tornavis/intern/cycles/scene/shader_nodes.cpp

7486 lines
230 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#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/color.h"
#include "util/foreach.h"
#include "util/log.h"
#include "util/transform.h"
#include "kernel/tables.h"
#include "kernel/svm/color_util.h"
#include "kernel/svm/mapping_util.h"
#include "kernel/svm/math_util.h"
#include "kernel/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);
extension_enum.insert("mirror", EXTENSION_MIRROR);
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);
}
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 ||
filename.find("<UVTILE>") != string::npos) ||
handle.num_tiles() > 1;
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);
}
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);
/* 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;
}
float SkyTextureNode::get_sun_average_radiance()
{
float clamped_altitude = clamp(altitude, 1.0f, 59999.0f);
float angular_diameter = get_sun_size();
float pix_bottom[3];
float pix_top[3];
SKY_nishita_skymodel_precompute_sun(sun_elevation,
angular_diameter,
clamped_altitude,
air_density,
dust_density,
pix_bottom,
pix_top);
/* Approximate the direction's elevation as the sun's elevation. */
float dir_elevation = sun_elevation;
float half_angular = angular_diameter / 2.0f;
float3 pixel_bottom = make_float3(pix_bottom[0], pix_bottom[1], pix_bottom[2]);
float3 pixel_top = make_float3(pix_top[0], pix_top[1], pix_top[2]);
/* Same code as in the sun evaluation shader. */
float3 xyz = make_float3(0.0f, 0.0f, 0.0f);
float y = 0.0f;
if (sun_elevation - half_angular > 0.0f) {
if (sun_elevation + half_angular > 0.0f) {
y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5f;
xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
}
}
else {
if (sun_elevation + half_angular > 0.0f) {
y = dir_elevation / (sun_elevation + half_angular);
xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
}
}
/* We first approximate the sun's contribution by
* multiplying the evaluated point by the square of the angular diameter.
* Then we scale the approximation using a piecewise function (determined empirically). */
float sun_contribution = average(xyz) * sqr(angular_diameter);
float first_point = 0.8f / 180.0f * M_PI_F;
float second_point = 1.0f / 180.0f * M_PI_F;
float third_point = M_PI_2_F;
if (angular_diameter < first_point) {
sun_contribution *= 1.0f;
}
else if (angular_diameter < second_point) {
float diff = angular_diameter - first_point;
float slope = (0.8f - 1.0f) / (second_point - first_point);
sun_contribution *= 1.0f + slope * diff;
}
else {
float diff = angular_diameter - 1.0f / 180.0f * M_PI_F;
float slope = (0.45f - 0.8f) / (third_point - second_point);
sun_contribution *= 0.8f + slope * diff;
}
return sun_contribution;
}
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::simplify_settings(Scene * /* scene */)
{
/* Patch sun position so users are able to animate the daylight cycle while keeping the shading
* code simple. */
float new_sun_elevation = sun_elevation;
float new_sun_rotation = sun_rotation;
/* Wrap `new_sun_elevation` into [-2PI..2PI] range. */
new_sun_elevation = fmodf(new_sun_elevation, M_2PI_F);
/* Wrap `new_sun_elevation` into [-PI..PI] range. */
if (fabsf(new_sun_elevation) >= M_PI_F) {
new_sun_elevation -= copysignf(2.0f, new_sun_elevation) * M_PI_F;
}
/* Wrap `new_sun_elevation` into [-PI/2..PI/2] range while keeping the same absolute position. */
if (new_sun_elevation >= M_PI_2_F || new_sun_elevation <= -M_PI_2_F) {
new_sun_elevation = copysignf(M_PI_F, new_sun_elevation) - new_sun_elevation;
new_sun_rotation += M_PI_F;
}
/* Wrap `new_sun_rotation` into [-2PI..2PI] range. */
new_sun_rotation = fmodf(new_sun_rotation, M_2PI_F);
/* Wrap `new_sun_rotation` into [0..2PI] range. */
if (new_sun_rotation < 0.0f) {
new_sun_rotation += M_2PI_F;
}
new_sun_rotation = M_2PI_F - new_sun_rotation;
sun_elevation = new_sun_elevation;
sun_rotation = new_sun_rotation;
}
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);
}
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);
static NodeEnum type_enum;
type_enum.insert("multifractal", NODE_NOISE_MULTIFRACTAL);
type_enum.insert("fBM", NODE_NOISE_FBM);
type_enum.insert("hybrid_multifractal", NODE_NOISE_HYBRID_MULTIFRACTAL);
type_enum.insert("ridged_multifractal", NODE_NOISE_RIDGED_MULTIFRACTAL);
type_enum.insert("hetero_terrain", NODE_NOISE_HETERO_TERRAIN);
SOCKET_ENUM(type, "Type", type_enum, NODE_NOISE_FBM);
SOCKET_BOOLEAN(use_normalize, "Normalize", true);
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(lacunarity, "Lacunarity", 2.0f);
