blender/intern/cycles/render/graph.cpp

1087 lines
28 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "attribute.h"
#include "graph.h"
#include "nodes.h"
#include "shader.h"
#include "util_algorithm.h"
#include "util_debug.h"
#include "util_foreach.h"
#include "util_queue.h"
CCL_NAMESPACE_BEGIN
namespace {
bool check_node_inputs_has_links(const ShaderNode *node)
{
foreach(const ShaderInput *in, node->inputs) {
if(in->link) {
return true;
}
}
return false;
}
bool check_node_inputs_traversed(const ShaderNode *node,
const ShaderNodeSet& done)
{
foreach(const ShaderInput *in, node->inputs) {
if(in->link) {
if(done.find(in->link->parent) == done.end()) {
return false;
}
}
}
return true;
}
bool check_node_inputs_equals(const ShaderNode *node_a,
const ShaderNode *node_b)
{
if(node_a->inputs.size() != node_b->inputs.size()) {
/* Happens with BSDF closure nodes which are currently sharing the same
* name for all the BSDF types, making it impossible to filter out
* incompatible nodes.
*/
return false;
}
for(int i = 0; i < node_a->inputs.size(); ++i) {
ShaderInput *input_a = node_a->inputs[i],
*input_b = node_b->inputs[i];
if(input_a->link == NULL && input_b->link == NULL) {
/* Unconnected inputs are expected to have the same value. */
if(input_a->value() != input_b->value()) {
return false;
}
}
else if(input_a->link != NULL && input_b->link != NULL) {
/* Expect links are to come from the same exact socket. */
if(input_a->link != input_b->link) {
return false;
}
}
else {
/* One socket has a link and another has not, inputs can't be
* considered equal.
*/
return false;
}
}
return true;
}
} /* namespace */
/* Input and Output */
ShaderInput::ShaderInput(ShaderNode *parent_, const char *name, SocketType::Type type)
{
parent = parent_;
name_ = name;
type_ = type;
link = NULL;
value_ = make_float3(0.0f, 0.0f, 0.0f);
stack_offset = SVM_STACK_INVALID;
flags_ = 0;
}
ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name, SocketType::Type type)
{
parent = parent_;
name_ = name;
type_ = type;
stack_offset = SVM_STACK_INVALID;
}
/* Node */
ShaderNode::ShaderNode(const char *name_)
{
name = name_;
id = -1;
bump = SHADER_BUMP_NONE;
special_type = SHADER_SPECIAL_TYPE_NONE;
}
ShaderNode::~ShaderNode()
{
foreach(ShaderInput *socket, inputs)
delete socket;
foreach(ShaderOutput *socket, outputs)
delete socket;
}
ShaderInput *ShaderNode::input(const char *name)
{
foreach(ShaderInput *socket, inputs) {
if(socket->name() == name)
return socket;
}
return NULL;
}
ShaderOutput *ShaderNode::output(const char *name)
{
foreach(ShaderOutput *socket, outputs)
if(socket->name() == name)
return socket;
return NULL;
}
ShaderInput *ShaderNode::input(ustring name)
{
foreach(ShaderInput *socket, inputs) {
if(socket->name() == name)
return socket;
}
return NULL;
}
ShaderOutput *ShaderNode::output(ustring name)
{
foreach(ShaderOutput *socket, outputs)
if(socket->name() == name)
return socket;
return NULL;
}
ShaderInput *ShaderNode::add_input(const char *name, SocketType::Type type, float value, int flags)
{
ShaderInput *input = new ShaderInput(this, name, type);
input->value_.x = value;
input->flags_ = flags;
inputs.push_back(input);
