/* * 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. */ #ifndef __NODES_H__ #define __NODES_H__ #include "render/graph.h" #include "graph/node.h" #include "util/util_string.h" CCL_NAMESPACE_BEGIN class ImageManager; class LightManager; class Scene; class Shader; /* Texture Mapping */ class TextureMapping { public: TextureMapping(); Transform compute_transform(); bool skip(); void compile(SVMCompiler& compiler, int offset_in, int offset_out); int compile(SVMCompiler& compiler, ShaderInput *vector_in); void compile(OSLCompiler &compiler); int compile_begin(SVMCompiler& compiler, ShaderInput *vector_in); void compile_end(SVMCompiler& compiler, ShaderInput *vector_in, int vector_offset); float3 translation; float3 rotation; float3 scale; float3 min, max; bool use_minmax; enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 }; Type type; enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 }; Mapping x_mapping, y_mapping, z_mapping; enum Projection { FLAT, CUBE, TUBE, SPHERE }; Projection projection; }; /* Nodes */ class TextureNode : public ShaderNode { public: explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type) {} TextureMapping tex_mapping; }; /* Any node which uses image manager's slot should be a subclass of this one. */ class ImageSlotTextureNode : public TextureNode { public: explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type) { special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT; } int slot; }; class ImageTextureNode : public ImageSlotTextureNode { public: SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode) ~ImageTextureNode(); ShaderNode *clone() const; void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } ImageManager *image_manager; int is_float; bool is_linear; bool use_alpha; ustring filename; void *builtin_data; NodeImageColorSpace color_space; NodeImageProjection projection; InterpolationType interpolation; ExtensionType extension; float projection_blend; bool animated; float3 vector; virtual bool equals(const ShaderNode& other) { const ImageTextureNode& image_node = (const ImageTextureNode&)other; return ImageSlotTextureNode::equals(other) && builtin_data == image_node.builtin_data && animated == image_node.animated; } }; class EnvironmentTextureNode : public ImageSlotTextureNode { public: SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode) ~EnvironmentTextureNode(); ShaderNode *clone() const; void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_2; } ImageManager *image_manager; int is_float; bool is_linear; bool use_alpha; ustring filename; void *builtin_data; NodeImageColorSpace color_space; NodeEnvironmentProjection projection; InterpolationType interpolation; bool animated; float3 vector; virtual bool equals(const ShaderNode& other) { const EnvironmentTextureNode& env_node = (const EnvironmentTextureNode&)other; return ImageSlotTextureNode::equals(other) && builtin_data == env_node.builtin_data && animated == env_node.animated; } }; class SkyTextureNode : public TextureNode { public: SHADER_NODE_CLASS(SkyTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } NodeSkyType type; float3 sun_direction; float turbidity; float ground_albedo; float3 vector; }; class OutputNode : public ShaderNode { public: SHADER_NODE_CLASS(OutputNode) void *surface; void *volume; float3 displacement; float3 normal; /* Don't allow output node de-duplication. */ virtual bool equals(const ShaderNode& /*other*/) { return false; } }; class GradientTextureNode : public TextureNode { public: SHADER_NODE_CLASS(GradientTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } NodeGradientType type; float3 vector; }; class NoiseTextureNode : public TextureNode { public: SHADER_NODE_CLASS(NoiseTextureNode) float scale, detail, distortion; float3 vector; }; class VoronoiTextureNode : public TextureNode { public: SHADER_NODE_CLASS(VoronoiTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } NodeVoronoiColoring coloring; NodeVoronoiDistanceMetric metric; NodeVoronoiFeature feature; float scale, exponent; float3 vector; }; class MusgraveTextureNode : public TextureNode { public: SHADER_NODE_CLASS(MusgraveTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } NodeMusgraveType type; float scale, detail, dimension, lacunarity, offset, gain; float3 vector; }; class WaveTextureNode : public TextureNode { public: SHADER_NODE_CLASS(WaveTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } NodeWaveType type; NodeWaveProfile profile; float scale, distortion, detail, detail_scale; float3 vector; }; class MagicTextureNode : public TextureNode { public: SHADER_NODE_CLASS(MagicTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } int depth; float3 vector; float scale, distortion; }; class CheckerTextureNode : public TextureNode { public: SHADER_NODE_CLASS(CheckerTextureNode) float3 vector, color1, color2; float scale; virtual int get_group() { return NODE_GROUP_LEVEL_2; } }; class BrickTextureNode : public TextureNode { public: SHADER_NODE_CLASS(BrickTextureNode) float offset, squash; int offset_frequency, squash_frequency; float3 color1, color2, mortar; float scale, mortar_size, mortar_smooth, bias, brick_width, row_height; float3 vector; virtual int get_group() { return NODE_GROUP_LEVEL_2; } }; class PointDensityTextureNode : public ShaderNode { public: SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode) virtual int get_group() { return NODE_GROUP_LEVEL_3; } ~PointDensityTextureNode(); ShaderNode *clone() const; void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } bool has_object_dependency() { return true; } void add_image(); ustring filename; NodeTexVoxelSpace space; InterpolationType interpolation; Transform tfm; float3 vector; ImageManager *image_manager; int slot; void *builtin_data; virtual bool equals(const ShaderNode& other) { const PointDensityTextureNode& point_dendity_node = (const PointDensityTextureNode&)other; return ShaderNode::equals(other) && builtin_data == point_dendity_node.builtin_data; } }; class IESLightNode : public TextureNode { public: SHADER_NODE_NO_CLONE_CLASS(IESLightNode) ~IESLightNode(); ShaderNode *clone() const; virtual int get_group() { return NODE_GROUP_LEVEL_2; } ustring filename; ustring ies; float strength; float3 vector; private: LightManager *light_manager; int slot; void get_slot(); }; class MappingNode : public ShaderNode { public: SHADER_NODE_CLASS(MappingNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } float3 vector; TextureMapping tex_mapping; }; class RGBToBWNode : public ShaderNode { public: SHADER_NODE_CLASS(RGBToBWNode) void constant_fold(const ConstantFolder& folder); float3 color; }; class ConvertNode : public ShaderNode { public: ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false); SHADER_NODE_BASE_CLASS(ConvertNode) void constant_fold(const ConstantFolder& folder); SocketType::Type from, to; union { float value_float; int value_int; float3 value_color; float3 value_vector; float3 value_point; float3 value_normal; }; ustring value_string; private: static const int MAX_TYPE = 12; static bool register_types(); static Node* create(const NodeType *type); static const NodeType *node_types[MAX_TYPE][MAX_TYPE]; static bool initialized; }; class BsdfBaseNode : public ShaderNode { public: BsdfBaseNode(const NodeType *node_type); bool has_spatial_varying() { return true; } virtual ClosureType get_closure_type() { return closure; } virtual bool has_bump(); virtual bool equals(const ShaderNode& /*other*/) { /* TODO(sergey): With some care BSDF nodes can be de-duplicated. */ return false; } ClosureType closure; }; class BsdfNode : public BsdfBaseNode { public: explicit BsdfNode(const NodeType *node_type); SHADER_NODE_BASE_CLASS(BsdfNode) void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL, ShaderInput *param4 = NULL); float3 color; float3 normal; float surface_mix_weight; }; class AnisotropicBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(AnisotropicBsdfNode) float3 tangent; float roughness, anisotropy, rotation; ClosureType distribution; ClosureType get_closure_type() { return distribution; } void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } }; class DiffuseBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(DiffuseBsdfNode) float roughness; }; /* Disney principled BRDF */ class PrincipledBsdfNode : public BsdfBaseNode { public: SHADER_NODE_CLASS(PrincipledBsdfNode) bool has_surface_bssrdf(); bool has_bssrdf_bump(); void compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface, ShaderInput *subsurface_radius, ShaderInput *specular, ShaderInput *roughness, ShaderInput *specular_tint, ShaderInput *anisotropic, ShaderInput *sheen, ShaderInput *sheen_tint, ShaderInput *clearcoat, ShaderInput *clearcoat_roughness, ShaderInput *ior, ShaderInput *transmission, ShaderInput *anisotropic_rotation, ShaderInput *transmission_roughness); float3 base_color; float3 subsurface_color, subsurface_radius; float metallic, subsurface, specular, roughness, specular_tint, anisotropic, sheen, sheen_tint, clearcoat, clearcoat_roughness, ior, transmission, anisotropic_rotation, transmission_roughness; float3 normal, clearcoat_normal, tangent; float surface_mix_weight; ClosureType distribution, distribution_orig; ClosureType subsurface_method; bool has_integrator_dependency(); void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } }; class TranslucentBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(TranslucentBsdfNode) }; class TransparentBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(TransparentBsdfNode) bool has_surface_transparent() { return