blender/intern/cycles/render/graph.h
Brecht Van Lommel 16d8a683be Fix T73984: unnecessary Cycles viewport updates with object texture coordinates
Remove old code that added extra updates for shaders that have a dependency on
objects. The dependency graph can now tell Cycles when a material is affected by
an object transform.
2020-05-14 17:39:37 +02:00

373 lines
9.2 KiB
C++

/*
* Copyright 2011-2016 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.
*/
#ifndef __GRAPH_H__
#define __GRAPH_H__
#include "graph/node.h"
#include "graph/node_type.h"
#include "kernel/kernel_types.h"
#include "util/util_list.h"
#include "util/util_map.h"
#include "util/util_param.h"
#include "util/util_set.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
class Scene;
class Shader;
class ShaderInput;
class ShaderOutput;
class ShaderNode;
class ShaderGraph;
class SVMCompiler;
class OSLCompiler;
class OutputNode;
class ConstantFolder;
class MD5Hash;
/* Bump
*
* For bump mapping, a node may be evaluated multiple times, using different
* samples to reconstruct the normal, this indicates the sample position */
enum ShaderBump { SHADER_BUMP_NONE, SHADER_BUMP_CENTER, SHADER_BUMP_DX, SHADER_BUMP_DY };
/* Identifiers for some special node types.
*
* The graph needs to identify these in the clean function.
* Cannot use dynamic_cast, as this is disabled for OSL. */
enum ShaderNodeSpecialType {
SHADER_SPECIAL_TYPE_NONE,
SHADER_SPECIAL_TYPE_PROXY,
SHADER_SPECIAL_TYPE_AUTOCONVERT,
SHADER_SPECIAL_TYPE_GEOMETRY,
SHADER_SPECIAL_TYPE_OSL,
SHADER_SPECIAL_TYPE_IMAGE_SLOT,
SHADER_SPECIAL_TYPE_CLOSURE,
SHADER_SPECIAL_TYPE_COMBINE_CLOSURE,
SHADER_SPECIAL_TYPE_OUTPUT,
SHADER_SPECIAL_TYPE_BUMP,
SHADER_SPECIAL_TYPE_OUTPUT_AOV,
};
/* Input
*
* Input socket for a shader node. May be linked to an output or not. If not
* linked, it will either get a fixed default value, or e.g. a texture
* coordinate. */
class ShaderInput {
public:
ShaderInput(const SocketType &socket_type_, ShaderNode *parent_)
: socket_type(socket_type_), parent(parent_), link(NULL), stack_offset(SVM_STACK_INVALID)
{
}
ustring name()
{
return socket_type.ui_name;
}
int flags()
{
return socket_type.flags;
}
SocketType::Type type()
{
return socket_type.type;
}
void set(float f)
{
((Node *)parent)->set(socket_type, f);
}
void set(float3 f)
{
((Node *)parent)->set(socket_type, f);
}
void disconnect();
const SocketType &socket_type;
ShaderNode *parent;
ShaderOutput *link;
int stack_offset; /* for SVM compiler */
};
/* Output
*
* Output socket for a shader node. */
class ShaderOutput {
public:
ShaderOutput(const SocketType &socket_type_, ShaderNode *parent_)
: socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID)
{
}
ustring name()
{
return socket_type.ui_name;
}
SocketType::Type type()
{
return socket_type.type;
}
void disconnect();
const SocketType &socket_type;
ShaderNode *parent;
vector<ShaderInput *> links;
int stack_offset; /* for SVM compiler */
};
/* Node
*
* Shader node in graph, with input and output sockets. This is the virtual
* base class for all node types. */
class ShaderNode : public Node {
public:
explicit ShaderNode(const NodeType *type);
virtual ~ShaderNode();
void create_inputs_outputs(const NodeType *type);
void remove_input(ShaderInput *input);
ShaderInput *input(const char *name);
ShaderOutput *output(const char *name);
ShaderInput *input(ustring name);
ShaderOutput *output(ustring name);
virtual ShaderNode *clone() const = 0;
virtual void attributes(Shader *shader, AttributeRequestSet *attributes);
virtual void compile(SVMCompiler &compiler) = 0;
virtual void compile(OSLCompiler &compiler) = 0;
/* Expand node into additional nodes. */
virtual void expand(ShaderGraph * /* graph */)
{
}
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual void constant_fold(const ConstantFolder & /*folder*/)
{
}
/* Simplify settings used by artists to the ones which are simpler to
* evaluate in the kernel but keep the final result unchanged.
