Cycles: implement pointiness geometry attribute
[blender.git] / intern / cycles / render / nodes.cpp
1 /*
2  * Copyright 2011-2013 Blender Foundation
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16
17 #include "image.h"
18 #include "nodes.h"
19 #include "svm.h"
20 #include "svm_math_util.h"
21 #include "osl.h"
22 #include "sky_model.h"
23
24 #include "util_foreach.h"
25 #include "util_transform.h"
26
27 CCL_NAMESPACE_BEGIN
28
29 /* Texture Mapping */
30
31 TextureMapping::TextureMapping()
32 {
33         translation = make_float3(0.0f, 0.0f, 0.0f);
34         rotation = make_float3(0.0f, 0.0f, 0.0f);
35         scale = make_float3(1.0f, 1.0f, 1.0f);
36
37         min = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
38         max = make_float3(FLT_MAX, FLT_MAX, FLT_MAX);
39
40         use_minmax = false;
41
42         x_mapping = X;
43         y_mapping = Y;
44         z_mapping = Z;
45
46         type = TEXTURE;
47
48         projection = FLAT;
49 }
50
51 Transform TextureMapping::compute_transform()
52 {
53         Transform mmat = transform_scale(make_float3(0.0f, 0.0f, 0.0f));
54
55         if(x_mapping != NONE)
56                 mmat[0][x_mapping-1] = 1.0f;
57         if(y_mapping != NONE)
58                 mmat[1][y_mapping-1] = 1.0f;
59         if(z_mapping != NONE)
60                 mmat[2][z_mapping-1] = 1.0f;
61         
62         float3 scale_clamped = scale;
63
64         if(type == TEXTURE || type == NORMAL) {
65                 /* keep matrix invertible */
66                 if(fabsf(scale.x) < 1e-5f)
67                         scale_clamped.x = signf(scale.x)*1e-5f;
68                 if(fabsf(scale.y) < 1e-5f)
69                         scale_clamped.y = signf(scale.y)*1e-5f;
70                 if(fabsf(scale.z) < 1e-5f)
71                         scale_clamped.z = signf(scale.z)*1e-5f;
72         }
73         
74         Transform smat = transform_scale(scale_clamped);
75         Transform rmat = transform_euler(rotation);
76         Transform tmat = transform_translate(translation);
77
78         Transform mat;
79
80         switch(type) {
81                 case TEXTURE:
82                         /* inverse transform on texture coordinate gives
83                          * forward transform on texture */
84                         mat = tmat*rmat*smat;
85                         mat = transform_inverse(mat);
86                         break;
87                 case POINT:
88                         /* full transform */
89                         mat = tmat*rmat*smat;
90                         break;
91                 case VECTOR:
92                         /* no translation for vectors */
93                         mat = rmat*smat;
94                         break;
95                 case NORMAL:
96                         /* no translation for normals, and inverse transpose */
97                         mat = rmat*smat;
98                         mat = transform_inverse(mat);
99                         mat = transform_transpose(mat);
100                         break;
101         }
102
103         /* projection last */
104         mat = mat*mmat;
105
106         return mat;
107 }
108
109 bool TextureMapping::skip()
110 {
111         if(translation != make_float3(0.0f, 0.0f, 0.0f))
112                 return false;
113         if(rotation != make_float3(0.0f, 0.0f, 0.0f))
114                 return false;
115         if(scale != make_float3(1.0f, 1.0f, 1.0f))
116                 return false;
117         
118         if(x_mapping != X || y_mapping != Y || z_mapping != Z)
119                 return false;
120         if(use_minmax)
121                 return false;
122         
123         return true;
124 }
125
126 void TextureMapping::compile(SVMCompiler& compiler, int offset_in, int offset_out)
127 {
128         if(offset_in == SVM_STACK_INVALID || offset_out == SVM_STACK_INVALID)
129                 return;
130
131         compiler.add_node(NODE_MAPPING, offset_in, offset_out);
132
133         Transform tfm = compute_transform();
134         compiler.add_node(tfm.x);
135         compiler.add_node(tfm.y);
136         compiler.add_node(tfm.z);
137         compiler.add_node(tfm.w);
138
139         if(use_minmax) {
140                 compiler.add_node(NODE_MIN_MAX, offset_out, offset_out);
141                 compiler.add_node(float3_to_float4(min));
142                 compiler.add_node(float3_to_float4(max));
143         }
144
145         if(type == NORMAL) {
146                 compiler.add_node(NODE_VECTOR_MATH, NODE_VECTOR_MATH_NORMALIZE, offset_out, offset_out);
147                 compiler.add_node(NODE_VECTOR_MATH, SVM_STACK_INVALID, offset_out);
148         }
149 }
150
151 void TextureMapping::compile(OSLCompiler &compiler)
152 {
153         if(!skip()) {
154                 Transform tfm = transform_transpose(compute_transform());
155
156                 compiler.parameter("mapping", tfm);
157                 compiler.parameter("use_mapping", 1);
158         }
159 }
160
161 /* Image Texture */
162
163 static ShaderEnum color_space_init()
164 {
165         ShaderEnum enm;
166
167         enm.insert("None", 0);
168         enm.insert("Color", 1);
169
170         return enm;
171 }
172
173 static ShaderEnum image_projection_init()
174 {
175         ShaderEnum enm;
176
177         enm.insert("Flat", NODE_IMAGE_PROJ_FLAT);
178         enm.insert("Box", NODE_IMAGE_PROJ_BOX);
179         enm.insert("Sphere", NODE_IMAGE_PROJ_SPHERE);
180         enm.insert("Tube", NODE_IMAGE_PROJ_TUBE);
181
182         return enm;
183 }
184
185 ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
186 ShaderEnum ImageTextureNode::projection_enum = image_projection_init();
187
188 ImageTextureNode::ImageTextureNode()
189 : TextureNode("image_texture")
190 {
191         image_manager = NULL;
192         slot = -1;
193         is_float = -1;
194         is_linear = false;
195         use_alpha = true;
196         filename = "";
197         builtin_data = NULL;
198         color_space = ustring("Color");
199         projection = ustring("Flat");
200         interpolation = INTERPOLATION_LINEAR;
201         projection_blend = 0.0f;
202         animated = false;
203
204         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
205         add_output("Color", SHADER_SOCKET_COLOR);
206         add_output("Alpha", SHADER_SOCKET_FLOAT);
207 }
208
209 ImageTextureNode::~ImageTextureNode()
210 {
211         if(image_manager)
212                 image_manager->remove_image(filename, builtin_data, interpolation);
213 }
214
215 ShaderNode *ImageTextureNode::clone() const
216 {
217         ImageTextureNode *node = new ImageTextureNode(*this);
218         node->image_manager = NULL;
219         node->slot = -1;
220         node->is_float = -1;
221         node->is_linear = false;
222         return node;
223 }
224
225 void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
226 {
227 #ifdef WITH_PTEX
228         /* todo: avoid loading other texture coordinates when using ptex,
229          * and hide texture coordinate socket in the UI */
230         if (shader->has_surface && string_endswith(filename, ".ptx")) {
231                 /* ptex */
232                 attributes->add(ATTR_STD_PTEX_FACE_ID);
233                 attributes->add(ATTR_STD_PTEX_UV);
234         }
235 #endif
236
237         ShaderNode::attributes(shader, attributes);
238 }
239
240 void ImageTextureNode::compile(SVMCompiler& compiler)
241 {
242         ShaderInput *vector_in = input("Vector");
243         ShaderOutput *color_out = output("Color");
244         ShaderOutput *alpha_out = output("Alpha");
245
246         image_manager = compiler.image_manager;
247         if(is_float == -1) {
248                 bool is_float_bool;
249                 slot = image_manager->add_image(filename, builtin_data,
250                                                 animated, 0, is_float_bool, is_linear,
251                                                 interpolation, use_alpha);
252                 is_float = (int)is_float_bool;
253         }
254
255         if(!color_out->links.empty())
256                 compiler.stack_assign(color_out);
257         if(!alpha_out->links.empty())
258                 compiler.stack_assign(alpha_out);
259
260         if(slot != -1) {
261                 compiler.stack_assign(vector_in);
262
263                 int srgb = (is_linear || color_space != "Color")? 0: 1;
264                 int vector_offset = vector_in->stack_offset;
265
266                 if(!tex_mapping.skip()) {
267                         vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
268                         tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
269                 }
270
271                 if(projection != "Box") {
272                         compiler.add_node(NODE_TEX_IMAGE,
273                                 slot,
274                                 compiler.encode_uchar4(
275                                         vector_offset,
276                                         color_out->stack_offset,
277                                         alpha_out->stack_offset,
278                                         srgb),
279                                 projection_enum[projection]);
280                 }
281                 else {
282                         compiler.add_node(NODE_TEX_IMAGE_BOX,
283                                 slot,
284                                 compiler.encode_uchar4(
285                                         vector_offset,
286                                         color_out->stack_offset,
287                                         alpha_out->stack_offset,
288                                         srgb),
289                                 __float_as_int(projection_blend));
290                 }
291
292                 if(vector_offset != vector_in->stack_offset)
293                         compiler.stack_clear_offset(vector_in->type, vector_offset);
294         }
295         else {
296                 /* image not found */
297                 if(!color_out->links.empty()) {
298                         compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
299                         compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
300                                                                     TEX_IMAGE_MISSING_G,
301                                                                     TEX_IMAGE_MISSING_B));
302                 }
303                 if(!alpha_out->links.empty())
304                         compiler.add_node(NODE_VALUE_F, __float_as_int(TEX_IMAGE_MISSING_A), alpha_out->stack_offset);
305         }
306 }
307
308 void ImageTextureNode::compile(OSLCompiler& compiler)
309 {
310         ShaderOutput *alpha_out = output("Alpha");
311
312         tex_mapping.compile(compiler);
313
314         image_manager = compiler.image_manager;
315         if(is_float == -1) {
316                 if(builtin_data == NULL) {
317                         is_float = (int)image_manager->is_float_image(filename, NULL, is_linear);
318                 }
319                 else {
320                         bool is_float_bool;
321                         slot = image_manager->add_image(filename, builtin_data,
322                                                         animated, 0, is_float_bool, is_linear,
323                                                         interpolation, use_alpha);
324                         is_float = (int)is_float_bool;
325                 }
326         }
327
328         if(slot == -1) {
329                 compiler.parameter("filename", filename.c_str());
330         }
331         else {
332                 /* TODO(sergey): It's not so simple to pass custom attribute
333                  * to the texture() function in order to make builtin images
334                  * support more clear. So we use special file name which is
335                  * "@<slot_number>" and check whether file name matches this
336                  * mask in the OSLRenderServices::texture().
337                  */
338                 compiler.parameter("filename", string_printf("@%d", slot).c_str());
339         }
340         if(is_linear || color_space != "Color")
341                 compiler.parameter("color_space", "Linear");
342         else
343                 compiler.parameter("color_space", "sRGB");
344         compiler.parameter("projection", projection);
345         compiler.parameter("projection_blend", projection_blend);
346         compiler.parameter("is_float", is_float);
347         compiler.parameter("use_alpha", !alpha_out->links.empty());
348
349         switch (interpolation) {
350                 case INTERPOLATION_CLOSEST:
351                         compiler.parameter("interpolation", "closest");
352                         break;
353                 case INTERPOLATION_CUBIC:
354                         compiler.parameter("interpolation", "cubic");
355                         break;
356                 case INTERPOLATION_SMART:
357                         compiler.parameter("interpolation", "smart");
358                         break;
359                 case INTERPOLATION_LINEAR:
360                 default:
361                         compiler.parameter("interpolation", "linear");
362                         break;
363         }
364         compiler.add(this, "node_image_texture");
365 }
366
367 /* Environment Texture */
368
369 static ShaderEnum env_projection_init()
370 {
371         ShaderEnum enm;
372
373         enm.insert("Equirectangular", 0);
374         enm.insert("Mirror Ball", 1);
375
376         return enm;
377 }
378
379 ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
380 ShaderEnum EnvironmentTextureNode::projection_enum = env_projection_init();
381
382 EnvironmentTextureNode::EnvironmentTextureNode()
383 : TextureNode("environment_texture")
384 {
385         image_manager = NULL;
386         slot = -1;
387         is_float = -1;
388         is_linear = false;
389         use_alpha = true;
390         filename = "";
391         builtin_data = NULL;
392         color_space = ustring("Color");
393         projection = ustring("Equirectangular");
394         animated = false;
395
396         add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
397         add_output("Color", SHADER_SOCKET_COLOR);
398         add_output("Alpha", SHADER_SOCKET_FLOAT);
399 }
400
401 EnvironmentTextureNode::~EnvironmentTextureNode()
402 {
403         if(image_manager)
404                 image_manager->remove_image(filename, builtin_data, INTERPOLATION_LINEAR);
405 }
406
407 ShaderNode *EnvironmentTextureNode::clone() const
408 {
409         EnvironmentTextureNode *node = new EnvironmentTextureNode(*this);
410         node->image_manager = NULL;
411         node->slot = -1;
412         node->is_float = -1;
413         node->is_linear = false;
414         return node;
415 }
416
417 void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
418 {
419 #ifdef WITH_PTEX
420         if (shader->has_surface && string_endswith(filename, ".ptx")) {
421                 /* ptex */
422                 attributes->add(ATTR_STD_PTEX_FACE_ID);
423                 attributes->add(ATTR_STD_PTEX_UV);
424         }
425 #endif
426
427         ShaderNode::attributes(shader, attributes);
428 }
429
430 void EnvironmentTextureNode::compile(SVMCompiler& compiler)
431 {
432         ShaderInput *vector_in = input("Vector");
433         ShaderOutput *color_out = output("Color");
434         ShaderOutput *alpha_out = output("Alpha");
435
436         image_manager = compiler.image_manager;
437         if(slot == -1) {
438                 bool is_float_bool;
439                 slot = image_manager->add_image(filename, builtin_data,
440                                                 animated, 0, is_float_bool, is_linear,
441                                                 INTERPOLATION_LINEAR, use_alpha);
442                 is_float = (int)is_float_bool;
443         }
444
445         if(!color_out->links.empty())
446                 compiler.stack_assign(color_out);
447         if(!alpha_out->links.empty())
448                 compiler.stack_assign(alpha_out);
449         
450         if(slot != -1) {
451                 compiler.stack_assign(vector_in);
452
453                 int srgb = (is_linear || color_space != "Color")? 0: 1;
454                 int vector_offset = vector_in->stack_offset;
455
456                 if(!tex_mapping.skip()) {
457                         vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
458                         tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
459                 }
460
461                 compiler.add_node(NODE_TEX_ENVIRONMENT,
462                         slot,
463                         compiler.encode_uchar4(
464                                 vector_offset,
465                                 color_out->stack_offset,
466                                 alpha_out->stack_offset,
467                                 srgb),
468                         projection_enum[projection]);
469         
470                 if(vector_offset != vector_in->stack_offset)
471                         compiler.stack_clear_offset(vector_in->type, vector_offset);
472         }
473         else {
474                 /* image not found */
475                 if(!color_out->links.empty()) {
476                         compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
477                         compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
478                                                                     TEX_IMAGE_MISSING_G,
479                                                                     TEX_IMAGE_MISSING_B));
480                 }
481                 if(!alpha_out->links.empty())
482                         compiler.add_node(NODE_VALUE_F, __float_as_int(TEX_IMAGE_MISSING_A), alpha_out->stack_offset);
483         }
484 }
485
486 void EnvironmentTextureNode::compile(OSLCompiler& compiler)
487 {
488         ShaderOutput *alpha_out = output("Alpha");
489
490         tex_mapping.compile(compiler);
491
492         /* See comments in ImageTextureNode::compile about support
493          * of builtin images.