SOCKET_IN_FLOAT(offset, "Offset", 0.0f);
SOCKET_IN_FLOAT(gain, "Gain", 1.0f);
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 *lacunarity_in = input("Lacunarity");
ShaderInput *offset_in = input("Offset");
ShaderInput *gain_in = input("Gain");
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 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 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,
compiler.encode_uchar4(
vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset),
compiler.encode_uchar4(
roughness_stack_offset, lacunarity_stack_offset, offset_stack_offset, gain_stack_offset),
compiler.encode_uchar4(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(lacunarity),
__float_as_int(offset),
__float_as_int(gain),
__float_as_int(distortion));
compiler.add_node(dimensions, type, use_normalize, 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.parameter(this, "type");
compiler.parameter(this, "use_normalize");
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_BOOLEAN(use_normalize, "Normalize", false);
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(detail, "Detail", 0.0f);
SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f);
SOCKET_IN_FLOAT(lacunarity, "Lacunarity", 2.0f);
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 *detail_in = input("Detail");
ShaderInput *roughness_in = input("Roughness");
ShaderInput *lacunarity_in = input("Lacunarity");
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 detail_stack_offset = compiler.stack_assign_if_linked(detail_in);
int roughness_stack_offset = compiler.stack_assign_if_linked(roughness_in);
int lacunarity_stack_offset = compiler.stack_assign_if_linked(lacunarity_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, detail_stack_offset),
compiler.encode_uchar4(roughness_stack_offset,
lacunarity_stack_offset,
smoothness_stack_offset,
exponent_stack_offset),
compiler.encode_uchar4(
randomness_stack_offset, use_normalize, distance_stack_offset, color_stack_offset),
compiler.encode_uchar4(position_stack_offset, w_out_stack_offset, radius_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(lacunarity),
__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.parameter(this, "use_normalize");
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_INCOMING);
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");
}
/* 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);
int scale_ofs = compiler.stack_assign_if_linked(scale_in);
int distortion_ofs = compiler.stack_assign_if_linked(distortion_in);
int detail_ofs = compiler.stack_assign_if_linked(detail_in);
int dscale_ofs = compiler.stack_assign_if_linked(dscale_in);
int droughness_ofs = compiler.stack_assign_if_linked(droughness_in);
int phase_ofs = compiler.stack_assign_if_linked(phase_in);
int color_ofs = compiler.stack_assign_if_linked(color_out);
int fac_ofs = compiler.stack_assign_if_linked(fac_out);
compiler.add_node(NODE_TEX_WAVE,
compiler.encode_uchar4(wave_type, bands_direction, rings_direction, profile),
compiler.encode_uchar4(vector_offset, scale_ofs, distortion_ofs),
compiler.encode_uchar4(detail_ofs, dscale_ofs, droughness_ofs, phase_ofs));
compiler.add_node(compiler.encode_uchar4(color_ofs, fac_ofs),
__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);
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);
}
/* 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("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("multi_ggx", CLOSURE_BSDF_MICROFACET_MULTI_GGX_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", 0.0f);
SOCKET_IN_FLOAT(rotation, "Rotation", 0.0f);
SOCKET_OUT_CLOSURE(BSDF, "BSDF");
return type;
}
GlossyBsdfNode::GlossyBsdfNode() : BsdfNode(get_node_type())
{
closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
}
bool GlossyBsdfNode::is_isotropic()
{
ShaderInput *anisotropy_input = input("Anisotropy");
/* Keep in sync with the thresholds in OSL's node_glossy_bsdf and SVM's svm_node_closure_bsdf. */
return (!anisotropy_input->link && fabsf(anisotropy) <= 1e-4f);
}
void GlossyBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if (shader->has_surface_link()) {
ShaderInput *tangent_in = input("Tangent");
if (!tangent_in->link && !is_isotropic()) {
attributes->add(ATTR_STD_GENERATED);
}
}
ShaderNode::attributes(shader, attributes);
}
void GlossyBsdfNode::simplify_settings(Scene * /* scene */)
{
/* If the anisotropy is close enough to zero, fall back to the isotropic case. */
ShaderInput *tangent_input = input("Tangent");
if (tangent_input->link && is_isotropic()) {
tangent_input->disconnect();
}
}
void GlossyBsdfNode::compile(SVMCompiler &compiler)
