Fix T45317: Cycles material preview unnecessarily re-rendering
[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         ShaderOutput *density_out = output("Density");
1410         ShaderOutput *color_out = output("Color");
1411
1412         const bool use_density = !density_out->links.empty();
1413         const bool use_color = !color_out->links.empty();
1414
1415         image_manager = compiler.image_manager;
1416
1417         if (use_density || use_color) {
1418                 if(slot == -1) {
1419                         bool is_float, is_linear;
1420                         slot = image_manager->add_image(filename, builtin_data,
1421                                                         false, 0,
1422                                                         is_float, is_linear,
1423                                                         interpolation,
1424                                                         true);
1425                 }
1426
1427                 if(slot != -1) {
1428                         compiler.parameter("filename", string_printf("@%d", slot).c_str());
1429                 }
1430                 if(space == "World") {
1431                         compiler.parameter("mapping", transform_transpose(tfm));
1432                         compiler.parameter("use_mapping", 1);
1433                 }
1434                 switch (interpolation) {
1435                         case INTERPOLATION_CLOSEST:
1436                                 compiler.parameter("interpolation", "closest");
1437                                 break;
1438                         case INTERPOLATION_CUBIC:
1439                                 compiler.parameter("interpolation", "cubic");
1440                                 break;
1441                         case INTERPOLATION_LINEAR:
1442                         default:
1443                                 compiler.parameter("interpolation", "linear");
1444                                 break;
1445                 }
1446
1447                 compiler.add(this, "node_voxel_texture");
1448         }
1449 }
1450
1451 /* Normal */
1452
1453 NormalNode::NormalNode()
1454 : ShaderNode("normal")
1455 {
1456         direction = make_float3(0.0f, 0.0f, 1.0f);
1457
1458         add_input("Normal", SHADER_SOCKET_NORMAL);
1459         add_output("Normal", SHADER_SOCKET_NORMAL);
1460         add_output("Dot",  SHADER_SOCKET_FLOAT);
1461 }
1462
1463 void NormalNode::compile(SVMCompiler& compiler)
1464 {
1465         ShaderInput *normal_in = input("Normal");
1466         ShaderOutput *normal_out = output("Normal");
1467         ShaderOutput *dot_out = output("Dot");
1468
1469         compiler.stack_assign(normal_in);
1470         compiler.stack_assign(normal_out);
1471         compiler.stack_assign(dot_out);
1472
1473         compiler.add_node(NODE_NORMAL, normal_in->stack_offset, normal_out->stack_offset, dot_out->stack_offset);
1474         compiler.add_node(
1475                 __float_as_int(direction.x),
1476                 __float_as_int(direction.y),
1477                 __float_as_int(direction.z));
1478 }
1479
1480 void NormalNode::compile(OSLCompiler& compiler)
1481 {
1482         compiler.parameter_normal("Direction", direction);
1483         compiler.add(this, "node_normal");
1484 }
1485
1486 /* Mapping */
1487
1488 MappingNode::MappingNode()
1489 : ShaderNode("mapping")
1490 {
1491         add_input("Vector", SHADER_SOCKET_POINT);
1492         add_output("Vector", SHADER_SOCKET_POINT);
1493 }
1494
1495 void MappingNode::compile(SVMCompiler& compiler)
1496 {
1497         ShaderInput *vector_in = input("Vector");
1498         ShaderOutput *vector_out = output("Vector");
1499
1500         compiler.stack_assign(vector_in);
1501         compiler.stack_assign(vector_out);
1502
1503         tex_mapping.compile(compiler, vector_in->stack_offset, vector_out->stack_offset);
1504 }
1505
1506 void MappingNode::compile(OSLCompiler& compiler)
1507 {
1508         Transform tfm = transform_transpose(tex_mapping.compute_transform());
1509         compiler.parameter("Matrix", tfm);
1510         compiler.parameter_point("mapping_min", tex_mapping.min);
1511         compiler.parameter_point("mapping_max", tex_mapping.max);
1512         compiler.parameter("use_minmax", tex_mapping.use_minmax);
1513
1514         compiler.add(this, "node_mapping");
1515 }
1516
1517 /* Convert */
1518
1519 ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool autoconvert)
1520 : ShaderNode("convert")
1521 {
1522         from = from_;
1523         to = to_;
1524
1525         if(autoconvert)
1526                 special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
1527
1528         assert(from != to);
1529
1530         if(from == SHADER_SOCKET_FLOAT)
1531                 add_input("Val", SHADER_SOCKET_FLOAT);
1532         else if(from == SHADER_SOCKET_INT)
1533                 add_input("ValInt", SHADER_SOCKET_INT);
1534         else if(from == SHADER_SOCKET_COLOR)
1535                 add_input("Color", SHADER_SOCKET_COLOR);
1536         else if(from == SHADER_SOCKET_VECTOR)
1537                 add_input("Vector", SHADER_SOCKET_VECTOR);
1538         else if(from == SHADER_SOCKET_POINT)
1539                 add_input("Point", SHADER_SOCKET_POINT);
1540         else if(from == SHADER_SOCKET_NORMAL)
1541                 add_input("Normal", SHADER_SOCKET_NORMAL);
1542         else if(from == SHADER_SOCKET_STRING)
1543                 add_input("String", SHADER_SOCKET_STRING);
1544         else
1545                 assert(0);
1546
1547         if(to == SHADER_SOCKET_FLOAT)
1548                 add_output("Val", SHADER_SOCKET_FLOAT);
1549         else if(to == SHADER_SOCKET_INT)
1550                 add_output("ValInt", SHADER_SOCKET_INT);
1551         else if(to == SHADER_SOCKET_COLOR)
1552                 add_output("Color", SHADER_SOCKET_COLOR);
1553         else if(to == SHADER_SOCKET_VECTOR)
1554                 add_output("Vector", SHADER_SOCKET_VECTOR);
1555         else if(to == SHADER_SOCKET_POINT)
1556                 add_output("Point", SHADER_SOCKET_POINT);
1557         else if(to == SHADER_SOCKET_NORMAL)
1558                 add_output("Normal", SHADER_SOCKET_NORMAL);
1559         else if(to == SHADER_SOCKET_STRING)
1560                 add_output("String", SHADER_SOCKET_STRING);
1561         else
1562                 assert(0);
1563 }
1564
1565 void ConvertNode::compile(SVMCompiler& compiler)
1566 {
1567         ShaderInput *in = inputs[0];
1568         ShaderOutput *out = outputs[0];
1569
1570         if(from == SHADER_SOCKET_FLOAT) {
1571                 compiler.stack_assign(in);
1572                 compiler.stack_assign(out);
1573
1574                 if(to == SHADER_SOCKET_INT)
1575                         /* float to int */
1576                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, in->stack_offset, out->stack_offset);
1577                 else
1578                         /* float to float3 */
1579                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, in->stack_offset, out->stack_offset);
1580         }
1581         else if(from == SHADER_SOCKET_INT) {
1582                 compiler.stack_assign(in);
1583                 compiler.stack_assign(out);
1584
1585                 if(to == SHADER_SOCKET_FLOAT)
1586                         /* int to float */
1587                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, in->stack_offset, out->stack_offset);
1588                 else
1589                         /* int to vector/point/normal */
1590                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, in->stack_offset, out->stack_offset);
1591         }
1592         else if(to == SHADER_SOCKET_FLOAT) {
1593                 compiler.stack_assign(in);
1594                 compiler.stack_assign(out);
1595
1596                 if(from == SHADER_SOCKET_COLOR)
1597                         /* color to float */
1598                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, in->stack_offset, out->stack_offset);
1599                 else
1600                         /* vector/point/normal to float */
1601                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, in->stack_offset, out->stack_offset);
1602         }
1603         else if(to == SHADER_SOCKET_INT) {
1604                 compiler.stack_assign(in);
1605                 compiler.stack_assign(out);
1606
1607                 if(from == SHADER_SOCKET_COLOR)
1608                         /* color to int */
1609                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, in->stack_offset, out->stack_offset);
1610                 else
1611                         /* vector/point/normal to int */
1612                         compiler.add_node(NODE_CONVERT, NODE_CONVERT_VI, in->stack_offset, out->stack_offset);
1613         }
1614         else {
1615                 /* float3 to float3 */
1616                 if(in->link) {
1617                         /* no op in SVM */
1618                         compiler.stack_link(in, out);
1619                 }
1620                 else {
1621                         /* set 0,0,0 value */
1622                         compiler.stack_assign(in);
1623                         compiler.stack_assign(out);
1624
1625                         compiler.add_node(NODE_VALUE_V, in->stack_offset);
1626                         compiler.add_node(NODE_VALUE_V, in->value);
1627                 }
1628         }
1629 }
1630
1631 void ConvertNode::compile(OSLCompiler& compiler)
1632 {
1633         if(from == SHADER_SOCKET_FLOAT)
1634                 compiler.add(this, "node_convert_from_float");
1635         else if(from == SHADER_SOCKET_INT)
1636                 compiler.add(this, "node_convert_from_int");
1637         else if(from == SHADER_SOCKET_COLOR)
1638                 compiler.add(this, "node_convert_from_color");
1639         else if(from == SHADER_SOCKET_VECTOR)
1640                 compiler.add(this, "node_convert_from_vector");
1641         else if(from == SHADER_SOCKET_POINT)
1642                 compiler.add(this, "node_convert_from_point");
1643         else if(from == SHADER_SOCKET_NORMAL)
1644                 compiler.add(this, "node_convert_from_normal");
1645         else
1646                 assert(0);
1647 }
1648
1649 /* Proxy */
1650
