0e995e0bfe
Patch by Stefan Werner, thanks!
292 lines
8.2 KiB
C++
292 lines
8.2 KiB
C++
/*
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* Copyright 2011-2016 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __GRAPH_H__
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#define __GRAPH_H__
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#include "node.h"
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#include "node_type.h"
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#include "kernel_types.h"
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#include "util_list.h"
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#include "util_map.h"
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#include "util_param.h"
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#include "util_set.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class Scene;
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class Shader;
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class ShaderInput;
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class ShaderOutput;
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class ShaderNode;
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class ShaderGraph;
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class SVMCompiler;
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class OSLCompiler;
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class OutputNode;
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class ConstantFolder;
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/* Bump
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*
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* For bump mapping, a node may be evaluated multiple times, using different
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* samples to reconstruct the normal, this indicates the sample position */
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enum ShaderBump {
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SHADER_BUMP_NONE,
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SHADER_BUMP_CENTER,
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SHADER_BUMP_DX,
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SHADER_BUMP_DY
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};
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/* Identifiers for some special node types.
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*
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* The graph needs to identify these in the clean function.
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* Cannot use dynamic_cast, as this is disabled for OSL. */
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enum ShaderNodeSpecialType {
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SHADER_SPECIAL_TYPE_NONE,
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SHADER_SPECIAL_TYPE_PROXY,
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SHADER_SPECIAL_TYPE_AUTOCONVERT,
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SHADER_SPECIAL_TYPE_GEOMETRY,
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SHADER_SPECIAL_TYPE_SCRIPT,
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SHADER_SPECIAL_TYPE_IMAGE_SLOT,
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SHADER_SPECIAL_TYPE_CLOSURE,
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SHADER_SPECIAL_TYPE_COMBINE_CLOSURE,
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SHADER_SPECIAL_TYPE_OUTPUT,
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SHADER_SPECIAL_TYPE_BUMP,
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};
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/* Input
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*
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* Input socket for a shader node. May be linked to an output or not. If not
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* linked, it will either get a fixed default value, or e.g. a texture
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* coordinate. */
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class ShaderInput {
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public:
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ShaderInput(const SocketType& socket_type_, ShaderNode* parent_)
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: socket_type(socket_type_), parent(parent_), link(NULL), stack_offset(SVM_STACK_INVALID)
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{}
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ustring name() { return socket_type.ui_name; }
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int flags() { return socket_type.flags; }
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SocketType::Type type() { return socket_type.type; }
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void set(float f) { ((Node*)parent)->set(socket_type, f); }
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void set(float3 f) { ((Node*)parent)->set(socket_type, f); }
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const SocketType& socket_type;
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ShaderNode *parent;
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ShaderOutput *link;
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int stack_offset; /* for SVM compiler */
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};
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/* Output
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*
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* Output socket for a shader node. */
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class ShaderOutput {
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public:
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ShaderOutput(const SocketType& socket_type_, ShaderNode* parent_)
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: socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID)
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{}
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ustring name() { return socket_type.ui_name; }
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SocketType::Type type() { return socket_type.type; }
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const SocketType& socket_type;
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ShaderNode *parent;
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vector<ShaderInput*> links;
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int stack_offset; /* for SVM compiler */
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};
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/* Node
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*
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* Shader node in graph, with input and output sockets. This is the virtual
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* base class for all node types. */
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class ShaderNode : public Node {
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public:
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explicit ShaderNode(const NodeType *type);
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virtual ~ShaderNode();
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void create_inputs_outputs(const NodeType *type);
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ShaderInput *input(const char *name);
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ShaderOutput *output(const char *name);
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ShaderInput *input(ustring name);
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ShaderOutput *output(ustring name);
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virtual ShaderNode *clone() const = 0;
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virtual void attributes(Shader *shader, AttributeRequestSet *attributes);
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virtual void compile(SVMCompiler& compiler) = 0;
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virtual void compile(OSLCompiler& compiler) = 0;
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/* ** Node optimization ** */
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/* Check whether the node can be replaced with single constant. */
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virtual void constant_fold(const ConstantFolder& /*folder*/) {}
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/* Simplify settings used by artists to the ones which are simpler to
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* evaluate in the kernel but keep the final result unchanged.
