Cycles: Remove Emission shaders from the graph if color or strength is 0.
[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 : ImageSlotTextureNode("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 : ImageSlotTextureNode("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         special_type = SHADER_SPECIAL_TYPE_CLOSURE;
1524
1525         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1526         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
1527         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1528
1529         if(scattering) {
1530                 closure = CLOSURE_BSSRDF_CUBIC_ID;
1531                 add_output("BSSRDF", SHADER_SOCKET_CLOSURE);
1532         }
1533         else {
1534                 closure = CLOSURE_BSDF_DIFFUSE_ID;
1535                 add_output("BSDF", SHADER_SOCKET_CLOSURE);
1536         }
1537 }
1538
1539 void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4)
1540 {
1541         ShaderInput *color_in = input("Color");
1542         ShaderInput *normal_in = input("Normal");
1543         ShaderInput *tangent_in = input("Tangent");
1544
1545         if(color_in->link) {
1546                 compiler.stack_assign(color_in);
1547                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
1548         }
1549         else
1550                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
1551         
1552         if(param1)
1553                 compiler.stack_assign(param1);
1554         if(param2)
1555                 compiler.stack_assign(param2);
1556         if(param3)
1557                 compiler.stack_assign(param3);
1558         if(param4)
1559                 compiler.stack_assign(param4);
1560
1561         if(normal_in->link)
1562                 compiler.stack_assign(normal_in);
1563
1564         if(tangent_in && tangent_in->link)
1565                 compiler.stack_assign(tangent_in);
1566
1567         compiler.add_node(NODE_CLOSURE_BSDF,
1568                 compiler.encode_uchar4(closure,
1569                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
1570                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
1571                         compiler.closure_mix_weight_offset()),
1572                 __float_as_int((param1)? param1->value.x: 0.0f),
1573                 __float_as_int((param2)? param2->value.x: 0.0f));
1574
1575         if(tangent_in) {
1576                 compiler.add_node(normal_in->stack_offset, tangent_in->stack_offset,
1577                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1578                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1579         }
1580         else {
1581                 compiler.add_node(normal_in->stack_offset, SVM_STACK_INVALID,
1582                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1583                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1584         }
1585 }
1586
1587 void BsdfNode::compile(SVMCompiler& compiler)
1588 {
1589         compile(compiler, NULL, NULL);
1590 }
1591
1592 void BsdfNode::compile(OSLCompiler& /*compiler*/)
1593 {
1594         assert(0);
1595 }
1596
1597 /* Anisotropic BSDF Closure */
1598
1599 static ShaderEnum aniso_distribution_init()
1600 {
1601         ShaderEnum enm;
1602
1603         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID);
1604         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID);
1605         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID);
1606
1607         return enm;
1608 }
1609
1610 ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
1611
1612 AnisotropicBsdfNode::AnisotropicBsdfNode()
1613 {
1614         closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
1615         distribution = ustring("GGX");
1616
1617         add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
1618
1619         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1620         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f);
1621         add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
1622 }
1623
1624 void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
1625 {
1626         if(shader->has_surface) {
1627                 ShaderInput *tangent_in = input("Tangent");
1628
1629                 if(!tangent_in->link)
1630                         attributes->add(ATTR_STD_GENERATED);
1631         }
1632
1633         ShaderNode::attributes(shader, attributes);
1634 }
1635
1636 void AnisotropicBsdfNode::compile(SVMCompiler& compiler)
1637 {
1638         closure = (ClosureType)distribution_enum[distribution];
1639
1640         BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"));
1641 }
1642
1643 void AnisotropicBsdfNode::compile(OSLCompiler& compiler)
1644 {
1645         compiler.parameter("distribution", distribution);
1646         compiler.add(this, "node_anisotropic_bsdf");
1647 }
1648
1649 /* Glossy BSDF Closure */
1650
1651 static ShaderEnum glossy_distribution_init()
1652 {
1653         ShaderEnum enm;
1654
1655         enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
1656         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
1657         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID);
1658         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
1659
1660         return enm;
1661 }
1662
1663 ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
1664
1665 GlossyBsdfNode::GlossyBsdfNode()
1666 {
1667         closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
1668         distribution = ustring("GGX");
1669
1670         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1671 }
1672
1673 void GlossyBsdfNode::compile(SVMCompiler& compiler)
1674 {
1675         closure = (ClosureType)distribution_enum[distribution];
1676
1677         if(closure == CLOSURE_BSDF_REFLECTION_ID)
1678                 BsdfNode::compile(compiler, NULL, NULL);
1679         else
1680                 BsdfNode::compile(compiler, input("Roughness"), NULL);
1681 }
1682
1683 void GlossyBsdfNode::compile(OSLCompiler& compiler)
1684 {
1685         compiler.parameter("distribution", distribution);
1686         compiler.add(this, "node_glossy_bsdf");
1687 }
1688
1689 /* Glass BSDF Closure */
1690
1691 static ShaderEnum glass_distribution_init()
1692 {
1693         ShaderEnum enm;
1694
1695         enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID);
1696         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
1697         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
1698
1699         return enm;
1700 }
1701
1702 ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
1703
1704 GlassBsdfNode::GlassBsdfNode()
1705 {
1706         closure = CLOSURE_BSDF_SHARP_GLASS_ID;
1707         distribution = ustring("Sharp");
1708
1709         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1710         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1711 }
1712
1713 void GlassBsdfNode::compile(SVMCompiler& compiler)
1714 {
1715         closure = (ClosureType)distribution_enum[distribution];
1716
1717         if(closure == CLOSURE_BSDF_SHARP_GLASS_ID)
1718                 BsdfNode::compile(compiler, NULL, input("IOR"));
1719         else
1720                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1721 }
1722
1723 void GlassBsdfNode::compile(OSLCompiler& compiler)
1724 {
1725         compiler.parameter("distribution", distribution);
1726         compiler.add(this, "node_glass_bsdf");
1727 }
1728
1729 /* Refraction BSDF Closure */
1730
1731 static ShaderEnum refraction_distribution_init()
1732 {
1733         ShaderEnum enm;
1734
1735         enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
1736         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
1737         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
1738
1739         return enm;
1740 }
1741
1742 ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
1743
1744 RefractionBsdfNode::RefractionBsdfNode()
1745 {
1746         closure = CLOSURE_BSDF_REFRACTION_ID;
1747         distribution = ustring("Sharp");
1748
1749         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1750         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1751 }
1752
1753 void RefractionBsdfNode::compile(SVMCompiler& compiler)
1754 {
1755         closure = (ClosureType)distribution_enum[distribution];
1756
1757         if(closure == CLOSURE_BSDF_REFRACTION_ID)
1758                 BsdfNode::compile(compiler, NULL, input("IOR"));
1759         else
1760                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1761 }
1762
1763 void RefractionBsdfNode::compile(OSLCompiler& compiler)
1764 {
1765         compiler.parameter("distribution", distribution);
1766         compiler.add(this, "node_refraction_bsdf");
1767 }
1768
1769 /* Toon BSDF Closure */
1770
1771 static ShaderEnum toon_component_init()
1772 {
1773         ShaderEnum enm;
1774
1775         enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID);
1776         enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID);
1777
1778         return enm;
1779 }
1780
1781 ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
1782
1783 ToonBsdfNode::ToonBsdfNode()
1784 {
1785         closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
1786         component = ustring("Diffuse");
1787
1788         add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
1789         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
1790 }
1791
1792 void ToonBsdfNode::compile(SVMCompiler& compiler)
1793 {
1794         closure = (ClosureType)component_enum[component];
1795         
1796         BsdfNode::compile(compiler, input("Size"), input("Smooth"));
1797 }
1798
1799 void ToonBsdfNode::compile(OSLCompiler& compiler)
1800 {
1801         compiler.parameter("component", component);