1651 ProxyNode::ProxyNode(ShaderSocketType type_)
1652 : ShaderNode("proxy")
1653 {
1654         type = type_;
1655         special_type = SHADER_SPECIAL_TYPE_PROXY;
1656
1657         add_input("Input", type);
1658         add_output("Output", type);
1659 }
1660
1661 void ProxyNode::compile(SVMCompiler& /*compiler*/)
1662 {
1663 }
1664
1665 void ProxyNode::compile(OSLCompiler& /*compiler*/)
1666 {
1667 }
1668
1669 /* BSDF Closure */
1670
1671 BsdfNode::BsdfNode(bool scattering_)
1672 : ShaderNode("bsdf"), scattering(scattering_)
1673 {
1674         special_type = SHADER_SPECIAL_TYPE_CLOSURE;
1675
1676         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
1677         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
1678         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
1679
1680         if(scattering) {
1681                 closure = CLOSURE_BSSRDF_CUBIC_ID;
1682                 add_output("BSSRDF", SHADER_SOCKET_CLOSURE);
1683         }
1684         else {
1685                 closure = CLOSURE_BSDF_DIFFUSE_ID;
1686                 add_output("BSDF", SHADER_SOCKET_CLOSURE);
1687         }
1688 }
1689
1690 void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4)
1691 {
1692         ShaderInput *color_in = input("Color");
1693         ShaderInput *normal_in = input("Normal");
1694         ShaderInput *tangent_in = input("Tangent");
1695
1696         if(color_in->link) {
1697                 compiler.stack_assign(color_in);
1698                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
1699         }
1700         else
1701                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
1702         
1703         if(param1)
1704                 compiler.stack_assign(param1);
1705         if(param2)
1706                 compiler.stack_assign(param2);
1707         if(param3)
1708                 compiler.stack_assign(param3);
1709         if(param4)
1710                 compiler.stack_assign(param4);
1711
1712         if(normal_in->link)
1713                 compiler.stack_assign(normal_in);
1714
1715         if(tangent_in && tangent_in->link)
1716                 compiler.stack_assign(tangent_in);
1717
1718         compiler.add_node(NODE_CLOSURE_BSDF,
1719                 compiler.encode_uchar4(closure,
1720                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
1721                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
1722                         compiler.closure_mix_weight_offset()),
1723                 __float_as_int((param1)? param1->value.x: 0.0f),
1724                 __float_as_int((param2)? param2->value.x: 0.0f));
1725
1726         if(tangent_in) {
1727                 compiler.add_node(normal_in->stack_offset, tangent_in->stack_offset,
1728                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1729                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1730         }
1731         else {
1732                 compiler.add_node(normal_in->stack_offset, SVM_STACK_INVALID,
1733                         (param3)? param3->stack_offset: SVM_STACK_INVALID,
1734                         (param4)? param4->stack_offset: SVM_STACK_INVALID);
1735         }
1736 }
1737
1738 void BsdfNode::compile(SVMCompiler& compiler)
1739 {
1740         compile(compiler, NULL, NULL);
1741 }
1742
1743 void BsdfNode::compile(OSLCompiler& /*compiler*/)
1744 {
1745         assert(0);
1746 }
1747
1748 /* Anisotropic BSDF Closure */
1749
1750 static ShaderEnum aniso_distribution_init()
1751 {
1752         ShaderEnum enm;
1753
1754         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID);
1755         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID);
1756         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID);
1757
1758         return enm;
1759 }
1760
1761 ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init();
1762
1763 AnisotropicBsdfNode::AnisotropicBsdfNode()
1764 {
1765         closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
1766         distribution = ustring("GGX");
1767
1768         add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
1769
1770         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1771         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f);
1772         add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
1773 }
1774
1775 void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
1776 {
1777         if(shader->has_surface) {
1778                 ShaderInput *tangent_in = input("Tangent");
1779
1780                 if(!tangent_in->link)
1781                         attributes->add(ATTR_STD_GENERATED);
1782         }
1783
1784         ShaderNode::attributes(shader, attributes);
1785 }
1786
1787 void AnisotropicBsdfNode::compile(SVMCompiler& compiler)
1788 {
1789         closure = (ClosureType)distribution_enum[distribution];
1790
1791         BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"));
1792 }
1793
1794 void AnisotropicBsdfNode::compile(OSLCompiler& compiler)
1795 {
1796         compiler.parameter("distribution", distribution);
1797         compiler.add(this, "node_anisotropic_bsdf");
1798 }
1799
1800 /* Glossy BSDF Closure */
1801
1802 static ShaderEnum glossy_distribution_init()
1803 {
1804         ShaderEnum enm;
1805
1806         enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID);
1807         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
1808         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID);
1809         enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
1810
1811         return enm;
1812 }
1813
1814 ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init();
1815
1816 GlossyBsdfNode::GlossyBsdfNode()
1817 {
1818         closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
1819         distribution = ustring("GGX");
1820
1821         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
1822 }
1823
1824 void GlossyBsdfNode::compile(SVMCompiler& compiler)
1825 {
1826         closure = (ClosureType)distribution_enum[distribution];
1827
1828         if(closure == CLOSURE_BSDF_REFLECTION_ID)
1829                 BsdfNode::compile(compiler, NULL, NULL);
1830         else
1831                 BsdfNode::compile(compiler, input("Roughness"), NULL);
1832 }
1833
1834 void GlossyBsdfNode::compile(OSLCompiler& compiler)
1835 {
1836         compiler.parameter("distribution", distribution);
1837         compiler.add(this, "node_glossy_bsdf");
1838 }
1839
1840 /* Glass BSDF Closure */
1841
1842 static ShaderEnum glass_distribution_init()
1843 {
1844         ShaderEnum enm;
1845
1846         enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID);
1847         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
1848         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
1849
1850         return enm;
1851 }
1852
1853 ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init();
1854
1855 GlassBsdfNode::GlassBsdfNode()
1856 {
1857         closure = CLOSURE_BSDF_SHARP_GLASS_ID;
1858         distribution = ustring("Sharp");
1859
1860         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1861         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1862 }
1863
1864 void GlassBsdfNode::compile(SVMCompiler& compiler)
1865 {
1866         closure = (ClosureType)distribution_enum[distribution];
1867
1868         if(closure == CLOSURE_BSDF_SHARP_GLASS_ID)
1869                 BsdfNode::compile(compiler, NULL, input("IOR"));
1870         else
1871                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1872 }
1873
1874 void GlassBsdfNode::compile(OSLCompiler& compiler)
1875 {
1876         compiler.parameter("distribution", distribution);
1877         compiler.add(this, "node_glass_bsdf");
1878 }
1879
1880 /* Refraction BSDF Closure */
1881
1882 static ShaderEnum refraction_distribution_init()
1883 {
1884         ShaderEnum enm;
1885
1886         enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID);
1887         enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
1888         enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
1889
1890         return enm;
1891 }
1892
1893 ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init();
1894
1895 RefractionBsdfNode::RefractionBsdfNode()
1896 {
1897         closure = CLOSURE_BSDF_REFRACTION_ID;
1898         distribution = ustring("Sharp");
1899
1900         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1901         add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
1902 }
1903
1904 void RefractionBsdfNode::compile(SVMCompiler& compiler)
1905 {
1906         closure = (ClosureType)distribution_enum[distribution];
1907
1908         if(closure == CLOSURE_BSDF_REFRACTION_ID)
1909                 BsdfNode::compile(compiler, NULL, input("IOR"));
1910         else
1911                 BsdfNode::compile(compiler, input("Roughness"), input("IOR"));
1912 }
1913
1914 void RefractionBsdfNode::compile(OSLCompiler& compiler)
1915 {
1916         compiler.parameter("distribution", distribution);
1917         compiler.add(this, "node_refraction_bsdf");
1918 }
1919
1920 /* Toon BSDF Closure */
1921
1922 static ShaderEnum toon_component_init()
1923 {
1924         ShaderEnum enm;
1925
1926         enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID);
1927         enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID);
1928
1929         return enm;
1930 }
1931
1932 ShaderEnum ToonBsdfNode::component_enum = toon_component_init();
1933
1934 ToonBsdfNode::ToonBsdfNode()
1935 {
1936         closure = CLOSURE_BSDF_DIFFUSE_TOON_ID;
1937         component = ustring("Diffuse");
1938
1939         add_input("Size", SHADER_SOCKET_FLOAT, 0.5f);
1940         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
1941 }
1942
1943 void ToonBsdfNode::compile(SVMCompiler& compiler)
1944 {
1945         closure = (ClosureType)component_enum[component];
1946         
1947         BsdfNode::compile(compiler, input("Size"), input("Smooth"));
1948 }
1949
1950 void ToonBsdfNode::compile(OSLCompiler& compiler)
1951 {
1952         compiler.parameter("component", component);
1953         compiler.add(this, "node_toon_bsdf");
1954 }
1955
1956 /* Velvet BSDF Closure */
1957
1958 VelvetBsdfNode::VelvetBsdfNode()
1959 {
1960         closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
1961
1962         add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f);