{
closure = distribution;
/* TODO: Just use weight for legacy MultiGGX? Would also simplify OSL. */
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 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("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
distribution_enum.insert("ggx", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
distribution_enum.insert("multi_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", 1.5f);
SOCKET_OUT_CLOSURE(BSDF, "BSDF");
return type;
}
GlassBsdfNode::GlassBsdfNode() : BsdfNode(get_node_type())
{
closure = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
}
void GlassBsdfNode::compile(SVMCompiler &compiler)
{
closure = distribution;
BsdfNode::compile(compiler, input("Roughness"), input("IOR"), input("Color"));
}
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("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_MICROFACET_GGX_REFRACTION_ID;
}
void RefractionBsdfNode::compile(SVMCompiler &compiler)
{
closure = distribution;
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");
}
/* Sheen BSDF Closure */
NODE_DEFINE(SheenBsdfNode)
{
NodeType *type = NodeType::add("sheen_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", 1.0f);
static NodeEnum distribution_enum;
distribution_enum.insert("ashikhmin", CLOSURE_BSDF_ASHIKHMIN_VELVET_ID);
distribution_enum.insert("microfiber", CLOSURE_BSDF_SHEEN_ID);
SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_SHEEN_ID);
SOCKET_OUT_CLOSURE(BSDF, "BSDF");
return type;
}
SheenBsdfNode::SheenBsdfNode() : BsdfNode(get_node_type())
{
closure = CLOSURE_BSDF_SHEEN_ID;
}
void SheenBsdfNode::compile(SVMCompiler &compiler)
{
closure = distribution;
BsdfNode::compile(compiler, input("Roughness"), NULL);
}
void SheenBsdfNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "distribution");
compiler.add(this, "node_sheen_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("multi_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", CLOSURE_BSSRDF_RANDOM_WALK_ID);
subsurface_method_enum.insert("random_walk_skin", CLOSURE_BSSRDF_RANDOM_WALK_SKIN_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_FLOAT(metallic, "Metallic", 0.0f);
SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f);
SOCKET_IN_FLOAT(ior, "IOR", 1.5f);
SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f);
SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL);
SOCKET_IN_FLOAT(subsurface_weight, "Subsurface Weight", 0.0f);
SOCKET_IN_FLOAT(subsurface_scale, "Subsurface Scale", 0.1f);
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_ior_level, "Specular IOR Level", 0.0f);
SOCKET_IN_COLOR(specular_tint, "Specular Tint", one_float3());
SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f);
SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
SOCKET_IN_NORMAL(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT);
SOCKET_IN_FLOAT(transmission_weight, "Transmission Weight", 0.0f);
SOCKET_IN_FLOAT(sheen_weight, "Sheen Weight", 0.0f);
SOCKET_IN_FLOAT(sheen_roughness, "Sheen Roughness", 0.5f);
SOCKET_IN_COLOR(sheen_tint, "Sheen Tint", one_float3());
SOCKET_IN_FLOAT(coat_weight, "Coat Weight", 0.0f);
SOCKET_IN_FLOAT(coat_roughness, "Coat Roughness", 0.03f);
SOCKET_IN_FLOAT(coat_ior, "Coat IOR", 1.5f);
SOCKET_IN_COLOR(coat_tint, "Coat Tint", one_float3());
SOCKET_IN_NORMAL(coat_normal, "Coat Normal", zero_float3(), SocketType::LINK_NORMAL);
SOCKET_IN_COLOR(emission_color, "Emission Color", one_float3());
SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 0.0f);
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;
}
void PrincipledBsdfNode::simplify_settings(Scene * /* scene */)
{
if (!has_surface_emission()) {
/* Emission will be zero, so optimize away any connected emission input. */
ShaderInput *emission_in = input("Emission Color");
ShaderInput *strength_in = input("Emission Strength");
if (emission_in->link) {
emission_in->disconnect();
}
if (strength_in->link) {
strength_in->disconnect();
}
}
}
bool PrincipledBsdfNode::has_surface_transparent()
{
ShaderInput *alpha_in = input("Alpha");
return (alpha_in->link != NULL || alpha < (1.0f - CLOSURE_WEIGHT_CUTOFF));
}
bool PrincipledBsdfNode::has_surface_emission()
{
ShaderInput *emission_color_in = input("Emission Color");
ShaderInput *emission_strength_in = input("Emission Strength");
return (emission_color_in->link != NULL || reduce_max(emission_color) > CLOSURE_WEIGHT_CUTOFF) &&
(emission_strength_in->link != NULL || emission_strength > CLOSURE_WEIGHT_CUTOFF);
}
bool PrincipledBsdfNode::has_surface_bssrdf()
{
ShaderInput *subsurface_weight_in = input("Subsurface Weight");
