode()
: ShaderNode("separate_xyz")
{
- add_input("Vector", SHADER_SOCKET_VECTOR);
- add_output("X", SHADER_SOCKET_FLOAT);
- add_output("Y", SHADER_SOCKET_FLOAT);
- add_output("Z", SHADER_SOCKET_FLOAT);
+ add_input("Vector", SocketType::VECTOR);
+ add_output("X", SocketType::FLOAT);
+ add_output("Y", SocketType::FLOAT);
+ add_output("Z", SocketType::FLOAT);
}
void SeparateXYZNode::compile(SVMCompiler& compiler)
@@ -3656,10 +3656,10 @@ void SeparateXYZNode::compile(OSLCompiler& compiler)
SeparateHSVNode::SeparateHSVNode()
: ShaderNode("separate_hsv")
{
- add_input("Color", SHADER_SOCKET_COLOR);
- add_output("H", SHADER_SOCKET_FLOAT);
- add_output("S", SHADER_SOCKET_FLOAT);
- add_output("V", SHADER_SOCKET_FLOAT);
+ add_input("Color", SocketType::COLOR);
+ add_output("H", SocketType::FLOAT);
+ add_output("S", SocketType::FLOAT);
+ add_output("V", SocketType::FLOAT);
}
void SeparateHSVNode::compile(SVMCompiler& compiler)
@@ -3686,12 +3686,12 @@ void SeparateHSVNode::compile(OSLCompiler& compiler)
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);
+ add_input("Hue", SocketType::FLOAT);
+ add_input("Saturation", SocketType::FLOAT);
+ add_input("Value", SocketType::FLOAT);
+ add_input("Fac", SocketType::FLOAT);
+ add_input("Color", SocketType::COLOR);
+ add_output("Color", SocketType::COLOR);
}
void HSVNode::compile(SVMCompiler& compiler)
@@ -3726,9 +3726,9 @@ AttributeNode::AttributeNode()
{
attribute = "";
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Vector", SHADER_SOCKET_VECTOR);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Vector", SocketType::VECTOR);
+ add_output("Fac", SocketType::FLOAT);
}
void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -3807,9 +3807,9 @@ void AttributeNode::compile(OSLCompiler& compiler)
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);
+ add_output("View Vector", SocketType::VECTOR);
+ add_output("View Z Depth", SocketType::FLOAT);
+ add_output("View Distance", SocketType::FLOAT);
}
void CameraNode::compile(SVMCompiler& compiler)
@@ -3834,9 +3834,9 @@ void CameraNode::compile(OSLCompiler& compiler)
FresnelNode::FresnelNode()
: ShaderNode("fresnel")
{
- add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_input("Normal", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_input("IOR", SocketType::FLOAT, 1.45f);
+ add_output("Fac", SocketType::FLOAT);
}
void FresnelNode::compile(SVMCompiler& compiler)
@@ -3847,7 +3847,7 @@ void FresnelNode::compile(SVMCompiler& compiler)
compiler.add_node(NODE_FRESNEL,
compiler.stack_assign(IOR_in),
- __float_as_int(IOR_in->value.x),
+ __float_as_int(IOR_in->value_float()),
compiler.encode_uchar4(
compiler.stack_assign_if_linked(normal_in),
compiler.stack_assign(fac_out)));
@@ -3863,11 +3863,11 @@ void FresnelNode::compile(OSLCompiler& compiler)
LayerWeightNode::LayerWeightNode()
: ShaderNode("layer_weight")
{
- add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
+ add_input("Normal", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_input("Blend", SocketType::FLOAT, 0.5f);
- add_output("Fresnel", SHADER_SOCKET_FLOAT);
- add_output("Facing", SHADER_SOCKET_FLOAT);
+ add_output("Fresnel", SocketType::FLOAT);
+ add_output("Facing", SocketType::FLOAT);
}
void LayerWeightNode::compile(SVMCompiler& compiler)
@@ -3880,7 +3880,7 @@ void LayerWeightNode::compile(SVMCompiler& compiler)
if(!fresnel_out->links.empty()) {
compiler.add_node(NODE_LAYER_WEIGHT,
compiler.stack_assign_if_linked(blend_in),
- __float_as_int(blend_in->value.x),
+ __float_as_int(blend_in->value_float()),
compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL,
compiler.stack_assign_if_linked(normal_in),
