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Diffstat (limited to 'intern/cycles/scene/shader_nodes.cpp')
-rw-r--r-- | intern/cycles/scene/shader_nodes.cpp | 7171 |
1 files changed, 7171 insertions, 0 deletions
diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp new file mode 100644 index 00000000000..d7fc7ae1c27 --- /dev/null +++ b/intern/cycles/scene/shader_nodes.cpp @@ -0,0 +1,7171 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "scene/shader_nodes.h" +#include "scene/colorspace.h" +#include "scene/constant_fold.h" +#include "scene/film.h" +#include "scene/image.h" +#include "scene/image_sky.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/osl.h" +#include "scene/scene.h" +#include "scene/svm.h" + +#include "sky_model.h" + +#include "util/util_color.h" +#include "util/util_foreach.h" +#include "util/util_logging.h" +#include "util/util_transform.h" + +#include "kernel/svm/svm_color_util.h" +#include "kernel/svm/svm_mapping_util.h" +#include "kernel/svm/svm_math_util.h" +#include "kernel/svm/svm_ramp_util.h" + +CCL_NAMESPACE_BEGIN + +/* Texture Mapping */ + +#define TEXTURE_MAPPING_DEFINE(TextureNode) \ + SOCKET_POINT(tex_mapping.translation, "Translation", zero_float3()); \ + SOCKET_VECTOR(tex_mapping.rotation, "Rotation", zero_float3()); \ + SOCKET_VECTOR(tex_mapping.scale, "Scale", one_float3()); \ +\ + SOCKET_VECTOR(tex_mapping.min, "Min", make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX)); \ + SOCKET_VECTOR(tex_mapping.max, "Max", make_float3(FLT_MAX, FLT_MAX, FLT_MAX)); \ + SOCKET_BOOLEAN(tex_mapping.use_minmax, "Use Min Max", false); \ +\ + static NodeEnum mapping_axis_enum; \ + mapping_axis_enum.insert("none", TextureMapping::NONE); \ + mapping_axis_enum.insert("x", TextureMapping::X); \ + mapping_axis_enum.insert("y", TextureMapping::Y); \ + mapping_axis_enum.insert("z", TextureMapping::Z); \ + SOCKET_ENUM(tex_mapping.x_mapping, "x_mapping", mapping_axis_enum, TextureMapping::X); \ + SOCKET_ENUM(tex_mapping.y_mapping, "y_mapping", mapping_axis_enum, TextureMapping::Y); \ + SOCKET_ENUM(tex_mapping.z_mapping, "z_mapping", mapping_axis_enum, TextureMapping::Z); \ +\ + static NodeEnum mapping_type_enum; \ + mapping_type_enum.insert("point", TextureMapping::POINT); \ + mapping_type_enum.insert("texture", TextureMapping::TEXTURE); \ + mapping_type_enum.insert("vector", TextureMapping::VECTOR); \ + mapping_type_enum.insert("normal", TextureMapping::NORMAL); \ + SOCKET_ENUM(tex_mapping.type, "Type", mapping_type_enum, TextureMapping::TEXTURE); \ +\ + static NodeEnum mapping_projection_enum; \ + mapping_projection_enum.insert("flat", TextureMapping::FLAT); \ + mapping_projection_enum.insert("cube", TextureMapping::CUBE); \ + mapping_projection_enum.insert("tube", TextureMapping::TUBE); \ + mapping_projection_enum.insert("sphere", TextureMapping::SPHERE); \ + SOCKET_ENUM(tex_mapping.projection, "Projection", mapping_projection_enum, TextureMapping::FLAT); + +TextureMapping::TextureMapping() +{ +} + +Transform TextureMapping::compute_transform() +{ + Transform mmat = transform_scale(zero_float3()); + + if (x_mapping != NONE) + mmat[0][x_mapping - 1] = 1.0f; + if (y_mapping != NONE) + mmat[1][y_mapping - 1] = 1.0f; + if (z_mapping != NONE) + mmat[2][z_mapping - 1] = 1.0f; + + float3 scale_clamped = scale; + + if (type == TEXTURE || type == NORMAL) { + /* keep matrix invertible */ + if (fabsf(scale.x) < 1e-5f) + scale_clamped.x = signf(scale.x) * 1e-5f; + if (fabsf(scale.y) < 1e-5f) + scale_clamped.y = signf(scale.y) * 1e-5f; + if (fabsf(scale.z) < 1e-5f) + scale_clamped.z = signf(scale.z) * 1e-5f; + } + + Transform smat = transform_scale(scale_clamped); + Transform rmat = transform_euler(rotation); + Transform tmat = transform_translate(translation); + + Transform mat; + + switch (type) { + case TEXTURE: + /* inverse transform on texture coordinate gives + * forward transform on texture */ + mat = tmat * rmat * smat; + mat = transform_inverse(mat); + break; + case POINT: + /* full transform */ + mat = tmat * rmat * smat; + break; + case VECTOR: + /* no translation for vectors */ + mat = rmat * smat; + break; + case NORMAL: + /* no translation for normals, and inverse transpose */ + mat = rmat * smat; + mat = transform_transposed_inverse(mat); + break; + } + + /* projection last */ + mat = mat * mmat; + + return mat; +} + +bool TextureMapping::skip() +{ + if (translation != zero_float3()) + return false; + if (rotation != zero_float3()) + return false; + if (scale != one_float3()) + return false; + + if (x_mapping != X || y_mapping != Y || z_mapping != Z) + return false; + if (use_minmax) + return false; + + return true; +} + +void TextureMapping::compile(SVMCompiler &compiler, int offset_in, int offset_out) +{ + compiler.add_node(NODE_TEXTURE_MAPPING, offset_in, offset_out); + + Transform tfm = compute_transform(); + compiler.add_node(tfm.x); + compiler.add_node(tfm.y); + compiler.add_node(tfm.z); + + if (use_minmax) { + compiler.add_node(NODE_MIN_MAX, offset_out, offset_out); + compiler.add_node(float3_to_float4(min)); + compiler.add_node(float3_to_float4(max)); + } + + if (type == NORMAL) { + compiler.add_node(NODE_VECTOR_MATH, + NODE_VECTOR_MATH_NORMALIZE, + compiler.encode_uchar4(offset_out, offset_out, offset_out), + compiler.encode_uchar4(SVM_STACK_INVALID, offset_out)); + } +} + +/* Convenience function for texture nodes, allocating stack space to output + * a modified vector and returning its offset */ +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(SocketType::VECTOR); + + compile(compiler, offset_in, offset_out); + + return offset_out; + } + + return compiler.stack_assign(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); + } +} + +void TextureMapping::compile(OSLCompiler &compiler) +{ + if (!skip()) { + compiler.parameter("mapping", compute_transform()); + compiler.parameter("use_mapping", 1); + } +} + +/* Image Texture */ + +NODE_DEFINE(ImageTextureNode) +{ + NodeType *type = NodeType::add("image_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(ImageTextureNode); + + SOCKET_STRING(filename, "Filename", ustring()); + SOCKET_STRING(colorspace, "Colorspace", u_colorspace_auto); + + static NodeEnum alpha_type_enum; + alpha_type_enum.insert("auto", IMAGE_ALPHA_AUTO); + alpha_type_enum.insert("unassociated", IMAGE_ALPHA_UNASSOCIATED); + alpha_type_enum.insert("associated", IMAGE_ALPHA_ASSOCIATED); + alpha_type_enum.insert("channel_packed", IMAGE_ALPHA_CHANNEL_PACKED); + alpha_type_enum.insert("ignore", IMAGE_ALPHA_IGNORE); + SOCKET_ENUM(alpha_type, "Alpha Type", alpha_type_enum, IMAGE_ALPHA_AUTO); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + static NodeEnum extension_enum; + extension_enum.insert("periodic", EXTENSION_REPEAT); + extension_enum.insert("clamp", EXTENSION_EXTEND); + extension_enum.insert("black", EXTENSION_CLIP); + SOCKET_ENUM(extension, "Extension", extension_enum, EXTENSION_REPEAT); + + static NodeEnum projection_enum; + projection_enum.insert("flat", NODE_IMAGE_PROJ_FLAT); + projection_enum.insert("box", NODE_IMAGE_PROJ_BOX); + projection_enum.insert("sphere", NODE_IMAGE_PROJ_SPHERE); + projection_enum.insert("tube", NODE_IMAGE_PROJ_TUBE); + SOCKET_ENUM(projection, "Projection", projection_enum, NODE_IMAGE_PROJ_FLAT); + + SOCKET_FLOAT(projection_blend, "Projection Blend", 0.0f); + + SOCKET_INT_ARRAY(tiles, "Tiles", array<int>()); + SOCKET_BOOLEAN(animated, "Animated", false); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_UV); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +ImageTextureNode::ImageTextureNode() : ImageSlotTextureNode(get_node_type()) +{ + colorspace = u_colorspace_raw; + animated = false; + tiles.push_back_slow(1001); +} + +ShaderNode *ImageTextureNode::clone(ShaderGraph *graph) const +{ + ImageTextureNode *node = graph->create_node<ImageTextureNode>(*this); + node->handle = handle; + return node; +} + +ImageParams ImageTextureNode::image_params() const +{ + ImageParams params; + params.animated = animated; + params.interpolation = interpolation; + params.extension = extension; + params.alpha_type = alpha_type; + params.colorspace = colorspace; + return params; +} + +void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph) +{ + /* Box projection computes its own UVs that always lie in the + * 1001 tile, so there's no point in loading any others. */ + if (projection == NODE_IMAGE_PROJ_BOX) { + tiles.clear(); + tiles.push_back_slow(1001); + return; + } + + if (!scene->params.background) { + /* During interactive renders, all tiles are loaded. + * While we could support updating this when UVs change, that could lead + * to annoying interruptions when loading images while editing UVs. */ + return; + } + + /* Only check UVs for tile culling if there are multiple tiles. */ + if (tiles.size() < 2) { + return; + } + + ShaderInput *vector_in = input("Vector"); + ustring attribute; + if (vector_in->link) { + ShaderNode *node = vector_in->link->parent; + if (node->type == UVMapNode::get_node_type()) { + UVMapNode *uvmap = (UVMapNode *)node; + attribute = uvmap->get_attribute(); + } + else if (node->type == TextureCoordinateNode::get_node_type()) { + if (vector_in->link != node->output("UV")) { + return; + } + } + else { + return; + } + } + + unordered_set<int> used_tiles; + /* TODO(lukas): This is quite inefficient. A fairly simple improvement would + * be to have a cache in each mesh that is indexed by attribute. + * Additionally, building a graph-to-meshes list once could help. */ + foreach (Geometry *geom, scene->geometry) { + foreach (Node *node, geom->get_used_shaders()) { + Shader *shader = static_cast<Shader *>(node); + if (shader->graph == graph) { + geom->get_uv_tiles(attribute, used_tiles); + } + } + } + + array<int> new_tiles; + foreach (int tile, tiles) { + if (used_tiles.count(tile)) { + new_tiles.push_back_slow(tile); + } + } + tiles.steal_data(new_tiles); +} + +void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ +#ifdef WITH_PTEX + /* todo: avoid loading other texture coordinates when using ptex, + * and hide texture coordinate socket in the UI */ + if (shader->has_surface_link() && string_endswith(filename, ".ptx")) { + /* ptex */ + attributes->add(ATTR_STD_PTEX_FACE_ID); + attributes->add(ATTR_STD_PTEX_UV); + } +#endif + + ShaderNode::attributes(shader, attributes); +} + +void ImageTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + + if (handle.empty()) { + cull_tiles(compiler.scene, compiler.current_graph); + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params(), tiles); + } + + /* All tiles have the same metadata. */ + const ImageMetaData metadata = handle.metadata(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + uint flags = 0; + + if (compress_as_srgb) { + flags |= NODE_IMAGE_COMPRESS_AS_SRGB; + } + if (!alpha_out->links.empty()) { + const bool unassociate_alpha = !(ColorSpaceManager::colorspace_is_data(colorspace) || + alpha_type == IMAGE_ALPHA_CHANNEL_PACKED || + alpha_type == IMAGE_ALPHA_IGNORE); + + if (unassociate_alpha) { + flags |= NODE_IMAGE_ALPHA_UNASSOCIATE; + } + } + + if (projection != NODE_IMAGE_PROJ_BOX) { + /* If there only is one image (a very common case), we encode it as a negative value. */ + int num_nodes; + if (handle.num_tiles() == 1) { + num_nodes = -handle.svm_slot(); + } + else { + num_nodes = divide_up(handle.num_tiles(), 2); + } + + compiler.add_node(NODE_TEX_IMAGE, + num_nodes, + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out), + flags), + projection); + + if (num_nodes > 0) { + for (int i = 0; i < num_nodes; i++) { + int4 node; + node.x = tiles[2 * i]; + node.y = handle.svm_slot(2 * i); + if (2 * i + 1 < tiles.size()) { + node.z = tiles[2 * i + 1]; + node.w = handle.svm_slot(2 * i + 1); + } + else { + node.z = -1; + node.w = -1; + } + compiler.add_node(node.x, node.y, node.z, node.w); + } + } + } + else { + assert(handle.num_tiles() == 1); + compiler.add_node(NODE_TEX_IMAGE_BOX, + handle.svm_slot(), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out), + flags), + __float_as_int(projection_blend)); + } + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void ImageTextureNode::compile(OSLCompiler &compiler) +{ + ShaderOutput *alpha_out = output("Alpha"); + + tex_mapping.compile(compiler); + + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + const ImageMetaData metadata = handle.metadata(); + const bool is_float = metadata.is_float(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + if (handle.svm_slot() == -1) { + compiler.parameter_texture( + "filename", filename, compress_as_srgb ? u_colorspace_raw : known_colorspace); + } + else { + compiler.parameter_texture("filename", handle.svm_slot()); + } + + const bool unassociate_alpha = !(ColorSpaceManager::colorspace_is_data(colorspace) || + alpha_type == IMAGE_ALPHA_CHANNEL_PACKED || + alpha_type == IMAGE_ALPHA_IGNORE); + const bool is_tiled = (filename.find("<UDIM>") != string::npos); + + compiler.parameter(this, "projection"); + compiler.parameter(this, "projection_blend"); + compiler.parameter("compress_as_srgb", compress_as_srgb); + compiler.parameter("ignore_alpha", alpha_type == IMAGE_ALPHA_IGNORE); + compiler.parameter("unassociate_alpha", !alpha_out->links.empty() && unassociate_alpha); + compiler.parameter("is_float", is_float); + compiler.parameter("is_tiled", is_tiled); + compiler.parameter(this, "interpolation"); + compiler.parameter(this, "extension"); + + compiler.add(this, "node_image_texture"); +} + +/* Environment Texture */ + +NODE_DEFINE(EnvironmentTextureNode) +{ + NodeType *type = NodeType::add("environment_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(EnvironmentTextureNode); + + SOCKET_STRING(filename, "Filename", ustring()); + SOCKET_STRING(colorspace, "Colorspace", u_colorspace_auto); + + static NodeEnum alpha_type_enum; + alpha_type_enum.insert("auto", IMAGE_ALPHA_AUTO); + alpha_type_enum.insert("unassociated", IMAGE_ALPHA_UNASSOCIATED); + alpha_type_enum.insert("associated", IMAGE_ALPHA_ASSOCIATED); + alpha_type_enum.insert("channel_packed", IMAGE_ALPHA_CHANNEL_PACKED); + alpha_type_enum.insert("ignore", IMAGE_ALPHA_IGNORE); + SOCKET_ENUM(alpha_type, "Alpha Type", alpha_type_enum, IMAGE_ALPHA_AUTO); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + static NodeEnum projection_enum; + projection_enum.insert("equirectangular", NODE_ENVIRONMENT_EQUIRECTANGULAR); + projection_enum.insert("mirror_ball", NODE_ENVIRONMENT_MIRROR_BALL); + SOCKET_ENUM(projection, "Projection", projection_enum, NODE_ENVIRONMENT_EQUIRECTANGULAR); + + SOCKET_BOOLEAN(animated, "Animated", false); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +EnvironmentTextureNode::EnvironmentTextureNode() : ImageSlotTextureNode(get_node_type()) +{ + colorspace = u_colorspace_raw; + animated = false; +} + +ShaderNode *EnvironmentTextureNode::clone(ShaderGraph *graph) const +{ + EnvironmentTextureNode *node = graph->create_node<EnvironmentTextureNode>(*this); + node->handle = handle; + return node; +} + +ImageParams EnvironmentTextureNode::image_params() const +{ + ImageParams params; + params.animated = animated; + params.interpolation = interpolation; + params.extension = EXTENSION_REPEAT; + params.alpha_type = alpha_type; + params.colorspace = colorspace; + return params; +} + +void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ +#ifdef WITH_PTEX + if (shader->has_surface_link() && string_endswith(filename, ".ptx")) { + /* ptex */ + attributes->add(ATTR_STD_PTEX_FACE_ID); + attributes->add(ATTR_STD_PTEX_UV); + } +#endif + + ShaderNode::attributes(shader, attributes); +} + +void EnvironmentTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + const ImageMetaData metadata = handle.metadata(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + uint flags = 0; + + if (compress_as_srgb) { + flags |= NODE_IMAGE_COMPRESS_AS_SRGB; + } + + compiler.add_node(NODE_TEX_ENVIRONMENT, + handle.svm_slot(), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out), + flags), + projection); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void EnvironmentTextureNode::compile(OSLCompiler &compiler) +{ + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + tex_mapping.compile(compiler); + + const ImageMetaData metadata = handle.metadata(); + const bool is_float = metadata.is_float(); + const bool compress_as_srgb = metadata.compress_as_srgb; + const ustring known_colorspace = metadata.colorspace; + + if (handle.svm_slot() == -1) { + compiler.parameter_texture( + "filename", filename, compress_as_srgb ? u_colorspace_raw : known_colorspace); + } + else { + compiler.parameter_texture("filename", handle.svm_slot()); + } + + compiler.parameter(this, "projection"); + compiler.parameter(this, "interpolation"); + compiler.parameter("compress_as_srgb", compress_as_srgb); + compiler.parameter("ignore_alpha", alpha_type == IMAGE_ALPHA_IGNORE); + compiler.parameter("is_float", is_float); + compiler.add(this, "node_environment_texture"); +} + +/* Sky Texture */ + +static float2 sky_spherical_coordinates(float3 dir) +{ + return make_float2(acosf(dir.z), atan2f(dir.x, dir.y)); +} + +typedef struct SunSky { + /* sun direction in spherical and cartesian */ + float theta, phi; + + /* Parameter */ + float radiance_x, radiance_y, radiance_z; + float config_x[9], config_y[9], config_z[9], nishita_data[10]; +} SunSky; + +/* Preetham model */ +static float sky_perez_function(float lam[6], float theta, float gamma) +{ + return (1.0f + lam[0] * expf(lam[1] / cosf(theta))) * + (1.0f + lam[2] * expf(lam[3] * gamma) + lam[4] * cosf(gamma) * cosf(gamma)); +} + +static void sky_texture_precompute_preetham(SunSky *sunsky, float3 dir, float turbidity) +{ + /* + * We re-use the SunSky struct of the new model, to avoid extra variables + * zenith_Y/x/y is now radiance_x/y/z + * perez_Y/x/y is now config_x/y/z + */ + + float2 spherical = sky_spherical_coordinates(dir); + float theta = spherical.x; + float phi = spherical.y; + + sunsky->theta = theta; + sunsky->phi = phi; + + float theta2 = theta * theta; + float theta3 = theta2 * theta; + float T = turbidity; + float T2 = T * T; + + float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta); + sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f; + sunsky->radiance_x *= 0.06f; + + sunsky->radiance_y = (0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 + + (-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T + + (0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f); + + sunsky->radiance_z = (0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 + + (-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T + + (0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f); + + sunsky->config_x[0] = (0.1787f * T - 1.4630f); + sunsky->config_x[1] = (-0.3554f * T + 0.4275f); + sunsky->config_x[2] = (-0.0227f * T + 5.3251f); + sunsky->config_x[3] = (0.1206f * T - 2.5771f); + sunsky->config_x[4] = (-0.0670f * T + 0.3703f); + + sunsky->config_y[0] = (-0.0193f * T - 0.2592f); + sunsky->config_y[1] = (-0.0665f * T + 0.0008f); + sunsky->config_y[2] = (-0.0004f * T + 0.2125f); + sunsky->config_y[3] = (-0.0641f * T - 0.8989f); + sunsky->config_y[4] = (-0.0033f * T + 0.0452f); + + sunsky->config_z[0] = (-0.0167f * T - 0.2608f); + sunsky->config_z[1] = (-0.0950f * T + 0.0092f); + sunsky->config_z[2] = (-0.0079f * T + 0.2102f); + sunsky->config_z[3] = (-0.0441f * T - 1.6537f); + sunsky->config_z[4] = (-0.0109f * T + 0.0529f); + + /* unused for old sky model */ + for (int i = 5; i < 9; i++) { + sunsky->config_x[i] = 0.0f; + sunsky->config_y[i] = 0.0f; + sunsky->config_z[i] = 0.0f; + } + + sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta); + sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta); + sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta); +} + +/* Hosek / Wilkie */ +static void sky_texture_precompute_hosek(SunSky *sunsky, + float3 dir, + float turbidity, + float ground_albedo) +{ + /* Calculate Sun Direction and save coordinates */ + float2 spherical = sky_spherical_coordinates(dir); + float theta = spherical.x; + float phi = spherical.y; + + /* Clamp Turbidity */ + turbidity = clamp(turbidity, 0.0f, 10.0f); + + /* Clamp to Horizon */ + theta = clamp(theta, 0.0f, M_PI_2_F); + + sunsky->theta = theta; + sunsky->phi = phi; + + float solarElevation = M_PI_2_F - theta; + + /* Initialize Sky Model */ + SKY_ArHosekSkyModelState *sky_state; + sky_state = SKY_arhosek_xyz_skymodelstate_alloc_init( + (double)turbidity, (double)ground_albedo, (double)solarElevation); + + /* Copy values from sky_state to SunSky */ + for (int i = 0; i < 9; ++i) { + sunsky->config_x[i] = (float)sky_state->configs[0][i]; + sunsky->config_y[i] = (float)sky_state->configs[1][i]; + sunsky->config_z[i] = (float)sky_state->configs[2][i]; + } + sunsky->radiance_x = (float)sky_state->radiances[0]; + sunsky->radiance_y = (float)sky_state->radiances[1]; + sunsky->radiance_z = (float)sky_state->radiances[2]; + + /* Free sky_state */ + SKY_arhosekskymodelstate_free(sky_state); +} + +/* Nishita improved */ +static void sky_texture_precompute_nishita(SunSky *sunsky, + bool sun_disc, + float sun_size, + float sun_intensity, + float sun_elevation, + float sun_rotation, + float altitude, + float air_density, + float dust_density) +{ + /* sample 2 sun pixels */ + float pixel_bottom[3]; + float pixel_top[3]; + SKY_nishita_skymodel_precompute_sun( + sun_elevation, sun_size, altitude, air_density, dust_density, pixel_bottom, pixel_top); + /* limit sun rotation between 0 and 360 degrees */ + sun_rotation = fmodf(sun_rotation, M_2PI_F); + if (sun_rotation < 0.0f) { + sun_rotation += M_2PI_F; + } + sun_rotation = M_2PI_F - sun_rotation; + /* send data to svm_sky */ + sunsky->nishita_data[0] = pixel_bottom[0]; + sunsky->nishita_data[1] = pixel_bottom[1]; + sunsky->nishita_data[2] = pixel_bottom[2]; + sunsky->nishita_data[3] = pixel_top[0]; + sunsky->nishita_data[4] = pixel_top[1]; + sunsky->nishita_data[5] = pixel_top[2]; + sunsky->nishita_data[6] = sun_elevation; + sunsky->nishita_data[7] = sun_rotation; + sunsky->nishita_data[8] = sun_disc ? sun_size : -1.0f; + sunsky->nishita_data[9] = sun_intensity; +} + +NODE_DEFINE(SkyTextureNode) +{ + NodeType *type = NodeType::add("sky_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(SkyTextureNode); + + static NodeEnum type_enum; + type_enum.insert("preetham", NODE_SKY_PREETHAM); + type_enum.insert("hosek_wilkie", NODE_SKY_HOSEK); + type_enum.insert("nishita_improved", NODE_SKY_NISHITA); + SOCKET_ENUM(sky_type, "Type", type_enum, NODE_SKY_NISHITA); + + SOCKET_VECTOR(sun_direction, "Sun Direction", make_float3(0.0f, 0.0f, 1.0f)); + SOCKET_FLOAT(turbidity, "Turbidity", 2.2f); + SOCKET_FLOAT(ground_albedo, "Ground Albedo", 0.3f); + SOCKET_BOOLEAN(sun_disc, "Sun Disc", true); + SOCKET_FLOAT(sun_size, "Sun Size", 0.009512f); + SOCKET_FLOAT(sun_intensity, "Sun Intensity", 1.0f); + SOCKET_FLOAT(sun_elevation, "Sun Elevation", 15.0f * M_PI_F / 180.0f); + SOCKET_FLOAT(sun_rotation, "Sun Rotation", 0.0f); + SOCKET_FLOAT(altitude, "Altitude", 1.0f); + SOCKET_FLOAT(air_density, "Air", 1.0f); + SOCKET_FLOAT(dust_density, "Dust", 1.0f); + SOCKET_FLOAT(ozone_density, "Ozone", 1.0f); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +SkyTextureNode::SkyTextureNode() : TextureNode(get_node_type()) +{ +} + +void SkyTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + + SunSky sunsky; + if (sky_type == NODE_SKY_PREETHAM) + sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); + else if (sky_type == NODE_SKY_HOSEK) + sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); + else if (sky_type == NODE_SKY_NISHITA) { + /* Clamp altitude to reasonable values. + * Below 1m causes numerical issues and above 60km is space. */ + float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); + + sky_texture_precompute_nishita(&sunsky, + sun_disc, + get_sun_size(), + sun_intensity, + sun_elevation, + sun_rotation, + clamped_altitude, + air_density, + dust_density); + /* precomputed texture image parameters */ + ImageManager *image_manager = compiler.scene->image_manager; + ImageParams impar; + impar.interpolation = INTERPOLATION_LINEAR; + impar.extension = EXTENSION_EXTEND; + + /* precompute sky texture */ + if (handle.empty()) { + SkyLoader *loader = new SkyLoader( + sun_elevation, clamped_altitude, air_density, dust_density, ozone_density); + handle = image_manager->add_image(loader, impar); + } + } + else + assert(false); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.stack_assign(color_out); + compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), sky_type); + /* nishita doesn't need this data */ + if (sky_type != NODE_SKY_NISHITA) { + compiler.add_node(__float_as_uint(sunsky.phi), + __float_as_uint(sunsky.theta), + __float_as_uint(sunsky.radiance_x), + __float_as_uint(sunsky.radiance_y)); + compiler.add_node(__float_as_uint(sunsky.radiance_z), + __float_as_uint(sunsky.config_x[0]), + __float_as_uint(sunsky.config_x[1]), + __float_as_uint(sunsky.config_x[2])); + compiler.add_node(__float_as_uint(sunsky.config_x[3]), + __float_as_uint(sunsky.config_x[4]), + __float_as_uint(sunsky.config_x[5]), + __float_as_uint(sunsky.config_x[6])); + compiler.add_node(__float_as_uint(sunsky.config_x[7]), + __float_as_uint(sunsky.config_x[8]), + __float_as_uint(sunsky.config_y[0]), + __float_as_uint(sunsky.config_y[1])); + compiler.add_node(__float_as_uint(sunsky.config_y[2]), + __float_as_uint(sunsky.config_y[3]), + __float_as_uint(sunsky.config_y[4]), + __float_as_uint(sunsky.config_y[5])); + compiler.add_node(__float_as_uint(sunsky.config_y[6]), + __float_as_uint(sunsky.config_y[7]), + __float_as_uint(sunsky.config_y[8]), + __float_as_uint(sunsky.config_z[0])); + compiler.add_node(__float_as_uint(sunsky.config_z[1]), + __float_as_uint(sunsky.config_z[2]), + __float_as_uint(sunsky.config_z[3]), + __float_as_uint(sunsky.config_z[4])); + compiler.add_node(__float_as_uint(sunsky.config_z[5]), + __float_as_uint(sunsky.config_z[6]), + __float_as_uint(sunsky.config_z[7]), + __float_as_uint(sunsky.config_z[8])); + } + else { + compiler.add_node(__float_as_uint(sunsky.nishita_data[0]), + __float_as_uint(sunsky.nishita_data[1]), + __float_as_uint(sunsky.nishita_data[2]), + __float_as_uint(sunsky.nishita_data[3])); + compiler.add_node(__float_as_uint(sunsky.nishita_data[4]), + __float_as_uint(sunsky.nishita_data[5]), + __float_as_uint(sunsky.nishita_data[6]), + __float_as_uint(sunsky.nishita_data[7])); + compiler.add_node(__float_as_uint(sunsky.nishita_data[8]), + __float_as_uint(sunsky.nishita_data[9]), + handle.svm_slot(), + 0); + } + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void SkyTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + SunSky sunsky; + if (sky_type == NODE_SKY_PREETHAM) + sky_texture_precompute_preetham(&sunsky, sun_direction, turbidity); + else if (sky_type == NODE_SKY_HOSEK) + sky_texture_precompute_hosek(&sunsky, sun_direction, turbidity, ground_albedo); + else if (sky_type == NODE_SKY_NISHITA) { + /* Clamp altitude to reasonable values. + * Below 1m causes numerical issues and above 60km is space. */ + float clamped_altitude = clamp(altitude, 1.0f, 59999.0f); + + sky_texture_precompute_nishita(&sunsky, + sun_disc, + get_sun_size(), + sun_intensity, + sun_elevation, + sun_rotation, + clamped_altitude, + air_density, + dust_density); + /* precomputed texture image parameters */ + ImageManager *image_manager = compiler.scene->image_manager; + ImageParams impar; + impar.interpolation = INTERPOLATION_LINEAR; + impar.extension = EXTENSION_EXTEND; + + /* precompute sky texture */ + if (handle.empty()) { + SkyLoader *loader = new SkyLoader( + sun_elevation, clamped_altitude, air_density, dust_density, ozone_density); + handle = image_manager->add_image(loader, impar); + } + } + else + assert(false); + + compiler.parameter(this, "sky_type"); + compiler.parameter("theta", sunsky.theta); + compiler.parameter("phi", sunsky.phi); + compiler.parameter_color("radiance", + make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z)); + compiler.parameter_array("config_x", sunsky.config_x, 9); + compiler.parameter_array("config_y", sunsky.config_y, 9); + compiler.parameter_array("config_z", sunsky.config_z, 9); + compiler.parameter_array("nishita_data", sunsky.nishita_data, 10); + /* nishita texture */ + if (sky_type == NODE_SKY_NISHITA) { + compiler.parameter_texture("filename", handle.svm_slot()); + } + compiler.add(this, "node_sky_texture"); +} + +/* Gradient Texture */ + +NODE_DEFINE(GradientTextureNode) +{ + NodeType *type = NodeType::add("gradient_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(GradientTextureNode); + + static NodeEnum type_enum; + type_enum.insert("linear", NODE_BLEND_LINEAR); + type_enum.insert("quadratic", NODE_BLEND_QUADRATIC); + type_enum.insert("easing", NODE_BLEND_EASING); + type_enum.insert("diagonal", NODE_BLEND_DIAGONAL); + type_enum.insert("radial", NODE_BLEND_RADIAL); + type_enum.insert("quadratic_sphere", NODE_BLEND_QUADRATIC_SPHERE); + type_enum.insert("spherical", NODE_BLEND_SPHERICAL); + SOCKET_ENUM(gradient_type, "Type", type_enum, NODE_BLEND_LINEAR); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +GradientTextureNode::GradientTextureNode() : TextureNode(get_node_type()) +{ +} + +void GradientTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_GRADIENT, + compiler.encode_uchar4(gradient_type, + vector_offset, + compiler.stack_assign_if_linked(fac_out), + compiler.stack_assign_if_linked(color_out))); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void GradientTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "gradient_type"); + compiler.add(this, "node_gradient_texture"); +} + +/* Noise Texture */ + +NODE_DEFINE(NoiseTextureNode) +{ + NodeType *type = NodeType::add("noise_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(NoiseTextureNode); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(w, "W", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +NoiseTextureNode::NoiseTextureNode() : TextureNode(get_node_type()) +{ +} + +void NoiseTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *detail_in = input("Detail"); + ShaderInput *roughness_in = input("Roughness"); + ShaderInput *distortion_in = input("Distortion"); + ShaderOutput *fac_out = output("Fac"); + ShaderOutput *color_out = output("Color"); + + int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); + int w_stack_offset = compiler.stack_assign_if_linked(w_in); + int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); + int detail_stack_offset = compiler.stack_assign_if_linked(detail_in); + int roughness_stack_offset = compiler.stack_assign_if_linked(roughness_in); + int distortion_stack_offset = compiler.stack_assign_if_linked(distortion_in); + int fac_stack_offset = compiler.stack_assign_if_linked(fac_out); + int color_stack_offset = compiler.stack_assign_if_linked(color_out); + + compiler.add_node( + NODE_TEX_NOISE, + dimensions, + compiler.encode_uchar4( + vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset), + compiler.encode_uchar4( + roughness_stack_offset, distortion_stack_offset, fac_stack_offset, color_stack_offset)); + compiler.add_node( + __float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(roughness)); + + compiler.add_node( + __float_as_int(distortion), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); + + tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); +} + +void NoiseTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + compiler.parameter(this, "dimensions"); + compiler.add(this, "node_noise_texture"); +} + +/* Voronoi Texture */ + +NODE_DEFINE(VoronoiTextureNode) +{ + NodeType *type = NodeType::add("voronoi_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(VoronoiTextureNode); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + static NodeEnum metric_enum; + metric_enum.insert("euclidean", NODE_VORONOI_EUCLIDEAN); + metric_enum.insert("manhattan", NODE_VORONOI_MANHATTAN); + metric_enum.insert("chebychev", NODE_VORONOI_CHEBYCHEV); + metric_enum.insert("minkowski", NODE_VORONOI_MINKOWSKI); + SOCKET_ENUM(metric, "Distance Metric", metric_enum, NODE_VORONOI_EUCLIDEAN); + + static NodeEnum feature_enum; + feature_enum.insert("f1", NODE_VORONOI_F1); + feature_enum.insert("f2", NODE_VORONOI_F2); + feature_enum.insert("smooth_f1", NODE_VORONOI_SMOOTH_F1); + feature_enum.insert("distance_to_edge", NODE_VORONOI_DISTANCE_TO_EDGE); + feature_enum.insert("n_sphere_radius", NODE_VORONOI_N_SPHERE_RADIUS); + SOCKET_ENUM(feature, "Feature", feature_enum, NODE_VORONOI_F1); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(w, "W", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(smoothness, "Smoothness", 5.0f); + SOCKET_IN_FLOAT(exponent, "Exponent", 0.5f); + SOCKET_IN_FLOAT(randomness, "Randomness", 1.0f); + + SOCKET_OUT_FLOAT(distance, "Distance"); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_POINT(position, "Position"); + SOCKET_OUT_FLOAT(w, "W"); + SOCKET_OUT_FLOAT(radius, "Radius"); + + return type; +} + +VoronoiTextureNode::VoronoiTextureNode() : TextureNode(get_node_type()) +{ +} + +void VoronoiTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *smoothness_in = input("Smoothness"); + ShaderInput *exponent_in = input("Exponent"); + ShaderInput *randomness_in = input("Randomness"); + + ShaderOutput *distance_out = output("Distance"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *position_out = output("Position"); + ShaderOutput *w_out = output("W"); + ShaderOutput *radius_out = output("Radius"); + + int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); + int w_in_stack_offset = compiler.stack_assign_if_linked(w_in); + int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); + int smoothness_stack_offset = compiler.stack_assign_if_linked(smoothness_in); + int exponent_stack_offset = compiler.stack_assign_if_linked(exponent_in); + int randomness_stack_offset = compiler.stack_assign_if_linked(randomness_in); + int distance_stack_offset = compiler.stack_assign_if_linked(distance_out); + int color_stack_offset = compiler.stack_assign_if_linked(color_out); + int position_stack_offset = compiler.stack_assign_if_linked(position_out); + int w_out_stack_offset = compiler.stack_assign_if_linked(w_out); + int radius_stack_offset = compiler.stack_assign_if_linked(radius_out); + + compiler.add_node(NODE_TEX_VORONOI, dimensions, feature, metric); + compiler.add_node( + compiler.encode_uchar4( + vector_stack_offset, w_in_stack_offset, scale_stack_offset, smoothness_stack_offset), + compiler.encode_uchar4(exponent_stack_offset, + randomness_stack_offset, + distance_stack_offset, + color_stack_offset), + compiler.encode_uchar4(position_stack_offset, w_out_stack_offset, radius_stack_offset), + __float_as_int(w)); + + compiler.add_node(__float_as_int(scale), + __float_as_int(smoothness), + __float_as_int(exponent), + __float_as_int(randomness)); + + tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); +} + +void VoronoiTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "dimensions"); + compiler.parameter(this, "feature"); + compiler.parameter(this, "metric"); + compiler.add(this, "node_voronoi_texture"); +} + +/* IES Light */ + +NODE_DEFINE(IESLightNode) +{ + NodeType *type = NodeType::add("ies_light", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(IESLightNode); + + SOCKET_STRING(ies, "IES", ustring()); + SOCKET_STRING(filename, "File Name", ustring()); + + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_NORMAL); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +IESLightNode::IESLightNode() : TextureNode(get_node_type()) +{ + light_manager = NULL; + slot = -1; +} + +ShaderNode *IESLightNode::clone(ShaderGraph *graph) const +{ + IESLightNode *node = graph->create_node<IESLightNode>(*this); + + node->light_manager = NULL; + node->slot = -1; + + return node; +} + +IESLightNode::~IESLightNode() +{ + if (light_manager) { + light_manager->remove_ies(slot); + } +} + +void IESLightNode::get_slot() +{ + assert(light_manager); + + if (slot == -1) { + if (ies.empty()) { + slot = light_manager->add_ies_from_file(filename.string()); + } + else { + slot = light_manager->add_ies(ies.string()); + } + } +} + +void IESLightNode::compile(SVMCompiler &compiler) +{ + light_manager = compiler.scene->light_manager; + get_slot(); + + ShaderInput *strength_in = input("Strength"); + ShaderInput *vector_in = input("Vector"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_IES, + compiler.encode_uchar4(compiler.stack_assign_if_linked(strength_in), + vector_offset, + compiler.stack_assign(fac_out), + 0), + slot, + __float_as_int(strength)); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void IESLightNode::compile(OSLCompiler &compiler) +{ + light_manager = compiler.scene->light_manager; + get_slot(); + + tex_mapping.compile(compiler); + + compiler.parameter_texture_ies("filename", slot); + compiler.add(this, "node_ies_light"); +} + +/* White Noise Texture */ + +NODE_DEFINE(WhiteNoiseTextureNode) +{ + NodeType *type = NodeType::add("white_noise_texture", create, NodeType::SHADER); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + SOCKET_IN_POINT(vector, "Vector", zero_float3()); + SOCKET_IN_FLOAT(w, "W", 0.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +WhiteNoiseTextureNode::WhiteNoiseTextureNode() : ShaderNode(get_node_type()) +{ +} + +void WhiteNoiseTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderOutput *value_out = output("Value"); + ShaderOutput *color_out = output("Color"); + + int vector_stack_offset = compiler.stack_assign(vector_in); + int w_stack_offset = compiler.stack_assign(w_in); + int value_stack_offset = compiler.stack_assign(value_out); + int color_stack_offset = compiler.stack_assign(color_out); + + compiler.add_node(NODE_TEX_WHITE_NOISE, + dimensions, + compiler.encode_uchar4(vector_stack_offset, w_stack_offset), + compiler.encode_uchar4(value_stack_offset, color_stack_offset)); +} + +void WhiteNoiseTextureNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "dimensions"); + compiler.add(this, "node_white_noise_texture"); +} + +/* Musgrave Texture */ + +NODE_DEFINE(MusgraveTextureNode) +{ + NodeType *type = NodeType::add("musgrave_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(MusgraveTextureNode); + + static NodeEnum dimensions_enum; + dimensions_enum.insert("1D", 1); + dimensions_enum.insert("2D", 2); + dimensions_enum.insert("3D", 3); + dimensions_enum.insert("4D", 4); + SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); + + static NodeEnum type_enum; + type_enum.insert("multifractal", NODE_MUSGRAVE_MULTIFRACTAL); + type_enum.insert("fBM", NODE_MUSGRAVE_FBM); + type_enum.insert("hybrid_multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); + type_enum.insert("ridged_multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); + type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); + SOCKET_ENUM(musgrave_type, "Type", type_enum, NODE_MUSGRAVE_FBM); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(w, "W", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(dimension, "Dimension", 2.0f); + SOCKET_IN_FLOAT(lacunarity, "Lacunarity", 2.0f); + SOCKET_IN_FLOAT(offset, "Offset", 0.0f); + SOCKET_IN_FLOAT(gain, "Gain", 1.0f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +MusgraveTextureNode::MusgraveTextureNode() : TextureNode(get_node_type()) +{ +} + +void MusgraveTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *w_in = input("W"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *detail_in = input("Detail"); + ShaderInput *dimension_in = input("Dimension"); + ShaderInput *lacunarity_in = input("Lacunarity"); + ShaderInput *offset_in = input("Offset"); + ShaderInput *gain_in = input("Gain"); + ShaderOutput *fac_out = output("Fac"); + + int vector_stack_offset = tex_mapping.compile_begin(compiler, vector_in); + int w_stack_offset = compiler.stack_assign_if_linked(w_in); + int scale_stack_offset = compiler.stack_assign_if_linked(scale_in); + int detail_stack_offset = compiler.stack_assign_if_linked(detail_in); + int dimension_stack_offset = compiler.stack_assign_if_linked(dimension_in); + int lacunarity_stack_offset = compiler.stack_assign_if_linked(lacunarity_in); + int offset_stack_offset = compiler.stack_assign_if_linked(offset_in); + int gain_stack_offset = compiler.stack_assign_if_linked(gain_in); + int fac_stack_offset = compiler.stack_assign(fac_out); + + compiler.add_node( + NODE_TEX_MUSGRAVE, + compiler.encode_uchar4(musgrave_type, dimensions, vector_stack_offset, w_stack_offset), + compiler.encode_uchar4(scale_stack_offset, + detail_stack_offset, + dimension_stack_offset, + lacunarity_stack_offset), + compiler.encode_uchar4(offset_stack_offset, gain_stack_offset, fac_stack_offset)); + compiler.add_node( + __float_as_int(w), __float_as_int(scale), __float_as_int(detail), __float_as_int(dimension)); + compiler.add_node(__float_as_int(lacunarity), __float_as_int(offset), __float_as_int(gain)); + + tex_mapping.compile_end(compiler, vector_in, vector_stack_offset); +} + +void MusgraveTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "musgrave_type"); + compiler.parameter(this, "dimensions"); + compiler.add(this, "node_musgrave_texture"); +} + +/* Wave Texture */ + +NODE_DEFINE(WaveTextureNode) +{ + NodeType *type = NodeType::add("wave_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(WaveTextureNode); + + static NodeEnum type_enum; + type_enum.insert("bands", NODE_WAVE_BANDS); + type_enum.insert("rings", NODE_WAVE_RINGS); + SOCKET_ENUM(wave_type, "Type", type_enum, NODE_WAVE_BANDS); + + static NodeEnum bands_direction_enum; + bands_direction_enum.insert("x", NODE_WAVE_BANDS_DIRECTION_X); + bands_direction_enum.insert("y", NODE_WAVE_BANDS_DIRECTION_Y); + bands_direction_enum.insert("z", NODE_WAVE_BANDS_DIRECTION_Z); + bands_direction_enum.insert("diagonal", NODE_WAVE_BANDS_DIRECTION_DIAGONAL); + SOCKET_ENUM( + bands_direction, "Bands Direction", bands_direction_enum, NODE_WAVE_BANDS_DIRECTION_X); + + static NodeEnum rings_direction_enum; + rings_direction_enum.insert("x", NODE_WAVE_RINGS_DIRECTION_X); + rings_direction_enum.insert("y", NODE_WAVE_RINGS_DIRECTION_Y); + rings_direction_enum.insert("z", NODE_WAVE_RINGS_DIRECTION_Z); + rings_direction_enum.insert("spherical", NODE_WAVE_RINGS_DIRECTION_SPHERICAL); + SOCKET_ENUM( + rings_direction, "Rings Direction", rings_direction_enum, NODE_WAVE_BANDS_DIRECTION_X); + + static NodeEnum profile_enum; + profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN); + profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW); + profile_enum.insert("tri", NODE_WAVE_PROFILE_TRI); + SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(detail_scale, "Detail Scale", 0.0f); + SOCKET_IN_FLOAT(detail_roughness, "Detail Roughness", 0.5f); + SOCKET_IN_FLOAT(phase, "Phase Offset", 0.0f); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +WaveTextureNode::WaveTextureNode() : TextureNode(get_node_type()) +{ +} + +void WaveTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *distortion_in = input("Distortion"); + ShaderInput *detail_in = input("Detail"); + ShaderInput *dscale_in = input("Detail Scale"); + ShaderInput *droughness_in = input("Detail Roughness"); + ShaderInput *phase_in = input("Phase Offset"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_WAVE, + compiler.encode_uchar4(wave_type, bands_direction, rings_direction, profile), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(scale_in), + compiler.stack_assign_if_linked(distortion_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(detail_in), + compiler.stack_assign_if_linked(dscale_in), + compiler.stack_assign_if_linked(droughness_in), + compiler.stack_assign_if_linked(phase_in))); + + compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out)), + __float_as_int(scale), + __float_as_int(distortion), + __float_as_int(detail)); + + compiler.add_node(__float_as_int(detail_scale), + __float_as_int(detail_roughness), + __float_as_int(phase), + SVM_STACK_INVALID); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void WaveTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "wave_type"); + compiler.parameter(this, "bands_direction"); + compiler.parameter(this, "rings_direction"); + compiler.parameter(this, "profile"); + + compiler.add(this, "node_wave_texture"); +} + +/* Magic Texture */ + +NODE_DEFINE(MagicTextureNode) +{ + NodeType *type = NodeType::add("magic_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(MagicTextureNode); + + SOCKET_INT(depth, "Depth", 2); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 1.