ShaderInput *subsurface_scale_in = input("Subsurface Scale");
return (subsurface_weight_in->link != NULL || subsurface_weight > CLOSURE_WEIGHT_CUTOFF) &&
(subsurface_scale_in->link != NULL || subsurface_scale != 0.0f);
}
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 *base_color_in = input("Base Color");
ShaderInput *p_metallic = input("Metallic");
ShaderInput *p_subsurface_weight = input("Subsurface Weight");
ShaderInput *emission_strength_in = input("Emission Strength");
ShaderInput *alpha_in = input("Alpha");
float3 weight = one_float3();
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, weight);
int normal_offset = compiler.stack_assign_if_linked(input("Normal"));
int coat_normal_offset = compiler.stack_assign_if_linked(input("Coat Normal"));
int tangent_offset = compiler.stack_assign_if_linked(input("Tangent"));
int specular_ior_level_offset = compiler.stack_assign(input("Specular IOR Level"));
int roughness_offset = compiler.stack_assign(input("Roughness"));
int specular_tint_offset = compiler.stack_assign(input("Specular Tint"));
int anisotropic_offset = compiler.stack_assign(input("Anisotropic"));
int sheen_weight_offset = compiler.stack_assign(input("Sheen Weight"));
int sheen_roughness_offset = compiler.stack_assign(input("Sheen Roughness"));
int sheen_tint_offset = compiler.stack_assign(input("Sheen Tint"));
int coat_weight_offset = compiler.stack_assign(input("Coat Weight"));
int coat_roughness_offset = compiler.stack_assign(input("Coat Roughness"));
int coat_ior_offset = compiler.stack_assign(input("Coat IOR"));
int coat_tint_offset = compiler.stack_assign(input("Coat Tint"));
int ior_offset = compiler.stack_assign(input("IOR"));
int transmission_weight_offset = compiler.stack_assign(input("Transmission Weight"));
int anisotropic_rotation_offset = compiler.stack_assign(input("Anisotropic Rotation"));
int subsurface_radius_offset = compiler.stack_assign(input("Subsurface Radius"));
int subsurface_scale_offset = compiler.stack_assign(input("Subsurface Scale"));
int subsurface_ior_offset = compiler.stack_assign(input("Subsurface IOR"));
int subsurface_anisotropy_offset = compiler.stack_assign(input("Subsurface Anisotropy"));
int alpha_offset = compiler.stack_assign_if_linked(alpha_in);
int emission_strength_offset = compiler.stack_assign_if_linked(emission_strength_in);
int emission_color_offset = compiler.stack_assign(input("Emission Color"));
compiler.add_node(
NODE_CLOSURE_BSDF,
compiler.encode_uchar4(closure,
compiler.stack_assign(p_metallic),
compiler.stack_assign(p_subsurface_weight),
compiler.closure_mix_weight_offset()),
__float_as_int((p_metallic) ? get_float(p_metallic->socket_type) : 0.0f),
__float_as_int((p_subsurface_weight) ? get_float(p_subsurface_weight->socket_type) : 0.0f));
compiler.add_node(
normal_offset,
tangent_offset,
compiler.encode_uchar4(
specular_ior_level_offset, roughness_offset, specular_tint_offset, anisotropic_offset),
compiler.encode_uchar4(sheen_weight_offset, sheen_tint_offset, sheen_roughness_offset));
compiler.add_node(
compiler.encode_uchar4(
ior_offset, transmission_weight_offset, anisotropic_rotation_offset, coat_normal_offset),
distribution,
subsurface_method,
compiler.encode_uchar4(
coat_weight_offset, coat_roughness_offset, coat_ior_offset, coat_tint_offset));
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(subsurface_ior_offset,
subsurface_radius_offset,
subsurface_scale_offset,
subsurface_anisotropy_offset);
compiler.add_node(
compiler.encode_uchar4(
alpha_offset, emission_strength_offset, emission_color_offset, SVM_STACK_INVALID),
__float_as_int(get_float(alpha_in->socket_type)),
__float_as_int(get_float(emission_strength_in->socket_type)),
SVM_STACK_INVALID);
}
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", CLOSURE_BSSRDF_RANDOM_WALK_ID);
method_enum.insert("random_walk_skin", CLOSURE_BSSRDF_RANDOM_WALK_SKIN_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);
/* Scattering models. */
static NodeEnum model_enum;
model_enum.insert("Chiang", NODE_PRINCIPLED_HAIR_CHIANG);
model_enum.insert("Huang", NODE_PRINCIPLED_HAIR_HUANG);
SOCKET_ENUM(model, "Model", model_enum, NODE_PRINCIPLED_HAIR_HUANG);
/* 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));
SOCKET_IN_FLOAT(aspect_ratio, "Aspect Ratio", 0.85f);
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_FLOAT(R, "R lobe", 1.0f);
SOCKET_IN_FLOAT(TT, "TT lobe", 1.0f);
SOCKET_IN_FLOAT(TRT, "TRT lobe", 1.0f);
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_HUANG_ID;
}
/* Treat hair as transparent if the hit is outside of the projected width. */
bool PrincipledHairBsdfNode::has_surface_transparent()
{
