1087 lines
28 KiB
C++
1087 lines
28 KiB
C++
/*
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* Copyright 2011-2013 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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#include "attribute.h"
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#include "graph.h"
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#include "nodes.h"
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#include "shader.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_queue.h"
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CCL_NAMESPACE_BEGIN
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namespace {
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bool check_node_inputs_has_links(const ShaderNode *node)
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{
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foreach(const ShaderInput *in, node->inputs) {
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if(in->link) {
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return true;
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}
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}
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return false;
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}
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bool check_node_inputs_traversed(const ShaderNode *node,
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const ShaderNodeSet& done)
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{
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foreach(const ShaderInput *in, node->inputs) {
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if(in->link) {
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if(done.find(in->link->parent) == done.end()) {
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return false;
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}
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}
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}
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return true;
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}
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bool check_node_inputs_equals(const ShaderNode *node_a,
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const ShaderNode *node_b)
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{
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if(node_a->inputs.size() != node_b->inputs.size()) {
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/* Happens with BSDF closure nodes which are currently sharing the same
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* name for all the BSDF types, making it impossible to filter out
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* incompatible nodes.
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*/
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return false;
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}
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for(int i = 0; i < node_a->inputs.size(); ++i) {
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ShaderInput *input_a = node_a->inputs[i],
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*input_b = node_b->inputs[i];
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if(input_a->link == NULL && input_b->link == NULL) {
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/* Unconnected inputs are expected to have the same value. */
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if(input_a->value() != input_b->value()) {
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return false;
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}
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}
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else if(input_a->link != NULL && input_b->link != NULL) {
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/* Expect links are to come from the same exact socket. */
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if(input_a->link != input_b->link) {
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return false;
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}
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}
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else {
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/* One socket has a link and another has not, inputs can't be
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* considered equal.
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*/
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return false;
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}
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}
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return true;
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}
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} /* namespace */
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/* Input and Output */
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ShaderInput::ShaderInput(ShaderNode *parent_, const char *name, SocketType::Type type)
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{
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parent = parent_;
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name_ = name;
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type_ = type;
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link = NULL;
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value_ = make_float3(0.0f, 0.0f, 0.0f);
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stack_offset = SVM_STACK_INVALID;
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flags_ = 0;
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}
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ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name, SocketType::Type type)
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{
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parent = parent_;
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name_ = name;
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type_ = type;
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stack_offset = SVM_STACK_INVALID;
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}
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/* Node */
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ShaderNode::ShaderNode(const char *name_)
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{
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name = name_;
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id = -1;
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bump = SHADER_BUMP_NONE;
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special_type = SHADER_SPECIAL_TYPE_NONE;
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}
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ShaderNode::~ShaderNode()
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{
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foreach(ShaderInput *socket, inputs)
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delete socket;
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foreach(ShaderOutput *socket, outputs)
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delete socket;
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}
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ShaderInput *ShaderNode::input(const char *name)
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{
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foreach(ShaderInput *socket, inputs) {
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if(socket->name() == name)
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return socket;
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}
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return NULL;
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}
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ShaderOutput *ShaderNode::output(const char *name)
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{
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foreach(ShaderOutput *socket, outputs)
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if(socket->name() == name)
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return socket;
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return NULL;
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}
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ShaderInput *ShaderNode::input(ustring name)
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{
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foreach(ShaderInput *socket, inputs) {
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if(socket->name() == name)
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return socket;
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}
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return NULL;
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}
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ShaderOutput *ShaderNode::output(ustring name)
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{
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foreach(ShaderOutput *socket, outputs)
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if(socket->name() == name)
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return socket;
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return NULL;
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}
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ShaderInput *ShaderNode::add_input(const char *name, SocketType::Type type, float value, int flags)
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{
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ShaderInput *input = new ShaderInput(this, name, type);
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input->value_.x = value;
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input->flags_ = flags;
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inputs.push_back(input);
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return input;
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}
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ShaderInput *ShaderNode::add_input(const char *name, SocketType::Type type, float3 value, int flags)
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{
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ShaderInput *input = new ShaderInput(this, name, type);
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input->value_ = value;
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input->flags_ = flags;
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inputs.push_back(input);
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return input;
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}
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ShaderOutput *ShaderNode::add_output(const char *name, SocketType::Type type)
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{
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ShaderOutput *output = new ShaderOutput(this, name, type);
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outputs.push_back(output);
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return output;
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}
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void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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foreach(ShaderInput *input, inputs) {
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if(!input->link) {
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if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
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if(shader->has_surface)
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attributes->add(ATTR_STD_GENERATED);
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if(shader->has_volume)
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attributes->add(ATTR_STD_GENERATED_TRANSFORM);
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}
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else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
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if(shader->has_surface)
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attributes->add(ATTR_STD_UV);
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}
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}
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}
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}
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/* Graph */
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ShaderGraph::ShaderGraph()
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{
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finalized = false;
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num_node_ids = 0;
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add(new OutputNode());
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}
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ShaderGraph::~ShaderGraph()
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{