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +MagicTextureNode::MagicTextureNode() : TextureNode(get_node_type()) +{ +} + +void MagicTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *distortion_in = input("Distortion"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_MAGIC, + compiler.encode_uchar4(depth, + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out)), + compiler.encode_uchar4(vector_offset, + compiler.stack_assign_if_linked(scale_in), + compiler.stack_assign_if_linked(distortion_in))); + compiler.add_node(__float_as_int(scale), __float_as_int(distortion)); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void MagicTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "depth"); + compiler.add(this, "node_magic_texture"); +} + +/* Checker Texture */ + +NODE_DEFINE(CheckerTextureNode) +{ + NodeType *type = NodeType::add("checker_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(CheckerTextureNode); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +CheckerTextureNode::CheckerTextureNode() : TextureNode(get_node_type()) +{ +} + +void CheckerTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderInput *scale_in = input("Scale"); + + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_CHECKER, + compiler.encode_uchar4(vector_offset, + compiler.stack_assign(color1_in), + compiler.stack_assign(color2_in), + compiler.stack_assign_if_linked(scale_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out)), + __float_as_int(scale)); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void CheckerTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.add(this, "node_checker_texture"); +} + +/* Brick Texture */ + +NODE_DEFINE(BrickTextureNode) +{ + NodeType *type = NodeType::add("brick_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(BrickTextureNode); + + SOCKET_FLOAT(offset, "Offset", 0.5f); + SOCKET_INT(offset_frequency, "Offset Frequency", 2); + SOCKET_FLOAT(squash, "Squash", 1.0f); + SOCKET_INT(squash_frequency, "Squash Frequency", 2); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + SOCKET_IN_COLOR(mortar, "Mortar", zero_float3()); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(mortar_size, "Mortar Size", 0.02f); + SOCKET_IN_FLOAT(mortar_smooth, "Mortar Smooth", 0.0f); + SOCKET_IN_FLOAT(bias, "Bias", 0.0f); + SOCKET_IN_FLOAT(brick_width, "Brick Width", 0.5f); + SOCKET_IN_FLOAT(row_height, "Row Height", 0.25f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +BrickTextureNode::BrickTextureNode() : TextureNode(get_node_type()) +{ +} + +void BrickTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderInput *mortar_in = input("Mortar"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *mortar_size_in = input("Mortar Size"); + ShaderInput *mortar_smooth_in = input("Mortar Smooth"); + ShaderInput *bias_in = input("Bias"); + ShaderInput *brick_width_in = input("Brick Width"); + ShaderInput *row_height_in = input("Row Height"); + + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + int vector_offset = tex_mapping.compile_begin(compiler, vector_in); + + compiler.add_node(NODE_TEX_BRICK, + compiler.encode_uchar4(vector_offset, + compiler.stack_assign(color1_in), + compiler.stack_assign(color2_in), + compiler.stack_assign(mortar_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(scale_in), + compiler.stack_assign_if_linked(mortar_size_in), + compiler.stack_assign_if_linked(bias_in), + compiler.stack_assign_if_linked(brick_width_in)), + compiler.encode_uchar4(compiler.stack_assign_if_linked(row_height_in), + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(fac_out), + compiler.stack_assign_if_linked(mortar_smooth_in))); + + compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency), + __float_as_int(scale), + __float_as_int(mortar_size), + __float_as_int(bias)); + + compiler.add_node(__float_as_int(brick_width), + __float_as_int(row_height), + __float_as_int(offset), + __float_as_int(squash)); + + compiler.add_node( + __float_as_int(mortar_smooth), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); + + tex_mapping.compile_end(compiler, vector_in, vector_offset); +} + +void BrickTextureNode::compile(OSLCompiler &compiler) +{ + tex_mapping.compile(compiler); + + compiler.parameter(this, "offset"); + compiler.parameter(this, "offset_frequency"); + compiler.parameter(this, "squash"); + compiler.parameter(this, "squash_frequency"); + compiler.add(this, "node_brick_texture"); +} + +/* Point Density Texture */ + +NODE_DEFINE(PointDensityTextureNode) +{ + NodeType *type = NodeType::add("point_density_texture", create, NodeType::SHADER); + + SOCKET_STRING(filename, "Filename", ustring()); + + static NodeEnum space_enum; + space_enum.insert("object", NODE_TEX_VOXEL_SPACE_OBJECT); + space_enum.insert("world", NODE_TEX_VOXEL_SPACE_WORLD); + SOCKET_ENUM(space, "Space", space_enum, NODE_TEX_VOXEL_SPACE_OBJECT); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); + + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); + + SOCKET_OUT_FLOAT(density, "Density"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +PointDensityTextureNode::PointDensityTextureNode() : ShaderNode(get_node_type()) +{ +} + +PointDensityTextureNode::~PointDensityTextureNode() +{ +} + +ShaderNode *PointDensityTextureNode::clone(ShaderGraph *graph) const +{ + /* Increase image user count for new node. We need to ensure to not call + * add_image again, to work around access of freed data on the Blender + * side. A better solution should be found to avoid this. */ + PointDensityTextureNode *node = graph->create_node<PointDensityTextureNode>(*this); + node->handle = handle; /* TODO: not needed? */ + return node; +} + +void PointDensityTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_volume) + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + + ShaderNode::attributes(shader, attributes); +} + +ImageParams PointDensityTextureNode::image_params() const +{ + ImageParams params; + params.interpolation = interpolation; + return params; +} + +void PointDensityTextureNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *density_out = output("Density"); + ShaderOutput *color_out = output("Color"); + + const bool use_density = !density_out->links.empty(); + const bool use_color = !color_out->links.empty(); + + if (use_density || use_color) { + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + const int slot = handle.svm_slot(); + if (slot != -1) { + compiler.stack_assign(vector_in); + compiler.add_node(NODE_TEX_VOXEL, + slot, + compiler.encode_uchar4(compiler.stack_assign(vector_in), + compiler.stack_assign_if_linked(density_out), + compiler.stack_assign_if_linked(color_out), + space)); + if (space == NODE_TEX_VOXEL_SPACE_WORLD) { + compiler.add_node(tfm.x); + compiler.add_node(tfm.y); + compiler.add_node(tfm.z); + } + } + else { + if (use_density) { + compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(density_out)); + } + if (use_color) { + compiler.add_node(NODE_VALUE_V, compiler.stack_assign(color_out)); + compiler.add_node( + NODE_VALUE_V, + make_float3(TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B)); + } + } + } +} + +void PointDensityTextureNode::compile(OSLCompiler &compiler) +{ + ShaderOutput *density_out = output("Density"); + ShaderOutput *color_out = output("Color"); + + const bool use_density = !density_out->links.empty(); + const bool use_color = !color_out->links.empty(); + + if (use_density || use_color) { + if (handle.empty()) { + ImageManager *image_manager = compiler.scene->image_manager; + handle = image_manager->add_image(filename.string(), image_params()); + } + + compiler.parameter_texture("filename", handle.svm_slot()); + if (space == NODE_TEX_VOXEL_SPACE_WORLD) { + compiler.parameter("mapping", tfm); + compiler.parameter("use_mapping", 1); + } + compiler.parameter(this, "interpolation"); + compiler.add(this, "node_voxel_texture"); + } +} + +/* Normal */ + +NODE_DEFINE(NormalNode) +{ + NodeType *type = NodeType::add("normal", create, NodeType::SHADER); + + SOCKET_VECTOR(direction, "direction", zero_float3()); + + SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); + + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_FLOAT(dot, "Dot"); + + return type; +} + +NormalNode::NormalNode() : ShaderNode(get_node_type()) +{ +} + +void NormalNode::compile(SVMCompiler &compiler) +{ + ShaderInput *normal_in = input("Normal"); + ShaderOutput *normal_out = output("Normal"); + ShaderOutput *dot_out = output("Dot"); + + compiler.add_node(NODE_NORMAL, + compiler.stack_assign(normal_in), + compiler.stack_assign(normal_out), + compiler.stack_assign(dot_out)); + compiler.add_node( + __float_as_int(direction.x), __float_as_int(direction.y), __float_as_int(direction.z)); +} + +void NormalNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "direction"); + compiler.add(this, "node_normal"); +} + +/* Mapping */ + +NODE_DEFINE(MappingNode) +{ + NodeType *type = NodeType::add("mapping", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("point", NODE_MAPPING_TYPE_POINT); + type_enum.insert("texture", NODE_MAPPING_TYPE_TEXTURE); + type_enum.insert("vector", NODE_MAPPING_TYPE_VECTOR); + type_enum.insert("normal", NODE_MAPPING_TYPE_NORMAL); + SOCKET_ENUM(mapping_type, "Type", type_enum, NODE_MAPPING_TYPE_POINT); + + SOCKET_IN_POINT(vector, "Vector", zero_float3()); + SOCKET_IN_POINT(location, "Location", zero_float3()); + SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); + SOCKET_IN_POINT(scale, "Scale", one_float3()); + + SOCKET_OUT_POINT(vector, "Vector"); + + return type; +} + +MappingNode::MappingNode() : ShaderNode(get_node_type()) +{ +} + +void MappingNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + float3 result = svm_mapping((NodeMappingType)mapping_type, vector, location, rotation, scale); + folder.make_constant(result); + } + else { + folder.fold_mapping((NodeMappingType)mapping_type); + } +} + +void MappingNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *location_in = input("Location"); + ShaderInput *rotation_in = input("Rotation"); + ShaderInput *scale_in = input("Scale"); + ShaderOutput *vector_out = output("Vector"); + + int vector_stack_offset = compiler.stack_assign(vector_in); + int location_stack_offset = compiler.stack_assign(location_in); + int rotation_stack_offset = compiler.stack_assign(rotation_in); + int scale_stack_offset = compiler.stack_assign(scale_in); + int result_stack_offset = compiler.stack_assign(vector_out); + + compiler.add_node( + NODE_MAPPING, + mapping_type, + compiler.encode_uchar4( + vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset), + result_stack_offset); +} + +void MappingNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "mapping_type"); + compiler.add(this, "node_mapping"); +} + +/* RGBToBW */ + +NODE_DEFINE(RGBToBWNode) +{ + NodeType *type = NodeType::add("rgb_to_bw", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_OUT_FLOAT(val, "Val"); + + return type; +} + +RGBToBWNode::RGBToBWNode() : ShaderNode(get_node_type()) +{ +} + +void RGBToBWNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + float val = folder.scene->shader_manager->linear_rgb_to_gray(color); + folder.make_constant(val); + } +} + +void RGBToBWNode::compile(SVMCompiler &compiler) +{ + compiler.add_node(NODE_CONVERT, + NODE_CONVERT_CF, + compiler.stack_assign(inputs[0]), + compiler.stack_assign(outputs[0])); +} + +void RGBToBWNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_rgb_to_bw"); +} + +/* Convert */ + +const NodeType *ConvertNode::node_types[ConvertNode::MAX_TYPE][ConvertNode::MAX_TYPE]; +bool ConvertNode::initialized = ConvertNode::register_types(); + +Node *ConvertNode::create(const NodeType *type) +{ + return new ConvertNode(type->inputs[0].type, type->outputs[0].type); +} + +bool ConvertNode::register_types() +{ + const int num_types = 8; + SocketType::Type types[num_types] = {SocketType::FLOAT, + SocketType::INT, + SocketType::COLOR, + SocketType::VECTOR, + SocketType::POINT, + SocketType::NORMAL, + SocketType::STRING, + SocketType::CLOSURE}; + + for (size_t i = 0; i < num_types; i++) { + SocketType::Type from = types[i]; + ustring from_name(SocketType::type_name(from)); + ustring from_value_name("value_" + from_name.string()); + + for (size_t j = 0; j < num_types; j++) { + SocketType::Type to = types[j]; + ustring to_name(SocketType::type_name(to)); + ustring to_value_name("value_" + to_name.string()); + + string node_name = "convert_" + from_name.string() + "_to_" + to_name.string(); + NodeType *type = NodeType::add(node_name.c_str(), create, NodeType::SHADER); + + type->register_input(from_value_name, + from_value_name, + from, + SOCKET_OFFSETOF(ConvertNode, value_float), + SocketType::zero_default_value(), + NULL, + NULL, + SocketType::LINKABLE); + type->register_output(to_value_name, to_value_name, to); + + assert(from < MAX_TYPE); + assert(to < MAX_TYPE); + + node_types[from][to] = type; + } + } + + return true; +} + +ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool autoconvert) + : ShaderNode(node_types[from_][to_]) +{ + from = from_; + to = to_; + + if (from == to) + special_type = SHADER_SPECIAL_TYPE_PROXY; + else if (autoconvert) + special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT; +} + +/* Union usage requires a manual copy constructor. */ +ConvertNode::ConvertNode(const ConvertNode &other) + : ShaderNode(other), + from(other.from), + to(other.to), + value_color(other.value_color), + value_string(other.value_string) +{ +} + +void ConvertNode::constant_fold(const ConstantFolder &folder) +{ + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); + + /* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */ + + if (folder.all_inputs_constant()) { + if (from == SocketType::FLOAT) { + if (SocketType::is_float3(to)) { + folder.make_constant(make_float3(value_float, value_float, value_float)); + } + } + else if (SocketType::is_float3(from)) { + if (to == SocketType::FLOAT) { + if (from == SocketType::COLOR) { + /* color to float */ + float val = folder.scene->shader_manager->linear_rgb_to_gray(value_color); + folder.make_constant(val); + } + else { + /* vector/point/normal to float */ + folder.make_constant(average(value_vector)); + } + } + else if (SocketType::is_float3(to)) { + folder.make_constant(value_color); + } + } + } + else { + ShaderInput *in = inputs[0]; + ShaderNode *prev = in->link->parent; + + /* no-op conversion of A to B to A */ + if (prev->type == node_types[to][from]) { + ShaderInput *prev_in = prev->inputs[0]; + + if (SocketType::is_float3(from) && (to == SocketType::FLOAT || SocketType::is_float3(to)) && + prev_in->link) { + folder.bypass(prev_in->link); + } + } + } +} + +void ConvertNode::compile(SVMCompiler &compiler) +{ + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); + + ShaderInput *in = inputs[0]; + ShaderOutput *out = outputs[0]; + + 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 == 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 == 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 == 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 + /* vector/point/normal to int */ + compiler.add_node( + NODE_CONVERT, NODE_CONVERT_VI, compiler.stack_assign(in), compiler.stack_assign(out)); + } + else { + /* float3 to float3 */ + if (in->link) { + /* no op in SVM */ + compiler.stack_link(in, out); + } + else { + /* set 0,0,0 value */ + compiler.add_node(NODE_VALUE_V, compiler.stack_assign(out)); + compiler.add_node(NODE_VALUE_V, value_color); + } + } +} + +void ConvertNode::compile(OSLCompiler &compiler) +{ + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); + + if (from == SocketType::FLOAT) + compiler.add(this, "node_convert_from_float"); + else if (from == SocketType::INT) + compiler.add(this, "node_convert_from_int"); + else if (from == SocketType::COLOR) + compiler.add(this, "node_convert_from_color"); + else if (from == SocketType::VECTOR) + compiler.add(this, "node_convert_from_vector"); + else if (from == SocketType::POINT) + compiler.add(this, "node_convert_from_point"); + else if (from == SocketType::NORMAL) + compiler.add(this, "node_convert_from_normal"); + else + assert(0); +} + +/* Base type for all closure-type nodes */ + +BsdfBaseNode::BsdfBaseNode(const NodeType *node_type) : ShaderNode(node_type) +{ + special_type = SHADER_SPECIAL_TYPE_CLOSURE; +} + +bool BsdfBaseNode::has_bump() +{ + /* detect if anything is plugged into the normal input besides the default */ + ShaderInput *normal_in = input("Normal"); + return (normal_in && normal_in->link && + normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY); +} + +/* BSDF Closure */ + +BsdfNode::BsdfNode(const NodeType *node_type) : BsdfBaseNode(node_type) +{ +} + +void BsdfNode::compile(SVMCompiler &compiler, + ShaderInput *param1, + ShaderInput *param2, + ShaderInput *param3, + ShaderInput *param4) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *normal_in = input("Normal"); + ShaderInput *tangent_in = input("Tangent"); + + if (color_in->link) + compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); + + int normal_offset = (normal_in) ? compiler.stack_assign_if_linked(normal_in) : SVM_STACK_INVALID; + int tangent_offset = (tangent_in) ? compiler.stack_assign_if_linked(tangent_in) : + SVM_STACK_INVALID; + int param3_offset = (param3) ? compiler.stack_assign(param3) : SVM_STACK_INVALID; + int param4_offset = (param4) ? compiler.stack_assign(param4) : SVM_STACK_INVALID; + + compiler.add_node( + NODE_CLOSURE_BSDF, + 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) ? get_float(param1->socket_type) : 0.0f), + __float_as_int((param2) ? get_float(param2->socket_type) : 0.0f)); + + compiler.add_node(normal_offset, tangent_offset, param3_offset, param4_offset); +} + +void BsdfNode::compile(SVMCompiler &compiler) +{ + compile(compiler, NULL, NULL); +} + +void BsdfNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* Anisotropic BSDF Closure */ + +NODE_DEFINE(AnisotropicBsdfNode) +{ + NodeType *type = NodeType::add("anisotropic_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); + + SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); + + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.5f); + SOCKET_IN_FLOAT(rotation, "Rotation", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +AnisotropicBsdfNode::AnisotropicBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_MICROFACET_GGX_ID; +} + +void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + ShaderInput *tangent_in = input("Tangent"); + + if (!tangent_in->link) + attributes->add(ATTR_STD_GENERATED); + } + + ShaderNode::attributes(shader, attributes); +} + +void AnisotropicBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) + BsdfNode::compile( + compiler, input("Roughness"), input("Anisotropy"), input("Rotation"), input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation")); +} + +void AnisotropicBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_anisotropic_bsdf"); +} + +/* Glossy BSDF Closure */ + +NODE_DEFINE(GlossyBsdfNode) +{ + NodeType *type = NodeType::add("glossy_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_REFLECTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +GlossyBsdfNode::GlossyBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_MICROFACET_GGX_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void GlossyBsdfNode::simplify_settings(Scene *scene) +{ + if (distribution_orig == NBUILTIN_CLOSURES) { + roughness_orig = roughness; + distribution_orig = distribution; + } + else { + /* By default we use original values, so we don't worry about restoring + * defaults later one and can only do override when needed. + */ + roughness = roughness_orig; + distribution = distribution_orig; + } + Integrator *integrator = scene->integrator; + ShaderInput *roughness_input = input("Roughness"); + if (integrator->get_filter_glossy() == 0.0f) { + /* Fallback to Sharp closure for Roughness close to 0. + * Note: Keep the epsilon in sync with kernel! + */ + if (!roughness_input->link && roughness <= 1e-4f) { + VLOG(1) << "Using sharp glossy BSDF."; + distribution = CLOSURE_BSDF_REFLECTION_ID; + } + } + else { + /* If filter glossy is used we replace Sharp glossy with GGX so we can + * benefit from closure blur to remove unwanted noise. + */ + if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) { + VLOG(1) << "Using GGX glossy with filter glossy."; + distribution = CLOSURE_BSDF_MICROFACET_GGX_ID; + roughness = 0.0f; + } + } + closure = distribution; +} + +bool GlossyBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && + (distribution == CLOSURE_BSDF_REFLECTION_ID || roughness <= 1e-4f); +} + +void GlossyBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_REFLECTION_ID) + BsdfNode::compile(compiler, NULL, NULL); + else if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) + BsdfNode::compile(compiler, input("Roughness"), NULL, NULL, input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), NULL); +} + +void GlossyBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_glossy_bsdf"); +} + +/* Glass BSDF Closure */ + +NODE_DEFINE(GlassBsdfNode) +{ + NodeType *type = NodeType::add("glass_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_SHARP_GLASS_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + SOCKET_ENUM( + distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +GlassBsdfNode::GlassBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_SHARP_GLASS_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void GlassBsdfNode::simplify_settings(Scene *scene) +{ + if (distribution_orig == NBUILTIN_CLOSURES) { + roughness_orig = roughness; + distribution_orig = distribution; + } + else { + /* By default we use original values, so we don't worry about restoring + * defaults later one and can only do override when needed. + */ + roughness = roughness_orig; + distribution = distribution_orig; + } + Integrator *integrator = scene->integrator; + ShaderInput *roughness_input = input("Roughness"); + if (integrator->get_filter_glossy() == 0.0f) { + /* Fallback to Sharp closure for Roughness close to 0. + * Note: Keep the epsilon in sync with kernel! + */ + if (!roughness_input->link && roughness <= 1e-4f) { + VLOG(1) << "Using sharp glass BSDF."; + distribution = CLOSURE_BSDF_SHARP_GLASS_ID; + } + } + else { + /* If filter glossy is used we replace Sharp glossy with GGX so we can + * benefit from closure blur to remove unwanted noise. + */ + if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) { + VLOG(1) << "Using GGX glass with filter glossy."; + distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID; + roughness = 0.0f; + } + } + closure = distribution; +} + +bool GlassBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && + (distribution == CLOSURE_BSDF_SHARP_GLASS_ID || roughness <= 1e-4f); +} + +void GlassBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_SHARP_GLASS_ID) + BsdfNode::compile(compiler, NULL, input("IOR")); + else if (closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID) + BsdfNode::compile(compiler, input("Roughness"), input("IOR"), input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), input("IOR")); +} + +void GlassBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_glass_bsdf"); +} + +/* Refraction BSDF Closure */ + +NODE_DEFINE(RefractionBsdfNode) +{ + NodeType *type = NodeType::add("refraction_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_REFRACTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + SOCKET_ENUM( + distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +RefractionBsdfNode::RefractionBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_REFRACTION_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void RefractionBsdfNode::simplify_settings(Scene *scene) +{ + if (distribution_orig == NBUILTIN_CLOSURES) { + roughness_orig = roughness; + distribution_orig = distribution; + } + else { + /* By default we use original values, so we don't worry about restoring + * defaults later one and can only do override when needed. + */ + roughness = roughness_orig; + distribution = distribution_orig; + } + Integrator *integrator = scene->integrator; + ShaderInput *roughness_input = input("Roughness"); + if (integrator->get_filter_glossy() == 0.0f) { + /* Fallback to Sharp closure for Roughness close to 0. + * Note: Keep the epsilon in sync with kernel! + */ + if (!roughness_input->link && roughness <= 1e-4f) { + VLOG(1) << "Using sharp refraction BSDF."; + distribution = CLOSURE_BSDF_REFRACTION_ID; + } + } + else { + /* If filter glossy is used we replace Sharp glossy with GGX so we can + * benefit from closure blur to remove unwanted noise. + */ + if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) { + VLOG(1) << "Using GGX refraction with filter glossy."; + distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; + roughness = 0.0f; + } + } + closure = distribution; +} + +bool RefractionBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && + (distribution == CLOSURE_BSDF_REFRACTION_ID || roughness <= 1e-4f); +} + +void RefractionBsdfNode::compile(SVMCompiler &compiler) +{ + closure = distribution; + + if (closure == CLOSURE_BSDF_REFRACTION_ID) + BsdfNode::compile(compiler, NULL, input("IOR")); + else + BsdfNode::compile(compiler, input("Roughness"), input("IOR")); +} + +void RefractionBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.add(this, "node_refraction_bsdf"); +} + +/* Toon BSDF Closure */ + +NODE_DEFINE(ToonBsdfNode) +{ + NodeType *type = NodeType::add("toon_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum component_enum; + component_enum.insert("diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); + component_enum.insert("glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); + SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_DIFFUSE_TOON_ID); + SOCKET_IN_FLOAT(size, "Size", 0.5f); + SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +ToonBsdfNode::ToonBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_DIFFUSE_TOON_ID; +} + +void ToonBsdfNode::compile(SVMCompiler &compiler) +{ + closure = component; + + BsdfNode::compile(compiler, input("Size"), input("Smooth")); +} + +void ToonBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "component"); + compiler.add(this, "node_toon_bsdf"); +} + +/* Velvet BSDF Closure */ + +NODE_DEFINE(VelvetBsdfNode) +{ + NodeType *type = NodeType::add("velvet_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(sigma, "Sigma", 1.