return input;
}
ShaderInput *ShaderNode::add_input(const char *name, SocketType::Type type, float3 value, int flags)
{
ShaderInput *input = new ShaderInput(this, name, type);
input->value_ = value;
input->flags_ = flags;
inputs.push_back(input);
return input;
}
ShaderOutput *ShaderNode::add_output(const char *name, SocketType::Type type)
{
ShaderOutput *output = new ShaderOutput(this, name, type);
outputs.push_back(output);
return output;
}
void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
foreach(ShaderInput *input, inputs) {
if(!input->link) {
if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
if(shader->has_surface)
attributes->add(ATTR_STD_GENERATED);
if(shader->has_volume)
attributes->add(ATTR_STD_GENERATED_TRANSFORM);
}
else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
if(shader->has_surface)
attributes->add(ATTR_STD_UV);
}
}
}
}
/* Graph */
ShaderGraph::ShaderGraph()
{
finalized = false;
num_node_ids = 0;
add(new OutputNode());
}
ShaderGraph::~ShaderGraph()
{
clear_nodes();
}
ShaderNode *ShaderGraph::add(ShaderNode *node)
{
assert(!finalized);
node->id = num_node_ids++;
nodes.push_back(node);
return node;
}
OutputNode *ShaderGraph::output()
{
return (OutputNode*)nodes.front();
}
ShaderGraph *ShaderGraph::copy()
{
ShaderGraph *newgraph = new ShaderGraph();
/* copy nodes */
ShaderNodeSet nodes_all;
foreach(ShaderNode *node, nodes)
nodes_all.insert(node);
ShaderNodeMap nodes_copy;
copy_nodes(nodes_all, nodes_copy);
/* add nodes (in same order, so output is still first) */
newgraph->clear_nodes();
foreach(ShaderNode *node, nodes)
newgraph->add(nodes_copy[node]);
return newgraph;
}
void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
{
assert(!finalized);
assert(from && to);
if(to->link) {
fprintf(stderr, "Cycles shader graph connect: input already connected.\n");
return;
}
if(from->type() != to->type()) {
/* for closures we can't do automatic conversion */
if(from->type() == SocketType::CLOSURE || to->type() == SocketType::CLOSURE) {
fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
"(%s.%s to %s.%s).\n",
from->parent->name.c_str(), from->name().c_str(),
to->parent->name.c_str(), to->name().c_str());
return;
}
/* add automatic conversion node in case of type mismatch */
ShaderNode *convert = add(new ConvertNode(from->type(), to->type(), true));
connect(from, convert->inputs[0]);
connect(convert->outputs[0], to);
}
else {
/* types match, just connect */
to->link = from;
from->links.push_back(to);
}
}
void ShaderGraph::disconnect(ShaderInput *to)
{
assert(!finalized);
assert(to->link);
ShaderOutput *from = to->link;
to->link = NULL;
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
{
/* Copy because disconnect modifies this list */
vector<ShaderInput*> outputs = from->links;
/* Bypass node by moving all links from "from" to "to" */
foreach(ShaderInput *sock, node->inputs) {
if(sock->link)
disconnect(sock);
}
foreach(ShaderInput *sock, outputs) {
disconnect(sock);
if(to)
connect(to, sock);
}
}
void ShaderGraph::finalize(Scene *scene,
bool do_bump,
bool do_osl,
bool do_simplify)
{
/* before compiling, the shader graph may undergo a number of modifications.
