diff options
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 958 |
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) |