Code refactor: make ShaderNode match Node a bit more, reusing types and enums.

Differential Revision: https://developer.blender.org/D2016
This commit is contained in:
Brecht Van Lommel 2016-05-08 01:32:09 +02:00
parent a9f7bbc9f8
commit b94bfe4cd8
10 changed files with 736 additions and 774 deletions

@ -214,7 +214,7 @@ static bool xml_equal_string(pugi::xml_node node, const char *name, const char *
return false;
}
static bool xml_read_enum(ustring *str, ShaderEnum& enm, pugi::xml_node node, const char *name)
static bool xml_read_enum(ustring *str, NodeEnum& enm, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
@ -232,7 +232,7 @@ static bool xml_read_enum(ustring *str, ShaderEnum& enm, pugi::xml_node node, co
return false;
}
static bool xml_read_enum_value(int *value, ShaderEnum& enm, pugi::xml_node node, const char *name)
static bool xml_read_enum_value(int *value, NodeEnum& enm, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
@ -250,33 +250,33 @@ static bool xml_read_enum_value(int *value, ShaderEnum& enm, pugi::xml_node node
return false;
}
static ShaderSocketType xml_read_socket_type(pugi::xml_node node, const char *name)
static SocketType::Type xml_read_socket_type(pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
string value = attr.value();
if(string_iequals(value, "float"))
return SHADER_SOCKET_FLOAT;
return SocketType::FLOAT;
else if(string_iequals(value, "int"))
return SHADER_SOCKET_INT;
return SocketType::INT;
else if(string_iequals(value, "color"))
return SHADER_SOCKET_COLOR;
return SocketType::COLOR;
else if(string_iequals(value, "vector"))
return SHADER_SOCKET_VECTOR;
return SocketType::VECTOR;
else if(string_iequals(value, "point"))
return SHADER_SOCKET_POINT;
return SocketType::POINT;
else if(string_iequals(value, "normal"))
return SHADER_SOCKET_NORMAL;
return SocketType::NORMAL;
else if(string_iequals(value, "closure color"))
return SHADER_SOCKET_CLOSURE;
return SocketType::CLOSURE;
else if(string_iequals(value, "string"))
return SHADER_SOCKET_STRING;
return SocketType::STRING;
else
fprintf(stderr, "Unknown shader socket type \"%s\" for attribute \"%s\".\n", value.c_str(), name);
}
return SHADER_SOCKET_UNDEFINED;
return SocketType::UNDEFINED;
}
/* Camera */
@ -371,8 +371,8 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
if(!xml_read_string(&name, param, "name"))
continue;
ShaderSocketType type = xml_read_socket_type(param, "type");
if(type == SHADER_SOCKET_UNDEFINED)
SocketType::Type type = xml_read_socket_type(param, "type");
if(type == SocketType::UNDEFINED)
continue;
osl->add_input(ustring(name).c_str(), type);
@ -382,8 +382,8 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
if(!xml_read_string(&name, param, "name"))
continue;
ShaderSocketType type = xml_read_socket_type(param, "type");
if(type == SHADER_SOCKET_UNDEFINED)
SocketType::Type type = xml_read_socket_type(param, "type");
if(type == SocketType::UNDEFINED)
continue;
osl->add_output(ustring(name).c_str(), type);
@ -699,7 +699,7 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
ShaderNode *fromnode = nodemap[from_tokens[0]];
foreach(ShaderOutput *out, fromnode->outputs)
if(string_iequals(xml_socket_name(out->name), from_tokens[1]))
if(string_iequals(xml_socket_name(out->name().c_str()), from_tokens[1]))
output = out;
if(!output)
@ -712,7 +712,7 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
ShaderNode *tonode = nodemap[to_tokens[0]];
foreach(ShaderInput *in, tonode->inputs)
if(string_iequals(xml_socket_name(in->name), to_tokens[1]))
if(string_iequals(xml_socket_name(in->name().c_str()), to_tokens[1]))
input = in;
if(!input)
@ -744,20 +744,20 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
/* read input values */
for(pugi::xml_attribute attr = node.first_attribute(); attr; attr = attr.next_attribute()) {
foreach(ShaderInput *in, snode->inputs) {
if(string_iequals(in->name, attr.name())) {
switch(in->type) {
case SHADER_SOCKET_FLOAT:
case SHADER_SOCKET_INT:
xml_read_float(&in->value.x, node, attr.name());
if(string_iequals(in->name().c_str(), attr.name())) {
switch(in->type()) {
case SocketType::FLOAT:
case SocketType::INT:
xml_read_float(&in->value_float(), node, attr.name());
break;
case SHADER_SOCKET_COLOR:
case SHADER_SOCKET_VECTOR:
case SHADER_SOCKET_POINT:
case SHADER_SOCKET_NORMAL:
xml_read_float3(&in->value, node, attr.name());
case SocketType::COLOR:
case SocketType::VECTOR:
case SocketType::POINT:
case SocketType::NORMAL:
xml_read_float3(&in->value(), node, attr.name());
break;
case SHADER_SOCKET_STRING:
xml_read_ustring( &in->value_string, node, attr.name() );
case SocketType::STRING:
xml_read_ustring( &in->value_string(), node, attr.name() );
break;
default:
break;

@ -127,42 +127,42 @@ static float3 get_node_output_vector(BL::Node& b_node, const string& name)
return make_float3(value[0], value[1], value[2]);
}
static ShaderSocketType convert_socket_type(BL::NodeSocket& b_socket)
static SocketType::Type convert_socket_type(BL::NodeSocket& b_socket)
{
switch(b_socket.type()) {
case BL::NodeSocket::type_VALUE:
return SHADER_SOCKET_FLOAT;
return SocketType::FLOAT;
case BL::NodeSocket::type_INT:
return SHADER_SOCKET_INT;
return SocketType::INT;
case BL::NodeSocket::type_VECTOR:
return SHADER_SOCKET_VECTOR;
return SocketType::VECTOR;
case BL::NodeSocket::type_RGBA:
return SHADER_SOCKET_COLOR;
return SocketType::COLOR;
case BL::NodeSocket::type_STRING:
return SHADER_SOCKET_STRING;
return SocketType::STRING;
case BL::NodeSocket::type_SHADER:
return SHADER_SOCKET_CLOSURE;
return SocketType::CLOSURE;
default:
return SHADER_SOCKET_UNDEFINED;
return SocketType::UNDEFINED;
}
}
#ifdef WITH_OSL
static ShaderSocketType convert_osl_socket_type(OSL::OSLQuery& query,
static SocketType::Type convert_osl_socket_type(OSL::OSLQuery& query,
BL::NodeSocket& b_socket)
{
ShaderSocketType socket_type = convert_socket_type(b_socket);
if(socket_type == SHADER_SOCKET_VECTOR) {
SocketType::Type socket_type = convert_socket_type(b_socket);
if(socket_type == SocketType::VECTOR) {
/* TODO(sergey): Do we need compatible_name() here? */
const OSL::OSLQuery::Parameter *param = query.getparam(b_socket.name());
assert(param != NULL);
if(param != NULL) {
if(param->type.vecsemantics == TypeDesc::POINT) {
socket_type = SHADER_SOCKET_POINT;
socket_type = SocketType::POINT;
}
else if(param->type.vecsemantics == TypeDesc::NORMAL) {
socket_type = SHADER_SOCKET_NORMAL;
socket_type = SocketType::NORMAL;
}
}
}
@ -177,32 +177,30 @@ static void set_default_value(ShaderInput *input,
BL::ID& b_id)
{
/* copy values for non linked inputs */
switch(input->type) {
case SHADER_SOCKET_FLOAT: {
input->set(get_float(b_sock.ptr, "default_value"));
switch(input->type()) {
case SocketType::FLOAT: {
input->value_float() = get_float(b_sock.ptr, "default_value");
break;
}
case SHADER_SOCKET_INT: {
input->set((float)get_int(b_sock.ptr, "default_value"));
case SocketType::INT: {
input->value_float() = (float)get_int(b_sock.ptr, "default_value");
break;
}
case SHADER_SOCKET_COLOR: {
input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
case SocketType::COLOR: {
input->value() = float4_to_float3(get_float4(b_sock.ptr, "default_value"));
break;
}
case SHADER_SOCKET_NORMAL:
case SHADER_SOCKET_POINT:
case SHADER_SOCKET_VECTOR: {
input->set(get_float3(b_sock.ptr, "default_value"));
case SocketType::NORMAL:
case SocketType::POINT:
case SocketType::VECTOR: {
input->value() = get_float3(b_sock.ptr, "default_value");
break;
}
case SHADER_SOCKET_STRING: {
input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
case SocketType::STRING: {
input->value_string() = (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value"));
break;
}
case SHADER_SOCKET_CLOSURE:
case SHADER_SOCKET_UNDEFINED:
default:
break;
}
}
@ -341,7 +339,7 @@ static ShaderNode *add_node(Scene *scene,
node = new HSVNode();
}
else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
node = new ConvertNode(SocketType::COLOR, SocketType::FLOAT);
}
else if(b_node.is_a(&RNA_ShaderNodeMath)) {
BL::ShaderNodeMath b_math_node(b_node);
@ -1020,7 +1018,7 @@ static void add_nodes(Scene *scene,
BL::Node::internal_links_iterator b_link;
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
ShaderSocketType to_socket_type = convert_socket_type(to_socket);
SocketType::Type to_socket_type = convert_socket_type(to_socket);
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
@ -1043,7 +1041,7 @@ static void add_nodes(Scene *scene,
* so that links have something to connect to and assert won't fail.