* currently we set default geometry shader inputs, and create automatic bump
* from displacement. a graph can be finalized only once, and should not be
* modified afterwards. */
if(!finalized) {
clean(scene);
default_inputs(do_osl);
refine_bump_nodes();
if(do_bump)
bump_from_displacement();
ShaderInput *surface_in = output()->input("Surface");
ShaderInput *volume_in = output()->input("Volume");
/* todo: make this work when surface and volume closures are tangled up */
if(surface_in->link)
transform_multi_closure(surface_in->link->parent, NULL, false);
if(volume_in->link)
transform_multi_closure(volume_in->link->parent, NULL, true);
finalized = true;
}
else if(do_simplify) {
simplify_settings(scene);
}
}
void ShaderGraph::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input)
{
/* find all nodes that this input depends on directly and indirectly */
ShaderNode *node = (input->link)? input->link->parent: NULL;
if(node != NULL && dependencies.find(node) == dependencies.end()) {
foreach(ShaderInput *in, node->inputs)
find_dependencies(dependencies, in);
dependencies.insert(node);
}
}
void ShaderGraph::clear_nodes()
{
foreach(ShaderNode *node, nodes) {
delete node;
}
nodes.clear();
}
void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
{
/* copy a set of nodes, and the links between them. the assumption is
* made that all nodes that inputs are linked to are in the set too. */
/* copy nodes */
foreach(ShaderNode *node, nodes) {
ShaderNode *nnode = node->clone();
nnodemap[node] = nnode;
nnode->inputs.clear();
nnode->outputs.clear();
foreach(ShaderInput *input, node->inputs) {
ShaderInput *ninput = new ShaderInput(*input);
nnode->inputs.push_back(ninput);
ninput->parent = nnode;
ninput->link = NULL;
}
foreach(ShaderOutput *output, node->outputs) {
ShaderOutput *noutput = new ShaderOutput(*output);
nnode->outputs.push_back(noutput);
noutput->parent = nnode;
noutput->links.clear();
}
}
/* recreate links */
foreach(ShaderNode *node, nodes) {
foreach(ShaderInput *input, node->inputs) {
if(input->link) {
/* find new input and output */
ShaderNode *nfrom = nnodemap[input->link->parent];
ShaderNode *nto = nnodemap[input->parent];
ShaderOutput *noutput = nfrom->output(input->link->name());
ShaderInput *ninput = nto->input(input->name());
/* connect */
connect(noutput, ninput);
}
}
}
}
/* Graph simplification */
/* ******************** */
/* Step 1: Remove proxy nodes.
* These only exists temporarily when exporting groups, and we must remove them
* early so that node->attributes() and default links do not see them.
*/
void ShaderGraph::remove_proxy_nodes()
{
vector<bool> removed(num_node_ids, false);
bool any_node_removed = false;
foreach(ShaderNode *node, nodes) {
if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
ConvertNode *proxy = static_cast<ConvertNode*>(node);
ShaderInput *input = proxy->inputs[0];
ShaderOutput *output = proxy->outputs[0];
/* bypass the proxy node */
if(input->link) {
relink(proxy, output, input->link);
}
else {
/* Copy because disconnect modifies this list */
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *to, links) {
/* remove any autoconvert nodes too if they lead to
* sockets with an automatically set default value */
ShaderNode *tonode = to->parent;
if(tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
bool all_links_removed = true;
vector<ShaderInput*> links = tonode->outputs[0]->links;
foreach(ShaderInput *autoin, links) {
if(autoin->flags() & SocketType::DEFAULT_LINK_MASK)
disconnect(autoin);
else
all_links_removed = false;
}
if(all_links_removed)
removed[tonode->id] = true;
}
disconnect(to);
/* transfer the default input value to the target socket */
to->set(input->value());
to->set(input->value_string());
}
}
removed[proxy->id] = true;
any_node_removed = true;
}
}
/* remove nodes */
if(any_node_removed) {
list<ShaderNode*> newnodes;
foreach(ShaderNode *node, nodes) {
if(!removed[node->id])
newnodes.push_back(node);
else
delete node;
}
nodes = newnodes;
}
}
/* Step 2: Constant folding.
* Try to constant fold some nodes, and pipe result directly to
* the input socket of connected nodes.
*/
void ShaderGraph::constant_fold()
{
ShaderNodeSet done, scheduled;
queue<ShaderNode*> traverse_queue;
/* Schedule nodes which doesn't have any dependencies. */
foreach(ShaderNode *node, nodes) {
if(!check_node_inputs_has_links(node)) {
traverse_queue.push(node);
scheduled.insert(node);
}
}
while(!traverse_queue.empty()) {
ShaderNode *node = traverse_queue.front();
traverse_queue.pop();
done.insert(node);
foreach(ShaderOutput *output, node->outputs) {
if(output->links.size() == 0) {
continue;
}
/* Schedule node which was depending on the value,
* when possible. Do it before disconnect.