1802         compiler.add(this, "node_toon_bsdf");
1803 }
1804
1805 /* Velvet BSDF Closure */
1806
1807 VelvetBsdfNode::VelvetBsdfNode()
1808 {
1809         closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
1810
1811         add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
1812 }
1813
1814 void VelvetBsdfNode::compile(SVMCompiler& compiler)
1815 {
1816         BsdfNode::compile(compiler, input("Sigma"), NULL);
1817 }
1818
1819 void VelvetBsdfNode::compile(OSLCompiler& compiler)
1820 {
1821         compiler.add(this, "node_velvet_bsdf");
1822 }
1823
1824 /* Diffuse BSDF Closure */
1825
1826 DiffuseBsdfNode::DiffuseBsdfNode()
1827 {
1828         closure = CLOSURE_BSDF_DIFFUSE_ID;
1829         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1830 }
1831
1832 void DiffuseBsdfNode::compile(SVMCompiler& compiler)
1833 {
1834         BsdfNode::compile(compiler, input("Roughness"), NULL);
1835 }
1836
1837 void DiffuseBsdfNode::compile(OSLCompiler& compiler)
1838 {
1839         compiler.add(this, "node_diffuse_bsdf");
1840 }
1841
1842 /* Translucent BSDF Closure */
1843
1844 TranslucentBsdfNode::TranslucentBsdfNode()
1845 {
1846         closure = CLOSURE_BSDF_TRANSLUCENT_ID;
1847 }
1848
1849 void TranslucentBsdfNode::compile(SVMCompiler& compiler)
1850 {
1851         BsdfNode::compile(compiler, NULL, NULL);
1852 }
1853
1854 void TranslucentBsdfNode::compile(OSLCompiler& compiler)
1855 {
1856         compiler.add(this, "node_translucent_bsdf");
1857 }
1858
1859 /* Transparent BSDF Closure */
1860
1861 TransparentBsdfNode::TransparentBsdfNode()
1862 {
1863         name = "transparent";
1864         closure = CLOSURE_BSDF_TRANSPARENT_ID;
1865 }
1866
1867 void TransparentBsdfNode::compile(SVMCompiler& compiler)
1868 {
1869         BsdfNode::compile(compiler, NULL, NULL);
1870 }
1871
1872 void TransparentBsdfNode::compile(OSLCompiler& compiler)
1873 {
1874         compiler.add(this, "node_transparent_bsdf");
1875 }
1876
1877 /* Subsurface Scattering Closure */
1878
1879 static ShaderEnum subsurface_falloff_init()
1880 {
1881         ShaderEnum enm;
1882
1883         enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID);
1884         enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
1885
1886         return enm;
1887 }
1888
1889 ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
1890
1891 SubsurfaceScatteringNode::SubsurfaceScatteringNode()
1892 : BsdfNode(true)
1893 {
1894         name = "subsurface_scattering";
1895         closure = CLOSURE_BSSRDF_CUBIC_ID;
1896
1897         add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
1898         add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
1899         add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
1900         add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
1901 }
1902
1903 void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
1904 {
1905         BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
1906 }
1907
1908 void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)
1909 {
1910         compiler.parameter("Falloff", falloff_enum[closure]);
1911         compiler.add(this, "node_subsurface_scattering");
1912 }
1913
1914 bool SubsurfaceScatteringNode::has_bssrdf_bump()
1915 {
1916         /* detect if anything is plugged into the normal input besides the default */
1917         ShaderInput *normal_in = input("Normal");
1918         return (normal_in->link && normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
1919 }
1920
1921 /* Emissive Closure */
1922
1923 EmissionNode::EmissionNode()
1924 : ShaderNode("emission")
1925 {
1926         special_type = SHADER_SPECIAL_TYPE_EMISSION;
1927
1928         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1929         add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
1930         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1931
1932         add_output("Emission", SHADER_SOCKET_CLOSURE);
1933 }
1934
1935 void EmissionNode::compile(SVMCompiler& compiler)
1936 {
1937         ShaderInput *color_in = input("Color");
1938         ShaderInput *strength_in = input("Strength");
1939
1940         if(color_in->link || strength_in->link) {
1941                 compiler.stack_assign(color_in);
1942                 compiler.stack_assign(strength_in);
1943                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
1944         }
1945         else
1946                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
1947
1948         compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset());
1949 }
1950
1951 void EmissionNode::compile(OSLCompiler& compiler)
1952 {
1953         compiler.add(this, "node_emission");
1954 }
1955
1956 /* Background Closure */
1957
1958 BackgroundNode::BackgroundNode()
1959 : ShaderNode("background")
1960 {
1961         special_type = SHADER_SPECIAL_TYPE_BACKGROUND;
1962
1963         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1964         add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
1965         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1966
1967         add_output("Background", SHADER_SOCKET_CLOSURE);
1968 }
1969
1970 void BackgroundNode::compile(SVMCompiler& compiler)
1971 {
1972         ShaderInput *color_in = input("Color");
1973         ShaderInput *strength_in = input("Strength");
1974
1975         if(color_in->link || strength_in->link) {
1976                 compiler.stack_assign(color_in);
1977                 compiler.stack_assign(strength_in);
1978                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
1979         }
1980         else
1981                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
1982
1983         compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset());
1984 }
1985
1986 void BackgroundNode::compile(OSLCompiler& compiler)
1987 {
1988         compiler.add(this, "node_background");
1989 }
1990
1991 /* Holdout Closure */
1992
1993 HoldoutNode::HoldoutNode()
1994 : ShaderNode("holdout")
1995 {
1996         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1997         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1998
1999         add_output("Holdout", SHADER_SOCKET_CLOSURE);
2000 }
2001
2002 void HoldoutNode::compile(SVMCompiler& compiler)
2003 {
2004         float3 value = make_float3(1.0f, 1.0f, 1.0f);
2005
2006         compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
2007         compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
2008 }
2009
2010 void HoldoutNode::compile(OSLCompiler& compiler)
2011 {
2012         compiler.add(this, "node_holdout");
2013 }
2014
2015 /* Ambient Occlusion */
2016
2017 AmbientOcclusionNode::AmbientOcclusionNode()
2018 : ShaderNode("ambient_occlusion")
2019 {
2020         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2021         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2022         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2023
2024         add_output("AO", SHADER_SOCKET_CLOSURE);
2025 }
2026
2027 void AmbientOcclusionNode::compile(SVMCompiler& compiler)
2028 {
2029         ShaderInput *color_in = input("Color");
2030
2031         if(color_in->link) {
2032                 compiler.stack_assign(color_in);
2033                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2034         }
2035         else
2036                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2037
2038         compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
2039 }
2040
2041 void AmbientOcclusionNode::compile(OSLCompiler& compiler)
2042 {
2043         compiler.add(this, "node_ambient_occlusion");
2044 }
2045
2046 /* Volume Closure */
2047
2048 VolumeNode::VolumeNode()
2049 : ShaderNode("volume")
2050 {
2051         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2052
2053         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2054         add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
2055         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2056
2057         add_output("Volume", SHADER_SOCKET_CLOSURE);
2058 }
2059
2060 void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
2061 {
2062         ShaderInput *color_in = input("Color");
2063
2064         if(color_in->link) {
2065                 compiler.stack_assign(color_in);
2066                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2067         }
2068         else
2069                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2070         
2071         if(param1)
2072                 compiler.stack_assign(param1);
2073         if(param2)
2074                 compiler.stack_assign(param2);
2075
2076         compiler.add_node(NODE_CLOSURE_VOLUME,
2077                 compiler.encode_uchar4(closure,
2078                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
2079                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
2080                         compiler.closure_mix_weight_offset()),
2081                 __float_as_int((param1)? param1->value.x: 0.0f),
2082                 __float_as_int((param2)? param2->value.x: 0.0f));
2083 }
2084
2085 void VolumeNode::compile(SVMCompiler& compiler)
2086 {
2087         compile(compiler, NULL, NULL);
2088 }
2089
2090 void VolumeNode::compile(OSLCompiler& /*compiler*/)
2091 {
2092         assert(0);
2093 }
2094
2095 /* Absorption Volume Closure */
2096
2097 AbsorptionVolumeNode::AbsorptionVolumeNode()
2098 {
2099         closure = CLOSURE_VOLUME_ABSORPTION_ID;
2100 }
2101
2102 void AbsorptionVolumeNode::compile(SVMCompiler& compiler)
2103 {
2104         VolumeNode::compile(compiler, input("Density"), NULL);
2105 }
2106
2107 void AbsorptionVolumeNode::compile(OSLCompiler& compiler)
2108 {
2109         compiler.add(this, "node_absorption_volume");
