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Implement more nodes #91

@vkoskiv

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@vkoskiv

Here's a big list to track where we're at. Progress is currently happening in the node-improvements branch.
A lot of functionality is still written in the core logic that could be moved over to using nodes instead. I'll mark nodes that require refactoring with a *
For the most part, I'm looking at the nodes available in the Cycles rendering engine to spot some easy nodes to start with.

  • texture node (TODO: Rename to color, perhaps)
  • Diffuse BSDF
  • Glass BSDF
  • Metal BSDF
  • (Dubious) Plastic BSDF (combines diffuse + glass)
  • Mix node
  • Grayscale converter node
  • Texture coordinate node (51ce446)
  • Fresnel node *
  • Transparent BSDF (Alpha blending) * (dda5c92)
  • Emission bsdf * (sort of implemented in f4d52e3 in a hacky way)
  • Sky texture (Logic exists in sky.c, need to expose as a node)
  • Environment map as an output node.
  • Add shader node
  • blackbody node
  • Value type
  • Vector type
  • Math node
  • Vecmath node

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