blender/intern/cycles/render/graph.cpp
Dalai Felinto 0890c2a4a0 support for string parameters in OSL nodes
for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH
also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but
should work for now)
2012-11-06 21:36:44 +00:00

634 lines
17 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "attribute.h"
#include "graph.h"
#include "nodes.h"
#include "util_algorithm.h"
#include "util_debug.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Input and Output */
ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
{
parent = parent_;
name = name_;
type = type_;
link = NULL;
value = make_float3(0, 0, 0);
stack_offset = SVM_STACK_INVALID;
default_value = NONE;
osl_only = false;
}
ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
{
parent = parent_;
name = name_;
type = type_;
stack_offset = SVM_STACK_INVALID;
}
/* Node */
ShaderNode::ShaderNode(const char *name_)
{
name = name_;
id = -1;
bump = SHADER_BUMP_NONE;
special_type = SHADER_SPECIAL_TYPE_NONE;
}
ShaderNode::~ShaderNode()
{
foreach(ShaderInput *socket, inputs)
delete socket;
foreach(ShaderOutput *socket, outputs)
delete socket;
}
ShaderInput *ShaderNode::input(const char *name)
{
foreach(ShaderInput *socket, inputs)
if(strcmp(socket->name, name) == 0)
return socket;
return NULL;
}
ShaderOutput *ShaderNode::output(const char *name)
{
foreach(ShaderOutput *socket, outputs)
if(strcmp(socket->name, name) == 0)
return socket;
return NULL;
}
ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float value)
{
ShaderInput *input = new ShaderInput(this, name, type);
input->value.x = value;
inputs.push_back(input);
return input;
}
ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float3 value)
{
ShaderInput *input = new ShaderInput(this, name, type);
input->value = value;
inputs.push_back(input);
return input;
}
ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, bool osl_only)
{
ShaderInput *input = add_input(name, type);
input->default_value = value;
input->osl_only = osl_only;
return input;
}
ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType type)
{
ShaderOutput *output = new ShaderOutput(this, name, type);
outputs.push_back(output);
return output;
}
void ShaderNode::attributes(AttributeRequestSet *attributes)
{
foreach(ShaderInput *input, inputs) {
if(!input->link) {
if(input->default_value == ShaderInput::TEXTURE_GENERATED)
attributes->add(ATTR_STD_GENERATED);
else if(input->default_value == ShaderInput::TEXTURE_UV)
attributes->add(ATTR_STD_UV);
}
}
}
/* Graph */
ShaderGraph::ShaderGraph()
{
finalized = false;
add(new OutputNode());
}
ShaderGraph::~ShaderGraph()
{
foreach(ShaderNode *node, nodes)
delete node;
}
ShaderNode *ShaderGraph::add(ShaderNode *node)
{
assert(!finalized);
node->id = nodes.size();
nodes.push_back(node);
return node;
}
ShaderNode *ShaderGraph::output()
{
return nodes.front();
}
ShaderGraph *ShaderGraph::copy()
{
ShaderGraph *newgraph = new ShaderGraph();
/* copy nodes */
set<ShaderNode*> nodes_all;
foreach(ShaderNode *node, nodes)
nodes_all.insert(node);
map<ShaderNode*, ShaderNode*> nodes_copy;
copy_nodes(nodes_all, nodes_copy);
/* add nodes (in same order, so output is still first) */
newgraph->nodes.clear();
foreach(ShaderNode *node, nodes)
newgraph->add(nodes_copy[node]);
return newgraph;
}
void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
{
assert(!finalized);
assert(from && to);
if(to->link) {
fprintf(stderr, "Cycles shader graph connect: input already connected.\n");
return;
}
if(from->type != to->type) {
/* for closures we can't do automatic conversion */
if(from->type == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) {
fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
"(ShaderNode:%s, ShaderOutput:%s , type:%d -> to ShaderNode:%s, ShaderInput:%s, type:%d).\n",
from->parent->name.c_str(), from->name, (int)from->type,
to->parent->name.c_str(), to->name, (int)to->type);
return;
}
/* add automatic conversion node in case of type mismatch */
ShaderNode *convert = add(new ConvertNode(from->type, to->type));
connect(from, convert->inputs[0]);
connect(convert->outputs[0], to);
}
else {
/* types match, just connect */
to->link = from;
from->links.push_back(to);
}
}
void ShaderGraph::disconnect(ShaderInput *to)
{
assert(!finalized);
assert(to->link);
ShaderOutput *from = to->link;
to->link = NULL;
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
void ShaderGraph::finalize(bool do_bump, bool do_osl)
{
/* before compiling, the shader graph may undergo a number of modifications.