2110 }
2111
2112 /* Scatter Volume Closure */
2113
2114 ScatterVolumeNode::ScatterVolumeNode()
2115 {
2116         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2117         
2118         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f);
2119 }
2120
2121 void ScatterVolumeNode::compile(SVMCompiler& compiler)
2122 {
2123         VolumeNode::compile(compiler, input("Density"), input("Anisotropy"));
2124 }
2125
2126 void ScatterVolumeNode::compile(OSLCompiler& compiler)
2127 {
2128         compiler.add(this, "node_scatter_volume");
2129 }
2130
2131 /* Hair BSDF Closure */
2132
2133 static ShaderEnum hair_component_init()
2134 {
2135         ShaderEnum enm;
2136
2137         enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
2138         enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
2139
2140         return enm;
2141 }
2142
2143 ShaderEnum HairBsdfNode::component_enum = hair_component_init();
2144
2145 HairBsdfNode::HairBsdfNode()
2146 {
2147         closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
2148         component = ustring("Reflection");
2149
2150         add_input("Offset", SHADER_SOCKET_FLOAT);
2151         add_input("RoughnessU", SHADER_SOCKET_FLOAT);
2152         add_input("RoughnessV", SHADER_SOCKET_FLOAT);
2153 }
2154
2155 void HairBsdfNode::compile(SVMCompiler& compiler)
2156 {
2157         closure = (ClosureType)component_enum[component];
2158
2159         BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset"));
2160 }
2161
2162 void HairBsdfNode::compile(OSLCompiler& compiler)
2163 {
2164         compiler.parameter("component", component);
2165
2166         compiler.add(this, "node_hair_bsdf");
2167 }
2168
2169 /* Geometry */
2170
2171 GeometryNode::GeometryNode()
2172 : ShaderNode("geometry")
2173 {
2174         special_type = SHADER_SPECIAL_TYPE_GEOMETRY;
2175
2176         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2177         add_output("Position", SHADER_SOCKET_POINT);
2178         add_output("Normal", SHADER_SOCKET_NORMAL);
2179         add_output("Tangent", SHADER_SOCKET_NORMAL);
2180         add_output("True Normal", SHADER_SOCKET_NORMAL);
2181         add_output("Incoming", SHADER_SOCKET_VECTOR);
2182         add_output("Parametric", SHADER_SOCKET_POINT);
2183         add_output("Backfacing", SHADER_SOCKET_FLOAT);
2184         add_output("Pointiness", SHADER_SOCKET_FLOAT);
2185 }
2186
2187 void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2188 {
2189         if(shader->has_surface) {
2190                 if(!output("Tangent")->links.empty()) {
2191                         attributes->add(ATTR_STD_GENERATED);
2192                 }
2193                 if(!output("Pointiness")->links.empty()) {
2194                         attributes->add(ATTR_STD_POINTINESS);
2195                 }
2196         }
2197
2198         ShaderNode::attributes(shader, attributes);
2199 }
2200
2201 void GeometryNode::compile(SVMCompiler& compiler)
2202 {
2203         ShaderOutput *out;
2204         NodeType geom_node = NODE_GEOMETRY;
2205         NodeType attr_node = NODE_ATTR;
2206
2207         if(bump == SHADER_BUMP_DX) {
2208                 geom_node = NODE_GEOMETRY_BUMP_DX;
2209                 attr_node = NODE_ATTR_BUMP_DX;
2210         }
2211         else if(bump == SHADER_BUMP_DY) {
2212                 geom_node = NODE_GEOMETRY_BUMP_DY;
2213                 attr_node = NODE_ATTR_BUMP_DY;
2214         }
2215         
2216         out = output("Position");
2217         if(!out->links.empty()) {
2218                 compiler.stack_assign(out);
2219                 compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2220         }
2221
2222         out = output("Normal");
2223         if(!out->links.empty()) {
2224                 compiler.stack_assign(out);
2225                 compiler.add_node(geom_node, NODE_GEOM_N, out->stack_offset);
2226         }
2227
2228         out = output("Tangent");
2229         if(!out->links.empty()) {
2230                 compiler.stack_assign(out);
2231                 compiler.add_node(geom_node, NODE_GEOM_T, out->stack_offset);
2232         }
2233
2234         out = output("True Normal");
2235         if(!out->links.empty()) {
2236                 compiler.stack_assign(out);
2237                 compiler.add_node(geom_node, NODE_GEOM_Ng, out->stack_offset);
2238         }
2239
2240         out = output("Incoming");
2241         if(!out->links.empty()) {
2242                 compiler.stack_assign(out);
2243                 compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2244         }
2245
2246         out = output("Parametric");
2247         if(!out->links.empty()) {
2248                 compiler.stack_assign(out);
2249                 compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
2250         }
2251
2252         out = output("Backfacing");
2253         if(!out->links.empty()) {
2254                 compiler.stack_assign(out);
2255                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, out->stack_offset);
2256         }
2257
2258         out = output("Pointiness");
2259         if(!out->links.empty()) {
2260                 compiler.stack_assign(out);
2261                 if(compiler.output_type() != SHADER_TYPE_VOLUME) {
2262                         compiler.add_node(attr_node,
2263                                           ATTR_STD_POINTINESS,
2264                                           out->stack_offset,
2265                                           NODE_ATTR_FLOAT);
2266                 }
2267                 else {
2268                         compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), out->stack_offset);
2269                 }
2270         }
2271 }
2272
2273 void GeometryNode::compile(OSLCompiler& compiler)
2274 {
2275         if(bump == SHADER_BUMP_DX)
2276                 compiler.parameter("bump_offset", "dx");
2277         else if(bump == SHADER_BUMP_DY)
2278                 compiler.parameter("bump_offset", "dy");
2279         else
2280                 compiler.parameter("bump_offset", "center");
2281
2282         compiler.add(this, "node_geometry");
2283 }
2284
2285 /* TextureCoordinate */
2286
2287 TextureCoordinateNode::TextureCoordinateNode()
2288 : ShaderNode("texture_coordinate")
2289 {
2290         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2291         add_output("Generated", SHADER_SOCKET_POINT);
2292         add_output("Normal", SHADER_SOCKET_NORMAL);
2293         add_output("UV", SHADER_SOCKET_POINT);
2294         add_output("Object", SHADER_SOCKET_POINT);
2295         add_output("Camera", SHADER_SOCKET_POINT);
2296         add_output("Window", SHADER_SOCKET_POINT);
2297         add_output("Reflection", SHADER_SOCKET_NORMAL);
2298
2299         from_dupli = false;
2300         use_transform = false;
2301         ob_tfm = transform_identity();
2302 }
2303
2304 void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2305 {
2306         if(shader->has_surface) {
2307                 if(!from_dupli) {
2308                         if(!output("Generated")->links.empty())
2309                                 attributes->add(ATTR_STD_GENERATED);
2310                         if(!output("UV")->links.empty())
2311                                 attributes->add(ATTR_STD_UV);
2312                 }
2313         }
2314
2315         if(shader->has_volume) {
2316                 if(!from_dupli) {
2317                         if(!output("Generated")->links.empty()) {
2318                                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
2319                         }
2320                 }
2321         }
2322
2323         ShaderNode::attributes(shader, attributes);
2324 }
2325
2326 void TextureCoordinateNode::compile(SVMCompiler& compiler)
2327 {
2328         ShaderOutput *out;
2329         NodeType texco_node = NODE_TEX_COORD;
2330         NodeType attr_node = NODE_ATTR;
2331         NodeType geom_node = NODE_GEOMETRY;
2332
2333         if(bump == SHADER_BUMP_DX) {
2334                 texco_node = NODE_TEX_COORD_BUMP_DX;
2335                 attr_node = NODE_ATTR_BUMP_DX;
2336                 geom_node = NODE_GEOMETRY_BUMP_DX;
2337         }
2338         else if(bump == SHADER_BUMP_DY) {
2339                 texco_node = NODE_TEX_COORD_BUMP_DY;
2340                 attr_node = NODE_ATTR_BUMP_DY;
2341                 geom_node = NODE_GEOMETRY_BUMP_DY;
2342         }
2343         
2344         out = output("Generated");
2345         if(!out->links.empty()) {
2346                 if(compiler.background) {
2347                         compiler.stack_assign(out);
2348                         compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2349                 }
2350                 else {
2351                         if(from_dupli) {
2352                                 compiler.stack_assign(out);
2353                                 compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, out->stack_offset);
2354                         }
2355                         else if(compiler.output_type() == SHADER_TYPE_VOLUME) {
2356                                 compiler.stack_assign(out);
2357                                 compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, out->stack_offset);
2358                         }
2359                         else {
2360                                 int attr = compiler.attribute(ATTR_STD_GENERATED);
2361                                 compiler.stack_assign(out);
2362                                 compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2363                         }
2364                 }
2365         }
2366
2367         out = output("Normal");
2368         if(!out->links.empty()) {
2369                 compiler.stack_assign(out);
