99 void add_node(
int a = 0,
int b = 0,
int c = 0,
int d = 0);
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
void reset()
clear internal cached data and reset random seed
ShaderGraph * current_graph
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes, ShaderGraph *graph, CompilerState *state)
void add_node(ShaderNodeType type, int a=0, int b=0, int c=0)
SVMCompiler(Scene *scene)
array< int4 > current_svm_nodes
void generate_closure_node(ShaderNode *node, CompilerState *state)
void stack_clear_offset(SocketType::Type type, int offset)
void generate_node(ShaderNode *node, ShaderNodeSet &done)
int stack_assign_if_linked(ShaderInput *input)
void stack_clear_users(ShaderNode *node, ShaderNodeSet &done)
int stack_size(SocketType::Type type)
void stack_clear_temporary(ShaderNode *node)
uint encode_uchar4(uint x, uint y=0, uint z=0, uint w=0)
uint attribute_standard(ustring name)
void stack_link(ShaderInput *input, ShaderOutput *output)
void find_dependencies(ShaderNodeSet &dependencies, const ShaderNodeSet &done, ShaderInput *input, ShaderNode *skip_node=NULL)
void generate_aov_node(ShaderNode *node, CompilerState *state)
void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state)
uint closure_mix_weight_offset()
bool is_linked(ShaderInput *input)
void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state)
uint get_bump_state_offset()
std::atomic_int * svm_node_types_used
int stack_find_offset(int size)
void compile(Shader *shader, array< int4 > &svm_nodes, int index, Summary *summary=NULL)
void generated_shared_closure_nodes(ShaderNode *root_node, ShaderNode *node, CompilerState *state, const ShaderNodeSet &shared)
int stack_assign(ShaderOutput *output)
void device_free(Device *device, DeviceScene *dscene, Scene *scene) override
void device_update_specific(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress) override
void device_update_shader(Scene *scene, Shader *shader, Progress *progress, array< int4 > *svm_nodes)
local_group_size(16, 16) .push_constant(Type b
#define CCL_NAMESPACE_END
set< ShaderNode *, ShaderNodeIDComparator > ShaderNodeSet
ShaderNodeSet closure_done
vector< bool > nodes_done_flag
CompilerState(ShaderGraph *graph)
Stack & operator=(const Stack &other)
int users[SVM_STACK_SIZE]
Stack(const Stack &other)
double time_generate_volume
double time_generate_surface
double time_generate_bump
string full_report() const
double time_generate_displacement