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clear_nodes();
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}
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ShaderNode *ShaderGraph::add(ShaderNode *node)
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{
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assert(!finalized);
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node->id = num_node_ids++;
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nodes.push_back(node);
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return node;
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}
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OutputNode *ShaderGraph::output()
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{
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return (OutputNode*)nodes.front();
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}
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ShaderGraph *ShaderGraph::copy()
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{
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ShaderGraph *newgraph = new ShaderGraph();
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/* copy nodes */
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ShaderNodeSet nodes_all;
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foreach(ShaderNode *node, nodes)
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nodes_all.insert(node);
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ShaderNodeMap nodes_copy;
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copy_nodes(nodes_all, nodes_copy);
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/* add nodes (in same order, so output is still first) */
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newgraph->clear_nodes();
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foreach(ShaderNode *node, nodes)
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newgraph->add(nodes_copy[node]);
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return newgraph;
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}
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void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
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{
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assert(!finalized);
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assert(from && to);
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if(to->link) {
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fprintf(stderr, "Cycles shader graph connect: input already connected.\n");
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return;
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}
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if(from->type() != to->type()) {
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/* for closures we can't do automatic conversion */
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if(from->type() == SocketType::CLOSURE || to->type() == SocketType::CLOSURE) {
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fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
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"(%s.%s to %s.%s).\n",
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from->parent->name.c_str(), from->name().c_str(),
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to->parent->name.c_str(), to->name().c_str());
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return;
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}
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/* add automatic conversion node in case of type mismatch */
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ShaderNode *convert = add(new ConvertNode(from->type(), to->type(), true));
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connect(from, convert->inputs[0]);
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connect(convert->outputs[0], to);
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}
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else {
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/* types match, just connect */
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to->link = from;
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from->links.push_back(to);
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}
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}
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void ShaderGraph::disconnect(ShaderInput *to)
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{
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assert(!finalized);
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assert(to->link);
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ShaderOutput *from = to->link;
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to->link = NULL;
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from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
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}
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void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
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{
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/* Copy because disconnect modifies this list */
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vector<ShaderInput*> outputs = from->links;
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/* Bypass node by moving all links from "from" to "to" */
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foreach(ShaderInput *sock, node->inputs) {
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if(sock->link)
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disconnect(sock);
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}
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foreach(ShaderInput *sock, outputs) {
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disconnect(sock);
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if(to)
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connect(to, sock);
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}
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}
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void ShaderGraph::finalize(Scene *scene,
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bool do_bump,
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bool do_osl,
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bool do_simplify)
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{
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/* before compiling, the shader graph may undergo a number of modifications.
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* currently we set default geometry shader inputs, and create automatic bump
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* from displacement. a graph can be finalized only once, and should not be
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* modified afterwards. */
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if(!finalized) {
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clean(scene);
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default_inputs(do_osl);
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refine_bump_nodes();
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if(do_bump)
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bump_from_displacement();
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ShaderInput *surface_in = output()->input("Surface");
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ShaderInput *volume_in = output()->input("Volume");
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/* todo: make this work when surface and volume closures are tangled up */
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if(surface_in->link)
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transform_multi_closure(surface_in->link->parent, NULL, false);
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if(volume_in->link)
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transform_multi_closure(volume_in->link->parent, NULL, true);
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finalized = true;
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}
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else if(do_simplify) {
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simplify_settings(scene);
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}
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}
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void ShaderGraph::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input)
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{
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/* find all nodes that this input depends on directly and indirectly */
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ShaderNode *node = (input->link)? input->link->parent: NULL;
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if(node != NULL && dependencies.find(node) == dependencies.end()) {
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foreach(ShaderInput *in, node->inputs)
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find_dependencies(dependencies, in);
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dependencies.insert(node);
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}
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}
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void ShaderGraph::clear_nodes()
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{
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foreach(ShaderNode *node, nodes) {
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delete node;
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}
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nodes.clear();
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}
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void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
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{
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/* copy a set of nodes, and the links between them. the assumption is
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* made that all nodes that inputs are linked to are in the set too. */
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/* copy nodes */
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foreach(ShaderNode *node, nodes) {
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ShaderNode *nnode = node->clone();
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nnodemap[node] = nnode;
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nnode->inputs.clear();
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nnode->outputs.clear();
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foreach(ShaderInput *input, node->inputs) {
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ShaderInput *ninput = new ShaderInput(*input);
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nnode->inputs.push_back(ninput);
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ninput->parent = nnode;
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ninput->link = NULL;
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}
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foreach(ShaderOutput *output, node->outputs) {
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ShaderOutput *noutput = new ShaderOutput(*output);
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nnode->outputs.push_back(noutput);
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noutput->parent = nnode;
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noutput->links.clear();
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}
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}
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/* recreate links */
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foreach(ShaderNode *node, nodes) {
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foreach(ShaderInput *input, node->inputs) {
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if(input->link) {
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/* find new input and output */
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ShaderNode *nfrom = nnodemap[input->link->parent];
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ShaderNode *nto = nnodemap[input->parent];
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ShaderOutput *noutput = nfrom->output(input->link->name());
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ShaderInput *ninput = nto->input(input->name());
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/* connect */
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connect(noutput, ninput);
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}
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}
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}
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}
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/* Graph simplification */
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/* ******************** */
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/* Step 1: Remove proxy nodes.