*/
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ShaderSocketType input_type = convert_socket_type(*b_input);
SocketType::Type input_type = convert_socket_type(*b_input);
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
graph->add(proxy);
@ -1055,7 +1053,7 @@ static void add_nodes(Scene *scene,
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ShaderSocketType output_type = convert_socket_type(*b_output);
SocketType::Type output_type = convert_socket_type(*b_output);
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
graph->add(proxy);
@ -1227,7 +1225,7 @@ void BlenderSync::sync_materials(bool update_all)
ShaderNode *closure, *out;
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value = get_float3(b_mat->diffuse_color());
closure->input("Color")->value() = get_float3(b_mat->diffuse_color());
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
@ -1276,7 +1274,7 @@ void BlenderSync::sync_world(bool update_all)
ShaderNode *closure, *out;
closure = graph->add(new BackgroundNode());
closure->input("Color")->value = get_float3(b_world.horizon_color());
closure->input("Color")->value() = get_float3(b_world.horizon_color());
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
@ -1369,8 +1367,8 @@ void BlenderSync::sync_lamps(bool update_all)
}
closure = graph->add(new EmissionNode());
closure->input("Color")->value = get_float3(b_lamp->color());
closure->input("Strength")->value.x = strength;
closure->input("Color")->value() = get_float3(b_lamp->color());
closure->input("Strength")->value_float() = strength;
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Surface"));

@ -66,7 +66,7 @@ bool check_node_inputs_equals(const ShaderNode *node_a,
*input_b = node_b->inputs[i];
if(input_a->link == NULL && input_b->link == NULL) {
/* Unconnected inputs are expected to have the same value. */
if(input_a->value != input_b->value) {
if(input_a->value() != input_b->value()) {
return false;
}
}
@ -90,23 +90,22 @@ bool check_node_inputs_equals(const ShaderNode *node_a,
/* Input and Output */
ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
ShaderInput::ShaderInput(ShaderNode *parent_, const char *name, SocketType::Type type)
{
parent = parent_;
name = name_;
type = type_;
name_ = name;
type_ = type;
link = NULL;
value = make_float3(0.0f, 0.0f, 0.0f);
value_ = make_float3(0.0f, 0.0f, 0.0f);
stack_offset = SVM_STACK_INVALID;
default_value = NONE;
usage = USE_ALL;
flags_ = 0;
}
ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name, SocketType::Type type)
{
parent = parent_;
name = name_;
type = type_;
name_ = name;
type_ = type;
stack_offset = SVM_STACK_INVALID;
}
@ -132,7 +131,7 @@ ShaderNode::~ShaderNode()
ShaderInput *ShaderNode::input(const char *name)
{
foreach(ShaderInput *socket, inputs) {
if(strcmp(socket->name, name) == 0)
if(socket->name() == name)
return socket;
}
@ -142,39 +141,50 @@ ShaderInput *ShaderNode::input(const char *name)
ShaderOutput *ShaderNode::output(const char *name)
{
foreach(ShaderOutput *socket, outputs)
if(strcmp(socket->name, name) == 0)
if(socket->name() == name)
return socket;
return NULL;
}
ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float value, int usage)
ShaderInput *ShaderNode::input(ustring name)
{
foreach(ShaderInput *socket, inputs) {
if(socket->name() == name)
return socket;
}
return NULL;
}
ShaderOutput *ShaderNode::output(ustring name)
{
foreach(ShaderOutput *socket, outputs)
if(socket->name() == name)
return socket;
return NULL;
}
ShaderInput *ShaderNode::add_input(const char *name, SocketType::Type type, float value, int flags)
{
ShaderInput *input = new ShaderInput(this, name, type);
input->value.x = value;
input->usage = usage;
input->value_.x = value;
input->flags_ = flags;
inputs.push_back(input);
return input;
}
ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float3 value, int usage)
ShaderInput *ShaderNode::add_input(const char *name, SocketType::Type type, float3 value, int flags)
{
ShaderInput *input = new ShaderInput(this, name, type);
input->value = value;
input->usage = usage;
input->value_ = value;
input->flags_ = flags;
inputs.push_back(input);
return input;
}
ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, int usage)
{
ShaderInput *input = add_input(name, type);
input->default_value = value;
input->usage = usage;
