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Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r-- | intern/cycles/render/nodes.h | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h new file mode 100644 index 00000000000..f59a775b658 --- /dev/null +++ b/intern/cycles/render/nodes.h @@ -0,0 +1,339 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#ifndef __NODES_H__ +#define __NODES_H__ + +#include "graph.h" + +#include "util_string.h" + +CCL_NAMESPACE_BEGIN + +class ImageManager; +class Shadr; + +/* Nodes */ + +class ImageTextureNode : public ShaderNode { +public: + SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode) + ~ImageTextureNode(); + ShaderNode *clone() const; + + ImageManager *image_manager; + int slot; + string filename; +}; + +class EnvironmentTextureNode : public ShaderNode { +public: + SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode) + ~EnvironmentTextureNode(); + ShaderNode *clone() const; + + ImageManager *image_manager; + int slot; + string filename; +}; + +class SkyTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(SkyTextureNode) + + float3 sun_direction; + float turbidity; +}; + +class OutputNode : public ShaderNode { +public: + SHADER_NODE_CLASS(OutputNode) +}; + +class NoiseTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(NoiseTextureNode) +}; + +class BlendTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(BlendTextureNode) + + ustring progression; + ustring axis; + + static ShaderEnum progression_enum; + static ShaderEnum axis_enum; +}; + +class CloudsTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(CloudsTextureNode) + + bool hard; + int depth; + ustring basis; + + static ShaderEnum basis_enum; +}; + +class VoronoiTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(VoronoiTextureNode) + + ustring distance_metric; + ustring coloring; + + static ShaderEnum distance_metric_enum; + static ShaderEnum coloring_enum; +}; + +class MusgraveTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MusgraveTextureNode) + + ustring type; + ustring basis; + + static ShaderEnum type_enum; + static ShaderEnum basis_enum; +}; + +class MarbleTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MarbleTextureNode) + + ustring type; + ustring wave; + ustring basis; + bool hard; + int depth; + + static ShaderEnum type_enum; + static ShaderEnum wave_enum; + static ShaderEnum basis_enum; +}; + +class MagicTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MagicTextureNode) + + int depth; +}; + +class StucciTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(StucciTextureNode) + + ustring type; + ustring basis; + bool hard; + + static ShaderEnum type_enum; + static ShaderEnum basis_enum; +}; + +class DistortedNoiseTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(DistortedNoiseTextureNode) + + ustring basis; + ustring distortion_basis; + static ShaderEnum basis_enum; +}; + +class WoodTextureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(WoodTextureNode) + + ustring type; + ustring wave; + ustring basis; + bool hard; + + static ShaderEnum type_enum; + static ShaderEnum wave_enum; + static ShaderEnum basis_enum; +}; + +class MappingNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MappingNode) + + Transform compute_transform(); + float3 translation; + float3 rotation; + float3 scale; +}; + +class ConvertNode : public ShaderNode { +public: + ConvertNode(ShaderSocketType from, ShaderSocketType to); + SHADER_NODE_BASE_CLASS(ConvertNode) + + ShaderSocketType from, to; +}; + +class BsdfNode : public ShaderNode { +public: + SHADER_NODE_CLASS(BsdfNode) + + void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2); + + ClosureType closure; +}; + +class WardBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(WardBsdfNode) +}; + +class DiffuseBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(DiffuseBsdfNode) +}; + +class TranslucentBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(TranslucentBsdfNode) +}; + +class TransparentBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(TransparentBsdfNode) +}; + +class VelvetBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(VelvetBsdfNode) +}; + +class GlossyBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(GlossyBsdfNode) + + ustring distribution; + static ShaderEnum distribution_enum; +}; + +class GlassBsdfNode : public BsdfNode { +public: + SHADER_NODE_CLASS(GlassBsdfNode) + + ustring distribution; + static ShaderEnum distribution_enum; +}; + +class EmissionNode : public ShaderNode { +public: + SHADER_NODE_CLASS(EmissionNode) + + bool total_power; +}; + +class BackgroundNode : public ShaderNode { +public: + SHADER_NODE_CLASS(BackgroundNode) +}; + +class GeometryNode : public ShaderNode { +public: + SHADER_NODE_CLASS(GeometryNode) +}; + +class TextureCoordinateNode : public ShaderNode { +public: + SHADER_NODE_CLASS(TextureCoordinateNode) + void attributes(AttributeRequestSet *attributes); +}; + +class LightPathNode : public ShaderNode { +public: + SHADER_NODE_CLASS(LightPathNode) +}; + +class ValueNode : public ShaderNode { +public: + SHADER_NODE_CLASS(ValueNode) + + float value; +}; + +class ColorNode : public ShaderNode { +public: + SHADER_NODE_CLASS(ColorNode) + + float3 value; +}; + +class AddClosureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(AddClosureNode) +}; + +class MixClosureNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MixClosureNode) +}; + +class MixNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MixNode) + + ustring type; + static ShaderEnum type_enum; +}; + +class AttributeNode : public ShaderNode { +public: + SHADER_NODE_CLASS(AttributeNode) + void attributes(AttributeRequestSet *attributes); + + ustring attribute; +}; + +class FresnelNode : public ShaderNode { +public: + SHADER_NODE_CLASS(FresnelNode) +}; + +class MathNode : public ShaderNode { +public: + SHADER_NODE_CLASS(MathNode) + + ustring type; + static ShaderEnum type_enum; +}; + +class VectorMathNode : public ShaderNode { +public: + SHADER_NODE_CLASS(VectorMathNode) + + ustring type; + static ShaderEnum type_enum; +}; + +class BumpNode : public ShaderNode { +public: + SHADER_NODE_CLASS(BumpNode) +}; + +CCL_NAMESPACE_END + +#endif /* __NODES_H__ */ + |