2016-05-07 17:47:37 +00:00
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/*
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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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#pragma once
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 18:39:14 +00:00
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#include "graph/node_type.h"
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2016-05-07 17:47:37 +00:00
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2018-11-09 10:54:24 +00:00
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#include "util/util_array.h"
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 18:39:14 +00:00
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#include "util/util_map.h"
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#include "util/util_param.h"
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2016-05-07 17:47:37 +00:00
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CCL_NAMESPACE_BEGIN
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2018-01-24 19:19:48 +00:00
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class MD5Hash;
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2016-05-07 17:47:37 +00:00
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struct Node;
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struct NodeType;
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struct Transform;
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2020-11-04 10:17:38 +00:00
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/* Note: in the following macros we use "type const &" instead of "const type &"
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* to avoid issues when pasting a pointer type. */
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#define NODE_SOCKET_API_BASE_METHODS(type_, name, string_name) \
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const SocketType *get_##name##_socket() const \
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{ \
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static const SocketType *socket = type->find_input(ustring(string_name)); \
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return socket; \
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} \
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bool name##_is_modified() const \
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{ \
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const SocketType *socket = get_##name##_socket(); \
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return socket_is_modified(*socket); \
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} \
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void tag_##name##_modified() \
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{ \
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const SocketType *socket = get_##name##_socket(); \
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socket_modified |= socket->modified_flag_bit; \
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} \
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type_ const &get_##name() const \
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{ \
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const SocketType *socket = get_##name##_socket(); \
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return get_socket_value<type_>(this, *socket); \
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}
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#define NODE_SOCKET_API_BASE(type_, name, string_name) \
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protected: \
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type_ name; \
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\
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public: \
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NODE_SOCKET_API_BASE_METHODS(type_, name, string_name)
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#define NODE_SOCKET_API(type_, name) \
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NODE_SOCKET_API_BASE(type_, name, #name) \
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void set_##name(type_ value) \
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{ \
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const SocketType *socket = get_##name##_socket(); \
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this->set(*socket, value); \
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}
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#define NODE_SOCKET_API_ARRAY(type_, name) \
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NODE_SOCKET_API_BASE(type_, name, #name) \
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void set_##name(type_ &value) \
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{ \
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const SocketType *socket = get_##name##_socket(); \
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this->set(*socket, value); \
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} \
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type_ &get_##name() \
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{ \
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const SocketType *socket = get_##name##_socket(); \
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return get_socket_value<type_>(this, *socket); \
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}
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#define NODE_SOCKET_API_STRUCT_MEMBER(type_, name, member) \
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NODE_SOCKET_API_BASE_METHODS(type_, name##_##member, #name "." #member) \
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void set_##name##_##member(type_ value) \
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{ \
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const SocketType *socket = get_##name##_##member##_socket(); \
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this->set(*socket, value); \
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}
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2016-05-07 17:47:37 +00:00
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/* Node */
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Cycles: introduce an ownership system to protect nodes from unwanted deletions.
Problem: the Blender synchronization process creates and tags nodes for usage. It does
this by directly adding and removing nodes from the scene data. If some node is not tagged
as used at the end of a synchronization, it then deletes the node from the scene. This poses
a problem when it comes to supporting procedural nodes who can create other nodes not known
by the Blender synchonization system, which will remove them.
Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene
for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting
nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods
found on the owners. `delete_node` will assert that the owner is the right one.
Whenever a scene level node is created or deleted, the appropriate node manager is tagged for
an update, freeing this responsability from BlenderSync or other software exporters.
Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they
only keep track of which nodes are used, employing the scene to create and delete them. To
achieve this, the ParticleSystem is now a Node, although it does not have any sockets.