1963 }
1964
1965 void VelvetBsdfNode::compile(SVMCompiler& compiler)
1966 {
1967         BsdfNode::compile(compiler, input("Sigma"), NULL);
1968 }
1969
1970 void VelvetBsdfNode::compile(OSLCompiler& compiler)
1971 {
1972         compiler.add(this, "node_velvet_bsdf");
1973 }
1974
1975 /* Diffuse BSDF Closure */
1976
1977 DiffuseBsdfNode::DiffuseBsdfNode()
1978 {
1979         closure = CLOSURE_BSDF_DIFFUSE_ID;
1980         add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
1981 }
1982
1983 void DiffuseBsdfNode::compile(SVMCompiler& compiler)
1984 {
1985         BsdfNode::compile(compiler, input("Roughness"), NULL);
1986 }
1987
1988 void DiffuseBsdfNode::compile(OSLCompiler& compiler)
1989 {
1990         compiler.add(this, "node_diffuse_bsdf");
1991 }
1992
1993 /* Translucent BSDF Closure */
1994
1995 TranslucentBsdfNode::TranslucentBsdfNode()
1996 {
1997         closure = CLOSURE_BSDF_TRANSLUCENT_ID;
1998 }
1999
2000 void TranslucentBsdfNode::compile(SVMCompiler& compiler)
2001 {
2002         BsdfNode::compile(compiler, NULL, NULL);
2003 }
2004
2005 void TranslucentBsdfNode::compile(OSLCompiler& compiler)
2006 {
2007         compiler.add(this, "node_translucent_bsdf");
2008 }
2009
2010 /* Transparent BSDF Closure */
2011
2012 TransparentBsdfNode::TransparentBsdfNode()
2013 {
2014         name = "transparent";
2015         closure = CLOSURE_BSDF_TRANSPARENT_ID;
2016 }
2017
2018 void TransparentBsdfNode::compile(SVMCompiler& compiler)
2019 {
2020         BsdfNode::compile(compiler, NULL, NULL);
2021 }
2022
2023 void TransparentBsdfNode::compile(OSLCompiler& compiler)
2024 {
2025         compiler.add(this, "node_transparent_bsdf");
2026 }
2027
2028 /* Subsurface Scattering Closure */
2029
2030 static ShaderEnum subsurface_falloff_init()
2031 {
2032         ShaderEnum enm;
2033
2034         enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID);
2035         enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
2036
2037         return enm;
2038 }
2039
2040 ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init();
2041
2042 SubsurfaceScatteringNode::SubsurfaceScatteringNode()
2043 : BsdfNode(true)
2044 {
2045         name = "subsurface_scattering";
2046         closure = CLOSURE_BSSRDF_CUBIC_ID;
2047
2048         add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
2049         add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
2050         add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
2051         add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
2052 }
2053
2054 void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
2055 {
2056         BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
2057 }
2058
2059 void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)
2060 {
2061         compiler.parameter("Falloff", falloff_enum[closure]);
2062         compiler.add(this, "node_subsurface_scattering");
2063 }
2064
2065 bool SubsurfaceScatteringNode::has_bssrdf_bump()
2066 {
2067         /* detect if anything is plugged into the normal input besides the default */
2068         ShaderInput *normal_in = input("Normal");
2069         return (normal_in->link && normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
2070 }
2071
2072 /* Emissive Closure */
2073
2074 EmissionNode::EmissionNode()
2075 : ShaderNode("emission")
2076 {
2077         special_type = SHADER_SPECIAL_TYPE_EMISSION;
2078
2079         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2080         add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
2081         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2082
2083         add_output("Emission", SHADER_SOCKET_CLOSURE);
2084 }
2085
2086 void EmissionNode::compile(SVMCompiler& compiler)
2087 {
2088         ShaderInput *color_in = input("Color");
2089         ShaderInput *strength_in = input("Strength");
2090
2091         if(color_in->link || strength_in->link) {
2092                 compiler.stack_assign(color_in);
2093                 compiler.stack_assign(strength_in);
2094                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
2095         }
2096         else
2097                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x);
2098
2099         compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset());
2100 }
2101
2102 void EmissionNode::compile(OSLCompiler& compiler)
2103 {
2104         compiler.add(this, "node_emission");
2105 }
2106
2107 /* Background Closure */
2108
2109 BackgroundNode::BackgroundNode()
2110 : ShaderNode("background")
2111 {
2112         special_type = SHADER_SPECIAL_TYPE_BACKGROUND;
2113
2114         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2115         add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
2116         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2117
2118         add_output("Background", SHADER_SOCKET_CLOSURE);
2119 }
2120
2121 void BackgroundNode::compile(SVMCompiler& compiler)
2122 {
2123         ShaderInput *color_in = input("Color");
2124         ShaderInput *strength_in = input("Strength");
2125
2126         if(color_in->link || strength_in->link) {
2127                 compiler.stack_assign(color_in);
2128                 compiler.stack_assign(strength_in);
2129                 compiler.add_node(NODE_EMISSION_WEIGHT, color_in->stack_offset, strength_in->stack_offset);
2130         }
2131         else
2132                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x);
2133
2134         compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset());
2135 }
2136
2137 void BackgroundNode::compile(OSLCompiler& compiler)
2138 {
2139         compiler.add(this, "node_background");
2140 }
2141
2142 /* Holdout Closure */
2143
2144 HoldoutNode::HoldoutNode()
2145 : ShaderNode("holdout")
2146 {
2147         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2148         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2149
2150         add_output("Holdout", SHADER_SOCKET_CLOSURE);
2151 }
2152
2153 void HoldoutNode::compile(SVMCompiler& compiler)
2154 {
2155         float3 value = make_float3(1.0f, 1.0f, 1.0f);
2156
2157         compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
2158         compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
2159 }
2160
2161 void HoldoutNode::compile(OSLCompiler& compiler)
2162 {
2163         compiler.add(this, "node_holdout");
2164 }
2165
2166 /* Ambient Occlusion */
2167
2168 AmbientOcclusionNode::AmbientOcclusionNode()
2169 : ShaderNode("ambient_occlusion")
2170 {
2171         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2172         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2173         add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2174
2175         add_output("AO", SHADER_SOCKET_CLOSURE);
2176 }
2177
2178 void AmbientOcclusionNode::compile(SVMCompiler& compiler)
2179 {
2180         ShaderInput *color_in = input("Color");
2181
2182         if(color_in->link) {
2183                 compiler.stack_assign(color_in);
2184                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2185         }
2186         else
2187                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2188
2189         compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset());
2190 }
2191
2192 void AmbientOcclusionNode::compile(OSLCompiler& compiler)
2193 {
2194         compiler.add(this, "node_ambient_occlusion");
2195 }
2196
2197 /* Volume Closure */
2198
2199 VolumeNode::VolumeNode()
2200 : ShaderNode("volume")
2201 {
2202         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2203
2204         add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
2205         add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
2206         add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
2207
2208         add_output("Volume", SHADER_SOCKET_CLOSURE);
2209 }
2210
2211 void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
2212 {
2213         ShaderInput *color_in = input("Color");
2214
2215         if(color_in->link) {
2216                 compiler.stack_assign(color_in);
2217                 compiler.add_node(NODE_CLOSURE_WEIGHT, color_in->stack_offset);
2218         }
2219         else
2220                 compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value);
2221         
2222         if(param1)
2223                 compiler.stack_assign(param1);
2224         if(param2)
2225                 compiler.stack_assign(param2);
2226
2227         compiler.add_node(NODE_CLOSURE_VOLUME,
2228                 compiler.encode_uchar4(closure,
2229                         (param1)? param1->stack_offset: SVM_STACK_INVALID,
2230                         (param2)? param2->stack_offset: SVM_STACK_INVALID,
2231                         compiler.closure_mix_weight_offset()),
2232                 __float_as_int((param1)? param1->value.x: 0.0f),
2233                 __float_as_int((param2)? param2->value.x: 0.0f));
2234 }
2235
2236 void VolumeNode::compile(SVMCompiler& compiler)
2237 {
2238         compile(compiler, NULL, NULL);
2239 }
2240
2241 void VolumeNode::compile(OSLCompiler& /*compiler*/)
2242 {
2243         assert(0);
2244 }
2245
2246 /* Absorption Volume Closure */
2247
2248 AbsorptionVolumeNode::AbsorptionVolumeNode()
2249 {
2250         closure = CLOSURE_VOLUME_ABSORPTION_ID;
2251 }
2252
2253 void AbsorptionVolumeNode::compile(SVMCompiler& compiler)
2254 {
2255         VolumeNode::compile(compiler, input("Density"), NULL);
2256 }
2257
2258 void AbsorptionVolumeNode::compile(OSLCompiler& compiler)
2259 {
2260         compiler.add(this, "node_absorption_volume");
2261 }
2262
2263 /* Scatter Volume Closure */
2264
2265 ScatterVolumeNode::ScatterVolumeNode()
2266 {
2267         closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
2268         
2269         add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f);
2270 }
2271
2272 void ScatterVolumeNode::compile(SVMCompiler& compiler)
2273 {
2274         VolumeNode::compile(compiler, input("Density"), input("Anisotropy"));
2275 }
2276
2277 void ScatterVolumeNode::compile(OSLCompiler& compiler)
2278 {
2279         compiler.add(this, "node_scatter_volume");
2280 }
2281
2282 /* Hair BSDF Closure */
2283
2284 static ShaderEnum hair_component_init()
2285 {
2286         ShaderEnum enm;
2287
2288         enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
