Cycles: Add voxel texture sampler shader node
[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 /* Point Density Texture */
1301
1302 static ShaderEnum point_density_space_init()
1303 {
1304         ShaderEnum enm;
1305
1306         enm.insert("Object", NODE_TEX_VOXEL_SPACE_OBJECT);
1307         enm.insert("World", NODE_TEX_VOXEL_SPACE_WORLD);
1308
1309         return enm;
1310 }
1311
1312 ShaderEnum PointDensityTextureNode::space_enum = point_density_space_init();
1313
1314 PointDensityTextureNode::PointDensityTextureNode()
1315 : ShaderNode("point_density")
1316 {
1317         image_manager = NULL;
1318         slot = -1;
1319         filename = "";
1320         space = ustring("Object");
1321         builtin_data = NULL;
1322         interpolation = INTERPOLATION_LINEAR;
1323
1324         tfm = transform_identity();
1325
1326         add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::POSITION);
1327         add_output("Density", SHADER_SOCKET_FLOAT);
1328         add_output("Color", SHADER_SOCKET_COLOR);
1329 }
1330
1331 PointDensityTextureNode::~PointDensityTextureNode()
1332 {
1333         if(image_manager)
1334                 image_manager->remove_image(filename, builtin_data, interpolation);
1335 }
1336
1337 ShaderNode *PointDensityTextureNode::clone() const
1338 {
1339         PointDensityTextureNode *node = new PointDensityTextureNode(*this);
1340         node->image_manager = NULL;
1341         node->slot = -1;
1342         return node;
1343 }
1344
1345 void PointDensityTextureNode::attributes(Shader *shader,
1346                                          AttributeRequestSet *attributes)
1347 {
1348         if(shader->has_volume)
1349                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
1350
1351         ShaderNode::attributes(shader, attributes);
1352 }
1353
1354 void PointDensityTextureNode::compile(SVMCompiler& compiler)
1355 {
1356         ShaderInput *vector_in = input("Vector");
1357         ShaderOutput *density_out = output("Density");
1358         ShaderOutput *color_out = output("Color");
1359
1360         const bool use_density = !density_out->links.empty();
1361         const bool use_color = !color_out->links.empty();
1362
1363         image_manager = compiler.image_manager;
1364
1365         if (use_density || use_color) {
1366                 if (use_density)
1367                         compiler.stack_assign(density_out);
1368                 if (use_color)
1369                         compiler.stack_assign(color_out);
1370
1371                 if(slot == -1) {
1372                         bool is_float, is_linear;
1373                         slot = image_manager->add_image(filename, builtin_data,
1374                                                         false, 0,
1375                                                         is_float, is_linear,
1376                                                         interpolation,
1377                                                         true);
1378                 }
1379
1380                 if(slot != -1) {
1381                         compiler.stack_assign(vector_in);
1382                         compiler.add_node(NODE_TEX_VOXEL,
1383                                           slot,
1384                                           compiler.encode_uchar4(vector_in->stack_offset,
1385                                                                  density_out->stack_offset,
1386                                                                  color_out->stack_offset,
1387                                                                  space_enum[space]));
1388                         if(space == "World") {
1389                                 compiler.add_node(tfm.x);
1390                                 compiler.add_node(tfm.y);
1391                                 compiler.add_node(tfm.z);
1392                                 compiler.add_node(tfm.w);
1393                         }
1394                 }
1395                 else {
1396                         compiler.add_node(NODE_VALUE_F,
1397                                           __float_as_int(0.0f),
1398                                           density_out->stack_offset);
1399                         compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
1400                         compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
1401                                                                     TEX_IMAGE_MISSING_G,
1402                                                                     TEX_IMAGE_MISSING_B));
1403                 }
1404         }
1405 }
1406
1407 void PointDensityTextureNode::compile(OSLCompiler& compiler)
1408 {
1409         ShaderInput *vector_in = input("Vector");
1410         ShaderOutput *density_out = output("Density");
1411         ShaderOutput *color_out = output("Color");
1412
1413         const bool use_density = !density_out->links.empty();
1414         const bool use_color = !color_out->links.empty();
1415
1416         image_manager = compiler.image_manager;
1417
1418         if (use_density || use_color) {
1419                 if(slot == -1) {
1420                         bool is_float, is_linear;
1421                         slot = image_manager->add_image(filename, builtin_data,
1422                                                         false, 0,
1423                                                         is_float, is_linear,
1424                                                         interpolation,
1425                                                         true);
1426                 }
1427
1428                 if(slot != -1) {
1429                         compiler.parameter("filename", string_printf("@%d", slot).c_str());
1430                 }
1431                 if(space == "World") {
1432                         compiler.parameter("mapping", transform_transpose(tfm));
1433                         compiler.parameter("use_mapping", 1);
1434                 }
1435                 switch (interpolation) {
1436                         case INTERPOLATION_CLOSEST:
1437                                 compiler.parameter("interpolation", "closest");
1438                                 break;
1439                         case INTERPOLATION_CUBIC:
1440                                 compiler.parameter("interpolation", "cubic");
1441                                 break;
1442                         case INTERPOLATION_LINEAR:
1443                         default:
1444                                 compiler.parameter("interpolation", "linear");
1445                                 break;
1446                 }
1447
1448                 compiler.add(this, "node_voxel_texture");
1449         }
1450 }
1451
1452 /* Normal */
1453
1454 NormalNode::NormalNode()
1455 : ShaderNode("normal")
1456 {
1457         direction = make_float3(0.0f, 0.0f, 1.0f);
1458
1459         add_input("Normal", SHADER_SOCKET_NORMAL);
1460         add_output("Normal", SHADER_SOCKET_NORMAL);
1461         add_output("Dot",  SHADER_SOCKET_FLOAT);
1462 }
1463
1464 void NormalNode::compile(SVMCompiler& compiler)
1465 {
1466         ShaderInput *normal_in = input("Normal");
1467         ShaderOutput *normal_out = output("Normal");
1468         ShaderOutput *dot_out = output("Dot");
1469
1470         compiler.stack_assign(normal_in);
1471         compiler.stack_assign(normal_out);
1472         compiler.stack_assign(dot_out);
1473
1474         compiler.add_node(NODE_NORMAL, normal_in->stack_offset, normal_out->stack_offset, dot_out->stack_offset);
1475         compiler.add_node(
1476                 __float_as_int(direction.x),
1477                 __float_as_int(direction.y),
1478                 __float_as_int(direction.z));
1479 }
1480
1481 void NormalNode::compile(OSLCompiler& compiler)
1482 {
1483         compiler.parameter_normal("Direction", direction);
1484         compiler.add(this, "node_normal");
1485 }
1486
1487 /* Mapping */
1488
1489 MappingNode::MappingNode()
1490 : ShaderNode("mapping")
1491 {
1492         add_input("Vector", SHADER_SOCKET_POINT);
1493         add_output("Vector", SHADER_SOCKET_POINT);
1494 }
1495
1496 void MappingNode::compile(SVMCompiler& compiler)
1497 {
1498         ShaderInput *vector_in = input("Vector");
1499         ShaderOutput *vector_out = output("Vector");
1500
1501         compiler.stack_assign(vector_in);
1502         compiler.stack_assign(vector_out);
1503
1504         tex_mapping.compile(compiler, vector_in->stack_offset, vector_out->stack_offset);
1505 }
1506
1507 void MappingNode::compile(OSLCompiler& compiler)
1508 {
1509         Transform tfm = transform_transpose(tex_mapping.compute_transform());
1510         compiler.parameter("Matrix", tfm);
1511         compiler.parameter_point("mapping_min", tex_mapping.min);
1512         compiler.parameter_point("mapping_max", tex_mapping.max);
1513         compiler.parameter("use_minmax", tex_mapping.use_minmax);
1514
1515         compiler.add(this, "node_mapping");
1516 }
1517
1518 /* Convert */
1519
1520 ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool autoconvert)
1521 : ShaderNode("convert")
1522 {
1523         from = from_;
1524         to = to_;
1525
1526         if(autoconvert)
1527                 special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
1528
1529         assert(from != to);
1530
1531         if(from == SHADER_SOCKET_FLOAT)
1532                 add_input("Val", SHADER_SOCKET_FLOAT);
1533         else if(from == SHADER_SOCKET_INT)
1534                 add_input("ValInt", SHADER_SOCKET_INT);
1535         else if(from == SHADER_SOCKET_COLOR)
1536                 add_input("Color", SHADER_SOCKET_COLOR);
1537         else if(from == SHADER_SOCKET_VECTOR)
1538                 add_input("Vector", SHADER_SOCKET_VECTOR);
1539         else if(from == SHADER_SOCKET_POINT)
1540                 add_input("Point", SHADER_SOCKET_POINT);
1541         else if(from == SHADER_SOCKET_NORMAL)
1542                 add_input("Normal", SHADER_SOCKET_NORMAL);
1543         else if(from == SHADER_SOCKET_STRING)
1544                 add_input("String", SHADER_SOCKET_STRING);
1545         else
1546                 assert(0);
1547
1548         if(to == SHADER_SOCKET_FLOAT)
1549                 add_output("Val", SHADER_SOCKET_FLOAT);
1550         else if(to == SHADER_SOCKET_INT)
1551                 add_output("ValInt", SHADER_SOCKET_INT);
1552         else if(to == SHADER_SOCKET_COLOR)
1553                 add_output("Color", SHADER_SOCKET_COLOR);
1554         else if(to == SHADER_SOCKET_VECTOR)
1555                 add_output("Vector", SHADER_SOCKET_VECTOR);
1556         else if(to == SHADER_SOCKET_POINT)
1557                 add_output("Point", SHADER_SOCKET_POINT);
1558         else if(to == SHADER_SOCKET_NORMAL)
1559                 add_output("Normal", SHADER_SOCKET_NORMAL);