This is part of T79131.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79131
Differential Revision: https://developer.blender.org/D8540
2020-08-30 21:20:51 +00:00
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struct NodeOwner {
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virtual ~NodeOwner();
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};
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2016-05-07 17:47:37 +00:00
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struct Node {
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explicit Node(const NodeType *type, ustring name = ustring());
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2019-08-27 10:33:09 +00:00
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virtual ~Node() = 0;
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2019-04-17 04:17:24 +00:00
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2016-05-07 17:47:37 +00:00
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/* set values */
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void set(const SocketType &input, bool value);
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void set(const SocketType &input, int value);
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2016-06-12 15:12:25 +00:00
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void set(const SocketType &input, uint value);
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2016-05-07 17:47:37 +00:00
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void set(const SocketType &input, float value);
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void set(const SocketType &input, float2 value);
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void set(const SocketType &input, float3 value);
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2016-05-07 22:28:21 +00:00
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void set(const SocketType &input, const char *value);
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2016-05-07 17:47:37 +00:00
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void set(const SocketType &input, ustring value);
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void set(const SocketType &input, const Transform &value);
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void set(const SocketType &input, Node *value);
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2019-04-17 04:17:24 +00:00
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2016-05-07 17:47:37 +00:00
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/* set array values. the memory from the input array will taken over
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* by the node and the input array will be empty after return */
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void set(const SocketType &input, array<bool> &value);
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void set(const SocketType &input, array<int> &value);
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void set(const SocketType &input, array<float> &value);
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void set(const SocketType &input, array<float2> &value);
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void set(const SocketType &input, array<float3> &value);
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void set(const SocketType &input, array<ustring> &value);
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void set(const SocketType &input, array<Transform> &value);
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void set(const SocketType &input, array<Node *> &value);
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2019-04-17 04:17:24 +00:00
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2016-05-07 17:47:37 +00:00
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/* get values */
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bool get_bool(const SocketType &input) const;
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int get_int(const SocketType &input) const;
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2016-06-12 15:12:25 +00:00
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uint get_uint(const SocketType &input) const;
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2016-05-07 17:47:37 +00:00
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float get_float(const SocketType &input) const;
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float2 get_float2(const SocketType &input) const;
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float3 get_float3(const SocketType &input) const;
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ustring get_string(const SocketType &input) const;
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Transform get_transform(const SocketType &input) const;
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Node *get_node(const SocketType &input) const;
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2019-04-17 04:17:24 +00:00
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2016-05-07 17:47:37 +00:00
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/* get array values */
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const array<bool> &get_bool_array(const SocketType &input) const;
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const array<int> &get_int_array(const SocketType &input) const;
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const array<float> &get_float_array(const SocketType &input) const;
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const array<float2> &get_float2_array(const SocketType &input) const;
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const array<float3> &get_float3_array(const SocketType &input) const;
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const array<ustring> &get_string_array(const SocketType &input) const;
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const array<Transform> &get_transform_array(const SocketType &input) const;
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const array<Node *> &get_node_array(const SocketType &input) const;
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2019-04-17 04:17:24 +00:00
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2016-05-29 09:20:10 +00:00
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/* generic values operations */
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2016-05-07 17:47:37 +00:00
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bool has_default_value(const SocketType &input) const;
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2016-05-29 09:20:10 +00:00
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void set_default_value(const SocketType &input);
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bool equals_value(const Node &other, const SocketType &input) const;
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void copy_value(const SocketType &input, const Node &other, const SocketType &other_input);
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2020-11-04 10:17:38 +00:00
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void set_value(const SocketType &input, const Node &other, const SocketType &other_input);
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2019-04-17 04:17:24 +00:00
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2016-05-29 09:20:10 +00:00
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/* equals */
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bool equals(const Node &other) const;
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2019-04-17 04:17:24 +00:00
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2018-01-24 19:19:48 +00:00
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/* compute hash of node and its socket values */
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void hash(MD5Hash &md5);
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2019-04-17 04:17:24 +00:00
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2018-07-27 09:40:44 +00:00
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/* Get total size of this node. */
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size_t get_total_size_in_bytes() const;
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2019-04-17 04:17:24 +00:00
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2020-02-03 08:02:00 +00:00
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/* Type testing, taking into account base classes. */
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bool is_a(const NodeType *type);
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2020-09-22 12:47:10 +00:00
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bool socket_is_modified(const SocketType &input) const;
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bool is_modified();
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void tag_modified();
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void clear_modified();
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void print_modified_sockets() const;
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2016-05-07 17:47:37 +00:00
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ustring name;
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const NodeType *type;
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Cycles: introduce an ownership system to protect nodes from unwanted deletions.