* currently we set default geometry shader inputs, and create automatic bump
* from displacement. a graph can be finalized only once, and should not be
* modified afterwards. */
if(!finalized) {
clean();
default_inputs(do_osl);
refine_bump_nodes();
if(do_bump)
bump_from_displacement();
finalized = true;
}
}
void ShaderGraph::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
{
/* find all nodes that this input dependes on directly and indirectly */
ShaderNode *node = (input->link)? input->link->parent: NULL;
if(node) {
foreach(ShaderInput *in, node->inputs)
find_dependencies(dependencies, in);
dependencies.insert(node);
}
}
void ShaderGraph::copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap)
{
/* copy a set of nodes, and the links between them. the assumption is
* made that all nodes that inputs are linked to are in the set too. */
/* copy nodes */
foreach(ShaderNode *node, nodes) {
ShaderNode *nnode = node->clone();
nnodemap[node] = nnode;
nnode->inputs.clear();
nnode->outputs.clear();
foreach(ShaderInput *input, node->inputs) {
ShaderInput *ninput = new ShaderInput(*input);
nnode->inputs.push_back(ninput);
ninput->parent = nnode;
ninput->link = NULL;
}
foreach(ShaderOutput *output, node->outputs) {
ShaderOutput *noutput = new ShaderOutput(*output);
nnode->outputs.push_back(noutput);
noutput->parent = nnode;
noutput->links.clear();
}
}
/* recreate links */
foreach(ShaderNode *node, nodes) {
foreach(ShaderInput *input, node->inputs) {
if(input->link) {
/* find new input and output */
ShaderNode *nfrom = nnodemap[input->link->parent];
ShaderNode *nto = nnodemap[input->parent];
ShaderOutput *noutput = nfrom->output(input->link->name);
ShaderInput *ninput = nto->input(input->name);
/* connect */
connect(noutput, ninput);
}
}
}
}
void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
{
foreach(ShaderNode *node, nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
ProxyNode *proxy = static_cast<ProxyNode*>(node);
ShaderInput *input = proxy->inputs[0];
ShaderOutput *output = proxy->outputs[0];
/* temp. copy of the output links list.
* output->links is modified when we disconnect!
*/
vector<ShaderInput*> links(output->links);
ShaderOutput *from = input->link;
/* bypass the proxy node */
if (from) {
disconnect(input);
foreach(ShaderInput *to, links) {
disconnect(to);
connect(from, to);
}
}
else {
foreach(ShaderInput *to, links) {
disconnect(to);
/* transfer the default input value to the target socket */
to->set(input->value);
to->set(input->value_string);
}
}
removed[proxy->id] = true;
}
/* remove useless mix closures nodes */
if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
MixClosureNode *mix = static_cast<MixClosureNode*>(node);
if(mix->outputs[0]->links.size() && mix->inputs[1]->link == mix->inputs[2]->link) {
ShaderOutput *output = mix->inputs[1]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
foreach(ShaderInput *sock, mix->inputs)
if(sock->link)
disconnect(sock);
foreach(ShaderInput *input, inputs) {
disconnect(input);
if (output)
connect(output, input);
}
}
}
}
}
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()
{
/* 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> removed(nodes.size(), false);
vector<bool> visited(nodes.size(), false);
vector<bool> on_stack(nodes.size(), false);
list<ShaderNode*> newnodes;
/* remove proxy nodes */
remove_proxy_nodes(removed);
foreach(ShaderNode *node, nodes) {
if(!removed[node->id])
newnodes.push_back(node);
else
delete node;
}
nodes = newnodes;
newnodes.clear();
/* 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 */
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->osl_only && !do_osl)) {
if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("Generated"), input);
}
else if(input->default_value == ShaderInput::TEXTURE_UV) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("UV"), input);
}
else if(input->default_value == ShaderInput::INCOMING) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Incoming"), input);
}
else if(input->default_value == ShaderInput::NORMAL) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Normal"), input);
}
else if(input->default_value == ShaderInput::POSITION) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Position"), input);
}
else if(input->default_value == ShaderInput::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->name == ustring("bump") && node->input("Height")->link) {
ShaderInput *bump_input = node->input("Height");
set<ShaderNode*> nodes_bump;
/* make 2 extra copies of the subgraph defined in Bump input */
map<ShaderNode*, ShaderNode*> nodes_dx;
map<ShaderNode*, ShaderNode*> 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 conected is bump to samplecenter input*/
connect(out , node->input("SampleCenter"));
/* bump input is just for connectivity purpose for the graph input,
* we reconected 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 the perturbed normal. */
ShaderInput *displacement_in = output()->input("Displacement");
if(!displacement_in->link)
return;
/* find dependencies for the given input */
set<ShaderNode*> nodes_displace;
find_dependencies(nodes_displace, displacement_in);
/* copy nodes for 3 bump samples */
map<ShaderNode*, ShaderNode*> nodes_center;
map<ShaderNode*, ShaderNode*> nodes_dx;
map<ShaderNode*, ShaderNode*> 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)
foreach(ShaderInput *input, node->inputs)
if(!input->link && input->default_value == ShaderInput::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("NormalIn");
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);
}
CCL_NAMESPACE_END