if (model == NODE_PRINCIPLED_HAIR_HUANG) {
if (aspect_ratio != 1.0f || input("Aspect Ratio")->link) {
return true;
}
}
return false;
}
void PrincipledHairBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if (has_surface_transparent()) {
/* Make sure we have the normal for elliptical cross section tracking. */
attributes->add(ATTR_STD_VERTEX_NORMAL);
}
if (!input("Random")->link) {
/* Enable retrieving Hair Info -> Random if Random isn't linked. */
attributes->add(ATTR_STD_CURVE_RANDOM);
}
ShaderNode::attributes(shader, attributes);
}
/* Prepares the input data for the SVM shader. */
void PrincipledHairBsdfNode::compile(SVMCompiler &compiler)
{
closure = (model == NODE_PRINCIPLED_HAIR_HUANG) ? CLOSURE_BSDF_HAIR_HUANG_ID :
CLOSURE_BSDF_HAIR_CHIANG_ID;
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");
ShaderInput *R_in = input("R lobe");
ShaderInput *TT_in = input("TT lobe");
ShaderInput *TRT_in = input("TRT lobe");
ShaderInput *aspect_ratio_in = input("Aspect Ratio");
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"));
int roughness_ofs = compiler.stack_assign_if_linked(roughness_in);
int radial_roughness_ofs = compiler.stack_assign_if_linked(radial_roughness_in);
int offset_ofs = compiler.stack_assign_if_linked(offset_in);
int ior_ofs = compiler.stack_assign_if_linked(ior_in);
int coat_ofs = compiler.stack_assign_if_linked(coat_in);
int melanin_ofs = compiler.stack_assign_if_linked(melanin_in);
int melanin_redness_ofs = compiler.stack_assign_if_linked(melanin_redness_in);
ShaderInput *random_in = input("Random");
int attr_random = random_in->link ? SVM_STACK_INVALID :
compiler.attribute(ATTR_STD_CURVE_RANDOM);
int random_in_ofs = compiler.stack_assign_if_linked(random_in);
int random_color_ofs = compiler.stack_assign_if_linked(random_color_in);
int random_roughness_ofs = compiler.stack_assign_if_linked(random_roughness_in);
/* Encode all parameters into data nodes. */
/* node */
compiler.add_node(
NODE_CLOSURE_BSDF,
/* Socket IDs can be packed 4 at a time into a single data packet */
compiler.encode_uchar4(
closure, roughness_ofs, random_roughness_ofs, compiler.closure_mix_weight_offset()),
/* The rest are stored as unsigned integers */
__float_as_uint(roughness),
__float_as_uint(random_roughness));
/* data node */
compiler.add_node(SVM_STACK_INVALID,
compiler.encode_uchar4(offset_ofs, ior_ofs, color_ofs, parametrization),
__float_as_uint(offset),
__float_as_uint(ior));
/* data node 2 */
compiler.add_node(compiler.encode_uchar4(
tint_ofs, melanin_ofs, melanin_redness_ofs, absorption_coefficient_ofs),
attr_random,
__float_as_uint(melanin),
__float_as_uint(melanin_redness));
/* data node 3 */
if (model == NODE_PRINCIPLED_HAIR_HUANG) {
compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(aspect_ratio_in),
random_in_ofs,
random_color_ofs,
compiler.attribute(ATTR_STD_VERTEX_NORMAL)),
__float_as_uint(random),
__float_as_uint(random_color),
__float_as_uint(aspect_ratio));
}
else {
compiler.add_node(
compiler.encode_uchar4(coat_ofs, random_in_ofs, random_color_ofs, radial_roughness_ofs),
__float_as_uint(random),
__float_as_uint(random_color),
__float_as_uint(coat));
}
/* data node 4 */
compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(R_in),
compiler.stack_assign_if_linked(TT_in),
compiler.stack_assign_if_linked(TRT_in),
SVM_STACK_INVALID),
__float_as_uint(model == NODE_PRINCIPLED_HAIR_HUANG ? R : radial_roughness),
__float_as_uint(TT),
__float_as_uint(TRT));
}
/* Prepares the input data for the OSL shader. */
void PrincipledHairBsdfNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "model");
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_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_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_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(alpha, "Alpha");
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("Alpha");
if (!out->links.empty()) {
compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_ALPHA, 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");
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));
}
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");
}
/* Point Info */
NODE_DEFINE(PointInfoNode)
{
NodeType *type = NodeType::add("point_info", create, NodeType::SHADER);
SOCKET_OUT_POINT(position, "Position");
SOCKET_OUT_FLOAT(radius, "Radius");
SOCKET_OUT_FLOAT(random, "Random");
return type;
}
PointInfoNode::PointInfoNode() : ShaderNode(get_node_type()) {}
void PointInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if (shader->has_surface_link()) {
if (!output("Random")->links.empty()) {
attributes->add(ATTR_STD_POINT_RANDOM);
}
}
ShaderNode::attributes(shader, attributes);
}
void PointInfoNode::compile(SVMCompiler &compiler)
{
ShaderOutput *out;
out = output("Position");
if (!out->links.empty()) {
compiler.add_node(NODE_POINT_INFO, NODE_INFO_POINT_POSITION, compiler.stack_assign(out));
}
out = output("Radius");
if (!out->links.empty()) {
compiler.add_node(NODE_POINT_INFO, NODE_INFO_POINT_RADIUS, compiler.stack_assign(out));
}
out = output("Random");
if (!out->links.empty()) {
int attr = compiler.attribute(ATTR_STD_POINT_RANDOM);
compiler.add_node(NODE_ATTR, attr, compiler.stack_assign(out), NODE_ATTR_OUTPUT_FLOAT);
}
}
void PointInfoNode::compile(OSLCompiler &compiler)
{
compiler.add(this, "node_point_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_COL);
type_enum.insert("soft_light", NODE_MIX_SOFT);
type_enum.insert("linear_light", NODE_MIX_LINEAR);
type_enum.insert("exclusion", NODE_MIX_EXCLUSION);
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_clamped_factor(mix_type, fac, color1, color2), use_clamp);
}
else {
folder.fold_mix(mix_type, use_clamp);
}
}
/* Mix Color */
NODE_DEFINE(MixColorNode)
{
NodeType *type = NodeType::add("mix_color", 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_COL);
type_enum.insert("soft_light", NODE_MIX_SOFT);
type_enum.insert("linear_light", NODE_MIX_LINEAR);
type_enum.insert("exclusion", NODE_MIX_EXCLUSION);
SOCKET_ENUM(blend_type, "Type", type_enum, NODE_MIX_BLEND);
SOCKET_IN_FLOAT(fac, "Factor", 0.5f);
SOCKET_IN_COLOR(a, "A", zero_float3());
SOCKET_IN_COLOR(b, "B", zero_float3());
SOCKET_BOOLEAN(use_clamp_result, "Use Clamp Result", false);
SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
SOCKET_OUT_COLOR(result, "Result");
return type;
}
MixColorNode::MixColorNode() : ShaderNode(get_node_type()) {}
void MixColorNode::compile(SVMCompiler &compiler)
{
ShaderInput *fac_in = input("Factor");
ShaderInput *a_in = input("A");
ShaderInput *b_in = input("B");
ShaderOutput *result_out = output("Result");
int fac_in_stack_offset = compiler.stack_assign(fac_in);
int a_in_stack_offset = compiler.stack_assign(a_in);
int b_in_stack_offset = compiler.stack_assign(b_in);
compiler.add_node(
NODE_MIX_COLOR,
compiler.encode_uchar4(use_clamp, blend_type, use_clamp_result),
compiler.encode_uchar4(fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
compiler.stack_assign(result_out));
}
void MixColorNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "blend_type");
compiler.parameter(this, "use_clamp");
compiler.parameter(this, "use_clamp_result");
compiler.add(this, "node_mix_color");
}
void MixColorNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
if (use_clamp) {
fac = clamp(fac, 0.0f, 1.0f);
}
folder.make_constant_clamp(svm_mix(blend_type, fac, a, b), use_clamp_result);
}
else {
folder.fold_mix_color(blend_type, use_clamp, use_clamp_result);
}
}
/* Mix Float */
NODE_DEFINE(MixFloatNode)
{
NodeType *type = NodeType::add("mix_float", create, NodeType::SHADER);
SOCKET_IN_FLOAT(fac, "Factor", 0.5f);
SOCKET_IN_FLOAT(a, "A", 0.0f);
SOCKET_IN_FLOAT(b, "B", 0.0f);
SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
SOCKET_OUT_FLOAT(result, "Result");
return type;
}
MixFloatNode::MixFloatNode() : ShaderNode(get_node_type()) {}
void MixFloatNode::compile(SVMCompiler &compiler)
{
ShaderInput *fac_in = input("Factor");
ShaderInput *a_in = input("A");
ShaderInput *b_in = input("B");
ShaderOutput *result_out = output("Result");
int fac_in_stack_offset = compiler.stack_assign(fac_in);
int a_in_stack_offset = compiler.stack_assign(a_in);
int b_in_stack_offset = compiler.stack_assign(b_in);
compiler.add_node(
NODE_MIX_FLOAT,
use_clamp,
compiler.encode_uchar4(fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
compiler.stack_assign(result_out));
}
void MixFloatNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "use_clamp");
compiler.add(this, "node_mix_float");
}
void MixFloatNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
if (use_clamp) {
fac = clamp(fac, 0.0f, 1.0f);
}
folder.make_constant(a * (1 - fac) + b * fac);
}
else {
folder.fold_mix_float(use_clamp, false);
}
}
/* Mix Vector */
NODE_DEFINE(MixVectorNode)
{
NodeType *type = NodeType::add("mix_vector", create, NodeType::SHADER);
SOCKET_IN_FLOAT(fac, "Factor", 0.5f);
SOCKET_IN_VECTOR(a, "A", zero_float3());
SOCKET_IN_VECTOR(b, "B", zero_float3());
SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
SOCKET_OUT_VECTOR(result, "Result");
return type;
}
MixVectorNode::MixVectorNode() : ShaderNode(get_node_type()) {}
void MixVectorNode::compile(SVMCompiler &compiler)
{
ShaderInput *fac_in = input("Factor");
ShaderInput *a_in = input("A");
ShaderInput *b_in = input("B");
ShaderOutput *result_out = output("Result");
int fac_in_stack_offset = compiler.stack_assign(fac_in);
int a_in_stack_offset = compiler.stack_assign(a_in);
int b_in_stack_offset = compiler.stack_assign(b_in);
compiler.add_node(
NODE_MIX_VECTOR,
compiler.encode_uchar4(use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
compiler.stack_assign(result_out));
}
void MixVectorNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "use_clamp");
compiler.add(this, "node_mix_vector");
}
void MixVectorNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
if (use_clamp) {
fac = clamp(fac, 0.0f, 1.0f);
}
folder.make_constant(a * (one_float3() - fac) + b * fac);
}
else {
folder.fold_mix_color(NODE_MIX_BLEND, use_clamp, false);
}
}
/* Mix Vector Non Uniform */
NODE_DEFINE(MixVectorNonUniformNode)
{
NodeType *type = NodeType::add("mix_vector_non_uniform", create, NodeType::SHADER);
SOCKET_IN_VECTOR(fac, "Factor", make_float3(0.5f, 0.5f, 0.5f));
SOCKET_IN_VECTOR(a, "A", zero_float3());
SOCKET_IN_VECTOR(b, "B", zero_float3());
SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
SOCKET_OUT_VECTOR(result, "Result");
return type;
}
MixVectorNonUniformNode::MixVectorNonUniformNode() : ShaderNode(get_node_type()) {}
void MixVectorNonUniformNode::compile(SVMCompiler &compiler)
{
ShaderInput *fac_in = input("Factor");
ShaderInput *a_in = input("A");
ShaderInput *b_in = input("B");
ShaderOutput *result_out = output("Result");
int fac_in_stack_offset = compiler.stack_assign(fac_in);
int a_in_stack_offset = compiler.stack_assign(a_in);
int b_in_stack_offset = compiler.stack_assign(b_in);
compiler.add_node(
NODE_MIX_VECTOR_NON_UNIFORM,
compiler.encode_uchar4(use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
compiler.stack_assign(result_out));
}
void MixVectorNonUniformNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "use_clamp");
compiler.add(this, "node_mix_vector_non_uniform");
}
void MixVectorNonUniformNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
if (use_clamp) {
fac = saturate(fac);
}
folder.make_constant(a * (one_float3() - fac) + b * fac);
}
}
/* Combine Color */
NODE_DEFINE(CombineColorNode)
{
NodeType *type = NodeType::add("combine_color", create, NodeType::SHADER);
static NodeEnum type_enum;
type_enum.insert("rgb", NODE_COMBSEP_COLOR_RGB);
type_enum.insert("hsv", NODE_COMBSEP_COLOR_HSV);
type_enum.insert("hsl", NODE_COMBSEP_COLOR_HSL);
SOCKET_ENUM(color_type, "Type", type_enum, NODE_COMBSEP_COLOR_RGB);
SOCKET_IN_FLOAT(r, "Red", 0.0f);
SOCKET_IN_FLOAT(g, "Green", 0.0f);
SOCKET_IN_FLOAT(b, "Blue", 0.0f);
SOCKET_OUT_COLOR(color, "Color");
return type;
}
CombineColorNode::CombineColorNode() : ShaderNode(get_node_type()) {}
void CombineColorNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
folder.make_constant(svm_combine_color(color_type, make_float3(r, g, b)));
}
}
void CombineColorNode::compile(SVMCompiler &compiler)
{
ShaderInput *red_in = input("Red");
ShaderInput *green_in = input("Green");
ShaderInput *blue_in = input("Blue");
ShaderOutput *color_out = output("Color");
int red_stack_offset = compiler.stack_assign(red_in);
int green_stack_offset = compiler.stack_assign(green_in);
int blue_stack_offset = compiler.stack_assign(blue_in);
int color_stack_offset = compiler.stack_assign(color_out);
compiler.add_node(
NODE_COMBINE_COLOR,
color_type,
compiler.encode_uchar4(red_stack_offset, green_stack_offset, blue_stack_offset),
color_stack_offset);
}
void CombineColorNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "color_type");
compiler.add(this, "node_combine_color");
}
/* 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 Color */
NODE_DEFINE(SeparateColorNode)
{
NodeType *type = NodeType::add("separate_color", create, NodeType::SHADER);
static NodeEnum type_enum;
type_enum.insert("rgb", NODE_COMBSEP_COLOR_RGB);
type_enum.insert("hsv", NODE_COMBSEP_COLOR_HSV);
type_enum.insert("hsl", NODE_COMBSEP_COLOR_HSL);
SOCKET_ENUM(color_type, "Type", type_enum, NODE_COMBSEP_COLOR_RGB);
SOCKET_IN_COLOR(color, "Color", zero_float3());
SOCKET_OUT_FLOAT(r, "Red");
SOCKET_OUT_FLOAT(g, "Green");
SOCKET_OUT_FLOAT(b, "Blue");
return type;
}
SeparateColorNode::SeparateColorNode() : ShaderNode(get_node_type()) {}
void SeparateColorNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
float3 col = svm_separate_color(color_type, color);
for (int channel = 0; channel < 3; channel++) {
if (outputs[channel] == folder.output) {
folder.make_constant(col[channel]);
return;
}
}
}
}
void SeparateColorNode::compile(SVMCompiler &compiler)
{
ShaderInput *color_in = input("Color");
ShaderOutput *red_out = output("Red");