Problem: the Blender synchronization process creates and tags nodes for usage. It does
this by directly adding and removing nodes from the scene data. If some node is not tagged
as used at the end of a synchronization, it then deletes the node from the scene. This poses
a problem when it comes to supporting procedural nodes who can create other nodes not known
by the Blender synchonization system, which will remove them.
Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene
for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting
nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods
found on the owners. `delete_node` will assert that the owner is the right one.
Whenever a scene level node is created or deleted, the appropriate node manager is tagged for
an update, freeing this responsability from BlenderSync or other software exporters.
Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they
only keep track of which nodes are used, employing the scene to create and delete them. To
achieve this, the ParticleSystem is now a Node, although it does not have any sockets.
This is part of T79131.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79131
Differential Revision: https://developer.blender.org/D8540
2020-08-30 21:20:51 +00:00
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const NodeOwner *get_owner() const;
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void set_owner(const NodeOwner *owner_);
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2021-05-02 00:23:34 +00:00
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int reference_count() const
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{
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return ref_count;
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}
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void reference()
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{
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ref_count += 1;
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}
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void dereference()
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{
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ref_count -= 1;
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}
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/* Set the reference count to zero. This should only be called when we know for sure that the
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* Node is not used by anyone else. For now, this is only the case when "deleting" shaders, as
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* they are never actually deleted. */
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void clear_reference_count()
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{
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ref_count = 0;
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}
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Cycles: introduce an ownership system to protect nodes from unwanted deletions.
Problem: the Blender synchronization process creates and tags nodes for usage. It does
this by directly adding and removing nodes from the scene data. If some node is not tagged
as used at the end of a synchronization, it then deletes the node from the scene. This poses
a problem when it comes to supporting procedural nodes who can create other nodes not known
by the Blender synchonization system, which will remove them.
Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene
for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting
nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods
found on the owners. `delete_node` will assert that the owner is the right one.
Whenever a scene level node is created or deleted, the appropriate node manager is tagged for
an update, freeing this responsability from BlenderSync or other software exporters.
Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they
only keep track of which nodes are used, employing the scene to create and delete them. To
achieve this, the ParticleSystem is now a Node, although it does not have any sockets.
This is part of T79131.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79131
Differential Revision: https://developer.blender.org/D8540
2020-08-30 21:20:51 +00:00
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protected:
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const NodeOwner *owner;
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2021-05-02 00:23:34 +00:00
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int ref_count{0};
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2020-09-22 12:47:10 +00:00
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2020-11-04 10:17:38 +00:00
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template<typename T> static T &get_socket_value(const Node *node, const SocketType &socket)
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{
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return (T &)*(((char *)node) + socket.struct_offset);
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}
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2020-09-22 12:47:10 +00:00
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SocketModifiedFlags socket_modified;
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template<typename T> void set_if_different(const SocketType &input, T value);
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2021-05-02 00:23:34 +00:00
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/* Explicit overload for Node sockets so we can handle reference counting. The old Node is
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* dereferenced, and the new one is referenced. */
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void set_if_different(const SocketType &input, Node *value);
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2020-09-22 12:47:10 +00:00
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template<typename T> void set_if_different(const SocketType &input, array<T> &value);
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2021-05-02 00:23:34 +00:00
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/* Explicit overload for Node sockets so we can handle reference counting. The old Nodes are
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* dereferenced, and the new ones are referenced. */
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void set_if_different(const SocketType &input, array<Node *> &value);
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/* Call this function in derived classes' destructors to ensure that used Nodes are dereferenced
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* properly. */
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void dereference_all_used_nodes();
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2016-05-07 17:47:37 +00:00
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};
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CCL_NAMESPACE_END
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