Esempio n. 1
0
static void blender_camera_from_view(BlenderCamera *bcam, BL::RenderEngine b_engine, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, bool skip_panorama = false)
{
	/* 3d view parameters */
	bcam->nearclip = b_v3d.clip_start();
	bcam->farclip = b_v3d.clip_end();
	bcam->lens = b_v3d.lens();
	bcam->shuttertime = b_scene.render().motion_blur_shutter();
	curvemapping_to_array(b_scene.render().motion_blur_shutter_curve(),
	                      bcam->shutter_curve,
	                      RAMP_TABLE_SIZE);

	if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) {
		/* camera view */
		BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera();

		if(b_ob) {
			blender_camera_from_object(bcam, b_engine, b_ob, skip_panorama);

			if(!skip_panorama && bcam->type == CAMERA_PANORAMA) {
				/* in panorama camera view, we map viewplane to camera border */
				BoundBox2D view_box, cam_box;

				blender_camera_view_subset(b_engine, b_scene.render(), b_scene, b_ob, b_v3d, b_rv3d, width, height,
					&view_box, &cam_box);

				bcam->pano_viewplane = view_box.make_relative_to(cam_box);
			}
			else {
				/* magic zoom formula */
				bcam->zoom = (float)b_rv3d.view_camera_zoom();
				bcam->zoom = (1.41421f + bcam->zoom/50.0f);
				bcam->zoom *= bcam->zoom;
				bcam->zoom = 2.0f/bcam->zoom;

				/* offset */
				bcam->offset = get_float2(b_rv3d.view_camera_offset());
			}
		}
	}
	else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO) {
		/* orthographic view */
		bcam->farclip *= 0.5f;
		bcam->nearclip = -bcam->farclip;

		float sensor_size;
		if(bcam->sensor_fit == BlenderCamera::VERTICAL)
			sensor_size = bcam->sensor_height;
		else
			sensor_size = bcam->sensor_width;

		bcam->type = CAMERA_ORTHOGRAPHIC;
		bcam->ortho_scale = b_rv3d.view_distance() * sensor_size / b_v3d.lens();
	}

	bcam->zoom *= 2.0f;

	/* 3d view transform */
	bcam->matrix = transform_inverse(get_transform(b_rv3d.view_matrix()));
}
Esempio n. 2
0
static float blender_camera_focal_distance(BL::Object b_ob, BL::Camera b_camera)
{
	BL::Object b_dof_object = b_camera.dof_object();

	if(!b_dof_object)
		return b_camera.dof_distance();
	
	/* for dof object, return distance along camera Z direction */
	Transform obmat = transform_clear_scale(get_transform(b_ob.matrix_world()));
	Transform dofmat = get_transform(b_dof_object.matrix_world());
	Transform mat = transform_inverse(obmat) * dofmat;

	return fabsf(transform_get_column(&mat, 3).z);
}
static float blender_camera_focal_distance(BL::RenderEngine b_engine, BL::Object b_ob, BL::Camera b_camera)
{
	BL::Object b_dof_object = b_camera.dof_object();

	if(!b_dof_object)
		return b_camera.dof_distance();
	
	/* for dof object, return distance along camera Z direction */
	BL::Array<float, 16> b_ob_matrix;
	b_engine.camera_model_matrix(b_ob, b_ob_matrix);
	Transform obmat = get_transform(b_ob_matrix);
	Transform dofmat = get_transform(b_dof_object.matrix_world());
	Transform mat = transform_inverse(obmat) * dofmat;

	return fabsf(transform_get_column(&mat, 3).z);
}
Esempio n. 4
0
void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
	Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);

	update();

	if(previous_need_motion != need_motion) {
		/* scene's motion model could have been changed since previous device
		 * camera update this could happen for example in case when one render
		 * layer has got motion pass and another not */
		need_device_update = true;
	}

	if(!need_device_update)
		return;
	
	KernelCamera *kcam = &dscene->data.cam;

	/* store matrices */
	kcam->screentoworld = screentoworld;
	kcam->rastertoworld = rastertoworld;
	kcam->rastertocamera = rastertocamera;
	kcam->cameratoworld = cameratoworld;
	kcam->worldtocamera = worldtocamera;
	kcam->worldtoscreen = worldtoscreen;
	kcam->worldtoraster = worldtoraster;
	kcam->worldtondc = worldtondc;

	/* camera motion */
	kcam->have_motion = 0;

	if(need_motion == Scene::MOTION_PASS) {
		if(type == CAMERA_PANORAMA) {
			if(use_motion) {
				kcam->motion.pre = transform_inverse(motion.pre);
				kcam->motion.post = transform_inverse(motion.post);
			}
			else {
				kcam->motion.pre = kcam->worldtocamera;
				kcam->motion.post = kcam->worldtocamera;
			}
		}
		else {
			if(use_motion) {
				kcam->motion.pre = cameratoraster * transform_inverse(motion.pre);
				kcam->motion.post = cameratoraster * transform_inverse(motion.post);
			}
			else {
				kcam->motion.pre = worldtoraster;
				kcam->motion.post = worldtoraster;
			}
		}
	}
#ifdef __CAMERA_MOTION__
	else if(need_motion == Scene::MOTION_BLUR) {
		if(use_motion) {
			transform_motion_decompose((DecompMotionTransform*)&kcam->motion, &motion, &matrix);
			kcam->have_motion = 1;
		}
	}
#endif

	/* depth of field */
	kcam->aperturesize = aperturesize;
	kcam->focaldistance = focaldistance;
	kcam->blades = (blades < 3)? 0.0f: blades;
	kcam->bladesrotation = bladesrotation;

	/* motion blur */
#ifdef __CAMERA_MOTION__
	kcam->shuttertime = (need_motion == Scene::MOTION_BLUR) ? shuttertime: -1.0f;
#else
	kcam->shuttertime = -1.0f;
#endif

	/* type */
	kcam->type = type;

	/* anamorphic lens bokeh */
	kcam->inv_aperture_ratio = 1.0f / aperture_ratio;

	/* panorama */
	kcam->panorama_type = panorama_type;
	kcam->fisheye_fov = fisheye_fov;
	kcam->fisheye_lens = fisheye_lens;
	kcam->equirectangular_range = make_float4(longitude_min - longitude_max, -longitude_min,
	                                          latitude_min -  latitude_max, -latitude_min + M_PI_2_F);

	/* sensor size */
	kcam->sensorwidth = sensorwidth;
	kcam->sensorheight = sensorheight;

	/* render size */
	kcam->width = width;
	kcam->height = height;
	kcam->resolution = resolution;

	/* store differentials */
	kcam->dx = float3_to_float4(dx);
	kcam->dy = float3_to_float4(dy);

	/* clipping */
	kcam->nearclip = nearclip;
	kcam->cliplength = (farclip == FLT_MAX)? FLT_MAX: farclip - nearclip;

	/* Camera in volume. */
	kcam->is_inside_volume = 0;

	previous_need_motion = need_motion;
}
Esempio n. 5
0
void Camera::update()
{
	if(!need_update)
		return;