2370                 compiler.add_node(texco_node, NODE_TEXCO_NORMAL, out->stack_offset);
2371         }
2372
2373         out = output("UV");
2374         if(!out->links.empty()) {
2375                 if(from_dupli) {
2376                         compiler.stack_assign(out);
2377                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2378                 }
2379                 else {
2380                         int attr = compiler.attribute(ATTR_STD_UV);
2381                         compiler.stack_assign(out);
2382                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2383                 }
2384         }
2385
2386         out = output("Object");
2387         if(!out->links.empty()) {
2388                 compiler.stack_assign(out);
2389                 compiler.add_node(texco_node, NODE_TEXCO_OBJECT, out->stack_offset, use_transform);
2390                 if(use_transform) {
2391                         Transform ob_itfm = transform_inverse(ob_tfm);
2392                         compiler.add_node(ob_itfm.x);
2393                         compiler.add_node(ob_itfm.y);
2394                         compiler.add_node(ob_itfm.z);
2395                         compiler.add_node(ob_itfm.w);
2396                 }
2397         }
2398
2399         out = output("Camera");
2400         if(!out->links.empty()) {
2401                 compiler.stack_assign(out);
2402                 compiler.add_node(texco_node, NODE_TEXCO_CAMERA, out->stack_offset);
2403         }
2404
2405         out = output("Window");
2406         if(!out->links.empty()) {
2407                 compiler.stack_assign(out);
2408                 compiler.add_node(texco_node, NODE_TEXCO_WINDOW, out->stack_offset);
2409         }
2410
2411         out = output("Reflection");
2412         if(!out->links.empty()) {
2413                 if(compiler.background) {
2414                         compiler.stack_assign(out);
2415                         compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2416                 }
2417                 else {
2418                         compiler.stack_assign(out);
2419                         compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, out->stack_offset);
2420                 }
2421         }
2422 }
2423
2424 void TextureCoordinateNode::compile(OSLCompiler& compiler)
2425 {
2426         if(bump == SHADER_BUMP_DX)
2427                 compiler.parameter("bump_offset", "dx");
2428         else if(bump == SHADER_BUMP_DY)
2429                 compiler.parameter("bump_offset", "dy");
2430         else
2431                 compiler.parameter("bump_offset", "center");
2432         
2433         if(compiler.background)
2434                 compiler.parameter("is_background", true);
2435         if(compiler.output_type() == SHADER_TYPE_VOLUME)
2436                 compiler.parameter("is_volume", true);
2437         compiler.parameter("use_transform", use_transform);
2438         Transform ob_itfm = transform_transpose(transform_inverse(ob_tfm));
2439         compiler.parameter("object_itfm", ob_itfm);
2440
2441         compiler.parameter("from_dupli", from_dupli);
2442
2443         compiler.add(this, "node_texture_coordinate");
2444 }
2445
2446 UVMapNode::UVMapNode()
2447 : ShaderNode("uvmap")
2448 {
2449         attribute = "";
2450         from_dupli = false;
2451
2452         add_output("UV", SHADER_SOCKET_POINT);
2453 }
2454
2455 void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2456 {
2457         if(shader->has_surface) {
2458                 if(!from_dupli) {
2459                         if(!output("UV")->links.empty()) {
2460                                 if(attribute != "")
2461                                         attributes->add(attribute);
2462                                 else
2463                                         attributes->add(ATTR_STD_UV);
2464                         }
2465                 }
2466         }
2467
2468         ShaderNode::attributes(shader, attributes);
2469 }
2470
2471 void UVMapNode::compile(SVMCompiler& compiler)
2472 {
2473         ShaderOutput *out = output("UV");
2474         NodeType texco_node = NODE_TEX_COORD;
2475         NodeType attr_node = NODE_ATTR;
2476         int attr;
2477
2478         if(bump == SHADER_BUMP_DX) {
2479                 texco_node = NODE_TEX_COORD_BUMP_DX;
2480                 attr_node = NODE_ATTR_BUMP_DX;
2481         }
2482         else if(bump == SHADER_BUMP_DY) {
2483                 texco_node = NODE_TEX_COORD_BUMP_DY;
2484                 attr_node = NODE_ATTR_BUMP_DY;
2485         }
2486
2487         if(!out->links.empty()) {
2488                 if(from_dupli) {
2489                         compiler.stack_assign(out);
2490                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2491                 }
2492                 else {
2493                         if(attribute != "")
2494                                 attr = compiler.attribute(attribute);
2495                         else
2496                                 attr = compiler.attribute(ATTR_STD_UV);
2497
2498                         compiler.stack_assign(out);
2499                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2500                 }
2501         }
2502 }
2503
2504 void UVMapNode::compile(OSLCompiler& compiler)
2505 {
2506         if(bump == SHADER_BUMP_DX)
2507                 compiler.parameter("bump_offset", "dx");
2508         else if(bump == SHADER_BUMP_DY)
2509                 compiler.parameter("bump_offset", "dy");
2510         else
2511                 compiler.parameter("bump_offset", "center");
2512
2513         compiler.parameter("from_dupli", from_dupli);
2514         compiler.parameter("name", attribute.c_str());
2515         compiler.add(this, "node_uv_map");
2516 }
2517
2518 /* Light Path */
2519
2520 LightPathNode::LightPathNode()
2521 : ShaderNode("light_path")
2522 {
2523         add_output("Is Camera Ray", SHADER_SOCKET_FLOAT);
2524         add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT);
2525         add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT);
2526         add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT);
2527         add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
2528         add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
2529         add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
2530         add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT);
2531         add_output("Ray Length", SHADER_SOCKET_FLOAT);
2532         add_output("Ray Depth", SHADER_SOCKET_FLOAT);
2533         add_output("Transparent Depth", SHADER_SOCKET_FLOAT);
2534 }
2535
2536 void LightPathNode::compile(SVMCompiler& compiler)
2537 {
2538         ShaderOutput *out;
2539
2540         out = output("Is Camera Ray");
2541         if(!out->links.empty()) {
2542                 compiler.stack_assign(out);
2543                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, out->stack_offset);
2544         }
2545
2546         out = output("Is Shadow Ray");
2547         if(!out->links.empty()) {
2548                 compiler.stack_assign(out);
2549                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, out->stack_offset);
2550         }
2551
2552         out = output("Is Diffuse Ray");
2553         if(!out->links.empty()) {
2554                 compiler.stack_assign(out);
2555                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, out->stack_offset);
2556         }
2557
2558         out = output("Is Glossy Ray");
2559         if(!out->links.empty()) {
2560                 compiler.stack_assign(out);
2561                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, out->stack_offset);
2562         }
2563
2564         out = output("Is Singular Ray");
2565         if(!out->links.empty()) {
2566                 compiler.stack_assign(out);
2567                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, out->stack_offset);
2568         }
2569
2570         out = output("Is Reflection Ray");
2571         if(!out->links.empty()) {
2572                 compiler.stack_assign(out);
2573                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, out->stack_offset);
2574         }
2575
2576
2577         out = output("Is Transmission Ray");
2578         if(!out->links.empty()) {
2579                 compiler.stack_assign(out);
2580                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
2581         }
2582         
2583         out = output("Is Volume Scatter Ray");
2584         if(!out->links.empty()) {
2585                 compiler.stack_assign(out);
2586                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, out->stack_offset);
2587         }
2588
2589         out = output("Ray Length");
2590         if(!out->links.empty()) {
2591                 compiler.stack_assign(out);
2592                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset);
2593         }
2594         
2595         out = output("Ray Depth");
2596         if(!out->links.empty()) {
2597                 compiler.stack_assign(out);
2598                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset);
2599         }
2600
2601         out = output("Transparent Depth");
2602         if(!out->links.empty()) {
2603                 compiler.stack_assign(out);
2604                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, out->stack_offset);
2605         }
2606 }
2607
2608 void LightPathNode::compile(OSLCompiler& compiler)
2609 {
2610         compiler.add(this, "node_light_path");
2611 }
2612
2613 /* Light Falloff */
2614
2615 LightFalloffNode::LightFalloffNode()
2616 : ShaderNode("light_fallof")
2617 {
2618         add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