1560         else if(to == SHADER_SOCKET_STRING)
1561                 add_output("String", SHADER_SOCKET_STRING);
1562         else
1563                 assert(0);
1564 }
1565
1566 void ConvertNode::compile(SVMCompiler& compiler)
1567 {
1568         ShaderInput *in = inputs[0];
1569         ShaderOutput *out = outputs[0];
1570
1571         if(from == SHADER_SOCKET_FLOAT) {
1572                 compiler.stack_assign(in);
1573                 compiler.stack_assign(out);
1574
1575                 if(to == SHADER_SOCKET_INT)
1576                         /* float to int */
1577                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, in->stack_offset, out->stack_offset);
1578                 else
1579                         /* float to float3 */
1580                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, in->stack_offset, out->stack_offset);
1581         }
1582         else if(from == SHADER_SOCKET_INT) {
1583                 compiler.stack_assign(in);
1584                 compiler.stack_assign(out);
1585
1586                 if(to == SHADER_SOCKET_FLOAT)
1587                         /* int to float */
1588                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, in->stack_offset, out->stack_offset);
1589                 else
1590                         /* int to vector/point/normal */
1591                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, in->stack_offset, out->stack_offset);
1592         }
1593         else if(to == SHADER_SOCKET_FLOAT) {
1594                 compiler.stack_assign(in);
1595                 compiler.stack_assign(out);
1596
1597                 if(from == SHADER_SOCKET_COLOR)
1598                         /* color to float */
1599                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, in->stack_offset, out->stack_offset);
1600                 else
1601                         /* vector/point/normal to float */
1602                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, in->stack_offset, out->stack_offset);
1603         }
1604         else if(to == SHADER_SOCKET_INT) {
1605                 compiler.stack_assign(in);
1606                 compiler.stack_assign(out);
1607
1608                 if(from == SHADER_SOCKET_COLOR)
1609                         /* color to int */
1610                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, in->stack_offset, out->stack_offset);
1611                 else
1612                         /* vector/point/normal to int */
1613                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_VI, in->stack_offset, out->stack_offset);
1614         }
1615         else {
1616                 /* float3 to float3 */
1617                 if(in->link) {
1618                         /* no op in SVM */
1619                         compiler.stack_link(in, out);
1620                 }
1621                 else {
1622                         /* set 0,0,0 value */
1623                         compiler.stack_assign(in);
1624                         compiler.stack_assign(out);
1625
1626                         compiler.add_node(NODE_VALUE_V, in->stack_offset);
1627                         compiler.add_node(NODE_VALUE_V, in->value);
1628                 }
1629         }
1630 }
1631
1632 void ConvertNode::compile(OSLCompiler& compiler)
1633 {
1634         if(from == SHADER_SOCKET_FLOAT)
1635                 compiler.add(this, "node_convert_from_float");
1636         else if(from == SHADER_SOCKET_INT)
1637                 compiler.add(this, "node_convert_from_int");
1638         else if(from == SHADER_SOCKET_COLOR)
1639                 compiler.add(this, "node_convert_from_color");
1640         else if(from == SHADER_SOCKET_VECTOR)
1641                 compiler.add(this, "node_convert_from_vector");
1642         else if(from == SHADER_SOCKET_POINT)
1643                 compiler.add(this, "node_convert_from_point");
1644         else if(from == SHADER_SOCKET_NORMAL)
1645                 compiler.add(this, "node_convert_from_normal");
1646         else
1647                 assert(0);
1648 }
1649
1650 /* Proxy */
1651
1652 ProxyNode::ProxyNode(ShaderSocketType type_)
1653 : ShaderNode("proxy")
1654 {
1655         type = type_;
1656         special_type = SHADER_SPECIAL_TYPE_PROXY;
1657
1658         add_input("Input", type);
1659         add_output("Output", type);
1660 }
1661
1662 void ProxyNode::compile(SVMCompiler& /*compiler*/)
1663 {
1664 }
1665
1666 void ProxyNode::compile(OSLCompiler& /*compiler*/)
1667 {
1668 }
1669
1670 /* BSDF Closure */
1671
1672 BsdfNode::BsdfNode(bool scattering_)
1673 : ShaderNode("bsdf"), scattering(scattering_)
1674 {
1675         special_type = SHADER_SPECIAL_TYPE_CLOSURE;
1676
1677         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1678         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
1679         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1680
1681         if(scattering) {
1682                 closure = CLOSURE_BSSRDF_CUBIC_ID;
1683                 add_output("BSSRDF", SHADER_SOCKET_CLOSURE);
1684         }
1685         else {
1686                 closure = CLOSURE_BSDF_DIFFUSE_ID;
1687                 add_output("BSDF", SHADER_SOCKET_CLOSURE);
1688         }
1689 }
1690
1691 void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4)
1692 {
1693         ShaderInput *color_in = input("Color");
1694         ShaderInput *normal_in = input("Normal");
1695         ShaderInput *tangent_in = input("Tangent");
1696
1697         if(color_in->link) {
1698                 compiler.stack_assign(color_in);
1699                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
1700         }
1701         else
1702                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
1703         
1704         if(param1)
1705                 compiler.stack_assign(param1);
1706         if(param2)
1707                 compiler.stack_assign(param2);
1708         if(param3)
1709                 compiler.stack_assign(param3);
1710         if(param4)
1711                 compiler.stack_assign(param4);
1712
1713         if(normal_in->link)
1714                 compiler.stack_assign(normal_in);
1715
1716         if(tangent_in && tangent_in->link)
1717                 compiler.stack_assign(tangent_in);
1718
1719         compiler.add_node(NODE_CLOSURE_BSDF,
1720                 compiler.encode_uchar4(closure,
1721                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
1722                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
1723                         compiler.closure_mix_weight_offset()),
1724                 __float_as_int((param1)? param1->value.x: 0.0f),
1725                 __float_as_int((param2)? param2->value.x: 0.0f));
1726
1727         if(tangent_in) {
1728                 compiler.add_node(normal_in->stack_offset, tangent_in->stack_offset,
1729                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1730                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1731         }
1732         else {
1733                 compiler.add_node(normal_in->stack_offset, SVM_STACK_INVALID,
1734                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1735                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1736         }
1737 }
1738
1739 void BsdfNode::compile(SVMCompiler& compiler)
1740 {
1741         compile(compiler, NULL, NULL);
1742 }
1743
1744 void BsdfNode::compile(OSLCompiler& /*compiler*/)
1745 {
1746         assert(0);
1747 }
1748
1749 /* Anisotropic BSDF Closure */
1750
1751 static ShaderEnum aniso_distribution_init()
1752 {
1753         ShaderEnum enm;
1754
1755         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID);
1756         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID);
1757         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID);
1758
1759         return enm;
1760 }
1761
1762 ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
1763
1764 AnisotropicBsdfNode::AnisotropicBsdfNode()
1765 {
1766         closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
1767         distribution = ustring("GGX");
1768
1769         add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
1770
1771         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1772         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f);
1773         add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
1774 }
1775
1776 void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
1777 {
1778         if(shader->has_surface) {
1779                 ShaderInput *tangent_in = input("Tangent");
1780
1781                 if(!tangent_in->link)
1782                         attributes->add(ATTR_STD_GENERATED);
1783         }
1784
1785         ShaderNode::attributes(shader, attributes);
1786 }
1787
1788 void AnisotropicBsdfNode::compile(SVMCompiler& compiler)
1789 {
1790         closure = (ClosureType)distribution_enum[distribution];
1791
1792         BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"));
1793 }
1794
1795 void AnisotropicBsdfNode::compile(OSLCompiler& compiler)
1796 {
1797         compiler.parameter("distribution", distribution);
1798         compiler.add(this, "node_anisotropic_bsdf");
1799 }
1800
1801 /* Glossy BSDF Closure */
1802
1803 static ShaderEnum glossy_distribution_init()
1804 {
1805         ShaderEnum enm;
1806
1807         enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
1808         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
1809         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID);
1810         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
1811
1812         return enm;
1813 }
1814
1815 ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
1816
1817 GlossyBsdfNode::GlossyBsdfNode()
1818 {
1819         closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
1820         distribution = ustring("GGX");
1821
1822         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1823 }
1824
1825 void GlossyBsdfNode::compile(SVMCompiler& compiler)
1826 {
1827         closure = (ClosureType)distribution_enum[distribution];
1828
1829         if(closure == CLOSURE_BSDF_REFLECTION_ID)
1830                 BsdfNode::compile(compiler, NULL, NULL);
1831         else
1832                 BsdfNode::compile(compiler, input("Roughness"), NULL);
1833 }
1834
1835 void GlossyBsdfNode::compile(OSLCompiler& compiler)
1836 {
1837         compiler.parameter("distribution", distribution);
1838         compiler.add(this, "node_glossy_bsdf");
1839 }
1840
1841 /* Glass BSDF Closure */
1842
1843 static ShaderEnum glass_distribution_init()
1844 {
1845         ShaderEnum enm;
1846
1847         enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID);
1848         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
1849         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