	/* Full viewport to camera border in the viewport. */
	Transform fulltoborder = transform_from_viewplane(viewport_camera_border);
	Transform bordertofull = transform_inverse(fulltoborder);

	/* ndc to raster */
	Transform screentocamera;
	Transform ndctoraster = transform_scale(width, height, 1.0f) * bordertofull;

	/* raster to screen */
	Transform screentondc = fulltoborder * transform_from_viewplane(viewplane);

	Transform screentoraster = ndctoraster * screentondc;
	Transform rastertoscreen = transform_inverse(screentoraster);

	/* screen to camera */
	if(type == CAMERA_PERSPECTIVE)
		screentocamera = transform_inverse(transform_perspective(fov, nearclip, farclip));
	else if(type == CAMERA_ORTHOGRAPHIC)
		screentocamera = transform_inverse(transform_orthographic(nearclip, farclip));
	else
		screentocamera = transform_identity();
	
	Transform cameratoscreen = transform_inverse(screentocamera);

	rastertocamera = screentocamera * rastertoscreen;
	cameratoraster = screentoraster * cameratoscreen;

	cameratoworld = matrix;
	screentoworld = cameratoworld * screentocamera;
	rastertoworld = cameratoworld * rastertocamera;
	ndctoworld = rastertoworld * ndctoraster;

	/* note we recompose matrices instead of taking inverses of the above, this
	 * is needed to avoid inverting near degenerate matrices that happen due to
	 * precision issues with large scenes */
	worldtocamera = transform_inverse(matrix);
	worldtoscreen = cameratoscreen * worldtocamera;
	worldtondc = screentondc * worldtoscreen;
	worldtoraster = ndctoraster * worldtondc;

	/* differentials */
	if(type == CAMERA_ORTHOGRAPHIC) {
		dx = transform_direction(&rastertocamera, make_float3(1, 0, 0));
		dy = transform_direction(&rastertocamera, make_float3(0, 1, 0));
	}
	else if(type == CAMERA_PERSPECTIVE) {
		dx = transform_perspective(&rastertocamera, make_float3(1, 0, 0)) -
		     transform_perspective(&rastertocamera, make_float3(0, 0, 0));
		dy = transform_perspective(&rastertocamera, make_float3(0, 1, 0)) -
		     transform_perspective(&rastertocamera, make_float3(0, 0, 0));
	}
	else {
		dx = make_float3(0.0f, 0.0f, 0.0f);
		dy = make_float3(0.0f, 0.0f, 0.0f);
	}

	dx = transform_direction(&cameratoworld, dx);
	dy = transform_direction(&cameratoworld, dy);

	need_update = false;
	need_device_update = true;
	need_flags_update = true;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fill the Octane Camera properties from Blender View data
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSync::load_camera_from_view(Camera* cam, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, float2& offset, bool skip_panorama) {
    float zoom;

    if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) {
        BL::Object b_ob = (b_v3d.lock_camera_and_layers()) ? b_scene.camera() : b_v3d.camera();

        if(b_ob) {
            cam->matrix = scene->matrix * get_transform(b_ob.matrix_world());

            // Magic zoom formula
            zoom = (float) b_rv3d.view_camera_zoom();
            zoom = (1.41421f + zoom/50.0f);
            zoom *= zoom;
            zoom = 2.0f/zoom;
            zoom *= 2.0f;

            cam->zoom = zoom;

            offset = get_float2(b_rv3d.view_camera_offset());

            load_camera_from_object(cam, b_ob, width, height, offset, skip_panorama);
        }
    } //if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA)
    else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO || b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_PERSP) {
        cam->zoom = 2.0f;

        cam->near_clip_depth    = b_v3d.clip_start();
        cam->far_clip_depth     = b_v3d.clip_end();

        cam->matrix = scene->matrix * transform_inverse(get_transform(b_rv3d.view_matrix()));

        cam->type = CAMERA_PERSPECTIVE;
        if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO)
            cam->ortho = true;
        else
            cam->ortho = false;

        PointerRNA oct_camera = RNA_pointer_get(&b_scene.ptr, "oct_view_cam");
        get_cam_settings(cam, oct_camera, true);

        cam->lens_shift_x   = 0;
        cam->lens_shift_y   = 0;

        cam->sensorwidth    = 32.0f;
        cam->sensorheight   = 18.0f;
        cam->sensor_fit     = Camera::AUTO;

        if(cam->ortho) {
            float ortho_scale;
            get_viewport_ortho_scale(cam, b_rv3d.view_distance(), b_v3d.lens(), width, height, &ortho_scale);
            cam->fov = ortho_scale * cam->zoom;
        }
        else {
            float sensor_size;
            get_camera_sensor_size(cam, width, height, &sensor_size);
            cam->fov = 2.0f * atanf((0.5f * sensor_size * cam->zoom) / b_v3d.lens()) *180.0f / M_PI_F;
        }

        // Position
        cam->look_at.x = cam->eye_point.x = cam->matrix.x.w;
        cam->look_at.y = cam->eye_point.y = cam->matrix.y.w;
        cam->look_at.z = cam->eye_point.z = cam->matrix.z.w;

        if(cam->ortho) {
            float3 dir = transform_direction(&cam->matrix, make_float3(0.0f, 0.0f, b_rv3d.view_distance()));
            cam->eye_point.x = cam->eye_point.x + dir.x;
            cam->eye_point.y = cam->eye_point.y + dir.y;
            cam->eye_point.z = cam->eye_point.z + dir.z;
        }
        else {
            float3 dir = transform_direction(&cam->matrix, make_float3(0.0f, 0.0f, -1.0f));
            cam->look_at.x = cam->look_at.x + dir.x;
            cam->look_at.y = cam->look_at.y + dir.y;
            cam->look_at.z = cam->look_at.z + dir.z;
        }
        cam->up = normalize(transform_direction(&cam->matrix, make_float3(0.0f, 1.0f, 0.0f)));

    } //else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO || b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_PERSP)

    get_camera_border(cam, b_v3d, b_rv3d, width, height);
} //load_camera_from_view()
Esempio n. 7
0
static ShaderNode *add_node(Scene *scene,
                            BL::RenderEngine b_engine,
                            BL::BlendData b_data,
                            BL::Scene b_scene,
                            const bool background,
                            ShaderGraph *graph,
                            BL::ShaderNodeTree b_ntree,
                            BL::ShaderNode b_node)
{
	ShaderNode *node = NULL;