2619         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
2620         add_output("Quadratic", SHADER_SOCKET_FLOAT);
2621         add_output("Linear", SHADER_SOCKET_FLOAT);
2622         add_output("Constant", SHADER_SOCKET_FLOAT);
2623 }
2624
2625 void LightFalloffNode::compile(SVMCompiler& compiler)
2626 {
2627         ShaderInput *strength_in = input("Strength");
2628         ShaderInput *smooth_in = input("Smooth");
2629
2630         compiler.stack_assign(strength_in);
2631         compiler.stack_assign(smooth_in);
2632
2633         ShaderOutput *out = output("Quadratic");
2634         if(!out->links.empty()) {
2635                 compiler.stack_assign(out);
2636                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_QUADRATIC,
2637                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2638         }
2639
2640         out = output("Linear");
2641         if(!out->links.empty()) {
2642                 compiler.stack_assign(out);
2643                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_LINEAR,
2644                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2645         }
2646
2647         out = output("Constant");
2648         if(!out->links.empty()) {
2649                 compiler.stack_assign(out);
2650                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_CONSTANT,
2651                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2652         }
2653 }
2654
2655 void LightFalloffNode::compile(OSLCompiler& compiler)
2656 {
2657         compiler.add(this, "node_light_falloff");
2658 }
2659
2660 /* Object Info */
2661
2662 ObjectInfoNode::ObjectInfoNode()
2663 : ShaderNode("object_info")
2664 {
2665         add_output("Location", SHADER_SOCKET_VECTOR);
2666         add_output("Object Index", SHADER_SOCKET_FLOAT);
2667         add_output("Material Index", SHADER_SOCKET_FLOAT);
2668         add_output("Random", SHADER_SOCKET_FLOAT);
2669 }
2670
2671 void ObjectInfoNode::compile(SVMCompiler& compiler)
2672 {
2673         ShaderOutput *out = output("Location");
2674         if(!out->links.empty()) {
2675                 compiler.stack_assign(out);
2676                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, out->stack_offset);
2677         }
2678
2679         out = output("Object Index");
2680         if(!out->links.empty()) {
2681                 compiler.stack_assign(out);
2682                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, out->stack_offset);
2683         }
2684
2685         out = output("Material Index");
2686         if(!out->links.empty()) {
2687                 compiler.stack_assign(out);
2688                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, out->stack_offset);
2689         }
2690
2691         out = output("Random");
2692         if(!out->links.empty()) {
2693                 compiler.stack_assign(out);
2694                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, out->stack_offset);
2695         }
2696 }
2697
2698 void ObjectInfoNode::compile(OSLCompiler& compiler)
2699 {
2700         compiler.add(this, "node_object_info");
2701 }
2702
2703 /* Particle Info */
2704
2705 ParticleInfoNode::ParticleInfoNode()
2706 : ShaderNode("particle_info")
2707 {
2708         add_output("Index", SHADER_SOCKET_FLOAT);
2709         add_output("Age", SHADER_SOCKET_FLOAT);
2710         add_output("Lifetime", SHADER_SOCKET_FLOAT);
2711         add_output("Location", SHADER_SOCKET_POINT);
2712 #if 0   /* not yet supported */
2713         add_output("Rotation", SHADER_SOCKET_QUATERNION);
2714 #endif
2715         add_output("Size", SHADER_SOCKET_FLOAT);
2716         add_output("Velocity", SHADER_SOCKET_VECTOR);
2717         add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
2718 }
2719
2720 void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2721 {
2722         if(!output("Index")->links.empty())
2723                 attributes->add(ATTR_STD_PARTICLE);
2724         if(!output("Age")->links.empty())
2725                 attributes->add(ATTR_STD_PARTICLE);
2726         if(!output("Lifetime")->links.empty())
2727                 attributes->add(ATTR_STD_PARTICLE);
2728         if(!output("Location")->links.empty())
2729                 attributes->add(ATTR_STD_PARTICLE);
2730 #if 0   /* not yet supported */
2731         if(!output("Rotation")->links.empty())
2732                 attributes->add(ATTR_STD_PARTICLE);
2733 #endif
2734         if(!output("Size")->links.empty())
2735                 attributes->add(ATTR_STD_PARTICLE);
2736         if(!output("Velocity")->links.empty())
2737                 attributes->add(ATTR_STD_PARTICLE);
2738         if(!output("Angular Velocity")->links.empty())
2739                 attributes->add(ATTR_STD_PARTICLE);
2740
2741         ShaderNode::attributes(shader, attributes);
2742 }
2743
2744 void ParticleInfoNode::compile(SVMCompiler& compiler)
2745 {
2746         ShaderOutput *out;
2747         
2748         out = output("Index");
2749         if(!out->links.empty()) {
2750                 compiler.stack_assign(out);
2751                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, out->stack_offset);
2752         }
2753         
2754         out = output("Age");
2755         if(!out->links.empty()) {
2756                 compiler.stack_assign(out);
2757                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, out->stack_offset);
2758         }
2759         
2760         out = output("Lifetime");
2761         if(!out->links.empty()) {
2762                 compiler.stack_assign(out);
2763                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, out->stack_offset);
2764         }
2765         
2766         out = output("Location");
2767         if(!out->links.empty()) {
2768                 compiler.stack_assign(out);
2769                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, out->stack_offset);
2770         }
2771         
2772         /* quaternion data is not yet supported by Cycles */
2773 #if 0
2774         out = output("Rotation");
2775         if(!out->links.empty()) {
2776                 compiler.stack_assign(out);
2777                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, out->stack_offset);
2778         }
2779 #endif
2780         
2781         out = output("Size");
2782         if(!out->links.empty()) {
2783                 compiler.stack_assign(out);
2784                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, out->stack_offset);
2785         }
2786         
2787         out = output("Velocity");
2788         if(!out->links.empty()) {
2789                 compiler.stack_assign(out);
2790                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, out->stack_offset);
2791         }
2792         
2793         out = output("Angular Velocity");
2794         if(!out->links.empty()) {
2795                 compiler.stack_assign(out);
2796                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, out->stack_offset);
2797         }
2798 }
2799
2800 void ParticleInfoNode::compile(OSLCompiler& compiler)
2801 {
2802         compiler.add(this, "node_particle_info");
2803 }
2804
2805 /* Hair Info */
2806
2807 HairInfoNode::HairInfoNode()
2808 : ShaderNode("hair_info")
2809 {
2810         add_output("Is Strand", SHADER_SOCKET_FLOAT);
2811         add_output("Intercept", SHADER_SOCKET_FLOAT);
2812         add_output("Thickness", SHADER_SOCKET_FLOAT);
2813         add_output("Tangent Normal", SHADER_SOCKET_NORMAL);
2814         /*output for minimum hair width transparency - deactivated*/
2815         /*add_output("Fade", SHADER_SOCKET_FLOAT);*/
2816 }
2817
2818 void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2819 {
2820         if(shader->has_surface) {
2821                 ShaderOutput *intercept_out = output("Intercept");
2822
2823                 if(!intercept_out->links.empty())
2824                         attributes->add(ATTR_STD_CURVE_INTERCEPT);
2825         }
2826
2827         ShaderNode::attributes(shader, attributes);
2828 }
2829
2830 void HairInfoNode::compile(SVMCompiler& compiler)
2831 {
2832         ShaderOutput *out;
2833         
2834         out = output("Is Strand");
2835         if(!out->links.empty()) {
2836                 compiler.stack_assign(out);
2837                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, out->stack_offset);
2838         }
2839
2840         out = output("Intercept");
2841         if(!out->links.empty()) {
2842                 int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT);
2843                 compiler.stack_assign(out);
2844                 compiler.add_node(NODE_ATTR, attr, out->stack_offset, NODE_ATTR_FLOAT);
2845         }
2846
2847         out = output("Thickness");
2848         if(!out->links.empty()) {
2849                 compiler.stack_assign(out);
2850                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, out->stack_offset);
2851         }
2852
2853         out = output("Tangent Normal");
2854         if(!out->links.empty()) {
2855                 compiler.stack_assign(out);
2856                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, out->stack_offset);
2857         }
2858
2859         /*out = output("Fade");
2860         if(!out->links.empty()) {
2861                 compiler.stack_assign(out);
2862                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, out->stack_offset);
2863         }*/
2864
2865 }
2866
2867 void HairInfoNode::compile(OSLCompiler& compiler)
2868 {
2869         compiler.add(this, "node_hair_info");
2870 }
2871
2872 /* Value */
2873
2874 ValueNode::ValueNode()
2875 : ShaderNode("value")
2876 {
2877         value = 0.0f;
2878
2879         add_output("Value", SHADER_SOCKET_FLOAT);