1850
1851         return enm;
1852 }
1853
1854 ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
1855
1856 GlassBsdfNode::GlassBsdfNode()
1857 {
1858         closure = CLOSURE_BSDF_SHARP_GLASS_ID;
1859         distribution = ustring("Sharp");
1860
1861         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1862         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1863 }
1864
1865 void GlassBsdfNode::compile(SVMCompiler& compiler)
1866 {
1867         closure = (ClosureType)distribution_enum[distribution];
1868
1869         if(closure == CLOSURE_BSDF_SHARP_GLASS_ID)
1870                 BsdfNode::compile(compiler, NULL, input("IOR"));
1871         else
1872                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1873 }
1874
1875 void GlassBsdfNode::compile(OSLCompiler& compiler)
1876 {
1877         compiler.parameter("distribution", distribution);
1878         compiler.add(this, "node_glass_bsdf");
1879 }
1880
1881 /* Refraction BSDF Closure */
1882
1883 static ShaderEnum refraction_distribution_init()
1884 {
1885         ShaderEnum enm;
1886
1887         enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
1888         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
1889         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
1890
1891         return enm;
1892 }
1893
1894 ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
1895
1896 RefractionBsdfNode::RefractionBsdfNode()
1897 {
1898         closure = CLOSURE_BSDF_REFRACTION_ID;
1899         distribution = ustring("Sharp");
1900
1901         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1902         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1903 }
1904
1905 void RefractionBsdfNode::compile(SVMCompiler& compiler)
1906 {
1907         closure = (ClosureType)distribution_enum[distribution];
1908
1909         if(closure == CLOSURE_BSDF_REFRACTION_ID)
1910                 BsdfNode::compile(compiler, NULL, input("IOR"));
1911         else
1912                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1913 }
1914
1915 void RefractionBsdfNode::compile(OSLCompiler& compiler)
1916 {
1917         compiler.parameter("distribution", distribution);
1918         compiler.add(this, "node_refraction_bsdf");
1919 }
1920
1921 /* Toon BSDF Closure */
1922
1923 static ShaderEnum toon_component_init()
1924 {
1925         ShaderEnum enm;
1926
1927         enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID);
1928         enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID);
1929
1930         return enm;
1931 }
1932
1933 ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
1934
1935 ToonBsdfNode::ToonBsdfNode()
1936 {
1937         closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
1938         component = ustring("Diffuse");
1939
1940         add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
1941         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
1942 }
1943
1944 void ToonBsdfNode::compile(SVMCompiler& compiler)
1945 {
1946         closure = (ClosureType)component_enum[component];
1947         
1948         BsdfNode::compile(compiler, input("Size"), input("Smooth"));
1949 }
1950
1951 void ToonBsdfNode::compile(OSLCompiler& compiler)
1952 {
1953         compiler.parameter("component", component);
1954         compiler.add(this, "node_toon_bsdf");
1955 }
1956
1957 /* Velvet BSDF Closure */
1958
1959 VelvetBsdfNode::VelvetBsdfNode()
1960 {
1961         closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
1962
1963         add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
1964 }
1965
1966 void VelvetBsdfNode::compile(SVMCompiler& compiler)
1967 {
1968         BsdfNode::compile(compiler, input("Sigma"), NULL);
1969 }
1970
1971 void VelvetBsdfNode::compile(OSLCompiler& compiler)
1972 {
1973         compiler.add(this, "node_velvet_bsdf");
1974 }
1975
1976 /* Diffuse BSDF Closure */
1977
1978 DiffuseBsdfNode::DiffuseBsdfNode()
1979 {
1980         closure = CLOSURE_BSDF_DIFFUSE_ID;
1981         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1982 }
1983
1984 void DiffuseBsdfNode::compile(SVMCompiler& compiler)
1985 {
1986         BsdfNode::compile(compiler, input("Roughness"), NULL);
1987 }
1988
1989 void DiffuseBsdfNode::compile(OSLCompiler& compiler)
1990 {
1991         compiler.add(this, "node_diffuse_bsdf");
1992 }
1993
1994 /* Translucent BSDF Closure */
1995
1996 TranslucentBsdfNode::TranslucentBsdfNode()
1997 {
1998         closure = CLOSURE_BSDF_TRANSLUCENT_ID;
1999 }
2000
2001 void TranslucentBsdfNode::compile(SVMCompiler& compiler)
2002 {
2003         BsdfNode::compile(compiler, NULL, NULL);
2004 }
2005
2006 void TranslucentBsdfNode::compile(OSLCompiler& compiler)
2007 {
2008         compiler.add(this, "node_translucent_bsdf");
2009 }
2010
2011 /* Transparent BSDF Closure */
2012
2013 TransparentBsdfNode::TransparentBsdfNode()
2014 {
2015         name = "transparent";
2016         closure = CLOSURE_BSDF_TRANSPARENT_ID;
2017 }
2018
2019 void TransparentBsdfNode::compile(SVMCompiler& compiler)
2020 {
2021         BsdfNode::compile(compiler, NULL, NULL);
2022 }
2023
2024 void TransparentBsdfNode::compile(OSLCompiler& compiler)
2025 {
2026         compiler.add(this, "node_transparent_bsdf");
2027 }
2028
2029 /* Subsurface Scattering Closure */
2030
2031 static ShaderEnum subsurface_falloff_init()
2032 {
2033         ShaderEnum enm;
2034
2035         enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID);
2036         enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
2037
2038         return enm;
2039 }
2040
2041 ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
2042
2043 SubsurfaceScatteringNode::SubsurfaceScatteringNode()
2044 : BsdfNode(true)
2045 {
2046         name = "subsurface_scattering";
2047         closure = CLOSURE_BSSRDF_CUBIC_ID;
2048
2049         add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
2050         add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
2051         add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
2052         add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
2053 }
2054
2055 void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
2056 {
2057         BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
2058 }
2059
2060 void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)
2061 {
2062         compiler.parameter("Falloff", falloff_enum[closure]);
2063         compiler.add(this, "node_subsurface_scattering");
2064 }
2065
2066 bool SubsurfaceScatteringNode::has_bssrdf_bump()
2067 {
2068         /* detect if anything is plugged into the normal input besides the default */
2069         ShaderInput *normal_in = input("Normal");
2070         return (normal_in->link && normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
2071 }
2072
2073 /* Emissive Closure */
2074
2075 EmissionNode::EmissionNode()
2076 : ShaderNode("emission")
2077 {
2078         special_type = SHADER_SPECIAL_TYPE_EMISSION;
2079
2080         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2081         add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
2082         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2083
2084         add_output("Emission", SHADER_SOCKET_CLOSURE);
2085 }
2086
2087 void EmissionNode::compile(SVMCompiler& compiler)
2088 {
2089         ShaderInput *color_in = input("Color");
2090         ShaderInput *strength_in = input("Strength");
2091
2092         if(color_in->link || strength_in->link) {
2093                 compiler.stack_assign(color_in);
2094                 compiler.stack_assign(strength_in);
2095                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
2096         }
2097         else
2098                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
2099
2100         compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset());
2101 }
2102
2103 void EmissionNode::compile(OSLCompiler& compiler)
2104 {
2105         compiler.add(this, "node_emission");
2106 }
2107
2108 /* Background Closure */
2109
2110 BackgroundNode::BackgroundNode()
2111 : ShaderNode("background")
2112 {
2113         special_type = SHADER_SPECIAL_TYPE_BACKGROUND;
2114
2115         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2116         add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
2117         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2118
2119         add_output("Background", SHADER_SOCKET_CLOSURE);
2120 }
2121
2122 void BackgroundNode::compile(SVMCompiler& compiler)
2123 {
2124         ShaderInput *color_in = input("Color");
2125         ShaderInput *strength_in = input("Strength");
2126
2127         if(color_in->link || strength_in->link) {
2128                 compiler.stack_assign(color_in);
2129                 compiler.stack_assign(strength_in);
2130                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
2131         }
2132         else
2133                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
2134
2135         compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset());
2136 }
2137
2138 void BackgroundNode::compile(OSLCompiler& compiler)
2139 {
2140         compiler.add(this, "node_background");
2141 }
2142
2143 /* Holdout Closure */
2144
2145 HoldoutNode::HoldoutNode()
2146 : ShaderNode("holdout")
2147 {
2148         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2149         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2150
2151         add_output("Holdout", SHADER_SOCKET_CLOSURE);
2152 }
2153
2154 void HoldoutNode::compile(SVMCompiler& compiler)
2155 {
2156         float3 value = make_float3(1.0f, 1.0f, 1.0f);
2157
2158         compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
2159         compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
2160 }
2161
2162 void HoldoutNode::compile(OSLCompiler& compiler)
2163 {
2164         compiler.add(this, "node_holdout");
2165 }
2166
2167 /* Ambient Occlusion */
2168
2169 AmbientOcclusionNode::AmbientOcclusionNode()
2170 : ShaderNode("ambient_occlusion")
2171 {
2172         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2173         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2174         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2175
2176         add_output("AO", SHADER_SOCKET_CLOSURE);
2177 }
2178
2179 void AmbientOcclusionNode::compile(SVMCompiler& compiler)
2180 {
2181         ShaderInput *color_in = input("Color");
2182
2183         if(color_in->link) {
2184                 compiler.stack_assign(color_in);
2185                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2186         }
2187         else
2188                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2189
2190         compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
2191 }
2192
2193 void AmbientOcclusionNode::compile(OSLCompiler& compiler)
2194 {