return input;
}
ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType type)
ShaderOutput *ShaderNode::add_output(const char *name, SocketType::Type type)
{
ShaderOutput *output = new ShaderOutput(this, name, type);
outputs.push_back(output);
@ -185,13 +195,13 @@ void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
foreach(ShaderInput *input, inputs) {
if(!input->link) {
if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
if(shader->has_surface)
attributes->add(ATTR_STD_GENERATED);
if(shader->has_volume)
attributes->add(ATTR_STD_GENERATED_TRANSFORM);
}
else if(input->default_value == ShaderInput::TEXTURE_UV) {
else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
if(shader->has_surface)
attributes->add(ATTR_STD_UV);
}
@ -256,18 +266,18 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
return;
}
if(from->type != to->type) {
if(from->type() != to->type()) {
/* for closures we can't do automatic conversion */
if(from->type == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) {
if(from->type() == SocketType::CLOSURE || to->type() == SocketType::CLOSURE) {
fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
"(%s.%s to %s.%s).\n",
from->parent->name.c_str(), from->name,
to->parent->name.c_str(), to->name);
from->parent->name.c_str(), from->name().c_str(),
to->parent->name.c_str(), to->name().c_str());
return;
}
/* add automatic conversion node in case of type mismatch */
ShaderNode *convert = add(new ConvertNode(from->type, to->type, true));
ShaderNode *convert = add(new ConvertNode(from->type(), to->type(), true));
connect(from, convert->inputs[0]);
connect(convert->outputs[0], to);
@ -401,8 +411,8 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
/* 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);
ShaderOutput *noutput = nfrom->output(input->link->name());
ShaderInput *ninput = nto->input(input->name());
/* connect */
connect(noutput, ninput);
@ -447,10 +457,10 @@ void ShaderGraph::remove_proxy_nodes()
vector<ShaderInput*> links = tonode->outputs[0]->links;
foreach(ShaderInput *autoin, links) {
if(autoin->default_value == ShaderInput::NONE)
all_links_removed = false;
else
if(autoin->flags() & SocketType::DEFAULT_LINK_MASK)
disconnect(autoin);
else
all_links_removed = false;
}
if(all_links_removed)
@ -460,8 +470,8 @@ void ShaderGraph::remove_proxy_nodes()
disconnect(to);
/* transfer the default input value to the target socket */
to->set(input->value);
to->set(input->value_string);
to->value() = input->value();
to->value_string() = input->value_string();
}
}
@ -533,7 +543,7 @@ void ShaderGraph::constant_fold()
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *input, links) {
/* Assign value and disconnect the optimizedinput. */
input->value = optimized_value;
input->value() = optimized_value;
disconnect(input);
}
}
@ -706,38 +716,38 @@ void ShaderGraph::default_inputs(bool do_osl)
foreach(ShaderNode *node, nodes) {
foreach(ShaderInput *input, node->inputs) {
if(!input->link && ((input->usage & ShaderInput::USE_SVM) || do_osl)) {
if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
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->default_value == ShaderInput::TEXTURE_UV) {
else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
if(!texco)
texco = new TextureCoordinateNode();
connect(texco->output("UV"), input);
}
else if(input->default_value == ShaderInput::INCOMING) {
else if(input->flags() & SocketType::LINK_INCOMING) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Incoming"), input);
}
else if(input->default_value == ShaderInput::NORMAL) {
else if(input->flags() & SocketType::LINK_NORMAL) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Normal"), input);
}
else if(input->default_value == ShaderInput::POSITION) {
else if(input->flags() & SocketType::LINK_POSITION) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Position"), input);
}
else if(input->default_value == ShaderInput::TANGENT) {
else if(input->flags() & SocketType::LINK_TANGENT) {
if(!geom)
geom = new GeometryNode();
@ -785,8 +795,8 @@ void ShaderGraph::refine_bump_nodes()
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);
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"));
@ -860,9 +870,9 @@ void ShaderGraph::bump_from_displacement()
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);