	/* existing blender nodes */
	if(b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
		BL::ShaderNodeRGBCurve b_curve_node(b_node);
		BL::CurveMapping mapping(b_curve_node.mapping());
		RGBCurvesNode *curves = new RGBCurvesNode();
		curvemapping_color_to_array(mapping,
		                            curves->curves,
		                            RAMP_TABLE_SIZE,
		                            true);
		curvemapping_minmax(mapping, true, &curves->min_x, &curves->max_x);
		node = curves;
	}
	if(b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
		BL::ShaderNodeVectorCurve b_curve_node(b_node);
		BL::CurveMapping mapping(b_curve_node.mapping());
		VectorCurvesNode *curves = new VectorCurvesNode();
		curvemapping_color_to_array(mapping,
		                            curves->curves,
		                            RAMP_TABLE_SIZE,
		                            false);
		curvemapping_minmax(mapping, false, &curves->min_x, &curves->max_x);
		node = curves;
	}
	else if(b_node.is_a(&RNA_ShaderNodeValToRGB)) {
		RGBRampNode *ramp = new RGBRampNode();
		BL::ShaderNodeValToRGB b_ramp_node(b_node);
		colorramp_to_array(b_ramp_node.color_ramp(), ramp->ramp, RAMP_TABLE_SIZE);
		ramp->interpolate = b_ramp_node.color_ramp().interpolation() != BL::ColorRamp::interpolation_CONSTANT;
		node = ramp;
	}
	else if(b_node.is_a(&RNA_ShaderNodeRGB)) {
		ColorNode *color = new ColorNode();
		color->value = get_node_output_rgba(b_node, "Color");
		node = color;
	}
	else if(b_node.is_a(&RNA_ShaderNodeValue)) {
		ValueNode *value = new ValueNode();
		value->value = get_node_output_value(b_node, "Value");
		node = value;
	}
	else if(b_node.is_a(&RNA_ShaderNodeCameraData)) {
		node = new CameraNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeInvert)) {
		node = new InvertNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeGamma)) {
		node = new GammaNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
		node = new BrightContrastNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeMixRGB)) {
		BL::ShaderNodeMixRGB b_mix_node(b_node);
		MixNode *mix = new MixNode();
		mix->type = MixNode::type_enum[b_mix_node.blend_type()];
		/* Tag if it's Mix */
		if(b_mix_node.blend_type() == 0) 
			mix->special_type = SHADER_SPECIAL_TYPE_MIX_RGB;

		mix->use_clamp = b_mix_node.use_clamp();
		node = mix;
	}
	else if(b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
		node = new SeparateRGBNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
		node = new CombineRGBNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
		node = new SeparateHSVNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
		node = new CombineHSVNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
		node = new SeparateXYZNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
		node = new CombineXYZNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
		node = new HSVNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
		node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
	}
	else if(b_node.is_a(&RNA_ShaderNodeMath)) {
		BL::ShaderNodeMath b_math_node(b_node);
		MathNode *math = new MathNode();
		math->type = MathNode::type_enum[b_math_node.operation()];
		math->use_clamp = b_math_node.use_clamp();
		node = math;
	}
	else if(b_node.is_a(&RNA_ShaderNodeVectorMath)) {
		BL::ShaderNodeVectorMath b_vector_math_node(b_node);
		VectorMathNode *vmath = new VectorMathNode();
		vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
		node = vmath;
	}
	else if(b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
		BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
		VectorTransformNode *vtransform = new VectorTransformNode();
		vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.vector_type()];
		vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
		vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
		node = vtransform;
	}
	else if(b_node.is_a(&RNA_ShaderNodeNormal)) {
		BL::Node::outputs_iterator out_it;
		b_node.outputs.begin(out_it);

		NormalNode *norm = new NormalNode();
		norm->direction = get_node_output_vector(b_node, "Normal");
		node = norm;
	}
	else if(b_node.is_a(&RNA_ShaderNodeMapping)) {
		BL::ShaderNodeMapping b_mapping_node(b_node);
		MappingNode *mapping = new MappingNode();

		get_tex_mapping(&mapping->tex_mapping, b_mapping_node);

		node = mapping;
	}
	else if(b_node.is_a(&RNA_ShaderNodeFresnel)) {
		node = new FresnelNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
		node = new LayerWeightNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeAddShader)) {
		node = new AddClosureNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeMixShader)) {
		node = new MixClosureNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeAttribute)) {
		BL::ShaderNodeAttribute b_attr_node(b_node);
		AttributeNode *attr = new AttributeNode();
		attr->attribute = b_attr_node.attribute_name();
		node = attr;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBackground)) {
		node = new BackgroundNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeHoldout)) {
		node = new HoldoutNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
		BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
		AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();

		switch(b_aniso_node.distribution()) {
			case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
				aniso->distribution = ustring("Beckmann");
				break;
			case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
				aniso->distribution = ustring("GGX");
				break;
			case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
				aniso->distribution = ustring("Ashikhmin-Shirley");
				break;
		}

		node = aniso;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
		node = new DiffuseBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
		BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);

		SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();

		switch(b_subsurface_node.falloff()) {
		case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
			subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
			break;
		case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
			subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
			break;
		}

		node = subsurface;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
		BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
		GlossyBsdfNode *glossy = new GlossyBsdfNode();
		
		switch(b_glossy_node.distribution()) {
		case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
			glossy->distribution = ustring("Sharp");
			break;
		case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
			glossy->distribution = ustring("Beckmann");
			break;
		case BL::ShaderNodeBsdfGlossy::distribution_GGX:
			glossy->distribution = ustring("GGX");
			break;
		case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
			glossy->distribution = ustring("Ashikhmin-Shirley");
			break;
		}
		node = glossy;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
		BL::ShaderNodeBsdfGlass b_glass_node(b_node);
		GlassBsdfNode *glass = new GlassBsdfNode();
		switch(b_glass_node.distribution()) {
		case BL::ShaderNodeBsdfGlass::distribution_SHARP:
			glass->distribution = ustring("Sharp");
			break;
		case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
			glass->distribution = ustring("Beckmann");
			break;
		case BL::ShaderNodeBsdfGlass::distribution_GGX:
			glass->distribution = ustring("GGX");
			break;
		}
		node = glass;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
		BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
		RefractionBsdfNode *refraction = new RefractionBsdfNode();
		switch(b_refraction_node.distribution()) {
			case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
				refraction->distribution = ustring("Sharp");
				break;
			case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
				refraction->distribution = ustring("Beckmann");
				break;
			case BL::ShaderNodeBsdfRefraction::distribution_GGX:
				refraction->distribution = ustring("GGX");
				break;
		}
		node = refraction;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
		BL::ShaderNodeBsdfToon b_toon_node(b_node);
		ToonBsdfNode *toon = new ToonBsdfNode();
		switch(b_toon_node.component()) {
			case BL::ShaderNodeBsdfToon::component_DIFFUSE:
				toon->component = ustring("Diffuse");
				break;
			case BL::ShaderNodeBsdfToon::component_GLOSSY:
				toon->component = ustring("Glossy");
				break;
		}
		node = toon;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
		BL::ShaderNodeBsdfHair b_hair_node(b_node);
		HairBsdfNode *hair = new HairBsdfNode();
		switch(b_hair_node.component()) {
			case BL::ShaderNodeBsdfHair::component_Reflection:
				hair->component = ustring("Reflection");
				break;
			case BL::ShaderNodeBsdfHair::component_Transmission:
				hair->component = ustring("Transmission");
				break;
		}
		node = hair;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
		node = new TranslucentBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
		node = new TransparentBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
		node = new VelvetBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeEmission)) {
		node = new EmissionNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
		node = new AmbientOcclusionNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
		node = new ScatterVolumeNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
		node = new AbsorptionVolumeNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
		node = new GeometryNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeWireframe)) {
		BL::ShaderNodeWireframe b_wireframe_node(b_node);
		WireframeNode *wire = new WireframeNode();
		wire->use_pixel_size = b_wireframe_node.use_pixel_size();
		node = wire;
	}
	else if(b_node.is_a(&RNA_ShaderNodeWavelength)) {
		node = new WavelengthNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBlackbody)) {
		node = new BlackbodyNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeLightPath)) {
		node = new LightPathNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
		node = new LightFalloffNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
		node = new ObjectInfoNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
		node = new ParticleInfoNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeHairInfo)) {
		node = new HairInfoNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBump)) {
		BL::ShaderNodeBump b_bump_node(b_node);
		BumpNode *bump = new BumpNode();
		bump->invert = b_bump_node.invert();
		node = bump;
	}
	else if(b_node.is_a(&RNA_ShaderNodeScript)) {
#ifdef WITH_OSL
		if(scene->shader_manager->use_osl()) {
			/* create script node */
			BL::ShaderNodeScript b_script_node(b_node);
			OSLScriptNode *script_node = new OSLScriptNode();

			OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
			string bytecode_hash = b_script_node.bytecode_hash();

			/* Gather additional information from the shader, such as
			 * input/output type info needed for proper node construction.
			 */
			OSL::OSLQuery query;
#if OSL_LIBRARY_VERSION_CODE >= 10701
			if(!bytecode_hash.empty()) {
				query.open_bytecode(b_script_node.bytecode());
			}
			else {
				!OSLShaderManager::osl_query(query, b_script_node.filepath());
			}
			/* TODO(sergey): Add proper query info error parsing. */
#endif

			/* Generate inputs/outputs from node sockets
			 *
			 * Note: the node sockets are generated from OSL parameters,
			 * so the names match those of the corresponding parameters exactly.
			 *
			 * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
			 * Socket names must be stored in the extra lists instead. */
			BL::Node::inputs_iterator b_input;

			for(b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
				script_node->input_names.push_back(ustring(b_input->name()));
				ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
				                                            convert_osl_socket_type(query, *b_input));
				set_default_value(input, *b_input, b_data, b_ntree);
			}

			BL::Node::outputs_iterator b_output;

			for(b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
				script_node->output_names.push_back(ustring(b_output->name()));
				script_node->add_output(script_node->output_names.back().c_str(),
				                        convert_osl_socket_type(query, *b_output));
			}

			/* load bytecode or filepath */
			if(!bytecode_hash.empty()) {
				/* loaded bytecode if not already done */
				if(!manager->shader_test_loaded(bytecode_hash))
					manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());

				script_node->bytecode_hash = bytecode_hash;
			}
			else {
				/* set filepath */
				script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
			}

			node = script_node;
		}
#else
		(void)b_data;
		(void)b_ntree;
#endif
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexImage)) {
		BL::ShaderNodeTexImage b_image_node(b_node);
		BL::Image b_image(b_image_node.image());
		ImageTextureNode *image = new ImageTextureNode();
		if(b_image) {
			/* builtin images will use callback-based reading because
			 * they could only be loaded correct from blender side
			 */
			bool is_builtin = b_image.packed_file() ||
			                  b_image.source() == BL::Image::source_GENERATED ||
			                  b_image.source() == BL::Image::source_MOVIE ||
			                  b_engine.is_preview();

			if(is_builtin) {
				/* for builtin images we're using image datablock name to find an image to
				 * read pixels from later
				 *
				 * also store frame number as well, so there's no differences in handling
				 * builtin names for packed images and movies
				 */
				int scene_frame = b_scene.frame_current();
				int image_frame = image_user_frame_number(b_image_node.image_user(), scene_frame);
				image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
				image->builtin_data = b_image.ptr.data;
			}
			else {
				image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
				image->builtin_data = NULL;
			}

			image->animated = b_image_node.image_user().use_auto_refresh();
			image->use_alpha = b_image.use_alpha();

			/* TODO(sergey): Does not work properly when we change builtin type. */
			if(b_image.is_updated()) {
				scene->image_manager->tag_reload_image(
				        image->filename,
				        image->builtin_data,
				        (InterpolationType)b_image_node.interpolation(),
				        (ExtensionType)b_image_node.extension());
			}
		}
		image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
		image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
		image->interpolation = (InterpolationType)b_image_node.interpolation();
		image->extension = (ExtensionType)b_image_node.extension();
		image->projection_blend = b_image_node.projection_blend();
		get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
		node = image;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
		BL::ShaderNodeTexEnvironment b_env_node(b_node);
		BL::Image b_image(b_env_node.image());
		EnvironmentTextureNode *env = new EnvironmentTextureNode();
		if(b_image) {
			bool is_builtin = b_image.packed_file() ||
			                  b_image.source() == BL::Image::source_GENERATED ||
			                  b_image.source() == BL::Image::source_MOVIE ||
			                  b_engine.is_preview();

			if(is_builtin) {
				int scene_frame = b_scene.frame_current();
				int image_frame = image_user_frame_number(b_env_node.image_user(), scene_frame);
				env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
				env->builtin_data = b_image.ptr.data;
			}
			else {
				env->filename = image_user_file_path(b_env_node.image_user(), b_image, b_scene.frame_current());
				env->animated = b_env_node.image_user().use_auto_refresh();
				env->builtin_data = NULL;
			}

			env->use_alpha = b_image.use_alpha();