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*/
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virtual void simplify_settings(Scene * /*scene*/) {};
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virtual bool has_surface_emission() { return false; }
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virtual bool has_surface_transparent() { return false; }
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virtual bool has_surface_bssrdf() { return false; }
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virtual bool has_bssrdf_bump() { return false; }
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virtual bool has_spatial_varying() { return false; }
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virtual bool has_object_dependency() { return false; }
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virtual bool has_integrator_dependency() { return false; }
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vector<ShaderInput*> inputs;
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vector<ShaderOutput*> outputs;
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int id; /* index in graph node array */
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ShaderBump bump; /* for bump mapping utility */
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ShaderNodeSpecialType special_type; /* special node type */
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/* ** Selective nodes compilation ** */
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/* TODO(sergey): More explicitly mention in the function names
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* that those functions are for selective compilation only?
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*/
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/* Nodes are split into several groups, group of level 0 contains
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* nodes which are most commonly used, further levels are extension
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* of previous one and includes less commonly used nodes.
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*/
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virtual int get_group() { return NODE_GROUP_LEVEL_0; }
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/* Node feature are used to disable huge nodes inside the group,
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* so it's possible to disable huge nodes inside of the required
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* nodes group.
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*/
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virtual int get_feature() { return bump == SHADER_BUMP_NONE ? 0 : NODE_FEATURE_BUMP; }
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/* Get closure ID to which the node compiles into. */
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virtual ClosureType get_closure_type() { return CLOSURE_NONE_ID; }
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/* Check whether settings of the node equals to another one.
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*
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* This is mainly used to check whether two nodes can be merged
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* together. Meaning, runtime stuff like node id and unbound slots
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* will be ignored for comparison.
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*
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* NOTE: If some node can't be de-duplicated for whatever reason it
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* is to be handled in the subclass.
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*/
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virtual bool equals(const ShaderNode& other);
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};
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/* Node definition utility macros */
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#define SHADER_NODE_CLASS(type) \
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NODE_DECLARE \
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type(); \
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virtual ShaderNode *clone() const { return new type(*this); } \
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virtual void compile(SVMCompiler& compiler); \
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virtual void compile(OSLCompiler& compiler); \
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#define SHADER_NODE_NO_CLONE_CLASS(type) \
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NODE_DECLARE \
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type(); \
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virtual void compile(SVMCompiler& compiler); \
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virtual void compile(OSLCompiler& compiler); \
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#define SHADER_NODE_BASE_CLASS(type) \
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virtual ShaderNode *clone() const { return new type(*this); } \
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virtual void compile(SVMCompiler& compiler); \
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virtual void compile(OSLCompiler& compiler); \
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class ShaderNodeIDComparator
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{
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public:
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bool operator()(const ShaderNode *n1, const ShaderNode *n2) const
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{
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return n1->id < n2->id;
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}
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};
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typedef set<ShaderNode*, ShaderNodeIDComparator> ShaderNodeSet;
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typedef map<ShaderNode*, ShaderNode*, ShaderNodeIDComparator> ShaderNodeMap;
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/* Graph
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*
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* Shader graph of nodes. Also does graph manipulations for default inputs,
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* bump mapping from displacement, and possibly other things in the future. */
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class ShaderGraph {
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public:
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list<ShaderNode*> nodes;
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size_t num_node_ids;
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bool finalized;
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ShaderGraph();
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~ShaderGraph();
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ShaderGraph *copy();
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ShaderNode *add(ShaderNode *node);
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OutputNode *output();
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void connect(ShaderOutput *from, ShaderInput *to);
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void disconnect(ShaderOutput *from);
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void disconnect(ShaderInput *to);
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void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
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void remove_proxy_nodes();
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void finalize(Scene *scene,
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bool do_bump = false,
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bool do_osl = false,
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bool do_simplify = false,
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bool bump_in_object_space = false);
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int get_num_closures();
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void dump_graph(const char *filename);
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protected:
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typedef pair<ShaderNode* const, ShaderNode*> NodePair;
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void find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input);
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void clear_nodes();
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void copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap);
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void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
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void bump_from_displacement(bool use_object_space);
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void refine_bump_nodes();
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void default_inputs(bool do_osl);
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void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
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/* Graph simplification routines. */
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void clean(Scene *scene);
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void constant_fold();
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void simplify_settings(Scene *scene);
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void deduplicate_nodes();
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};
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CCL_NAMESPACE_END
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#endif /* __GRAPH_H__ */
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