494          */
495         image_manager = compiler.image_manager;
496         if(is_float == -1) {
497                 if(builtin_data == NULL) {
498                         is_float = (int)image_manager->is_float_image(filename, NULL, is_linear);
499                 }
500                 else {
501                         bool is_float_bool;
502                         slot = image_manager->add_image(filename, builtin_data,
503                                                         animated, 0, is_float_bool, is_linear,
504                                                         INTERPOLATION_LINEAR, use_alpha);
505                         is_float = (int)is_float_bool;
506                 }
507         }
508
509         if(slot == -1) {
510                 compiler.parameter("filename", filename.c_str());
511         }
512         else {
513                 compiler.parameter("filename", string_printf("@%d", slot).c_str());
514         }
515         compiler.parameter("projection", projection);
516         if(is_linear || color_space != "Color")
517                 compiler.parameter("color_space", "Linear");
518         else
519                 compiler.parameter("color_space", "sRGB");
520         compiler.parameter("is_float", is_float);
521         compiler.parameter("use_alpha", !alpha_out->links.empty());
522         compiler.add(this, "node_environment_texture");
523 }
524
525 /* Sky Texture */
526
527 static float2 sky_spherical_coordinates(float3 dir)
528 {
529         return make_float2(acosf(dir.z), atan2f(dir.x, dir.y));
530 }
531
532 typedef struct SunSky {
533         /* sun direction in spherical and cartesian */
534         float theta, phi;
535
536         /* Parameter */
537         float radiance_x, radiance_y, radiance_z;
538         float config_x[9], config_y[9], config_z[9];
539 } SunSky;
540
541 /* Preetham model */
542 static float sky_perez_function(float lam[6], float theta, float gamma)
543 {
544         return (1.0f + lam[0]*expf(lam[1]/cosf(theta))) * (1.0f + lam[2]*expf(lam[3]*gamma)  + lam[4]*cosf(gamma)*cosf(gamma));
545 }
546
547 static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
548 {
549         /*
550         * We re-use the SunSky struct of the new model, to avoid extra variables
551         * zenith_Y/x/y is now radiance_x/y/z
552         * perez_Y/x/y is now config_x/y/z
553         */
554         
555         float2 spherical = sky_spherical_coordinates(dir);
556         float theta = spherical.x;
557         float phi = spherical.y;
558
559         sunsky->theta = theta;
560         sunsky->phi = phi;
561
562         float theta2 = theta*theta;
563         float theta3 = theta2*theta;
564         float T = turbidity;
565         float T2 = T * T;
566
567         float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
568         sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
569         sunsky->radiance_x *= 0.06f;
570
571         sunsky->radiance_y =
572         (0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
573         (-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
574         (0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
575
576         sunsky->radiance_z =
577         (0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
578         (-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta  + 0.00516f) * T +
579         (0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta  + 0.26688f);
580
581         sunsky->config_x[0] = (0.1787f * T  - 1.4630f);
582         sunsky->config_x[1] = (-0.3554f * T  + 0.4275f);
583         sunsky->config_x[2] = (-0.0227f * T  + 5.3251f);
584         sunsky->config_x[3] = (0.1206f * T  - 2.5771f);
585         sunsky->config_x[4] = (-0.0670f * T  + 0.3703f);
586
587         sunsky->config_y[0] = (-0.0193f * T  - 0.2592f);
588         sunsky->config_y[1] = (-0.0665f * T  + 0.0008f);
589         sunsky->config_y[2] = (-0.0004f * T  + 0.2125f);
590         sunsky->config_y[3] = (-0.0641f * T  - 0.8989f);
591         sunsky->config_y[4] = (-0.0033f * T  + 0.0452f);
592
593         sunsky->config_z[0] = (-0.0167f * T  - 0.2608f);
594         sunsky->config_z[1] = (-0.0950f * T  + 0.0092f);
595         sunsky->config_z[2] = (-0.0079f * T  + 0.2102f);
596         sunsky->config_z[3] = (-0.0441f * T  - 1.6537f);
597         sunsky->config_z[4] = (-0.0109f * T  + 0.0529f);
598
599         /* unused for old sky model */
600         for(int i = 5; i < 9; i++) {
601                 sunsky->config_x[i] = 0.0f;
602                 sunsky->config_y[i] = 0.0f;
603                 sunsky->config_z[i] = 0.0f;
604         }
605
606         sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta);
607         sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta);
608         sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta);
609 }
610
611 /* Hosek / Wilkie */
612 static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo)
613 {
614         /* Calculate Sun Direction and save coordinates */
615         float2 spherical = sky_spherical_coordinates(dir);
616         float theta = spherical.x;
617         float phi = spherical.y;
618         
619         /* Clamp Turbidity */
620         turbidity = clamp(turbidity, 0.0f, 10.0f); 
621         
622         /* Clamp to Horizon */
623         theta = clamp(theta, 0.0f, M_PI_2_F); 
624
625         sunsky->theta = theta;
626         sunsky->phi = phi;
627
628         double solarElevation = M_PI_2_F - theta;
629
630         /* Initialize Sky Model */
631         ArHosekSkyModelState *sky_state;
632         sky_state = arhosek_xyz_skymodelstate_alloc_init(turbidity, ground_albedo, solarElevation);
633
634         /* Copy values from sky_state to SunSky */
635         for (int i = 0; i < 9; ++i) {
636                 sunsky->config_x[i] = (float)sky_state->configs[0][i];
637                 sunsky->config_y[i] = (float)sky_state->configs[1][i];
638                 sunsky->config_z[i] = (float)sky_state->configs[2][i];
639         }
640         sunsky->radiance_x = (float)sky_state->radiances[0];
641         sunsky->radiance_y = (float)sky_state->radiances[1];
642         sunsky->radiance_z = (float)sky_state->radiances[2];
643
644         /* Free sky_state */
645         arhosekskymodelstate_free(sky_state);
646 }
647
648 static ShaderEnum sky_type_init()
649 {
650         ShaderEnum enm;
651
652         enm.insert("Preetham", NODE_SKY_OLD);
653         enm.insert("Hosek / Wilkie", NODE_SKY_NEW);
654
655         return enm;
656 }
657
658 ShaderEnum SkyTextureNode::type_enum = sky_type_init();
659
660 SkyTextureNode::SkyTextureNode()
661 : TextureNode("sky_texture")
662 {
663         type = ustring("Hosek / Wilkie");
664         
665         sun_direction = make_float3(0.0f, 0.0f, 1.0f);
666         turbidity = 2.2f;
667         ground_albedo = 0.3f;
668
669         add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
670         add_output("Color", SHADER_SOCKET_COLOR);
671 }
672
673 void SkyTextureNode::compile(SVMCompiler& compiler)
674 {
675         ShaderInput *vector_in = input("Vector");
676         ShaderOutput *color_out = output("Color");
677
678         SunSky sunsky;
679         if(type_enum[type] == NODE_SKY_OLD)
680                 sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
681         else if(type_enum[type] == NODE_SKY_NEW)
682                 sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
683         else
684                 assert(false);
685
686         if(vector_in->link)
687                 compiler.stack_assign(vector_in);
688
689         int vector_offset = vector_in->stack_offset;
690         int sky_model = type_enum[type];
691
692         if(!tex_mapping.skip()) {
693                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
694                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
695         }
696
697         compiler.stack_assign(color_out);
698         compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset, sky_model);
699         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));
700         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]));
701         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]));
702         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]));
703         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]));
704         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]));
705         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]));
706         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]));
707
708         if(vector_offset != vector_in->stack_offset)
709                 compiler.stack_clear_offset(vector_in->type, vector_offset);
710 }
711
712 void SkyTextureNode::compile(OSLCompiler& compiler)
713 {
714         tex_mapping.compile(compiler);
715
716         SunSky sunsky;
717
718         if(type_enum[type] == NODE_SKY_OLD)
719                 sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
720         else if(type_enum[type] == NODE_SKY_NEW)
721                 sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
722         else
723                 assert(false);
724                 
725         compiler.parameter("sky_model", type);
726         compiler.parameter("theta", sunsky.theta);
727         compiler.parameter("phi", sunsky.phi);
728         compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z));
729         compiler.parameter_array("config_x", sunsky.config_x, 9);
730         compiler.parameter_array("config_y", sunsky.config_y, 9);
731         compiler.parameter_array("config_z", sunsky.config_z, 9);
732         compiler.add(this, "node_sky_texture");
733 }
734
735 /* Gradient Texture */
736
737 static ShaderEnum gradient_type_init()
738 {
739         ShaderEnum enm;
740
741         enm.insert("Linear", NODE_BLEND_LINEAR);
742         enm.insert("Quadratic", NODE_BLEND_QUADRATIC);
743         enm.insert("Easing", NODE_BLEND_EASING);
744         enm.insert("Diagonal", NODE_BLEND_DIAGONAL);
745         enm.insert("Radial", NODE_BLEND_RADIAL);
746         enm.insert("Quadratic Sphere", NODE_BLEND_QUADRATIC_SPHERE);
747         enm.insert("Spherical", NODE_BLEND_SPHERICAL);
748
749         return enm;
750 }
751
752 ShaderEnum GradientTextureNode::type_enum = gradient_type_init();
753
754 GradientTextureNode::GradientTextureNode()
755 : TextureNode("gradient_texture")
756 {
757         type = ustring("Linear");
758
759         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
760         add_output("Color", SHADER_SOCKET_COLOR);
761         add_output("Fac", SHADER_SOCKET_FLOAT);
762 }
763
764 void GradientTextureNode::compile(SVMCompiler& compiler)
765 {
766         ShaderInput *vector_in = input("Vector");
767         ShaderOutput *color_out = output("Color");
768         ShaderOutput *fac_out = output("Fac");
769
770         if(vector_in->link) compiler.stack_assign(vector_in);
771
772         int vector_offset = vector_in->stack_offset;
773
774         if(!tex_mapping.skip()) {
775                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
776                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
777         }
778
779         if(!fac_out->links.empty())
780                 compiler.stack_assign(fac_out);
781         if(!color_out->links.empty())
782                 compiler.stack_assign(color_out);
783
784         compiler.add_node(NODE_TEX_GRADIENT,
785                 compiler.encode_uchar4(type_enum[type], vector_offset, fac_out->stack_offset, color_out->stack_offset));
786
787         if(vector_offset != vector_in->stack_offset)
788                 compiler.stack_clear_offset(vector_in->type, vector_offset);
789 }
790
791 void GradientTextureNode::compile(OSLCompiler& compiler)
792 {
793         tex_mapping.compile(compiler);
794
795         compiler.parameter("Type", type);
796         compiler.add(this, "node_gradient_texture");
797 }
798
799 /* Noise Texture */
800
801 NoiseTextureNode::NoiseTextureNode()
802 : TextureNode("noise_texture")
803 {
804         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
805         add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
806         add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
807         add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f);
808
809         add_output("Color", SHADER_SOCKET_COLOR);
810         add_output("Fac", SHADER_SOCKET_FLOAT);
811 }
812
813 void NoiseTextureNode::compile(SVMCompiler& compiler)
814 {
815         ShaderInput *distortion_in = input("Distortion");
816         ShaderInput *detail_in = input("Detail");
817         ShaderInput *scale_in = input("Scale");
818         ShaderInput *vector_in = input("Vector");
819         ShaderOutput *color_out = output("Color");
820         ShaderOutput *fac_out = output("Fac");
821
822         if(vector_in->link) compiler.stack_assign(vector_in);
823         if(scale_in->link) compiler.stack_assign(scale_in);
824         if(detail_in->link) compiler.stack_assign(detail_in);
825         if(distortion_in->link) compiler.stack_assign(distortion_in);
826
827         int vector_offset = vector_in->stack_offset;
828
829         if(!tex_mapping.skip()) {
830                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
831                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
832         }
833
834         if(!fac_out->links.empty())
835                 compiler.stack_assign(fac_out);
836         if(!color_out->links.empty())
837                 compiler.stack_assign(color_out);
838
839         compiler.add_node(NODE_TEX_NOISE,
840                 compiler.encode_uchar4(vector_offset, scale_in->stack_offset, detail_in->stack_offset, distortion_in->stack_offset),
841                 compiler.encode_uchar4(color_out->stack_offset, fac_out->stack_offset));
842         compiler.add_node(
843                 __float_as_int(scale_in->value.x),
844                 __float_as_int(detail_in->value.x),
845                 __float_as_int(distortion_in->value.x));
846
847         if(vector_offset != vector_in->stack_offset)
848                 compiler.stack_clear_offset(vector_in->type, vector_offset);
849 }
850
851 void NoiseTextureNode::compile(OSLCompiler& compiler)
852 {
853         tex_mapping.compile(compiler);
854
855         compiler.add(this, "node_noise_texture");
856 }
857
858 /* Voronoi Texture */
859
860 static ShaderEnum voronoi_coloring_init()
861 {
862         ShaderEnum enm;
863
864         enm.insert("Intensity", NODE_VORONOI_INTENSITY);
865         enm.insert("Cells", NODE_VORONOI_CELLS);
866
867         return enm;
868 }
869
870 ShaderEnum VoronoiTextureNode::coloring_enum  = voronoi_coloring_init();
871
872 VoronoiTextureNode::VoronoiTextureNode()
873 : TextureNode("voronoi_texture")
874 {
875         coloring = ustring("Intensity");
876
877         add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
878         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
879
880         add_output("Color", SHADER_SOCKET_COLOR);
881         add_output("Fac", SHADER_SOCKET_FLOAT);
882 }
883
884 void VoronoiTextureNode::compile(SVMCompiler& compiler)
885 {
886         ShaderInput *scale_in = input("Scale");
887         ShaderInput *vector_in = input("Vector");
888         ShaderOutput *color_out = output("Color");
889         ShaderOutput *fac_out = output("Fac");
890
891         if(vector_in->link) compiler.stack_assign(vector_in);
892         if(scale_in->link) compiler.stack_assign(scale_in);
893
894         int vector_offset = vector_in->stack_offset;
895
896         if(!tex_mapping.skip()) {
897                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
898                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
899         }
900
901         compiler.stack_assign(color_out);
902         compiler.stack_assign(fac_out);
903
904         compiler.add_node(NODE_TEX_VORONOI,
905                 coloring_enum[coloring],
906                 compiler.encode_uchar4(scale_in->stack_offset, vector_offset, fac_out->stack_offset, color_out->stack_offset),
907                 __float_as_int(scale_in->value.x));
908
909         if(vector_offset != vector_in->stack_offset)
910                 compiler.stack_clear_offset(vector_in->type, vector_offset);
911 }
912
913 void VoronoiTextureNode::compile(OSLCompiler& compiler)
914 {
915         tex_mapping.compile(compiler);
916
917         compiler.parameter("Coloring", coloring);
918         compiler.add(this, "node_voronoi_texture");
919 }
920
921 /* Musgrave Texture */
922
923 static ShaderEnum musgrave_type_init()
924 {
925         ShaderEnum enm;
926
927         enm.insert("Multifractal", NODE_MUSGRAVE_MULTIFRACTAL);
928         enm.insert("fBM", NODE_MUSGRAVE_FBM);
929         enm.insert("Hybrid Multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL);
930         enm.insert("Ridged Multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL);
931         enm.insert("Hetero Terrain", NODE_MUSGRAVE_HETERO_TERRAIN);
932