2195         compiler.add(this, "node_ambient_occlusion");
2196 }
2197
2198 /* Volume Closure */
2199
2200 VolumeNode::VolumeNode()
2201 : ShaderNode("volume")
2202 {
2203         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2204
2205         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2206         add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
2207         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2208
2209         add_output("Volume", SHADER_SOCKET_CLOSURE);
2210 }
2211
2212 void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
2213 {
2214         ShaderInput *color_in = input("Color");
2215
2216         if(color_in->link) {
2217                 compiler.stack_assign(color_in);
2218                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2219         }
2220         else
2221                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2222         
2223         if(param1)
2224                 compiler.stack_assign(param1);
2225         if(param2)
2226                 compiler.stack_assign(param2);
2227
2228         compiler.add_node(NODE_CLOSURE_VOLUME,
2229                 compiler.encode_uchar4(closure,
2230                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
2231                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
2232                         compiler.closure_mix_weight_offset()),
2233                 __float_as_int((param1)? param1->value.x: 0.0f),
2234                 __float_as_int((param2)? param2->value.x: 0.0f));
2235 }
2236
2237 void VolumeNode::compile(SVMCompiler& compiler)
2238 {
2239         compile(compiler, NULL, NULL);
2240 }
2241
2242 void VolumeNode::compile(OSLCompiler& /*compiler*/)
2243 {
2244         assert(0);
2245 }
2246
2247 /* Absorption Volume Closure */
2248
2249 AbsorptionVolumeNode::AbsorptionVolumeNode()
2250 {
2251         closure = CLOSURE_VOLUME_ABSORPTION_ID;
2252 }
2253
2254 void AbsorptionVolumeNode::compile(SVMCompiler& compiler)
2255 {
2256         VolumeNode::compile(compiler, input("Density"), NULL);
2257 }
2258
2259 void AbsorptionVolumeNode::compile(OSLCompiler& compiler)
2260 {
2261         compiler.add(this, "node_absorption_volume");
2262 }
2263
2264 /* Scatter Volume Closure */
2265
2266 ScatterVolumeNode::ScatterVolumeNode()
2267 {
2268         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2269         
2270         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f);
2271 }
2272
2273 void ScatterVolumeNode::compile(SVMCompiler& compiler)
2274 {
2275         VolumeNode::compile(compiler, input("Density"), input("Anisotropy"));
2276 }
2277
2278 void ScatterVolumeNode::compile(OSLCompiler& compiler)
2279 {
2280         compiler.add(this, "node_scatter_volume");
2281 }
2282
2283 /* Hair BSDF Closure */
2284
2285 static ShaderEnum hair_component_init()
2286 {
2287         ShaderEnum enm;
2288
2289         enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
2290         enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
2291
2292         return enm;
2293 }
2294
2295 ShaderEnum HairBsdfNode::component_enum = hair_component_init();
2296
2297 HairBsdfNode::HairBsdfNode()
2298 {
2299         closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
2300         component = ustring("Reflection");
2301
2302         add_input("Offset", SHADER_SOCKET_FLOAT);
2303         add_input("RoughnessU", SHADER_SOCKET_FLOAT);
2304         add_input("RoughnessV", SHADER_SOCKET_FLOAT);
2305 }
2306
2307 void HairBsdfNode::compile(SVMCompiler& compiler)
2308 {
2309         closure = (ClosureType)component_enum[component];
2310
2311         BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset"));
2312 }
2313
2314 void HairBsdfNode::compile(OSLCompiler& compiler)
2315 {
2316         compiler.parameter("component", component);
2317
2318         compiler.add(this, "node_hair_bsdf");
2319 }
2320
2321 /* Geometry */
2322
2323 GeometryNode::GeometryNode()
2324 : ShaderNode("geometry")
2325 {
2326         special_type = SHADER_SPECIAL_TYPE_GEOMETRY;
2327
2328         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2329         add_output("Position", SHADER_SOCKET_POINT);
2330         add_output("Normal", SHADER_SOCKET_NORMAL);
2331         add_output("Tangent", SHADER_SOCKET_NORMAL);
2332         add_output("True Normal", SHADER_SOCKET_NORMAL);
2333         add_output("Incoming", SHADER_SOCKET_VECTOR);
2334         add_output("Parametric", SHADER_SOCKET_POINT);
2335         add_output("Backfacing", SHADER_SOCKET_FLOAT);
2336         add_output("Pointiness", SHADER_SOCKET_FLOAT);
2337 }
2338
2339 void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2340 {
2341         if(shader->has_surface) {
2342                 if(!output("Tangent")->links.empty()) {
2343                         attributes->add(ATTR_STD_GENERATED);
2344                 }
2345                 if(!output("Pointiness")->links.empty()) {
2346                         attributes->add(ATTR_STD_POINTINESS);
2347                 }
2348         }
2349
2350         ShaderNode::attributes(shader, attributes);
2351 }
2352
2353 void GeometryNode::compile(SVMCompiler& compiler)
2354 {
2355         ShaderOutput *out;
2356         NodeType geom_node = NODE_GEOMETRY;
2357         NodeType attr_node = NODE_ATTR;
2358
2359         if(bump == SHADER_BUMP_DX) {
2360                 geom_node = NODE_GEOMETRY_BUMP_DX;
2361                 attr_node = NODE_ATTR_BUMP_DX;
2362         }
2363         else if(bump == SHADER_BUMP_DY) {
2364                 geom_node = NODE_GEOMETRY_BUMP_DY;
2365                 attr_node = NODE_ATTR_BUMP_DY;
2366         }
2367         
2368         out = output("Position");
2369         if(!out->links.empty()) {
2370                 compiler.stack_assign(out);
2371                 compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2372         }
2373
2374         out = output("Normal");
2375         if(!out->links.empty()) {
2376                 compiler.stack_assign(out);
2377                 compiler.add_node(geom_node, NODE_GEOM_N, out->stack_offset);
2378         }
2379
2380         out = output("Tangent");
2381         if(!out->links.empty()) {
2382                 compiler.stack_assign(out);
2383                 compiler.add_node(geom_node, NODE_GEOM_T, out->stack_offset);
2384         }
2385
2386         out = output("True Normal");
2387         if(!out->links.empty()) {
2388                 compiler.stack_assign(out);
2389                 compiler.add_node(geom_node, NODE_GEOM_Ng, out->stack_offset);
2390         }
2391
2392         out = output("Incoming");
2393         if(!out->links.empty()) {
2394                 compiler.stack_assign(out);
2395                 compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2396         }
2397
2398         out = output("Parametric");
2399         if(!out->links.empty()) {
2400                 compiler.stack_assign(out);
2401                 compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
2402         }
2403
2404         out = output("Backfacing");
2405         if(!out->links.empty()) {
2406                 compiler.stack_assign(out);
2407                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, out->stack_offset);
2408         }
2409
2410         out = output("Pointiness");
2411         if(!out->links.empty()) {
2412                 compiler.stack_assign(out);
2413                 if(compiler.output_type() != SHADER_TYPE_VOLUME) {
2414                         compiler.add_node(attr_node,
2415                                           ATTR_STD_POINTINESS,
2416                                           out->stack_offset,
2417                                           NODE_ATTR_FLOAT);
2418                 }
2419                 else {
2420                         compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), out->stack_offset);
2421                 }
2422         }
2423 }
2424
2425 void GeometryNode::compile(OSLCompiler& compiler)
2426 {
2427         if(bump == SHADER_BUMP_DX)
2428                 compiler.parameter("bump_offset", "dx");
2429         else if(bump == SHADER_BUMP_DY)
2430                 compiler.parameter("bump_offset", "dy");
2431         else
2432                 compiler.parameter("bump_offset", "center");
2433
2434         compiler.add(this, "node_geometry");
2435 }
2436
2437 /* TextureCoordinate */
2438
2439 TextureCoordinateNode::TextureCoordinateNode()
2440 : ShaderNode("texture_coordinate")
2441 {
2442         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2443         add_output("Generated", SHADER_SOCKET_POINT);
2444         add_output("Normal", SHADER_SOCKET_NORMAL);
2445         add_output("UV", SHADER_SOCKET_POINT);
2446         add_output("Object", SHADER_SOCKET_POINT);
2447         add_output("Camera", SHADER_SOCKET_POINT);
2448         add_output("Window", SHADER_SOCKET_POINT);
2449         add_output("Reflection", SHADER_SOCKET_NORMAL);
2450
2451         from_dupli = false;
2452         use_transform = false;
2453         ob_tfm = transform_identity();
2454 }
2455
2456 void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2457 {
2458         if(shader->has_surface) {
2459                 if(!from_dupli) {
2460                         if(!output("Generated")->links.empty())
2461                                 attributes->add(ATTR_STD_GENERATED);
2462                         if(!output("UV")->links.empty())
2463                                 attributes->add(ATTR_STD_UV);
2464                 }
2465         }
2466
2467         if(shader->has_volume) {
2468                 if(!from_dupli) {
2469                         if(!output("Generated")->links.empty()) {
2470                                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
2471                         }
2472                 }
2473         }
2474
2475         ShaderNode::attributes(shader, attributes);
2476 }
2477
2478 void TextureCoordinateNode::compile(SVMCompiler& compiler)
2479 {
2480         ShaderOutput *out;
2481         NodeType texco_node = NODE_TEX_COORD;
2482         NodeType attr_node = NODE_ATTR;
2483         NodeType geom_node = NODE_GEOMETRY;
2484
2485         if(bump == SHADER_BUMP_DX) {
2486                 texco_node = NODE_TEX_COORD_BUMP_DX;
2487                 attr_node = NODE_ATTR_BUMP_DX;
2488                 geom_node = NODE_GEOMETRY_BUMP_DX;
2489         }
2490         else if(bump == SHADER_BUMP_DY) {
2491                 texco_node = NODE_TEX_COORD_BUMP_DY;
2492                 attr_node = NODE_ATTR_BUMP_DY;
2493                 geom_node = NODE_GEOMETRY_BUMP_DY;
2494         }
2495         
2496         out = output("Generated");
2497         if(!out->links.empty()) {
2498                 if(compiler.background) {
2499                         compiler.stack_assign(out);
2500                         compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2501                 }