2880 }
2881
2882 void ValueNode::compile(SVMCompiler& compiler)
2883 {
2884         ShaderOutput *val_out = output("Value");
2885
2886         compiler.stack_assign(val_out);
2887         compiler.add_node(NODE_VALUE_F, __float_as_int(value), val_out->stack_offset);
2888 }
2889
2890 void ValueNode::compile(OSLCompiler& compiler)
2891 {
2892         compiler.parameter("value_value", value);
2893         compiler.add(this, "node_value");
2894 }
2895
2896 /* Color */
2897
2898 ColorNode::ColorNode()
2899 : ShaderNode("color")
2900 {
2901         value = make_float3(0.0f, 0.0f, 0.0f);
2902
2903         add_output("Color", SHADER_SOCKET_COLOR);
2904 }
2905
2906 void ColorNode::compile(SVMCompiler& compiler)
2907 {
2908         ShaderOutput *color_out = output("Color");
2909
2910         if(color_out && !color_out->links.empty()) {
2911                 compiler.stack_assign(color_out);
2912                 compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
2913                 compiler.add_node(NODE_VALUE_V, value);
2914         }
2915 }
2916
2917 void ColorNode::compile(OSLCompiler& compiler)
2918 {
2919         compiler.parameter_color("color_value", value);
2920
2921         compiler.add(this, "node_value");
2922 }
2923
2924 /* Add Closure */
2925
2926 AddClosureNode::AddClosureNode()
2927 : ShaderNode("add_closure")
2928 {
2929         add_input("Closure1", SHADER_SOCKET_CLOSURE);
2930         add_input("Closure2", SHADER_SOCKET_CLOSURE);
2931         add_output("Closure",  SHADER_SOCKET_CLOSURE);
2932 }
2933
2934 void AddClosureNode::compile(SVMCompiler& /*compiler*/)
2935 {
2936         /* handled in the SVM compiler */
2937 }
2938
2939 void AddClosureNode::compile(OSLCompiler& compiler)
2940 {
2941         compiler.add(this, "node_add_closure");
2942 }
2943
2944 /* Mix Closure */
2945
2946 MixClosureNode::MixClosureNode()
2947 : ShaderNode("mix_closure")
2948 {
2949         special_type = SHADER_SPECIAL_TYPE_MIX_CLOSURE;
2950         
2951         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
2952         add_input("Closure1", SHADER_SOCKET_CLOSURE);
2953         add_input("Closure2", SHADER_SOCKET_CLOSURE);
2954         add_output("Closure",  SHADER_SOCKET_CLOSURE);
2955 }
2956
2957 void MixClosureNode::compile(SVMCompiler& /*compiler*/)
2958 {
2959         /* handled in the SVM compiler */
2960 }
2961
2962 void MixClosureNode::compile(OSLCompiler& compiler)
2963 {
2964         compiler.add(this, "node_mix_closure");
2965 }
2966
2967 /* Mix Closure */
2968
2969 MixClosureWeightNode::MixClosureWeightNode()
2970 : ShaderNode("mix_closure_weight")
2971 {
2972         add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f);
2973         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
2974         add_output("Weight1", SHADER_SOCKET_FLOAT);
2975         add_output("Weight2", SHADER_SOCKET_FLOAT);
2976 }
2977
2978 void MixClosureWeightNode::compile(SVMCompiler& compiler)
2979 {
2980         ShaderInput *weight_in = input("Weight");
2981         ShaderInput *fac_in = input("Fac");
2982         ShaderOutput *weight1_out = output("Weight1");
2983         ShaderOutput *weight2_out = output("Weight2");
2984
2985         compiler.stack_assign(weight_in);
2986         compiler.stack_assign(fac_in);
2987         compiler.stack_assign(weight1_out);
2988         compiler.stack_assign(weight2_out);
2989
2990         compiler.add_node(NODE_MIX_CLOSURE,
2991                 compiler.encode_uchar4(fac_in->stack_offset, weight_in->stack_offset,
2992                         weight1_out->stack_offset, weight2_out->stack_offset));
2993 }
2994
2995 void MixClosureWeightNode::compile(OSLCompiler& /*compiler*/)
2996 {
2997         assert(0);
2998 }
2999
3000 /* Invert */
3001
3002 InvertNode::InvertNode()
3003 : ShaderNode("invert")
3004 {
3005         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
3006         add_input("Color", SHADER_SOCKET_COLOR);
3007         add_output("Color",  SHADER_SOCKET_COLOR);
3008 }
3009
3010 void InvertNode::compile(SVMCompiler& compiler)
3011 {
3012         ShaderInput *fac_in = input("Fac");
3013         ShaderInput *color_in = input("Color");
3014         ShaderOutput *color_out = output("Color");
3015
3016         compiler.stack_assign(fac_in);
3017         compiler.stack_assign(color_in);
3018         compiler.stack_assign(color_out);
3019
3020         compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3021 }
3022
3023 void InvertNode::compile(OSLCompiler& compiler)
3024 {
3025         compiler.add(this, "node_invert");
3026 }
3027
3028 /* Mix */
3029
3030 MixNode::MixNode()
3031 : ShaderNode("mix")
3032 {
3033         type = ustring("Mix");
3034
3035         use_clamp = false;
3036
3037         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
3038         add_input("Color1", SHADER_SOCKET_COLOR);
3039         add_input("Color2", SHADER_SOCKET_COLOR);
3040         add_output("Color",  SHADER_SOCKET_COLOR);
3041 }
3042
3043 static ShaderEnum mix_type_init()
3044 {
3045         ShaderEnum enm;
3046
3047         enm.insert("Mix", NODE_MIX_BLEND);
3048         enm.insert("Add", NODE_MIX_ADD);
3049         enm.insert("Multiply", NODE_MIX_MUL);
3050         enm.insert("Screen", NODE_MIX_SCREEN);
3051         enm.insert("Overlay", NODE_MIX_OVERLAY);
3052         enm.insert("Subtract", NODE_MIX_SUB);
3053         enm.insert("Divide", NODE_MIX_DIV);
3054         enm.insert("Difference", NODE_MIX_DIFF);
3055         enm.insert("Darken", NODE_MIX_DARK);
3056         enm.insert("Lighten", NODE_MIX_LIGHT);
3057         enm.insert("Dodge", NODE_MIX_DODGE);
3058         enm.insert("Burn", NODE_MIX_BURN);
3059         enm.insert("Hue", NODE_MIX_HUE);
3060         enm.insert("Saturation", NODE_MIX_SAT);
3061         enm.insert("Value", NODE_MIX_VAL);
3062         enm.insert("Color", NODE_MIX_COLOR);
3063         enm.insert("Soft Light", NODE_MIX_SOFT);
3064         enm.insert("Linear Light", NODE_MIX_LINEAR);
3065
3066         return enm;
3067 }
3068
3069 ShaderEnum MixNode::type_enum = mix_type_init();
3070
3071 void MixNode::compile(SVMCompiler& compiler)
3072 {
3073         ShaderInput *fac_in = input("Fac");
3074         ShaderInput *color1_in = input("Color1");
3075         ShaderInput *color2_in = input("Color2");
3076         ShaderOutput *color_out = output("Color");
3077
3078         compiler.stack_assign(fac_in);
3079         compiler.stack_assign(color1_in);
3080         compiler.stack_assign(color2_in);
3081         compiler.stack_assign(color_out);
3082
3083         compiler.add_node(NODE_MIX, fac_in->stack_offset, color1_in->stack_offset, color2_in->stack_offset);
3084         compiler.add_node(NODE_MIX, type_enum[type], color_out->stack_offset);
3085
3086         if(use_clamp) {
3087                 compiler.add_node(NODE_MIX, 0, color_out->stack_offset);
3088                 compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, color_out->stack_offset);
3089         }
3090 }
3091
3092 void MixNode::compile(OSLCompiler& compiler)
3093 {
3094         compiler.parameter("type", type);
3095         compiler.parameter("Clamp", use_clamp);
3096         compiler.add(this, "node_mix");
3097 }
3098
3099 /* Combine RGB */
3100 CombineRGBNode::CombineRGBNode()
3101 : ShaderNode("combine_rgb")
3102 {
3103         add_input("R", SHADER_SOCKET_FLOAT);
3104         add_input("G", SHADER_SOCKET_FLOAT);
3105         add_input("B", SHADER_SOCKET_FLOAT);
3106         add_output("Image", SHADER_SOCKET_COLOR);
3107 }
3108
3109 void CombineRGBNode::compile(SVMCompiler& compiler)
3110 {
3111         ShaderInput *red_in = input("R");
3112         ShaderInput *green_in = input("G");
3113         ShaderInput *blue_in = input("B");
3114         ShaderOutput *color_out = output("Image");
3115
3116         compiler.stack_assign(color_out);
3117
3118         compiler.stack_assign(red_in);
3119         compiler.add_node(NODE_COMBINE_VECTOR, red_in->stack_offset, 0, color_out->stack_offset);
3120
3121         compiler.stack_assign(green_in);
3122         compiler.add_node(NODE_COMBINE_VECTOR, green_in->stack_offset, 1, color_out->stack_offset);
3123
3124         compiler.stack_assign(blue_in);
3125         compiler.add_node(NODE_COMBINE_VECTOR, blue_in->stack_offset, 2, color_out->stack_offset);
3126 }
3127
3128 void CombineRGBNode::compile(OSLCompiler& compiler)
3129 {
3130         compiler.add(this, "node_combine_rgb");
3131 }
3132
3133 /* Combine XYZ */
3134 CombineXYZNode::CombineXYZNode()
3135 : ShaderNode("combine_xyz")
3136 {
3137         add_input("X", SHADER_SOCKET_FLOAT);
3138         add_input("Y", SHADER_SOCKET_FLOAT);
3139         add_input("Z", SHADER_SOCKET_FLOAT);
3140         add_output("Vector", SHADER_SOCKET_VECTOR);
3141 }
3142
3143 void CombineXYZNode::compile(SVMCompiler& compiler)
3144 {
3145         ShaderInput *x_in = input("X");
3146         ShaderInput *y_in = input("Y");
3147         ShaderInput *z_in = input("Z");
3148         ShaderOutput *vector_out = output("Vector");
3149
3150         compiler.stack_assign(vector_out);
3151
3152         compiler.stack_assign(x_in);
3153         compiler.add_node(NODE_COMBINE_VECTOR, x_in->stack_offset, 0, vector_out->stack_offset);
3154
3155         compiler.stack_assign(y_in);
3156         compiler.add_node(NODE_COMBINE_VECTOR, y_in->stack_offset, 1, vector_out->stack_offset);
3157
3158         compiler.stack_assign(z_in);
3159         compiler.add_node(NODE_COMBINE_VECTOR, z_in->stack_offset, 2, vector_out->stack_offset);
3160 }
3161
3162 void CombineXYZNode::compile(OSLCompiler& compiler)
3163 {
3164         compiler.add(this, "node_combine_xyz");
3165 }
3166
3167 /* Combine HSV */
3168 CombineHSVNode::CombineHSVNode()
3169 : ShaderNode("combine_hsv")
3170 {
3171         add_input("H", SHADER_SOCKET_FLOAT);