2289         enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
2290
2291         return enm;
2292 }
2293
2294 ShaderEnum HairBsdfNode::component_enum = hair_component_init();
2295
2296 HairBsdfNode::HairBsdfNode()
2297 {
2298         closure = CLOSURE_BSDF_HAIR_REFLECTION_ID;
2299         component = ustring("Reflection");
2300
2301         add_input("Offset", SHADER_SOCKET_FLOAT);
2302         add_input("RoughnessU", SHADER_SOCKET_FLOAT);
2303         add_input("RoughnessV", SHADER_SOCKET_FLOAT);
2304 }
2305
2306 void HairBsdfNode::compile(SVMCompiler& compiler)
2307 {
2308         closure = (ClosureType)component_enum[component];
2309
2310         BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset"));
2311 }
2312
2313 void HairBsdfNode::compile(OSLCompiler& compiler)
2314 {
2315         compiler.parameter("component", component);
2316
2317         compiler.add(this, "node_hair_bsdf");
2318 }
2319
2320 /* Geometry */
2321
2322 GeometryNode::GeometryNode()
2323 : ShaderNode("geometry")
2324 {
2325         special_type = SHADER_SPECIAL_TYPE_GEOMETRY;
2326
2327         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2328         add_output("Position", SHADER_SOCKET_POINT);
2329         add_output("Normal", SHADER_SOCKET_NORMAL);
2330         add_output("Tangent", SHADER_SOCKET_NORMAL);
2331         add_output("True Normal", SHADER_SOCKET_NORMAL);
2332         add_output("Incoming", SHADER_SOCKET_VECTOR);
2333         add_output("Parametric", SHADER_SOCKET_POINT);
2334         add_output("Backfacing", SHADER_SOCKET_FLOAT);
2335         add_output("Pointiness", SHADER_SOCKET_FLOAT);
2336 }
2337
2338 void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2339 {
2340         if(shader->has_surface) {
2341                 if(!output("Tangent")->links.empty()) {
2342                         attributes->add(ATTR_STD_GENERATED);
2343                 }
2344                 if(!output("Pointiness")->links.empty()) {
2345                         attributes->add(ATTR_STD_POINTINESS);
2346                 }
2347         }
2348
2349         ShaderNode::attributes(shader, attributes);
2350 }
2351
2352 void GeometryNode::compile(SVMCompiler& compiler)
2353 {
2354         ShaderOutput *out;
2355         NodeType geom_node = NODE_GEOMETRY;
2356         NodeType attr_node = NODE_ATTR;
2357
2358         if(bump == SHADER_BUMP_DX) {
2359                 geom_node = NODE_GEOMETRY_BUMP_DX;
2360                 attr_node = NODE_ATTR_BUMP_DX;
2361         }
2362         else if(bump == SHADER_BUMP_DY) {
2363                 geom_node = NODE_GEOMETRY_BUMP_DY;
2364                 attr_node = NODE_ATTR_BUMP_DY;
2365         }
2366         
2367         out = output("Position");
2368         if(!out->links.empty()) {
2369                 compiler.stack_assign(out);
2370                 compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2371         }
2372
2373         out = output("Normal");
2374         if(!out->links.empty()) {
2375                 compiler.stack_assign(out);
2376                 compiler.add_node(geom_node, NODE_GEOM_N, out->stack_offset);
2377         }
2378
2379         out = output("Tangent");
2380         if(!out->links.empty()) {
2381                 compiler.stack_assign(out);
2382                 compiler.add_node(geom_node, NODE_GEOM_T, out->stack_offset);
2383         }
2384
2385         out = output("True Normal");
2386         if(!out->links.empty()) {
2387                 compiler.stack_assign(out);
2388                 compiler.add_node(geom_node, NODE_GEOM_Ng, out->stack_offset);
2389         }
2390
2391         out = output("Incoming");
2392         if(!out->links.empty()) {
2393                 compiler.stack_assign(out);
2394                 compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2395         }
2396
2397         out = output("Parametric");
2398         if(!out->links.empty()) {
2399                 compiler.stack_assign(out);
2400                 compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
2401         }
2402
2403         out = output("Backfacing");
2404         if(!out->links.empty()) {
2405                 compiler.stack_assign(out);
2406                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_backfacing, out->stack_offset);
2407         }
2408
2409         out = output("Pointiness");
2410         if(!out->links.empty()) {
2411                 compiler.stack_assign(out);
2412                 if(compiler.output_type() != SHADER_TYPE_VOLUME) {
2413                         compiler.add_node(attr_node,
2414                                           ATTR_STD_POINTINESS,
2415                                           out->stack_offset,
2416                                           NODE_ATTR_FLOAT);
2417                 }
2418                 else {
2419                         compiler.add_node(NODE_VALUE_F, __float_as_int(0.0f), out->stack_offset);
2420                 }
2421         }
2422 }
2423
2424 void GeometryNode::compile(OSLCompiler& compiler)
2425 {
2426         if(bump == SHADER_BUMP_DX)
2427                 compiler.parameter("bump_offset", "dx");
2428         else if(bump == SHADER_BUMP_DY)
2429                 compiler.parameter("bump_offset", "dy");
2430         else
2431                 compiler.parameter("bump_offset", "center");
2432
2433         compiler.add(this, "node_geometry");
2434 }
2435
2436 /* TextureCoordinate */
2437
2438 TextureCoordinateNode::TextureCoordinateNode()
2439 : ShaderNode("texture_coordinate")
2440 {
2441         add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
2442         add_output("Generated", SHADER_SOCKET_POINT);
2443         add_output("Normal", SHADER_SOCKET_NORMAL);
2444         add_output("UV", SHADER_SOCKET_POINT);
2445         add_output("Object", SHADER_SOCKET_POINT);
2446         add_output("Camera", SHADER_SOCKET_POINT);
2447         add_output("Window", SHADER_SOCKET_POINT);
2448         add_output("Reflection", SHADER_SOCKET_NORMAL);
2449
2450         from_dupli = false;
2451         use_transform = false;
2452         ob_tfm = transform_identity();
2453 }
2454
2455 void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2456 {
2457         if(shader->has_surface) {
2458                 if(!from_dupli) {
2459                         if(!output("Generated")->links.empty())
2460                                 attributes->add(ATTR_STD_GENERATED);
2461                         if(!output("UV")->links.empty())
2462                                 attributes->add(ATTR_STD_UV);
2463                 }
2464         }
2465
2466         if(shader->has_volume) {
2467                 if(!from_dupli) {
2468                         if(!output("Generated")->links.empty()) {
2469                                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
2470                         }
2471                 }
2472         }
2473
2474         ShaderNode::attributes(shader, attributes);
2475 }
2476
2477 void TextureCoordinateNode::compile(SVMCompiler& compiler)
2478 {
2479         ShaderOutput *out;
2480         NodeType texco_node = NODE_TEX_COORD;
2481         NodeType attr_node = NODE_ATTR;
2482         NodeType geom_node = NODE_GEOMETRY;
2483
2484         if(bump == SHADER_BUMP_DX) {
2485                 texco_node = NODE_TEX_COORD_BUMP_DX;
2486                 attr_node = NODE_ATTR_BUMP_DX;
2487                 geom_node = NODE_GEOMETRY_BUMP_DX;
2488         }
2489         else if(bump == SHADER_BUMP_DY) {
2490                 texco_node = NODE_TEX_COORD_BUMP_DY;
2491                 attr_node = NODE_ATTR_BUMP_DY;
2492                 geom_node = NODE_GEOMETRY_BUMP_DY;
2493         }
2494         
2495         out = output("Generated");
2496         if(!out->links.empty()) {
2497                 if(compiler.background) {
2498                         compiler.stack_assign(out);
2499                         compiler.add_node(geom_node, NODE_GEOM_P, out->stack_offset);
2500                 }
2501                 else {
2502                         if(from_dupli) {
2503                                 compiler.stack_assign(out);
2504                                 compiler.add_node(texco_node, NODE_TEXCO_DUPLI_GENERATED, out->stack_offset);
2505                         }
2506                         else if(compiler.output_type() == SHADER_TYPE_VOLUME) {
2507                                 compiler.stack_assign(out);
2508                                 compiler.add_node(texco_node, NODE_TEXCO_VOLUME_GENERATED, out->stack_offset);
2509                         }
2510                         else {
2511                                 int attr = compiler.attribute(ATTR_STD_GENERATED);
2512                                 compiler.stack_assign(out);
2513                                 compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2514                         }
2515                 }
2516         }
2517
2518         out = output("Normal");
2519         if(!out->links.empty()) {
2520                 compiler.stack_assign(out);
2521                 compiler.add_node(texco_node, NODE_TEXCO_NORMAL, out->stack_offset);
2522         }
2523
2524         out = output("UV");
2525         if(!out->links.empty()) {
2526                 if(from_dupli) {
2527                         compiler.stack_assign(out);
2528                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2529                 }
2530                 else {
2531                         int attr = compiler.attribute(ATTR_STD_UV);
2532                         compiler.stack_assign(out);
2533                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2534                 }
2535         }
2536
2537         out = output("Object");
2538         if(!out->links.empty()) {
2539                 compiler.stack_assign(out);
2540                 compiler.add_node(texco_node, NODE_TEXCO_OBJECT, out->stack_offset, use_transform);
2541                 if(use_transform) {
2542                         Transform ob_itfm = transform_inverse(ob_tfm);
2543                         compiler.add_node(ob_itfm.x);
2544                         compiler.add_node(ob_itfm.y);
2545                         compiler.add_node(ob_itfm.z);
2546                         compiler.add_node(ob_itfm.w);
2547                 }
2548         }
2549
2550         out = output("Camera");