*/
foreach(ShaderInput *input, output->links) {
if(scheduled.find(input->parent) != scheduled.end()) {
/* Node might not be optimized yet but scheduled already
* by other dependencies. No need to re-schedule it.
*/
continue;
}
/* Schedule node if its inputs are fully done. */
if(check_node_inputs_traversed(input->parent, done)) {
traverse_queue.push(input->parent);
scheduled.insert(input->parent);
}
}
/* Optimize current node. */
if(node->constant_fold(this, output, output->links[0])) {
/* Apply optimized value to other connected sockets and disconnect. */
vector<ShaderInput*> links(output->links);
for(size_t i = 0; i < links.size(); i++) {
if(i > 0)
links[i]->set(links[0]->value());
disconnect(links[i]);
}
}
}
}
}
/* Step 3: Simplification. */
void ShaderGraph::simplify_settings(Scene *scene)
{
foreach(ShaderNode *node, nodes) {
node->simplify_settings(scene);
}
}
/* Step 4: Deduplicate nodes with same settings. */
void ShaderGraph::deduplicate_nodes()
{
/* NOTES:
* - Deduplication happens for nodes which has same exact settings and same
* exact input links configuration (either connected to same output or has
* the same exact default value).
* - Deduplication happens in the bottom-top manner, so we know for fact that
* all traversed nodes are either can not be deduplicated at all or were
* already deduplicated.
*/
ShaderNodeSet scheduled;
map<ustring, ShaderNodeSet> done;
queue<ShaderNode*> traverse_queue;
/* Schedule nodes which doesn't have any dependencies. */
foreach(ShaderNode *node, nodes) {
if(!check_node_inputs_has_links(node)) {
traverse_queue.push(node);
scheduled.insert(node);
}
}
while(!traverse_queue.empty()) {
ShaderNode *node = traverse_queue.front();
traverse_queue.pop();
done[node->name].insert(node);
/* Schedule the nodes which were depending on the current node. */
foreach(ShaderOutput *output, node->outputs) {
foreach(ShaderInput *input, output->links) {
if(scheduled.find(input->parent) != scheduled.end()) {
/* Node might not be optimized yet but scheduled already
* by other dependencies. No need to re-schedule it.
*/
continue;
}
/* Schedule node if its inputs are fully done. */
if(check_node_inputs_traversed(input->parent, done[input->parent->name])) {
traverse_queue.push(input->parent);
scheduled.insert(input->parent);
}
}
}
/* Try to merge this node with another one. */
foreach(ShaderNode *other_node, done[node->name]) {
if(node == other_node) {
/* Don't merge with self. */
continue;
}
if(node->name != other_node->name) {
/* Can only de-duplicate nodes of the same type. */
continue;
}
if(!check_node_inputs_equals(node, other_node)) {
/* Node inputs are different, can't merge them, */
continue;
}
if(!node->equals(other_node)) {
/* Node settings are different. */
continue;
}
/* TODO(sergey): Consider making it an utility function. */
for(int i = 0; i < node->outputs.size(); ++i) {
relink(node, node->outputs[i], other_node->outputs[i]);
}
break;
}
}
}
void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
{
visited[node->id] = true;
on_stack[node->id] = true;
foreach(ShaderInput *input, node->inputs) {
if(input->link) {
ShaderNode *depnode = input->link->parent;
if(on_stack[depnode->id]) {
/* break cycle */
disconnect(input);
fprintf(stderr, "Cycles shader graph: detected cycle in graph, connection removed.\n");
}
else if(!visited[depnode->id]) {
/* visit dependencies */
break_cycles(depnode, visited, on_stack);
}
}
}
on_stack[node->id] = false;
}
void ShaderGraph::clean(Scene *scene)
{
/* Graph simplification */
/* 1: Remove proxy nodes was already done. */
/* 2: Constant folding. */
constant_fold();
/* 3: Simplification. */
simplify_settings(scene);
/* 4: De-duplication. */
deduplicate_nodes();
/* we do two things here: find cycles and break them, and remove unused