3172         add_input("S", SHADER_SOCKET_FLOAT);
3173         add_input("V", SHADER_SOCKET_FLOAT);
3174         add_output("Color", SHADER_SOCKET_COLOR);
3175 }
3176
3177 void CombineHSVNode::compile(SVMCompiler& compiler)
3178 {
3179         ShaderInput *hue_in = input("H");
3180         ShaderInput *saturation_in = input("S");
3181         ShaderInput *value_in = input("V");
3182         ShaderOutput *color_out = output("Color");
3183
3184         compiler.stack_assign(color_out);
3185         compiler.stack_assign(hue_in);
3186         compiler.stack_assign(saturation_in);
3187         compiler.stack_assign(value_in);
3188         
3189         compiler.add_node(NODE_COMBINE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3190         compiler.add_node(NODE_COMBINE_HSV, color_out->stack_offset);
3191 }
3192
3193 void CombineHSVNode::compile(OSLCompiler& compiler)
3194 {
3195         compiler.add(this, "node_combine_hsv");
3196 }
3197
3198 /* Gamma */
3199 GammaNode::GammaNode()
3200 : ShaderNode("gamma")
3201 {
3202         add_input("Color", SHADER_SOCKET_COLOR);
3203         add_input("Gamma", SHADER_SOCKET_FLOAT);
3204         add_output("Color", SHADER_SOCKET_COLOR);
3205 }
3206
3207 void GammaNode::compile(SVMCompiler& compiler)
3208 {
3209         ShaderInput *color_in = input("Color");
3210         ShaderInput *gamma_in = input("Gamma");
3211         ShaderOutput *color_out = output("Color");
3212
3213         compiler.stack_assign(color_in);
3214         compiler.stack_assign(gamma_in);
3215         compiler.stack_assign(color_out);
3216
3217         compiler.add_node(NODE_GAMMA, gamma_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3218 }
3219
3220 void GammaNode::compile(OSLCompiler& compiler)
3221 {
3222         compiler.add(this, "node_gamma");
3223 }
3224
3225 /* Bright Contrast */
3226 BrightContrastNode::BrightContrastNode()
3227 : ShaderNode("brightness")
3228 {
3229         add_input("Color", SHADER_SOCKET_COLOR);
3230         add_input("Bright", SHADER_SOCKET_FLOAT);
3231         add_input("Contrast", SHADER_SOCKET_FLOAT);
3232         add_output("Color", SHADER_SOCKET_COLOR);
3233 }
3234
3235 void BrightContrastNode::compile(SVMCompiler& compiler)
3236 {
3237         ShaderInput *color_in = input("Color");
3238         ShaderInput *bright_in = input("Bright");
3239         ShaderInput *contrast_in = input("Contrast");
3240         ShaderOutput *color_out = output("Color");
3241
3242         compiler.stack_assign(color_in);
3243         compiler.stack_assign(bright_in);
3244         compiler.stack_assign(contrast_in);
3245         compiler.stack_assign(color_out);
3246
3247         compiler.add_node(NODE_BRIGHTCONTRAST,
3248                 color_in->stack_offset, color_out->stack_offset,
3249                 compiler.encode_uchar4(bright_in->stack_offset, contrast_in->stack_offset));
3250 }
3251
3252 void BrightContrastNode::compile(OSLCompiler& compiler)
3253 {
3254         compiler.add(this, "node_brightness");
3255 }
3256
3257 /* Separate RGB */
3258 SeparateRGBNode::SeparateRGBNode()
3259 : ShaderNode("separate_rgb")
3260 {
3261         add_input("Image", SHADER_SOCKET_COLOR);
3262         add_output("R", SHADER_SOCKET_FLOAT);
3263         add_output("G", SHADER_SOCKET_FLOAT);
3264         add_output("B", SHADER_SOCKET_FLOAT);
3265 }
3266
3267 void SeparateRGBNode::compile(SVMCompiler& compiler)
3268 {
3269         ShaderInput *color_in = input("Image");
3270         ShaderOutput *red_out = output("R");
3271         ShaderOutput *green_out = output("G");
3272         ShaderOutput *blue_out = output("B");
3273
3274         compiler.stack_assign(color_in);
3275
3276         compiler.stack_assign(red_out);
3277         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 0, red_out->stack_offset);
3278
3279         compiler.stack_assign(green_out);
3280         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 1, green_out->stack_offset);
3281
3282         compiler.stack_assign(blue_out);
3283         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 2, blue_out->stack_offset);
3284 }
3285
3286 void SeparateRGBNode::compile(OSLCompiler& compiler)
3287 {
3288         compiler.add(this, "node_separate_rgb");
3289 }
3290
3291 /* Separate XYZ */
3292 SeparateXYZNode::SeparateXYZNode()
3293 : ShaderNode("separate_xyz")
3294 {
3295         add_input("Vector", SHADER_SOCKET_VECTOR);
3296         add_output("X", SHADER_SOCKET_FLOAT);
3297         add_output("Y", SHADER_SOCKET_FLOAT);
3298         add_output("Z", SHADER_SOCKET_FLOAT);
3299 }
3300
3301 void SeparateXYZNode::compile(SVMCompiler& compiler)
3302 {
3303         ShaderInput *vector_in = input("Vector");
3304         ShaderOutput *x_out = output("X");
3305         ShaderOutput *y_out = output("Y");
3306         ShaderOutput *z_out = output("Z");
3307
3308         compiler.stack_assign(vector_in);
3309
3310         compiler.stack_assign(x_out);
3311         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 0, x_out->stack_offset);
3312
3313         compiler.stack_assign(y_out);
3314         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 1, y_out->stack_offset);
3315
3316         compiler.stack_assign(z_out);
3317         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 2, z_out->stack_offset);
3318 }
3319
3320 void SeparateXYZNode::compile(OSLCompiler& compiler)
3321 {
3322         compiler.add(this, "node_separate_xyz");
3323 }
3324
3325 /* Separate HSV */
3326 SeparateHSVNode::SeparateHSVNode()
3327 : ShaderNode("separate_hsv")
3328 {
3329         add_input("Color", SHADER_SOCKET_COLOR);
3330         add_output("H", SHADER_SOCKET_FLOAT);
3331         add_output("S", SHADER_SOCKET_FLOAT);
3332         add_output("V", SHADER_SOCKET_FLOAT);
3333 }
3334
3335 void SeparateHSVNode::compile(SVMCompiler& compiler)
3336 {
3337         ShaderInput *color_in = input("Color");
3338         ShaderOutput *hue_out = output("H");
3339         ShaderOutput *saturation_out = output("S");
3340         ShaderOutput *value_out = output("V");
3341
3342         compiler.stack_assign(color_in);
3343         compiler.stack_assign(hue_out);
3344         compiler.stack_assign(saturation_out);
3345         compiler.stack_assign(value_out);
3346         
3347         compiler.add_node(NODE_SEPARATE_HSV, color_in->stack_offset, hue_out->stack_offset, saturation_out->stack_offset);
3348         compiler.add_node(NODE_SEPARATE_HSV, value_out->stack_offset);
3349
3350 }
3351
3352 void SeparateHSVNode::compile(OSLCompiler& compiler)
3353 {
3354         compiler.add(this, "node_separate_hsv");
3355 }
3356
3357 /* Hue Saturation Value */
3358 HSVNode::HSVNode()
3359 : ShaderNode("hsv")
3360 {
3361         add_input("Hue", SHADER_SOCKET_FLOAT);
3362         add_input("Saturation", SHADER_SOCKET_FLOAT);
3363         add_input("Value", SHADER_SOCKET_FLOAT);
3364         add_input("Fac", SHADER_SOCKET_FLOAT);
3365         add_input("Color", SHADER_SOCKET_COLOR);
3366         add_output("Color", SHADER_SOCKET_COLOR);
3367 }
3368
3369 void HSVNode::compile(SVMCompiler& compiler)
3370 {
3371         ShaderInput *hue_in = input("Hue");
3372         ShaderInput *saturation_in = input("Saturation");
3373         ShaderInput *value_in = input("Value");
3374         ShaderInput *fac_in = input("Fac");
3375         ShaderInput *color_in = input("Color");
3376         ShaderOutput *color_out = output("Color");
3377
3378         compiler.stack_assign(hue_in);
3379         compiler.stack_assign(saturation_in);
3380         compiler.stack_assign(value_in);
3381         compiler.stack_assign(fac_in);
3382         compiler.stack_assign(color_in);
3383         compiler.stack_assign(color_out);
3384
3385         compiler.add_node(NODE_HSV, color_in->stack_offset, fac_in->stack_offset, color_out->stack_offset);
3386         compiler.add_node(NODE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3387 }
3388
3389 void HSVNode::compile(OSLCompiler& compiler)
3390 {
3391         compiler.add(this, "node_hsv");
3392 }
3393
3394 /* Attribute */
3395
3396 AttributeNode::AttributeNode()
3397 : ShaderNode("attribute")
3398 {
3399         attribute = "";
3400
3401         add_output("Color",  SHADER_SOCKET_COLOR);
3402         add_output("Vector",  SHADER_SOCKET_VECTOR);
3403         add_output("Fac",  SHADER_SOCKET_FLOAT);
3404 }
3405
3406 void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
3407 {
3408         ShaderOutput *color_out = output("Color");
3409         ShaderOutput *vector_out = output("Vector");
3410         ShaderOutput *fac_out = output("Fac");
3411
3412         if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty()) {
3413                 AttributeStandard std = Attribute::name_standard(attribute.c_str());
3414
3415                 if(std != ATTR_STD_NONE)
3416                         attributes->add(std);
3417                 else
3418                         attributes->add(attribute);
3419         }
3420
3421         if(shader->has_volume)
3422                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
3423
3424         ShaderNode::attributes(shader, attributes);
3425 }
3426
3427 void AttributeNode::compile(SVMCompiler& compiler)
3428 {
3429         ShaderOutput *color_out = output("Color");
3430         ShaderOutput *vector_out = output("Vector");
3431         ShaderOutput *fac_out = output("Fac");
3432         NodeType attr_node = NODE_ATTR;
3433         AttributeStandard std = Attribute::name_standard(attribute.c_str());
3434         int attr;
3435
3436         if(std != ATTR_STD_NONE)
3437                 attr = compiler.attribute(std);
3438         else
3439                 attr = compiler.attribute(attribute);
3440
3441         if(bump == SHADER_BUMP_DX)
3442                 attr_node = NODE_ATTR_BUMP_DX;