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +VelvetBsdfNode::VelvetBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; +} + +void VelvetBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, input("Sigma"), NULL); +} + +void VelvetBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_velvet_bsdf"); +} + +/* Diffuse BSDF Closure */ + +NODE_DEFINE(DiffuseBsdfNode) +{ + NodeType *type = NodeType::add("diffuse_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +DiffuseBsdfNode::DiffuseBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_DIFFUSE_ID; +} + +void DiffuseBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, input("Roughness"), NULL); +} + +void DiffuseBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_diffuse_bsdf"); +} + +/* Disney principled BSDF Closure */ +NODE_DEFINE(PrincipledBsdfNode) +{ + NodeType *type = NodeType::add("principled_bsdf", create, NodeType::SHADER); + + static NodeEnum distribution_enum; + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + SOCKET_ENUM( + distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + + static NodeEnum subsurface_method_enum; + subsurface_method_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); + subsurface_method_enum.insert("random_walk_fixed_radius", + CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID); + subsurface_method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID); + SOCKET_ENUM(subsurface_method, + "Subsurface Method", + subsurface_method_enum, + CLOSURE_BSSRDF_RANDOM_WALK_ID); + + SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f); + SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f); + SOCKET_IN_VECTOR(subsurface_radius, "Subsurface Radius", make_float3(0.1f, 0.1f, 0.1f)); + SOCKET_IN_FLOAT(subsurface_ior, "Subsurface IOR", 1.4f); + SOCKET_IN_FLOAT(subsurface_anisotropy, "Subsurface Anisotropy", 0.0f); + SOCKET_IN_FLOAT(specular, "Specular", 0.0f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); + SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f); + SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f); + SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f); + SOCKET_IN_FLOAT(sheen_tint, "Sheen Tint", 0.0f); + SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f); + SOCKET_IN_FLOAT(clearcoat_roughness, "Clearcoat Roughness", 0.03f); + SOCKET_IN_FLOAT(ior, "IOR", 0.0f); + SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f); + SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f); + SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f); + SOCKET_IN_COLOR(emission, "Emission", zero_float3()); + SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 1.0f); + SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +PrincipledBsdfNode::PrincipledBsdfNode() : BsdfBaseNode(get_node_type()) +{ + closure = CLOSURE_BSDF_PRINCIPLED_ID; + distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID; + distribution_orig = NBUILTIN_CLOSURES; +} + +void PrincipledBsdfNode::expand(ShaderGraph *graph) +{ + ShaderOutput *principled_out = output("BSDF"); + + ShaderInput *emission_in = input("Emission"); + ShaderInput *emission_strength_in = input("Emission Strength"); + if ((emission_in->link || emission != zero_float3()) && + (emission_strength_in->link || emission_strength != 0.0f)) { + /* Create add closure and emission, and relink inputs. */ + AddClosureNode *add = graph->create_node<AddClosureNode>(); + EmissionNode *emission_node = graph->create_node<EmissionNode>(); + ShaderOutput *new_out = add->output("Closure"); + + graph->add(add); + graph->add(emission_node); + + graph->relink(emission_strength_in, emission_node->input("Strength")); + graph->relink(emission_in, emission_node->input("Color")); + graph->relink(principled_out, new_out); + graph->connect(emission_node->output("Emission"), add->input("Closure1")); + graph->connect(principled_out, add->input("Closure2")); + + principled_out = new_out; + } + else { + /* Disconnect unused links if the other value is zero, required before + * we remove the input from the node entirely. */ + if (emission_in->link) { + emission_in->disconnect(); + } + if (emission_strength_in->link) { + emission_strength_in->disconnect(); + } + } + + ShaderInput *alpha_in = input("Alpha"); + if (alpha_in->link || alpha != 1.0f) { + /* Create mix and transparent BSDF for alpha transparency. */ + MixClosureNode *mix = graph->create_node<MixClosureNode>(); + TransparentBsdfNode *transparent = graph->create_node<TransparentBsdfNode>(); + + graph->add(mix); + graph->add(transparent); + + graph->relink(alpha_in, mix->input("Fac")); + graph->relink(principled_out, mix->output("Closure")); + graph->connect(transparent->output("BSDF"), mix->input("Closure1")); + graph->connect(principled_out, mix->input("Closure2")); + } + + remove_input(emission_in); + remove_input(emission_strength_in); + remove_input(alpha_in); +} + +bool PrincipledBsdfNode::has_surface_bssrdf() +{ + ShaderInput *subsurface_in = input("Subsurface"); + return (subsurface_in->link != NULL || subsurface > CLOSURE_WEIGHT_CUTOFF); +} + +void PrincipledBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + ShaderInput *tangent_in = input("Tangent"); + + if (!tangent_in->link) + attributes->add(ATTR_STD_GENERATED); + } + + ShaderNode::attributes(shader, attributes); +} + +void PrincipledBsdfNode::compile(SVMCompiler &compiler, + ShaderInput *p_metallic, + ShaderInput *p_subsurface, + ShaderInput *p_subsurface_radius, + ShaderInput *p_subsurface_ior, + ShaderInput *p_subsurface_anisotropy, + ShaderInput *p_specular, + ShaderInput *p_roughness, + ShaderInput *p_specular_tint, + ShaderInput *p_anisotropic, + ShaderInput *p_sheen, + ShaderInput *p_sheen_tint, + ShaderInput *p_clearcoat, + ShaderInput *p_clearcoat_roughness, + ShaderInput *p_ior, + ShaderInput *p_transmission, + ShaderInput *p_anisotropic_rotation, + ShaderInput *p_transmission_roughness) +{ + ShaderInput *base_color_in = input("Base Color"); + ShaderInput *subsurface_color_in = input("Subsurface Color"); + ShaderInput *normal_in = input("Normal"); + ShaderInput *clearcoat_normal_in = input("Clearcoat Normal"); + ShaderInput *tangent_in = input("Tangent"); + + float3 weight = one_float3(); + + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, weight); + + int normal_offset = compiler.stack_assign_if_linked(normal_in); + int clearcoat_normal_offset = compiler.stack_assign_if_linked(clearcoat_normal_in); + int tangent_offset = compiler.stack_assign_if_linked(tangent_in); + int specular_offset = compiler.stack_assign(p_specular); + int roughness_offset = compiler.stack_assign(p_roughness); + int specular_tint_offset = compiler.stack_assign(p_specular_tint); + int anisotropic_offset = compiler.stack_assign(p_anisotropic); + int sheen_offset = compiler.stack_assign(p_sheen); + int sheen_tint_offset = compiler.stack_assign(p_sheen_tint); + int clearcoat_offset = compiler.stack_assign(p_clearcoat); + int clearcoat_roughness_offset = compiler.stack_assign(p_clearcoat_roughness); + int ior_offset = compiler.stack_assign(p_ior); + int transmission_offset = compiler.stack_assign(p_transmission); + int transmission_roughness_offset = compiler.stack_assign(p_transmission_roughness); + int anisotropic_rotation_offset = compiler.stack_assign(p_anisotropic_rotation); + int subsurface_radius_offset = compiler.stack_assign(p_subsurface_radius); + int subsurface_ior_offset = compiler.stack_assign(p_subsurface_ior); + int subsurface_anisotropy_offset = compiler.stack_assign(p_subsurface_anisotropy); + + compiler.add_node(NODE_CLOSURE_BSDF, + compiler.encode_uchar4(closure, + compiler.stack_assign(p_metallic), + compiler.stack_assign(p_subsurface), + compiler.closure_mix_weight_offset()), + __float_as_int((p_metallic) ? get_float(p_metallic->socket_type) : 0.0f), + __float_as_int((p_subsurface) ? get_float(p_subsurface->socket_type) : 0.0f)); + + compiler.add_node( + normal_offset, + tangent_offset, + compiler.encode_uchar4( + specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset), + compiler.encode_uchar4( + sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset)); + + compiler.add_node(compiler.encode_uchar4(ior_offset, + transmission_offset, + anisotropic_rotation_offset, + transmission_roughness_offset), + distribution, + subsurface_method, + SVM_STACK_INVALID); + + float3 bc_default = get_float3(base_color_in->socket_type); + + compiler.add_node( + ((base_color_in->link) ? compiler.stack_assign(base_color_in) : SVM_STACK_INVALID), + __float_as_int(bc_default.x), + __float_as_int(bc_default.y), + __float_as_int(bc_default.z)); + + compiler.add_node(clearcoat_normal_offset, + subsurface_radius_offset, + subsurface_ior_offset, + subsurface_anisotropy_offset); + + float3 ss_default = get_float3(subsurface_color_in->socket_type); + + compiler.add_node(((subsurface_color_in->link) ? compiler.stack_assign(subsurface_color_in) : + SVM_STACK_INVALID), + __float_as_int(ss_default.x), + __float_as_int(ss_default.y), + __float_as_int(ss_default.z)); +} + +bool PrincipledBsdfNode::has_integrator_dependency() +{ + ShaderInput *roughness_input = input("Roughness"); + return !roughness_input->link && roughness <= 1e-4f; +} + +void PrincipledBsdfNode::compile(SVMCompiler &compiler) +{ + compile(compiler, + input("Metallic"), + input("Subsurface"), + input("Subsurface Radius"), + input("Subsurface IOR"), + input("Subsurface Anisotropy"), + input("Specular"), + input("Roughness"), + input("Specular Tint"), + input("Anisotropic"), + input("Sheen"), + input("Sheen Tint"), + input("Clearcoat"), + input("Clearcoat Roughness"), + input("IOR"), + input("Transmission"), + input("Anisotropic Rotation"), + input("Transmission Roughness")); +} + +void PrincipledBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "distribution"); + compiler.parameter(this, "subsurface_method"); + compiler.add(this, "node_principled_bsdf"); +} + +bool PrincipledBsdfNode::has_bssrdf_bump() +{ + return has_surface_bssrdf() && has_bump(); +} + +/* Translucent BSDF Closure */ + +NODE_DEFINE(TranslucentBsdfNode) +{ + NodeType *type = NodeType::add("translucent_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +TranslucentBsdfNode::TranslucentBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_TRANSLUCENT_ID; +} + +void TranslucentBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, NULL, NULL); +} + +void TranslucentBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_translucent_bsdf"); +} + +/* Transparent BSDF Closure */ + +NODE_DEFINE(TransparentBsdfNode) +{ + NodeType *type = NodeType::add("transparent_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", one_float3()); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +TransparentBsdfNode::TransparentBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_TRANSPARENT_ID; +} + +void TransparentBsdfNode::compile(SVMCompiler &compiler) +{ + BsdfNode::compile(compiler, NULL, NULL); +} + +void TransparentBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_transparent_bsdf"); +} + +/* Subsurface Scattering Closure */ + +NODE_DEFINE(SubsurfaceScatteringNode) +{ + NodeType *type = NodeType::add("subsurface_scattering", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum method_enum; + method_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); + method_enum.insert("random_walk_fixed_radius", CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID); + method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID); + SOCKET_ENUM(method, "Method", method_enum, CLOSURE_BSSRDF_RANDOM_WALK_ID); + + SOCKET_IN_FLOAT(scale, "Scale", 0.01f); + SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f)); + + SOCKET_IN_FLOAT(subsurface_ior, "IOR", 1.4f); + SOCKET_IN_FLOAT(subsurface_anisotropy, "Anisotropy", 0.0f); + + SOCKET_OUT_CLOSURE(BSSRDF, "BSSRDF"); + + return type; +} + +SubsurfaceScatteringNode::SubsurfaceScatteringNode() : BsdfNode(get_node_type()) +{ + closure = method; +} + +void SubsurfaceScatteringNode::compile(SVMCompiler &compiler) +{ + closure = method; + BsdfNode::compile(compiler, input("Scale"), input("IOR"), input("Radius"), input("Anisotropy")); +} + +void SubsurfaceScatteringNode::compile(OSLCompiler &compiler) +{ + closure = method; + compiler.parameter(this, "method"); + compiler.add(this, "node_subsurface_scattering"); +} + +bool SubsurfaceScatteringNode::has_bssrdf_bump() +{ + /* detect if anything is plugged into the normal input besides the default */ + ShaderInput *normal_in = input("Normal"); + return (normal_in->link && + normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY); +} + +/* Emissive Closure */ + +NODE_DEFINE(EmissionNode) +{ + NodeType *type = NodeType::add("emission", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(strength, "Strength", 10.0f); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(emission, "Emission"); + + return type; +} + +EmissionNode::EmissionNode() : ShaderNode(get_node_type()) +{ +} + +void EmissionNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if (color_in->link || strength_in->link) { + compiler.add_node( + NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), compiler.stack_assign(strength_in)); + } + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); + + compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset()); +} + +void EmissionNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_emission"); +} + +void EmissionNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { + folder.discard(); + } +} + +/* Background Closure */ + +NODE_DEFINE(BackgroundNode) +{ + NodeType *type = NodeType::add("background_shader", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(background, "Background"); + + return type; +} + +BackgroundNode::BackgroundNode() : ShaderNode(get_node_type()) +{ +} + +void BackgroundNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if (color_in->link || strength_in->link) { + compiler.add_node( + NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), compiler.stack_assign(strength_in)); + } + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); + + compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset()); +} + +void BackgroundNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_background"); +} + +void BackgroundNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + + if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { + folder.discard(); + } +} + +/* Holdout Closure */ + +NODE_DEFINE(HoldoutNode) +{ + NodeType *type = NodeType::add("holdout", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(holdout, "Holdout"); + + return type; +} + +HoldoutNode::HoldoutNode() : ShaderNode(get_node_type()) +{ +} + +void HoldoutNode::compile(SVMCompiler &compiler) +{ + float3 value = one_float3(); + + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value); + compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset()); +} + +void HoldoutNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_holdout"); +} + +/* Ambient Occlusion */ + +NODE_DEFINE(AmbientOcclusionNode) +{ + NodeType *type = NodeType::add("ambient_occlusion", create, NodeType::SHADER); + + SOCKET_INT(samples, "Samples", 16); + + SOCKET_IN_COLOR(color, "Color", one_float3()); + SOCKET_IN_FLOAT(distance, "Distance", 1.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + + SOCKET_BOOLEAN(inside, "Inside", false); + SOCKET_BOOLEAN(only_local, "Only Local", false); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(ao, "AO"); + + return type; +} + +AmbientOcclusionNode::AmbientOcclusionNode() : ShaderNode(get_node_type()) +{ +} + +void AmbientOcclusionNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *distance_in = input("Distance"); + ShaderInput *normal_in = input("Normal"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *ao_out = output("AO"); + + int flags = (inside ? NODE_AO_INSIDE : 0) | (only_local ? NODE_AO_ONLY_LOCAL : 0); + + if (!distance_in->link && distance == 0.0f) { + flags |= NODE_AO_GLOBAL_RADIUS; + } + + compiler.add_node(NODE_AMBIENT_OCCLUSION, + compiler.encode_uchar4(flags, + compiler.stack_assign_if_linked(distance_in), + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(ao_out)), + compiler.encode_uchar4(compiler.stack_assign(color_in), + compiler.stack_assign(color_out), + samples), + __float_as_uint(distance)); +} + +void AmbientOcclusionNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "samples"); + compiler.parameter(this, "inside"); + compiler.parameter(this, "only_local"); + compiler.add(this, "node_ambient_occlusion"); +} + +/* Volume Closure */ + +VolumeNode::VolumeNode(const NodeType *node_type) : ShaderNode(node_type) +{ + closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; +} + +void VolumeNode::compile(SVMCompiler &compiler, ShaderInput *param1, ShaderInput *param2) +{ + ShaderInput *color_in = input("Color"); + + if (color_in->link) + compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); + + 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) ? get_float(param1->socket_type) : 0.0f), + __float_as_int((param2) ? get_float(param2->socket_type) : 0.0f)); +} + +void VolumeNode::compile(SVMCompiler &compiler) +{ + compile(compiler, NULL, NULL); +} + +void VolumeNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* Absorption Volume Closure */ + +NODE_DEFINE(AbsorptionVolumeNode) +{ + NodeType *type = NodeType::add("absorption_volume", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + +AbsorptionVolumeNode::AbsorptionVolumeNode() : VolumeNode(get_node_type()) +{ + closure = CLOSURE_VOLUME_ABSORPTION_ID; +} + +void AbsorptionVolumeNode::compile(SVMCompiler &compiler) +{ + VolumeNode::compile(compiler, input("Density"), NULL); +} + +void AbsorptionVolumeNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_absorption_volume"); +} + +/* Scatter Volume Closure */ + +NODE_DEFINE(ScatterVolumeNode) +{ + NodeType *type = NodeType::add("scatter_volume", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + +ScatterVolumeNode::ScatterVolumeNode() : VolumeNode(get_node_type()) +{ + closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; +} + +void ScatterVolumeNode::compile(SVMCompiler &compiler) +{ + VolumeNode::compile(compiler, input("Density"), input("Anisotropy")); +} + +void ScatterVolumeNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_scatter_volume"); +} + +/* Principled Volume Closure */ + +NODE_DEFINE(PrincipledVolumeNode) +{ + NodeType *type = NodeType::add("principled_volume", create, NodeType::SHADER); + + SOCKET_IN_STRING(density_attribute, "Density Attribute", ustring()); + SOCKET_IN_STRING(color_attribute, "Color Attribute", ustring()); + SOCKET_IN_STRING(temperature_attribute, "Temperature Attribute", ustring()); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 0.5f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); + SOCKET_IN_COLOR(absorption_color, "Absorption Color", zero_float3()); + SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 0.0f); + SOCKET_IN_COLOR(emission_color, "Emission Color", one_float3()); + SOCKET_IN_FLOAT(blackbody_intensity, "Blackbody Intensity", 0.0f); + SOCKET_IN_COLOR(blackbody_tint, "Blackbody Tint", one_float3()); + SOCKET_IN_FLOAT(temperature, "Temperature", 1000.