* nodes that don't feed into the output. how cycles are broken is
* undefined, they are invalid input, the important thing is to not crash */
vector<bool> visited(num_node_ids, false);
vector<bool> on_stack(num_node_ids, false);
/* break cycles */
break_cycles(output(), visited, on_stack);
/* disconnect unused nodes */
foreach(ShaderNode *node, nodes) {
if(!visited[node->id]) {
foreach(ShaderInput *to, node->inputs) {
ShaderOutput *from = to->link;
if(from) {
to->link = NULL;
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
}
}
}
/* remove unused nodes */
list<ShaderNode*> newnodes;
foreach(ShaderNode *node, nodes) {
if(visited[node->id])
newnodes.push_back(node);
else
delete node;
}
nodes = newnodes;
}
void ShaderGraph::default_inputs(bool do_osl)
{
/* nodes can specify default texture coordinates, for now we give
* everything the position by default, except for the sky texture */
ShaderNode *geom = NULL;
ShaderNode *texco = NULL;
foreach(ShaderNode *node, nodes) {
foreach(ShaderInput *input, node->inputs) {
if(!input->link && (!(input->flags() & SocketType::OSL_INTERNAL) || do_osl)) {
if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("Generated"), input);
}
else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("UV"), input);
}
else if(input->flags() & SocketType::LINK_INCOMING) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Incoming"), input);
}
else if(input->flags() & SocketType::LINK_NORMAL) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Normal"), input);
}
else if(input->flags() & SocketType::LINK_POSITION) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Position"), input);
}
else if(input->flags() & SocketType::LINK_TANGENT) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Tangent"), input);
}
}
}
}
if(geom)
add(geom);
if(texco)
add(texco);
}
void ShaderGraph::refine_bump_nodes()
{
/* we transverse the node graph looking for bump nodes, when we find them,
* like in bump_from_displacement(), we copy the sub-graph defined from "bump"
* input to the inputs "center","dx" and "dy" What is in "bump" input is moved
* to "center" input. */
foreach(ShaderNode *node, nodes) {
if(node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) {
ShaderInput *bump_input = node->input("Height");
ShaderNodeSet nodes_bump;
/* make 2 extra copies of the subgraph defined in Bump input */
ShaderNodeMap nodes_dx;
ShaderNodeMap nodes_dy;
/* find dependencies for the given input */
find_dependencies(nodes_bump, bump_input);
copy_nodes(nodes_bump, nodes_dx);
copy_nodes(nodes_bump, nodes_dy);
/* mark nodes to indicate they are use for bump computation, so
that any texture coordinates are shifted by dx/dy when sampling */
foreach(ShaderNode *node, nodes_bump)
node->bump = SHADER_BUMP_CENTER;
foreach(NodePair& pair, nodes_dx)
pair.second->bump = SHADER_BUMP_DX;
foreach(NodePair& pair, nodes_dy)
pair.second->bump = SHADER_BUMP_DY;
ShaderOutput *out = bump_input->link;
ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
connect(out_dx, node->input("SampleX"));
connect(out_dy, node->input("SampleY"));
/* add generated nodes */
foreach(NodePair& pair, nodes_dx)
add(pair.second);
foreach(NodePair& pair, nodes_dy)
add(pair.second);
/* connect what is connected is bump to samplecenter input*/
connect(out , node->input("SampleCenter"));
/* bump input is just for connectivity purpose for the graph input,
* we re-connected this input to samplecenter, so lets disconnect it
* from bump input */
disconnect(bump_input);
}
}
}
void ShaderGraph::bump_from_displacement()
{
/* generate bump mapping automatically from displacement. bump mapping is
* done using a 3-tap filter, computing the displacement at the center,
* and two other positions shifted by ray differentials.
