1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
|
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __NODES_H__
#define __NODES_H__
#include "graph.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
class ImageManager;
class Shadr;
/* Texture Mapping */
class TextureMapping {
public:
TextureMapping();
Transform compute_transform();
bool skip();
void compile(SVMCompiler& compiler, int offset_in, int offset_out);
float3 translation;
float3 rotation;
float3 scale;
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:
TextureNode(const char *name) : ShaderNode(name) {}
TextureMapping tex_mapping;
};
class ImageTextureNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
~ImageTextureNode();
ShaderNode *clone() const;
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class EnvironmentTextureNode : public TextureNode {
public:
SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
~EnvironmentTextureNode();
ShaderNode *clone() const;
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class SkyTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(SkyTextureNode)
float3 sun_direction;
float turbidity;
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
};
class GradientTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(GradientTextureNode)
ustring type;
static ShaderEnum type_enum;
};
class NoiseTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(NoiseTextureNode)
};
class VoronoiTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(VoronoiTextureNode)
ustring coloring;
static ShaderEnum coloring_enum;
};
class MusgraveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MusgraveTextureNode)
ustring type;
static ShaderEnum type_enum;
};
class WaveTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(WaveTextureNode)
ustring type;
static ShaderEnum type_enum;
};
class MagicTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(MagicTextureNode)
int depth;
};
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)
TextureMapping tex_mapping;
};
class ConvertNode : public ShaderNode {
public:
ConvertNode(ShaderSocketType from, ShaderSocketType to);
SHADER_NODE_BASE_CLASS(ConvertNode)
ShaderSocketType from, to;
};
class BsdfNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BsdfNode)
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
ClosureType closure;
};
class WardBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(WardBsdfNode)
};
class DiffuseBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(DiffuseBsdfNode)
};
class TranslucentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TranslucentBsdfNode)
};
class TransparentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TransparentBsdfNode)
};
class VelvetBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(VelvetBsdfNode)
};
class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
};
class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
};
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool total_power;
};
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
};
class HoldoutNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HoldoutNode)
};
class VolumeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VolumeNode)
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2);
ClosureType closure;
};
class TransparentVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(TransparentVolumeNode)
};
class IsotropicVolumeNode : public VolumeNode {
public:
SHADER_NODE_CLASS(IsotropicVolumeNode)
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
};
class TextureCoordinateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(TextureCoordinateNode)
void attributes(AttributeRequestSet *attributes);
};
class LightPathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LightPathNode)
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
float value;
};
class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
float3 value;
};
class AddClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AddClosureNode)
};
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
ustring type;
static ShaderEnum type_enum;
};
class CombineRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineRGBNode)
};
class SeparateRGBNode : public ShaderNode {
public:
SHADER_NODE_CLASS(SeparateRGBNode)
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)
void attributes(AttributeRequestSet *attributes);
ustring attribute;
};
class FresnelNode : public ShaderNode {
public:
SHADER_NODE_CLASS(FresnelNode)
};
class LayerWeightNode : public ShaderNode {
public:
SHADER_NODE_CLASS(LayerWeightNode)
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
ustring type;
static ShaderEnum type_enum;
};
class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
ustring type;
static ShaderEnum type_enum;
};
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */
|