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + +PrincipledVolumeNode::PrincipledVolumeNode() : VolumeNode(get_node_type()) +{ + closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; + density_attribute = ustring("density"); + temperature_attribute = ustring("temperature"); +} + +void PrincipledVolumeNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_volume) { + ShaderInput *density_in = input("Density"); + ShaderInput *blackbody_in = input("Blackbody Intensity"); + + if (density_in->link || density > 0.0f) { + attributes->add_standard(density_attribute); + attributes->add_standard(color_attribute); + } + + if (blackbody_in->link || blackbody_intensity > 0.0f) { + attributes->add_standard(temperature_attribute); + } + + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + + ShaderNode::attributes(shader, attributes); +} + +void PrincipledVolumeNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *density_in = input("Density"); + ShaderInput *anisotropy_in = input("Anisotropy"); + ShaderInput *absorption_color_in = input("Absorption Color"); + ShaderInput *emission_in = input("Emission Strength"); + ShaderInput *emission_color_in = input("Emission Color"); + ShaderInput *blackbody_in = input("Blackbody Intensity"); + ShaderInput *blackbody_tint_in = input("Blackbody Tint"); + ShaderInput *temperature_in = input("Temperature"); + + if (color_in->link) + compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); + else + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); + + compiler.add_node(NODE_PRINCIPLED_VOLUME, + compiler.encode_uchar4(compiler.stack_assign_if_linked(density_in), + compiler.stack_assign_if_linked(anisotropy_in), + compiler.stack_assign(absorption_color_in), + compiler.closure_mix_weight_offset()), + compiler.encode_uchar4(compiler.stack_assign_if_linked(emission_in), + compiler.stack_assign(emission_color_in), + compiler.stack_assign_if_linked(blackbody_in), + compiler.stack_assign(temperature_in)), + compiler.stack_assign(blackbody_tint_in)); + + int attr_density = compiler.attribute_standard(density_attribute); + int attr_color = compiler.attribute_standard(color_attribute); + int attr_temperature = compiler.attribute_standard(temperature_attribute); + + compiler.add_node(__float_as_int(density), + __float_as_int(anisotropy), + __float_as_int(emission_strength), + __float_as_int(blackbody_intensity)); + + compiler.add_node(attr_density, attr_color, attr_temperature); +} + +void PrincipledVolumeNode::compile(OSLCompiler &compiler) +{ + if (Attribute::name_standard(density_attribute.c_str())) { + density_attribute = ustring("geom:" + density_attribute.string()); + } + if (Attribute::name_standard(color_attribute.c_str())) { + color_attribute = ustring("geom:" + color_attribute.string()); + } + if (Attribute::name_standard(temperature_attribute.c_str())) { + temperature_attribute = ustring("geom:" + temperature_attribute.string()); + } + + compiler.add(this, "node_principled_volume"); +} + +/* Principled Hair BSDF Closure */ + +NODE_DEFINE(PrincipledHairBsdfNode) +{ + NodeType *type = NodeType::add("principled_hair_bsdf", create, NodeType::SHADER); + + /* Color parametrization specified as enum. */ + static NodeEnum parametrization_enum; + parametrization_enum.insert("Direct coloring", NODE_PRINCIPLED_HAIR_REFLECTANCE); + parametrization_enum.insert("Melanin concentration", NODE_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); + parametrization_enum.insert("Absorption coefficient", NODE_PRINCIPLED_HAIR_DIRECT_ABSORPTION); + SOCKET_ENUM( + parametrization, "Parametrization", parametrization_enum, NODE_PRINCIPLED_HAIR_REFLECTANCE); + + /* Initialize sockets to their default values. */ + SOCKET_IN_COLOR(color, "Color", make_float3(0.017513f, 0.005763f, 0.002059f)); + SOCKET_IN_FLOAT(melanin, "Melanin", 0.8f); + SOCKET_IN_FLOAT(melanin_redness, "Melanin Redness", 1.0f); + SOCKET_IN_COLOR(tint, "Tint", make_float3(1.f, 1.f, 1.f)); + SOCKET_IN_VECTOR(absorption_coefficient, + "Absorption Coefficient", + make_float3(0.245531f, 0.52f, 1.365f), + SocketType::VECTOR); + + SOCKET_IN_FLOAT(offset, "Offset", 2.f * M_PI_F / 180.f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.3f); + SOCKET_IN_FLOAT(radial_roughness, "Radial Roughness", 0.3f); + SOCKET_IN_FLOAT(coat, "Coat", 0.0f); + SOCKET_IN_FLOAT(ior, "IOR", 1.55f); + + SOCKET_IN_FLOAT(random_roughness, "Random Roughness", 0.0f); + SOCKET_IN_FLOAT(random_color, "Random Color", 0.0f); + SOCKET_IN_FLOAT(random, "Random", 0.0f); + + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +PrincipledHairBsdfNode::PrincipledHairBsdfNode() : BsdfBaseNode(get_node_type()) +{ + closure = CLOSURE_BSDF_HAIR_PRINCIPLED_ID; +} + +/* Enable retrieving Hair Info -> Random if Random isn't linked. */ +void PrincipledHairBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (!input("Random")->link) { + attributes->add(ATTR_STD_CURVE_RANDOM); + } + ShaderNode::attributes(shader, attributes); +} + +/* Prepares the input data for the SVM shader. */ +void PrincipledHairBsdfNode::compile(SVMCompiler &compiler) +{ + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, one_float3()); + + ShaderInput *roughness_in = input("Roughness"); + ShaderInput *radial_roughness_in = input("Radial Roughness"); + ShaderInput *random_roughness_in = input("Random Roughness"); + ShaderInput *offset_in = input("Offset"); + ShaderInput *coat_in = input("Coat"); + ShaderInput *ior_in = input("IOR"); + ShaderInput *melanin_in = input("Melanin"); + ShaderInput *melanin_redness_in = input("Melanin Redness"); + ShaderInput *random_color_in = input("Random Color"); + + int color_ofs = compiler.stack_assign(input("Color")); + int tint_ofs = compiler.stack_assign(input("Tint")); + int absorption_coefficient_ofs = compiler.stack_assign(input("Absorption Coefficient")); + + ShaderInput *random_in = input("Random"); + int attr_random = random_in->link ? SVM_STACK_INVALID : + compiler.attribute(ATTR_STD_CURVE_RANDOM); + + /* Encode all parameters into data nodes. */ + compiler.add_node(NODE_CLOSURE_BSDF, + /* Socket IDs can be packed 4 at a time into a single data packet */ + compiler.encode_uchar4(closure, + compiler.stack_assign_if_linked(roughness_in), + compiler.stack_assign_if_linked(radial_roughness_in), + compiler.closure_mix_weight_offset()), + /* The rest are stored as unsigned integers */ + __float_as_uint(roughness), + __float_as_uint(radial_roughness)); + + compiler.add_node(compiler.stack_assign_if_linked(input("Normal")), + compiler.encode_uchar4(compiler.stack_assign_if_linked(offset_in), + compiler.stack_assign_if_linked(ior_in), + color_ofs, + parametrization), + __float_as_uint(offset), + __float_as_uint(ior)); + + compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(coat_in), + compiler.stack_assign_if_linked(melanin_in), + compiler.stack_assign_if_linked(melanin_redness_in), + absorption_coefficient_ofs), + __float_as_uint(coat), + __float_as_uint(melanin), + __float_as_uint(melanin_redness)); + + compiler.add_node(compiler.encode_uchar4(tint_ofs, + compiler.stack_assign_if_linked(random_in), + compiler.stack_assign_if_linked(random_color_in), + compiler.stack_assign_if_linked(random_roughness_in)), + __float_as_uint(random), + __float_as_uint(random_color), + __float_as_uint(random_roughness)); + + compiler.add_node( + compiler.encode_uchar4( + SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID), + attr_random, + SVM_STACK_INVALID, + SVM_STACK_INVALID); +} + +/* Prepares the input data for the OSL shader. */ +void PrincipledHairBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "parametrization"); + compiler.add(this, "node_principled_hair_bsdf"); +} + +/* Hair BSDF Closure */ + +NODE_DEFINE(HairBsdfNode) +{ + NodeType *type = NodeType::add("hair_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + static NodeEnum component_enum; + component_enum.insert("reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); + component_enum.insert("transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); + SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_HAIR_REFLECTION_ID); + SOCKET_IN_FLOAT(offset, "Offset", 0.0f); + SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.2f); + SOCKET_IN_FLOAT(roughness_v, "RoughnessV", 0.2f); + SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3()); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + +HairBsdfNode::HairBsdfNode() : BsdfNode(get_node_type()) +{ + closure = CLOSURE_BSDF_HAIR_REFLECTION_ID; +} + +void HairBsdfNode::compile(SVMCompiler &compiler) +{ + closure = component; + + BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset")); +} + +void HairBsdfNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "component"); + compiler.add(this, "node_hair_bsdf"); +} + +/* Geometry */ + +NODE_DEFINE(GeometryNode) +{ + NodeType *type = NodeType::add("geometry", create, NodeType::SHADER); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + + SOCKET_OUT_POINT(position, "Position"); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_NORMAL(tangent, "Tangent"); + SOCKET_OUT_NORMAL(true_normal, "True Normal"); + SOCKET_OUT_VECTOR(incoming, "Incoming"); + SOCKET_OUT_POINT(parametric, "Parametric"); + SOCKET_OUT_FLOAT(backfacing, "Backfacing"); + SOCKET_OUT_FLOAT(pointiness, "Pointiness"); + SOCKET_OUT_FLOAT(random_per_island, "Random Per Island"); + + return type; +} + +GeometryNode::GeometryNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_GEOMETRY; +} + +void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + if (!output("Tangent")->links.empty()) { + attributes->add(ATTR_STD_GENERATED); + } + if (!output("Pointiness")->links.empty()) { + attributes->add(ATTR_STD_POINTINESS); + } + if (!output("Random Per Island")->links.empty()) { + attributes->add(ATTR_STD_RANDOM_PER_ISLAND); + } + } + + ShaderNode::attributes(shader, attributes); +} + +void GeometryNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + ShaderNodeType geom_node = NODE_GEOMETRY; + ShaderNodeType attr_node = NODE_ATTR; + + if (bump == SHADER_BUMP_DX) { + geom_node = NODE_GEOMETRY_BUMP_DX; + attr_node = NODE_ATTR_BUMP_DX; + } + else if (bump == SHADER_BUMP_DY) { + geom_node = NODE_GEOMETRY_BUMP_DY; + attr_node = NODE_ATTR_BUMP_DY; + } + + out = output("Position"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_P, compiler.stack_assign(out)); + } + + out = output("Normal"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_N, compiler.stack_assign(out)); + } + + out = output("Tangent"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_T, compiler.stack_assign(out)); + } + + out = output("True Normal"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_Ng, compiler.stack_assign(out)); + } + + out = output("Incoming"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_I, compiler.stack_assign(out)); + } + + out = output("Parametric"); + if (!out->links.empty()) { + compiler.add_node(geom_node, NODE_GEOM_uv, compiler.stack_assign(out)); + } + + out = output("Backfacing"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, compiler.stack_assign(out)); + } + + out = output("Pointiness"); + if (!out->links.empty()) { + if (compiler.output_type() != SHADER_TYPE_VOLUME) { + compiler.add_node( + attr_node, ATTR_STD_POINTINESS, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } + else { + compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(out)); + } + } + + out = output("Random Per Island"); + if (!out->links.empty()) { + if (compiler.output_type() != SHADER_TYPE_VOLUME) { + compiler.add_node(attr_node, + ATTR_STD_RANDOM_PER_ISLAND, + compiler.stack_assign(out), + NODE_ATTR_OUTPUT_FLOAT); + } + else { + compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), compiler.stack_assign(out)); + } + } +} + +void GeometryNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + compiler.add(this, "node_geometry"); +} + +/* TextureCoordinate */ + +NODE_DEFINE(TextureCoordinateNode) +{ + NodeType *type = NodeType::add("texture_coordinate", create, NodeType::SHADER); + + SOCKET_BOOLEAN(from_dupli, "From Dupli", false); + SOCKET_BOOLEAN(use_transform, "Use Transform", false); + SOCKET_TRANSFORM(ob_tfm, "Object Transform", transform_identity()); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + + SOCKET_OUT_POINT(generated, "Generated"); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_POINT(UV, "UV"); + SOCKET_OUT_POINT(object, "Object"); + SOCKET_OUT_POINT(camera, "Camera"); + SOCKET_OUT_POINT(window, "Window"); + SOCKET_OUT_NORMAL(reflection, "Reflection"); + + return type; +} + +TextureCoordinateNode::TextureCoordinateNode() : ShaderNode(get_node_type()) +{ +} + +void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + if (!from_dupli) { + if (!output("Generated")->links.empty()) + attributes->add(ATTR_STD_GENERATED); + if (!output("UV")->links.empty()) + attributes->add(ATTR_STD_UV); + } + } + + if (shader->has_volume) { + if (!from_dupli) { + if (!output("Generated")->links.empty()) { + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + } + } + + ShaderNode::attributes(shader, attributes); +} + +void TextureCoordinateNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + ShaderNodeType texco_node = NODE_TEX_COORD; + ShaderNodeType attr_node = NODE_ATTR; + ShaderNodeType geom_node = NODE_GEOMETRY; + + if (bump == SHADER_BUMP_DX) { + texco_node = NODE_TEX_COORD_BUMP_DX; + attr_node = NODE_ATTR_BUMP_DX; + geom_node = NODE_GEOMETRY_BUMP_DX; + } + else if (bump == SHADER_BUMP_DY) { + texco_node = NODE_TEX_COORD_BUMP_DY; + attr_node = NODE_ATTR_BUMP_DY; + geom_node = NODE_GEOMETRY_BUMP_DY; + } + + out = output("Generated"); + if (!out->links.empty()) { + if (compiler.background) { + compiler.add_node(geom_node, NODE_GEOM_P, compiler.stack_assign(out)); + } + else { + if (from_dupli) { + compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, compiler.stack_assign(out)); + } + else if (compiler.output_type() == SHADER_TYPE_VOLUME) { + compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, compiler.stack_assign(out)); + } + else { + int attr = compiler.attribute(ATTR_STD_GENERATED); + compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); + } + } + } + + out = output("Normal"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_NORMAL, compiler.stack_assign(out)); + } + + out = output("UV"); + if (!out->links.empty()) { + if (from_dupli) { + compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, compiler.stack_assign(out)); + } + else { + int attr = compiler.attribute(ATTR_STD_UV); + compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); + } + } + + out = output("Object"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_OBJECT, compiler.stack_assign(out), use_transform); + if (use_transform) { + Transform ob_itfm = transform_inverse(ob_tfm); + compiler.add_node(ob_itfm.x); + compiler.add_node(ob_itfm.y); + compiler.add_node(ob_itfm.z); + } + } + + out = output("Camera"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_CAMERA, compiler.stack_assign(out)); + } + + out = output("Window"); + if (!out->links.empty()) { + compiler.add_node(texco_node, NODE_TEXCO_WINDOW, compiler.stack_assign(out)); + } + + out = output("Reflection"); + if (!out->links.empty()) { + if (compiler.background) { + compiler.add_node(geom_node, NODE_GEOM_I, compiler.stack_assign(out)); + } + else { + compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, compiler.stack_assign(out)); + } + } +} + +void TextureCoordinateNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + if (compiler.background) + compiler.parameter("is_background", true); + if (compiler.output_type() == SHADER_TYPE_VOLUME) + compiler.parameter("is_volume", true); + compiler.parameter(this, "use_transform"); + Transform ob_itfm = transform_inverse(ob_tfm); + compiler.parameter("object_itfm", ob_itfm); + + compiler.parameter(this, "from_dupli"); + + compiler.add(this, "node_texture_coordinate"); +} + +/* UV Map */ + +NODE_DEFINE(UVMapNode) +{ + NodeType *type = NodeType::add("uvmap", create, NodeType::SHADER); + + SOCKET_STRING(attribute, "attribute", ustring()); + SOCKET_IN_BOOLEAN(from_dupli, "from dupli", false); + + SOCKET_OUT_POINT(UV, "UV"); + + return type; +} + +UVMapNode::UVMapNode() : ShaderNode(get_node_type()) +{ +} + +void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface) { + if (!from_dupli) { + if (!output("UV")->links.empty()) { + if (attribute != "") + attributes->add(attribute); + else + attributes->add(ATTR_STD_UV); + } + } + } + + ShaderNode::attributes(shader, attributes); +} + +void UVMapNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out = output("UV"); + ShaderNodeType texco_node = NODE_TEX_COORD; + ShaderNodeType attr_node = NODE_ATTR; + int attr; + + if (bump == SHADER_BUMP_DX) { + texco_node = NODE_TEX_COORD_BUMP_DX; + attr_node = NODE_ATTR_BUMP_DX; + } + else if (bump == SHADER_BUMP_DY) { + texco_node = NODE_TEX_COORD_BUMP_DY; + attr_node = NODE_ATTR_BUMP_DY; + } + + if (!out->links.empty()) { + if (from_dupli) { + compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, compiler.stack_assign(out)); + } + else { + if (attribute != "") + attr = compiler.attribute(attribute); + else + attr = compiler.attribute(ATTR_STD_UV); + + compiler.add_node(attr_node, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT3); + } + } +} + +void UVMapNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + compiler.parameter(this, "from_dupli"); + compiler.parameter(this, "attribute"); + compiler.add(this, "node_uv_map"); +} + +/* Light Path */ + +NODE_DEFINE(LightPathNode) +{ + NodeType *type = NodeType::add("light_path", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(is_camera_ray, "Is Camera Ray"); + SOCKET_OUT_FLOAT(is_shadow_ray, "Is Shadow Ray"); + SOCKET_OUT_FLOAT(is_diffuse_ray, "Is Diffuse Ray"); + SOCKET_OUT_FLOAT(is_glossy_ray, "Is Glossy Ray"); + SOCKET_OUT_FLOAT(is_singular_ray, "Is Singular Ray"); + SOCKET_OUT_FLOAT(is_reflection_ray, "Is Reflection Ray"); + SOCKET_OUT_FLOAT(is_transmission_ray, "Is Transmission Ray"); + SOCKET_OUT_FLOAT(is_volume_scatter_ray, "Is Volume Scatter Ray"); + SOCKET_OUT_FLOAT(ray_length, "Ray Length"); + SOCKET_OUT_FLOAT(ray_depth, "Ray Depth"); + SOCKET_OUT_FLOAT(diffuse_depth, "Diffuse Depth"); + SOCKET_OUT_FLOAT(glossy_depth, "Glossy Depth"); + SOCKET_OUT_FLOAT(transparent_depth, "Transparent Depth"); + SOCKET_OUT_FLOAT(transmission_depth, "Transmission Depth"); + + return type; +} + +LightPathNode::LightPathNode() : ShaderNode(get_node_type()) +{ +} + +void LightPathNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + + out = output("Is Camera Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, compiler.stack_assign(out)); + } + + out = output("Is Shadow Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, compiler.stack_assign(out)); + } + + out = output("Is Diffuse Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, compiler.stack_assign(out)); + } + + out = output("Is Glossy Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, compiler.stack_assign(out)); + } + + out = output("Is Singular Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, compiler.stack_assign(out)); + } + + out = output("Is Reflection Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, compiler.stack_assign(out)); + } + + out = output("Is Transmission Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, compiler.stack_assign(out)); + } + + out = output("Is Volume Scatter Ray"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, compiler.stack_assign(out)); + } + + out = output("Ray Length"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, compiler.stack_assign(out)); + } + + out = output("Ray Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, compiler.stack_assign(out)); + } + + out = output("Diffuse Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_diffuse, compiler.stack_assign(out)); + } + + out = output("Glossy Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_glossy, compiler.stack_assign(out)); + } + + out = output("Transparent Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, compiler.stack_assign(out)); + } + + out = output("Transmission Depth"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transmission, compiler.stack_assign(out)); + } +} + +void LightPathNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_light_path"); +} + +/* Light Falloff */ + +NODE_DEFINE(LightFalloffNode) +{ + NodeType *type = NodeType::add("light_falloff", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(strength, "Strength", 100.0f); + SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); + + SOCKET_OUT_FLOAT(quadratic, "Quadratic"); + SOCKET_OUT_FLOAT(linear, "Linear"); + SOCKET_OUT_FLOAT(constant, "Constant"); + + return type; +} + +LightFalloffNode::LightFalloffNode() : ShaderNode(get_node_type()) +{ +} + +void LightFalloffNode::compile(SVMCompiler &compiler) +{ + ShaderInput *strength_in = input("Strength"); + ShaderInput *smooth_in = input("Smooth"); + + ShaderOutput *out = output("Quadratic"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_FALLOFF, + NODE_LIGHT_FALLOFF_QUADRATIC, + compiler.encode_uchar4(compiler.stack_assign(strength_in), + compiler.stack_assign(smooth_in), + compiler.stack_assign(out))); + } + + out = output("Linear"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_FALLOFF, + NODE_LIGHT_FALLOFF_LINEAR, + compiler.encode_uchar4(compiler.stack_assign(strength_in), + compiler.stack_assign(smooth_in), + compiler.stack_assign(out))); + } + + out = output("Constant"); + if (!out->links.empty()) { + compiler.add_node(NODE_LIGHT_FALLOFF, + NODE_LIGHT_FALLOFF_CONSTANT, + compiler.encode_uchar4(compiler.stack_assign(strength_in), + compiler.stack_assign(smooth_in), + compiler.stack_assign(out))); + } +} + +void LightFalloffNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_light_falloff"); +} + +/* Object Info */ + +NODE_DEFINE(ObjectInfoNode) +{ + NodeType *type = NodeType::add("object_info", create, NodeType::SHADER); + + SOCKET_OUT_VECTOR(location, "Location"); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(object_index, "Object Index"); + SOCKET_OUT_FLOAT(material_index, "Material Index"); + SOCKET_OUT_FLOAT(random, "Random"); + + return type; +} + +ObjectInfoNode::ObjectInfoNode() : ShaderNode(get_node_type()) +{ +} + +void ObjectInfoNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out = output("Location"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, compiler.stack_assign(out)); + } + + out = output("Color"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_COLOR, compiler.stack_assign(out)); + } + + out = output("Object Index"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, compiler.stack_assign(out)); + } + + out = output("Material Index"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, compiler.stack_assign(out)); + } + + out = output("Random"); + if (!out->links.empty()) { + compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, compiler.stack_assign(out)); + } +} + +void ObjectInfoNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_object_info"); +} + +/* Particle Info */ + +NODE_DEFINE(ParticleInfoNode) +{ + NodeType *type = NodeType::add("particle_info", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(index, "Index"); + SOCKET_OUT_FLOAT(random, "Random"); + SOCKET_OUT_FLOAT(age, "Age"); + SOCKET_OUT_FLOAT(lifetime, "Lifetime"); + SOCKET_OUT_POINT(location, "Location"); +#if 0 /* not yet supported */ + SOCKET_OUT_QUATERNION(rotation, "Rotation"); +#endif + SOCKET_OUT_FLOAT(size, "Size"); + SOCKET_OUT_VECTOR(velocity, "Velocity"); + SOCKET_OUT_VECTOR(angular_velocity, "Angular Velocity"); + + return type; +} + +ParticleInfoNode::ParticleInfoNode() : ShaderNode(get_node_type()) +{ +} + +void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (!output("Index")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Random")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Age")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Lifetime")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Location")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); +#if 0 /* not yet supported */ + if (!output("Rotation")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); +#endif + if (!output("Size")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Velocity")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + if (!output("Angular Velocity")->links.empty()) + attributes->add(ATTR_STD_PARTICLE); + + ShaderNode::attributes(shader, attributes); +} + +void ParticleInfoNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + + out = output("Index"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, compiler.stack_assign(out)); + } + + out = output("Random"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_RANDOM, compiler.stack_assign(out)); + } + + out = output("Age"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, compiler.stack_assign(out)); + } + + out = output("Lifetime"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, compiler.stack_assign(out)); + } + + out = output("Location"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, compiler.stack_assign(out)); + } + + /* quaternion data is not yet supported by Cycles */ +#if 0 + out = output("Rotation"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, compiler.stack_assign(out)); + } +#endif + + out = output("Size"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, compiler.stack_assign(out)); + } + + out = output("Velocity"); + if (!out->links.empty()) { + compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, compiler.stack_assign(out)); + } + + out = output("Angular Velocity"); + if (!out->links.empty()) { + compiler.add_node( + NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, compiler.stack_assign(out)); + } +} + +void ParticleInfoNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_particle_info"); +} + +/* Hair Info */ + +NODE_DEFINE(HairInfoNode) +{ + NodeType *type = NodeType::add("hair_info", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(is_strand, "Is Strand"); + SOCKET_OUT_FLOAT(intercept, "Intercept"); + SOCKET_OUT_FLOAT(size, "Length"); + SOCKET_OUT_FLOAT(thickness, "Thickness"); + SOCKET_OUT_NORMAL(tangent_normal, "Tangent Normal"); +#if 0 /* Output for minimum hair width transparency - deactivated. */ + SOCKET_OUT_FLOAT(fade, "Fade"); +#endif + SOCKET_OUT_FLOAT(index, "Random"); + + return type; +} + +HairInfoNode::HairInfoNode() : ShaderNode(get_node_type()) +{ +} + +void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + ShaderOutput *intercept_out = output("Intercept"); + + if (!intercept_out->links.empty()) + attributes->add(ATTR_STD_CURVE_INTERCEPT); + + if (!output("Length")->links.empty()) + attributes->add(ATTR_STD_CURVE_LENGTH); + + if (!output("Random")->links.empty()) + attributes->add(ATTR_STD_CURVE_RANDOM); + } + + ShaderNode::attributes(shader, attributes); +} + +void HairInfoNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *out; + + out = output("Is Strand"); + if (!