*
* since the input to displacement is a node graph, we need to ensure that
* all texture coordinates use are shift by the ray differentials. for this
* reason we make 3 copies of the node subgraph defining the displacement,
* with each different geometry and texture coordinate nodes that generate
* different shifted coordinates.
*
* these 3 displacement values are then fed into the bump node, which will
* output the perturbed normal. */
ShaderInput *displacement_in = output()->input("Displacement");
if(!displacement_in->link)
return;
/* find dependencies for the given input */
ShaderNodeSet nodes_displace;
find_dependencies(nodes_displace, displacement_in);
/* copy nodes for 3 bump samples */
ShaderNodeMap nodes_center;
ShaderNodeMap nodes_dx;
ShaderNodeMap nodes_dy;
copy_nodes(nodes_displace, nodes_center);
copy_nodes(nodes_displace, nodes_dx);
copy_nodes(nodes_displace, nodes_dy);
/* mark nodes to indicate they are use for bump computation, so
* that any texture coordinates are shifted by dx/dy when sampling */
foreach(NodePair& pair, nodes_center)
pair.second->bump = SHADER_BUMP_CENTER;
foreach(NodePair& pair, nodes_dx)
pair.second->bump = SHADER_BUMP_DX;
foreach(NodePair& pair, nodes_dy)
pair.second->bump = SHADER_BUMP_DY;
/* add set normal node and connect the bump normal ouput to the set normal
* output, so it can finally set the shader normal, note we are only doing
* this for bump from displacement, this will be the only bump allowed to
* overwrite the shader normal */
ShaderNode *set_normal = add(new SetNormalNode());
/* add bump node and connect copied graphs to it */
ShaderNode *bump = add(new BumpNode());
ShaderOutput *out = displacement_in->link;
ShaderOutput *out_center = nodes_center[out->parent]->output(out->name());
ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
connect(out_center, bump->input("SampleCenter"));
connect(out_dx, bump->input("SampleX"));
connect(out_dy, bump->input("SampleY"));
/* connect the bump out to the set normal in: */
connect(bump->output("Normal"), set_normal->input("Direction"));
/* connect bump output to normal input nodes that aren't set yet. actually
* this will only set the normal input to the geometry node that we created
* and connected to all other normal inputs already. */
foreach(ShaderNode *node, nodes) {
/* Don't connect normal to the bump node we're coming from,
* otherwise it'll be a cycle in graph.
*/
if(node == bump) {
continue;
}
foreach(ShaderInput *input, node->inputs) {
if(!input->link && (input->flags() & SocketType::LINK_NORMAL))
connect(set_normal->output("Normal"), input);
}
}
/* for displacement bump, clear the normal input in case the above loop
* connected the setnormal out to the bump normalin */
ShaderInput *bump_normal_in = bump->input("Normal");
if(bump_normal_in)
bump_normal_in->link = NULL;
/* finally, add the copied nodes to the graph. we can't do this earlier
* because we would create dependency cycles in the above loop */
foreach(NodePair& pair, nodes_center)
add(pair.second);
foreach(NodePair& pair, nodes_dx)
add(pair.second);
foreach(NodePair& pair, nodes_dy)
add(pair.second);
}
void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume)
{
/* for SVM in multi closure mode, this transforms the shader mix/add part of
* the graph into nodes that feed weights into closure nodes. this is too
* avoid building a closure tree and then flattening it, and instead write it
* directly to an array */
if(node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) {
ShaderInput *fin = node->input("Fac");
ShaderInput *cl1in = node->input("Closure1");