			/* TODO(sergey): Does not work properly when we change builtin type. */
			if(b_image.is_updated()) {
				scene->image_manager->tag_reload_image(env->filename,
				                                       env->builtin_data,
				                                       (InterpolationType)b_env_node.interpolation(),
				                                       EXTENSION_REPEAT);
			}
		}
		env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
		env->interpolation = (InterpolationType)b_env_node.interpolation();
		env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
		get_tex_mapping(&env->tex_mapping, b_env_node.texture_mapping());
		node = env;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexGradient)) {
		BL::ShaderNodeTexGradient b_gradient_node(b_node);
		GradientTextureNode *gradient = new GradientTextureNode();
		gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
		get_tex_mapping(&gradient->tex_mapping, b_gradient_node.texture_mapping());
		node = gradient;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
		BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
		VoronoiTextureNode *voronoi = new VoronoiTextureNode();
		voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
		get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.texture_mapping());
		node = voronoi;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexMagic)) {
		BL::ShaderNodeTexMagic b_magic_node(b_node);
		MagicTextureNode *magic = new MagicTextureNode();
		magic->depth = b_magic_node.turbulence_depth();
		get_tex_mapping(&magic->tex_mapping, b_magic_node.texture_mapping());
		node = magic;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexWave)) {
		BL::ShaderNodeTexWave b_wave_node(b_node);
		WaveTextureNode *wave = new WaveTextureNode();
		wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
		get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
		node = wave;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexChecker)) {
		BL::ShaderNodeTexChecker b_checker_node(b_node);
		CheckerTextureNode *checker = new CheckerTextureNode();
		get_tex_mapping(&checker->tex_mapping, b_checker_node.texture_mapping());
		node = checker;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexBrick)) {
		BL::ShaderNodeTexBrick b_brick_node(b_node);
		BrickTextureNode *brick = new BrickTextureNode();
		brick->offset = b_brick_node.offset();
		brick->offset_frequency = b_brick_node.offset_frequency();
		brick->squash = b_brick_node.squash();
		brick->squash_frequency = b_brick_node.squash_frequency();
		get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
		node = brick;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexNoise)) {
		BL::ShaderNodeTexNoise b_noise_node(b_node);
		NoiseTextureNode *noise = new NoiseTextureNode();
		get_tex_mapping(&noise->tex_mapping, b_noise_node.texture_mapping());
		node = noise;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
		BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
		MusgraveTextureNode *musgrave = new MusgraveTextureNode();
		musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
		get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.texture_mapping());
		node = musgrave;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexCoord)) {
		BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
		TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
		tex_coord->from_dupli = b_tex_coord_node.from_dupli();
		if(b_tex_coord_node.object()) {
			tex_coord->use_transform = true;
			tex_coord->ob_tfm = get_transform(b_tex_coord_node.object().matrix_world());
		}
		node = tex_coord;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexSky)) {
		BL::ShaderNodeTexSky b_sky_node(b_node);
		SkyTextureNode *sky = new SkyTextureNode();
		sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()];
		sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
		sky->turbidity = b_sky_node.turbidity();
		sky->ground_albedo = b_sky_node.ground_albedo();
		get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
		node = sky;
	}
	else if(b_node.is_a(&RNA_ShaderNodeNormalMap)) {
		BL::ShaderNodeNormalMap b_normal_map_node(b_node);
		NormalMapNode *nmap = new NormalMapNode();
		nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
		nmap->attribute = b_normal_map_node.uv_map();
		node = nmap;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTangent)) {
		BL::ShaderNodeTangent b_tangent_node(b_node);
		TangentNode *tangent = new TangentNode();
		tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
		tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
		tangent->attribute = b_tangent_node.uv_map();
		node = tangent;
	}
	else if(b_node.is_a(&RNA_ShaderNodeUVMap)) {
		BL::ShaderNodeUVMap b_uvmap_node(b_node);
		UVMapNode *uvm = new UVMapNode();
		uvm->attribute = b_uvmap_node.uv_map();
		uvm->from_dupli = b_uvmap_node.from_dupli();
		node = uvm;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
		BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
		PointDensityTextureNode *point_density = new PointDensityTextureNode();
		point_density->filename = b_point_density_node.name();
		point_density->space =
		        PointDensityTextureNode::space_enum[(int)b_point_density_node.space()];
		point_density->interpolation =
		        (InterpolationType)b_point_density_node.interpolation();
		point_density->builtin_data = b_point_density_node.ptr.data;

		/* Transformation form world space to texture space. */
		BL::Object b_ob(b_point_density_node.object());
		if(b_ob) {
			float3 loc, size;
			point_density_texture_space(b_point_density_node, loc, size);
			point_density->tfm =
			        transform_translate(-loc) * transform_scale(size) *
			        transform_inverse(get_transform(b_ob.matrix_world()));
		}

		/* TODO(sergey): Use more proper update flag. */
		if(true) {
			int settings = background ? 1 : 0;  /* 1 - render settings, 0 - vewport settings. */
			b_point_density_node.cache_point_density(b_scene, settings);
			scene->image_manager->tag_reload_image(
			        point_density->filename,
			        point_density->builtin_data,
			        point_density->interpolation,
			        EXTENSION_CLIP);
		}
		node = point_density;
	}

	if(node)
		graph->add(node);

	return node;
}
Esempio n. 8
0
void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
	Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);

	update();

	if(previous_need_motion != need_motion) {
		/* scene's motion model could have been changed since previous device
		 * camera update this could happen for example in case when one render
		 * layer has got motion pass and another not */
		need_device_update = true;
	}

	if(!need_device_update)
		return;
	
	KernelCamera *kcam = &dscene->data.cam;

	/* store matrices */
	kcam->screentoworld = screentoworld;
	kcam->rastertoworld = rastertoworld;
	kcam->rastertocamera = rastertocamera;
	kcam->cameratoworld = cameratoworld;
	kcam->worldtocamera = worldtocamera;
	kcam->worldtoscreen = worldtoscreen;
	kcam->worldtoraster = worldtoraster;
	kcam->worldtondc = worldtondc;

	/* camera motion */
	kcam->have_motion = 0;
	kcam->have_perspective_motion = 0;

	if(need_motion == Scene::MOTION_PASS) {
		/* TODO(sergey): Support perspective (zoom, fov) motion. */
		if(type == CAMERA_PANORAMA) {
			if(use_motion) {
				kcam->motion.pre = transform_inverse(motion.pre);
				kcam->motion.post = transform_inverse(motion.post);
			}
			else {
				kcam->motion.pre = kcam->worldtocamera;
				kcam->motion.post = kcam->worldtocamera;
			}
		}
		else {
			if(use_motion) {
				kcam->motion.pre = cameratoraster * transform_inverse(motion.pre);
				kcam->motion.post = cameratoraster * transform_inverse(motion.post);
			}
			else {
				kcam->motion.pre = worldtoraster;
				kcam->motion.post = worldtoraster;
			}
		}
	}
#ifdef __CAMERA_MOTION__
	else if(need_motion == Scene::MOTION_BLUR) {
		if(use_motion) {
			transform_motion_decompose((DecompMotionTransform*)&kcam->motion, &motion, &matrix);
			kcam->have_motion = 1;
		}
		if(use_perspective_motion) {
			kcam->perspective_motion = perspective_motion;
			kcam->have_perspective_motion = 1;
		}
	}
#endif

	/* depth of field */
	kcam->aperturesize = aperturesize;
	kcam->focaldistance = focaldistance;
	kcam->blades = (blades < 3)? 0.0f: blades;
	kcam->bladesrotation = bladesrotation;

	/* motion blur */
#ifdef __CAMERA_MOTION__
	kcam->shuttertime = (need_motion == Scene::MOTION_BLUR) ? shuttertime: -1.0f;

	if(need_motion == Scene::MOTION_BLUR) {
		vector<float> shutter_table;
		util_cdf_inverted(SHUTTER_TABLE_SIZE,
		                  0.0f,
		                  1.0f,
		                  function_bind(shutter_curve_eval, _1, shutter_curve),
		                  false,
		                  shutter_table);
		shutter_table_offset = scene->lookup_tables->add_table(dscene,
		                                                       shutter_table);
		kcam->shutter_table_offset = (int)shutter_table_offset;
	}
	else if(shutter_table_offset != TABLE_OFFSET_INVALID) {
		scene->lookup_tables->remove_table(shutter_table_offset);
		shutter_table_offset = TABLE_OFFSET_INVALID;
	}
#else
	kcam->shuttertime = -1.0f;
#endif