933         return enm;
934 }
935
936 ShaderEnum MusgraveTextureNode::type_enum = musgrave_type_init();
937
938 MusgraveTextureNode::MusgraveTextureNode()
939 : TextureNode("musgrave_texture")
940 {
941         type = ustring("fBM");
942
943         add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
944         add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
945         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
946         add_input("Dimension", SHADER_SOCKET_FLOAT, 2.0f);
947         add_input("Lacunarity", SHADER_SOCKET_FLOAT, 1.0f);
948         add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f);
949         add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f);
950
951         add_output("Fac", SHADER_SOCKET_FLOAT);
952         add_output("Color", SHADER_SOCKET_COLOR);
953 }
954
955 void MusgraveTextureNode::compile(SVMCompiler& compiler)
956 {
957         ShaderInput *vector_in = input("Vector");
958         ShaderInput *scale_in = input("Scale");
959         ShaderInput *dimension_in = input("Dimension");
960         ShaderInput *lacunarity_in = input("Lacunarity");
961         ShaderInput *detail_in = input("Detail");
962         ShaderInput *offset_in = input("Offset");
963         ShaderInput *gain_in = input("Gain");
964         ShaderOutput *fac_out = output("Fac");
965         ShaderOutput *color_out = output("Color");
966
967         if(vector_in->link) compiler.stack_assign(vector_in);
968         if(dimension_in->link) compiler.stack_assign(dimension_in);
969         if(lacunarity_in->link) compiler.stack_assign(lacunarity_in);
970         if(detail_in->link) compiler.stack_assign(detail_in);
971         if(offset_in->link) compiler.stack_assign(offset_in);
972         if(gain_in->link) compiler.stack_assign(gain_in);
973         if(scale_in->link) compiler.stack_assign(scale_in);
974
975         int vector_offset = vector_in->stack_offset;
976
977         if(!tex_mapping.skip()) {
978                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
979                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
980         }
981
982         if(!fac_out->links.empty())
983                 compiler.stack_assign(fac_out);
984         if(!color_out->links.empty())
985                 compiler.stack_assign(color_out);
986
987         compiler.add_node(NODE_TEX_MUSGRAVE,
988                 compiler.encode_uchar4(type_enum[type], vector_offset, color_out->stack_offset, fac_out->stack_offset),
989                 compiler.encode_uchar4(dimension_in->stack_offset, lacunarity_in->stack_offset, detail_in->stack_offset, offset_in->stack_offset),
990                 compiler.encode_uchar4(gain_in->stack_offset, scale_in->stack_offset));
991         compiler.add_node(__float_as_int(dimension_in->value.x),
992                 __float_as_int(lacunarity_in->value.x),
993                 __float_as_int(detail_in->value.x),
994                 __float_as_int(offset_in->value.x));
995         compiler.add_node(__float_as_int(gain_in->value.x),
996                 __float_as_int(scale_in->value.x));
997
998         if(vector_offset != vector_in->stack_offset)
999                 compiler.stack_clear_offset(vector_in->type, vector_offset);
1000 }
1001
1002 void MusgraveTextureNode::compile(OSLCompiler& compiler)
1003 {
1004         tex_mapping.compile(compiler);
1005
1006         compiler.parameter("Type", type);
1007
1008         compiler.add(this, "node_musgrave_texture");
1009 }
1010
1011 /* Wave Texture */
1012
1013 static ShaderEnum wave_type_init()
1014 {
1015         ShaderEnum enm;
1016
1017         enm.insert("Bands", NODE_WAVE_BANDS);
1018         enm.insert("Rings", NODE_WAVE_RINGS);
1019
1020         return enm;
1021 }
1022
1023 ShaderEnum WaveTextureNode::type_enum = wave_type_init();
1024
1025 WaveTextureNode::WaveTextureNode()
1026 : TextureNode("wave_texture")
1027 {
1028         type = ustring("Bands");
1029
1030         add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
1031         add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f);
1032         add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f);
1033         add_input("Detail Scale", SHADER_SOCKET_FLOAT, 1.0f);
1034         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
1035
1036         add_output("Color", SHADER_SOCKET_COLOR);
1037         add_output("Fac", SHADER_SOCKET_FLOAT);
1038 }
1039
1040 void WaveTextureNode::compile(SVMCompiler& compiler)
1041 {
1042         ShaderInput *scale_in = input("Scale");
1043         ShaderInput *distortion_in = input("Distortion");
1044         ShaderInput *dscale_in = input("Detail Scale");
1045         ShaderInput *detail_in = input("Detail");
1046         ShaderInput *vector_in = input("Vector");
1047         ShaderOutput *fac_out = output("Fac");
1048         ShaderOutput *color_out = output("Color");
1049
1050         if(scale_in->link) compiler.stack_assign(scale_in);
1051         if(detail_in->link) compiler.stack_assign(detail_in);
1052         if(distortion_in->link) compiler.stack_assign(distortion_in);
1053         if(dscale_in->link) compiler.stack_assign(dscale_in);
1054         if(vector_in->link) compiler.stack_assign(vector_in);
1055
1056         int vector_offset = vector_in->stack_offset;
1057
1058         if(!tex_mapping.skip()) {
1059                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
1060                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
1061         }
1062
1063         if(!fac_out->links.empty())
1064                 compiler.stack_assign(fac_out);
1065         if(!color_out->links.empty())
1066                 compiler.stack_assign(color_out);
1067
1068         compiler.add_node(NODE_TEX_WAVE,
1069                 compiler.encode_uchar4(type_enum[type], color_out->stack_offset, fac_out->stack_offset, dscale_in->stack_offset),
1070                 compiler.encode_uchar4(vector_offset, scale_in->stack_offset, detail_in->stack_offset, distortion_in->stack_offset));
1071
1072         compiler.add_node(
1073                 __float_as_int(scale_in->value.x),
1074                 __float_as_int(detail_in->value.x),
1075                 __float_as_int(distortion_in->value.x),
1076                 __float_as_int(dscale_in->value.x));
1077
1078         if(vector_offset != vector_in->stack_offset)
1079                 compiler.stack_clear_offset(vector_in->type, vector_offset);
1080 }
1081
1082 void WaveTextureNode::compile(OSLCompiler& compiler)
1083 {
1084         tex_mapping.compile(compiler);
1085
1086         compiler.parameter("Type", type);
1087
1088         compiler.add(this, "node_wave_texture");
1089 }
1090
1091 /* Magic Texture */
1092
1093 MagicTextureNode::MagicTextureNode()
1094 : TextureNode("magic_texture")
1095 {
1096         depth = 2;
1097
1098         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
1099         add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f);
1100         add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f);
1101
1102         add_output("Color", SHADER_SOCKET_COLOR);
1103         add_output("Fac", SHADER_SOCKET_FLOAT);
1104 }
1105
1106 void MagicTextureNode::compile(SVMCompiler& compiler)
1107 {
1108         ShaderInput *vector_in = input("Vector");
1109         ShaderInput *scale_in = input("Scale");
1110         ShaderInput *distortion_in = input("Distortion");
1111         ShaderOutput *color_out = output("Color");
1112         ShaderOutput *fac_out = output("Fac");
1113
1114         if(vector_in->link) compiler.stack_assign(vector_in);
1115         if(distortion_in->link) compiler.stack_assign(distortion_in);
1116         if(scale_in->link) compiler.stack_assign(scale_in);
1117
1118         int vector_offset = vector_in->stack_offset;
1119
1120         if(!tex_mapping.skip()) {
1121                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
1122                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
1123         }
1124
1125         if(!fac_out->links.empty())
1126                 compiler.stack_assign(fac_out);
1127         if(!color_out->links.empty())
1128                 compiler.stack_assign(color_out);
1129
1130         compiler.add_node(NODE_TEX_MAGIC,
1131                 compiler.encode_uchar4(depth, color_out->stack_offset, fac_out->stack_offset),
1132                 compiler.encode_uchar4(vector_offset, scale_in->stack_offset, distortion_in->stack_offset));
1133         compiler.add_node(
1134                 __float_as_int(scale_in->value.x),
1135                 __float_as_int(distortion_in->value.x));
1136
1137         if(vector_offset != vector_in->stack_offset)
1138                 compiler.stack_clear_offset(vector_in->type, vector_offset);
1139 }
1140
1141 void MagicTextureNode::compile(OSLCompiler& compiler)
1142 {
1143         tex_mapping.compile(compiler);
1144
1145         compiler.parameter("Depth", depth);
1146         compiler.add(this, "node_magic_texture");
1147 }
1148
1149 /* Checker Texture */
1150
1151 CheckerTextureNode::CheckerTextureNode()
1152 : TextureNode("checker_texture")
1153 {
1154         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
1155         add_input("Color1", SHADER_SOCKET_COLOR);
1156         add_input("Color2", SHADER_SOCKET_COLOR);
1157         add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f);
1158
1159         add_output("Color", SHADER_SOCKET_COLOR);
1160         add_output("Fac", SHADER_SOCKET_FLOAT);
1161 }
1162
1163 void CheckerTextureNode::compile(SVMCompiler& compiler)
1164 {
1165         ShaderInput *vector_in = input("Vector");
1166         ShaderInput *color1_in = input("Color1");
1167         ShaderInput *color2_in = input("Color2");
1168         ShaderInput *scale_in = input("Scale");
1169         
1170         ShaderOutput *color_out = output("Color");
1171         ShaderOutput *fac_out = output("Fac");
1172
1173         compiler.stack_assign(vector_in);
1174         compiler.stack_assign(color1_in);
1175         compiler.stack_assign(color2_in);
1176         if(scale_in->link) compiler.stack_assign(scale_in);
1177
1178         int vector_offset = vector_in->stack_offset;
1179
1180         if(!tex_mapping.skip()) {
1181                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
1182                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
1183         }
1184
1185         if(!color_out->links.empty())
1186                 compiler.stack_assign(color_out);
1187         if(!fac_out->links.empty())
1188                 compiler.stack_assign(fac_out);
1189
1190         compiler.add_node(NODE_TEX_CHECKER,
1191                 compiler.encode_uchar4(vector_offset, color1_in->stack_offset, color2_in->stack_offset, scale_in->stack_offset),
1192                 compiler.encode_uchar4(color_out->stack_offset, fac_out->stack_offset),
1193                 __float_as_int(scale_in->value.x));
1194
1195         if(vector_offset != vector_in->stack_offset)
1196                 compiler.stack_clear_offset(vector_in->type, vector_offset);
1197 }
1198
1199 void CheckerTextureNode::compile(OSLCompiler& compiler)
1200 {
1201         tex_mapping.compile(compiler);
1202
1203         compiler.add(this, "node_checker_texture");
1204 }
1205
1206 /* Brick Texture */
1207
1208 BrickTextureNode::BrickTextureNode()
1209 : TextureNode("brick_texture")
1210 {
1211         offset = 0.5f;
1212         offset_frequency = 2;
1213         squash = 1.0f;
1214         squash_frequency = 2;
1215         
1216         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
1217         add_input("Color1", SHADER_SOCKET_COLOR);
1218         add_input("Color2", SHADER_SOCKET_COLOR);
1219         add_input("Mortar", SHADER_SOCKET_COLOR);
1220         add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f);
1221         add_input("Mortar Size", SHADER_SOCKET_FLOAT, 0.02f);
1222         add_input("Bias", SHADER_SOCKET_FLOAT, 0.0f);
1223         add_input("Brick Width", SHADER_SOCKET_FLOAT, 0.5f);
1224         add_input("Row Height", SHADER_SOCKET_FLOAT, 0.25f);
1225
1226         add_output("Color", SHADER_SOCKET_COLOR);
1227         add_output("Fac", SHADER_SOCKET_FLOAT);
1228 }
1229
1230 void BrickTextureNode::compile(SVMCompiler& compiler)
1231 {
1232         ShaderInput *vector_in = input("Vector");
1233         ShaderInput *color1_in = input("Color1");
1234         ShaderInput *color2_in = input("Color2");
1235         ShaderInput *mortar_in = input("Mortar");
1236         ShaderInput *scale_in = input("Scale");
1237         ShaderInput *mortar_size_in = input("Mortar Size");
1238         ShaderInput *bias_in = input("Bias");
1239         ShaderInput *brick_width_in = input("Brick Width");
1240         ShaderInput *row_height_in = input("Row Height");
1241         
1242         ShaderOutput *color_out = output("Color");
1243         ShaderOutput *fac_out = output("Fac");
1244
1245         compiler.stack_assign(vector_in);
1246         compiler.stack_assign(color1_in);
1247         compiler.stack_assign(color2_in);
1248         compiler.stack_assign(mortar_in);
1249         if(scale_in->link) compiler.stack_assign(scale_in);
1250         if(mortar_size_in->link) compiler.stack_assign(mortar_size_in);
1251         if(bias_in->link) compiler.stack_assign(bias_in);
1252         if(brick_width_in->link) compiler.stack_assign(brick_width_in);
1253         if(row_height_in->link) compiler.stack_assign(row_height_in);
1254
1255         int vector_offset = vector_in->stack_offset;
1256
1257         if(!tex_mapping.skip()) {
1258                 vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
1259                 tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset);
1260         }
1261
1262         if(!color_out->links.empty())
1263                 compiler.stack_assign(color_out);
1264         if(!fac_out->links.empty())
1265                 compiler.stack_assign(fac_out);
1266
1267         compiler.add_node(NODE_TEX_BRICK,
1268                 compiler.encode_uchar4(vector_offset,
1269                         color1_in->stack_offset, color2_in->stack_offset, mortar_in->stack_offset),
1270                 compiler.encode_uchar4(scale_in->stack_offset,
1271                         mortar_size_in->stack_offset, bias_in->stack_offset, brick_width_in->stack_offset),
1272                 compiler.encode_uchar4(row_height_in->stack_offset,
1273                         color_out->stack_offset, fac_out->stack_offset));
1274                         
1275         compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency),
1276                 __float_as_int(scale_in->value.x),
1277                 __float_as_int(mortar_size_in->value.x),
1278                 __float_as_int(bias_in->value.x));
1279
1280         compiler.add_node(__float_as_int(brick_width_in->value.x),
1281                 __float_as_int(row_height_in->value.x),
1282                 __float_as_int(offset),
1283                 __float_as_int(squash));
1284
1285         if(vector_offset != vector_in->stack_offset)
1286                 compiler.stack_clear_offset(vector_in->type, vector_offset);
1287 }
1288
1289 void BrickTextureNode::compile(OSLCompiler& compiler)
1290 {
1291         tex_mapping.compile(compiler);
1292
1293         compiler.parameter("Offset", offset);
1294         compiler.parameter("OffsetFrequency", offset_frequency);
1295         compiler.parameter("Squash", squash);
1296         compiler.parameter("SquashFrequency", squash_frequency);
1297         compiler.add(this, "node_brick_texture");
1298 }
1299
1300 /* Normal */
1301
1302 NormalNode::NormalNode()
1303 : ShaderNode("normal")
1304 {
1305         direction = make_float3(0.0f, 0.0f, 1.0f);
1306
1307         add_input("Normal", SHADER_SOCKET_NORMAL);
1308         add_output("Normal", SHADER_SOCKET_NORMAL);
1309         add_output("Dot",  SHADER_SOCKET_FLOAT);
1310 }
1311
1312 void NormalNode::compile(SVMCompiler& compiler)
1313 {
1314         ShaderInput *normal_in = input("Normal");
1315         ShaderOutput *normal_out = output("Normal");
1316         ShaderOutput *dot_out = output("Dot");
1317
1318         compiler.stack_assign(normal_in);
1319         compiler.stack_assign(normal_out);
1320         compiler.stack_assign(dot_out);
1321
1322         compiler.add_node(NODE_NORMAL, normal_in->stack_offset, normal_out->stack_offset, dot_out->stack_offset);
1323         compiler.add_node(
1324                 __float_as_int(direction.x),
1325                 __float_as_int(direction.y),
1326                 __float_as_int(direction.z));
1327 }
1328
1329 void NormalNode::compile(OSLCompiler& compiler)
1330 {
1331         compiler.parameter_normal("Direction", direction);
1332         compiler.add(this, "node_normal");
1333 }
1334
1335 /* Mapping */
1336
1337 MappingNode::MappingNode()
1338 : ShaderNode("mapping")
1339 {
1340         add_input("Vector", SHADER_SOCKET_POINT);
1341         add_output("Vector", SHADER_SOCKET_POINT);
1342 }
1343
1344 void MappingNode::compile(SVMCompiler& compiler)
1345 {