2502                 else {
2503                         if(from_dupli) {
2504                                 compiler.stack_assign(out);
2505                                 compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, out->stack_offset);
2506                         }
2507                         else if(compiler.output_type() == SHADER_TYPE_VOLUME) {
2508                                 compiler.stack_assign(out);
2509                                 compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, out->stack_offset);
2510                         }
2511                         else {
2512                                 int attr = compiler.attribute(ATTR_STD_GENERATED);
2513                                 compiler.stack_assign(out);
2514                                 compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2515                         }
2516                 }
2517         }
2518
2519         out = output("Normal");
2520         if(!out->links.empty()) {
2521                 compiler.stack_assign(out);
2522                 compiler.add_node(texco_node, NODE_TEXCO_NORMAL, out->stack_offset);
2523         }
2524
2525         out = output("UV");
2526         if(!out->links.empty()) {
2527                 if(from_dupli) {
2528                         compiler.stack_assign(out);
2529                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2530                 }
2531                 else {
2532                         int attr = compiler.attribute(ATTR_STD_UV);
2533                         compiler.stack_assign(out);
2534                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2535                 }
2536         }
2537
2538         out = output("Object");
2539         if(!out->links.empty()) {
2540                 compiler.stack_assign(out);
2541                 compiler.add_node(texco_node, NODE_TEXCO_OBJECT, out->stack_offset, use_transform);
2542                 if(use_transform) {
2543                         Transform ob_itfm = transform_inverse(ob_tfm);
2544                         compiler.add_node(ob_itfm.x);
2545                         compiler.add_node(ob_itfm.y);
2546                         compiler.add_node(ob_itfm.z);
2547                         compiler.add_node(ob_itfm.w);
2548                 }
2549         }
2550
2551         out = output("Camera");
2552         if(!out->links.empty()) {
2553                 compiler.stack_assign(out);
2554                 compiler.add_node(texco_node, NODE_TEXCO_CAMERA, out->stack_offset);
2555         }
2556
2557         out = output("Window");
2558         if(!out->links.empty()) {
2559                 compiler.stack_assign(out);
2560                 compiler.add_node(texco_node, NODE_TEXCO_WINDOW, out->stack_offset);
2561         }
2562
2563         out = output("Reflection");
2564         if(!out->links.empty()) {
2565                 if(compiler.background) {
2566                         compiler.stack_assign(out);
2567                         compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2568                 }
2569                 else {
2570                         compiler.stack_assign(out);
2571                         compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, out->stack_offset);
2572                 }
2573         }
2574 }
2575
2576 void TextureCoordinateNode::compile(OSLCompiler& compiler)
2577 {
2578         if(bump == SHADER_BUMP_DX)
2579                 compiler.parameter("bump_offset", "dx");
2580         else if(bump == SHADER_BUMP_DY)
2581                 compiler.parameter("bump_offset", "dy");
2582         else
2583                 compiler.parameter("bump_offset", "center");
2584         
2585         if(compiler.background)
2586                 compiler.parameter("is_background", true);
2587         if(compiler.output_type() == SHADER_TYPE_VOLUME)
2588                 compiler.parameter("is_volume", true);
2589         compiler.parameter("use_transform", use_transform);
2590         Transform ob_itfm = transform_transpose(transform_inverse(ob_tfm));
2591         compiler.parameter("object_itfm", ob_itfm);
2592
2593         compiler.parameter("from_dupli", from_dupli);
2594
2595         compiler.add(this, "node_texture_coordinate");
2596 }
2597
2598 UVMapNode::UVMapNode()
2599 : ShaderNode("uvmap")
2600 {
2601         attribute = "";
2602         from_dupli = false;
2603
2604         add_output("UV", SHADER_SOCKET_POINT);
2605 }
2606
2607 void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2608 {
2609         if(shader->has_surface) {
2610                 if(!from_dupli) {
2611                         if(!output("UV")->links.empty()) {
2612                                 if(attribute != "")
2613                                         attributes->add(attribute);
2614                                 else
2615                                         attributes->add(ATTR_STD_UV);
2616                         }
2617                 }
2618         }
2619
2620         ShaderNode::attributes(shader, attributes);
2621 }
2622
2623 void UVMapNode::compile(SVMCompiler& compiler)
2624 {
2625         ShaderOutput *out = output("UV");
2626         NodeType texco_node = NODE_TEX_COORD;
2627         NodeType attr_node = NODE_ATTR;
2628         int attr;
2629
2630         if(bump == SHADER_BUMP_DX) {
2631                 texco_node = NODE_TEX_COORD_BUMP_DX;
2632                 attr_node = NODE_ATTR_BUMP_DX;
2633         }
2634         else if(bump == SHADER_BUMP_DY) {
2635                 texco_node = NODE_TEX_COORD_BUMP_DY;
2636                 attr_node = NODE_ATTR_BUMP_DY;
2637         }
2638
2639         if(!out->links.empty()) {
2640                 if(from_dupli) {
2641                         compiler.stack_assign(out);
2642                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2643                 }
2644                 else {
2645                         if(attribute != "")
2646                                 attr = compiler.attribute(attribute);
2647                         else
2648                                 attr = compiler.attribute(ATTR_STD_UV);
2649
2650                         compiler.stack_assign(out);
2651                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2652                 }
2653         }
2654 }
2655
2656 void UVMapNode::compile(OSLCompiler& compiler)
2657 {
2658         if(bump == SHADER_BUMP_DX)
2659                 compiler.parameter("bump_offset", "dx");
2660         else if(bump == SHADER_BUMP_DY)
2661                 compiler.parameter("bump_offset", "dy");
2662         else
2663                 compiler.parameter("bump_offset", "center");
2664
2665         compiler.parameter("from_dupli", from_dupli);
2666         compiler.parameter("name", attribute.c_str());
2667         compiler.add(this, "node_uv_map");
2668 }
2669
2670 /* Light Path */
2671
2672 LightPathNode::LightPathNode()
2673 : ShaderNode("light_path")
2674 {
2675         add_output("Is Camera Ray", SHADER_SOCKET_FLOAT);
2676         add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT);
2677         add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT);
2678         add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT);
2679         add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
2680         add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
2681         add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
2682         add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT);
2683         add_output("Ray Length", SHADER_SOCKET_FLOAT);
2684         add_output("Ray Depth", SHADER_SOCKET_FLOAT);
2685         add_output("Transparent Depth", SHADER_SOCKET_FLOAT);
2686 }
2687
2688 void LightPathNode::compile(SVMCompiler& compiler)
2689 {
2690         ShaderOutput *out;
2691
2692         out = output("Is Camera Ray");
2693         if(!out->links.empty()) {
2694                 compiler.stack_assign(out);
2695                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, out->stack_offset);
2696         }
2697
2698         out = output("Is Shadow Ray");
2699         if(!out->links.empty()) {
2700                 compiler.stack_assign(out);
2701                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, out->stack_offset);
2702         }
2703
2704         out = output("Is Diffuse Ray");
2705         if(!out->links.empty()) {
2706                 compiler.stack_assign(out);
2707                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, out->stack_offset);
2708         }
2709
2710         out = output("Is Glossy Ray");
2711         if(!out->links.empty()) {
2712                 compiler.stack_assign(out);
2713                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, out->stack_offset);
2714         }
2715
2716         out = output("Is Singular Ray");
2717         if(!out->links.empty()) {
2718                 compiler.stack_assign(out);
2719                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, out->stack_offset);
2720         }
2721
2722         out = output("Is Reflection Ray");
2723         if(!out->links.empty()) {
2724                 compiler.stack_assign(out);
2725                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, out->stack_offset);
2726         }
2727
2728
2729         out = output("Is Transmission Ray");
2730         if(!out->links.empty()) {
2731                 compiler.stack_assign(out);
2732                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
2733         }
2734         
2735         out = output("Is Volume Scatter Ray");
2736         if(!out->links.empty()) {
2737                 compiler.stack_assign(out);
2738                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, out->stack_offset);
2739         }
2740
2741         out = output("Ray Length");
2742         if(!out->links.empty()) {
2743                 compiler.stack_assign(out);
2744                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset);
2745         }
2746         
2747         out = output("Ray Depth");
2748         if(!out->links.empty()) {
2749                 compiler.stack_assign(out);
2750                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset);
2751         }
2752
2753         out = output("Transparent Depth");
2754         if(!out->links.empty()) {
2755                 compiler.stack_assign(out);
2756                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, out->stack_offset);
2757         }
2758 }
2759
2760 void LightPathNode::compile(OSLCompiler& compiler)
2761 {
2762         compiler.add(this, "node_light_path");
2763 }
2764
2765 /* Light Falloff */
2766
2767 LightFalloffNode::LightFalloffNode()
2768 : ShaderNode("light_fallof")
2769 {
2770         add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