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* These only exists temporarily when exporting groups, and we must remove them
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* early so that node->attributes() and default links do not see them.
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*/
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void ShaderGraph::remove_proxy_nodes()
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{
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vector<bool> removed(num_node_ids, false);
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bool any_node_removed = false;
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foreach(ShaderNode *node, nodes) {
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if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
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ConvertNode *proxy = static_cast<ConvertNode*>(node);
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ShaderInput *input = proxy->inputs[0];
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ShaderOutput *output = proxy->outputs[0];
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/* bypass the proxy node */
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if(input->link) {
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relink(proxy, output, input->link);
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}
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else {
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/* Copy because disconnect modifies this list */
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vector<ShaderInput*> links(output->links);
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foreach(ShaderInput *to, links) {
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/* remove any autoconvert nodes too if they lead to
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* sockets with an automatically set default value */
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ShaderNode *tonode = to->parent;
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if(tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
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bool all_links_removed = true;
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vector<ShaderInput*> links = tonode->outputs[0]->links;
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foreach(ShaderInput *autoin, links) {
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if(autoin->flags() & SocketType::DEFAULT_LINK_MASK)
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disconnect(autoin);
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else
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all_links_removed = false;
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}
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if(all_links_removed)
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removed[tonode->id] = true;
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}
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disconnect(to);
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/* transfer the default input value to the target socket */
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to->set(input->value());
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to->set(input->value_string());
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}
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}
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removed[proxy->id] = true;
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any_node_removed = true;
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}
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}
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/* remove nodes */
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if(any_node_removed) {
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list<ShaderNode*> newnodes;
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foreach(ShaderNode *node, nodes) {
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if(!removed[node->id])
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newnodes.push_back(node);
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else
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delete node;
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}
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nodes = newnodes;
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}
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}
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/* Step 2: Constant folding.
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* Try to constant fold some nodes, and pipe result directly to
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* the input socket of connected nodes.
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*/
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void ShaderGraph::constant_fold()
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{
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ShaderNodeSet done, scheduled;
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queue<ShaderNode*> traverse_queue;
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/* Schedule nodes which doesn't have any dependencies. */
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foreach(ShaderNode *node, nodes) {
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if(!check_node_inputs_has_links(node)) {
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traverse_queue.push(node);
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scheduled.insert(node);
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}
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}
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while(!traverse_queue.empty()) {
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ShaderNode *node = traverse_queue.front();
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traverse_queue.pop();
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done.insert(node);
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foreach(ShaderOutput *output, node->outputs) {
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if(output->links.size() == 0) {
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continue;
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}
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/* Schedule node which was depending on the value,
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* when possible. Do it before disconnect.
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*/
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foreach(ShaderInput *input, output->links) {
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if(scheduled.find(input->parent) != scheduled.end()) {
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/* Node might not be optimized yet but scheduled already
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* by other dependencies. No need to re-schedule it.
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*/
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continue;
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}
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/* Schedule node if its inputs are fully done. */
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if(check_node_inputs_traversed(input->parent, done)) {
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traverse_queue.push(input->parent);
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scheduled.insert(input->parent);
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}
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}
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/* Optimize current node. */
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if(node->constant_fold(this, output, output->links[0])) {
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/* Apply optimized value to other connected sockets and disconnect. */
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vector<ShaderInput*> links(output->links);
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for(size_t i = 0; i < links.size(); i++) {
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if(i > 0)
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links[i]->set(links[0]->value());
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disconnect(links[i]);
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}
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}
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}
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}
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}
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/* Step 3: Simplification. */
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void ShaderGraph::simplify_settings(Scene *scene)
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{
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foreach(ShaderNode *node, nodes) {
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node->simplify_settings(scene);
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}
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}
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/* Step 4: Deduplicate nodes with same settings. */
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void ShaderGraph::deduplicate_nodes()
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{
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/* NOTES:
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* - Deduplication happens for nodes which has same exact settings and same
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* exact input links configuration (either connected to same output or has
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* the same exact default value).
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* - Deduplication happens in the bottom-top manner, so we know for fact that
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* all traversed nodes are either can not be deduplicated at all or were
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* already deduplicated.
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*/
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ShaderNodeSet scheduled;
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map<ustring, ShaderNodeSet> done;
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queue<ShaderNode*> traverse_queue;
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|
|
/* 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
|
|
|