compiler.stack_assign(fresnel_out)));
@@ -3889,7 +3889,7 @@ void LayerWeightNode::compile(SVMCompiler& compiler)
if(!facing_out->links.empty()) {
compiler.add_node(NODE_LAYER_WEIGHT,
compiler.stack_assign_if_linked(blend_in),
- __float_as_int(blend_in->value.x),
+ __float_as_int(blend_in->value_float()),
compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING,
compiler.stack_assign_if_linked(normal_in),
compiler.stack_assign(facing_out)));
@@ -3906,8 +3906,8 @@ void LayerWeightNode::compile(OSLCompiler& compiler)
WireframeNode::WireframeNode()
: ShaderNode("wireframe")
{
- add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
- add_output("Fac", SHADER_SOCKET_FLOAT);
+ add_input("Size", SocketType::FLOAT, 0.01f);
+ add_output("Fac", SocketType::FLOAT);
use_pixel_size = false;
}
@@ -3951,8 +3951,8 @@ void WireframeNode::compile(OSLCompiler& compiler)
WavelengthNode::WavelengthNode()
: ShaderNode("wavelength")
{
- add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Wavelength", SocketType::FLOAT, 500.0f);
+ add_output("Color", SocketType::COLOR);
}
void WavelengthNode::compile(SVMCompiler& compiler)
@@ -3975,8 +3975,8 @@ void WavelengthNode::compile(OSLCompiler& compiler)
BlackbodyNode::BlackbodyNode()
: ShaderNode("blackbody")
{
- add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Temperature", SocketType::FLOAT, 1200.0f);
+ add_output("Color", SocketType::COLOR);
}
bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
@@ -3985,7 +3985,7 @@ bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket,
if(socket == output("Color")) {
if(temperature_in->link == NULL) {
- *optimized_value = svm_math_blackbody_color(temperature_in->value.x);
+ *optimized_value = svm_math_blackbody_color(temperature_in->value_float());
return true;
}
}
@@ -4015,10 +4015,10 @@ OutputNode::OutputNode()
{
special_type = SHADER_SPECIAL_TYPE_OUTPUT;
- add_input("Surface", SHADER_SOCKET_CLOSURE);
- add_input("Volume", SHADER_SOCKET_CLOSURE);
- add_input("Displacement", SHADER_SOCKET_FLOAT);
- add_input("Normal", SHADER_SOCKET_NORMAL);
+ add_input("Surface", SocketType::CLOSURE);
+ add_input("Volume", SocketType::CLOSURE);
+ add_input("Displacement", SocketType::FLOAT);
+ add_input("Normal", SocketType::NORMAL);
}
void OutputNode::compile(SVMCompiler& compiler)
@@ -4051,14 +4051,14 @@ MathNode::MathNode()
use_clamp = false;
- add_input("Value1", SHADER_SOCKET_FLOAT);
- add_input("Value2", SHADER_SOCKET_FLOAT);
- add_output("Value", SHADER_SOCKET_FLOAT);
+ add_input("Value1", SocketType::FLOAT);
+ add_input("Value2", SocketType::FLOAT);
+ add_output("Value", SocketType::FLOAT);
}
-static ShaderEnum math_type_init()
+static NodeEnum math_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Add", NODE_MATH_ADD);
enm.insert("Subtract", NODE_MATH_SUBTRACT);
@@ -4083,7 +4083,7 @@ static ShaderEnum math_type_init()
return enm;
}
-ShaderEnum MathNode::type_enum = math_type_init();
+NodeEnum MathNode::type_enum = math_type_init();
bool MathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
{
@@ -4093,8 +4093,8 @@ bool MathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, floa
if(socket == output("Value")) {
if(value1_in->link == NULL && value2_in->link == NULL) {
optimized_value->x = svm_math((NodeMath)type_enum[type],
- value1_in->value.x,
- value2_in->value.x);
+ value1_in->value_float(),
+ value2_in->value_float());
if(use_clamp) {
optimized_value->x = saturate(optimized_value->x);
@@ -4139,15 +4139,15 @@ VectorMathNode::VectorMathNode()
{
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);
+ add_input("Vector1", SocketType::VECTOR);