	/* type */
	kcam->type = type;

	/* anamorphic lens bokeh */
	kcam->inv_aperture_ratio = 1.0f / aperture_ratio;

	/* panorama */
	kcam->panorama_type = panorama_type;
	kcam->fisheye_fov = fisheye_fov;
	kcam->fisheye_lens = fisheye_lens;
	kcam->equirectangular_range = make_float4(longitude_min - longitude_max, -longitude_min,
	                                          latitude_min -  latitude_max, -latitude_min + M_PI_2_F);

	switch(stereo_eye) {
		case STEREO_LEFT:
			kcam->interocular_offset = -interocular_distance * 0.5f;
			break;
		case STEREO_RIGHT:
			kcam->interocular_offset = interocular_distance * 0.5f;
			break;
		case STEREO_NONE:
		default:
			kcam->interocular_offset = 0.0f;
			break;
	}

	kcam->convergence_distance = convergence_distance;

	/* sensor size */
	kcam->sensorwidth = sensorwidth;
	kcam->sensorheight = sensorheight;

	/* render size */
	kcam->width = width;
	kcam->height = height;
	kcam->resolution = resolution;

	/* store differentials */
	kcam->dx = float3_to_float4(dx);
	kcam->dy = float3_to_float4(dy);

	/* clipping */
	kcam->nearclip = nearclip;
	kcam->cliplength = (farclip == FLT_MAX)? FLT_MAX: farclip - nearclip;

	/* Camera in volume. */
	kcam->is_inside_volume = 0;

	/* Rolling shutter effect */
	kcam->rolling_shutter_type = rolling_shutter_type;
	kcam->rolling_shutter_duration = rolling_shutter_duration;

	previous_need_motion = need_motion;
}
static ShaderNode *add_node(Scene *scene,
                            BL::RenderEngine& b_engine,
                            BL::BlendData& b_data,
                            BL::Scene& b_scene,
                            const bool background,
                            ShaderGraph *graph,
                            BL::ShaderNodeTree& b_ntree,
                            BL::ShaderNode& b_node)
{
	ShaderNode *node = NULL;

	/* existing blender nodes */
	if(b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
		BL::ShaderNodeRGBCurve b_curve_node(b_node);
		BL::CurveMapping mapping(b_curve_node.mapping());
		RGBCurvesNode *curves = new RGBCurvesNode();
		curvemapping_color_to_array(mapping,
		                            curves->curves,
		                            RAMP_TABLE_SIZE,
		                            true);
		curvemapping_minmax(mapping, true, &curves->min_x, &curves->max_x);
		node = curves;
	}
	if(b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
		BL::ShaderNodeVectorCurve b_curve_node(b_node);
		BL::CurveMapping mapping(b_curve_node.mapping());
		VectorCurvesNode *curves = new VectorCurvesNode();
		curvemapping_color_to_array(mapping,
		                            curves->curves,
		                            RAMP_TABLE_SIZE,
		                            false);
		curvemapping_minmax(mapping, false, &curves->min_x, &curves->max_x);
		node = curves;
	}
	else if(b_node.is_a(&RNA_ShaderNodeValToRGB)) {
		RGBRampNode *ramp = new RGBRampNode();
		BL::ShaderNodeValToRGB b_ramp_node(b_node);
		BL::ColorRamp b_color_ramp(b_ramp_node.color_ramp());
		colorramp_to_array(b_color_ramp, ramp->ramp, ramp->ramp_alpha, RAMP_TABLE_SIZE);
		ramp->interpolate = b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT;
		node = ramp;
	}
	else if(b_node.is_a(&RNA_ShaderNodeRGB)) {
		ColorNode *color = new ColorNode();
		color->value = get_node_output_rgba(b_node, "Color");
		node = color;
	}
	else if(b_node.is_a(&RNA_ShaderNodeValue)) {
		ValueNode *value = new ValueNode();
		value->value = get_node_output_value(b_node, "Value");
		node = value;
	}
	else if(b_node.is_a(&RNA_ShaderNodeCameraData)) {
		node = new CameraNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeInvert)) {
		node = new InvertNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeGamma)) {
		node = new GammaNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
		node = new BrightContrastNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeMixRGB)) {
		BL::ShaderNodeMixRGB b_mix_node(b_node);
		MixNode *mix = new MixNode();
		mix->type = (NodeMix)b_mix_node.blend_type();
		mix->use_clamp = b_mix_node.use_clamp();
		node = mix;
	}
	else if(b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
		node = new SeparateRGBNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
		node = new CombineRGBNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
		node = new SeparateHSVNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
		node = new CombineHSVNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
		node = new SeparateXYZNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
		node = new CombineXYZNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
		node = new HSVNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
		node = new RGBToBWNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeMath)) {
		BL::ShaderNodeMath b_math_node(b_node);
		MathNode *math = new MathNode();
		math->type = (NodeMath)b_math_node.operation();
		math->use_clamp = b_math_node.use_clamp();
		node = math;
	}
	else if(b_node.is_a(&RNA_ShaderNodeVectorMath)) {
		BL::ShaderNodeVectorMath b_vector_math_node(b_node);
		VectorMathNode *vmath = new VectorMathNode();
		vmath->type = (NodeVectorMath)b_vector_math_node.operation();
		node = vmath;
	}
	else if(b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
		BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
		VectorTransformNode *vtransform = new VectorTransformNode();
		vtransform->type = (NodeVectorTransformType)b_vector_transform_node.vector_type();
		vtransform->convert_from = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_from();
		vtransform->convert_to = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to();
		node = vtransform;
	}
	else if(b_node.is_a(&RNA_ShaderNodeNormal)) {
		BL::Node::outputs_iterator out_it;
		b_node.outputs.begin(out_it);

		NormalNode *norm = new NormalNode();
		norm->direction = get_node_output_vector(b_node, "Normal");
		node = norm;
	}
	else if(b_node.is_a(&RNA_ShaderNodeMapping)) {
		BL::ShaderNodeMapping b_mapping_node(b_node);
		MappingNode *mapping = new MappingNode();

		get_tex_mapping(&mapping->tex_mapping, b_mapping_node);

		node = mapping;
	}
	else if(b_node.is_a(&RNA_ShaderNodeFresnel)) {
		node = new FresnelNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
		node = new LayerWeightNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeAddShader)) {
		node = new AddClosureNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeMixShader)) {
		node = new MixClosureNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeAttribute)) {
		BL::ShaderNodeAttribute b_attr_node(b_node);
		AttributeNode *attr = new AttributeNode();
		attr->attribute = b_attr_node.attribute_name();
		node = attr;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBackground)) {
		node = new BackgroundNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeHoldout)) {
		node = new HoldoutNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
		BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
		AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();

		switch(b_aniso_node.distribution()) {
			case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
				aniso->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID;
				break;
			case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
				aniso->distribution = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
				break;
			case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
				aniso->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
				break;
		}

		node = aniso;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
		node = new DiffuseBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
		BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);

		SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();

		switch(b_subsurface_node.falloff()) {
			case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
				subsurface->falloff = CLOSURE_BSSRDF_CUBIC_ID;
				break;
			case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
				subsurface->falloff = CLOSURE_BSSRDF_GAUSSIAN_ID;
				break;
			case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
				subsurface->falloff = CLOSURE_BSSRDF_BURLEY_ID;
				break;
		}

		node = subsurface;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
		BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
		GlossyBsdfNode *glossy = new GlossyBsdfNode();
		
		switch(b_glossy_node.distribution()) {
			case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
				glossy->distribution = CLOSURE_BSDF_REFLECTION_ID;
				break;
			case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
				glossy->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
				break;
			case BL::ShaderNodeBsdfGlossy::distribution_GGX:
				glossy->distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
				break;
			case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
				glossy->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
				break;
		}
		node = glossy;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
		BL::ShaderNodeBsdfGlass b_glass_node(b_node);
		GlassBsdfNode *glass = new GlassBsdfNode();
		switch(b_glass_node.distribution()) {
			case BL::ShaderNodeBsdfGlass::distribution_SHARP:
				glass->distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
				break;
			case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
				glass->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID;
				break;
			case BL::ShaderNodeBsdfGlass::distribution_GGX:
				glass->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
				break;
		}
		node = glass;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
		BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
		RefractionBsdfNode *refraction = new RefractionBsdfNode();
		switch(b_refraction_node.distribution()) {
			case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
				refraction->distribution = CLOSURE_BSDF_REFRACTION_ID;
				break;
			case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
				refraction->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
				break;
			case BL::ShaderNodeBsdfRefraction::distribution_GGX:
				refraction->distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
				break;
		}
		node = refraction;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
		BL::ShaderNodeBsdfToon b_toon_node(b_node);
		ToonBsdfNode *toon = new ToonBsdfNode();
		switch(b_toon_node.component()) {
			case BL::ShaderNodeBsdfToon::component_DIFFUSE:
				toon->component = CLOSURE_BSDF_DIFFUSE_TOON_ID;
				break;
			case BL::ShaderNodeBsdfToon::component_GLOSSY:
				toon->component = CLOSURE_BSDF_GLOSSY_TOON_ID;
				break;
		}
		node = toon;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
		BL::ShaderNodeBsdfHair b_hair_node(b_node);
		HairBsdfNode *hair = new HairBsdfNode();
		switch(b_hair_node.component()) {
			case BL::ShaderNodeBsdfHair::component_Reflection:
				hair->component = CLOSURE_BSDF_HAIR_REFLECTION_ID;
				break;
			case BL::ShaderNodeBsdfHair::component_Transmission:
				hair->component = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
				break;
		}
		node = hair;
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
		node = new TranslucentBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
		node = new TransparentBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
		node = new VelvetBsdfNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeEmission)) {
		node = new EmissionNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
		node = new AmbientOcclusionNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
		node = new ScatterVolumeNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
		node = new AbsorptionVolumeNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
		node = new GeometryNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeWireframe)) {
		BL::ShaderNodeWireframe b_wireframe_node(b_node);
		WireframeNode *wire = new WireframeNode();
		wire->use_pixel_size = b_wireframe_node.use_pixel_size();
		node = wire;
	}
	else if(b_node.is_a(&RNA_ShaderNodeWavelength)) {
		node = new WavelengthNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBlackbody)) {
		node = new BlackbodyNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeLightPath)) {
		node = new LightPathNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
		node = new LightFalloffNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
		node = new ObjectInfoNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
		node = new ParticleInfoNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeHairInfo)) {
		node = new HairInfoNode();
	}
	else if(b_node.is_a(&RNA_ShaderNodeBump)) {
		BL::ShaderNodeBump b_bump_node(b_node);
		BumpNode *bump = new BumpNode();
		bump->invert = b_bump_node.invert();
		node = bump;
	}
	else if(b_node.is_a(&RNA_ShaderNodeScript)) {
#ifdef WITH_OSL
		if(scene->shader_manager->use_osl()) {
			/* create script node */
			BL::ShaderNodeScript b_script_node(b_node);

			OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
			string bytecode_hash = b_script_node.bytecode_hash();

			if(!bytecode_hash.empty()) {
				node = manager->osl_node("", bytecode_hash, b_script_node.bytecode());
			}
			else {
				string absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
				node = manager->osl_node(absolute_filepath, "");
			}
		}
#else
		(void)b_data;
		(void)b_ntree;
#endif
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexImage)) {
		BL::ShaderNodeTexImage b_image_node(b_node);
		BL::Image b_image(b_image_node.image());
		BL::ImageUser b_image_user(b_image_node.image_user());
		ImageTextureNode *image = new ImageTextureNode();
		if(b_image) {
			/* builtin images will use callback-based reading because
			 * they could only be loaded correct from blender side
			 */
			bool is_builtin = b_image.packed_file() ||
			                  b_image.source() == BL::Image::source_GENERATED ||
			                  b_image.source() == BL::Image::source_MOVIE ||
			                  b_engine.is_preview();

			if(is_builtin) {
				/* for builtin images we're using image datablock name to find an image to
				 * read pixels from later
				 *
				 * also store frame number as well, so there's no differences in handling
				 * builtin names for packed images and movies
				 */
				int scene_frame = b_scene.frame_current();
				int image_frame = image_user_frame_number(b_image_user,
				                                          scene_frame);
				image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
				image->builtin_data = b_image.ptr.data;
			}
			else {
				image->filename = image_user_file_path(b_image_user,
				                                       b_image,
				                                       b_scene.frame_current());
				image->builtin_data = NULL;
			}

			image->animated = b_image_node.image_user().use_auto_refresh();
			image->use_alpha = b_image.use_alpha();

			/* TODO(sergey): Does not work properly when we change builtin type. */
			if(b_image.is_updated()) {
				scene->image_manager->tag_reload_image(
				        image->filename.string(),
				        image->builtin_data,
				        get_image_interpolation(b_image_node),
				        get_image_extension(b_image_node));
			}
		}
		image->color_space = (NodeImageColorSpace)b_image_node.color_space();
		image->projection = (NodeImageProjection)b_image_node.projection();
		image->interpolation = get_image_interpolation(b_image_node);
		image->extension = get_image_extension(b_image_node);
		image->projection_blend = b_image_node.projection_blend();
		BL::TexMapping b_texture_mapping(b_image_node.texture_mapping());
		get_tex_mapping(&image->tex_mapping, b_texture_mapping);
		node = image;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
		BL::ShaderNodeTexEnvironment b_env_node(b_node);
		BL::Image b_image(b_env_node.image());
		BL::ImageUser b_image_user(b_env_node.image_user());
		EnvironmentTextureNode *env = new EnvironmentTextureNode();
		if(b_image) {
			bool is_builtin = b_image.packed_file() ||
			                  b_image.source() == BL::Image::source_GENERATED ||
			                  b_image.source() == BL::Image::source_MOVIE ||
			                  b_engine.is_preview();

			if(is_builtin) {
				int scene_frame = b_scene.frame_current();
				int image_frame = image_user_frame_number(b_image_user,
				                                          scene_frame);
				env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
				env->builtin_data = b_image.ptr.data;
			}
			else {
				env->filename = image_user_file_path(b_image_user,
				                                     b_image,
				                                     b_scene.frame_current());
				env->builtin_data = NULL;
			}

			env->animated = b_env_node.image_user().use_auto_refresh();
			env->use_alpha = b_image.use_alpha();