1346         ShaderInput *vector_in = input("Vector");
1347         ShaderOutput *vector_out = output("Vector");
1348
1349         compiler.stack_assign(vector_in);
1350         compiler.stack_assign(vector_out);
1351
1352         tex_mapping.compile(compiler, vector_in->stack_offset, vector_out->stack_offset);
1353 }
1354
1355 void MappingNode::compile(OSLCompiler& compiler)
1356 {
1357         Transform tfm = transform_transpose(tex_mapping.compute_transform());
1358         compiler.parameter("Matrix", tfm);
1359         compiler.parameter_point("mapping_min", tex_mapping.min);
1360         compiler.parameter_point("mapping_max", tex_mapping.max);
1361         compiler.parameter("use_minmax", tex_mapping.use_minmax);
1362
1363         compiler.add(this, "node_mapping");
1364 }
1365
1366 /* Convert */
1367
1368 ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool autoconvert)
1369 : ShaderNode("convert")
1370 {
1371         from = from_;
1372         to = to_;
1373
1374         if(autoconvert)
1375                 special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
1376
1377         assert(from != to);
1378
1379         if(from == SHADER_SOCKET_FLOAT)
1380                 add_input("Val", SHADER_SOCKET_FLOAT);
1381         else if(from == SHADER_SOCKET_INT)
1382                 add_input("ValInt", SHADER_SOCKET_INT);
1383         else if(from == SHADER_SOCKET_COLOR)
1384                 add_input("Color", SHADER_SOCKET_COLOR);
1385         else if(from == SHADER_SOCKET_VECTOR)
1386                 add_input("Vector", SHADER_SOCKET_VECTOR);
1387         else if(from == SHADER_SOCKET_POINT)
1388                 add_input("Point", SHADER_SOCKET_POINT);
1389         else if(from == SHADER_SOCKET_NORMAL)
1390                 add_input("Normal", SHADER_SOCKET_NORMAL);
1391         else if(from == SHADER_SOCKET_STRING)
1392                 add_input("String", SHADER_SOCKET_STRING);
1393         else
1394                 assert(0);
1395
1396         if(to == SHADER_SOCKET_FLOAT)
1397                 add_output("Val", SHADER_SOCKET_FLOAT);
1398         else if(to == SHADER_SOCKET_INT)
1399                 add_output("ValInt", SHADER_SOCKET_INT);
1400         else if(to == SHADER_SOCKET_COLOR)
1401                 add_output("Color", SHADER_SOCKET_COLOR);
1402         else if(to == SHADER_SOCKET_VECTOR)
1403                 add_output("Vector", SHADER_SOCKET_VECTOR);
1404         else if(to == SHADER_SOCKET_POINT)
1405                 add_output("Point", SHADER_SOCKET_POINT);
1406         else if(to == SHADER_SOCKET_NORMAL)
1407                 add_output("Normal", SHADER_SOCKET_NORMAL);
1408         else if(to == SHADER_SOCKET_STRING)
1409                 add_output("String", SHADER_SOCKET_STRING);
1410         else
1411                 assert(0);
1412 }
1413
1414 void ConvertNode::compile(SVMCompiler& compiler)
1415 {
1416         ShaderInput *in = inputs[0];
1417         ShaderOutput *out = outputs[0];
1418
1419         if(from == SHADER_SOCKET_FLOAT) {
1420                 compiler.stack_assign(in);
1421                 compiler.stack_assign(out);
1422
1423                 if(to == SHADER_SOCKET_INT)
1424                         /* float to int */
1425                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, in->stack_offset, out->stack_offset);
1426                 else
1427                         /* float to float3 */
1428                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, in->stack_offset, out->stack_offset);
1429         }
1430         else if(from == SHADER_SOCKET_INT) {
1431                 compiler.stack_assign(in);
1432                 compiler.stack_assign(out);
1433
1434                 if(to == SHADER_SOCKET_FLOAT)
1435                         /* int to float */
1436                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, in->stack_offset, out->stack_offset);
1437                 else
1438                         /* int to vector/point/normal */
1439                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, in->stack_offset, out->stack_offset);
1440         }
1441         else if(to == SHADER_SOCKET_FLOAT) {
1442                 compiler.stack_assign(in);
1443                 compiler.stack_assign(out);
1444
1445                 if(from == SHADER_SOCKET_COLOR)
1446                         /* color to float */
1447                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, in->stack_offset, out->stack_offset);
1448                 else
1449                         /* vector/point/normal to float */
1450                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, in->stack_offset, out->stack_offset);
1451         }
1452         else if(to == SHADER_SOCKET_INT) {
1453                 compiler.stack_assign(in);
1454                 compiler.stack_assign(out);
1455
1456                 if(from == SHADER_SOCKET_COLOR)
1457                         /* color to int */
1458                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, in->stack_offset, out->stack_offset);
1459                 else
1460                         /* vector/point/normal to int */
1461                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_VI, in->stack_offset, out->stack_offset);
1462         }
1463         else {
1464                 /* float3 to float3 */
1465                 if(in->link) {
1466                         /* no op in SVM */
1467                         compiler.stack_link(in, out);
1468                 }
1469                 else {
1470                         /* set 0,0,0 value */
1471                         compiler.stack_assign(in);
1472                         compiler.stack_assign(out);
1473
1474                         compiler.add_node(NODE_VALUE_V, in->stack_offset);
1475                         compiler.add_node(NODE_VALUE_V, in->value);
1476                 }
1477         }
1478 }
1479
1480 void ConvertNode::compile(OSLCompiler& compiler)
1481 {
1482         if(from == SHADER_SOCKET_FLOAT)
1483                 compiler.add(this, "node_convert_from_float");
1484         else if(from == SHADER_SOCKET_INT)
1485                 compiler.add(this, "node_convert_from_int");
1486         else if(from == SHADER_SOCKET_COLOR)
1487                 compiler.add(this, "node_convert_from_color");
1488         else if(from == SHADER_SOCKET_VECTOR)
1489                 compiler.add(this, "node_convert_from_vector");
1490         else if(from == SHADER_SOCKET_POINT)
1491                 compiler.add(this, "node_convert_from_point");
1492         else if(from == SHADER_SOCKET_NORMAL)
1493                 compiler.add(this, "node_convert_from_normal");
1494         else
1495                 assert(0);
1496 }
1497
1498 /* Proxy */
1499
1500 ProxyNode::ProxyNode(ShaderSocketType type_)
1501 : ShaderNode("proxy")
1502 {
1503         type = type_;
1504         special_type = SHADER_SPECIAL_TYPE_PROXY;
1505
1506         add_input("Input", type);
1507         add_output("Output", type);
1508 }
1509
1510 void ProxyNode::compile(SVMCompiler& compiler)
1511 {
1512 }
1513
1514 void ProxyNode::compile(OSLCompiler& compiler)
1515 {
1516 }
1517
1518 /* BSDF Closure */
1519
1520 BsdfNode::BsdfNode(bool scattering_)
1521 : ShaderNode("bsdf"), scattering(scattering_)
1522 {
1523         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1524         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
1525         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1526
1527         if(scattering) {
1528                 closure = CLOSURE_BSSRDF_CUBIC_ID;
1529                 add_output("BSSRDF", SHADER_SOCKET_CLOSURE);
1530         }
1531         else {
1532                 closure = CLOSURE_BSDF_DIFFUSE_ID;
1533                 add_output("BSDF", SHADER_SOCKET_CLOSURE);
1534         }
1535 }
1536
1537 void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4)
1538 {
1539         ShaderInput *color_in = input("Color");
1540         ShaderInput *normal_in = input("Normal");
1541         ShaderInput *tangent_in = input("Tangent");
1542
1543         if(color_in->link) {
1544                 compiler.stack_assign(color_in);
1545                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
1546         }
1547         else
1548                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
1549         
1550         if(param1)
1551                 compiler.stack_assign(param1);
1552         if(param2)
1553                 compiler.stack_assign(param2);
1554         if(param3)
1555                 compiler.stack_assign(param3);
1556         if(param4)
1557                 compiler.stack_assign(param4);
1558
1559         if(normal_in->link)
1560                 compiler.stack_assign(normal_in);
1561
1562         if(tangent_in && tangent_in->link)
1563                 compiler.stack_assign(tangent_in);
1564
1565         compiler.add_node(NODE_CLOSURE_BSDF,
1566                 compiler.encode_uchar4(closure,
1567                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
1568                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
1569                         compiler.closure_mix_weight_offset()),
1570                 __float_as_int((param1)? param1->value.x: 0.0f),
1571                 __float_as_int((param2)? param2->value.x: 0.0f));
1572
1573         if(tangent_in) {
1574                 compiler.add_node(normal_in->stack_offset, tangent_in->stack_offset,
1575                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1576                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1577         }
1578         else {
1579                 compiler.add_node(normal_in->stack_offset, SVM_STACK_INVALID,
1580                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1581                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1582         }
1583 }
1584
1585 void BsdfNode::compile(SVMCompiler& compiler)
1586 {
1587         compile(compiler, NULL, NULL);
1588 }
1589
1590 void BsdfNode::compile(OSLCompiler& compiler)
1591 {
1592         assert(0);
1593 }
1594
1595 /* Anisotropic BSDF Closure */
1596
1597 static ShaderEnum aniso_distribution_init()
1598 {
1599         ShaderEnum enm;
1600
1601         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID);
1602         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID);
1603         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID);
1604
1605         return enm;
1606 }
1607
1608 ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
1609
1610 AnisotropicBsdfNode::AnisotropicBsdfNode()
1611 {
1612         distribution = ustring("GGX");
1613
1614         add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
1615
1616         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1617         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f);
1618         add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
1619 }
1620
1621 void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
1622 {
1623         if(shader->has_surface) {
1624                 ShaderInput *tangent_in = input("Tangent");
1625
1626                 if(!tangent_in->link)
1627                         attributes->add(ATTR_STD_GENERATED);
1628         }
1629
1630         ShaderNode::attributes(shader, attributes);
1631 }
1632
1633 void AnisotropicBsdfNode::compile(SVMCompiler& compiler)
1634 {
1635         closure = (ClosureType)distribution_enum[distribution];
1636
1637         BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"));
1638 }
1639
1640 void AnisotropicBsdfNode::compile(OSLCompiler& compiler)
1641 {
1642         compiler.parameter("distribution", distribution);
1643         compiler.add(this, "node_anisotropic_bsdf");
1644 }
1645
1646 /* Glossy BSDF Closure */
1647
1648 static ShaderEnum glossy_distribution_init()
1649 {
1650         ShaderEnum enm;
1651
1652         enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
1653         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
1654         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID);
1655         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
1656
1657         return enm;
1658 }
1659
1660 ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
1661
1662 GlossyBsdfNode::GlossyBsdfNode()
1663 {
1664         distribution = ustring("GGX");
1665
1666         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1667 }
1668
1669 void GlossyBsdfNode::compile(SVMCompiler& compiler)
1670 {
1671         closure = (ClosureType)distribution_enum[distribution];
1672
1673         if(closure == CLOSURE_BSDF_REFLECTION_ID)
1674                 BsdfNode::compile(compiler, NULL, NULL);
1675         else
1676                 BsdfNode::compile(compiler, input("Roughness"), NULL);
1677 }
1678
1679 void GlossyBsdfNode::compile(OSLCompiler& compiler)
1680 {
1681         compiler.parameter("distribution", distribution);
1682         compiler.add(this, "node_glossy_bsdf");
1683 }
1684
1685 /* Glass BSDF Closure */
1686
1687 static ShaderEnum glass_distribution_init()
1688 {
1689         ShaderEnum enm;
1690
1691         enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID);
1692         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
1693         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
1694
1695         return enm;
1696 }
1697
1698 ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
1699
1700 GlassBsdfNode::GlassBsdfNode()
1701 {
1702         distribution = ustring("Sharp");
1703
1704         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1705         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1706 }
1707
1708 void GlassBsdfNode::compile(SVMCompiler& compiler)
1709 {
1710         closure = (ClosureType)distribution_enum[distribution];
1711
1712         if(closure == CLOSURE_BSDF_SHARP_GLASS_ID)
1713                 BsdfNode::compile(compiler, NULL, input("IOR"));
1714         else
1715                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1716 }
1717
1718 void GlassBsdfNode::compile(OSLCompiler& compiler)
1719 {
1720         compiler.parameter("distribution", distribution);
1721         compiler.add(this, "node_glass_bsdf");
1722 }
1723
1724 /* Refraction BSDF Closure */
1725
1726 static ShaderEnum refraction_distribution_init()
1727 {
1728         ShaderEnum enm;
1729
1730         enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
1731         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
1732         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
1733
1734         return enm;
1735 }
1736
1737 ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
1738
1739 RefractionBsdfNode::RefractionBsdfNode()
1740 {
1741         distribution = ustring("Sharp");
1742
1743         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1744         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1745 }
1746
1747 void RefractionBsdfNode::compile(SVMCompiler& compiler)
1748 {
1749         closure = (ClosureType)distribution_enum[distribution];
1750
1751         if(closure == CLOSURE_BSDF_REFRACTION_ID)
1752                 BsdfNode::compile(compiler, NULL, input("IOR"));
1753         else
1754                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1755 }
1756
1757 void RefractionBsdfNode::compile(OSLCompiler& compiler)
1758 {
1759         compiler.parameter("distribution", distribution);
1760         compiler.add(this, "node_refraction_bsdf");
1761 }
1762
1763 /* Toon BSDF Closure */
1764
1765 static ShaderEnum toon_component_init()
1766 {
1767         ShaderEnum enm;
1768
1769         enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID);
1770         enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID);
1771
1772         return enm;
1773 }
1774
1775 ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
1776
1777 ToonBsdfNode::ToonBsdfNode()
1778 {
1779         component = ustring("Diffuse");
1780
1781         add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
1782         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
1783 }
1784
1785 void ToonBsdfNode::compile(SVMCompiler& compiler)
1786 {
1787         closure = (ClosureType)component_enum[component];
1788         
1789         BsdfNode::compile(compiler, input("Size"), input("Smooth"));
1790 }
1791
1792 void ToonBsdfNode::compile(OSLCompiler& compiler)
1793 {
1794         compiler.parameter("component", component);
1795         compiler.add(this, "node_toon_bsdf");
1796 }
1797
1798 /* Velvet BSDF Closure */
1799
1800 VelvetBsdfNode::VelvetBsdfNode()
1801 {
1802         closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
1803
1804         add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
1805 }
1806
1807 void VelvetBsdfNode::compile(SVMCompiler& compiler)
1808 {
1809         BsdfNode::compile(compiler, input("Sigma"), NULL);
1810 }
1811
1812 void VelvetBsdfNode::compile(OSLCompiler& compiler)
1813 {
1814         compiler.add(this, "node_velvet_bsdf");
1815 }
1816
1817 /* Diffuse BSDF Closure */
1818
1819 DiffuseBsdfNode::DiffuseBsdfNode()
1820 {