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, compiler.stack_assign(out)); + } + + out = output("Intercept"); + if (!out->links.empty()) { + int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT); + compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } + + out = output("Length"); + if (!out->links.empty()) { + int attr = compiler.attribute(ATTR_STD_CURVE_LENGTH); + compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } + + out = output("Thickness"); + if (!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, compiler.stack_assign(out)); + } + + out = output("Tangent Normal"); + if (!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, compiler.stack_assign(out)); + } +#if 0 + out = output("Fade"); + if(!out->links.empty()) { + compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, compiler.stack_assign(out)); + } +#endif + out = output("Random"); + if (!out->links.empty()) { + int attr = compiler.attribute(ATTR_STD_CURVE_RANDOM); + compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT); + } +} + +void HairInfoNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_hair_info"); +} + +/* Volume Info */ + +NODE_DEFINE(VolumeInfoNode) +{ + NodeType *type = NodeType::add("volume_info", create, NodeType::SHADER); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(density, "Density"); + SOCKET_OUT_FLOAT(flame, "Flame"); + SOCKET_OUT_FLOAT(temperature, "Temperature"); + + return type; +} + +VolumeInfoNode::VolumeInfoNode() : ShaderNode(get_node_type()) +{ +} + +/* The requested attributes are not updated after node expansion. + * So we explicitly request the required attributes. + */ +void VolumeInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_volume) { + if (!output("Color")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_COLOR); + } + if (!output("Density")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_DENSITY); + } + if (!output("Flame")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_FLAME); + } + if (!output("Temperature")->links.empty()) { + attributes->add(ATTR_STD_VOLUME_TEMPERATURE); + } + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + ShaderNode::attributes(shader, attributes); +} + +void VolumeInfoNode::expand(ShaderGraph *graph) +{ + ShaderOutput *color_out = output("Color"); + if (!color_out->links.empty()) { + AttributeNode *attr = graph->create_node<AttributeNode>(); + attr->set_attribute(ustring("color")); + graph->add(attr); + graph->relink(color_out, attr->output("Color")); + } + + ShaderOutput *density_out = output("Density"); + if (!density_out->links.empty()) { + AttributeNode *attr = graph->create_node<AttributeNode>(); + attr->set_attribute(ustring("density")); + graph->add(attr); + graph->relink(density_out, attr->output("Fac")); + } + + ShaderOutput *flame_out = output("Flame"); + if (!flame_out->links.empty()) { + AttributeNode *attr = graph->create_node<AttributeNode>(); + attr->set_attribute(ustring("flame")); + graph->add(attr); + graph->relink(flame_out, attr->output("Fac")); + } + + ShaderOutput *temperature_out = output("Temperature"); + if (!temperature_out->links.empty()) { + AttributeNode *attr = graph->create_node<AttributeNode>(); + attr->set_attribute(ustring("temperature")); + graph->add(attr); + graph->relink(temperature_out, attr->output("Fac")); + } +} + +void VolumeInfoNode::compile(SVMCompiler &) +{ +} + +void VolumeInfoNode::compile(OSLCompiler &) +{ +} + +NODE_DEFINE(VertexColorNode) +{ + NodeType *type = NodeType::add("vertex_color", create, NodeType::SHADER); + + SOCKET_STRING(layer_name, "Layer Name", ustring()); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +VertexColorNode::VertexColorNode() : ShaderNode(get_node_type()) +{ +} + +void VertexColorNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (!(output("Color")->links.empty() && output("Alpha")->links.empty())) { + if (layer_name != "") + attributes->add_standard(layer_name); + else + attributes->add(ATTR_STD_VERTEX_COLOR); + } + ShaderNode::attributes(shader, attributes); +} + +void VertexColorNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + int layer_id = 0; + + if (layer_name != "") { + layer_id = compiler.attribute(layer_name); + } + else { + layer_id = compiler.attribute(ATTR_STD_VERTEX_COLOR); + } + + ShaderNodeType node; + + if (bump == SHADER_BUMP_DX) + node = NODE_VERTEX_COLOR_BUMP_DX; + else if (bump == SHADER_BUMP_DY) + node = NODE_VERTEX_COLOR_BUMP_DY; + else { + node = NODE_VERTEX_COLOR; + } + + compiler.add_node( + node, layer_id, compiler.stack_assign(color_out), compiler.stack_assign(alpha_out)); +} + +void VertexColorNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) { + compiler.parameter("bump_offset", "dx"); + } + else if (bump == SHADER_BUMP_DY) { + compiler.parameter("bump_offset", "dy"); + } + else { + compiler.parameter("bump_offset", "center"); + } + + if (layer_name.empty()) { + compiler.parameter("layer_name", ustring("geom:vertex_color")); + } + else { + if (Attribute::name_standard(layer_name.c_str()) != ATTR_STD_NONE) { + compiler.parameter("name", (string("geom:") + layer_name.c_str()).c_str()); + } + else { + compiler.parameter("layer_name", layer_name.c_str()); + } + } + + compiler.add(this, "node_vertex_color"); +} + +/* Value */ + +NODE_DEFINE(ValueNode) +{ + NodeType *type = NodeType::add("value", create, NodeType::SHADER); + + SOCKET_FLOAT(value, "Value", 0.0f); + SOCKET_OUT_FLOAT(value, "Value"); + + return type; +} + +ValueNode::ValueNode() : ShaderNode(get_node_type()) +{ +} + +void ValueNode::constant_fold(const ConstantFolder &folder) +{ + folder.make_constant(value); +} + +void ValueNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *val_out = output("Value"); + + compiler.add_node(NODE_VALUE_F, __float_as_int(value), compiler.stack_assign(val_out)); +} + +void ValueNode::compile(OSLCompiler &compiler) +{ + compiler.parameter("value_value", value); + compiler.add(this, "node_value"); +} + +/* Color */ + +NODE_DEFINE(ColorNode) +{ + NodeType *type = NodeType::add("color", create, NodeType::SHADER); + + SOCKET_COLOR(value, "Value", zero_float3()); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +ColorNode::ColorNode() : ShaderNode(get_node_type()) +{ +} + +void ColorNode::constant_fold(const ConstantFolder &folder) +{ + folder.make_constant(value); +} + +void ColorNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *color_out = output("Color"); + + if (!color_out->links.empty()) { + compiler.add_node(NODE_VALUE_V, compiler.stack_assign(color_out)); + compiler.add_node(NODE_VALUE_V, value); + } +} + +void ColorNode::compile(OSLCompiler &compiler) +{ + compiler.parameter_color("color_value", value); + + compiler.add(this, "node_value"); +} + +/* Add Closure */ + +NODE_DEFINE(AddClosureNode) +{ + NodeType *type = NodeType::add("add_closure", create, NodeType::SHADER); + + SOCKET_IN_CLOSURE(closure1, "Closure1"); + SOCKET_IN_CLOSURE(closure2, "Closure2"); + SOCKET_OUT_CLOSURE(closure, "Closure"); + + return type; +} + +AddClosureNode::AddClosureNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; +} + +void AddClosureNode::compile(SVMCompiler & /*compiler*/) +{ + /* handled in the SVM compiler */ +} + +void AddClosureNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_add_closure"); +} + +void AddClosureNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *closure1_in = input("Closure1"); + ShaderInput *closure2_in = input("Closure2"); + + /* remove useless add closures nodes */ + if (!closure1_in->link) { + folder.bypass_or_discard(closure2_in); + } + else if (!closure2_in->link) { + folder.bypass_or_discard(closure1_in); + } +} + +/* Mix Closure */ + +NODE_DEFINE(MixClosureNode) +{ + NodeType *type = NodeType::add("mix_closure", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Fac", 0.5f); + SOCKET_IN_CLOSURE(closure1, "Closure1"); + SOCKET_IN_CLOSURE(closure2, "Closure2"); + + SOCKET_OUT_CLOSURE(closure, "Closure"); + + return type; +} + +MixClosureNode::MixClosureNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; +} + +void MixClosureNode::compile(SVMCompiler & /*compiler*/) +{ + /* handled in the SVM compiler */ +} + +void MixClosureNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_mix_closure"); +} + +void MixClosureNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *closure1_in = input("Closure1"); + ShaderInput *closure2_in = input("Closure2"); + + /* remove useless mix closures nodes */ + if (closure1_in->link == closure2_in->link) { + folder.bypass_or_discard(closure1_in); + } + /* remove unused mix closure input when factor is 0.0 or 1.0 + * check for closure links and make sure factor link is disconnected */ + else if (!fac_in->link) { + /* factor 0.0 */ + if (fac <= 0.0f) { + folder.bypass_or_discard(closure1_in); + } + /* factor 1.0 */ + else if (fac >= 1.0f) { + folder.bypass_or_discard(closure2_in); + } + } +} + +/* Mix Closure */ + +NODE_DEFINE(MixClosureWeightNode) +{ + NodeType *type = NodeType::add("mix_closure_weight", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(weight, "Weight", 1.0f); + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + + SOCKET_OUT_FLOAT(weight1, "Weight1"); + SOCKET_OUT_FLOAT(weight2, "Weight2"); + + return type; +} + +MixClosureWeightNode::MixClosureWeightNode() : ShaderNode(get_node_type()) +{ +} + +void MixClosureWeightNode::compile(SVMCompiler &compiler) +{ + ShaderInput *weight_in = input("Weight"); + ShaderInput *fac_in = input("Fac"); + ShaderOutput *weight1_out = output("Weight1"); + ShaderOutput *weight2_out = output("Weight2"); + + compiler.add_node(NODE_MIX_CLOSURE, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign(weight_in), + compiler.stack_assign(weight1_out), + compiler.stack_assign(weight2_out))); +} + +void MixClosureWeightNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* Invert */ + +NODE_DEFINE(InvertNode) +{ + NodeType *type = NodeType::add("invert", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + SOCKET_IN_COLOR(color, "Color", zero_float3()); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +InvertNode::InvertNode() : ShaderNode(get_node_type()) +{ +} + +void InvertNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + + if (!fac_in->link) { + /* evaluate fully constant node */ + if (!color_in->link) { + folder.make_constant(interp(color, one_float3() - color, fac)); + } + /* remove no-op node */ + else if (fac == 0.0f) { + folder.bypass(color_in->link); + } + } +} + +void InvertNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_INVERT, + compiler.stack_assign(fac_in), + compiler.stack_assign(color_in), + compiler.stack_assign(color_out)); +} + +void InvertNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_invert"); +} + +/* Mix */ + +NODE_DEFINE(MixNode) +{ + NodeType *type = NodeType::add("mix", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("mix", NODE_MIX_BLEND); + type_enum.insert("add", NODE_MIX_ADD); + type_enum.insert("multiply", NODE_MIX_MUL); + type_enum.insert("screen", NODE_MIX_SCREEN); + type_enum.insert("overlay", NODE_MIX_OVERLAY); + type_enum.insert("subtract", NODE_MIX_SUB); + type_enum.insert("divide", NODE_MIX_DIV); + type_enum.insert("difference", NODE_MIX_DIFF); + type_enum.insert("darken", NODE_MIX_DARK); + type_enum.insert("lighten", NODE_MIX_LIGHT); + type_enum.insert("dodge", NODE_MIX_DODGE); + type_enum.insert("burn", NODE_MIX_BURN); + type_enum.insert("hue", NODE_MIX_HUE); + type_enum.insert("saturation", NODE_MIX_SAT); + type_enum.insert("value", NODE_MIX_VAL); + type_enum.insert("color", NODE_MIX_COLOR); + type_enum.insert("soft_light", NODE_MIX_SOFT); + type_enum.insert("linear_light", NODE_MIX_LINEAR); + SOCKET_ENUM(mix_type, "Type", type_enum, NODE_MIX_BLEND); + + SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); + + SOCKET_IN_FLOAT(fac, "Fac", 0.5f); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +MixNode::MixNode() : ShaderNode(get_node_type()) +{ +} + +void MixNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Fac"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_MIX, + compiler.stack_assign(fac_in), + compiler.stack_assign(color1_in), + compiler.stack_assign(color2_in)); + compiler.add_node(NODE_MIX, mix_type, compiler.stack_assign(color_out)); + + if (use_clamp) { + compiler.add_node(NODE_MIX, 0, compiler.stack_assign(color_out)); + compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, compiler.stack_assign(color_out)); + } +} + +void MixNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "mix_type"); + compiler.parameter(this, "use_clamp"); + compiler.add(this, "node_mix"); +} + +void MixNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant_clamp(svm_mix(mix_type, fac, color1, color2), use_clamp); + } + else { + folder.fold_mix(mix_type, use_clamp); + } +} + +/* Combine RGB */ + +NODE_DEFINE(CombineRGBNode) +{ + NodeType *type = NodeType::add("combine_rgb", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(r, "R", 0.0f); + SOCKET_IN_FLOAT(g, "G", 0.0f); + SOCKET_IN_FLOAT(b, "B", 0.0f); + + SOCKET_OUT_COLOR(image, "Image"); + + return type; +} + +CombineRGBNode::CombineRGBNode() : ShaderNode(get_node_type()) +{ +} + +void CombineRGBNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(make_float3(r, g, b)); + } +} + +void CombineRGBNode::compile(SVMCompiler &compiler) +{ + ShaderInput *red_in = input("R"); + ShaderInput *green_in = input("G"); + ShaderInput *blue_in = input("B"); + ShaderOutput *color_out = output("Image"); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(red_in), 0, compiler.stack_assign(color_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(green_in), 1, compiler.stack_assign(color_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(blue_in), 2, compiler.stack_assign(color_out)); +} + +void CombineRGBNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_combine_rgb"); +} + +/* Combine XYZ */ + +NODE_DEFINE(CombineXYZNode) +{ + NodeType *type = NodeType::add("combine_xyz", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(x, "X", 0.0f); + SOCKET_IN_FLOAT(y, "Y", 0.0f); + SOCKET_IN_FLOAT(z, "Z", 0.0f); + + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +CombineXYZNode::CombineXYZNode() : ShaderNode(get_node_type()) +{ +} + +void CombineXYZNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(make_float3(x, y, z)); + } +} + +void CombineXYZNode::compile(SVMCompiler &compiler) +{ + ShaderInput *x_in = input("X"); + ShaderInput *y_in = input("Y"); + ShaderInput *z_in = input("Z"); + ShaderOutput *vector_out = output("Vector"); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(x_in), 0, compiler.stack_assign(vector_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(y_in), 1, compiler.stack_assign(vector_out)); + + compiler.add_node( + NODE_COMBINE_VECTOR, compiler.stack_assign(z_in), 2, compiler.stack_assign(vector_out)); +} + +void CombineXYZNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_combine_xyz"); +} + +/* Combine HSV */ + +NODE_DEFINE(CombineHSVNode) +{ + NodeType *type = NodeType::add("combine_hsv", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(h, "H", 0.0f); + SOCKET_IN_FLOAT(s, "S", 0.0f); + SOCKET_IN_FLOAT(v, "V", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +CombineHSVNode::CombineHSVNode() : ShaderNode(get_node_type()) +{ +} + +void CombineHSVNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(hsv_to_rgb(make_float3(h, s, v))); + } +} + +void CombineHSVNode::compile(SVMCompiler &compiler) +{ + ShaderInput *hue_in = input("H"); + ShaderInput *saturation_in = input("S"); + ShaderInput *value_in = input("V"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_COMBINE_HSV, + compiler.stack_assign(hue_in), + compiler.stack_assign(saturation_in), + compiler.stack_assign(value_in)); + compiler.add_node(NODE_COMBINE_HSV, compiler.stack_assign(color_out)); +} + +void CombineHSVNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_combine_hsv"); +} + +/* Gamma */ + +NODE_DEFINE(GammaNode) +{ + NodeType *type = NodeType::add("gamma", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_IN_FLOAT(gamma, "Gamma", 1.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +GammaNode::GammaNode() : ShaderNode(get_node_type()) +{ +} + +void GammaNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_math_gamma_color(color, gamma)); + } + else { + ShaderInput *color_in = input("Color"); + ShaderInput *gamma_in = input("Gamma"); + + /* 1 ^ X == X ^ 0 == 1 */ + if (folder.is_one(color_in) || folder.is_zero(gamma_in)) { + folder.make_one(); + } + /* X ^ 1 == X */ + else if (folder.is_one(gamma_in)) { + folder.try_bypass_or_make_constant(color_in, false); + } + } +} + +void GammaNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *gamma_in = input("Gamma"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_GAMMA, + compiler.stack_assign(gamma_in), + compiler.stack_assign(color_in), + compiler.stack_assign(color_out)); +} + +void GammaNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_gamma"); +} + +/* Bright Contrast */ + +NODE_DEFINE(BrightContrastNode) +{ + NodeType *type = NodeType::add("brightness_contrast", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_IN_FLOAT(bright, "Bright", 0.0f); + SOCKET_IN_FLOAT(contrast, "Contrast", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +BrightContrastNode::BrightContrastNode() : ShaderNode(get_node_type()) +{ +} + +void BrightContrastNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_brightness_contrast(color, bright, contrast)); + } +} + +void BrightContrastNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *bright_in = input("Bright"); + ShaderInput *contrast_in = input("Contrast"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_BRIGHTCONTRAST, + compiler.stack_assign(color_in), + compiler.stack_assign(color_out), + compiler.encode_uchar4(compiler.stack_assign(bright_in), + compiler.stack_assign(contrast_in))); +} + +void BrightContrastNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_brightness"); +} + +/* Separate RGB */ + +NODE_DEFINE(SeparateRGBNode) +{ + NodeType *type = NodeType::add("separate_rgb", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Image", zero_float3()); + + SOCKET_OUT_FLOAT(r, "R"); + SOCKET_OUT_FLOAT(g, "G"); + SOCKET_OUT_FLOAT(b, "B"); + + return type; +} + +SeparateRGBNode::SeparateRGBNode() : ShaderNode(get_node_type()) +{ +} + +void SeparateRGBNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + for (int channel = 0; channel < 3; channel++) { + if (outputs[channel] == folder.output) { + folder.make_constant(color[channel]); + return; + } + } + } +} + +void SeparateRGBNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Image"); + ShaderOutput *red_out = output("R"); + ShaderOutput *green_out = output("G"); + ShaderOutput *blue_out = output("B"); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 0, compiler.stack_assign(red_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 1, compiler.stack_assign(green_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(color_in), 2, compiler.stack_assign(blue_out)); +} + +void SeparateRGBNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_separate_rgb"); +} + +/* Separate XYZ */ + +NODE_DEFINE(SeparateXYZNode) +{ + NodeType *type = NodeType::add("separate_xyz", create, NodeType::SHADER); + + SOCKET_IN_COLOR(vector, "Vector", zero_float3()); + + SOCKET_OUT_FLOAT(x, "X"); + SOCKET_OUT_FLOAT(y, "Y"); + SOCKET_OUT_FLOAT(z, "Z"); + + return type; +} + +SeparateXYZNode::SeparateXYZNode() : ShaderNode(get_node_type()) +{ +} + +void SeparateXYZNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + for (int channel = 0; channel < 3; channel++) { + if (outputs[channel] == folder.output) { + folder.make_constant(vector[channel]); + return; + } + } + } +} + +void SeparateXYZNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *x_out = output("X"); + ShaderOutput *y_out = output("Y"); + ShaderOutput *z_out = output("Z"); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 0, compiler.stack_assign(x_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 1, compiler.stack_assign(y_out)); + + compiler.add_node( + NODE_SEPARATE_VECTOR, compiler.stack_assign(vector_in), 2, compiler.stack_assign(z_out)); +} + +void SeparateXYZNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_separate_xyz"); +} + +/* Separate HSV */ + +NODE_DEFINE(SeparateHSVNode) +{ + NodeType *type = NodeType::add("separate_hsv", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + + SOCKET_OUT_FLOAT(h, "H"); + SOCKET_OUT_FLOAT(s, "S"); + SOCKET_OUT_FLOAT(v, "V"); + + return type; +} + +SeparateHSVNode::SeparateHSVNode() : ShaderNode(get_node_type()) +{ +} + +void SeparateHSVNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + float3 hsv = rgb_to_hsv(color); + + for (int channel = 0; channel < 3; channel++) { + if (outputs[channel] == folder.output) { + folder.make_constant(hsv[channel]); + return; + } + } + } +} + +void SeparateHSVNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderOutput *hue_out = output("H"); + ShaderOutput *saturation_out = output("S"); + ShaderOutput *value_out = output("V"); + + compiler.add_node(NODE_SEPARATE_HSV, + compiler.stack_assign(color_in), + compiler.stack_assign(hue_out), + compiler.stack_assign(saturation_out)); + compiler.add_node(NODE_SEPARATE_HSV, compiler.stack_assign(value_out)); +} + +void SeparateHSVNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_separate_hsv"); +} + +/* Hue Saturation Value */ + +NODE_DEFINE(HSVNode) +{ + NodeType *type = NodeType::add("hsv", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(hue, "Hue", 0.5f); + SOCKET_IN_FLOAT(saturation, "Saturation", 1.0f); + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + SOCKET_IN_COLOR(color, "Color", zero_float3()); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +HSVNode::HSVNode() : ShaderNode(get_node_type()) +{ +} + +void HSVNode::compile(SVMCompiler &compiler) +{ + ShaderInput *hue_in = input("Hue"); + ShaderInput *saturation_in = input("Saturation"); + ShaderInput *value_in = input("Value"); + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node(NODE_HSV, + compiler.encode_uchar4(compiler.stack_assign(color_in), + compiler.stack_assign(fac_in), + compiler.stack_assign(color_out)), + compiler.encode_uchar4(compiler.stack_assign(hue_in), + compiler.stack_assign(saturation_in), + compiler.stack_assign(value_in))); +} + +void HSVNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_hsv"); +} + +/* Attribute */ + +NODE_DEFINE(AttributeNode) +{ + NodeType *type = NodeType::add("attribute", create, NodeType::SHADER); + + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_VECTOR(vector, "Vector"); + SOCKET_OUT_FLOAT(fac, "Fac"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +AttributeNode::AttributeNode() : ShaderNode(get_node_type()) +{ +} + +void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + ShaderOutput *color_out = output("Color"); + ShaderOutput *vector_out = output("Vector"); + ShaderOutput *fac_out = output("Fac"); + ShaderOutput *alpha_out = output("Alpha"); + + if (!