true; } }; class VelvetBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(VelvetBsdfNode) float sigma; }; class GlossyBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(GlossyBsdfNode) void simplify_settings(Scene *scene); bool has_integrator_dependency(); ClosureType get_closure_type() { return distribution; } float roughness, roughness_orig; ClosureType distribution, distribution_orig; }; class GlassBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(GlassBsdfNode) void simplify_settings(Scene *scene); bool has_integrator_dependency(); ClosureType get_closure_type() { return distribution; } float roughness, roughness_orig, IOR; ClosureType distribution, distribution_orig; }; class RefractionBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(RefractionBsdfNode) void simplify_settings(Scene *scene); bool has_integrator_dependency(); ClosureType get_closure_type() { return distribution; } float roughness, roughness_orig, IOR; ClosureType distribution, distribution_orig; }; class ToonBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(ToonBsdfNode) float smooth, size; ClosureType component; }; class SubsurfaceScatteringNode : public BsdfNode { public: SHADER_NODE_CLASS(SubsurfaceScatteringNode) bool has_surface_bssrdf() { return true; } bool has_bssrdf_bump(); ClosureType get_closure_type() { return falloff; } float scale; float3 radius; float sharpness; float texture_blur; ClosureType falloff; }; class EmissionNode : public ShaderNode { public: SHADER_NODE_CLASS(EmissionNode) void constant_fold(const ConstantFolder& folder); bool has_surface_emission() { return true; } bool has_volume_support() { return true; } float3 color; float strength; float surface_mix_weight; }; class BackgroundNode : public ShaderNode { public: SHADER_NODE_CLASS(BackgroundNode) void constant_fold(const ConstantFolder& folder); float3 color; float strength; float surface_mix_weight; }; class HoldoutNode : public ShaderNode { public: SHADER_NODE_CLASS(HoldoutNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } virtual ClosureType get_closure_type() { return CLOSURE_HOLDOUT_ID; } float surface_mix_weight; float volume_mix_weight; }; class AmbientOcclusionNode : public ShaderNode { public: SHADER_NODE_CLASS(AmbientOcclusionNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } virtual bool has_raytrace() { return true; } float3 color; float distance; float3 normal; int samples; bool only_local; bool inside; }; class VolumeNode : public ShaderNode { public: VolumeNode(const NodeType *node_type); SHADER_NODE_BASE_CLASS(VolumeNode) void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2); virtual int get_group() { return NODE_GROUP_LEVEL_1; } virtual int get_feature() { return ShaderNode::get_feature() | NODE_FEATURE_VOLUME; } virtual ClosureType get_closure_type() { return closure; } virtual bool has_volume_support() { return true; } float3 color; float density; float volume_mix_weight; ClosureType closure; virtual bool equals(const ShaderNode& /*other*/) { /* TODO(sergey): With some care Volume nodes can be de-duplicated. */ return false; } }; class AbsorptionVolumeNode : public VolumeNode { public: SHADER_NODE_CLASS(AbsorptionVolumeNode) }; class ScatterVolumeNode : public VolumeNode { public: SHADER_NODE_CLASS(ScatterVolumeNode) float anisotropy; }; class PrincipledVolumeNode : public VolumeNode { public: SHADER_NODE_CLASS(PrincipledVolumeNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } ustring density_attribute; ustring color_attribute; ustring temperature_attribute; float anisotropy; float3 absorption_color; float emission_strength; float3 emission_color; float blackbody_intensity; float3 blackbody_tint; float temperature; }; /* Interface between the I/O sockets and the SVM/OSL backend. */ class PrincipledHairBsdfNode : public BsdfBaseNode { public: SHADER_NODE_CLASS(PrincipledHairBsdfNode) void attributes(Shader *shader, AttributeRequestSet *attributes); /* Longitudinal roughness. */ float roughness; /* Azimuthal roughness. */ float radial_roughness; /* Randomization factor for roughnesses. */ float random_roughness; /* Longitudinal roughness factor for only the diffuse bounce (shiny undercoat). */ float coat; /* Index of reflection. */ float ior; /* Cuticle tilt angle. */ float offset; /* Direct coloring's color. */ float3 color; /* Melanin concentration. */ float melanin; /* Melanin redness ratio. */ float melanin_redness; /* Dye color. */ float3 tint; /* Randomization factor for melanin quantities. */ float random_color; /* Absorption coefficient (unfiltered). */ float3 absorption_coefficient; float3 normal; float surface_mix_weight; /* If linked, here will be the given random number. */ float random; /* Selected coloring parametrization. */ NodePrincipledHairParametrization