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/*
 * 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 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);

	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);
	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;
	float 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;
	float scale;
	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_spatial_varying() { return true; }
	bool has_object_dependency() { return true; }

	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 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);
};

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;

	bool has_integrator_dependency();
	void attributes(Shader *shader, AttributeRequestSet *attributes);
};

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);
	virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }

	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);
	virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }

	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_1; }
	virtual ClosureType get_closure_type() { return CLOSURE_AMBIENT_OCCLUSION_ID; }

	float3 normal_osl;
	float3 color;
	float surface_mix_weight;
};

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 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_spatial_varying() { return true; }

	float3 normal_osl;
};

class TextureCoordinateNode : public ShaderNode {
public:
	SHADER_NODE_CLASS(TextureCoordinateNode)
	void attributes(Shader *shader, AttributeRequestSet *attributes);
	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_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);
	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_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_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<float3> 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<float3> ramp;
	array<float> 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_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_spatial_varying() { return true; }
	virtual int get_group() { return NODE_GROUP_LEVEL_3; }

	NodeTangentDirectionType direction_type;
	NodeTangentAxis axis;
	ustring attribute;
	float3 normal_osl;
};

CCL_NAMESPACE_END

#endif /* __NODES_H__ */