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Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h339
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diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
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+/*
+ * 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__ */
+