parametrization; }; class HairBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(HairBsdfNode) ClosureType get_closure_type() { return component; } ClosureType component; float offset; float roughness_u; float roughness_v; float3 tangent; }; class GeometryNode : public ShaderNode { public: SHADER_NODE_CLASS(GeometryNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } float3 normal_osl; }; class TextureCoordinateNode : public ShaderNode { public: SHADER_NODE_CLASS(TextureCoordinateNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } bool has_object_dependency() { return use_transform; } float3 normal_osl; bool from_dupli; bool use_transform; Transform ob_tfm; }; class UVMapNode : public ShaderNode { public: SHADER_NODE_CLASS(UVMapNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } ustring attribute; bool from_dupli; }; class LightPathNode : public ShaderNode { public: SHADER_NODE_CLASS(LightPathNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } }; class LightFalloffNode : public ShaderNode { public: SHADER_NODE_CLASS(LightFalloffNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_2; } float strength; float smooth; }; class ObjectInfoNode : public ShaderNode { public: SHADER_NODE_CLASS(ObjectInfoNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } }; class ParticleInfoNode : public ShaderNode { public: SHADER_NODE_CLASS(ParticleInfoNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } }; class HairInfoNode : public ShaderNode { public: SHADER_NODE_CLASS(HairInfoNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } virtual int get_feature() { return ShaderNode::get_feature() | NODE_FEATURE_HAIR; } }; class ValueNode : public ShaderNode { public: SHADER_NODE_CLASS(ValueNode) void constant_fold(const ConstantFolder& folder); float value; }; class ColorNode : public ShaderNode { public: SHADER_NODE_CLASS(ColorNode) void constant_fold(const ConstantFolder& folder); float3 value; }; class AddClosureNode : public ShaderNode { public: SHADER_NODE_CLASS(AddClosureNode) void constant_fold(const ConstantFolder& folder); }; class MixClosureNode : public ShaderNode { public: SHADER_NODE_CLASS(MixClosureNode) void constant_fold(const ConstantFolder& folder); float fac; }; class MixClosureWeightNode : public ShaderNode { public: SHADER_NODE_CLASS(MixClosureWeightNode) float weight; float fac; }; class InvertNode : public ShaderNode { public: SHADER_NODE_CLASS(InvertNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float fac; float3 color; }; class MixNode : public ShaderNode { public: SHADER_NODE_CLASS(MixNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } NodeMix type; bool use_clamp; float3 color1; float3 color2; float fac; }; class CombineRGBNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineRGBNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float r, g, b; }; class CombineHSVNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineHSVNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float h, s, v; }; class CombineXYZNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineXYZNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float x, y, z; }; class GammaNode : public ShaderNode { public: SHADER_NODE_CLASS(GammaNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_1; } float3 color; float gamma; }; class BrightContrastNode : public ShaderNode { public: SHADER_NODE_CLASS(BrightContrastNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_1; } float3 color; float bright; float contrast; }; class SeparateRGBNode : public ShaderNode { public: SHADER_NODE_CLASS(SeparateRGBNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float3 color; }; class SeparateHSVNode : public ShaderNode { public: SHADER_NODE_CLASS(SeparateHSVNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float3 color; }; class SeparateXYZNode : public ShaderNode { public: SHADER_NODE_CLASS(SeparateXYZNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float3 vector; }; class HSVNode : public ShaderNode { public: SHADER_NODE_CLASS(HSVNode) float hue; float saturation; float value; float fac; float3 color; }; class AttributeNode : public ShaderNode { public: SHADER_NODE_CLASS(AttributeNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } ustring attribute; }; class CameraNode : public ShaderNode { public: SHADER_NODE_CLASS(CameraNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_2; } }; class FresnelNode : public ShaderNode { public: SHADER_NODE_CLASS(FresnelNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } float3 normal; float IOR; }; class LayerWeightNode : public ShaderNode { public: SHADER_NODE_CLASS(LayerWeightNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } float3 normal; float blend; }; class WireframeNode : public ShaderNode { public: SHADER_NODE_CLASS(WireframeNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } float size; bool use_pixel_size; }; class WavelengthNode : public ShaderNode { public: SHADER_NODE_CLASS(WavelengthNode) virtual int get_group() { return NODE_GROUP_LEVEL_3; } float wavelength; }; class BlackbodyNode : public ShaderNode { public: SHADER_NODE_CLASS(BlackbodyNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } float temperature; }; class MathNode : public ShaderNode { public: SHADER_NODE_CLASS(MathNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } void constant_fold(const ConstantFolder& folder); float value1; float value2; NodeMath type; bool use_clamp; }; class NormalNode : public ShaderNode { public: SHADER_NODE_CLASS(NormalNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } float3 direction; float3 normal; }; class VectorMathNode : public ShaderNode { public: SHADER_NODE_CLASS(VectorMathNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } void constant_fold(const ConstantFolder& folder); float3 vector1; float3 vector2; NodeVectorMath type; }; class VectorTransformNode : public ShaderNode { public: SHADER_NODE_CLASS(VectorTransformNode) virtual int get_group() { return NODE_GROUP_LEVEL_3; } NodeVectorTransformType type; NodeVectorTransformConvertSpace convert_from; NodeVectorTransformConvertSpace convert_to; float3 vector; }; class BumpNode : public ShaderNode { public: SHADER_NODE_CLASS(BumpNode) void constant_fold(const ConstantFolder& folder); bool has_spatial_varying() { return true; } virtual int get_feature() { return NODE_FEATURE_BUMP; } bool invert; bool use_object_space; float height; float sample_center; float sample_x; float sample_y; float3 normal; float strength; float distance; }; class CurvesNode : public ShaderNode { public: explicit CurvesNode(const NodeType *node_type); SHADER_NODE_BASE_CLASS(CurvesNode) virtual int get_group() { return NODE_GROUP_LEVEL_3; } array curves; float min_x, max_x, fac; float3 value; protected: void constant_fold(const ConstantFolder& folder, ShaderInput *value_in); void compile(SVMCompiler& compiler, int type, ShaderInput *value_in, ShaderOutput *value_out); void compile(OSLCompiler& compiler, const char *name); }; class RGBCurvesNode : public CurvesNode { public: SHADER_NODE_CLASS(RGBCurvesNode) void constant_fold(const ConstantFolder& folder); }; class VectorCurvesNode : public CurvesNode { public: SHADER_NODE_CLASS(VectorCurvesNode) void constant_fold(const ConstantFolder& folder); }; class RGBRampNode : public ShaderNode { public: SHADER_NODE_CLASS(RGBRampNode) void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_1; } array ramp; array ramp_alpha; float fac; bool interpolate; }; class SetNormalNode : public ShaderNode { public: SHADER_NODE_CLASS(SetNormalNode) float3 direction; }; class OSLNode : public ShaderNode { public: static OSLNode *create(size_t num_inputs, const OSLNode *from = NULL); ~OSLNode(); ShaderNode *clone() const; char* input_default_value(); void add_input(ustring name, SocketType::Type type); void add_output(ustring name, SocketType::Type type); SHADER_NODE_NO_CLONE_CLASS(OSLNode) /* ideally we could beter detect this, but we can't query this now */ bool has_spatial_varying() { return true; } bool has_volume_support() { return true; } virtual bool equals(const ShaderNode& /*other*/) { return false; } string filepath; string bytecode_hash; }; class NormalMapNode : public ShaderNode { public: SHADER_NODE_CLASS(NormalMapNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } NodeNormalMapSpace space; ustring attribute; float strength; float3 color; float3 normal_osl; }; class TangentNode : public ShaderNode { public: SHADER_NODE_CLASS(TangentNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } NodeTangentDirectionType direction_type; NodeTangentAxis axis; ustring attribute; float3 normal_osl; }; class BevelNode : public ShaderNode { public: SHADER_NODE_CLASS(BevelNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } virtual bool has_raytrace() { return true; } float radius; float3 normal; int samples; }; class DisplacementNode : public ShaderNode { public: SHADER_NODE_CLASS(DisplacementNode) void constant_fold(const ConstantFolder& folder); virtual int get_feature() { return NODE_FEATURE_BUMP; } NodeNormalMapSpace space; float height; float midlevel; float scale; float3 normal; }; class VectorDisplacementNode : public ShaderNode { public: SHADER_NODE_CLASS(VectorDisplacementNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_attribute_dependency() { return true; } void constant_fold(const ConstantFolder& folder); virtual int get_feature() { return NODE_FEATURE_BUMP; } NodeNormalMapSpace space; ustring attribute; float3 vector; float midlevel; float scale; }; CCL_NAMESPACE_END #endif /* __NODES_H__ */