2011-04-27 11:58:34 +00:00
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 "util_algorithm.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Input and Output */
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ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketType 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, 0, 0);
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stack_offset = SVM_STACK_INVALID;
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default_value = NONE;
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osl_only = false;
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}
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ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name_, ShaderSocketType 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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}
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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(strcmp(socket->name, name) == 0)
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return socket;
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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(strcmp(socket->name, name) == 0)
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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, ShaderSocketType type, float value)
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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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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, ShaderSocketType type, float3 value)
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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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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, ShaderSocketType type, ShaderInput::DefaultValue value, bool osl_only)
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{
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ShaderInput *input = add_input(name, type);
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input->default_value = value;
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input->osl_only = osl_only;
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return input;
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}
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ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType 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(AttributeRequestSet *attributes)
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{
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2011-10-12 16:01:37 +00:00
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foreach(ShaderInput *input, inputs) {
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if(!input->link) {
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if(input->default_value == ShaderInput::TEXTURE_GENERATED)
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attributes->add(Attribute::STD_GENERATED);
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else if(input->default_value == ShaderInput::TEXTURE_UV)
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attributes->add(Attribute::STD_UV);
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}
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}
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2011-04-27 11:58:34 +00:00
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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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add(new OutputNode());
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}
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ShaderGraph::~ShaderGraph()
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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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ShaderNode *ShaderGraph::add(ShaderNode *node)
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{
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assert(!finalized);
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node->id = nodes.size();
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nodes.push_back(node);
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return node;
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}
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ShaderNode *ShaderGraph::output()
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{
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return 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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set<ShaderNode*> nodes_all;
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foreach(ShaderNode *node, nodes)
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nodes_all.insert(node);
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map<ShaderNode*, ShaderNode*> 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->nodes.clear();
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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, "ShaderGraph 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 == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) {
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fprintf(stderr, "ShaderGraph connect: can only connect closure to closure.\n");
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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));
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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::finalize(bool do_bump, bool do_osl)
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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();
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default_inputs(do_osl);
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if(do_bump)
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bump_from_displacement();
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finalized = true;
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}
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}
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void ShaderGraph::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
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{
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/* find all nodes that this input dependes on directly and indirectly */
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ShaderNode *node = (input->link)? input->link->parent: NULL;
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if(node) {
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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::copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& 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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void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
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{
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visited[node->id] = true;
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on_stack[node->id] = true;
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foreach(ShaderInput *input, node->inputs) {
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if(input->link) {
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ShaderNode *depnode = input->link->parent;
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if(on_stack[depnode->id]) {
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/* break cycle */
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disconnect(input);
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fprintf(stderr, "ShaderGraph: detected cycle in graph, connection removed.\n");
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}
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else if(!visited[depnode->id]) {
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/* visit dependencies */
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break_cycles(depnode, visited, on_stack);
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}
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}
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}
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on_stack[node->id] = false;
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}
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void ShaderGraph::clean()
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{
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/* we do two things here: find cycles and break them, and remove unused
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nodes that don't feed into the output. how cycles are broken is
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undefined, they are invalid input, the important thing is to not crash */
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vector<bool> visited(nodes.size(), false);
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vector<bool> on_stack(nodes.size(), false);
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/* break cycles */
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break_cycles(output(), visited, on_stack);
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/* remove unused nodes */
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2011-08-21 10:32:15 +00:00
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list<ShaderNode*> newnodes;
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2011-04-27 11:58:34 +00:00
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foreach(ShaderNode *node, nodes) {
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if(visited[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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void ShaderGraph::default_inputs(bool do_osl)
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{
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/* nodes can specify default texture coordinates, for now we give
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* everything the position by default, except for the sky texture */
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ShaderNode *geom = NULL;
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ShaderNode *texco = NULL;
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foreach(ShaderNode *node, nodes) {
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foreach(ShaderInput *input, node->inputs) {
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if(!input->link && !(input->osl_only && !do_osl)) {
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2011-10-12 16:01:37 +00:00
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if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
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2011-04-27 11:58:34 +00:00
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if(!texco)
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texco = new TextureCoordinateNode();
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connect(texco->output("Generated"), input);
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}
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2011-10-12 16:01:37 +00:00
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else if(input->default_value == ShaderInput::TEXTURE_UV) {
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if(!texco)
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texco = new TextureCoordinateNode();
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connect(texco->output("UV"), input);
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}
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2011-04-27 11:58:34 +00:00
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else if(input->default_value == ShaderInput::INCOMING) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Incoming"), input);
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}
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else if(input->default_value == ShaderInput::NORMAL) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Normal"), input);
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}
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else if(input->default_value == ShaderInput::POSITION) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Position"), input);
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}
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}
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}
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}
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if(geom)
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add(geom);
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if(texco)
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add(texco);
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}
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void ShaderGraph::bump_from_displacement()
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{
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/* generate bump mapping automatically from displacement. bump mapping is
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* done using a 3-tap filter, computing the displacement at the center,
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* and two other positions shifted by ray differentials.
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*
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* since the input to displacement is a node graph, we need to ensure that
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* all texture coordinates use are shift by the ray differentials. for this
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* reason we make 3 copies of the node subgraph defining the displacement,
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* with each different geometry and texture coordinate nodes that generate
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* different shifted coordinates.
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*
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* these 3 displacement values are then fed into the bump node, which will
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* modify the normal. */
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ShaderInput *displacement_in = output()->input("Displacement");
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if(!displacement_in->link)
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return;
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/* find dependencies for the given input */
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set<ShaderNode*> nodes_displace;
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find_dependencies(nodes_displace, displacement_in);
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|
/* copy nodes for 3 bump samples */
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map<ShaderNode*, ShaderNode*> nodes_center;
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map<ShaderNode*, ShaderNode*> nodes_dx;
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map<ShaderNode*, ShaderNode*> nodes_dy;
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copy_nodes(nodes_displace, nodes_center);
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copy_nodes(nodes_displace, nodes_dx);
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copy_nodes(nodes_displace, nodes_dy);
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|
|
/* mark nodes to indicate they are use for bump computation, so
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|
that any texture coordinates are shifted by dx/dy when sampling */
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|
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foreach(NodePair& pair, nodes_center)
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pair.second->bump = SHADER_BUMP_CENTER;
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foreach(NodePair& pair, nodes_dx)
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pair.second->bump = SHADER_BUMP_DX;
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foreach(NodePair& pair, nodes_dy)
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pair.second->bump = SHADER_BUMP_DY;
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|
|
/* add bump node and connect copied graphs to it */
|
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|
|
ShaderNode *bump = add(new BumpNode());
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|
|
ShaderOutput *out = displacement_in->link;
|
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|
|
ShaderOutput *out_center = nodes_center[out->parent]->output(out->name);
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|
ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name);
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|
ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name);
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|
|
connect(out_center, bump->input("SampleCenter"));
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|
|
connect(out_dx, bump->input("SampleX"));
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|
|
connect(out_dy, bump->input("SampleY"));
|
|
|
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|
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|
|
/* 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)
|
|
|
|
foreach(ShaderInput *input, node->inputs)
|
|
|
|
if(!input->link && input->default_value == ShaderInput::NORMAL)
|
|
|
|
connect(bump->output("Normal"), input);
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCL_NAMESPACE_END
|
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