			/* TODO(sergey): Does not work properly when we change builtin type. */
			if(b_image.is_updated()) {
				scene->image_manager->tag_reload_image(
				        env->filename.string(),
				        env->builtin_data,
				        get_image_interpolation(b_env_node),
				        EXTENSION_REPEAT);
			}
		}
		env->color_space = (NodeImageColorSpace)b_env_node.color_space();
		env->interpolation = get_image_interpolation(b_env_node);
		env->projection = (NodeEnvironmentProjection)b_env_node.projection();
		BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
		get_tex_mapping(&env->tex_mapping, b_texture_mapping);
		node = env;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexGradient)) {
		BL::ShaderNodeTexGradient b_gradient_node(b_node);
		GradientTextureNode *gradient = new GradientTextureNode();
		gradient->type = (NodeGradientType)b_gradient_node.gradient_type();
		BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
		get_tex_mapping(&gradient->tex_mapping, b_texture_mapping);
		node = gradient;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
		BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
		VoronoiTextureNode *voronoi = new VoronoiTextureNode();
		voronoi->coloring = (NodeVoronoiColoring)b_voronoi_node.coloring();
		BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
		get_tex_mapping(&voronoi->tex_mapping, b_texture_mapping);
		node = voronoi;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexMagic)) {
		BL::ShaderNodeTexMagic b_magic_node(b_node);
		MagicTextureNode *magic = new MagicTextureNode();
		magic->depth = b_magic_node.turbulence_depth();
		BL::TexMapping b_texture_mapping(b_magic_node.texture_mapping());
		get_tex_mapping(&magic->tex_mapping, b_texture_mapping);
		node = magic;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexWave)) {
		BL::ShaderNodeTexWave b_wave_node(b_node);
		WaveTextureNode *wave = new WaveTextureNode();
		wave->type = (NodeWaveType)b_wave_node.wave_type();
		wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
		BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
		get_tex_mapping(&wave->tex_mapping, b_texture_mapping);
		node = wave;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexChecker)) {
		BL::ShaderNodeTexChecker b_checker_node(b_node);
		CheckerTextureNode *checker = new CheckerTextureNode();
		BL::TexMapping b_texture_mapping(b_checker_node.texture_mapping());
		get_tex_mapping(&checker->tex_mapping, b_texture_mapping);
		node = checker;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexBrick)) {
		BL::ShaderNodeTexBrick b_brick_node(b_node);
		BrickTextureNode *brick = new BrickTextureNode();
		brick->offset = b_brick_node.offset();
		brick->offset_frequency = b_brick_node.offset_frequency();
		brick->squash = b_brick_node.squash();
		brick->squash_frequency = b_brick_node.squash_frequency();
		BL::TexMapping b_texture_mapping(b_brick_node.texture_mapping());
		get_tex_mapping(&brick->tex_mapping, b_texture_mapping);
		node = brick;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexNoise)) {
		BL::ShaderNodeTexNoise b_noise_node(b_node);
		NoiseTextureNode *noise = new NoiseTextureNode();
		BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
		get_tex_mapping(&noise->tex_mapping, b_texture_mapping);
		node = noise;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
		BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
		MusgraveTextureNode *musgrave = new MusgraveTextureNode();
		musgrave->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
		BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
		get_tex_mapping(&musgrave->tex_mapping, b_texture_mapping);
		node = musgrave;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexCoord)) {
		BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
		TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
		tex_coord->from_dupli = b_tex_coord_node.from_dupli();
		if(b_tex_coord_node.object()) {
			tex_coord->use_transform = true;
			tex_coord->ob_tfm = get_transform(b_tex_coord_node.object().matrix_world());
		}
		node = tex_coord;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexSky)) {
		BL::ShaderNodeTexSky b_sky_node(b_node);
		SkyTextureNode *sky = new SkyTextureNode();
		sky->type = (NodeSkyType)b_sky_node.sky_type();
		sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
		sky->turbidity = b_sky_node.turbidity();
		sky->ground_albedo = b_sky_node.ground_albedo();
		BL::TexMapping b_texture_mapping(b_sky_node.texture_mapping());
		get_tex_mapping(&sky->tex_mapping, b_texture_mapping);
		node = sky;
	}
	else if(b_node.is_a(&RNA_ShaderNodeNormalMap)) {
		BL::ShaderNodeNormalMap b_normal_map_node(b_node);
		NormalMapNode *nmap = new NormalMapNode();
		nmap->space = (NodeNormalMapSpace)b_normal_map_node.space();
		nmap->attribute = b_normal_map_node.uv_map();
		node = nmap;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTangent)) {
		BL::ShaderNodeTangent b_tangent_node(b_node);
		TangentNode *tangent = new TangentNode();
		tangent->direction_type = (NodeTangentDirectionType)b_tangent_node.direction_type();
		tangent->axis = (NodeTangentAxis)b_tangent_node.axis();
		tangent->attribute = b_tangent_node.uv_map();
		node = tangent;
	}
	else if(b_node.is_a(&RNA_ShaderNodeUVMap)) {
		BL::ShaderNodeUVMap b_uvmap_node(b_node);
		UVMapNode *uvm = new UVMapNode();
		uvm->attribute = b_uvmap_node.uv_map();
		uvm->from_dupli = b_uvmap_node.from_dupli();
		node = uvm;
	}
	else if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
		BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
		PointDensityTextureNode *point_density = new PointDensityTextureNode();
		point_density->filename = b_point_density_node.name();
		point_density->space = (NodeTexVoxelSpace)b_point_density_node.space();
		point_density->interpolation = get_image_interpolation(b_point_density_node);
		point_density->builtin_data = b_point_density_node.ptr.data;

		/* 1 - render settings, 0 - vewport settings. */
		int settings = background ? 1 : 0;

		/* TODO(sergey): Use more proper update flag. */
		if(true) {
			b_point_density_node.cache_point_density(b_scene, settings);
			scene->image_manager->tag_reload_image(
			        point_density->filename.string(),
			        point_density->builtin_data,
			        point_density->interpolation,
			        EXTENSION_CLIP);
		}
		node = point_density;

		/* Transformation form world space to texture space.
		 *
		 * NOTE: Do this after the texture is cached, this is because getting
		 * min/max will need to access this cache.
		 */
		BL::Object b_ob(b_point_density_node.object());
		if(b_ob) {
			float3 loc, size;
			point_density_texture_space(b_scene,
			                            b_point_density_node,
			                            settings,
			                            loc,
			                            size);
			point_density->tfm =
			        transform_translate(-loc) * transform_scale(size) *
			        transform_inverse(get_transform(b_ob.matrix_world()));
		}
	}

	if(node)
		graph->add(node);

	return node;
}