ShaderInput *cl2in = node->input("Closure2");
ShaderOutput *weight1_out, *weight2_out;
if(fin) {
/* mix closure: add node to mix closure weights */
ShaderNode *mix_node = add(new MixClosureWeightNode());
ShaderInput *fac_in = mix_node->input("Fac");
ShaderInput *weight_in = mix_node->input("Weight");
if(fin->link)
connect(fin->link, fac_in);
else
fac_in->set(fin->value_float());
if(weight_out)
connect(weight_out, weight_in);
weight1_out = mix_node->output("Weight1");
weight2_out = mix_node->output("Weight2");
}
else {
/* add closure: just pass on any weights */
weight1_out = weight_out;
weight2_out = weight_out;
}
if(cl1in->link)
transform_multi_closure(cl1in->link->parent, weight1_out, volume);
if(cl2in->link)
transform_multi_closure(cl2in->link->parent, weight2_out, volume);
}
else {
ShaderInput *weight_in = node->input((volume)? "VolumeMixWeight": "SurfaceMixWeight");
/* not a closure node? */
if(!weight_in)
return;
/* already has a weight connected to it? add weights */
if(weight_in->link || weight_in->value_float() != 0.0f) {
ShaderNode *math_node = add(new MathNode());
ShaderInput *value1_in = math_node->input("Value1");
ShaderInput *value2_in = math_node->input("Value2");
if(weight_in->link)
connect(weight_in->link, value1_in);
else
value1_in->set(weight_in->value_float());
if(weight_out)
connect(weight_out, value2_in);
else
value2_in->set(1.0f);
weight_out = math_node->output("Value");
if(weight_in->link)
disconnect(weight_in);
}
/* connected to closure mix weight */
if(weight_out)
connect(weight_out, weight_in);
else
weight_in->set(weight_in->value_float() + 1.0f);
}
}
int ShaderGraph::get_num_closures()
{
int num_closures = 0;
foreach(ShaderNode *node, nodes) {
ClosureType closure_type = node->get_closure_type();
if(closure_type == CLOSURE_NONE_ID) {
continue;
}
else if(CLOSURE_IS_BSSRDF(closure_type)) {
num_closures += 3;
}
else if(CLOSURE_IS_GLASS(closure_type)) {
num_closures += 2;
}
else {
++num_closures;
}
}
return num_closures;
}
void ShaderGraph::dump_graph(const char *filename)
{
FILE *fd = fopen(filename, "w");
if(fd == NULL) {
printf("Error opening file for dumping the graph: %s\n", filename);
return;
}
fprintf(fd, "digraph shader_graph {\n");
fprintf(fd, "ranksep=1.5\n");
fprintf(fd, "rankdir=LR\n");
fprintf(fd, "splines=false\n");
foreach(ShaderNode *node, nodes) {
fprintf(fd, "// NODE: %p\n", node);
fprintf(fd, "\"%p\" [shape=record,label=\"{", node);
if(node->inputs.size()) {
fprintf(fd, "{");
foreach(ShaderInput *socket, node->inputs) {
if(socket != node->inputs[0]) {
fprintf(fd, "|");
}
fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str());
}
fprintf(fd, "}|");
}
fprintf(fd, "%s", node->name.c_str());
if(node->bump == SHADER_BUMP_CENTER) {
fprintf(fd, " (bump:center)");
}
else if(node->bump == SHADER_BUMP_DX) {
fprintf(fd, " (bump:dx)");
}
else if(node->bump == SHADER_BUMP_DY) {
fprintf(fd, " (bump:dy)");
}
if(node->outputs.size()) {
fprintf(fd, "|{");
foreach(ShaderOutput *socket, node->outputs) {
if(socket != node->outputs[0]) {
fprintf(fd, "|");
}
fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str());
}
fprintf(fd, "}");
}
fprintf(fd, "}\"]");
}
foreach(ShaderNode *node, nodes) {
foreach(ShaderOutput *output, node->outputs) {
foreach(ShaderInput *input, output->links) {
fprintf(fd,
"// CONNECTION: OUT_%p->IN_%p (%s:%s)\n",
output,
input,
output->name().c_str(), input->name().c_str());
fprintf(fd,
"\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n",
output->parent,
output,
input->parent,
input);
}
}
}
fprintf(fd, "}\n");
fclose(fd);
}
CCL_NAMESPACE_END