2771         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
2772         add_output("Quadratic", SHADER_SOCKET_FLOAT);
2773         add_output("Linear", SHADER_SOCKET_FLOAT);
2774         add_output("Constant", SHADER_SOCKET_FLOAT);
2775 }
2776
2777 void LightFalloffNode::compile(SVMCompiler& compiler)
2778 {
2779         ShaderInput *strength_in = input("Strength");
2780         ShaderInput *smooth_in = input("Smooth");
2781
2782         compiler.stack_assign(strength_in);
2783         compiler.stack_assign(smooth_in);
2784
2785         ShaderOutput *out = output("Quadratic");
2786         if(!out->links.empty()) {
2787                 compiler.stack_assign(out);
2788                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_QUADRATIC,
2789                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2790         }
2791
2792         out = output("Linear");
2793         if(!out->links.empty()) {
2794                 compiler.stack_assign(out);
2795                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_LINEAR,
2796                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2797         }
2798
2799         out = output("Constant");
2800         if(!out->links.empty()) {
2801                 compiler.stack_assign(out);
2802                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_CONSTANT,
2803                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2804         }
2805 }
2806
2807 void LightFalloffNode::compile(OSLCompiler& compiler)
2808 {
2809         compiler.add(this, "node_light_falloff");
2810 }
2811
2812 /* Object Info */
2813
2814 ObjectInfoNode::ObjectInfoNode()
2815 : ShaderNode("object_info")
2816 {
2817         add_output("Location", SHADER_SOCKET_VECTOR);
2818         add_output("Object Index", SHADER_SOCKET_FLOAT);
2819         add_output("Material Index", SHADER_SOCKET_FLOAT);
2820         add_output("Random", SHADER_SOCKET_FLOAT);
2821 }
2822
2823 void ObjectInfoNode::compile(SVMCompiler& compiler)
2824 {
2825         ShaderOutput *out = output("Location");
2826         if(!out->links.empty()) {
2827                 compiler.stack_assign(out);
2828                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, out->stack_offset);
2829         }
2830
2831         out = output("Object Index");
2832         if(!out->links.empty()) {
2833                 compiler.stack_assign(out);
2834                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, out->stack_offset);
2835         }
2836
2837         out = output("Material Index");
2838         if(!out->links.empty()) {
2839                 compiler.stack_assign(out);
2840                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, out->stack_offset);
2841         }
2842
2843         out = output("Random");
2844         if(!out->links.empty()) {
2845                 compiler.stack_assign(out);
2846                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, out->stack_offset);
2847         }
2848 }
2849
2850 void ObjectInfoNode::compile(OSLCompiler& compiler)
2851 {
2852         compiler.add(this, "node_object_info");
2853 }
2854
2855 /* Particle Info */
2856
2857 ParticleInfoNode::ParticleInfoNode()
2858 : ShaderNode("particle_info")
2859 {
2860         add_output("Index", SHADER_SOCKET_FLOAT);
2861         add_output("Age", SHADER_SOCKET_FLOAT);
2862         add_output("Lifetime", SHADER_SOCKET_FLOAT);
2863         add_output("Location", SHADER_SOCKET_POINT);
2864 #if 0   /* not yet supported */
2865         add_output("Rotation", SHADER_SOCKET_QUATERNION);
2866 #endif
2867         add_output("Size", SHADER_SOCKET_FLOAT);
2868         add_output("Velocity", SHADER_SOCKET_VECTOR);
2869         add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
2870 }
2871
2872 void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2873 {
2874         if(!output("Index")->links.empty())
2875                 attributes->add(ATTR_STD_PARTICLE);
2876         if(!output("Age")->links.empty())
2877                 attributes->add(ATTR_STD_PARTICLE);
2878         if(!output("Lifetime")->links.empty())
2879                 attributes->add(ATTR_STD_PARTICLE);
2880         if(!output("Location")->links.empty())
2881                 attributes->add(ATTR_STD_PARTICLE);
2882 #if 0   /* not yet supported */
2883         if(!output("Rotation")->links.empty())
2884                 attributes->add(ATTR_STD_PARTICLE);
2885 #endif
2886         if(!output("Size")->links.empty())
2887                 attributes->add(ATTR_STD_PARTICLE);
2888         if(!output("Velocity")->links.empty())
2889                 attributes->add(ATTR_STD_PARTICLE);
2890         if(!output("Angular Velocity")->links.empty())
2891                 attributes->add(ATTR_STD_PARTICLE);
2892
2893         ShaderNode::attributes(shader, attributes);
2894 }
2895
2896 void ParticleInfoNode::compile(SVMCompiler& compiler)
2897 {
2898         ShaderOutput *out;
2899         
2900         out = output("Index");
2901         if(!out->links.empty()) {
2902                 compiler.stack_assign(out);
2903                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, out->stack_offset);
2904         }
2905         
2906         out = output("Age");
2907         if(!out->links.empty()) {
2908                 compiler.stack_assign(out);
2909                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, out->stack_offset);
2910         }
2911         
2912         out = output("Lifetime");
2913         if(!out->links.empty()) {
2914                 compiler.stack_assign(out);
2915                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, out->stack_offset);
2916         }
2917         
2918         out = output("Location");
2919         if(!out->links.empty()) {
2920                 compiler.stack_assign(out);
2921                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, out->stack_offset);
2922         }
2923         
2924         /* quaternion data is not yet supported by Cycles */
2925 #if 0
2926         out = output("Rotation");
2927         if(!out->links.empty()) {
2928                 compiler.stack_assign(out);
2929                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, out->stack_offset);
2930         }
2931 #endif
2932         
2933         out = output("Size");
2934         if(!out->links.empty()) {
2935                 compiler.stack_assign(out);
2936                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, out->stack_offset);
2937         }
2938         
2939         out = output("Velocity");
2940         if(!out->links.empty()) {
2941                 compiler.stack_assign(out);
2942                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, out->stack_offset);
2943         }
2944         
2945         out = output("Angular Velocity");
2946         if(!out->links.empty()) {
2947                 compiler.stack_assign(out);
2948                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, out->stack_offset);
2949         }
2950 }
2951
2952 void ParticleInfoNode::compile(OSLCompiler& compiler)
2953 {
2954         compiler.add(this, "node_particle_info");
2955 }
2956
2957 /* Hair Info */
2958
2959 HairInfoNode::HairInfoNode()
2960 : ShaderNode("hair_info")
2961 {
2962         add_output("Is Strand", SHADER_SOCKET_FLOAT);
2963         add_output("Intercept", SHADER_SOCKET_FLOAT);
2964         add_output("Thickness", SHADER_SOCKET_FLOAT);
2965         add_output("Tangent Normal", SHADER_SOCKET_NORMAL);
2966         /*output for minimum hair width transparency - deactivated*/
2967         /*add_output("Fade", SHADER_SOCKET_FLOAT);*/
2968 }
2969
2970 void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2971 {
2972         if(shader->has_surface) {
2973                 ShaderOutput *intercept_out = output("Intercept");
2974
2975                 if(!intercept_out->links.empty())
2976                         attributes->add(ATTR_STD_CURVE_INTERCEPT);
2977         }
2978
2979         ShaderNode::attributes(shader, attributes);
2980 }
2981
2982 void HairInfoNode::compile(SVMCompiler& compiler)
2983 {
2984         ShaderOutput *out;
2985         
2986         out = output("Is Strand");
2987         if(!out->links.empty()) {
2988                 compiler.stack_assign(out);
2989                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, out->stack_offset);
2990         }
2991
2992         out = output("Intercept");
2993         if(!out->links.empty()) {
2994                 int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT);
2995                 compiler.stack_assign(out);
2996                 compiler.add_node(NODE_ATTR, attr, out->stack_offset, NODE_ATTR_FLOAT);
2997         }
2998
2999         out = output("Thickness");
3000         if(!out->links.empty()) {
3001                 compiler.stack_assign(out);
3002                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, out->stack_offset);
3003         }
3004
3005         out = output("Tangent Normal");
3006         if(!out->links.empty()) {
3007                 compiler.stack_assign(out);
3008                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, out->stack_offset);
3009         }
3010
3011         /*out = output("Fade");
3012         if(!out->links.empty()) {
3013                 compiler.stack_assign(out);
3014                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, out->stack_offset);
3015         }*/
3016
3017 }
3018
3019 void HairInfoNode::compile(OSLCompiler& compiler)
3020 {
3021         compiler.add(this, "node_hair_info");
3022 }
3023
3024 /* Value */
3025
3026 ValueNode::ValueNode()
3027 : ShaderNode("value")
3028 {
3029         value = 0.0f;
3030
3031         add_output("Value", SHADER_SOCKET_FLOAT);
3032 }
3033
3034 void ValueNode::compile(SVMCompiler& compiler)
3035 {
3036         ShaderOutput *val_out = output("Value");
3037
3038         compiler.stack_assign(val_out);
3039         compiler.add_node(NODE_VALUE_F, __float_as_int(value), val_out->stack_offset);
3040 }
3041
3042 void ValueNode::compile(OSLCompiler& compiler)
3043 {
3044         compiler.parameter("value_value", value);
3045         compiler.add(this, "node_value");
3046 }
3047
3048 /* Color */
3049
3050 ColorNode::ColorNode()
3051 : ShaderNode("color")
3052 {
3053         value = make_float3(0.0f, 0.0f, 0.0f);
3054
3055         add_output("Color", SHADER_SOCKET_COLOR);
3056 }
3057
3058 void ColorNode::compile(SVMCompiler& compiler)
3059 {
3060         ShaderOutput *color_out = output("Color");
3061
3062         if(color_out && !color_out->links.empty()) {
3063                 compiler.stack_assign(color_out);
3064                 compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
3065                 compiler.add_node(NODE_VALUE_V, value);
3066         }
3067 }
3068