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty() || + !alpha_out->links.empty()) { + attributes->add_standard(attribute); + } + + if (shader->has_volume) { + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + + ShaderNode::attributes(shader, attributes); +} + +void AttributeNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *color_out = output("Color"); + ShaderOutput *vector_out = output("Vector"); + ShaderOutput *fac_out = output("Fac"); + ShaderOutput *alpha_out = output("Alpha"); + ShaderNodeType attr_node = NODE_ATTR; + int attr = compiler.attribute_standard(attribute); + + if (bump == SHADER_BUMP_DX) + attr_node = NODE_ATTR_BUMP_DX; + else if (bump == SHADER_BUMP_DY) + attr_node = NODE_ATTR_BUMP_DY; + + if (!color_out->links.empty() || !vector_out->links.empty()) { + if (!color_out->links.empty()) { + compiler.add_node( + attr_node, attr, compiler.stack_assign(color_out), NODE_ATTR_OUTPUT_FLOAT3); + } + if (!vector_out->links.empty()) { + compiler.add_node( + attr_node, attr, compiler.stack_assign(vector_out), NODE_ATTR_OUTPUT_FLOAT3); + } + } + + if (!fac_out->links.empty()) { + compiler.add_node(attr_node, attr, compiler.stack_assign(fac_out), NODE_ATTR_OUTPUT_FLOAT); + } + + if (!alpha_out->links.empty()) { + compiler.add_node( + attr_node, attr, compiler.stack_assign(alpha_out), NODE_ATTR_OUTPUT_FLOAT_ALPHA); + } +} + +void AttributeNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) + compiler.parameter("bump_offset", "dx"); + else if (bump == SHADER_BUMP_DY) + compiler.parameter("bump_offset", "dy"); + else + compiler.parameter("bump_offset", "center"); + + if (Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE) + compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str()); + else + compiler.parameter("name", attribute.c_str()); + + compiler.add(this, "node_attribute"); +} + +/* Camera */ + +NODE_DEFINE(CameraNode) +{ + NodeType *type = NodeType::add("camera_info", create, NodeType::SHADER); + + SOCKET_OUT_VECTOR(view_vector, "View Vector"); + SOCKET_OUT_FLOAT(view_z_depth, "View Z Depth"); + SOCKET_OUT_FLOAT(view_distance, "View Distance"); + + return type; +} + +CameraNode::CameraNode() : ShaderNode(get_node_type()) +{ +} + +void CameraNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *vector_out = output("View Vector"); + ShaderOutput *z_depth_out = output("View Z Depth"); + ShaderOutput *distance_out = output("View Distance"); + + compiler.add_node(NODE_CAMERA, + compiler.stack_assign(vector_out), + compiler.stack_assign(z_depth_out), + compiler.stack_assign(distance_out)); +} + +void CameraNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_camera"); +} + +/* Fresnel */ + +NODE_DEFINE(FresnelNode) +{ + NodeType *type = NodeType::add("fresnel", create, NodeType::SHADER); + + SOCKET_IN_NORMAL( + normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(IOR, "IOR", 1.45f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +FresnelNode::FresnelNode() : ShaderNode(get_node_type()) +{ +} + +void FresnelNode::compile(SVMCompiler &compiler) +{ + ShaderInput *normal_in = input("Normal"); + ShaderInput *IOR_in = input("IOR"); + ShaderOutput *fac_out = output("Fac"); + + compiler.add_node(NODE_FRESNEL, + compiler.stack_assign(IOR_in), + __float_as_int(IOR), + compiler.encode_uchar4(compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(fac_out))); +} + +void FresnelNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_fresnel"); +} + +/* Layer Weight */ + +NODE_DEFINE(LayerWeightNode) +{ + NodeType *type = NodeType::add("layer_weight", create, NodeType::SHADER); + + SOCKET_IN_NORMAL( + normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(blend, "Blend", 0.5f); + + SOCKET_OUT_FLOAT(fresnel, "Fresnel"); + SOCKET_OUT_FLOAT(facing, "Facing"); + + return type; +} + +LayerWeightNode::LayerWeightNode() : ShaderNode(get_node_type()) +{ +} + +void LayerWeightNode::compile(SVMCompiler &compiler) +{ + ShaderInput *normal_in = input("Normal"); + ShaderInput *blend_in = input("Blend"); + ShaderOutput *fresnel_out = output("Fresnel"); + ShaderOutput *facing_out = output("Facing"); + + if (!fresnel_out->links.empty()) { + compiler.add_node(NODE_LAYER_WEIGHT, + compiler.stack_assign_if_linked(blend_in), + __float_as_int(blend), + compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(fresnel_out))); + } + + if (!facing_out->links.empty()) { + compiler.add_node(NODE_LAYER_WEIGHT, + compiler.stack_assign_if_linked(blend_in), + __float_as_int(blend), + compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(facing_out))); + } +} + +void LayerWeightNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_layer_weight"); +} + +/* Wireframe */ + +NODE_DEFINE(WireframeNode) +{ + NodeType *type = NodeType::add("wireframe", create, NodeType::SHADER); + + SOCKET_BOOLEAN(use_pixel_size, "Use Pixel Size", false); + SOCKET_IN_FLOAT(size, "Size", 0.01f); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +WireframeNode::WireframeNode() : ShaderNode(get_node_type()) +{ +} + +void WireframeNode::compile(SVMCompiler &compiler) +{ + ShaderInput *size_in = input("Size"); + ShaderOutput *fac_out = output("Fac"); + NodeBumpOffset bump_offset = NODE_BUMP_OFFSET_CENTER; + if (bump == SHADER_BUMP_DX) { + bump_offset = NODE_BUMP_OFFSET_DX; + } + else if (bump == SHADER_BUMP_DY) { + bump_offset = NODE_BUMP_OFFSET_DY; + } + compiler.add_node(NODE_WIREFRAME, + compiler.stack_assign(size_in), + compiler.stack_assign(fac_out), + compiler.encode_uchar4(use_pixel_size, bump_offset, 0, 0)); +} + +void WireframeNode::compile(OSLCompiler &compiler) +{ + if (bump == SHADER_BUMP_DX) { + compiler.parameter("bump_offset", "dx"); + } + else if (bump == SHADER_BUMP_DY) { + compiler.parameter("bump_offset", "dy"); + } + else { + compiler.parameter("bump_offset", "center"); + } + compiler.parameter(this, "use_pixel_size"); + compiler.add(this, "node_wireframe"); +} + +/* Wavelength */ + +NODE_DEFINE(WavelengthNode) +{ + NodeType *type = NodeType::add("wavelength", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(wavelength, "Wavelength", 500.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +WavelengthNode::WavelengthNode() : ShaderNode(get_node_type()) +{ +} + +void WavelengthNode::compile(SVMCompiler &compiler) +{ + ShaderInput *wavelength_in = input("Wavelength"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node( + NODE_WAVELENGTH, compiler.stack_assign(wavelength_in), compiler.stack_assign(color_out)); +} + +void WavelengthNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_wavelength"); +} + +/* Blackbody */ + +NODE_DEFINE(BlackbodyNode) +{ + NodeType *type = NodeType::add("blackbody", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(temperature, "Temperature", 1200.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + +BlackbodyNode::BlackbodyNode() : ShaderNode(get_node_type()) +{ +} + +void BlackbodyNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_math_blackbody_color(temperature)); + } +} + +void BlackbodyNode::compile(SVMCompiler &compiler) +{ + ShaderInput *temperature_in = input("Temperature"); + ShaderOutput *color_out = output("Color"); + + compiler.add_node( + NODE_BLACKBODY, compiler.stack_assign(temperature_in), compiler.stack_assign(color_out)); +} + +void BlackbodyNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_blackbody"); +} + +/* Output */ + +NODE_DEFINE(OutputNode) +{ + NodeType *type = NodeType::add("output", create, NodeType::SHADER); + + SOCKET_IN_CLOSURE(surface, "Surface"); + SOCKET_IN_CLOSURE(volume, "Volume"); + SOCKET_IN_VECTOR(displacement, "Displacement", zero_float3()); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); + + return type; +} + +OutputNode::OutputNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_OUTPUT; +} + +void OutputNode::compile(SVMCompiler &compiler) +{ + if (compiler.output_type() == SHADER_TYPE_DISPLACEMENT) { + ShaderInput *displacement_in = input("Displacement"); + + if (displacement_in->link) { + compiler.add_node(NODE_SET_DISPLACEMENT, compiler.stack_assign(displacement_in)); + } + } +} + +void OutputNode::compile(OSLCompiler &compiler) +{ + if (compiler.output_type() == SHADER_TYPE_SURFACE) + compiler.add(this, "node_output_surface"); + else if (compiler.output_type() == SHADER_TYPE_VOLUME) + compiler.add(this, "node_output_volume"); + else if (compiler.output_type() == SHADER_TYPE_DISPLACEMENT) + compiler.add(this, "node_output_displacement"); +} + +/* Map Range Node */ + +NODE_DEFINE(MapRangeNode) +{ + NodeType *type = NodeType::add("map_range", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("linear", NODE_MAP_RANGE_LINEAR); + type_enum.insert("stepped", NODE_MAP_RANGE_STEPPED); + type_enum.insert("smoothstep", NODE_MAP_RANGE_SMOOTHSTEP); + type_enum.insert("smootherstep", NODE_MAP_RANGE_SMOOTHERSTEP); + SOCKET_ENUM(range_type, "Type", type_enum, NODE_MAP_RANGE_LINEAR); + + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(from_min, "From Min", 0.0f); + SOCKET_IN_FLOAT(from_max, "From Max", 1.0f); + SOCKET_IN_FLOAT(to_min, "To Min", 0.0f); + SOCKET_IN_FLOAT(to_max, "To Max", 1.0f); + SOCKET_IN_FLOAT(steps, "Steps", 4.0f); + SOCKET_IN_BOOLEAN(clamp, "Clamp", false); + + SOCKET_OUT_FLOAT(result, "Result"); + + return type; +} + +MapRangeNode::MapRangeNode() : ShaderNode(get_node_type()) +{ +} + +void MapRangeNode::expand(ShaderGraph *graph) +{ + if (clamp) { + ShaderOutput *result_out = output("Result"); + if (!result_out->links.empty()) { + ClampNode *clamp_node = graph->create_node<ClampNode>(); + clamp_node->set_clamp_type(NODE_CLAMP_RANGE); + graph->add(clamp_node); + graph->relink(result_out, clamp_node->output("Result")); + graph->connect(result_out, clamp_node->input("Value")); + if (input("To Min")->link) { + graph->connect(input("To Min")->link, clamp_node->input("Min")); + } + else { + clamp_node->set_min(to_min); + } + if (input("To Max")->link) { + graph->connect(input("To Max")->link, clamp_node->input("Max")); + } + else { + clamp_node->set_max(to_max); + } + } + } +} + +void MapRangeNode::compile(SVMCompiler &compiler) +{ + ShaderInput *value_in = input("Value"); + ShaderInput *from_min_in = input("From Min"); + ShaderInput *from_max_in = input("From Max"); + ShaderInput *to_min_in = input("To Min"); + ShaderInput *to_max_in = input("To Max"); + ShaderInput *steps_in = input("Steps"); + ShaderOutput *result_out = output("Result"); + + int value_stack_offset = compiler.stack_assign(value_in); + int from_min_stack_offset = compiler.stack_assign_if_linked(from_min_in); + int from_max_stack_offset = compiler.stack_assign_if_linked(from_max_in); + int to_min_stack_offset = compiler.stack_assign_if_linked(to_min_in); + int to_max_stack_offset = compiler.stack_assign_if_linked(to_max_in); + int steps_stack_offset = compiler.stack_assign(steps_in); + int result_stack_offset = compiler.stack_assign(result_out); + + compiler.add_node( + NODE_MAP_RANGE, + value_stack_offset, + compiler.encode_uchar4( + from_min_stack_offset, from_max_stack_offset, to_min_stack_offset, to_max_stack_offset), + compiler.encode_uchar4(range_type, steps_stack_offset, result_stack_offset)); + + compiler.add_node(__float_as_int(from_min), + __float_as_int(from_max), + __float_as_int(to_min), + __float_as_int(to_max)); + compiler.add_node(__float_as_int(steps)); +} + +void MapRangeNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "range_type"); + compiler.add(this, "node_map_range"); +} + +/* Clamp Node */ + +NODE_DEFINE(ClampNode) +{ + NodeType *type = NodeType::add("clamp", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("minmax", NODE_CLAMP_MINMAX); + type_enum.insert("range", NODE_CLAMP_RANGE); + SOCKET_ENUM(clamp_type, "Type", type_enum, NODE_CLAMP_MINMAX); + + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(min, "Min", 0.0f); + SOCKET_IN_FLOAT(max, "Max", 1.0f); + + SOCKET_OUT_FLOAT(result, "Result"); + + return type; +} + +ClampNode::ClampNode() : ShaderNode(get_node_type()) +{ +} + +void ClampNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if (clamp_type == NODE_CLAMP_RANGE && (min > max)) { + folder.make_constant(clamp(value, max, min)); + } + else { + folder.make_constant(clamp(value, min, max)); + } + } +} + +void ClampNode::compile(SVMCompiler &compiler) +{ + ShaderInput *value_in = input("Value"); + ShaderInput *min_in = input("Min"); + ShaderInput *max_in = input("Max"); + ShaderOutput *result_out = output("Result"); + + int value_stack_offset = compiler.stack_assign(value_in); + int min_stack_offset = compiler.stack_assign(min_in); + int max_stack_offset = compiler.stack_assign(max_in); + int result_stack_offset = compiler.stack_assign(result_out); + + compiler.add_node(NODE_CLAMP, + value_stack_offset, + compiler.encode_uchar4(min_stack_offset, max_stack_offset, clamp_type), + result_stack_offset); + compiler.add_node(__float_as_int(min), __float_as_int(max)); +} + +void ClampNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "clamp_type"); + compiler.add(this, "node_clamp"); +} + +/* AOV Output */ + +NODE_DEFINE(OutputAOVNode) +{ + NodeType *type = NodeType::add("aov_output", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", zero_float3()); + SOCKET_IN_FLOAT(value, "Value", 0.0f); + + SOCKET_STRING(name, "AOV Name", ustring("")); + + return type; +} + +OutputAOVNode::OutputAOVNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_OUTPUT_AOV; + offset = -1; +} + +void OutputAOVNode::simplify_settings(Scene *scene) +{ + offset = scene->film->get_aov_offset(scene, name.string(), is_color); + if (offset == -1) { + offset = scene->film->get_aov_offset(scene, name.string(), is_color); + } + + if (offset == -1 || is_color) { + input("Value")->disconnect(); + } + if (offset == -1 || !is_color) { + input("Color")->disconnect(); + } +} + +void OutputAOVNode::compile(SVMCompiler &compiler) +{ + assert(offset >= 0); + + if (is_color) { + compiler.add_node(NODE_AOV_COLOR, compiler.stack_assign(input("Color")), offset); + } + else { + compiler.add_node(NODE_AOV_VALUE, compiler.stack_assign(input("Value")), offset); + } +} + +void OutputAOVNode::compile(OSLCompiler & /*compiler*/) +{ + /* TODO */ +} + +/* Math */ + +NODE_DEFINE(MathNode) +{ + NodeType *type = NodeType::add("math", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("add", NODE_MATH_ADD); + type_enum.insert("subtract", NODE_MATH_SUBTRACT); + type_enum.insert("multiply", NODE_MATH_MULTIPLY); + type_enum.insert("divide", NODE_MATH_DIVIDE); + type_enum.insert("multiply_add", NODE_MATH_MULTIPLY_ADD); + type_enum.insert("sine", NODE_MATH_SINE); + type_enum.insert("cosine", NODE_MATH_COSINE); + type_enum.insert("tangent", NODE_MATH_TANGENT); + type_enum.insert("sinh", NODE_MATH_SINH); + type_enum.insert("cosh", NODE_MATH_COSH); + type_enum.insert("tanh", NODE_MATH_TANH); + type_enum.insert("arcsine", NODE_MATH_ARCSINE); + type_enum.insert("arccosine", NODE_MATH_ARCCOSINE); + type_enum.insert("arctangent", NODE_MATH_ARCTANGENT); + type_enum.insert("power", NODE_MATH_POWER); + type_enum.insert("logarithm", NODE_MATH_LOGARITHM); + type_enum.insert("minimum", NODE_MATH_MINIMUM); + type_enum.insert("maximum", NODE_MATH_MAXIMUM); + type_enum.insert("round", NODE_MATH_ROUND); + type_enum.insert("less_than", NODE_MATH_LESS_THAN); + type_enum.insert("greater_than", NODE_MATH_GREATER_THAN); + type_enum.insert("modulo", NODE_MATH_MODULO); + type_enum.insert("absolute", NODE_MATH_ABSOLUTE); + type_enum.insert("arctan2", NODE_MATH_ARCTAN2); + type_enum.insert("floor", NODE_MATH_FLOOR); + type_enum.insert("ceil", NODE_MATH_CEIL); + type_enum.insert("fraction", NODE_MATH_FRACTION); + type_enum.insert("trunc", NODE_MATH_TRUNC); + type_enum.insert("snap", NODE_MATH_SNAP); + type_enum.insert("wrap", NODE_MATH_WRAP); + type_enum.insert("pingpong", NODE_MATH_PINGPONG); + type_enum.insert("sqrt", NODE_MATH_SQRT); + type_enum.insert("inversesqrt", NODE_MATH_INV_SQRT); + type_enum.insert("sign", NODE_MATH_SIGN); + type_enum.insert("exponent", NODE_MATH_EXPONENT); + type_enum.insert("radians", NODE_MATH_RADIANS); + type_enum.insert("degrees", NODE_MATH_DEGREES); + type_enum.insert("smoothmin", NODE_MATH_SMOOTH_MIN); + type_enum.insert("smoothmax", NODE_MATH_SMOOTH_MAX); + type_enum.insert("compare", NODE_MATH_COMPARE); + SOCKET_ENUM(math_type, "Type", type_enum, NODE_MATH_ADD); + + SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); + + SOCKET_IN_FLOAT(value1, "Value1", 0.5f); + SOCKET_IN_FLOAT(value2, "Value2", 0.5f); + SOCKET_IN_FLOAT(value3, "Value3", 0.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + + return type; +} + +MathNode::MathNode() : ShaderNode(get_node_type()) +{ +} + +void MathNode::expand(ShaderGraph *graph) +{ + if (use_clamp) { + ShaderOutput *result_out = output("Value"); + if (!result_out->links.empty()) { + ClampNode *clamp_node = graph->create_node<ClampNode>(); + clamp_node->set_clamp_type(NODE_CLAMP_MINMAX); + clamp_node->set_min(0.0f); + clamp_node->set_max(1.0f); + graph->add(clamp_node); + graph->relink(result_out, clamp_node->output("Result")); + graph->connect(result_out, clamp_node->input("Value")); + } + } +} + +void MathNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + folder.make_constant(svm_math(math_type, value1, value2, value3)); + } + else { + folder.fold_math(math_type); + } +} + +void MathNode::compile(SVMCompiler &compiler) +{ + ShaderInput *value1_in = input("Value1"); + ShaderInput *value2_in = input("Value2"); + ShaderInput *value3_in = input("Value3"); + ShaderOutput *value_out = output("Value"); + + int value1_stack_offset = compiler.stack_assign(value1_in); + int value2_stack_offset = compiler.stack_assign(value2_in); + int value3_stack_offset = compiler.stack_assign(value3_in); + int value_stack_offset = compiler.stack_assign(value_out); + + compiler.add_node( + NODE_MATH, + math_type, + compiler.encode_uchar4(value1_stack_offset, value2_stack_offset, value3_stack_offset), + value_stack_offset); +} + +void MathNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "math_type"); + compiler.add(this, "node_math"); +} + +/* VectorMath */ + +NODE_DEFINE(VectorMathNode) +{ + NodeType *type = NodeType::add("vector_math", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("add", NODE_VECTOR_MATH_ADD); + type_enum.insert("subtract", NODE_VECTOR_MATH_SUBTRACT); + type_enum.insert("multiply", NODE_VECTOR_MATH_MULTIPLY); + type_enum.insert("divide", NODE_VECTOR_MATH_DIVIDE); + + type_enum.insert("cross_product", NODE_VECTOR_MATH_CROSS_PRODUCT); + type_enum.insert("project", NODE_VECTOR_MATH_PROJECT); + type_enum.insert("reflect", NODE_VECTOR_MATH_REFLECT); + type_enum.insert("refract", NODE_VECTOR_MATH_REFRACT); + type_enum.insert("faceforward", NODE_VECTOR_MATH_FACEFORWARD); + type_enum.insert("multiply_add", NODE_VECTOR_MATH_MULTIPLY_ADD); + + type_enum.insert("dot_product", NODE_VECTOR_MATH_DOT_PRODUCT); + + type_enum.insert("distance", NODE_VECTOR_MATH_DISTANCE); + type_enum.insert("length", NODE_VECTOR_MATH_LENGTH); + type_enum.insert("scale", NODE_VECTOR_MATH_SCALE); + type_enum.insert("normalize", NODE_VECTOR_MATH_NORMALIZE); + + type_enum.insert("snap", NODE_VECTOR_MATH_SNAP); + type_enum.insert("floor", NODE_VECTOR_MATH_FLOOR); + type_enum.insert("ceil", NODE_VECTOR_MATH_CEIL); + type_enum.insert("modulo", NODE_VECTOR_MATH_MODULO); + type_enum.insert("wrap", NODE_VECTOR_MATH_WRAP); + type_enum.insert("fraction", NODE_VECTOR_MATH_FRACTION); + type_enum.insert("absolute", NODE_VECTOR_MATH_ABSOLUTE); + type_enum.insert("minimum", NODE_VECTOR_MATH_MINIMUM); + type_enum.insert("maximum", NODE_VECTOR_MATH_MAXIMUM); + + type_enum.insert("sine", NODE_VECTOR_MATH_SINE); + type_enum.insert("cosine", NODE_VECTOR_MATH_COSINE); + type_enum.insert("tangent", NODE_VECTOR_MATH_TANGENT); + SOCKET_ENUM(math_type, "Type", type_enum, NODE_VECTOR_MATH_ADD); + + SOCKET_IN_VECTOR(vector1, "Vector1", zero_float3()); + SOCKET_IN_VECTOR(vector2, "Vector2", zero_float3()); + SOCKET_IN_VECTOR(vector3, "Vector3", zero_float3()); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +VectorMathNode::VectorMathNode() : ShaderNode(get_node_type()) +{ +} + +void VectorMathNode::constant_fold(const ConstantFolder &folder) +{ + float value = 0.0f; + float3 vector = zero_float3(); + + if (folder.all_inputs_constant()) { + svm_vector_math(&value, &vector, math_type, vector1, vector2, vector3, scale); + if (folder.output == output("Value")) { + folder.make_constant(value); + } + else if (folder.output == output("Vector")) { + folder.make_constant(vector); + } + } + else { + folder.fold_vector_math(math_type); + } +} + +void VectorMathNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector1_in = input("Vector1"); + ShaderInput *vector2_in = input("Vector2"); + ShaderInput *param1_in = input("Scale"); + ShaderOutput *value_out = output("Value"); + ShaderOutput *vector_out = output("Vector"); + + int vector1_stack_offset = compiler.stack_assign(vector1_in); + int vector2_stack_offset = compiler.stack_assign(vector2_in); + int param1_stack_offset = compiler.stack_assign(param1_in); + int value_stack_offset = compiler.stack_assign_if_linked(value_out); + int vector_stack_offset = compiler.stack_assign_if_linked(vector_out); + + /* 3 Vector Operators */ + if (math_type == NODE_VECTOR_MATH_WRAP || math_type == NODE_VECTOR_MATH_FACEFORWARD || + math_type == NODE_VECTOR_MATH_MULTIPLY_ADD) { + ShaderInput *vector3_in = input("Vector3"); + int vector3_stack_offset = compiler.stack_assign(vector3_in); + compiler.add_node( + NODE_VECTOR_MATH, + math_type, + compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, param1_stack_offset), + compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); + compiler.add_node(vector3_stack_offset); + } + else { + compiler.add_node( + NODE_VECTOR_MATH, + math_type, + compiler.encode_uchar4(vector1_stack_offset, vector2_stack_offset, param1_stack_offset), + compiler.encode_uchar4(value_stack_offset, vector_stack_offset)); + } +} + +void VectorMathNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "math_type"); + compiler.add(this, "node_vector_math"); +} + +/* Vector Rotate */ + +NODE_DEFINE(VectorRotateNode) +{ + NodeType *type = NodeType::add("vector_rotate", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("axis", NODE_VECTOR_ROTATE_TYPE_AXIS); + type_enum.insert("x_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_X); + type_enum.insert("y_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Y); + type_enum.insert("z_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Z); + type_enum.insert("euler_xyz", NODE_VECTOR_ROTATE_TYPE_EULER_XYZ); + SOCKET_ENUM(rotate_type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS); + + SOCKET_BOOLEAN(invert, "Invert", false); + + SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); + SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); + SOCKET_IN_POINT(center, "Center", zero_float3()); + SOCKET_IN_VECTOR(axis, "Axis", make_float3(0.0f, 0.0f, 1.0f)); + SOCKET_IN_FLOAT(angle, "Angle", 0.0f); + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +VectorRotateNode::VectorRotateNode() : ShaderNode(get_node_type()) +{ +} + +void VectorRotateNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *rotation_in = input("Rotation"); + ShaderInput *center_in = input("Center"); + ShaderInput *axis_in = input("Axis"); + ShaderInput *angle_in = input("Angle"); + ShaderOutput *vector_out = output("Vector"); + + compiler.add_node(NODE_VECTOR_ROTATE, + compiler.encode_uchar4(rotate_type, + compiler.stack_assign(vector_in), + compiler.stack_assign(rotation_in), + invert), + compiler.encode_uchar4(compiler.stack_assign(center_in), + compiler.stack_assign(axis_in), + compiler.stack_assign(angle_in)), + compiler.stack_assign(vector_out)); +} + +void VectorRotateNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "rotate_type"); + compiler.parameter(this, "invert"); + compiler.add(this, "node_vector_rotate"); +} + +/* VectorTransform */ + +NODE_DEFINE(VectorTransformNode) +{ + NodeType *type = NodeType::add("vector_transform", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + type_enum.insert("point", NODE_VECTOR_TRANSFORM_TYPE_POINT); + type_enum.insert("normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); + SOCKET_ENUM(transform_type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + + static NodeEnum space_enum; + space_enum.