+ add_input("Vector2", SocketType::VECTOR);
+ add_output("Value", SocketType::FLOAT);
+ add_output("Vector", SocketType::VECTOR);
}
-static ShaderEnum vector_math_type_init()
+static NodeEnum vector_math_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Add", NODE_VECTOR_MATH_ADD);
enm.insert("Subtract", NODE_VECTOR_MATH_SUBTRACT);
@@ -4159,7 +4159,7 @@ static ShaderEnum vector_math_type_init()
return enm;
}
-ShaderEnum VectorMathNode::type_enum = vector_math_type_init();
+NodeEnum VectorMathNode::type_enum = vector_math_type_init();
bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
{
@@ -4173,8 +4173,8 @@ bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket
svm_vector_math(&value,
&vector,
(NodeVectorMath)type_enum[type],
- vector1_in->value,
- vector2_in->value);
+ vector1_in->value(),
+ vector2_in->value());
if(socket == output("Value")) {
optimized_value->x = value;
@@ -4220,13 +4220,13 @@ VectorTransformNode::VectorTransformNode()
convert_from = ustring("world");
convert_to = ustring("object");
- add_input("Vector", SHADER_SOCKET_VECTOR);
- add_output("Vector", SHADER_SOCKET_VECTOR);
+ add_input("Vector", SocketType::VECTOR);
+ add_output("Vector", SocketType::VECTOR);
}
-static ShaderEnum vector_transform_type_init()
+static NodeEnum vector_transform_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR);
enm.insert("Point", NODE_VECTOR_TRANSFORM_TYPE_POINT);
@@ -4235,9 +4235,9 @@ static ShaderEnum vector_transform_type_init()
return enm;
}
-static ShaderEnum vector_transform_convert_space_init()
+static NodeEnum vector_transform_convert_space_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD);
enm.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT);
@@ -4246,8 +4246,8 @@ static ShaderEnum vector_transform_convert_space_init()
return enm;
}
-ShaderEnum VectorTransformNode::type_enum = vector_transform_type_init();
-ShaderEnum VectorTransformNode::convert_space_enum = vector_transform_convert_space_init();
+NodeEnum VectorTransformNode::type_enum = vector_transform_type_init();
+NodeEnum VectorTransformNode::convert_space_enum = vector_transform_convert_space_init();
void VectorTransformNode::compile(SVMCompiler& compiler)
{
@@ -4281,16 +4281,16 @@ BumpNode::BumpNode()
/* this input is used by the user, but after graph transform it is no longer
* used and moved to sampler center/x/y instead */
- add_input("Height", SHADER_SOCKET_FLOAT);
+ add_input("Height", SocketType::FLOAT);
- add_input("SampleCenter", SHADER_SOCKET_FLOAT);
- add_input("SampleX", SHADER_SOCKET_FLOAT);
- add_input("SampleY", SHADER_SOCKET_FLOAT);
- add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
- add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Distance", SHADER_SOCKET_FLOAT, 0.1f);
+ add_input("SampleCenter", SocketType::FLOAT);
+ add_input("SampleX", SocketType::FLOAT);
+ add_input("SampleY", SocketType::FLOAT);
+ add_input("Normal", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
+ add_input("Strength", SocketType::FLOAT, 1.0f);
+ add_input("Distance", SocketType::FLOAT, 0.1f);
- add_output("Normal", SHADER_SOCKET_NORMAL);
+ add_output("Normal", SocketType::NORMAL);
}
void BumpNode::compile(SVMCompiler& compiler)
@@ -4352,9 +4352,9 @@ bool BumpNode::constant_fold(ShaderGraph *graph,
RGBCurvesNode::RGBCurvesNode()
: ShaderNode("rgb_curves")
{
- add_input("Fac", SHADER_SOCKET_FLOAT);
- add_input("Color", SHADER_SOCKET_COLOR);
- add_output("Color", SHADER_SOCKET_COLOR);
+ add_input("Fac", SocketType::FLOAT);
+ add_input("Color", SocketType::COLOR);
+ add_output("Color", SocketType::COLOR);
min_x = 0.0f;
max_x = 1.0f;
@@ -4397,9 +4397,9 @@ void RGBCurvesNode::compile(OSLCompiler& compiler)