1821         closure = CLOSURE_BSDF_DIFFUSE_ID;
1822         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1823 }
1824
1825 void DiffuseBsdfNode::compile(SVMCompiler& compiler)
1826 {
1827         BsdfNode::compile(compiler, input("Roughness"), NULL);
1828 }
1829
1830 void DiffuseBsdfNode::compile(OSLCompiler& compiler)
1831 {
1832         compiler.add(this, "node_diffuse_bsdf");
1833 }
1834
1835 /* Translucent BSDF Closure */
1836
1837 TranslucentBsdfNode::TranslucentBsdfNode()
1838 {
1839         closure = CLOSURE_BSDF_TRANSLUCENT_ID;
1840 }
1841
1842 void TranslucentBsdfNode::compile(SVMCompiler& compiler)
1843 {
1844         BsdfNode::compile(compiler, NULL, NULL);
1845 }
1846
1847 void TranslucentBsdfNode::compile(OSLCompiler& compiler)
1848 {
1849         compiler.add(this, "node_translucent_bsdf");
1850 }
1851
1852 /* Transparent BSDF Closure */
1853
1854 TransparentBsdfNode::TransparentBsdfNode()
1855 {
1856         name = "transparent";
1857         closure = CLOSURE_BSDF_TRANSPARENT_ID;
1858 }
1859
1860 void TransparentBsdfNode::compile(SVMCompiler& compiler)
1861 {
1862         BsdfNode::compile(compiler, NULL, NULL);
1863 }
1864
1865 void TransparentBsdfNode::compile(OSLCompiler& compiler)
1866 {
1867         compiler.add(this, "node_transparent_bsdf");
1868 }
1869
1870 /* Subsurface Scattering Closure */
1871
1872 static ShaderEnum subsurface_falloff_init()
1873 {
1874         ShaderEnum enm;
1875
1876         enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID);
1877         enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
1878
1879         return enm;
1880 }
1881
1882 ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
1883
1884 SubsurfaceScatteringNode::SubsurfaceScatteringNode()
1885 : BsdfNode(true)
1886 {
1887         name = "subsurface_scattering";
1888         closure = CLOSURE_BSSRDF_CUBIC_ID;
1889
1890         add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
1891         add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
1892         add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
1893         add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
1894 }
1895
1896 void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
1897 {
1898         BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
1899 }
1900
1901 void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)
1902 {
1903         compiler.parameter("Falloff", falloff_enum[closure]);
1904         compiler.add(this, "node_subsurface_scattering");
1905 }
1906
1907 bool SubsurfaceScatteringNode::has_bssrdf_bump()
1908 {
1909         /* detect if anything is plugged into the normal input besides the default */
1910         ShaderInput *normal_in = input("Normal");
1911         return (normal_in->link && normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
1912 }
1913
1914 /* Emissive Closure */
1915
1916 EmissionNode::EmissionNode()
1917 : ShaderNode("emission")
1918 {
1919         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1920         add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
1921         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1922
1923         add_output("Emission", SHADER_SOCKET_CLOSURE);
1924 }
1925
1926 void EmissionNode::compile(SVMCompiler& compiler)
1927 {
1928         ShaderInput *color_in = input("Color");
1929         ShaderInput *strength_in = input("Strength");
1930
1931         if(color_in->link || strength_in->link) {
1932                 compiler.stack_assign(color_in);
1933                 compiler.stack_assign(strength_in);
1934                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
1935         }
1936         else
1937                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
1938
1939         compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset());
1940 }
1941
1942 void EmissionNode::compile(OSLCompiler& compiler)
1943 {
1944         compiler.add(this, "node_emission");
1945 }
1946
1947 /* Background Closure */
1948
1949 BackgroundNode::BackgroundNode()
1950 : ShaderNode("background")
1951 {
1952         special_type = SHADER_SPECIAL_TYPE_BACKGROUND;
1953
1954         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1955         add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
1956         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1957
1958         add_output("Background", SHADER_SOCKET_CLOSURE);
1959 }
1960
1961 void BackgroundNode::compile(SVMCompiler& compiler)
1962 {
1963         ShaderInput *color_in = input("Color");
1964         ShaderInput *strength_in = input("Strength");
1965
1966         if(color_in->link || strength_in->link) {
1967                 compiler.stack_assign(color_in);
1968                 compiler.stack_assign(strength_in);
1969                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
1970         }
1971         else
1972                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
1973
1974         compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset());
1975 }
1976
1977 void BackgroundNode::compile(OSLCompiler& compiler)
1978 {
1979         compiler.add(this, "node_background");
1980 }
1981
1982 /* Holdout Closure */
1983
1984 HoldoutNode::HoldoutNode()
1985 : ShaderNode("holdout")
1986 {
1987         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1988         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1989
1990         add_output("Holdout", SHADER_SOCKET_CLOSURE);
1991 }
1992
1993 void HoldoutNode::compile(SVMCompiler& compiler)
1994 {
1995         float3 value = make_float3(1.0f, 1.0f, 1.0f);
1996
1997         compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
1998         compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
1999 }
2000
2001 void HoldoutNode::compile(OSLCompiler& compiler)
2002 {
2003         compiler.add(this, "node_holdout");
2004 }
2005
2006 /* Ambient Occlusion */
2007
2008 AmbientOcclusionNode::AmbientOcclusionNode()
2009 : ShaderNode("ambient_occlusion")
2010 {
2011         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2012         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2013         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2014
2015         add_output("AO", SHADER_SOCKET_CLOSURE);
2016 }
2017
2018 void AmbientOcclusionNode::compile(SVMCompiler& compiler)
2019 {
2020         ShaderInput *color_in = input("Color");
2021
2022         if(color_in->link) {
2023                 compiler.stack_assign(color_in);
2024                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2025         }
2026         else
2027                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2028
2029         compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
2030 }
2031
2032 void AmbientOcclusionNode::compile(OSLCompiler& compiler)
2033 {
2034         compiler.add(this, "node_ambient_occlusion");
2035 }
2036
2037 /* Volume Closure */
2038
2039 VolumeNode::VolumeNode()
2040 : ShaderNode("volume")
2041 {
2042         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2043
2044         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2045         add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
2046         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2047
2048         add_output("Volume", SHADER_SOCKET_CLOSURE);
2049 }
2050
2051 void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
2052 {
2053         ShaderInput *color_in = input("Color");
2054
2055         if(color_in->link) {
2056                 compiler.stack_assign(color_in);
2057                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2058         }
2059         else
2060                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2061         
2062         if(param1)
2063                 compiler.stack_assign(param1);
2064         if(param2)
2065                 compiler.stack_assign(param2);
2066
2067         compiler.add_node(NODE_CLOSURE_VOLUME,
2068                 compiler.encode_uchar4(closure,
2069                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
2070                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
2071                         compiler.closure_mix_weight_offset()),
2072                 __float_as_int((param1)? param1->value.x: 0.0f),
2073                 __float_as_int((param2)? param2->value.x: 0.0f));
2074 }
2075
2076 void VolumeNode::compile(SVMCompiler& compiler)
2077 {
2078         compile(compiler, NULL, NULL);
2079 }
2080
2081 void VolumeNode::compile(OSLCompiler& compiler)
2082 {
2083         assert(0);
2084 }
2085
2086 /* Absorption Volume Closure */
2087
2088 AbsorptionVolumeNode::AbsorptionVolumeNode()
2089 {
2090         closure = CLOSURE_VOLUME_ABSORPTION_ID;
2091 }
2092
2093 void AbsorptionVolumeNode::compile(SVMCompiler& compiler)
2094 {
2095         VolumeNode::compile(compiler, input("Density"), NULL);
2096 }
2097
2098 void AbsorptionVolumeNode::compile(OSLCompiler& compiler)
2099 {
2100         compiler.add(this, "node_absorption_volume");
2101 }
2102
2103 /* Scatter Volume Closure */
2104
2105 ScatterVolumeNode::ScatterVolumeNode()
2106 {
2107         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2108         
2109         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f);
2110 }
2111
2112 void ScatterVolumeNode::compile(SVMCompiler& compiler)
2113 {
2114         VolumeNode::compile(compiler, input("Density"), input("Anisotropy"));
2115 }
2116
2117 void ScatterVolumeNode::compile(OSLCompiler& compiler)
2118 {
2119         compiler.add(this, "node_scatter_volume");
2120 }
2121
2122 /* Hair BSDF Closure */
2123
2124 static ShaderEnum hair_component_init()
2125 {
2126         ShaderEnum enm;
2127
2128         enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
2129         enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
2130
2131         return enm;
2132 }
2133
2134 ShaderEnum HairBsdfNode::component_enum = hair_component_init();
2135
2136 HairBsdfNode::HairBsdfNode()
2137 {
2138         component = ustring("Reflection");
2139
2140         add_input("Offset", SHADER_SOCKET_FLOAT);
2141         add_input("RoughnessU", SHADER_SOCKET_FLOAT);
2142         add_input("RoughnessV", SHADER_SOCKET_FLOAT);
2143 }
2144
2145 void HairBsdfNode::compile(SVMCompiler& compiler)
2146 {
2147         closure = (ClosureType)component_enum[component];
2148
2149         BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset"));
2150 }
2151
2152 void HairBsdfNode::compile(OSLCompiler& compiler)
2153 {
2154         compiler.parameter("component", component);
2155
2156         compiler.add(this, "node_hair_bsdf");
2157 }
2158
2159 /* Geometry */
2160
2161 GeometryNode::GeometryNode()
2162 : ShaderNode("geometry")
2163 {
2164         special_type = SHADER_SPECIAL_TYPE_GEOMETRY;
2165
2166         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2167         add_output("Position", SHADER_SOCKET_POINT);
2168         add_output("Normal", SHADER_SOCKET_NORMAL);
2169         add_output("Tangent", SHADER_SOCKET_NORMAL);
2170         add_output("True Normal", SHADER_SOCKET_NORMAL);
2171         add_output("Incoming", SHADER_SOCKET_VECTOR);
2172         add_output("Parametric", SHADER_SOCKET_POINT);
2173         add_output("Backfacing", SHADER_SOCKET_FLOAT);
2174         add_output("Pointiness", SHADER_SOCKET_FLOAT);
2175 }
2176
2177 void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2178 {
2179         if(shader->has_surface) {
2180                 if(!output("Tangent")->links.empty()) {
2181                         attributes->add(ATTR_STD_GENERATED);
2182                 }
2183                 if(!output("Pointiness")->links.empty()) {
2184                         attributes->add(ATTR_STD_POINTINESS);
2185                 }
2186         }
2187
2188         ShaderNode::attributes(shader, attributes);
2189 }
2190
2191 void GeometryNode::compile(SVMCompiler& compiler)
2192 {
2193         ShaderOutput *out;
2194         NodeType geom_node = NODE_GEOMETRY;
2195
2196         if(bump == SHADER_BUMP_DX)
2197                 geom_node = NODE_GEOMETRY_BUMP_DX;
2198         else if(bump == SHADER_BUMP_DY)
2199                 geom_node = NODE_GEOMETRY_BUMP_DY;
2200         
2201         out = output("Position");
2202         if(!out->links.empty()) {
2203                 compiler.stack_assign(out);
2204                 compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2205         }
2206
2207         out = output("Normal");
2208         if(!out->links.empty()) {
2209                 compiler.stack_assign(out);
2210                 compiler.add_node(geom_node, NODE_GEOM_N, out->stack_offset);
2211         }
2212
2213         out = output("Tangent");
2214         if(!out->links.empty()) {
2215                 compiler.stack_assign(out);
2216                 compiler.add_node(geom_node, NODE_GEOM_T, out->stack_offset);
2217         }
2218
2219         out = output("True Normal");
2220         if(!out->links.empty()) {
2221                 compiler.stack_assign(out);
2222                 compiler.add_node(geom_node, NODE_GEOM_Ng, out->stack_offset);
2223         }
2224
2225         out = output("Incoming");
2226         if(!out->links.empty()) {
2227                 compiler.stack_assign(out);
2228                 compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2229         }
2230
2231         out = output("Parametric");
2232         if(!out->links.empty()) {
2233                 compiler.stack_assign(out);
2234                 compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
2235         }
2236
2237         out = output("Backfacing");
2238         if(!out->links.empty()) {
2239                 compiler.stack_assign(out);
2240                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, out->stack_offset);
2241         }
2242
2243         out = output("Pointiness");
2244         if(!out->links.empty()) {
2245                 compiler.stack_assign(out);
2246                 compiler.add_node(NODE_ATTR,
2247                                   ATTR_STD_POINTINESS,
2248                                   out->stack_offset,
2249                                   NODE_ATTR_FLOAT);
2250         }
2251 }
2252
2253 void GeometryNode::compile(OSLCompiler& compiler)
2254 {
2255         if(bump == SHADER_BUMP_DX)
2256                 compiler.parameter("bump_offset", "dx");
2257         else if(bump == SHADER_BUMP_DY)
2258                 compiler.parameter("bump_offset", "dy");
2259         else
2260                 compiler.parameter("bump_offset", "center");
2261
2262         compiler.add(this, "node_geometry");
2263 }
2264
2265 /* TextureCoordinate */
2266
2267 TextureCoordinateNode::TextureCoordinateNode()
2268 : ShaderNode("texture_coordinate")
2269 {
2270         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2271         add_output("Generated", SHADER_SOCKET_POINT);
2272         add_output("Normal", SHADER_SOCKET_NORMAL);
2273         add_output("UV", SHADER_SOCKET_POINT);
2274         add_output("Object", SHADER_SOCKET_POINT);
2275         add_output("Camera", SHADER_SOCKET_POINT);
2276         add_output("Window", SHADER_SOCKET_POINT);
2277         add_output("Reflection", SHADER_SOCKET_NORMAL);
2278
2279         from_dupli = false;
2280         use_transform = false;
2281         ob_tfm = transform_identity();
2282 }
2283
2284 void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2285 {
2286         if(shader->has_surface) {
2287                 if(!from_dupli) {
2288                         if(!output("Generated")->links.empty())
2289                                 attributes->add(ATTR_STD_GENERATED);
2290                         if(!output("UV")->links.empty())
2291                                 attributes->add(ATTR_STD_UV);
2292                 }
2293         }
2294
2295         if(shader->has_volume) {
2296                 if(!from_dupli) {
2297                         if(!output("Generated")->links.empty()) {
2298                                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
2299                         }
2300                 }
2301         }
2302
2303         ShaderNode::attributes(shader, attributes);
2304 }
2305
2306 void TextureCoordinateNode::compile(SVMCompiler& compiler)
2307 {
2308         ShaderOutput *out;
2309         NodeType texco_node = NODE_TEX_COORD;
2310         NodeType attr_node = NODE_ATTR;
2311         NodeType geom_node = NODE_GEOMETRY;
2312
2313         if(bump == SHADER_BUMP_DX) {
2314                 texco_node = NODE_TEX_COORD_BUMP_DX;
2315                 attr_node = NODE_ATTR_BUMP_DX;
2316                 geom_node = NODE_GEOMETRY_BUMP_DX;
2317         }
2318         else if(bump == SHADER_BUMP_DY) {
2319                 texco_node = NODE_TEX_COORD_BUMP_DY;
2320                 attr_node = NODE_ATTR_BUMP_DY;
2321                 geom_node = NODE_GEOMETRY_BUMP_DY;
2322         }
2323         
2324         out = output("Generated");
2325         if(!out->links.empty()) {
2326                 if(compiler.background) {