2551         if(!out->links.empty()) {
2552                 compiler.stack_assign(out);
2553                 compiler.add_node(texco_node, NODE_TEXCO_CAMERA, out->stack_offset);
2554         }
2555
2556         out = output("Window");
2557         if(!out->links.empty()) {
2558                 compiler.stack_assign(out);
2559                 compiler.add_node(texco_node, NODE_TEXCO_WINDOW, out->stack_offset);
2560         }
2561
2562         out = output("Reflection");
2563         if(!out->links.empty()) {
2564                 if(compiler.background) {
2565                         compiler.stack_assign(out);
2566                         compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
2567                 }
2568                 else {
2569                         compiler.stack_assign(out);
2570                         compiler.add_node(texco_node, NODE_TEXCO_REFLECTION, out->stack_offset);
2571                 }
2572         }
2573 }
2574
2575 void TextureCoordinateNode::compile(OSLCompiler& compiler)
2576 {
2577         if(bump == SHADER_BUMP_DX)
2578                 compiler.parameter("bump_offset", "dx");
2579         else if(bump == SHADER_BUMP_DY)
2580                 compiler.parameter("bump_offset", "dy");
2581         else
2582                 compiler.parameter("bump_offset", "center");
2583         
2584         if(compiler.background)
2585                 compiler.parameter("is_background", true);
2586         if(compiler.output_type() == SHADER_TYPE_VOLUME)
2587                 compiler.parameter("is_volume", true);
2588         compiler.parameter("use_transform", use_transform);
2589         Transform ob_itfm = transform_transpose(transform_inverse(ob_tfm));
2590         compiler.parameter("object_itfm", ob_itfm);
2591
2592         compiler.parameter("from_dupli", from_dupli);
2593
2594         compiler.add(this, "node_texture_coordinate");
2595 }
2596
2597 UVMapNode::UVMapNode()
2598 : ShaderNode("uvmap")
2599 {
2600         attribute = "";
2601         from_dupli = false;
2602
2603         add_output("UV", SHADER_SOCKET_POINT);
2604 }
2605
2606 void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2607 {
2608         if(shader->has_surface) {
2609                 if(!from_dupli) {
2610                         if(!output("UV")->links.empty()) {
2611                                 if(attribute != "")
2612                                         attributes->add(attribute);
2613                                 else
2614                                         attributes->add(ATTR_STD_UV);
2615                         }
2616                 }
2617         }
2618
2619         ShaderNode::attributes(shader, attributes);
2620 }
2621
2622 void UVMapNode::compile(SVMCompiler& compiler)
2623 {
2624         ShaderOutput *out = output("UV");
2625         NodeType texco_node = NODE_TEX_COORD;
2626         NodeType attr_node = NODE_ATTR;
2627         int attr;
2628
2629         if(bump == SHADER_BUMP_DX) {
2630                 texco_node = NODE_TEX_COORD_BUMP_DX;
2631                 attr_node = NODE_ATTR_BUMP_DX;
2632         }
2633         else if(bump == SHADER_BUMP_DY) {
2634                 texco_node = NODE_TEX_COORD_BUMP_DY;
2635                 attr_node = NODE_ATTR_BUMP_DY;
2636         }
2637
2638         if(!out->links.empty()) {
2639                 if(from_dupli) {
2640                         compiler.stack_assign(out);
2641                         compiler.add_node(texco_node, NODE_TEXCO_DUPLI_UV, out->stack_offset);
2642                 }
2643                 else {
2644                         if(attribute != "")
2645                                 attr = compiler.attribute(attribute);
2646                         else
2647                                 attr = compiler.attribute(ATTR_STD_UV);
2648
2649                         compiler.stack_assign(out);
2650                         compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
2651                 }
2652         }
2653 }
2654
2655 void UVMapNode::compile(OSLCompiler& compiler)
2656 {
2657         if(bump == SHADER_BUMP_DX)
2658                 compiler.parameter("bump_offset", "dx");
2659         else if(bump == SHADER_BUMP_DY)
2660                 compiler.parameter("bump_offset", "dy");
2661         else
2662                 compiler.parameter("bump_offset", "center");
2663
2664         compiler.parameter("from_dupli", from_dupli);
2665         compiler.parameter("name", attribute.c_str());
2666         compiler.add(this, "node_uv_map");
2667 }
2668
2669 /* Light Path */
2670
2671 LightPathNode::LightPathNode()
2672 : ShaderNode("light_path")
2673 {
2674         add_output("Is Camera Ray", SHADER_SOCKET_FLOAT);
2675         add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT);
2676         add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT);
2677         add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT);
2678         add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
2679         add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
2680         add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
2681         add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT);
2682         add_output("Ray Length", SHADER_SOCKET_FLOAT);
2683         add_output("Ray Depth", SHADER_SOCKET_FLOAT);
2684         add_output("Transparent Depth", SHADER_SOCKET_FLOAT);
2685 }
2686
2687 void LightPathNode::compile(SVMCompiler& compiler)
2688 {
2689         ShaderOutput *out;
2690
2691         out = output("Is Camera Ray");
2692         if(!out->links.empty()) {
2693                 compiler.stack_assign(out);
2694                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_camera, out->stack_offset);
2695         }
2696
2697         out = output("Is Shadow Ray");
2698         if(!out->links.empty()) {
2699                 compiler.stack_assign(out);
2700                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_shadow, out->stack_offset);
2701         }
2702
2703         out = output("Is Diffuse Ray");
2704         if(!out->links.empty()) {
2705                 compiler.stack_assign(out);
2706                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_diffuse, out->stack_offset);
2707         }
2708
2709         out = output("Is Glossy Ray");
2710         if(!out->links.empty()) {
2711                 compiler.stack_assign(out);
2712                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_glossy, out->stack_offset);
2713         }
2714
2715         out = output("Is Singular Ray");
2716         if(!out->links.empty()) {
2717                 compiler.stack_assign(out);
2718                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_singular, out->stack_offset);
2719         }
2720
2721         out = output("Is Reflection Ray");
2722         if(!out->links.empty()) {
2723                 compiler.stack_assign(out);
2724                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_reflection, out->stack_offset);
2725         }
2726
2727
2728         out = output("Is Transmission Ray");
2729         if(!out->links.empty()) {
2730                 compiler.stack_assign(out);
2731                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
2732         }
2733         
2734         out = output("Is Volume Scatter Ray");
2735         if(!out->links.empty()) {
2736                 compiler.stack_assign(out);
2737                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, out->stack_offset);
2738         }
2739
2740         out = output("Ray Length");
2741         if(!out->links.empty()) {
2742                 compiler.stack_assign(out);
2743                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset);
2744         }
2745         
2746         out = output("Ray Depth");
2747         if(!out->links.empty()) {
2748                 compiler.stack_assign(out);
2749                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_depth, out->stack_offset);
2750         }
2751
2752         out = output("Transparent Depth");
2753         if(!out->links.empty()) {
2754                 compiler.stack_assign(out);
2755                 compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_transparent, out->stack_offset);
2756         }
2757 }
2758
2759 void LightPathNode::compile(OSLCompiler& compiler)
2760 {
2761         compiler.add(this, "node_light_path");
2762 }
2763
2764 /* Light Falloff */
2765
2766 LightFalloffNode::LightFalloffNode()
2767 : ShaderNode("light_fallof")
2768 {
2769         add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
2770         add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
2771         add_output("Quadratic", SHADER_SOCKET_FLOAT);
2772         add_output("Linear", SHADER_SOCKET_FLOAT);
2773         add_output("Constant", SHADER_SOCKET_FLOAT);
2774 }
2775
2776 void LightFalloffNode::compile(SVMCompiler& compiler)
2777 {
2778         ShaderInput *strength_in = input("Strength");
2779         ShaderInput *smooth_in = input("Smooth");
2780
2781         compiler.stack_assign(strength_in);
2782         compiler.stack_assign(smooth_in);
2783
2784         ShaderOutput *out = output("Quadratic");
2785         if(!out->links.empty()) {
2786                 compiler.stack_assign(out);
2787                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_QUADRATIC,
2788                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2789         }
2790
2791         out = output("Linear");
2792         if(!out->links.empty()) {
2793                 compiler.stack_assign(out);
2794                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_LINEAR,
2795                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2796         }
2797
2798         out = output("Constant");
2799         if(!out->links.empty()) {
2800                 compiler.stack_assign(out);
2801                 compiler.add_node(NODE_LIGHT_FALLOFF, NODE_LIGHT_FALLOFF_CONSTANT,
2802                         compiler.encode_uchar4(strength_in->stack_offset, smooth_in->stack_offset, out->stack_offset));
2803         }
2804 }
2805
2806 void LightFalloffNode::compile(OSLCompiler& compiler)
2807 {
2808         compiler.add(this, "node_light_falloff");
2809 }
2810
2811 /* Object Info */
2812
2813 ObjectInfoNode::ObjectInfoNode()