VectorCurvesNode::VectorCurvesNode()
: ShaderNode("vector_curves")
{
- add_input("Fac", SHADER_SOCKET_FLOAT);
- add_input("Vector", SHADER_SOCKET_VECTOR);
- add_output("Vector", SHADER_SOCKET_VECTOR);
+ add_input("Fac", SocketType::FLOAT);
+ add_input("Vector", SocketType::VECTOR);
+ add_output("Vector", SocketType::VECTOR);
min_x = 0.0f;
max_x = 1.0f;
@@ -4442,9 +4442,9 @@ void VectorCurvesNode::compile(OSLCompiler& compiler)
RGBRampNode::RGBRampNode()
: ShaderNode("rgb_ramp")
{
- add_input("Fac", SHADER_SOCKET_FLOAT);
- add_output("Color", SHADER_SOCKET_COLOR);
- add_output("Alpha", SHADER_SOCKET_FLOAT);
+ add_input("Fac", SocketType::FLOAT);
+ add_output("Color", SocketType::COLOR);
+ add_output("Alpha", SocketType::FLOAT);
interpolate = true;
}
@@ -4487,8 +4487,8 @@ void RGBRampNode::compile(OSLCompiler& compiler)
SetNormalNode::SetNormalNode()
: ShaderNode("set_normal")
{
- add_input("Direction", SHADER_SOCKET_VECTOR);
- add_output("Normal", SHADER_SOCKET_NORMAL);
+ add_input("Direction", SocketType::VECTOR);
+ add_output("Normal", SocketType::NORMAL);
}
void SetNormalNode::compile(SVMCompiler& compiler)
@@ -4529,9 +4529,9 @@ void OSLScriptNode::compile(OSLCompiler& compiler)
/* Normal Map */
-static ShaderEnum normal_map_space_init()
+static NodeEnum normal_map_space_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Tangent", NODE_NORMAL_MAP_TANGENT);
enm.insert("Object", NODE_NORMAL_MAP_OBJECT);
@@ -4542,7 +4542,7 @@ static ShaderEnum normal_map_space_init()
return enm;
}
-ShaderEnum NormalMapNode::space_enum = normal_map_space_init();
+NodeEnum NormalMapNode::space_enum = normal_map_space_init();
NormalMapNode::NormalMapNode()
: ShaderNode("normal_map")
@@ -4550,11 +4550,11 @@ NormalMapNode::NormalMapNode()
space = ustring("Tangent");
attribute = ustring("");
- add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
- add_input("Color", SHADER_SOCKET_COLOR);
+ add_input("NormalIn", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_input("Strength", SocketType::FLOAT, 1.0f);
+ add_input("Color", SocketType::COLOR);
- add_output("Normal", SHADER_SOCKET_NORMAL);
+ add_output("Normal", SocketType::NORMAL);
}
void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -4622,9 +4622,9 @@ void NormalMapNode::compile(OSLCompiler& compiler)
/* Tangent */
-static ShaderEnum tangent_direction_type_init()
+static NodeEnum tangent_direction_type_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("Radial", NODE_TANGENT_RADIAL);
enm.insert("UV Map", NODE_TANGENT_UVMAP);
@@ -4632,9 +4632,9 @@ static ShaderEnum tangent_direction_type_init()
return enm;
}
-static ShaderEnum tangent_axis_init()
+static NodeEnum tangent_axis_init()
{
- ShaderEnum enm;
+ NodeEnum enm;
enm.insert("X", NODE_TANGENT_AXIS_X);
enm.insert("Y", NODE_TANGENT_AXIS_Y);
@@ -4643,8 +4643,8 @@ static ShaderEnum tangent_axis_init()
return enm;
}
-ShaderEnum TangentNode::direction_type_enum = tangent_direction_type_init();
-ShaderEnum TangentNode::axis_enum = tangent_axis_init();
+NodeEnum TangentNode::direction_type_enum = tangent_direction_type_init();
+NodeEnum TangentNode::axis_enum = tangent_axis_init();
TangentNode::TangentNode()
: ShaderNode("tangent")
@@ -4653,8 +4653,8 @@ TangentNode::TangentNode()
axis = ustring("X");
attribute = ustring("");
- add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
- add_output("Tangent", SHADER_SOCKET_NORMAL);
+ add_input("NormalIn", SocketType::NORMAL, make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
+ add_output("Tangent", SocketType::NORMAL);
}
void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes)