[Bf-blender-cvs] [ebdd2e0] master: Cycles: make shader node enums consistently lower case, update OSL shaders accordingly.
Brecht Van Lommel
noreply at git.blender.org
Sat Jun 11 23:50:44 CEST 2016
Commit: ebdd2e0b6d4cc8c2427070811a293a7e35a880c6
Author: Brecht Van Lommel
Date: Sat Jun 11 21:56:47 2016 +0200
Branches: master
https://developer.blender.org/rBebdd2e0b6d4cc8c2427070811a293a7e35a880c6
Cycles: make shader node enums consistently lower case, update OSL shaders accordingly.
===================================================================
M intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
M intern/cycles/kernel/shaders/node_environment_texture.osl
M intern/cycles/kernel/shaders/node_glass_bsdf.osl
M intern/cycles/kernel/shaders/node_glossy_bsdf.osl
M intern/cycles/kernel/shaders/node_gradient_texture.osl
M intern/cycles/kernel/shaders/node_hair_bsdf.osl
M intern/cycles/kernel/shaders/node_image_texture.osl
M intern/cycles/kernel/shaders/node_math.osl
M intern/cycles/kernel/shaders/node_mix.osl
M intern/cycles/kernel/shaders/node_musgrave_texture.osl
M intern/cycles/kernel/shaders/node_normal_map.osl
M intern/cycles/kernel/shaders/node_refraction_bsdf.osl
M intern/cycles/kernel/shaders/node_sky_texture.osl
M intern/cycles/kernel/shaders/node_subsurface_scattering.osl
M intern/cycles/kernel/shaders/node_tangent.osl
M intern/cycles/kernel/shaders/node_toon_bsdf.osl
M intern/cycles/kernel/shaders/node_uv_map.osl
M intern/cycles/kernel/shaders/node_vector_math.osl
M intern/cycles/kernel/shaders/node_vector_transform.osl
M intern/cycles/kernel/shaders/node_voronoi_texture.osl
M intern/cycles/kernel/shaders/node_wave_texture.osl
M intern/cycles/render/nodes.cpp
===================================================================
diff --git a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
index 281ed4e..f7f8954 100644
--- a/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl
@@ -45,9 +45,9 @@ shader node_anisotropic_bsdf(
RoughnessV = Roughness / (1.0 - aniso);
}
- if (distribution == "Sharp")
+ if (distribution == "sharp")
BSDF = Color * reflection(Normal);
- else if (distribution == "Beckmann")
+ else if (distribution == "beckmann")
BSDF = Color * microfacet_beckmann_aniso(Normal, T, RoughnessU, RoughnessV);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx_aniso(Normal, T, RoughnessU, RoughnessV);
diff --git a/intern/cycles/kernel/shaders/node_environment_texture.osl b/intern/cycles/kernel/shaders/node_environment_texture.osl
index 3a0b782..0a7f602 100644
--- a/intern/cycles/kernel/shaders/node_environment_texture.osl
+++ b/intern/cycles/kernel/shaders/node_environment_texture.osl
@@ -44,7 +44,7 @@ shader node_environment_texture(
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
vector Vector = P,
string filename = "",
- string projection = "Equirectangular",
+ string projection = "equirectangular",
string interpolation = "linear",
string color_space = "sRGB",
int is_float = 1,
@@ -59,7 +59,7 @@ shader node_environment_texture(
p = normalize(p);
- if (projection == "Equirectangular")
+ if (projection == "equirectangular")
p = environment_texture_direction_to_equirectangular(p);
else
p = environment_texture_direction_to_mirrorball(p);
diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
index 68bc107..8fd0a2f 100644
--- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
@@ -19,7 +19,7 @@
shader node_glass_bsdf(
color Color = 0.8,
- string distribution = "Sharp",
+ string distribution = "sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
@@ -30,9 +30,9 @@ shader node_glass_bsdf(
float cosi = dot(I, Normal);
float Fr = fresnel_dielectric_cos(cosi, eta);
- if (distribution == "Sharp")
+ if (distribution == "sharp")
BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));
- else if (distribution == "Beckmann")
+ else if (distribution == "beckmann")
BSDF = Color * (Fr * microfacet_beckmann(Normal, Roughness) +
(1.0 - Fr) * microfacet_beckmann_refraction(Normal, Roughness, eta));
else if (distribution == "GGX")
diff --git a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
index d3250b3..cc2a66f 100644
--- a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
@@ -24,9 +24,9 @@ shader node_glossy_bsdf(
normal Normal = N,
output closure color BSDF = 0)
{
- if (distribution == "Sharp")
+ if (distribution == "sharp")
BSDF = Color * reflection(Normal);
- else if (distribution == "Beckmann")
+ else if (distribution == "beckmann")
BSDF = Color * microfacet_beckmann(Normal, Roughness);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx(Normal, Roughness);
diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl
index 69e2ee5..f458937 100644
--- a/intern/cycles/kernel/shaders/node_gradient_texture.osl
+++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl
@@ -29,31 +29,31 @@ float gradient(point p, string type)
float result = 0.0;
- if (type == "Linear") {
+ if (type == "linear") {
result = x;
}
- else if (type == "Quadratic") {
+ else if (type == "quadratic") {
float r = max(x, 0.0);
result = r * r;
}
- else if (type == "Easing") {
+ else if (type == "easing") {
float r = min(max(x, 0.0), 1.0);
float t = r * r;
result = (3.0 * t - 2.0 * t * r);
}
- else if (type == "Diagonal") {
+ else if (type == "diagonal") {
result = (x + y) * 0.5;
}
- else if (type == "Radial") {
+ else if (type == "radial") {
result = atan2(y, x) / M_2PI + 0.5;
}
else {
float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
- if (type == "Quadratic Sphere")
+ if (type == "quadratic_sphere")
result = r * r;
- else if (type == "Spherical")
+ else if (type == "spherical")
result = r;
}
@@ -63,7 +63,7 @@ float gradient(point p, string type)
shader node_gradient_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- string type = "Linear",
+ string type = "linear",
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
diff --git a/intern/cycles/kernel/shaders/node_hair_bsdf.osl b/intern/cycles/kernel/shaders/node_hair_bsdf.osl
index 54d4cb6..c8cb88f 100644
--- a/intern/cycles/kernel/shaders/node_hair_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_hair_bsdf.osl
@@ -20,7 +20,7 @@
shader node_hair_bsdf(
color Color = 0.8,
- string component = "Reflection",
+ string component = "reflection",
float Offset = 0.0,
float RoughnessU = 0.1,
float RoughnessV = 1.0,
@@ -37,7 +37,7 @@ shader node_hair_bsdf(
BSDF = transparent();
}
else {
- if (component == "Reflection")
+ if (component == "reflection")
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
else
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
@@ -48,7 +48,7 @@ shader node_hair_bsdf(
BSDF = transparent();
}
else {
- if (component == "Reflection")
+ if (component == "reflection")
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset);
else
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset);
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
index d09174f..a004018 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -86,7 +86,7 @@ shader node_image_texture(
point Vector = P,
string filename = "",
string color_space = "sRGB",
- string projection = "Flat",
+ string projection = "flat",
string interpolation = "smartcubic",
string wrap = "periodic",
float projection_blend = 0.0,
@@ -100,7 +100,7 @@ shader node_image_texture(
if (use_mapping)
p = transform(mapping, p);
- if (projection == "Flat") {
+ if (projection == "flat") {
Color = image_texture_lookup(filename,
color_space,
p[0], p[1],
@@ -110,7 +110,7 @@ shader node_image_texture(
interpolation,
wrap);
}
- else if (projection == "Box") {
+ else if (projection == "box") {
/* object space normal */
vector Nob = transform("world", "object", N);
@@ -210,7 +210,7 @@ shader node_image_texture(
Alpha += weight[2] * tmp_alpha;
}
}
- else if (projection == "Sphere") {
+ else if (projection == "sphere") {
point projected = map_to_sphere(texco_remap_square(p));
Color = image_texture_lookup(filename,
color_space,
@@ -221,7 +221,7 @@ shader node_image_texture(
interpolation,
wrap);
}
- else if (projection == "Tube") {
+ else if (projection == "tube") {
point projected = map_to_tube(texco_remap_square(p));
Color = image_texture_lookup(filename,
color_space,
diff --git a/intern/cycles/kernel/shaders/node_math.osl b/intern/cycles/kernel/shaders/node_math.osl
index 85eac0b..f309ef7 100644
--- a/intern/cycles/kernel/shaders/node_math.osl
+++ b/intern/cycles/kernel/shaders/node_math.osl
@@ -49,7 +49,7 @@ float safe_log(float a, float b)
}
shader node_math(
- string type = "Add",
+ string type = "add",
int use_clamp = 0,
float Value1 = 0.0,
float Value2 = 0.0,
@@ -57,43 +57,43 @@ shader node_math(
{
/* OSL asin, acos, pow check for values that could give rise to nan */
- if (type == "Add")
+ if (type == "add")
Value = Value1 + Value2;
- else if (type == "Subtract")
+ else if (type == "subtract")
Value = Value1 - Value2;
- else if (type == "Multiply")
+ else if (type == "multiply")
Value = Value1 * Value2;
- else if (type == "Divide")
+ else if (type == "divide")
Value = safe_divide(Value1, Value2);
- else if (type == "Sine")
+ else if (type == "sine")
Value = sin(Value1);
- else if (type == "Cosine")
+ else if (type == "cosine")
Value = cos(Value1);
- else if (type == "Tangent")
+ else if (type == "tangent")
Value = tan(Value1);
- else if (type == "Arcsine")
+ else if (type == "arcsine")
Value = asin(Value1);
- else if (type == "Arccosine")
+ else if (type == "arccosine")
Value = acos(Value1);
- else if (type == "Arctangent")
+ else if (type == "arctangent")
Value = atan(Value1);
- else if (type == "Power")
+ else if (type == "power")
Value = pow(Value1, Value2);
- else if (type == "Logarithm")
+ else if (type == "logarithm")
Value = safe_log(Value1, Value2);
- else if (type == "Minimum")
+ else if (type == "minimum")
Value = min(Value1, Value2);
- else if (type == "Maximum")
+ else if (type == "maximum")
Value = max(Value1, Value2);
- else if (type == "Round")
+ else if (type == "round")
Value = floor(Value1 + 0.5);
- else if (type == "Less Than")
+ else if (type == "less_than")
Value = Value1 < Value2;
- else if (type == "Greater Than")
+ else if (type == "greater_than")
Value = Value1 > Value2;
- else if (type == "Modulo")
+ else if (type == "modulo")
Value = safe_modulo(Value1, Value2);
- else if (type == "Absolute")
+ else if (type == "absolute")
Value = fabs(Value1);
if (use_clamp)
diff --git a/intern/cycles/kernel/shaders/node_mix.osl b/intern/cycles/kernel/shaders/node_mix.osl
index 4a66748..0862c34 100644
--- a/intern/cycles/kernel/shaders/node_mix.osl
+++ b/intern/cycles/kernel/shaders/node_mix.osl
@@ -277,7 +277,7 @@ color node_mix_clamp(color col)
}
shader node_mix(
@@ Diff output truncated at 10240 characters. @@
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