2327                         compiler.stack_assign(out);
2328                         compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2329                 }
2330                 else {
2331                         if(from_dupli) {
2332                                 compiler.stack_assign(out);
2333                                 compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, out->stack_offset);
2334                         }
2335                         else if(compiler.output_type() == SHADER_TYPE_VOLUME) {
2336                                 compiler.stack_assign(out);
2337                                 compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, out->stack_offset);
2338                         }
2339                         else {
2340                                 int attr = compiler.attribute(ATTR_STD_GENERATED);
2341                                 compiler.stack_assign(out);
2342                                 compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2343                         }
2344                 }
2345         }
2346
2347         out = output("Normal");
2348         if(!out->links.empty()) {
2349                 compiler.stack_assign(out);
2350                 compiler.add_node(texco_node, NODE_TEXCO_NORMAL, out->stack_offset);
2351         }
2352
2353         out = output("UV");
2354         if(!out->links.empty()) {
2355                 if(from_dupli) {
2356                         compiler.stack_assign(out);
2357                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2358                 }
2359                 else {
2360                         int attr = compiler.attribute(ATTR_STD_UV);
2361                         compiler.stack_assign(out);
2362                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2363                 }
2364         }
2365
2366         out = output("Object");
2367         if(!out->links.empty()) {
2368                 compiler.stack_assign(out);
2369                 compiler.add_node(texco_node, NODE_TEXCO_OBJECT, out->stack_offset, use_transform);
2370                 if(use_transform) {
2371                         Transform ob_itfm = transform_inverse(ob_tfm);
2372                         compiler.add_node(ob_itfm.x);
2373                         compiler.add_node(ob_itfm.y);
2374                         compiler.add_node(ob_itfm.z);
2375                         compiler.add_node(ob_itfm.w);
2376                 }
2377         }
2378
2379         out = output("Camera");
2380         if(!out->links.empty()) {
2381                 compiler.stack_assign(out);
2382                 compiler.add_node(texco_node, NODE_TEXCO_CAMERA, out->stack_offset);
2383         }
2384
2385         out = output("Window");
2386         if(!out->links.empty()) {
2387                 compiler.stack_assign(out);
2388                 compiler.add_node(texco_node, NODE_TEXCO_WINDOW, out->stack_offset);
2389         }
2390
2391         out = output("Reflection");
2392         if(!out->links.empty()) {
2393                 if(compiler.background) {
2394                         compiler.stack_assign(out);
2395                         compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2396                 }
2397                 else {
2398                         compiler.stack_assign(out);
2399                         compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, out->stack_offset);
2400                 }
2401         }
2402 }
2403
2404 void TextureCoordinateNode::compile(OSLCompiler& compiler)
2405 {
2406         if(bump == SHADER_BUMP_DX)
2407                 compiler.parameter("bump_offset", "dx");
2408         else if(bump == SHADER_BUMP_DY)
2409                 compiler.parameter("bump_offset", "dy");
2410         else
2411                 compiler.parameter("bump_offset", "center");
2412         
2413         if(compiler.background)
2414                 compiler.parameter("is_background", true);
2415         if(compiler.output_type() == SHADER_TYPE_VOLUME)
2416                 compiler.parameter("is_volume", true);
2417         compiler.parameter("use_transform", use_transform);
2418         Transform ob_itfm = transform_transpose(transform_inverse(ob_tfm));
2419         compiler.parameter("object_itfm", ob_itfm);
2420
2421         compiler.parameter("from_dupli", from_dupli);
2422
2423         compiler.add(this, "node_texture_coordinate");
2424 }
2425
2426 UVMapNode::UVMapNode()
2427 : ShaderNode("uvmap")
2428 {
2429         attribute = "";
2430         from_dupli = false;
2431
2432         add_output("UV", SHADER_SOCKET_POINT);
2433 }
2434
2435 void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2436 {
2437         if(shader->has_surface) {
2438                 if(!from_dupli) {
2439                         if(!output("UV")->links.empty()) {
2440                                 if (attribute != "")
2441                                         attributes->add(attribute);
2442                                 else
2443                                         attributes->add(ATTR_STD_UV);
2444                         }
2445                 }
2446         }
2447
2448         ShaderNode::attributes(shader, attributes);
2449 }
2450
2451 void UVMapNode::compile(SVMCompiler& compiler)
2452 {
2453         ShaderOutput *out = output("UV");
2454         NodeType texco_node = NODE_TEX_COORD;
2455         NodeType attr_node = NODE_ATTR;
2456         int attr;
2457
2458         if(bump == SHADER_BUMP_DX) {
2459                 texco_node = NODE_TEX_COORD_BUMP_DX;
2460                 attr_node = NODE_ATTR_BUMP_DX;
2461         }
2462         else if(bump == SHADER_BUMP_DY) {
2463                 texco_node = NODE_TEX_COORD_BUMP_DY;
2464                 attr_node = NODE_ATTR_BUMP_DY;
2465         }
2466
2467         if(!out->links.empty()) {
2468                 if(from_dupli) {
2469                         compiler.stack_assign(out);
2470                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2471                 }
2472                 else {
2473                         if (attribute != "")
2474                                 attr = compiler.attribute(attribute);
2475                         else
2476                                 attr = compiler.attribute(ATTR_STD_UV);
2477
2478                         compiler.stack_assign(out);
2479                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2480                 }
2481         }
2482 }
2483
2484 void UVMapNode::compile(OSLCompiler& compiler)
2485 {
2486         if(bump == SHADER_BUMP_DX)
2487                 compiler.parameter("bump_offset", "dx");
2488         else if(bump == SHADER_BUMP_DY)
2489                 compiler.parameter("bump_offset", "dy");
2490         else
2491                 compiler.parameter("bump_offset", "center");
2492
2493         compiler.parameter("from_dupli", from_dupli);
2494         compiler.parameter("name", attribute.c_str());
2495         compiler.add(this, "node_uv_map");
2496 }
2497
2498 /* Light Path */
2499
2500 LightPathNode::LightPathNode()
2501 : ShaderNode("light_path")
2502 {
2503         add_output("Is Camera Ray", SHADER_SOCKET_FLOAT);
2504         add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT);
2505         add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT);
2506         add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT);
2507         add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
2508         add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
2509         add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
2510         add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT);
2511         add_output("Ray Length", SHADER_SOCKET_FLOAT);
2512         add_output("Ray Depth", SHADER_SOCKET_FLOAT);
2513         add_output("Transparent Depth", SHADER_SOCKET_FLOAT);
2514 }
2515
2516 void LightPathNode::compile(SVMCompiler& compiler)
2517 {
2518         ShaderOutput *out;
2519
2520         out = output("Is Camera Ray");
2521         if(!out->links.empty()) {
2522                 compiler.stack_assign(out);
2523                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, out->stack_offset);
2524         }
2525
2526         out = output("Is Shadow Ray");
2527         if(!out->links.empty()) {
2528                 compiler.stack_assign(out);
2529                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, out->stack_offset);
2530         }
2531
2532         out = output("Is Diffuse Ray");
2533         if(!out->links.empty()) {
2534                 compiler.stack_assign(out);
2535                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, out->stack_offset);
2536         }
2537
2538         out = output("Is Glossy Ray");
2539         if(!out->links.empty()) {
2540                 compiler.stack_assign(out);
2541                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, out->stack_offset);
2542         }
2543
2544         out = output("Is Singular Ray");
2545         if(!out->links.empty()) {
2546                 compiler.stack_assign(out);
2547                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, out->stack_offset);
2548         }
2549
2550         out = output("Is Reflection Ray");
2551         if(!out->links.empty()) {
2552                 compiler.stack_assign(out);
2553                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, out->stack_offset);
2554         }
2555
2556
2557         out = output("Is Transmission Ray");
2558         if(!out->links.empty()) {
2559                 compiler.stack_assign(out);
2560                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
2561         }
2562         
2563         out = output("Is Volume Scatter Ray");
2564         if(!out->links.empty()) {
2565                 compiler.stack_assign(out);
2566                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, out->stack_offset);
2567         }
2568
2569         out = output("Ray Length");
2570         if(!out->links.empty()) {
2571                 compiler.stack_assign(out);
2572                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset);
2573         }
2574         
2575         out = output("Ray Depth");
2576         if(!out->links.empty()) {
2577                 compiler.stack_assign(out);
2578                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset);
2579         }
2580
2581         out = output("Transparent Depth");
2582         if(!out->links.empty()) {
2583                 compiler.stack_assign(out);
2584                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, out->stack_offset);
2585         }
2586 }
2587
2588 void LightPathNode::compile(OSLCompiler& compiler)
2589 {
2590         compiler.add(this, "node_light_path");
2591 }
2592
2593 /* Light Falloff */
2594
2595 LightFalloffNode::LightFalloffNode()
2596 : ShaderNode("light_fallof")
2597 {
2598         add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
2599         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
2600         add_output("Quadratic", SHADER_SOCKET_FLOAT);
2601         add_output("Linear", SHADER_SOCKET_FLOAT);
2602         add_output("Constant", SHADER_SOCKET_FLOAT);
2603 }
2604
2605 void LightFalloffNode::compile(SVMCompiler& compiler)
2606 {
2607         ShaderInput *strength_in = input("Strength");
2608         ShaderInput *smooth_in = input("Smooth");
2609
2610         compiler.stack_assign(strength_in);
2611         compiler.stack_assign(smooth_in);
2612
2613         ShaderOutput *out = output("Quadratic");
2614         if(!out->links.empty()) {
2615                 compiler.stack_assign(out);
2616                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_QUADRATIC,
2617                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2618         }
2619
2620         out = output("Linear");
2621         if(!out->links.empty()) {
2622                 compiler.stack_assign(out);
2623                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_LINEAR,
2624                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2625         }
2626
2627         out = output("Constant");
2628         if(!out->links.empty()) {
2629                 compiler.stack_assign(out);
2630                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_CONSTANT,
2631                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2632         }
2633 }
2634
2635 void LightFalloffNode::compile(OSLCompiler& compiler)
2636 {
2637         compiler.add(this, "node_light_falloff");
2638 }
2639
2640 /* Object Info */
2641
2642 ObjectInfoNode::ObjectInfoNode()
2643 : ShaderNode("object_info")
2644 {
2645         add_output("Location", SHADER_SOCKET_VECTOR);
2646         add_output("Object Index", SHADER_SOCKET_FLOAT);
2647         add_output("Material Index", SHADER_SOCKET_FLOAT);
2648         add_output("Random", SHADER_SOCKET_FLOAT);
2649 }
2650
2651 void ObjectInfoNode::compile(SVMCompiler& compiler)
2652 {
2653         ShaderOutput *out = output("Location");
2654         if(!out->links.empty()) {
2655                 compiler.stack_assign(out);
2656                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, out->stack_offset);
2657         }
2658
2659         out = output("Object Index");
2660         if(!out->links.empty()) {
2661                 compiler.stack_assign(out);
2662                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, out->stack_offset);
2663         }
2664
2665         out = output("Material Index");
2666         if(!out->links.empty()) {
2667                 compiler.stack_assign(out);
2668                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, out->stack_offset);
2669         }
2670
2671         out = output("Random");
2672         if(!out->links.empty()) {
2673                 compiler.stack_assign(out);
2674                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, out->stack_offset);
2675         }
2676 }
2677
2678 void ObjectInfoNode::compile(OSLCompiler& compiler)
2679 {
2680         compiler.add(this, "node_object_info");
2681 }
2682
2683 /* Particle Info */
2684
2685 ParticleInfoNode::ParticleInfoNode()
2686 : ShaderNode("particle_info")
2687 {
2688         add_output("Index", SHADER_SOCKET_FLOAT);
2689         add_output("Age", SHADER_SOCKET_FLOAT);
2690         add_output("Lifetime", SHADER_SOCKET_FLOAT);
2691         add_output("Location", SHADER_SOCKET_POINT);
2692 #if 0   /* not yet supported */
2693         add_output("Rotation", SHADER_SOCKET_QUATERNION);
2694 #endif
2695         add_output("Size", SHADER_SOCKET_FLOAT);
2696         add_output("Velocity", SHADER_SOCKET_VECTOR);
2697         add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
2698 }
2699
2700 void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2701 {
2702         if(!output("Index")->links.empty())
2703                 attributes->add(ATTR_STD_PARTICLE);
2704         if(!output("Age")->links.empty())
2705                 attributes->add(ATTR_STD_PARTICLE);
2706         if(!output("Lifetime")->links.empty())
2707                 attributes->add(ATTR_STD_PARTICLE);
2708         if(!output("Location")->links.empty())
2709                 attributes->add(ATTR_STD_PARTICLE);
2710 #if 0   /* not yet supported */
2711         if(!output("Rotation")->links.empty())
2712                 attributes->add(ATTR_STD_PARTICLE);
2713 #endif
2714         if(!output("Size")->links.empty())
2715                 attributes->add(ATTR_STD_PARTICLE);
2716         if(!output("Velocity")->links.empty())
2717                 attributes->add(ATTR_STD_PARTICLE);
2718         if(!output("Angular Velocity")->links.empty())
2719                 attributes->add(ATTR_STD_PARTICLE);
2720
2721         ShaderNode::attributes(shader, attributes);
2722 }
2723
2724 void ParticleInfoNode::compile(SVMCompiler& compiler)
2725 {
2726         ShaderOutput *out;
2727         
2728         out = output("Index");
2729         if(!out->links.empty()) {
2730                 compiler.stack_assign(out);
2731                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, out->stack_offset);
2732         }
2733         
2734         out = output("Age");
2735         if(!out->links.empty()) {
2736                 compiler.stack_assign(out);
2737                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, out->stack_offset);
2738         }
2739         
2740         out = output("Lifetime");
2741         if(!out->links.empty()) {
2742                 compiler.stack_assign(out);
2743                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, out->stack_offset);
2744         }
2745         
2746         out = output("Location");
2747         if(!out->links.empty()) {
2748                 compiler.stack_assign(out);
2749                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, out->stack_offset);
2750         }
2751         
2752         /* quaternion data is not yet supported by Cycles */
2753 #if 0
2754         out = output("Rotation");
2755         if(!out->links.empty()) {
2756                 compiler.stack_assign(out);
2757                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, out->stack_offset);
2758         }
2759 #endif
2760         
2761         out = output("Size");
2762         if(!out->links.empty()) {
2763                 compiler.stack_assign(out);
2764                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, out->stack_offset);
2765         }
2766         
2767         out = output("Velocity");
2768         if(!out->links.empty()) {
2769                 compiler.stack_assign(out);
2770                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, out->stack_offset);
2771         }
2772         
2773         out = output("Angular Velocity");
2774         if(!out->links.empty()) {
2775                 compiler.stack_assign(out);
2776                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, out->stack_offset);
2777         }
2778 }
2779
2780 void ParticleInfoNode::compile(OSLCompiler& compiler)
2781 {
2782         compiler.add(this, "node_particle_info");
2783 }
2784
2785 /* Hair Info */
2786
2787 HairInfoNode::HairInfoNode()
2788 : ShaderNode("hair_info")
2789 {
2790         add_output("Is Strand", SHADER_SOCKET_FLOAT);
2791         add_output("Intercept", SHADER_SOCKET_FLOAT);
2792         add_output("Thickness", SHADER_SOCKET_FLOAT);
2793         add_output("Tangent Normal", SHADER_SOCKET_NORMAL);
2794         /*output for minimum hair width transparency - deactivated*/
2795         /*add_output("Fade", SHADER_SOCKET_FLOAT);*/
2796 }
2797
2798 void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2799 {
2800         if(shader->has_surface) {
2801                 ShaderOutput *intercept_out = output("Intercept");
2802
2803                 if(!intercept_out->links.empty())
2804                         attributes->add(ATTR_STD_CURVE_INTERCEPT);
2805         }
2806
2807         ShaderNode::attributes(shader, attributes);
2808 }
2809
2810 void HairInfoNode::compile(SVMCompiler& compiler)
2811 {
2812         ShaderOutput *out;
2813         
2814         out = output("Is Strand");
2815         if(!out->links.empty()) {
2816                 compiler.stack_assign(out);
2817                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, out->stack_offset);
2818         }
2819
2820         out = output("Intercept");
2821         if(!out->links.empty()) {
2822                 int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT);
2823                 compiler.stack_assign(out);
2824                 compiler.add_node(NODE_ATTR, attr, out->stack_offset, NODE_ATTR_FLOAT);
2825         }
2826
2827         out = output("Thickness");
2828         if(!out->links.empty()) {
2829                 compiler.stack_assign(out);
2830                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, out->stack_offset);
2831         }
2832
2833         out = output("Tangent Normal");
2834         if(!out->links.empty()) {
2835                 compiler.stack_assign(out);
2836                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, out->stack_offset);
2837         }
2838
2839         /*out = output("Fade");
2840         if(!out->links.empty()) {
2841                 compiler.stack_assign(out);
2842                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, out->stack_offset);
2843         }*/
2844
2845 }
2846
2847 void HairInfoNode::compile(OSLCompiler& compiler)
2848 {
2849         compiler.add(this, "node_hair_info");
2850 }
2851
2852 /* Value */
2853
2854 ValueNode::ValueNode()
2855 : ShaderNode("value")
2856 {
2857         value = 0.0f;
2858
2859         add_output("Value", SHADER_SOCKET_FLOAT);
2860 }
2861
2862 void ValueNode::compile(SVMCompiler& compiler)
2863 {
2864         ShaderOutput *val_out = output("Value");
2865
2866         compiler.stack_assign(val_out);
2867         compiler.add_node(NODE_VALUE_F, __float_as_int(value), val_out->stack_offset);
2868 }
2869
2870 void ValueNode::compile(OSLCompiler& compiler)
2871 {
2872         compiler.parameter("value_value", value);
2873         compiler.add(this, "node_value");
2874 }
2875
2876 /* Color */
2877
2878 ColorNode::ColorNode()
2879 : ShaderNode("color")
2880 {
2881         value = make_float3(0.0f, 0.0f, 0.0f);
2882
2883         add_output("Color", SHADER_SOCKET_COLOR);
2884 }
2885
2886 void ColorNode::compile(SVMCompiler& compiler)
2887 {
2888         ShaderOutput *color_out = output("Color");
2889
2890         if(color_out && !color_out->links.empty()) {
2891                 compiler.stack_assign(color_out);
2892                 compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
2893                 compiler.add_node(NODE_VALUE_V, value);
2894         }
2895 }
2896
2897 void ColorNode::compile(OSLCompiler& compiler)
2898 {
2899         compiler.parameter_color("color_value", value);
2900
2901         compiler.add(this, "node_value");
2902 }
2903
2904 /* Add Closure */
2905
2906 AddClosureNode::AddClosureNode()
2907 : ShaderNode("add_closure")
2908 {
2909         add_input("Closure1", SHADER_SOCKET_CLOSURE);
2910         add_input("Closure2", SHADER_SOCKET_CLOSURE);
2911         add_output("Closure",  SHADER_SOCKET_CLOSURE);
2912 }
2913
2914 void AddClosureNode::compile(SVMCompiler& compiler)
2915 {
2916         /* handled in the SVM compiler */
2917 }
2918
2919 void AddClosureNode::compile(OSLCompiler& compiler)
2920 {
2921         compiler.add(this, "node_add_closure");
2922 }
2923
2924 /* Mix Closure */
2925
2926 MixClosureNode::MixClosureNode()
2927 : ShaderNode("mix_closure")
2928 {
2929         special_type = SHADER_SPECIAL_TYPE_MIX_CLOSURE;
2930         
2931         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
2932         add_input("Closure1", SHADER_SOCKET_CLOSURE);
2933         add_input("Closure2", SHADER_SOCKET_CLOSURE);
2934         add_output("Closure",  SHADER_SOCKET_CLOSURE);
2935 }
2936
2937 void MixClosureNode::compile(SVMCompiler& compiler)
2938 {
2939         /* handled in the SVM compiler */
2940 }
2941
2942 void MixClosureNode::compile(OSLCompiler& compiler)
2943 {
2944         compiler.add(this, "node_mix_closure");
2945 }
2946
2947 /* Mix Closure */
2948
2949 MixClosureWeightNode::MixClosureWeightNode()
2950 : ShaderNode("mix_closure_weight")
2951 {
2952         add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f);
2953         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
2954         add_output("Weight1", SHADER_SOCKET_FLOAT);
2955         add_output("Weight2", SHADER_SOCKET_FLOAT);
2956 }
2957
2958 void MixClosureWeightNode::compile(SVMCompiler& compiler)
2959 {
2960         ShaderInput *weight_in = input("Weight");
2961         ShaderInput *fac_in = input("Fac");
2962         ShaderOutput *weight1_out = output("Weight1");
2963         ShaderOutput *weight2_out = output("Weight2");
2964
2965         compiler.stack_assign(weight_in);
2966         compiler.stack_assign(fac_in);
2967         compiler.stack_assign(weight1_out);
2968         compiler.stack_assign(weight2_out);
2969
2970         compiler.add_node(NODE_MIX_CLOSURE,
2971                 compiler.encode_uchar4(fac_in->stack_offset, weight_in->stack_offset,
2972                         weight1_out->stack_offset, weight2_out->stack_offset));
2973 }
2974
2975 void MixClosureWeightNode::compile(OSLCompiler& compiler)
2976 {
2977         assert(0);
2978 }
2979
2980 /* Invert */
2981
2982 InvertNode::InvertNode()
2983 : ShaderNode("invert")
2984 {
2985         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
2986         add_input("Color", SHADER_SOCKET_COLOR);
2987         add_output("Color",  SHADER_SOCKET_COLOR);
2988 }
2989
2990 void InvertNode::compile(SVMCompiler& compiler)
2991 {
2992         ShaderInput *fac_in = input("Fac");
2993         ShaderInput *color_in = input("Color");
2994         ShaderOutput *color_out = output("Color");
2995
2996         compiler.stack_assign(fac_in);
2997         compiler.stack_assign(color_in);
2998         compiler.stack_assign(color_out);
2999
3000         compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3001 }
3002
3003 void InvertNode::compile(OSLCompiler& compiler)
3004 {
3005         compiler.add(this, "node_invert");
3006 }
3007
3008 /* Mix */
3009
3010 MixNode::MixNode()
3011 : ShaderNode("mix")
3012 {
3013         type = ustring("Mix");
3014
3015         use_clamp = false;
3016
3017         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
3018         add_input("Color1", SHADER_SOCKET_COLOR);
3019         add_input("Color2", SHADER_SOCKET_COLOR);
3020         add_output("Color",  SHADER_SOCKET_COLOR);
3021 }
3022
3023 static ShaderEnum mix_type_init()
3024 {
3025         ShaderEnum enm;
3026
3027         enm.insert("Mix", NODE_MIX_BLEND);
3028         enm.insert("Add", NODE_MIX_ADD);
3029         enm.insert("Multiply", NODE_MIX_MUL);
3030         enm.insert("Screen", NODE_MIX_SCREEN);
3031         enm.insert("Overlay", NODE_MIX_OVERLAY);
3032         enm.insert("Subtract", NODE_MIX_SUB);
3033         enm.insert("Divide", NODE_MIX_DIV);
3034         enm.insert("Difference", NODE_MIX_DIFF);
3035         enm.insert("Darken", NODE_MIX_DARK);
3036         enm.insert("Lighten", NODE_MIX_LIGHT);
3037         enm.insert("Dodge", NODE_MIX_DODGE);
3038         enm.insert("Burn", NODE_MIX_BURN);
3039         enm.insert("Hue", NODE_MIX_HUE);
3040         enm.insert("Saturation", NODE_MIX_SAT);
3041         enm.insert("Value", NODE_MIX_VAL);
3042         enm.insert("Color", NODE_MIX_COLOR);
3043         enm.insert("Soft Light", NODE_MIX_SOFT);
3044         enm.insert("Linear Light", NODE_MIX_LINEAR);
3045
3046         return enm;
3047 }
3048
3049 ShaderEnum MixNode::type_enum = mix_type_init();
3050
3051 void MixNode::compile(SVMCompiler& compiler)
3052 {
3053         ShaderInput *fac_in = input("Fac");
3054         ShaderInput *color1_in = input("Color1");
3055         ShaderInput *color2_in = input("Color2");
3056         ShaderOutput *color_out = output("Color");
3057
3058         compiler.stack_assign(fac_in);
3059         compiler.stack_assign(color1_in);
3060         compiler.stack_assign(color2_in);
3061         compiler.stack_assign(color_out);
3062
3063         compiler.add_node(NODE_MIX, fac_in->stack_offset, color1_in->stack_offset, color2_in->stack_offset);
3064         compiler.add_node(NODE_MIX, type_enum[type], color_out->stack_offset);
3065
3066         if(use_clamp) {
3067                 compiler.add_node(NODE_MIX, 0, color_out->stack_offset);
3068                 compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, color_out->stack_offset);
3069         }
3070 }
3071
3072 void MixNode::compile(OSLCompiler& compiler)
3073 {
3074         compiler.parameter("type", type);
3075         compiler.parameter("Clamp", use_clamp);
3076         compiler.add(this, "node_mix");
3077 }
3078
3079 /* Combine RGB */
3080 CombineRGBNode::CombineRGBNode()
3081 : ShaderNode("combine_rgb")
3082 {
3083         add_input("R", SHADER_SOCKET_FLOAT);
3084         add_input("G", SHADER_SOCKET_FLOAT);
3085         add_input("B", SHADER_SOCKET_FLOAT);
3086         add_output("Image", SHADER_SOCKET_COLOR);
3087 }
3088
3089 void CombineRGBNode::compile(SVMCompiler& compiler)
3090 {
3091         ShaderInput *red_in = input("R");
3092         ShaderInput *green_in = input("G");
3093         ShaderInput *blue_in = input("B");
3094         ShaderOutput *color_out = output("Image");
3095
3096         compiler.stack_assign(color_out);
3097
3098         compiler.stack_assign(red_in);
3099         compiler.add_node(NODE_COMBINE_VECTOR, red_in->stack_offset, 0, color_out->stack_offset);
3100
3101         compiler.stack_assign(green_in);
3102         compiler.add_node(NODE_COMBINE_VECTOR, green_in->stack_offset, 1, color_out->stack_offset);
3103
3104         compiler.stack_assign(blue_in);
3105         compiler.add_node(NODE_COMBINE_VECTOR, blue_in->stack_offset, 2, color_out->stack_offset);
3106 }
3107
3108 void CombineRGBNode::compile(OSLCompiler& compiler)
3109 {
3110         compiler.add(this, "node_combine_rgb");
3111 }
3112
3113 /* Combine XYZ */
3114 CombineXYZNode::CombineXYZNode()
3115 : ShaderNode("combine_xyz")
3116 {
3117         add_input("X", SHADER_SOCKET_FLOAT);
3118         add_input("Y", SHADER_SOCKET_FLOAT);
3119         add_input("Z", SHADER_SOCKET_FLOAT);
3120         add_output("Vector", SHADER_SOCKET_VECTOR);
3121 }
3122
3123 void CombineXYZNode::compile(SVMCompiler& compiler)
3124 {
3125         ShaderInput *x_in = input("X");
3126         ShaderInput *y_in = input("Y");
3127         ShaderInput *z_in = input("Z");
3128         ShaderOutput *vector_out = output("Vector");
3129
3130         compiler.stack_assign(vector_out);
3131
3132         compiler.stack_assign(x_in);
3133         compiler.add_node(NODE_COMBINE_VECTOR, x_in->stack_offset, 0, vector_out->stack_offset);
3134
3135         compiler.stack_assign(y_in);
3136         compiler.add_node(NODE_COMBINE_VECTOR, y_in->stack_offset, 1, vector_out->stack_offset);
3137
3138         compiler.stack_assign(z_in);
3139         compiler.add_node(NODE_COMBINE_VECTOR, z_in->stack_offset, 2, vector_out->stack_offset);
3140 }
3141
3142 void CombineXYZNode::compile(OSLCompiler& compiler)
3143 {
3144         compiler.add(this, "node_combine_xyz");
3145 }
3146
3147 /* Combine HSV */
3148 CombineHSVNode::CombineHSVNode()
3149 : ShaderNode("combine_hsv")
3150 {
3151         add_input("H", SHADER_SOCKET_FLOAT);
3152         add_input("S", SHADER_SOCKET_FLOAT);
3153         add_input("V", SHADER_SOCKET_FLOAT);
3154         add_output("Color", SHADER_SOCKET_COLOR);
3155 }
3156
3157 void CombineHSVNode::compile(SVMCompiler& compiler)
3158 {
3159         ShaderInput *hue_in = input("H");
3160         ShaderInput *saturation_in = input("S");
3161         ShaderInput *value_in = input("V");
3162         ShaderOutput *color_out = output("Color");
3163
3164         compiler.stack_assign(color_out);
3165         compiler.stack_assign(hue_in);
3166         compiler.stack_assign(saturation_in);
3167         compiler.stack_assign(value_in);
3168         
3169         compiler.add_node(NODE_COMBINE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3170         compiler.add_node(NODE_COMBINE_HSV, color_out->stack_offset);
3171 }
3172
3173 void CombineHSVNode::compile(OSLCompiler& compiler)
3174 {
3175         compiler.add(this, "node_combine_hsv");
3176 }
3177
3178 /* Gamma */
3179 GammaNode::GammaNode()
3180 : ShaderNode("gamma")
3181 {
3182         add_input("Color", SHADER_SOCKET_COLOR);
3183         add_input("Gamma", SHADER_SOCKET_FLOAT);
3184         add_output("Color", SHADER_SOCKET_COLOR);
3185 }
3186
3187 void GammaNode::compile(SVMCompiler& compiler)
3188 {
3189         ShaderInput *color_in = input("Color");
3190         ShaderInput *gamma_in = input("Gamma");
3191         ShaderOutput *color_out = output("Color");
3192
3193         compiler.stack_assign(color_in);
3194         compiler.stack_assign(gamma_in);
3195         compiler.stack_assign(color_out);
3196
3197         compiler.add_node(NODE_GAMMA, gamma_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3198 }
3199
3200 void GammaNode::compile(OSLCompiler& compiler)
3201 {
3202         compiler.add(this, "node_gamma");
3203 }
3204
3205 /* Bright Contrast */
3206 BrightContrastNode::BrightContrastNode()
3207 : ShaderNode("brightness")
3208 {
3209         add_input("Color", SHADER_SOCKET_COLOR);
3210         add_input("Bright", SHADER_SOCKET_FLOAT);
3211         add_input("Contrast", SHADER_SOCKET_FLOAT);
3212         add_output("Color", SHADER_SOCKET_COLOR);
3213 }
3214
3215 void BrightContrastNode::compile(SVMCompiler& compiler)
3216 {
3217         ShaderInput *color_in = input("Color");
3218         ShaderInput *bright_in = input("Bright");
3219         ShaderInput *contrast_in = input("Contrast");
3220         ShaderOutput *color_out = output("Color");
3221
3222         compiler.stack_assign(color_in);
3223         compiler.stack_assign(bright_in);
3224         compiler.stack_assign(contrast_in);
3225         compiler.stack_assign(color_out);
3226
3227         compiler.add_node(NODE_BRIGHTCONTRAST,
3228                 color_in->stack_offset, color_out->stack_offset,
3229                 compiler.encode_uchar4(bright_in->stack_offset, contrast_in->stack_offset));
3230 }
3231
3232 void BrightContrastNode::compile(OSLCompiler& compiler)
3233 {
3234         compiler.add(this, "node_brightness");
3235 }
3236
3237 /* Separate RGB */
3238 SeparateRGBNode::SeparateRGBNode()
3239 : ShaderNode("separate_rgb")
3240 {
3241         add_input("Image", SHADER_SOCKET_COLOR);
3242         add_output("R", SHADER_SOCKET_FLOAT);
3243         add_output("G", SHADER_SOCKET_FLOAT);
3244         add_output("B", SHADER_SOCKET_FLOAT);
3245 }
3246
3247 void SeparateRGBNode::compile(SVMCompiler& compiler)
3248 {
3249         ShaderInput *color_in = input("Image");
3250         ShaderOutput *red_out = output("R");