3069 void ColorNode::compile(OSLCompiler& compiler)
3070 {
3071         compiler.parameter_color("color_value", value);
3072
3073         compiler.add(this, "node_value");
3074 }
3075
3076 /* Add Closure */
3077
3078 AddClosureNode::AddClosureNode()
3079 : ShaderNode("add_closure")
3080 {
3081         add_input("Closure1", SHADER_SOCKET_CLOSURE);
3082         add_input("Closure2", SHADER_SOCKET_CLOSURE);
3083         add_output("Closure",  SHADER_SOCKET_CLOSURE);
3084 }
3085
3086 void AddClosureNode::compile(SVMCompiler& /*compiler*/)
3087 {
3088         /* handled in the SVM compiler */
3089 }
3090
3091 void AddClosureNode::compile(OSLCompiler& compiler)
3092 {
3093         compiler.add(this, "node_add_closure");
3094 }
3095
3096 /* Mix Closure */
3097
3098 MixClosureNode::MixClosureNode()
3099 : ShaderNode("mix_closure")
3100 {
3101         special_type = SHADER_SPECIAL_TYPE_MIX_CLOSURE;
3102         
3103         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
3104         add_input("Closure1", SHADER_SOCKET_CLOSURE);
3105         add_input("Closure2", SHADER_SOCKET_CLOSURE);
3106         add_output("Closure",  SHADER_SOCKET_CLOSURE);
3107 }
3108
3109 void MixClosureNode::compile(SVMCompiler& /*compiler*/)
3110 {
3111         /* handled in the SVM compiler */
3112 }
3113
3114 void MixClosureNode::compile(OSLCompiler& compiler)
3115 {
3116         compiler.add(this, "node_mix_closure");
3117 }
3118
3119 /* Mix Closure */
3120
3121 MixClosureWeightNode::MixClosureWeightNode()
3122 : ShaderNode("mix_closure_weight")
3123 {
3124         add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f);
3125         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
3126         add_output("Weight1", SHADER_SOCKET_FLOAT);
3127         add_output("Weight2", SHADER_SOCKET_FLOAT);
3128 }
3129
3130 void MixClosureWeightNode::compile(SVMCompiler& compiler)
3131 {
3132         ShaderInput *weight_in = input("Weight");
3133         ShaderInput *fac_in = input("Fac");
3134         ShaderOutput *weight1_out = output("Weight1");
3135         ShaderOutput *weight2_out = output("Weight2");
3136
3137         compiler.stack_assign(weight_in);
3138         compiler.stack_assign(fac_in);
3139         compiler.stack_assign(weight1_out);
3140         compiler.stack_assign(weight2_out);
3141
3142         compiler.add_node(NODE_MIX_CLOSURE,
3143                 compiler.encode_uchar4(fac_in->stack_offset, weight_in->stack_offset,
3144                         weight1_out->stack_offset, weight2_out->stack_offset));
3145 }
3146
3147 void MixClosureWeightNode::compile(OSLCompiler& /*compiler*/)
3148 {
3149         assert(0);
3150 }
3151
3152 /* Invert */
3153
3154 InvertNode::InvertNode()
3155 : ShaderNode("invert")
3156 {
3157         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
3158         add_input("Color", SHADER_SOCKET_COLOR);
3159         add_output("Color",  SHADER_SOCKET_COLOR);
3160 }
3161
3162 void InvertNode::compile(SVMCompiler& compiler)
3163 {
3164         ShaderInput *fac_in = input("Fac");
3165         ShaderInput *color_in = input("Color");
3166         ShaderOutput *color_out = output("Color");
3167
3168         compiler.stack_assign(fac_in);
3169         compiler.stack_assign(color_in);
3170         compiler.stack_assign(color_out);
3171
3172         compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3173 }
3174
3175 void InvertNode::compile(OSLCompiler& compiler)
3176 {
3177         compiler.add(this, "node_invert");
3178 }
3179
3180 /* Mix */
3181
3182 MixNode::MixNode()
3183 : ShaderNode("mix")
3184 {
3185         type = ustring("Mix");
3186
3187         use_clamp = false;
3188
3189         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
3190         add_input("Color1", SHADER_SOCKET_COLOR);
3191         add_input("Color2", SHADER_SOCKET_COLOR);
3192         add_output("Color",  SHADER_SOCKET_COLOR);
3193 }
3194
3195 static ShaderEnum mix_type_init()
3196 {
3197         ShaderEnum enm;
3198
3199         enm.insert("Mix", NODE_MIX_BLEND);
3200         enm.insert("Add", NODE_MIX_ADD);
3201         enm.insert("Multiply", NODE_MIX_MUL);
3202         enm.insert("Screen", NODE_MIX_SCREEN);
3203         enm.insert("Overlay", NODE_MIX_OVERLAY);
3204         enm.insert("Subtract", NODE_MIX_SUB);
3205         enm.insert("Divide", NODE_MIX_DIV);
3206         enm.insert("Difference", NODE_MIX_DIFF);
3207         enm.insert("Darken", NODE_MIX_DARK);
3208         enm.insert("Lighten", NODE_MIX_LIGHT);
3209         enm.insert("Dodge", NODE_MIX_DODGE);
3210         enm.insert("Burn", NODE_MIX_BURN);
3211         enm.insert("Hue", NODE_MIX_HUE);
3212         enm.insert("Saturation", NODE_MIX_SAT);
3213         enm.insert("Value", NODE_MIX_VAL);
3214         enm.insert("Color", NODE_MIX_COLOR);
3215         enm.insert("Soft Light", NODE_MIX_SOFT);
3216         enm.insert("Linear Light", NODE_MIX_LINEAR);
3217
3218         return enm;
3219 }
3220
3221 ShaderEnum MixNode::type_enum = mix_type_init();
3222
3223 void MixNode::compile(SVMCompiler& compiler)
3224 {
3225         ShaderInput *fac_in = input("Fac");
3226         ShaderInput *color1_in = input("Color1");
3227         ShaderInput *color2_in = input("Color2");
3228         ShaderOutput *color_out = output("Color");
3229
3230         compiler.stack_assign(fac_in);
3231         compiler.stack_assign(color1_in);
3232         compiler.stack_assign(color2_in);
3233         compiler.stack_assign(color_out);
3234
3235         compiler.add_node(NODE_MIX, fac_in->stack_offset, color1_in->stack_offset, color2_in->stack_offset);
3236         compiler.add_node(NODE_MIX, type_enum[type], color_out->stack_offset);
3237
3238         if(use_clamp) {
3239                 compiler.add_node(NODE_MIX, 0, color_out->stack_offset);
3240                 compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, color_out->stack_offset);
3241         }
3242 }
3243
3244 void MixNode::compile(OSLCompiler& compiler)
3245 {
3246         compiler.parameter("type", type);
3247         compiler.parameter("Clamp", use_clamp);
3248         compiler.add(this, "node_mix");
3249 }
3250
3251 /* Combine RGB */
3252 CombineRGBNode::CombineRGBNode()
3253 : ShaderNode("combine_rgb")
3254 {
3255         add_input("R", SHADER_SOCKET_FLOAT);
3256         add_input("G", SHADER_SOCKET_FLOAT);
3257         add_input("B", SHADER_SOCKET_FLOAT);
3258         add_output("Image", SHADER_SOCKET_COLOR);
3259 }
3260
3261 void CombineRGBNode::compile(SVMCompiler& compiler)
3262 {
3263         ShaderInput *red_in = input("R");
3264         ShaderInput *green_in = input("G");
3265         ShaderInput *blue_in = input("B");
3266         ShaderOutput *color_out = output("Image");
3267
3268         compiler.stack_assign(color_out);
3269
3270         compiler.stack_assign(red_in);
3271         compiler.add_node(NODE_COMBINE_VECTOR, red_in->stack_offset, 0, color_out->stack_offset);
3272
3273         compiler.stack_assign(green_in);
3274         compiler.add_node(NODE_COMBINE_VECTOR, green_in->stack_offset, 1, color_out->stack_offset);
3275
3276         compiler.stack_assign(blue_in);
3277         compiler.add_node(NODE_COMBINE_VECTOR, blue_in->stack_offset, 2, color_out->stack_offset);
3278 }
3279
3280 void CombineRGBNode::compile(OSLCompiler& compiler)
3281 {
3282         compiler.add(this, "node_combine_rgb");
3283 }
3284
3285 /* Combine XYZ */
3286 CombineXYZNode::CombineXYZNode()
3287 : ShaderNode("combine_xyz")
3288 {
3289         add_input("X", SHADER_SOCKET_FLOAT);
3290         add_input("Y", SHADER_SOCKET_FLOAT);
3291         add_input("Z", SHADER_SOCKET_FLOAT);
3292         add_output("Vector", SHADER_SOCKET_VECTOR);
3293 }
3294
3295 void CombineXYZNode::compile(SVMCompiler& compiler)
3296 {
3297         ShaderInput *x_in = input("X");
3298         ShaderInput *y_in = input("Y");
3299         ShaderInput *z_in = input("Z");
3300         ShaderOutput *vector_out = output("Vector");
3301
3302         compiler.stack_assign(vector_out);
3303
3304         compiler.stack_assign(x_in);
3305         compiler.add_node(NODE_COMBINE_VECTOR, x_in->stack_offset, 0, vector_out->stack_offset);
3306
3307         compiler.stack_assign(y_in);
3308         compiler.add_node(NODE_COMBINE_VECTOR, y_in->stack_offset, 1, vector_out->stack_offset);
3309
3310         compiler.stack_assign(z_in);
3311         compiler.add_node(NODE_COMBINE_VECTOR, z_in->stack_offset, 2, vector_out->stack_offset);
3312 }
3313
3314 void CombineXYZNode::compile(OSLCompiler& compiler)
3315 {
3316         compiler.add(this, "node_combine_xyz");
3317 }
3318
3319 /* Combine HSV */
3320 CombineHSVNode::CombineHSVNode()
3321 : ShaderNode("combine_hsv")
3322 {
3323         add_input("H", SHADER_SOCKET_FLOAT);
3324         add_input("S", SHADER_SOCKET_FLOAT);
3325         add_input("V", SHADER_SOCKET_FLOAT);
3326         add_output("Color", SHADER_SOCKET_COLOR);
3327 }
3328
3329 void CombineHSVNode::compile(SVMCompiler& compiler)
3330 {
3331         ShaderInput *hue_in = input("H");
3332         ShaderInput *saturation_in = input("S");
3333         ShaderInput *value_in = input("V");
3334         ShaderOutput *color_out = output("Color");
3335
3336         compiler.stack_assign(color_out);
3337         compiler.stack_assign(hue_in);
3338         compiler.stack_assign(saturation_in);
3339         compiler.stack_assign(value_in);
3340         
3341         compiler.add_node(NODE_COMBINE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3342         compiler.add_node(NODE_COMBINE_HSV, color_out->stack_offset);
3343 }
3344
3345 void CombineHSVNode::compile(OSLCompiler& compiler)
3346 {
3347         compiler.add(this, "node_combine_hsv");
3348 }
3349
3350 /* Gamma */
3351 GammaNode::GammaNode()
3352 : ShaderNode("gamma")
3353 {
3354         add_input("Color", SHADER_SOCKET_COLOR);
3355         add_input("Gamma", SHADER_SOCKET_FLOAT);
3356         add_output("Color", SHADER_SOCKET_COLOR);
3357 }
3358
3359 void GammaNode::compile(SVMCompiler& compiler)
3360 {
3361         ShaderInput *color_in = input("Color");
3362         ShaderInput *gamma_in = input("Gamma");
3363         ShaderOutput *color_out = output("Color");
3364
3365         compiler.stack_assign(color_in);
3366         compiler.stack_assign(gamma_in);
3367         compiler.stack_assign(color_out);
3368
3369         compiler.add_node(NODE_GAMMA, gamma_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3370 }
3371
3372 void GammaNode::compile(OSLCompiler& compiler)
3373 {
3374         compiler.add(this, "node_gamma");
3375 }
3376
3377 /* Bright Contrast */
3378 BrightContrastNode::BrightContrastNode()
3379 : ShaderNode("brightness")
3380 {
3381         add_input("Color", SHADER_SOCKET_COLOR);
3382         add_input("Bright", SHADER_SOCKET_FLOAT);
3383         add_input("Contrast", SHADER_SOCKET_FLOAT);
3384         add_output("Color", SHADER_SOCKET_COLOR);
3385 }
3386