3443         else if(bump == SHADER_BUMP_DY)
3444                 attr_node = NODE_ATTR_BUMP_DY;
3445
3446         if(!color_out->links.empty() || !vector_out->links.empty()) {
3447                 if(!color_out->links.empty()) {
3448                         compiler.stack_assign(color_out);
3449                         compiler.add_node(attr_node, attr, color_out->stack_offset, NODE_ATTR_FLOAT3);
3450                 }
3451                 if(!vector_out->links.empty()) {
3452                         compiler.stack_assign(vector_out);
3453                         compiler.add_node(attr_node, attr, vector_out->stack_offset, NODE_ATTR_FLOAT3);
3454                 }
3455         }
3456
3457         if(!fac_out->links.empty()) {
3458                 compiler.stack_assign(fac_out);
3459                 compiler.add_node(attr_node, attr, fac_out->stack_offset, NODE_ATTR_FLOAT);
3460         }
3461 }
3462
3463 void AttributeNode::compile(OSLCompiler& compiler)
3464 {
3465         if(bump == SHADER_BUMP_DX)
3466                 compiler.parameter("bump_offset", "dx");
3467         else if(bump == SHADER_BUMP_DY)
3468                 compiler.parameter("bump_offset", "dy");
3469         else
3470                 compiler.parameter("bump_offset", "center");
3471         
3472         if(Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE)
3473                 compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str());
3474         else
3475                 compiler.parameter("name", attribute.c_str());
3476
3477         compiler.add(this, "node_attribute");
3478 }
3479
3480 /* Camera */
3481
3482 CameraNode::CameraNode()
3483 : ShaderNode("camera")
3484 {
3485         add_output("View Vector",  SHADER_SOCKET_VECTOR);
3486         add_output("View Z Depth",  SHADER_SOCKET_FLOAT);
3487         add_output("View Distance",  SHADER_SOCKET_FLOAT);
3488 }
3489
3490 void CameraNode::compile(SVMCompiler& compiler)
3491 {
3492         ShaderOutput *vector_out = output("View Vector");
3493         ShaderOutput *z_depth_out = output("View Z Depth");
3494         ShaderOutput *distance_out = output("View Distance");
3495
3496         compiler.stack_assign(vector_out);
3497         compiler.stack_assign(z_depth_out);
3498         compiler.stack_assign(distance_out);
3499         compiler.add_node(NODE_CAMERA, vector_out->stack_offset, z_depth_out->stack_offset, distance_out->stack_offset);
3500 }
3501
3502 void CameraNode::compile(OSLCompiler& compiler)
3503 {
3504         compiler.add(this, "node_camera");
3505 }
3506
3507 /* Fresnel */
3508
3509 FresnelNode::FresnelNode()
3510 : ShaderNode("fresnel")
3511 {
3512         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
3513         add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
3514         add_output("Fac", SHADER_SOCKET_FLOAT);
3515 }
3516
3517 void FresnelNode::compile(SVMCompiler& compiler)
3518 {
3519         ShaderInput *normal_in = input("Normal");
3520         ShaderInput *ior_in = input("IOR");
3521         ShaderOutput *fac_out = output("Fac");
3522
3523         compiler.stack_assign(ior_in);
3524         compiler.stack_assign(fac_out);
3525         
3526         if(normal_in->link)
3527                 compiler.stack_assign(normal_in);
3528         
3529         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));
3530 }
3531
3532 void FresnelNode::compile(OSLCompiler& compiler)
3533 {
3534         compiler.add(this, "node_fresnel");
3535 }
3536
3537 /* Layer Weight */
3538
3539 LayerWeightNode::LayerWeightNode()
3540 : ShaderNode("layer_weight")
3541 {
3542         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
3543         add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
3544
3545         add_output("Fresnel", SHADER_SOCKET_FLOAT);
3546         add_output("Facing", SHADER_SOCKET_FLOAT);
3547 }
3548
3549 void LayerWeightNode::compile(SVMCompiler& compiler)
3550 {
3551         ShaderInput *normal_in = input("Normal");
3552         ShaderInput *blend_in = input("Blend");
3553
3554         if(normal_in->link)
3555                 compiler.stack_assign(normal_in);
3556
3557         if(blend_in->link)
3558                 compiler.stack_assign(blend_in);
3559
3560         ShaderOutput *fresnel_out = output("Fresnel");
3561         if(!fresnel_out->links.empty()) {
3562                 compiler.stack_assign(fresnel_out);
3563                 compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
3564                         compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, normal_in->stack_offset, fresnel_out->stack_offset));
3565         }
3566
3567         ShaderOutput *facing_out = output("Facing");
3568         if(!facing_out->links.empty()) {
3569                 compiler.stack_assign(facing_out);
3570                 compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
3571                         compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, normal_in->stack_offset, facing_out->stack_offset));
3572         }
3573 }
3574
3575 void LayerWeightNode::compile(OSLCompiler& compiler)
3576 {
3577         compiler.add(this, "node_layer_weight");
3578 }
3579
3580 /* Wireframe */
3581
3582 WireframeNode::WireframeNode()
3583 : ShaderNode("wireframe")
3584 {
3585         add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
3586         add_output("Fac", SHADER_SOCKET_FLOAT);
3587         
3588         use_pixel_size = false;
3589 }
3590
3591 void WireframeNode::compile(SVMCompiler& compiler)
3592 {
3593         ShaderInput *size_in = input("Size");
3594         ShaderOutput *fac_out = output("Fac");
3595         NodeBumpOffset bump_offset = NODE_BUMP_OFFSET_CENTER;
3596         if(bump == SHADER_BUMP_DX) {
3597                 bump_offset = NODE_BUMP_OFFSET_DX;
3598         }
3599         else if(bump == SHADER_BUMP_DY) {
3600                 bump_offset = NODE_BUMP_OFFSET_DY;
3601         }
3602         compiler.stack_assign(size_in);
3603         compiler.stack_assign(fac_out);
3604         compiler.add_node(NODE_WIREFRAME,
3605                           size_in->stack_offset,
3606                           fac_out->stack_offset,
3607                           compiler.encode_uchar4(use_pixel_size,
3608                                                  bump_offset,
3609                                                  0, 0));
3610 }
3611
3612 void WireframeNode::compile(OSLCompiler& compiler)
3613 {
3614         if(bump == SHADER_BUMP_DX) {
3615                 compiler.parameter("bump_offset", "dx");
3616         }
3617         else if(bump == SHADER_BUMP_DY) {
3618                 compiler.parameter("bump_offset", "dy");
3619         }
3620         else {
3621                 compiler.parameter("bump_offset", "center");
3622         }
3623         compiler.parameter("use_pixel_size", use_pixel_size);
3624         compiler.add(this, "node_wireframe");
3625 }
3626
3627 /* Wavelength */
3628
3629 WavelengthNode::WavelengthNode()
3630 : ShaderNode("wavelength")
3631 {
3632         add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
3633         add_output("Color", SHADER_SOCKET_COLOR);
3634 }
3635
3636 void WavelengthNode::compile(SVMCompiler& compiler)
3637 {
3638         ShaderInput *wavelength_in = input("Wavelength");
3639         ShaderOutput *color_out = output("Color");
3640
3641         compiler.stack_assign(wavelength_in);
3642         compiler.stack_assign(color_out);
3643         compiler.add_node(NODE_WAVELENGTH, wavelength_in->stack_offset, color_out->stack_offset);
3644 }
3645
3646 void WavelengthNode::compile(OSLCompiler& compiler)
3647 {
3648         compiler.add(this, "node_wavelength");
3649 }
3650
3651 /* Blackbody */
3652
3653 BlackbodyNode::BlackbodyNode()
3654 : ShaderNode("blackbody")
3655 {
3656         add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
3657         add_output("Color", SHADER_SOCKET_COLOR);
3658 }
3659
3660 void BlackbodyNode::compile(SVMCompiler& compiler)
3661 {
3662         ShaderInput *temperature_in = input("Temperature");
3663         ShaderOutput *color_out = output("Color");
3664
3665         compiler.stack_assign(color_out);
3666
3667         if(temperature_in->link == NULL) {
3668                 float3 color = svm_math_blackbody_color(temperature_in->value.x);
3669                 compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
3670                 compiler.add_node(NODE_VALUE_V, color);
3671         }
3672         else {
3673                 compiler.stack_assign(temperature_in);
3674                 compiler.add_node(NODE_BLACKBODY, temperature_in->stack_offset, color_out->stack_offset);
3675         }
3676 }
3677
3678 void BlackbodyNode::compile(OSLCompiler& compiler)
3679 {
3680         compiler.add(this, "node_blackbody");
3681 }
3682
3683 /* Output */
3684
3685 OutputNode::OutputNode()
3686 : ShaderNode("output")
3687 {
3688         add_input("Surface", SHADER_SOCKET_CLOSURE);
3689         add_input("Volume", SHADER_SOCKET_CLOSURE);
3690         add_input("Displacement", SHADER_SOCKET_FLOAT);
3691         add_input("Normal", SHADER_SOCKET_NORMAL);
3692 }
3693
3694 void OutputNode::compile(SVMCompiler& compiler)
3695 {
3696         if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT) {
3697                 ShaderInput *displacement_in = input("Displacement");
3698
3699                 if(displacement_in->link) {
3700                         compiler.stack_assign(displacement_in);
3701                         compiler.add_node(NODE_SET_DISPLACEMENT, displacement_in->stack_offset);
3702                 }
3703         }
3704 }
3705
3706 void OutputNode::compile(OSLCompiler& compiler)
3707 {
3708         if(compiler.output_type() == SHADER_TYPE_SURFACE)
3709                 compiler.add(this, "node_output_surface");