3251         ShaderOutput *green_out = output("G");
3252         ShaderOutput *blue_out = output("B");
3253
3254         compiler.stack_assign(color_in);
3255
3256         compiler.stack_assign(red_out);
3257         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 0, red_out->stack_offset);
3258
3259         compiler.stack_assign(green_out);
3260         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 1, green_out->stack_offset);
3261
3262         compiler.stack_assign(blue_out);
3263         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 2, blue_out->stack_offset);
3264 }
3265
3266 void SeparateRGBNode::compile(OSLCompiler& compiler)
3267 {
3268         compiler.add(this, "node_separate_rgb");
3269 }
3270
3271 /* Separate XYZ */
3272 SeparateXYZNode::SeparateXYZNode()
3273 : ShaderNode("separate_xyz")
3274 {
3275         add_input("Vector", SHADER_SOCKET_VECTOR);
3276         add_output("X", SHADER_SOCKET_FLOAT);
3277         add_output("Y", SHADER_SOCKET_FLOAT);
3278         add_output("Z", SHADER_SOCKET_FLOAT);
3279 }
3280
3281 void SeparateXYZNode::compile(SVMCompiler& compiler)
3282 {
3283         ShaderInput *vector_in = input("Vector");
3284         ShaderOutput *x_out = output("X");
3285         ShaderOutput *y_out = output("Y");
3286         ShaderOutput *z_out = output("Z");
3287
3288         compiler.stack_assign(vector_in);
3289
3290         compiler.stack_assign(x_out);
3291         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 0, x_out->stack_offset);
3292
3293         compiler.stack_assign(y_out);
3294         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 1, y_out->stack_offset);
3295
3296         compiler.stack_assign(z_out);
3297         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 2, z_out->stack_offset);
3298 }
3299
3300 void SeparateXYZNode::compile(OSLCompiler& compiler)
3301 {
3302         compiler.add(this, "node_separate_xyz");
3303 }
3304
3305 /* Separate HSV */
3306 SeparateHSVNode::SeparateHSVNode()
3307 : ShaderNode("separate_hsv")
3308 {
3309         add_input("Color", SHADER_SOCKET_COLOR);
3310         add_output("H", SHADER_SOCKET_FLOAT);
3311         add_output("S", SHADER_SOCKET_FLOAT);
3312         add_output("V", SHADER_SOCKET_FLOAT);
3313 }
3314
3315 void SeparateHSVNode::compile(SVMCompiler& compiler)
3316 {
3317         ShaderInput *color_in = input("Color");
3318         ShaderOutput *hue_out = output("H");
3319         ShaderOutput *saturation_out = output("S");
3320         ShaderOutput *value_out = output("V");
3321
3322         compiler.stack_assign(color_in);
3323         compiler.stack_assign(hue_out);
3324         compiler.stack_assign(saturation_out);
3325         compiler.stack_assign(value_out);
3326         
3327         compiler.add_node(NODE_SEPARATE_HSV, color_in->stack_offset, hue_out->stack_offset, saturation_out->stack_offset);
3328         compiler.add_node(NODE_SEPARATE_HSV, value_out->stack_offset);
3329
3330 }
3331
3332 void SeparateHSVNode::compile(OSLCompiler& compiler)
3333 {
3334         compiler.add(this, "node_separate_hsv");
3335 }
3336
3337 /* Hue Saturation Value */
3338 HSVNode::HSVNode()
3339 : ShaderNode("hsv")
3340 {
3341         add_input("Hue", SHADER_SOCKET_FLOAT);
3342         add_input("Saturation", SHADER_SOCKET_FLOAT);
3343         add_input("Value", SHADER_SOCKET_FLOAT);
3344         add_input("Fac", SHADER_SOCKET_FLOAT);
3345         add_input("Color", SHADER_SOCKET_COLOR);
3346         add_output("Color", SHADER_SOCKET_COLOR);
3347 }
3348
3349 void HSVNode::compile(SVMCompiler& compiler)
3350 {
3351         ShaderInput *hue_in = input("Hue");
3352         ShaderInput *saturation_in = input("Saturation");
3353         ShaderInput *value_in = input("Value");
3354         ShaderInput *fac_in = input("Fac");
3355         ShaderInput *color_in = input("Color");
3356         ShaderOutput *color_out = output("Color");
3357
3358         compiler.stack_assign(hue_in);
3359         compiler.stack_assign(saturation_in);
3360         compiler.stack_assign(value_in);
3361         compiler.stack_assign(fac_in);
3362         compiler.stack_assign(color_in);
3363         compiler.stack_assign(color_out);
3364
3365         compiler.add_node(NODE_HSV, color_in->stack_offset, fac_in->stack_offset, color_out->stack_offset);
3366         compiler.add_node(NODE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3367 }
3368
3369 void HSVNode::compile(OSLCompiler& compiler)
3370 {
3371         compiler.add(this, "node_hsv");
3372 }
3373
3374 /* Attribute */
3375
3376 AttributeNode::AttributeNode()
3377 : ShaderNode("attribute")
3378 {
3379         attribute = "";
3380
3381         add_output("Color",  SHADER_SOCKET_COLOR);
3382         add_output("Vector",  SHADER_SOCKET_VECTOR);
3383         add_output("Fac",  SHADER_SOCKET_FLOAT);
3384 }
3385
3386 void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
3387 {
3388         ShaderOutput *color_out = output("Color");
3389         ShaderOutput *vector_out = output("Vector");
3390         ShaderOutput *fac_out = output("Fac");
3391
3392         if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty()) {
3393                 AttributeStandard std = Attribute::name_standard(attribute.c_str());
3394
3395                 if(std != ATTR_STD_NONE)
3396                         attributes->add(std);
3397                 else
3398                         attributes->add(attribute);
3399         }
3400
3401         if(shader->has_volume)
3402                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
3403
3404         ShaderNode::attributes(shader, attributes);
3405 }
3406
3407 void AttributeNode::compile(SVMCompiler& compiler)
3408 {
3409         ShaderOutput *color_out = output("Color");
3410         ShaderOutput *vector_out = output("Vector");
3411         ShaderOutput *fac_out = output("Fac");
3412         NodeType attr_node = NODE_ATTR;
3413         AttributeStandard std = Attribute::name_standard(attribute.c_str());
3414         int attr;
3415
3416         if(std != ATTR_STD_NONE)
3417                 attr = compiler.attribute(std);
3418         else
3419                 attr = compiler.attribute(attribute);
3420
3421         if(bump == SHADER_BUMP_DX)
3422                 attr_node = NODE_ATTR_BUMP_DX;
3423         else if(bump == SHADER_BUMP_DY)
3424                 attr_node = NODE_ATTR_BUMP_DY;
3425
3426         if(!color_out->links.empty() || !vector_out->links.empty()) {
3427                 if(!color_out->links.empty()) {
3428                         compiler.stack_assign(color_out);
3429                         compiler.add_node(attr_node, attr, color_out->stack_offset, NODE_ATTR_FLOAT3);
3430                 }
3431                 if(!vector_out->links.empty()) {
3432                         compiler.stack_assign(vector_out);
3433                         compiler.add_node(attr_node, attr, vector_out->stack_offset, NODE_ATTR_FLOAT3);
3434                 }
3435         }
3436
3437         if(!fac_out->links.empty()) {
3438                 compiler.stack_assign(fac_out);
3439                 compiler.add_node(attr_node, attr, fac_out->stack_offset, NODE_ATTR_FLOAT);
3440         }
3441 }
3442
3443 void AttributeNode::compile(OSLCompiler& compiler)
3444 {
3445         if(bump == SHADER_BUMP_DX)
3446                 compiler.parameter("bump_offset", "dx");
3447         else if(bump == SHADER_BUMP_DY)
3448                 compiler.parameter("bump_offset", "dy");
3449         else
3450                 compiler.parameter("bump_offset", "center");
3451         
3452         if(Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE)
3453                 compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str());
3454         else
3455                 compiler.parameter("name", attribute.c_str());
3456
3457         compiler.add(this, "node_attribute");
3458 }
3459
3460 /* Camera */
3461
3462 CameraNode::CameraNode()
3463 : ShaderNode("camera")
3464 {
3465         add_output("View Vector",  SHADER_SOCKET_VECTOR);
3466         add_output("View Z Depth",  SHADER_SOCKET_FLOAT);
3467         add_output("View Distance",  SHADER_SOCKET_FLOAT);
3468 }
3469
3470 void CameraNode::compile(SVMCompiler& compiler)
3471 {
3472         ShaderOutput *vector_out = output("View Vector");
3473         ShaderOutput *z_depth_out = output("View Z Depth");
3474         ShaderOutput *distance_out = output("View Distance");
3475
3476         compiler.stack_assign(vector_out);
3477         compiler.stack_assign(z_depth_out);
3478         compiler.stack_assign(distance_out);
3479         compiler.add_node(NODE_CAMERA, vector_out->stack_offset, z_depth_out->stack_offset, distance_out->stack_offset);
3480 }
3481
3482 void CameraNode::compile(OSLCompiler& compiler)
3483 {
3484         compiler.add(this, "node_camera");
3485 }
3486
3487 /* Fresnel */
3488
3489 FresnelNode::FresnelNode()
3490 : ShaderNode("fresnel")
3491 {
3492         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
3493         add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
3494         add_output("Fac", SHADER_SOCKET_FLOAT);
3495 }
3496
3497 void FresnelNode::compile(SVMCompiler& compiler)
3498 {
3499         ShaderInput *normal_in = input("Normal");
3500         ShaderInput *ior_in = input("IOR");
3501         ShaderOutput *fac_out = output("Fac");
3502
3503         compiler.stack_assign(ior_in);
3504         compiler.stack_assign(fac_out);
3505         
3506         if(normal_in->link)
3507                 compiler.stack_assign(normal_in);
3508         
3509         compiler.add_node(NODE_FRESNEL, ior_in->stack_offset, __float_as_int(ior_in->value.x), compiler.encode_uchar4(normal_in->stack_offset, fac_out->stack_offset));
3510 }
3511
3512 void FresnelNode::compile(OSLCompiler& compiler)
3513 {
3514         compiler.add(this, "node_fresnel");
3515 }
3516
3517 /* Layer Weight */
3518
3519 LayerWeightNode::LayerWeightNode()
3520 : ShaderNode("layer_weight")
3521 {
3522         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
3523         add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
3524
3525         add_output("Fresnel", SHADER_SOCKET_FLOAT);
3526         add_output("Facing", SHADER_SOCKET_FLOAT);
3527 }
3528
3529 void LayerWeightNode::compile(SVMCompiler& compiler)
3530 {
3531         ShaderInput *normal_in = input("Normal");
3532         ShaderInput *blend_in = input("Blend");
3533
3534         if(normal_in->link)
3535                 compiler.stack_assign(normal_in);
3536
3537         if(blend_in->link)
3538                 compiler.stack_assign(blend_in);
3539
3540         ShaderOutput *fresnel_out = output("Fresnel");
3541         if(!fresnel_out->links.empty()) {
3542                 compiler.stack_assign(fresnel_out);
3543                 compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
3544                         compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, normal_in->stack_offset, fresnel_out->stack_offset));
3545         }
3546
3547         ShaderOutput *facing_out = output("Facing");
3548         if(!facing_out->links.empty()) {
3549                 compiler.stack_assign(facing_out);
3550                 compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
3551                         compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, normal_in->stack_offset, facing_out->stack_offset));
3552         }
3553 }
3554
3555 void LayerWeightNode::compile(OSLCompiler& compiler)
3556 {
3557         compiler.add(this, "node_layer_weight");
3558 }
3559
3560 /* Wireframe */
3561
3562 WireframeNode::WireframeNode()
3563 : ShaderNode("wireframe")
3564 {
3565         add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
3566         add_output("Fac", SHADER_SOCKET_FLOAT);
3567         
3568         use_pixel_size = false;
3569 }
3570
3571 void WireframeNode::compile(SVMCompiler& compiler)
3572 {
3573         ShaderInput *size_in = input("Size");
3574         ShaderOutput *fac_out = output("Fac");
3575
3576         compiler.stack_assign(size_in);
3577         compiler.stack_assign(fac_out);
3578         compiler.add_node(NODE_WIREFRAME, size_in->stack_offset, fac_out->stack_offset, use_pixel_size);
3579 }
3580
3581 void WireframeNode::compile(OSLCompiler& compiler)
3582 {
3583         compiler.parameter("use_pixel_size", use_pixel_size);
3584         compiler.add(this, "node_wireframe");
3585 }
3586
3587 /* Wavelength */
3588
3589 WavelengthNode::WavelengthNode()
3590 : ShaderNode("wavelength")
3591 {
3592         add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
3593         add_output("Color", SHADER_SOCKET_COLOR);
3594 }
3595
3596 void WavelengthNode::compile(SVMCompiler& compiler)
3597 {
3598         ShaderInput *wavelength_in = input("Wavelength");
3599         ShaderOutput *color_out = output("Color");
3600
3601         compiler.stack_assign(wavelength_in);
3602         compiler.stack_assign(color_out);
3603         compiler.add_node(NODE_WAVELENGTH, wavelength_in->stack_offset, color_out->stack_offset);
3604 }
3605
3606 void WavelengthNode::compile(OSLCompiler& compiler)
3607 {
3608         compiler.add(this, "node_wavelength");
3609 }
3610
3611 /* Blackbody */
3612
3613 BlackbodyNode::BlackbodyNode()
3614 : ShaderNode("blackbody")
3615 {
3616         add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
3617         add_output("Color", SHADER_SOCKET_COLOR);
3618 }
3619
3620 void BlackbodyNode::compile(SVMCompiler& compiler)
3621 {
3622         ShaderInput *temperature_in = input("Temperature");
3623         ShaderOutput *color_out = output("Color");
3624
3625         compiler.stack_assign(temperature_in);
3626         compiler.stack_assign(color_out);
3627         compiler.add_node(NODE_BLACKBODY, temperature_in->stack_offset, color_out->stack_offset);
3628 }
3629
3630 void BlackbodyNode::compile(OSLCompiler& compiler)
3631 {
3632         compiler.add(this, "node_blackbody");
3633 }
3634
3635 /* Output */
3636
3637 OutputNode::OutputNode()
3638 : ShaderNode("output")
3639 {
3640         add_input("Surface", SHADER_SOCKET_CLOSURE);
3641         add_input("Volume", SHADER_SOCKET_CLOSURE);
3642         add_input("Displacement", SHADER_SOCKET_FLOAT);
3643         add_input("Normal", SHADER_SOCKET_NORMAL);
3644 }
3645
3646 void OutputNode::compile(SVMCompiler& compiler)
3647 {
3648         if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT) {
3649                 ShaderInput *displacement_in = input("Displacement");
3650
3651                 if(displacement_in->link) {
3652                         compiler.stack_assign(displacement_in);
3653                         compiler.add_node(NODE_SET_DISPLACEMENT, displacement_in->stack_offset);
3654                 }
3655         }
3656 }
3657
3658 void OutputNode::compile(OSLCompiler& compiler)
3659 {
3660         if(compiler.output_type() == SHADER_TYPE_SURFACE)
3661                 compiler.add(this, "node_output_surface");
3662         else if(compiler.output_type() == SHADER_TYPE_VOLUME)
3663                 compiler.add(this, "node_output_volume");
3664         else if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT)
3665                 compiler.add(this, "node_output_displacement");
3666 }
3667
3668 /* Math */
3669
3670 MathNode::MathNode()
3671 : ShaderNode("math")
3672 {
3673         type = ustring("Add");
3674
3675         use_clamp = false;
3676
3677         add_input("Value1", SHADER_SOCKET_FLOAT);
3678         add_input("Value2", SHADER_SOCKET_FLOAT);
3679         add_output("Value",  SHADER_SOCKET_FLOAT);
3680 }
3681
3682 static ShaderEnum math_type_init()
3683 {
3684         ShaderEnum enm;
3685
3686         enm.insert("Add", NODE_MATH_ADD);
3687         enm.insert("Subtract", NODE_MATH_SUBTRACT);
3688         enm.insert("Multiply", NODE_MATH_MULTIPLY);
3689         enm.insert("Divide", NODE_MATH_DIVIDE);
3690         enm.insert("Sine", NODE_MATH_SINE);
3691         enm.insert("Cosine", NODE_MATH_COSINE);
3692         enm.insert("Tangent", NODE_MATH_TANGENT);
3693         enm.insert("Arcsine", NODE_MATH_ARCSINE);
3694         enm.insert("Arccosine", NODE_MATH_ARCCOSINE);
3695         enm.insert("Arctangent", NODE_MATH_ARCTANGENT);
3696         enm.insert("Power", NODE_MATH_POWER);
3697         enm.insert("Logarithm", NODE_MATH_LOGARITHM);
3698         enm.insert("Minimum", NODE_MATH_MINIMUM);
3699         enm.insert("Maximum", NODE_MATH_MAXIMUM);
3700         enm.insert("Round", NODE_MATH_ROUND);
3701         enm.insert("Less Than", NODE_MATH_LESS_THAN);
3702         enm.insert("Greater Than", NODE_MATH_GREATER_THAN);
3703         enm.insert("Modulo", NODE_MATH_MODULO);
3704         enm.insert("Absolute", NODE_MATH_ABSOLUTE);
3705
3706         return enm;
3707 }
3708
3709 ShaderEnum MathNode::type_enum = math_type_init();
3710
3711 void MathNode::compile(SVMCompiler& compiler)
3712 {
3713         ShaderInput *value1_in = input("Value1");
3714         ShaderInput *value2_in = input("Value2");
3715         ShaderOutput *value_out = output("Value");
3716
3717         compiler.stack_assign(value_out);
3718 </