2814 : ShaderNode("object_info")
2815 {
2816         add_output("Location", SHADER_SOCKET_VECTOR);
2817         add_output("Object Index", SHADER_SOCKET_FLOAT);
2818         add_output("Material Index", SHADER_SOCKET_FLOAT);
2819         add_output("Random", SHADER_SOCKET_FLOAT);
2820 }
2821
2822 void ObjectInfoNode::compile(SVMCompiler& compiler)
2823 {
2824         ShaderOutput *out = output("Location");
2825         if(!out->links.empty()) {
2826                 compiler.stack_assign(out);
2827                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_LOCATION, out->stack_offset);
2828         }
2829
2830         out = output("Object Index");
2831         if(!out->links.empty()) {
2832                 compiler.stack_assign(out);
2833                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_INDEX, out->stack_offset);
2834         }
2835
2836         out = output("Material Index");
2837         if(!out->links.empty()) {
2838                 compiler.stack_assign(out);
2839                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_MAT_INDEX, out->stack_offset);
2840         }
2841
2842         out = output("Random");
2843         if(!out->links.empty()) {
2844                 compiler.stack_assign(out);
2845                 compiler.add_node(NODE_OBJECT_INFO, NODE_INFO_OB_RANDOM, out->stack_offset);
2846         }
2847 }
2848
2849 void ObjectInfoNode::compile(OSLCompiler& compiler)
2850 {
2851         compiler.add(this, "node_object_info");
2852 }
2853
2854 /* Particle Info */
2855
2856 ParticleInfoNode::ParticleInfoNode()
2857 : ShaderNode("particle_info")
2858 {
2859         add_output("Index", SHADER_SOCKET_FLOAT);
2860         add_output("Age", SHADER_SOCKET_FLOAT);
2861         add_output("Lifetime", SHADER_SOCKET_FLOAT);
2862         add_output("Location", SHADER_SOCKET_POINT);
2863 #if 0   /* not yet supported */
2864         add_output("Rotation", SHADER_SOCKET_QUATERNION);
2865 #endif
2866         add_output("Size", SHADER_SOCKET_FLOAT);
2867         add_output("Velocity", SHADER_SOCKET_VECTOR);
2868         add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
2869 }
2870
2871 void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2872 {
2873         if(!output("Index")->links.empty())
2874                 attributes->add(ATTR_STD_PARTICLE);
2875         if(!output("Age")->links.empty())
2876                 attributes->add(ATTR_STD_PARTICLE);
2877         if(!output("Lifetime")->links.empty())
2878                 attributes->add(ATTR_STD_PARTICLE);
2879         if(!output("Location")->links.empty())
2880                 attributes->add(ATTR_STD_PARTICLE);
2881 #if 0   /* not yet supported */
2882         if(!output("Rotation")->links.empty())
2883                 attributes->add(ATTR_STD_PARTICLE);
2884 #endif
2885         if(!output("Size")->links.empty())
2886                 attributes->add(ATTR_STD_PARTICLE);
2887         if(!output("Velocity")->links.empty())
2888                 attributes->add(ATTR_STD_PARTICLE);
2889         if(!output("Angular Velocity")->links.empty())
2890                 attributes->add(ATTR_STD_PARTICLE);
2891
2892         ShaderNode::attributes(shader, attributes);
2893 }
2894
2895 void ParticleInfoNode::compile(SVMCompiler& compiler)
2896 {
2897         ShaderOutput *out;
2898         
2899         out = output("Index");
2900         if(!out->links.empty()) {
2901                 compiler.stack_assign(out);
2902                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_INDEX, out->stack_offset);
2903         }
2904         
2905         out = output("Age");
2906         if(!out->links.empty()) {
2907                 compiler.stack_assign(out);
2908                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_AGE, out->stack_offset);
2909         }
2910         
2911         out = output("Lifetime");
2912         if(!out->links.empty()) {
2913                 compiler.stack_assign(out);
2914                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LIFETIME, out->stack_offset);
2915         }
2916         
2917         out = output("Location");
2918         if(!out->links.empty()) {
2919                 compiler.stack_assign(out);
2920                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_LOCATION, out->stack_offset);
2921         }
2922         
2923         /* quaternion data is not yet supported by Cycles */
2924 #if 0
2925         out = output("Rotation");
2926         if(!out->links.empty()) {
2927                 compiler.stack_assign(out);
2928                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ROTATION, out->stack_offset);
2929         }
2930 #endif
2931         
2932         out = output("Size");
2933         if(!out->links.empty()) {
2934                 compiler.stack_assign(out);
2935                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_SIZE, out->stack_offset);
2936         }
2937         
2938         out = output("Velocity");
2939         if(!out->links.empty()) {
2940                 compiler.stack_assign(out);
2941                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_VELOCITY, out->stack_offset);
2942         }
2943         
2944         out = output("Angular Velocity");
2945         if(!out->links.empty()) {
2946                 compiler.stack_assign(out);
2947                 compiler.add_node(NODE_PARTICLE_INFO, NODE_INFO_PAR_ANGULAR_VELOCITY, out->stack_offset);
2948         }
2949 }
2950
2951 void ParticleInfoNode::compile(OSLCompiler& compiler)
2952 {
2953         compiler.add(this, "node_particle_info");
2954 }
2955
2956 /* Hair Info */
2957
2958 HairInfoNode::HairInfoNode()
2959 : ShaderNode("hair_info")
2960 {
2961         add_output("Is Strand", SHADER_SOCKET_FLOAT);
2962         add_output("Intercept", SHADER_SOCKET_FLOAT);
2963         add_output("Thickness", SHADER_SOCKET_FLOAT);
2964         add_output("Tangent Normal", SHADER_SOCKET_NORMAL);
2965         /*output for minimum hair width transparency - deactivated*/
2966         /*add_output("Fade", SHADER_SOCKET_FLOAT);*/
2967 }
2968
2969 void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
2970 {
2971         if(shader->has_surface) {
2972                 ShaderOutput *intercept_out = output("Intercept");
2973
2974                 if(!intercept_out->links.empty())
2975                         attributes->add(ATTR_STD_CURVE_INTERCEPT);
2976         }
2977
2978         ShaderNode::attributes(shader, attributes);
2979 }
2980
2981 void HairInfoNode::compile(SVMCompiler& compiler)
2982 {
2983         ShaderOutput *out;
2984         
2985         out = output("Is Strand");
2986         if(!out->links.empty()) {
2987                 compiler.stack_assign(out);
2988                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_IS_STRAND, out->stack_offset);
2989         }
2990
2991         out = output("Intercept");
2992         if(!out->links.empty()) {
2993                 int attr = compiler.attribute(ATTR_STD_CURVE_INTERCEPT);
2994                 compiler.stack_assign(out);
2995                 compiler.add_node(NODE_ATTR, attr, out->stack_offset, NODE_ATTR_FLOAT);
2996         }
2997
2998         out = output("Thickness");
2999         if(!out->links.empty()) {
3000                 compiler.stack_assign(out);
3001                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_THICKNESS, out->stack_offset);
3002         }
3003
3004         out = output("Tangent Normal");
3005         if(!out->links.empty()) {
3006                 compiler.stack_assign(out);
3007                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, out->stack_offset);
3008         }
3009
3010         /*out = output("Fade");
3011         if(!out->links.empty()) {
3012                 compiler.stack_assign(out);
3013                 compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, out->stack_offset);
3014         }*/
3015
3016 }
3017
3018 void HairInfoNode::compile(OSLCompiler& compiler)
3019 {
3020         compiler.add(this, "node_hair_info");
3021 }
3022
3023 /* Value */
3024
3025 ValueNode::ValueNode()
3026 : ShaderNode("value")
3027 {
3028         value = 0.0f;
3029
3030         add_output("Value", SHADER_SOCKET_FLOAT);
3031 }
3032
3033 void ValueNode::compile(SVMCompiler& compiler)
3034 {
3035         ShaderOutput *val_out = output("Value");
3036
3037         compiler.stack_assign(val_out);
3038         compiler.add_node(NODE_VALUE_F, __float_as_int(value), val_out->stack_offset);
3039 }
3040
3041 void ValueNode::compile(OSLCompiler& compiler)
3042 {
3043         compiler.parameter("value_value", value);
3044         compiler.add(this, "node_value");
3045 }
3046
3047 /* Color */
3048
3049 ColorNode::ColorNode()
3050 : ShaderNode("color")
3051 {
3052         value = make_float3(0.0f, 0.0f, 0.0f);
3053
3054         add_output("Color", SHADER_SOCKET_COLOR);
3055 }
3056
3057 void ColorNode::compile(SVMCompiler& compiler)
3058 {
3059         ShaderOutput *color_out = output("Color");
3060
3061         if(color_out && !color_out->links.empty()) {
3062                 compiler.stack_assign(color_out);
3063                 compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
3064                 compiler.add_node(NODE_VALUE_V, value);
3065         }
3066 }
3067
3068 void ColorNode::compile(OSLCompiler& compiler)
3069 {
3070         compiler.parameter_color("color_value", value);
3071
3072         compiler.add(this, "node_value");
3073 }
3074
3075 /* Add Closure */
3076
3077 AddClosureNode::AddClosureNode()
3078 : ShaderNode("add_closure")
3079 {
3080         add_input("Closure1", SHADER_SOCKET_CLOSURE);
3081         add_input("Closure2", SHADER_SOCKET_CLOSURE);
3082         add_output("Closure",  SHADER_SOCKET_CLOSURE);
3083 }
3084
3085 void AddClosureNode::compile(SVMCompiler& /*compiler*/)
3086 {
3087         /* handled in the SVM compiler */
3088 }
3089
3090 void AddClosureNode::compile(OSLCompiler& compiler)
3091 {
3092         compiler.add(this, "node_add_closure");
3093 }
3094
3095 /* Mix Closure */
3096
3097 MixClosureNode::MixClosureNode()
3098 : ShaderNode("mix_closure")
3099 {
3100         special_type = SHADER_SPECIAL_TYPE_MIX_CLOSURE;
3101         
3102         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
3103         add_input("Closure1", SHADER_SOCKET_CLOSURE);
3104         add_input("Closure2", SHADER_SOCKET_CLOSURE);
3105         add_output("Closure",  SHADER_SOCKET_CLOSURE);
3106 }
3107
3108 void MixClosureNode::compile(SVMCompiler& /*compiler*/)
3109 {
3110         /* handled in the SVM compiler */
3111 }
3112
3113 void MixClosureNode::compile(OSLCompiler& compiler)
3114 {
3115         compiler.add(this, "node_mix_closure");
3116 }
3117
3118 /* Mix Closure */
3119
3120 MixClosureWeightNode::MixClosureWeightNode()
3121 : ShaderNode("mix_closure_weight")
3122 {
3123         add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f);
3124         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
3125         add_output("Weight1", SHADER_SOCKET_FLOAT);
3126         add_output("Weight2", SHADER_SOCKET_FLOAT);
3127 }
3128
3129 void MixClosureWeightNode::compile(SVMCompiler& compiler)
3130 {
3131         ShaderInput *weight_in = input("Weight");
3132         ShaderInput *fac_in = input("Fac");
3133         ShaderOutput *weight1_out = output("Weight1");
3134         ShaderOutput *weight2_out = output("Weight2");
3135
3136         compiler.stack_assign(weight_in);
3137         compiler.stack_assign(fac_in);
3138         compiler.stack_assign(weight1_out);
3139         compiler.stack_assign(weight2_out);
3140
3141         compiler.add_node(NODE_MIX_CLOSURE,
3142                 compiler.encode_uchar4(fac_in->stack_offset, weight_in->stack_offset,
3143                         weight1_out->stack_offset, weight2_out->stack_offset));
3144 }
3145
3146 void MixClosureWeightNode::compile(OSLCompiler& /*compiler*/)
3147 {
3148         assert(0);
3149 }
3150
3151 /* Invert */
3152
3153 InvertNode::InvertNode()
3154 : ShaderNode("invert")
3155 {
3156         add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
3157         add_input("Color", SHADER_SOCKET_COLOR);
3158         add_output("Color",  SHADER_SOCKET_COLOR);
3159 }
3160
3161 void InvertNode::compile(SVMCompiler& compiler)
3162 {
3163         ShaderInput *fac_in = input("Fac");
3164         ShaderInput *color_in = input("Color");
3165         ShaderOutput *color_out = output("Color");
3166
3167         compiler.stack_assign(fac_in);
3168         compiler.stack_assign(color_in);
3169         compiler.stack_assign(color_out);
3170
3171         compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3172 }
3173
3174 void InvertNode::compile(OSLCompiler& compiler)
3175 {
3176         compiler.add(this, "node_invert");
3177 }
3178
3179 /* Mix */
3180
3181 MixNode::MixNode()
3182 : ShaderNode("mix")
3183 {
3184         type = ustring("Mix");
3185
3186         use_clamp = false;
3187
3188         add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
3189         add_input("Color1", SHADER_SOCKET_COLOR);
3190         add_input("Color2", SHADER_SOCKET_COLOR);
3191         add_output("Color",  SHADER_SOCKET_COLOR);
3192 }
3193
3194 static ShaderEnum mix_type_init()
3195 {
3196         ShaderEnum enm;
3197
3198         enm.insert("Mix", NODE_MIX_BLEND);
3199         enm.insert("Add", NODE_MIX_ADD);
3200         enm.insert("Multiply", NODE_MIX_MUL);
3201         enm.insert("Screen", NODE_MIX_SCREEN);
3202         enm.insert("Overlay", NODE_MIX_OVERLAY);
3203         enm.insert("Subtract", NODE_MIX_SUB);
3204         enm.insert("Divide", NODE_MIX_DIV);
3205         enm.insert("Difference", NODE_MIX_DIFF);
3206         enm.insert("Darken", NODE_MIX_DARK);
3207         enm.insert("Lighten", NODE_MIX_LIGHT);
3208         enm.insert("Dodge", NODE_MIX_DODGE);
3209         enm.insert("Burn", NODE_MIX_BURN);
3210         enm.insert("Hue", NODE_MIX_HUE);
3211         enm.insert("Saturation", NODE_MIX_SAT);
3212         enm.insert("Value", NODE_MIX_VAL);
3213         enm.insert("Color", NODE_MIX_COLOR);
3214         enm.insert("Soft Light", NODE_MIX_SOFT);
3215         enm.insert("Linear Light", NODE_MIX_LINEAR);
3216
3217         return enm;
3218 }
3219
3220 ShaderEnum MixNode::type_enum = mix_type_init();
3221
3222 void MixNode::compile(SVMCompiler& compiler)
3223 {
3224         ShaderInput *fac_in = input("Fac");
3225         ShaderInput *color1_in = input("Color1");
3226         ShaderInput *color2_in = input("Color2");
3227         ShaderOutput *color_out = output("Color");
3228
3229         compiler.stack_assign(fac_in);
3230         compiler.stack_assign(color1_in);
3231         compiler.stack_assign(color2_in);
3232         compiler.stack_assign(color_out);
3233
3234         compiler.add_node(NODE_MIX, fac_in->stack_offset, color1_in->stack_offset, color2_in->stack_offset);
3235         compiler.add_node(NODE_MIX, type_enum[type], color_out->stack_offset);
3236
3237         if(use_clamp) {
3238                 compiler.add_node(NODE_MIX, 0, color_out->stack_offset);
3239                 compiler.add_node(NODE_MIX, NODE_MIX_CLAMP, color_out->stack_offset);
3240         }
3241 }
3242
3243 void MixNode::compile(OSLCompiler& compiler)
3244 {
3245         compiler.parameter("type", type);
3246         compiler.parameter("Clamp", use_clamp);
3247         compiler.add(this, "node_mix");
3248 }
3249
3250 /* Combine RGB */
3251 CombineRGBNode::CombineRGBNode()
3252 : ShaderNode("combine_rgb")
3253 {
3254         add_input("R", SHADER_SOCKET_FLOAT);
3255         add_input("G", SHADER_SOCKET_FLOAT);
3256         add_input("B", SHADER_SOCKET_FLOAT);
3257         add_output("Image", SHADER_SOCKET_COLOR);
3258 }
3259
3260 void CombineRGBNode::compile(SVMCompiler& compiler)
3261 {
3262         ShaderInput *red_in = input("R");
3263         ShaderInput *green_in = input("G");
3264         ShaderInput *blue_in = input("B");
3265         ShaderOutput *color_out = output("Image");
3266
3267         compiler.stack_assign(color_out);
3268
3269         compiler.stack_assign(red_in);
3270         compiler.add_node(NODE_COMBINE_VECTOR, red_in->stack_offset, 0, color_out->stack_offset);
3271
3272         compiler.stack_assign(green_in);
3273         compiler.add_node(NODE_COMBINE_VECTOR, green_in->stack_offset, 1, color_out->stack_offset);
3274
3275         compiler.stack_assign(blue_in);
3276         compiler.add_node(NODE_COMBINE_VECTOR, blue_in->stack_offset, 2, color_out->stack_offset);
3277 }
3278
3279 void CombineRGBNode::compile(OSLCompiler& compiler)
3280 {
3281         compiler.add(this, "node_combine_rgb");
3282 }
3283
3284 /* Combine XYZ */
3285 CombineXYZNode::CombineXYZNode()
3286 : ShaderNode("combine_xyz")
3287 {
3288         add_input("X", SHADER_SOCKET_FLOAT);
3289         add_input("Y", SHADER_SOCKET_FLOAT);
3290         add_input("Z", SHADER_SOCKET_FLOAT);
3291         add_output("Vector", SHADER_SOCKET_VECTOR);
3292 }
3293
3294 void CombineXYZNode::compile(SVMCompiler& compiler)
3295 {
3296         ShaderInput *x_in = input("X");
3297         ShaderInput *y_in = input("Y");
3298         ShaderInput *z_in = input("Z");
3299         ShaderOutput *vector_out = output("Vector");
3300
3301         compiler.stack_assign(vector_out);
3302
3303         compiler.stack_assign(x_in);
3304         compiler.add_node(NODE_COMBINE_VECTOR, x_in->stack_offset, 0, vector_out->stack_offset);
3305
3306         compiler.stack_assign(y_in);
3307         compiler.add_node(NODE_COMBINE_VECTOR, y_in->stack_offset, 1, vector_out->stack_offset);
3308
3309         compiler.stack_assign(z_in);
3310         compiler.add_node(NODE_COMBINE_VECTOR, z_in->stack_offset, 2, vector_out->stack_offset);
3311 }
3312
3313 void CombineXYZNode::compile(OSLCompiler& compiler)
3314 {
3315         compiler.add(this, "node_combine_xyz");
3316 }
3317
3318 /* Combine HSV */
3319 CombineHSVNode::CombineHSVNode()
3320 : ShaderNode("combine_hsv")
3321 {
3322         add_input("H", SHADER_SOCKET_FLOAT);
3323         add_input("S", SHADER_SOCKET_FLOAT);
3324         add_input("V", SHADER_SOCKET_FLOAT);
3325         add_output("Color", SHADER_SOCKET_COLOR);
3326 }
3327
3328 void CombineHSVNode::compile(SVMCompiler& compiler)
3329 {
3330         ShaderInput *hue_in = input("H");
3331         ShaderInput *saturation_in = input("S");
3332         ShaderInput *value_in = input("V");
3333         ShaderOutput *color_out = output("Color");
3334
3335         compiler.stack_assign(color_out);
3336         compiler.stack_assign(hue_in);
3337         compiler.stack_assign(saturation_in);
3338         compiler.stack_assign(value_in);
3339         
3340         compiler.add_node(NODE_COMBINE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3341         compiler.add_node(NODE_COMBINE_HSV, color_out->stack_offset);
3342 }
3343
3344 void CombineHSVNode::compile(OSLCompiler& compiler)
3345 {
3346         compiler.add(this, "node_combine_hsv");
3347 }
3348
3349 /* Gamma */
3350 GammaNode::GammaNode()
3351 : ShaderNode("gamma")
3352 {
3353         add_input("Color", SHADER_SOCKET_COLOR);
3354         add_input("Gamma", SHADER_SOCKET_FLOAT);
3355         add_output("Color", SHADER_SOCKET_COLOR);
3356 }
3357
3358 void GammaNode::compile(SVMCompiler& compiler)
3359 {
3360         ShaderInput *color_in = input("Color");
3361         ShaderInput *gamma_in = input("Gamma");
3362         ShaderOutput *color_out = output("Color");
3363
3364         compiler.stack_assign(color_in);
3365         compiler.stack_assign(gamma_in);
3366         compiler.stack_assign(color_out);
3367
3368         compiler.add_node(NODE_GAMMA, gamma_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
3369 }
3370
3371 void GammaNode::compile(OSLCompiler& compiler)
3372 {
3373         compiler.add(this, "node_gamma");
3374 }
3375
3376 /* Bright Contrast */
3377 BrightContrastNode::BrightContrastNode()
3378 : ShaderNode("brightness")
3379 {
3380         add_input("Color", SHADER_SOCKET_COLOR);
3381         add_input("Bright", SHADER_SOCKET_FLOAT);
3382         add_input("Contrast", SHADER_SOCKET_FLOAT);
3383         add_output("Color", SHADER_SOCKET_COLOR);
3384 }
3385
3386 void BrightContrastNode::compile(SVMCompiler& compiler)
3387 {
3388         ShaderInput *color_in = input("Color");
3389         ShaderInput *bright_in = input("Bright");
3390         ShaderInput *contrast_in = input("Contrast");
3391         ShaderOutput *color_out = output("Color");
3392
3393         compiler.stack_assign(color_in);
3394         compiler.stack_assign(bright_in);
3395         compiler.stack_assign(contrast_in);
3396         compiler.stack_assign(color_out);
3397
3398         compiler.add_node(NODE_BRIGHTCONTRAST,
3399                 color_in->stack_offset, color_out->stack_offset,
3400                 compiler.encode_uchar4(bright_in->stack_offset, contrast_in->stack_offset));
3401 }
3402
3403 void BrightContrastNode::compile(OSLCompiler& compiler)
3404 {
3405         compiler.add(this, "node_brightness");
3406 }
3407
3408 /* Separate RGB */
3409 SeparateRGBNode::SeparateRGBNode()
3410 : ShaderNode("separate_rgb")
3411 {
3412         add_input("Image", SHADER_SOCKET_COLOR);
3413         add_output("R", SHADER_SOCKET_FLOAT);
3414         add_output("G", SHADER_SOCKET_FLOAT);
3415         add_output("B", SHADER_SOCKET_FLOAT);
3416 }
3417
3418 void SeparateRGBNode::compile(SVMCompiler& compiler)
3419 {
3420         ShaderInput *color_in = input("Image");
3421         ShaderOutput *red_out = output("R");
3422         ShaderOutput *green_out = output("G");
3423         ShaderOutput *blue_out = output("B");
3424
3425         compiler.stack_assign(color_in);
3426
3427         compiler.stack_assign(red_out);
3428         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 0, red_out->stack_offset);
3429
3430         compiler.stack_assign(green_out);
3431         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 1, green_out->stack_offset);
3432
3433         compiler.stack_assign(blue_out);
3434         compiler.add_node(NODE_SEPARATE_VECTOR, color_in->stack_offset, 2, blue_out->stack_offset);
3435 }
3436
3437 void SeparateRGBNode::compile(OSLCompiler& compiler)
3438 {
3439         compiler.add(this, "node_separate_rgb");
3440 }
3441
3442 /* Separate XYZ */
3443 SeparateXYZNode::SeparateXYZNode()
3444 : ShaderNode("separate_xyz")
3445 {
3446         add_input("Vector", SHADER_SOCKET_VECTOR);
3447         add_output("X", SHADER_SOCKET_FLOAT);
3448         add_output("Y", SHADER_SOCKET_FLOAT);
3449         add_output("Z", SHADER_SOCKET_FLOAT);
3450 }
3451
3452 void SeparateXYZNode::compile(SVMCompiler& compiler)
3453 {
3454         ShaderInput *vector_in = input("Vector");
3455         ShaderOutput *x_out = output("X");
3456         ShaderOutput *y_out = output("Y");
3457         ShaderOutput *z_out = output("Z");
3458
3459         compiler.stack_assign(vector_in);
3460
3461         compiler.stack_assign(x_out);
3462         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 0, x_out->stack_offset);
3463
3464         compiler.stack_assign(y_out);
3465         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 1, y_out->stack_offset);
3466
3467         compiler.stack_assign(z_out);
3468         compiler.add_node(NODE_SEPARATE_VECTOR, vector_in->stack_offset, 2, z_out->stack_offset);
3469 }
3470
3471 void SeparateXYZNode::compile(OSLCompiler& compiler)
3472 {
3473         compiler.add(this, "node_separate_xyz");
3474 }
3475
3476 /* Separate HSV */
3477 SeparateHSVNode::SeparateHSVNode()
3478 : ShaderNode("separate_hsv")
3479 {
3480         add_input("Color", SHADER_SOCKET_COLOR);
3481         add_output("H", SHADER_SOCKET_FLOAT);
3482         add_output("S", SHADER_SOCKET_FLOAT);
3483         add_output("V", SHADER_SOCKET_FLOAT);
3484 }
3485
3486 void SeparateHSVNode::compile(SVMCompiler& compiler)
3487 {
3488         ShaderInput *color_in = input("Color");
3489         ShaderOutput *hue_out = output("H");
3490         ShaderOutput *saturation_out = output("S");
3491         ShaderOutput *value_out = output("V");
3492
3493         compiler.stack_assign(color_in);
3494         compiler.stack_assign(hue_out);
3495         compiler.stack_assign(saturation_out);
3496         compiler.stack_assign(value_out);
3497         
3498         compiler.add_node(NODE_SEPARATE_HSV, color_in->stack_offset, hue_out->stack_offset, saturation_out->stack_offset);
3499         compiler.add_node(NODE_SEPARATE_HSV, value_out->stack_offset);
3500
3501 }
3502
3503 void SeparateHSVNode::compile(OSLCompiler& compiler)
3504 {
3505         compiler.add(this, "node_separate_hsv");
3506 }
3507
3508 /* Hue Saturation Value */
3509 HSVNode::HSVNode()
3510 : ShaderNode("hsv")
3511 {
3512         add_input("Hue", SHADER_SOCKET_FLOAT);
3513         add_input("Saturation", SHADER_SOCKET_FLOAT);
3514         add_input("Value", SHADER_SOCKET_FLOAT);
3515         add_input("Fac", SHADER_SOCKET_FLOAT);
3516         add_input("Color", SHADER_SOCKET_COLOR);
3517         add_output("Color", SHADER_SOCKET_COLOR);
3518 }
3519
3520 void HSVNode::compile(SVMCompiler& compiler)
3521 {
3522         ShaderInput *hue_in = input("Hue");
3523         ShaderInput *saturation_in = input("Saturation");
3524         ShaderInput *value_in = input("Value");
3525         ShaderInput *fac_in = input("Fac");
3526         ShaderInput *color_in = input("Color");
3527         ShaderOutput *color_out = output("Color");
3528
3529         compiler.stack_assign(hue_in);
3530         compiler.stack_assign(saturation_in);
3531         compiler.stack_assign(value_in);
3532         compiler.stack_assign(fac_in);
3533         compiler.stack_assign(color_in);
3534         compiler.stack_assign(color_out);
3535
3536         compiler.add_node(NODE_HSV, color_in->stack_offset, fac_in->stack_offset, color_out->stack_offset);
3537         compiler.add_node(NODE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
3538 }
3539
3540 void HSVNode::compile(OSLCompiler& compiler)
3541 {
3542         compiler.add(this, "node_hsv");
3543 }
3544
3545 /* Attribute */
3546
3547 AttributeNode::AttributeNode()
3548 : ShaderNode("attribute")
3549 {
3550         attribute = "";
3551
3552         add_output("Color",  SHADER_SOCKET_COLOR);
3553         add_output("Vector",  SHADER_SOCKET_VECTOR);
3554         add_output("Fac",  SHADER_SOCKET_FLOAT);
3555 }
3556
3557 void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
3558 {
3559         ShaderOutput *color_out = output("Color");
3560         ShaderOutput *vector_out = output("Vector");
3561         ShaderOutput *fac_out = output("Fac");
3562
3563         if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty()) {
3564                 AttributeStandard std = Attribute::name_standard(attribute.c_str());
3565
3566                 if(std != ATTR_STD_NONE)
3567                         attributes->add(std);
3568                 else
3569                         attributes->add(attribute);
3570         }
3571
3572         if(shader->has_volume)
3573                 attributes->add(ATTR_STD_GENERATED_TRANSFORM);
3574
3575         ShaderNode::attributes(shader, attributes);
3576 }
3577
3578 void AttributeNode::compile(SVMCompiler& compiler)
3579 {
3580         ShaderOutput *color_out = output("Color");
3581         ShaderOutput *vector_out = output("Vector");
3582         ShaderOutput *fac_out = output("Fac");
3583         NodeType attr_node = NODE_ATTR;
3584         AttributeStandard std = Attribute::name_standard(attribute.c_str());
3585         int attr;
3586
3587         if(std != ATTR_STD_NONE)
3588                 attr = compiler.attribute(std);
3589         else
3590                 attr = compiler.attribute(attribute);
3591
3592         if(bump == SHADER_BUMP_DX)
3593                 attr_node = NODE_ATTR_BUMP_DX;
3594         else if(bump == SHADER_BUMP_DY)
3595                 attr_node = NODE_ATTR_BUMP_DY;
3596
3597         if(!color_out->links.empty() || !vector_out->links.empty()) {
3598                 if(!color_out->links.empty()) {
3599                         compiler.stack_assign(color_out);
3600                         compiler.add_node(attr_node, attr, color_out->stack_offset, NODE_ATTR_FLOAT3);
3601                 }
3602                 if(!vector_out->links.empty()) {
3603                         compiler.stack_assign(vector_out);
3604                         compiler.add_node(attr_node, attr, vector_out->stack_offset, NODE_ATTR_FLOAT3);
3605                 }
3606         }
3607
3608         if(!fac_out->links.empty()) {
3609                 compiler.stack_assign(fac_out);
3610                 compiler.add_node(attr_node, attr, fac_out->stack_offset, NODE_ATTR_FLOAT);
3611         }
3612 }
3613
3614 void AttributeNode::compile(OSLCompiler& compiler)
3615 {
3616         if(bump == SHADER_BUMP_DX)
3617                 compiler.parameter("bump_offset", "dx");
3618         else if(bump == SHADER_BUMP_DY)
3619                 compiler.parameter("bump_offset", "dy");
3620         else
3621                 compiler.parameter("bump_offset", "center");
3622         
3623         if(Attribute::name_standard(attribute.c_str()) != ATTR_STD_NONE)
3624                 compiler.parameter("name", (string("geom:") + attribute.c_str()).c_str());
3625         else
3626                 compiler.parameter("name", attribute.c_str());
3627
3628         compiler.add(this, "node_attribute");
3629 }
3630
3631 /* Camera */
3632
3633 CameraNode::CameraNode()
3634 : ShaderNode("camera")
3635 {
3636         add_output("View Vector",  SHADER_SOCKET_VECTOR);
3637         add_output("View Z Depth",  SHADER_SOCKET_FLOAT);
3638         add_output("View Distance",  SHADER_SOCKET_FLOAT);
3639 }
3640
3641 void CameraNode::compile(SVMCompiler& compiler)
3642 {
3643         ShaderOutput *vector_out = output("View Vector");
3644         ShaderOutput *z_depth_out = output("View Z Depth");
3645         ShaderOutput *distance_out = output("View Distance");
3646
3647         compiler.stack_assign(vector_out);
3648         compiler.stack_assign(z_depth_out);
3649         compiler.stack_assign(distance_out);
3650         compiler.add_node(NODE_CAMERA, vector_out->stack_offset, z_depth_out->stack_offset, distance_out->stack_offset);
3651 }
3652
3653 void CameraNode::compile(OSLCompiler& compiler)
3654 {
3655         compiler.add(this, "node_camera");
3656 }
3657
3658 /* Fresnel */
3659
3660 FresnelNode::FresnelNode()
3661 : ShaderNode("fresnel")
3662 {
3663         add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
3664         add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
3665         add_output("Fac", SHADER_SOCKET_FLOAT);
3666 }
3667
3668 void FresnelNode::compile(SVMCompiler& compiler)
3669 {
3670         ShaderInput *normal_in = input("Normal");
3671         ShaderInput *ior_in = input("IOR");
3672         ShaderOutput *fac_out = output("Fac");
3673
3674         compiler.stack_assign(ior_in);
3675         compiler.stack_assign(fac_out);
3676         
3677         if(normal_in->link)
3678                 compiler.stack_assign(normal_in);
3679