3387 void BrightContrastNode::compile(SVMCompiler& compiler)
3388 {
3389         ShaderInput *color_in = input("Color");
3390         ShaderInput *bright_in = input("Bright");
3391         ShaderInput *contrast_in = input("Contrast");
3392         ShaderOutput *color_out = output("Color");
3393
3394         compiler.stack_assign(color_in);
3395         compiler.stack_assign(bright_in);
3396         compiler.stack_assign(contrast_in);
3397         compiler.stack_assign(color_out);
3398
3399         compiler.add_node(NODE_BRIGHTCONTRAST,
3400                 color_in->stack_offset, color_out->stack_offset,
3401                 compiler.encode_uchar4(bright_in->stack_offset, contrast_in->stack_offset));
3402 }
3403
3404 void BrightContrastNode::compile(OSLCompiler& compiler)
3405 {
3406         compiler.add(this, "node_brightness");
3407 }
3408
3409 /* Separate RGB */
3410 SeparateRGBNode::SeparateRGBNode()
3411 : ShaderNode("separate_rgb")
3412 {
3413         add_input("Image", SHADER_SOCKET_COLOR);
3414         add_output("R", SHADER_SOCKET_FLOAT);
3415         add_output("G", SHADER_SOCKET_FLOAT);
3416         add_output("B", SHADER_SOCKET_FLOAT);
3417 }
3418
3419 void SeparateRGBNode::compile(SVMCompiler& compiler)
3420 {
3421         ShaderInput *color_in = input("Image");
3422         ShaderOutput *red_out = output("R");
3423         ShaderOutput *green_out = output("G");
3424         ShaderOutput *blue_out = output("B");
3425
3426         compiler.stack_assign(color_in);
3427
3428         compiler.stack_assign(red_out);
3429         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 0, red_out->stack_offset);
3430
3431         compiler.stack_assign(green_out);
3432         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 1, green_out->stack_offset);
3433
3434         compiler.stack_assign(blue_out);
3435         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 2, blue_out->stack_offset);
3436 }
3437
3438 void SeparateRGBNode::compile(OSLCompiler& compiler)
3439 {
3440         compiler.add(this, "node_separate_rgb");
3441 }
3442
3443 /* Separate XYZ */
3444 SeparateXYZNode::SeparateXYZNode()
3445 : ShaderNode("separate_xyz")
3446 {
3447         add_input("Vector", SHADER_SOCKET_VECTOR);
3448         add_output("X", SHADER_SOCKET_FLOAT);
3449         add_output("Y", SHADER_SOCKET_FLOAT);
3450         add_output("Z", SHADER_SOCKET_FLOAT);
3451 }
3452
3453 void SeparateXYZNode::compile(SVMCompiler& compiler)
3454 {
3455         ShaderInput *vector_in = input("Vector");
3456         ShaderOutput *x_out = output("X");
3457         ShaderOutput *y_out = output("Y");
3458         ShaderOutput *z_out = output("Z");
3459
3460         compiler.stack_assign(vector_in);
3461
3462         compiler.stack_assign(x_out);
3463         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 0, x_out->stack_offset);
3464
3465         compiler.stack_assign(y_out);
3466         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 1, y_out->stack_offset);
3467
3468         compiler.stack_assign(z_out);
3469         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 2, z_out->stack_offset);
3470 }
3471
3472 void SeparateXYZNode::compile(OSLCompiler& compiler)
3473 {
3474         compiler.add(this, "node_separate_xyz");
3475 }
3476
3477 /* Separate HSV */
3478 SeparateHSVNode::SeparateHSVNode()
3479 : ShaderNode("separate_hsv")
3480 {
3481         add_input("Color", SHADER_SOCKET_COLOR);
3482         add_output("H", SHADER_SOCKET_FLOAT);
3483         add_output("S", SHADER_SOCKET_FLOAT);
3484         add_output("V", SHADER_SOCKET_FLOAT);
3485 }
3486
3487 void SeparateHSVNode::compile(SVMCompiler& compiler)
3488 {
3489         ShaderInput *color_in = input("Color");
3490         ShaderOutput *hue_out = output("H");
3491         ShaderOutput *saturation_out = output("S");
3492         ShaderOutput *value_out = output("V");
3493
3494         compiler.stack_assign(color_in);
3495         compiler.stack_assign(hue_out);
3496         compiler.stack_assign(saturation_out);
3497         compiler.stack_assign(value_out);
3498         
3499         compiler.add_node(NODE_SEPARATE_HSV, color_in->stack_offset, hue_out->stack_offset, saturation_out->stack_offset);
3500         compiler.add_node(NODE_SEPARATE_HSV, value_out->stack_offset);
3501
3502 }
3503
3504 void SeparateHSVNode::compile(OSLCompiler& compiler)
3505 {
3506         compiler.add(this, "node_separate_hsv");
3507 }
3508
3509 /* Hue Saturation Value */
3510 HSVNode::HSVNode()
3511 : ShaderNode("hsv")
3512 {
3513         add_input("Hue", SHADER_SOCKET_FLOAT);
3514         add_input("Saturation", SHADER_SOCKET_FLOAT);
3515         add_input("Value", SHADER_SOCKET_FLOAT);
3516         add_input("Fac", SHADER_SOCKET_FLOAT);
3517         add_input("Color", SHADER_SOCKET_COLOR);
3518         add_output("Color", SHADER_SOCKET_COLOR);
3519 }
3520
3521 void HSVNode::compile(SVMCompiler& compiler)
3522 {
3523         ShaderInput *hue_in = input("Hue");
3524         ShaderInput *saturation_in = input("Saturation");
3525         ShaderInput *value_in = input("Value");
3526         ShaderInput *fac_in = input("Fac");
3527         ShaderInput *color_in = input("Color");
3528         ShaderOutput *color_out = output("Color");
3529
3530         compiler.stack_assign(hue_in);
3531         compiler.stack_assign(saturation_in);
3532         compiler.stack_assign(value_in);
3533         compiler.stack_assign(fac_in);
3534         compiler.stack_assign(color_in);
3535         compiler.stack_assign(color_out);
3536
3537         compiler.add_node(NODE_HSV, color_in->stack_offset, fac_in->stack_offset, color_out->stack_offset);
3538         compiler.add_node(NODE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3539 }
3540
3541 void HSVNode::compile(OSLCompiler& compiler)
3542 {
3543         compiler.add(this, "node_hsv");
3544 }
3545
3546 /* Attribute */
3547
3548 AttributeNode::AttributeNode()
3549 : ShaderNode("attribute")
3550 {
3551         attribute = "";
3552
3553         add_output("Color",  SHADER_SOCKET_COLOR);
3554         add_output("Vector",  SHADER_SOCKET_VECTOR);
3555         add_output("Fac",  SHADER_SOCKET_FLOAT);
3556 }
3557
3558 void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
3559 {
3560         ShaderOutput *color_out = output("Color");
3561         ShaderOutput *vector_out = output("Vector");
3562         ShaderOutput *fac_out = output("Fac");
3563
3564         if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty()) {
3565                 AttributeStandard std = Attribute::name_standard(attribute.c_str());
3566
3567                 if(std != ATTR_STD_NONE)
3568                         attributes->add(std);
3569                 else
3570                         attributes->add(attribute);
3571         }
3572
3573         if(shader->has_volume)
3574                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
3575
3576         ShaderNode::attributes(shader, attributes);
3577 }
3578
3579 void AttributeNode::compile(SVMCompiler& compiler)
3580 {
3581         ShaderOutput *color_out = output("Color");
3582         ShaderOutput *vector_out = output("Vector");
3583         ShaderOutput *fac_out = output("Fac");
3584         NodeType attr_node = NODE_ATTR;
3585         AttributeStandard std = Attribute::name_standard(attribute.c_str());
3586         int attr;
3587
3588         if(std != ATTR_STD_NONE)
3589                 attr = compiler.attribute(std);
3590         else
3591                 attr = compiler.attribute(attribute);
3592
3593         if(bump == SHADER_BUMP_DX)
3594                 attr_node = NODE_ATTR_BUMP_DX;
3595         else if(bump == SHADER_BUMP_DY)
3596                 attr_node = NODE_ATTR_BUMP_DY;
3597
3598         if(!color_out->links.empty() || !vector_out->links.empty()) {
3599                 if(!color_out->links.empty()) {
3600                         compiler.stack_assign(color_out);
3601                         compiler.add_node(attr_node, attr, color_out->stack_offset, NODE_ATTR_FLOAT3);
3602                 }
3603                 if(!vector_out->links.empty()) {
3604                         compiler.stack_assign(vector_out);
3605                         compiler.add_node(attr_node, attr, vector_out->stack_offset, NODE_ATTR_FLOAT3);
3606                 }
3607         }
3608
3609         if(!fac_out->links.empty()) {
3610                 compiler.stack_assign(fac_out);
3611                 compiler.add_node(attr_node, attr, fac_out->stack_offset, NODE_ATTR_FLOAT);
3612         }
3613 }
3614
3615 void AttributeNode::compile(OSLCompiler& compiler)
3616 {
3617         if(bump == SHADER_BUMP_DX)
3618                 compiler.parameter("bump_offset", "dx");
3619         else if(bump == SHADER_BUMP_DY)
3620                 compiler.parameter("bump_offset", "dy");
3621         else
3622                 compiler.parameter("bump_offset", "center");
3623         
3624         if(Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE)
3625                 compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str());
3626         else
3627                 compiler.parameter("name", attribute.c_str());
3628
3629         compiler.add(this, "node_attribute");
3630 }
3631
3632 /* Camera */
3633
3634 CameraNode::CameraNode()
3635 : ShaderNode("camera")
3636 {
3637         add_output("View Vector",  SHADER_SOCKET_VECTOR);
3638         add_output("View Z Depth",  SHADER_SOCKET_FLOAT);
3639         add_output("View Distance",  SHADER_SOCKET_FLOAT);
3640 }
3641
3642 void CameraNode::compile(SVMCompiler& compiler)
3643 {
3644         ShaderOutput *vector_out = output("View Vector");
3645         ShaderOutput *z_depth_out = output("View Z Depth");
3646         ShaderOutput *distance_out = output("View Distance");
3647
3648         compiler.stack_assign(vector_out);
3649         compiler.stack_assign(z_depth_out);
3650         compiler.stack_assign(distance_out);
3651         compiler.add_node(NODE_CAMERA, vector_out->stack_offset, z_depth_out->stack_offset, distance_out->stack_offset);
3652 }
3653
3654 void CameraNode::compile(OSLCompiler& compiler)
3655 {
3656         compiler.add(this, "node_camera");
3657 }
3658
3659 /* Fresnel */
3660
3661 FresnelNode::FresnelNode()
3662 : ShaderNode("fresnel")
3663 {
3664         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
3665         add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
3666         add_output("Fac", SHADER_SOCKET_FLOAT);
3667 }
3668
3669 void FresnelNode::compile(SVMCompiler& compiler)
3670 {
3671         ShaderInput *normal_in = input("Normal");
3672         ShaderInput *ior_in = input("IOR");
3673         ShaderOutput *fac_out = output("Fac");
3674
3675         compiler.stack_assign(ior_in);
3676         compiler.stack_assign(fac_out);
3677         
3678         if(normal_in->link)
3679                 compiler.stack_assign(normal_in);