ShaderOutput *green_out = output("Green");
ShaderOutput *blue_out = output("Blue");
int color_stack_offset = compiler.stack_assign(color_in);
int red_stack_offset = compiler.stack_assign(red_out);
int green_stack_offset = compiler.stack_assign(green_out);
int blue_stack_offset = compiler.stack_assign(blue_out);
compiler.add_node(
NODE_SEPARATE_COLOR,
color_type,
color_stack_offset,
compiler.encode_uchar4(red_stack_offset, green_stack_offset, blue_stack_offset));
}
void SeparateColorNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "color_type");
compiler.add(this, "node_separate_color");
}
/* 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", 1.5f);
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()) {
const float3 rgb_rec709 = svm_math_blackbody_color_rec709(temperature);
const float3 rgb = folder.scene->shader_manager->rec709_to_scene_linear(rgb_rec709);
folder.make_constant(max(rgb, zero_float3()));
}
}
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");
}
/* Vector Map Range Node */
NODE_DEFINE(VectorMapRangeNode)
{
NodeType *type = NodeType::add("vector_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_VECTOR(vector, "Vector", zero_float3());
SOCKET_IN_VECTOR(from_min, "From_Min_FLOAT3", zero_float3());
SOCKET_IN_VECTOR(from_max, "From_Max_FLOAT3", one_float3());
SOCKET_IN_VECTOR(to_min, "To_Min_FLOAT3", zero_float3());
SOCKET_IN_VECTOR(to_max, "To_Max_FLOAT3", one_float3());
SOCKET_IN_VECTOR(steps, "Steps_FLOAT3", make_float3(4.0f));
SOCKET_BOOLEAN(use_clamp, "Use Clamp", false);
SOCKET_OUT_VECTOR(vector, "Vector");
return type;
}
VectorMapRangeNode::VectorMapRangeNode() : ShaderNode(get_node_type()) {}
void VectorMapRangeNode::expand(ShaderGraph * /*graph*/) {}
void VectorMapRangeNode::compile(SVMCompiler &compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *from_min_in = input("From_Min_FLOAT3");
ShaderInput *from_max_in = input("From_Max_FLOAT3");
ShaderInput *to_min_in = input("To_Min_FLOAT3");
ShaderInput *to_max_in = input("To_Max_FLOAT3");
ShaderInput *steps_in = input("Steps_FLOAT3");
ShaderOutput *vector_out = output("Vector");
int value_stack_offset = compiler.stack_assign(vector_in);
int from_min_stack_offset = compiler.stack_assign(from_min_in);
int from_max_stack_offset = compiler.stack_assign(from_max_in);
int to_min_stack_offset = compiler.stack_assign(to_min_in);
int to_max_stack_offset = compiler.stack_assign(to_max_in);
int steps_stack_offset = compiler.stack_assign(steps_in);
int result_stack_offset = compiler.stack_assign(vector_out);
compiler.add_node(
NODE_VECTOR_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(steps_stack_offset, use_clamp, range_type, result_stack_offset));
}
void VectorMapRangeNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "range_type");
compiler.parameter(this, "use_clamp");
compiler.add(this, "node_vector_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("floored_modulo", NODE_MATH_FLOORED_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.encode_uchar4(compiler.stack_assign(normal_out), compiler.get_bump_state_offset()));
}
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, extrapolate, curves.size()).x;
result[1] = rgb_ramp_lookup(curves.data(), pos[1], true, extrapolate, curves.size()).y;
result[2] = rgb_ramp_lookup(curves.data(), pos[2], true, extrapolate, 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(ShaderNodeType(type),
compiler.encode_uchar4(compiler.stack_assign(fac_in),
compiler.stack_assign(value_in),
compiler.stack_assign(value_out),
extrapolate),
__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.parameter(this, "extrapolate");
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_BOOLEAN(extrapolate, "Extrapolate", true);
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_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_BOOLEAN(extrapolate, "Extrapolate", true);
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_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_BOOLEAN(extrapolate, "Extrapolate", true);
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, extrapolate, 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),
extrapolate),
__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.parameter(this, "extrapolate");
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;
has_emission = false;
}
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, const int flags)
{
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, flags | 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_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_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