*/
virtual void simplify_settings(Scene * /*scene*/){};
virtual bool has_surface_emission()
{
return false;
}
virtual bool has_surface_transparent()
{
return false;
}
virtual bool has_surface_bssrdf()
{
return false;
}
virtual bool has_bump()
{
return false;
}
virtual bool has_bssrdf_bump()
{
return false;
}
virtual bool has_spatial_varying()
{
return false;
}
virtual bool has_attribute_dependency()
{
return false;
}
virtual bool has_integrator_dependency()
{
return false;
}
virtual bool has_volume_support()
{
return false;
}
virtual bool has_raytrace()
{
return false;
}
vector<ShaderInput *> inputs;
vector<ShaderOutput *> outputs;
int id; /* index in graph node array */
ShaderBump bump; /* for bump mapping utility */
ShaderNodeSpecialType special_type; /* special node type */
/* ** Selective nodes compilation ** */
/* TODO(sergey): More explicitly mention in the function names
* that those functions are for selective compilation only?
*/
/* Nodes are split into several groups, group of level 0 contains
* nodes which are most commonly used, further levels are extension
* of previous one and includes less commonly used nodes.
*/
virtual int get_group()
{
return NODE_GROUP_LEVEL_0;
}
/* Node feature are used to disable huge nodes inside the group,
* so it's possible to disable huge nodes inside of the required
* nodes group.
*/
virtual int get_feature()
{
return bump == SHADER_BUMP_NONE ? 0 : NODE_FEATURE_BUMP;
}
/* Get closure ID to which the node compiles into. */
virtual ClosureType get_closure_type()
{
return CLOSURE_NONE_ID;
}
/* Check whether settings of the node equals to another one.
*
* This is mainly used to check whether two nodes can be merged
* together. Meaning, runtime stuff like node id and unbound slots
* will be ignored for comparison.
*
* NOTE: If some node can't be de-duplicated for whatever reason it
* is to be handled in the subclass.
*/
virtual bool equals(const ShaderNode &other);
};
/* Node definition utility macros */
#define SHADER_NODE_CLASS(type) \
NODE_DECLARE \
type(); \
virtual ShaderNode *clone() const \
{ \
return new type(*this); \
} \
virtual void compile(SVMCompiler &compiler); \
virtual void compile(OSLCompiler &compiler);
#define SHADER_NODE_NO_CLONE_CLASS(type) \
NODE_DECLARE \
type(); \
virtual void compile(SVMCompiler &compiler); \
virtual void compile(OSLCompiler &compiler);
#define SHADER_NODE_BASE_CLASS(type) \
virtual ShaderNode *clone() const \
{ \
return new type(*this); \
} \
virtual void compile(SVMCompiler &compiler); \
virtual void compile(OSLCompiler &compiler);
class ShaderNodeIDComparator {
public:
bool operator()(const ShaderNode *n1, const ShaderNode *n2) const
{
return n1->id < n2->id;
}
};
typedef set<ShaderNode *, ShaderNodeIDComparator> ShaderNodeSet;
typedef map<ShaderNode *, ShaderNode *, ShaderNodeIDComparator> ShaderNodeMap;
/* Graph
*
* Shader graph of nodes. Also does graph manipulations for default inputs,
* bump mapping from displacement, and possibly other things in the future. */
class ShaderGraph {
public:
list<ShaderNode *> nodes;
size_t num_node_ids;
bool finalized;
bool simplified;
string displacement_hash;
ShaderGraph();
~ShaderGraph();
ShaderNode *add(ShaderNode *node);
OutputNode *output();
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderOutput *from);
void disconnect(ShaderInput *to);
void relink(ShaderInput *from, ShaderInput *to);
void relink(ShaderOutput *from, ShaderOutput *to);
void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
void remove_proxy_nodes();
void compute_displacement_hash();
void simplify(Scene *scene);
void finalize(Scene *scene,
bool do_bump = false,
bool do_simplify = false,
bool bump_in_object_space = false);
int get_num_closures();
void dump_graph(const char *filename);
protected:
typedef pair<ShaderNode *const, ShaderNode *> NodePair;
void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input);
void clear_nodes();
void copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap);
void break_cycles(ShaderNode *node, vector<bool> &visited, vector<bool> &on_stack);
void bump_from_displacement(bool use_object_space);
void refine_bump_nodes();
void expand();
void default_inputs(bool do_osl);
void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
/* Graph simplification routines. */
void clean(Scene *scene);
void constant_fold(Scene *scene);
void simplify_settings(Scene *scene);
void deduplicate_nodes();
void verify_volume_output();
};
CCL_NAMESPACE_END
#endif /* __GRAPH_H__ */