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); + space_enum.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); + space_enum.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA); + SOCKET_ENUM(convert_from, "Convert From", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); + SOCKET_ENUM(convert_to, "Convert To", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); + + SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + +VectorTransformNode::VectorTransformNode() : ShaderNode(get_node_type()) +{ +} + +void VectorTransformNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderOutput *vector_out = output("Vector"); + + compiler.add_node( + NODE_VECTOR_TRANSFORM, + compiler.encode_uchar4(transform_type, convert_from, convert_to), + compiler.encode_uchar4(compiler.stack_assign(vector_in), compiler.stack_assign(vector_out))); +} + +void VectorTransformNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "transform_type"); + compiler.parameter(this, "convert_from"); + compiler.parameter(this, "convert_to"); + compiler.add(this, "node_vector_transform"); +} + +/* BumpNode */ + +NODE_DEFINE(BumpNode) +{ + NodeType *type = NodeType::add("bump", create, NodeType::SHADER); + + SOCKET_BOOLEAN(invert, "Invert", false); + SOCKET_BOOLEAN(use_object_space, "UseObjectSpace", false); + + /* this input is used by the user, but after graph transform it is no longer + * used and moved to sampler center/x/y instead */ + SOCKET_IN_FLOAT(height, "Height", 1.0f); + + SOCKET_IN_FLOAT(sample_center, "SampleCenter", 0.0f); + SOCKET_IN_FLOAT(sample_x, "SampleX", 0.0f); + SOCKET_IN_FLOAT(sample_y, "SampleY", 0.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_FLOAT(distance, "Distance", 0.1f); + + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + +BumpNode::BumpNode() : ShaderNode(get_node_type()) +{ + special_type = SHADER_SPECIAL_TYPE_BUMP; +} + +void BumpNode::compile(SVMCompiler &compiler) +{ + ShaderInput *center_in = input("SampleCenter"); + ShaderInput *dx_in = input("SampleX"); + ShaderInput *dy_in = input("SampleY"); + ShaderInput *normal_in = input("Normal"); + ShaderInput *strength_in = input("Strength"); + ShaderInput *distance_in = input("Distance"); + ShaderOutput *normal_out = output("Normal"); + + /* pack all parameters in the node */ + compiler.add_node(NODE_SET_BUMP, + compiler.encode_uchar4(compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(distance_in), + invert, + use_object_space), + compiler.encode_uchar4(compiler.stack_assign(center_in), + compiler.stack_assign(dx_in), + compiler.stack_assign(dy_in), + compiler.stack_assign(strength_in)), + compiler.stack_assign(normal_out)); +} + +void BumpNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "invert"); + compiler.parameter(this, "use_object_space"); + compiler.add(this, "node_bump"); +} + +void BumpNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *height_in = input("Height"); + ShaderInput *normal_in = input("Normal"); + + if (height_in->link == NULL) { + if (normal_in->link == NULL) { + GeometryNode *geom = folder.graph->create_node<GeometryNode>(); + folder.graph->add(geom); + folder.bypass(geom->output("Normal")); + } + else { + folder.bypass(normal_in->link); + } + } + + /* TODO(sergey): Ignore bump with zero strength. */ +} + +/* Curves node */ + +CurvesNode::CurvesNode(const NodeType *node_type) : ShaderNode(node_type) +{ +} + +void CurvesNode::constant_fold(const ConstantFolder &folder, ShaderInput *value_in) +{ + ShaderInput *fac_in = input("Fac"); + + /* evaluate fully constant node */ + if (folder.all_inputs_constant()) { + if (curves.size() == 0) { + return; + } + + float3 pos = (value - make_float3(min_x, min_x, min_x)) / (max_x - min_x); + float3 result; + + result[0] = rgb_ramp_lookup(curves.data(), pos[0], true, true, curves.size()).x; + result[1] = rgb_ramp_lookup(curves.data(), pos[1], true, true, curves.size()).y; + result[2] = rgb_ramp_lookup(curves.data(), pos[2], true, true, curves.size()).z; + + folder.make_constant(interp(value, result, fac)); + } + /* remove no-op node */ + else if (!fac_in->link && fac == 0.0f) { + /* link is not null because otherwise all inputs are constant */ + folder.bypass(value_in->link); + } +} + +void CurvesNode::compile(SVMCompiler &compiler, + int type, + ShaderInput *value_in, + ShaderOutput *value_out) +{ + if (curves.size() == 0) + return; + + ShaderInput *fac_in = input("Fac"); + + compiler.add_node(type, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign(value_in), + compiler.stack_assign(value_out)), + __float_as_int(min_x), + __float_as_int(max_x)); + + compiler.add_node(curves.size()); + for (int i = 0; i < curves.size(); i++) + compiler.add_node(float3_to_float4(curves[i])); +} + +void CurvesNode::compile(OSLCompiler &compiler, const char *name) +{ + if (curves.size() == 0) + return; + + compiler.parameter_color_array("ramp", curves); + compiler.parameter(this, "min_x"); + compiler.parameter(this, "max_x"); + compiler.add(this, name); +} + +void CurvesNode::compile(SVMCompiler & /*compiler*/) +{ + assert(0); +} + +void CurvesNode::compile(OSLCompiler & /*compiler*/) +{ + assert(0); +} + +/* RGBCurvesNode */ + +NODE_DEFINE(RGBCurvesNode) +{ + NodeType *type = NodeType::add("rgb_curves", create, NodeType::SHADER); + + SOCKET_COLOR_ARRAY(curves, "Curves", array<float3>()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + SOCKET_IN_COLOR(value, "Color", zero_float3()); + + SOCKET_OUT_COLOR(value, "Color"); + + return type; +} + +RGBCurvesNode::RGBCurvesNode() : CurvesNode(get_node_type()) +{ +} + +void RGBCurvesNode::constant_fold(const ConstantFolder &folder) +{ + CurvesNode::constant_fold(folder, input("Color")); +} + +void RGBCurvesNode::compile(SVMCompiler &compiler) +{ + CurvesNode::compile(compiler, NODE_RGB_CURVES, input("Color"), output("Color")); +} + +void RGBCurvesNode::compile(OSLCompiler &compiler) +{ + CurvesNode::compile(compiler, "node_rgb_curves"); +} + +/* VectorCurvesNode */ + +NODE_DEFINE(VectorCurvesNode) +{ + NodeType *type = NodeType::add("vector_curves", create, NodeType::SHADER); + + SOCKET_VECTOR_ARRAY(curves, "Curves", array<float3>()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + SOCKET_IN_VECTOR(value, "Vector", zero_float3()); + + SOCKET_OUT_VECTOR(value, "Vector"); + + return type; +} + +VectorCurvesNode::VectorCurvesNode() : CurvesNode(get_node_type()) +{ +} + +void VectorCurvesNode::constant_fold(const ConstantFolder &folder) +{ + CurvesNode::constant_fold(folder, input("Vector")); +} + +void VectorCurvesNode::compile(SVMCompiler &compiler) +{ + CurvesNode::compile(compiler, NODE_VECTOR_CURVES, input("Vector"), output("Vector")); +} + +void VectorCurvesNode::compile(OSLCompiler &compiler) +{ + CurvesNode::compile(compiler, "node_vector_curves"); +} + +/* FloatCurveNode */ + +NODE_DEFINE(FloatCurveNode) +{ + NodeType *type = NodeType::add("float_curve", create, NodeType::SHADER); + + SOCKET_FLOAT_ARRAY(curve, "Curve", array<float>()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Factor", 0.0f); + SOCKET_IN_FLOAT(value, "Value", 0.0f); + + SOCKET_OUT_FLOAT(value, "Value"); + + return type; +} + +FloatCurveNode::FloatCurveNode() : ShaderNode(get_node_type()) +{ +} + +void FloatCurveNode::constant_fold(const ConstantFolder &folder) +{ + ShaderInput *value_in = input("Value"); + ShaderInput *fac_in = input("Factor"); + + /* evaluate fully constant node */ + if (folder.all_inputs_constant()) { + if (curve.size() == 0) { + return; + } + + float pos = (value - min_x) / (max_x - min_x); + float result = float_ramp_lookup(curve.data(), pos, true, true, curve.size()); + + folder.make_constant(value + fac * (result - value)); + } + /* remove no-op node */ + else if (!fac_in->link && fac == 0.0f) { + /* link is not null because otherwise all inputs are constant */ + folder.bypass(value_in->link); + } +} + +void FloatCurveNode::compile(SVMCompiler &compiler) +{ + if (curve.size() == 0) + return; + + ShaderInput *value_in = input("Value"); + ShaderInput *fac_in = input("Factor"); + ShaderOutput *value_out = output("Value"); + + compiler.add_node(NODE_FLOAT_CURVE, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign(value_in), + compiler.stack_assign(value_out)), + __float_as_int(min_x), + __float_as_int(max_x)); + + compiler.add_node(curve.size()); + for (int i = 0; i < curve.size(); i++) + compiler.add_node(make_float4(curve[i])); +} + +void FloatCurveNode::compile(OSLCompiler &compiler) +{ + if (curve.size() == 0) + return; + + compiler.parameter_array("ramp", curve.data(), curve.size()); + compiler.parameter(this, "min_x"); + compiler.parameter(this, "max_x"); + compiler.add(this, "node_float_curve"); +} + +/* RGBRampNode */ + +NODE_DEFINE(RGBRampNode) +{ + NodeType *type = NodeType::add("rgb_ramp", create, NodeType::SHADER); + + SOCKET_COLOR_ARRAY(ramp, "Ramp", array<float3>()); + SOCKET_FLOAT_ARRAY(ramp_alpha, "Ramp Alpha", array<float>()); + SOCKET_BOOLEAN(interpolate, "Interpolate", true); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + +RGBRampNode::RGBRampNode() : ShaderNode(get_node_type()) +{ +} + +void RGBRampNode::constant_fold(const ConstantFolder &folder) +{ + if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + if (folder.all_inputs_constant()) { + float f = clamp(fac, 0.0f, 1.0f) * (ramp.size() - 1); + + /* clamp int as well in case of NaN */ + int i = clamp((int)f, 0, ramp.size() - 1); + float t = f - (float)i; + + bool use_lerp = interpolate && t > 0.0f; + + if (folder.output == output("Color")) { + float3 color = rgb_ramp_lookup(ramp.data(), fac, use_lerp, false, ramp.size()); + folder.make_constant(color); + } + else if (folder.output == output("Alpha")) { + float alpha = float_ramp_lookup(ramp_alpha.data(), fac, use_lerp, false, ramp_alpha.size()); + folder.make_constant(alpha); + } + } +} + +void RGBRampNode::compile(SVMCompiler &compiler) +{ + if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + ShaderInput *fac_in = input("Fac"); + ShaderOutput *color_out = output("Color"); + ShaderOutput *alpha_out = output("Alpha"); + + compiler.add_node(NODE_RGB_RAMP, + compiler.encode_uchar4(compiler.stack_assign(fac_in), + compiler.stack_assign_if_linked(color_out), + compiler.stack_assign_if_linked(alpha_out)), + interpolate); + + compiler.add_node(ramp.size()); + for (int i = 0; i < ramp.size(); i++) + compiler.add_node(make_float4(ramp[i].x, ramp[i].y, ramp[i].z, ramp_alpha[i])); +} + +void RGBRampNode::compile(OSLCompiler &compiler) +{ + if (ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + compiler.parameter_color_array("ramp_color", ramp); + compiler.parameter_array("ramp_alpha", ramp_alpha.data(), ramp_alpha.size()); + compiler.parameter(this, "interpolate"); + + compiler.add(this, "node_rgb_ramp"); +} + +/* Set Normal Node */ + +NODE_DEFINE(SetNormalNode) +{ + NodeType *type = NodeType::add("set_normal", create, NodeType::SHADER); + + SOCKET_IN_VECTOR(direction, "Direction", zero_float3()); + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + +SetNormalNode::SetNormalNode() : ShaderNode(get_node_type()) +{ +} + +void SetNormalNode::compile(SVMCompiler &compiler) +{ + ShaderInput *direction_in = input("Direction"); + ShaderOutput *normal_out = output("Normal"); + + compiler.add_node(NODE_CLOSURE_SET_NORMAL, + compiler.stack_assign(direction_in), + compiler.stack_assign(normal_out)); +} + +void SetNormalNode::compile(OSLCompiler &compiler) +{ + compiler.add(this, "node_set_normal"); +} + +/* OSLNode */ + +OSLNode::OSLNode() : ShaderNode(new NodeType(NodeType::SHADER)) +{ + special_type = SHADER_SPECIAL_TYPE_OSL; +} + +OSLNode::~OSLNode() +{ + delete type; +} + +ShaderNode *OSLNode::clone(ShaderGraph *graph) const +{ + return OSLNode::create(graph, this->inputs.size(), this); +} + +OSLNode *OSLNode::create(ShaderGraph *graph, size_t num_inputs, const OSLNode *from) +{ + /* allocate space for the node itself and parameters, aligned to 16 bytes + * assuming that's the most parameter types need */ + size_t node_size = align_up(sizeof(OSLNode), 16); + size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; + + char *node_memory = (char *)operator new(node_size + inputs_size); + memset(node_memory, 0, node_size + inputs_size); + + if (!from) { + OSLNode *node = new (node_memory) OSLNode(); + node->set_owner(graph); + return node; + } + else { + /* copy input default values and node type for cloning */ + memcpy(node_memory + node_size, (char *)from + node_size, inputs_size); + + OSLNode *node = new (node_memory) OSLNode(*from); + node->type = new NodeType(*(from->type)); + node->set_owner(from->owner); + return node; + } +} + +char *OSLNode::input_default_value() +{ + /* pointer to default value storage, which is the same as our actual value */ + size_t num_inputs = type->inputs.size(); + size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; + return (char *)this + align_up(sizeof(OSLNode), 16) + inputs_size; +} + +void OSLNode::add_input(ustring name, SocketType::Type socket_type) +{ + char *memory = input_default_value(); + size_t offset = memory - (char *)this; + const_cast<NodeType *>(type)->register_input( + name, name, socket_type, offset, memory, NULL, NULL, SocketType::LINKABLE); +} + +void OSLNode::add_output(ustring name, SocketType::Type socket_type) +{ + const_cast<NodeType *>(type)->register_output(name, name, socket_type); +} + +void OSLNode::compile(SVMCompiler &) +{ + /* doesn't work for SVM, obviously ... */ +} + +void OSLNode::compile(OSLCompiler &compiler) +{ + if (!filepath.empty()) + compiler.add(this, filepath.c_str(), true); + else + compiler.add(this, bytecode_hash.c_str(), false); +} + +/* Normal Map */ + +NODE_DEFINE(NormalMapNode) +{ + NodeType *type = NodeType::add("normal_map", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + space_enum.insert("blender_object", NODE_NORMAL_MAP_BLENDER_OBJECT); + space_enum.insert("blender_world", NODE_NORMAL_MAP_BLENDER_WORLD); + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 1.0f)); + + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + +NormalMapNode::NormalMapNode() : ShaderNode(get_node_type()) +{ +} + +void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link() && space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attributes->add(ATTR_STD_UV_TANGENT); + attributes->add(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + ShaderNode::attributes(shader, attributes); +} + +void NormalMapNode::compile(SVMCompiler &compiler) +{ + ShaderInput *color_in = input("Color"); + ShaderInput *strength_in = input("Strength"); + ShaderOutput *normal_out = output("Normal"); + int attr = 0, attr_sign = 0; + + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attr_sign = compiler.attribute( + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.add_node(NODE_NORMAL_MAP, + compiler.encode_uchar4(compiler.stack_assign(color_in), + compiler.stack_assign(strength_in), + compiler.stack_assign(normal_out), + space), + attr, + attr_sign); +} + +void NormalMapNode::compile(OSLCompiler &compiler) +{ + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + compiler.parameter("attr_name", ustring("geom:tangent")); + compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); + } + else { + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + compiler.parameter("attr_sign_name", + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.parameter(this, "space"); + compiler.add(this, "node_normal_map"); +} + +/* Tangent */ + +NODE_DEFINE(TangentNode) +{ + NodeType *type = NodeType::add("tangent", create, NodeType::SHADER); + + static NodeEnum direction_type_enum; + direction_type_enum.insert("radial", NODE_TANGENT_RADIAL); + direction_type_enum.insert("uv_map", NODE_TANGENT_UVMAP); + SOCKET_ENUM(direction_type, "Direction Type", direction_type_enum, NODE_TANGENT_RADIAL); + + static NodeEnum axis_enum; + axis_enum.insert("x", NODE_TANGENT_AXIS_X); + axis_enum.insert("y", NODE_TANGENT_AXIS_Y); + axis_enum.insert("z", NODE_TANGENT_AXIS_Z); + SOCKET_ENUM(axis, "Axis", axis_enum, NODE_TANGENT_AXIS_X); + + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_OUT_NORMAL(tangent, "Tangent"); + + return type; +} + +TangentNode::TangentNode() : ShaderNode(get_node_type()) +{ +} + +void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link()) { + if (direction_type == NODE_TANGENT_UVMAP) { + if (attribute.empty()) + attributes->add(ATTR_STD_UV_TANGENT); + else + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + } + else + attributes->add(ATTR_STD_GENERATED); + } + + ShaderNode::attributes(shader, attributes); +} + +void TangentNode::compile(SVMCompiler &compiler) +{ + ShaderOutput *tangent_out = output("Tangent"); + int attr; + + if (direction_type == NODE_TANGENT_UVMAP) { + if (attribute.empty()) + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + else + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + } + else + attr = compiler.attribute(ATTR_STD_GENERATED); + + compiler.add_node( + NODE_TANGENT, + compiler.encode_uchar4(compiler.stack_assign(tangent_out), direction_type, axis), + attr); +} + +void TangentNode::compile(OSLCompiler &compiler) +{ + if (direction_type == NODE_TANGENT_UVMAP) { + if (attribute.empty()) + compiler.parameter("attr_name", ustring("geom:tangent")); + else + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + } + + compiler.parameter(this, "direction_type"); + compiler.parameter(this, "axis"); + compiler.add(this, "node_tangent"); +} + +/* Bevel */ + +NODE_DEFINE(BevelNode) +{ + NodeType *type = NodeType::add("bevel", create, NodeType::SHADER); + + SOCKET_INT(samples, "Samples", 4); + + SOCKET_IN_FLOAT(radius, "Radius", 0.05f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + + SOCKET_OUT_NORMAL(bevel, "Normal"); + + return type; +} + +BevelNode::BevelNode() : ShaderNode(get_node_type()) +{ +} + +void BevelNode::compile(SVMCompiler &compiler) +{ + ShaderInput *radius_in = input("Radius"); + ShaderInput *normal_in = input("Normal"); + ShaderOutput *normal_out = output("Normal"); + + compiler.add_node(NODE_BEVEL, + compiler.encode_uchar4(samples, + compiler.stack_assign(radius_in), + compiler.stack_assign_if_linked(normal_in), + compiler.stack_assign(normal_out))); +} + +void BevelNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "samples"); + compiler.add(this, "node_bevel"); +} + +/* Displacement */ + +NODE_DEFINE(DisplacementNode) +{ + NodeType *type = NodeType::add("displacement", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_OBJECT); + + SOCKET_IN_FLOAT(height, "Height", 0.0f); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + + SOCKET_OUT_VECTOR(displacement, "Displacement"); + + return type; +} + +DisplacementNode::DisplacementNode() : ShaderNode(get_node_type()) +{ +} + +void DisplacementNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if ((height - midlevel == 0.0f) || (scale == 0.0f)) { + folder.make_zero(); + } + } +} + +void DisplacementNode::compile(SVMCompiler &compiler) +{ + ShaderInput *height_in = input("Height"); + ShaderInput *midlevel_in = input("Midlevel"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *normal_in = input("Normal"); + ShaderOutput *displacement_out = output("Displacement"); + + compiler.add_node(NODE_DISPLACEMENT, + compiler.encode_uchar4(compiler.stack_assign(height_in), + compiler.stack_assign(midlevel_in), + compiler.stack_assign(scale_in), + compiler.stack_assign_if_linked(normal_in)), + compiler.stack_assign(displacement_out), + space); +} + +void DisplacementNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "space"); + compiler.add(this, "node_displacement"); +} + +/* Vector Displacement */ + +NODE_DEFINE(VectorDisplacementNode) +{ + NodeType *type = NodeType::add("vector_displacement", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + SOCKET_STRING(attribute, "Attribute", ustring()); + + SOCKET_IN_COLOR(vector, "Vector", zero_float3()); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_VECTOR(displacement, "Displacement"); + + return type; +} + +VectorDisplacementNode::VectorDisplacementNode() : ShaderNode(get_node_type()) +{ +} + +void VectorDisplacementNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if ((vector == zero_float3() && midlevel == 0.0f) || (scale == 0.0f)) { + folder.make_zero(); + } + } +} + +void VectorDisplacementNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if (shader->has_surface_link() && space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attributes->add(ATTR_STD_UV_TANGENT); + attributes->add(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + ShaderNode::attributes(shader, attributes); +} + +void VectorDisplacementNode::compile(SVMCompiler &compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *midlevel_in = input("Midlevel"); + ShaderInput *scale_in = input("Scale"); + ShaderOutput *displacement_out = output("Displacement"); + int attr = 0, attr_sign = 0; + + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attr_sign = compiler.attribute( + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.add_node(NODE_VECTOR_DISPLACEMENT, + compiler.encode_uchar4(compiler.stack_assign(vector_in), + compiler.stack_assign(midlevel_in), + compiler.stack_assign(scale_in), + compiler.stack_assign(displacement_out)), + attr, + attr_sign); + + compiler.add_node(space); +} + +void VectorDisplacementNode::compile(OSLCompiler &compiler) +{ + if (space == NODE_NORMAL_MAP_TANGENT) { + if (attribute.empty()) { + compiler.parameter("attr_name", ustring("geom:tangent")); + compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); + } + else { + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + compiler.parameter("attr_sign_name", + ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.parameter(this, "space"); + compiler.add(this, "node_vector_displacement"); +} + +CCL_NAMESPACE_END |