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"));
@ -882,7 +892,7 @@ void ShaderGraph::bump_from_displacement()
continue;
}
foreach(ShaderInput *input, node->inputs) {
if(!input->link && input->default_value == ShaderInput::NORMAL)
if(!input->link && (input->flags() & SocketType::LINK_NORMAL))
connect(set_normal->output("Normal"), input);
}
}
@ -925,7 +935,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if(fin->link)
connect(fin->link, fac_in);
else
fac_in->value = fin->value;
fac_in->value_float() = fin->value_float();
if(weight_out)
connect(weight_out, weight_in);
@ -952,7 +962,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
return;
/* already has a weight connected to it? add weights */
if(weight_in->link || weight_in->value.x != 0.0f) {
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");
@ -960,12 +970,12 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if(weight_in->link)
connect(weight_in->link, value1_in);
else
value1_in->value = weight_in->value;
value1_in->value() = weight_in->value();
if(weight_out)
connect(weight_out, value2_in);
else
value2_in->value.x = 1.0f;
value2_in->value_float() = 1.0f;
weight_out = math_node->output("Value");
if(weight_in->link)
@ -976,7 +986,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if(weight_out)
connect(weight_out, weight_in);
else
weight_in->value.x += 1.0f;
weight_in->value_float() += 1.0f;
}
}
@ -1024,7 +1034,7 @@ void ShaderGraph::dump_graph(const char *filename)
if(socket != node->inputs[0]) {
fprintf(fd, "|");
}
fprintf(fd, "<IN_%p>%s", socket, socket->name);
fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str());
}
fprintf(fd, "}|");
}
@ -1044,7 +1054,7 @@ void ShaderGraph::dump_graph(const char *filename)
if(socket != node->outputs[0]) {
fprintf(fd, "|");
}
fprintf(fd, "<OUT_%p>%s", socket, socket->name);
fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str());
}
fprintf(fd, "}");
}
@ -1058,7 +1068,7 @@ void ShaderGraph::dump_graph(const char *filename)
"// CONNECTION: OUT_%p->IN_%p (%s:%s)\n",
output,
input,
output->name, input->name);
output->name().c_str(), input->name().c_str());
fprintf(fd,
"\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n",
output->parent,

@ -17,6 +17,8 @@
#ifndef __GRAPH_H__
#define __GRAPH_H__
#include "node.h"
#include "kernel_types.h"
#include "util_list.h"
@ -39,23 +41,6 @@ class SVMCompiler;
class OSLCompiler;
class OutputNode;
/* Socket Type
*
* Data type for inputs and outputs */
enum ShaderSocketType {
SHADER_SOCKET_UNDEFINED,
SHADER_SOCKET_FLOAT,
SHADER_SOCKET_INT,
SHADER_SOCKET_COLOR,
SHADER_SOCKET_VECTOR,
SHADER_SOCKET_POINT,
SHADER_SOCKET_NORMAL,
SHADER_SOCKET_CLOSURE,
SHADER_SOCKET_STRING
};
/* Bump
*
* For bump mapping, a node may be evaluated multiple times, using different
@ -86,30 +71,6 @@ enum ShaderNodeSpecialType {
SHADER_SPECIAL_TYPE_BUMP,
};
/* Enum
*
* Utility class for enum values. */
class ShaderEnum {
public:
bool empty() const { return left.empty(); }
void insert(const char *x, int y) {
left[ustring(x)] = y;
right[y] = ustring(x);
}
bool exists(ustring x) { return left.find(x) != left.end(); }
bool exists(int y) { return right.find(y) != right.end(); }
int operator[](const char *x) { return left[ustring(x)]; }
int operator[](ustring x) { return left[x]; }
ustring operator[](int y) { return right[y]; }
protected:
map<ustring, int> left;
map<int, ustring> right;
};
/* Input
*
* Input socket for a shader node. May be linked to an output or not. If not
@ -118,39 +79,27 @@ protected:
class ShaderInput {
public:
enum DefaultValue {
TEXTURE_GENERATED,
TEXTURE_UV,
INCOMING,
NORMAL,
POSITION,
TANGENT,
NONE
};
ShaderInput(ShaderNode *parent, const char *name, SocketType::Type type);
enum Usage {
USE_SVM = 1,
USE_OSL = 2,
USE_ALL = USE_SVM|USE_OSL
};
ustring name() { return name_; }
int flags() { return flags_; }
SocketType::Type type() { return type_; }
ShaderInput(ShaderNode *parent, const char *name, ShaderSocketType type);
void set(const float3& v) { value = v; }
void set(float f) { value = make_float3(f, 0, 0); }
void set(const ustring v) { value_string = v; }
float3& value() { return value_; }
float& value_float() { return value_.x; }
ustring& value_string() { return value_string_; }
const char *name;
ShaderSocketType type;
ustring name_;
SocketType::Type type_;
ShaderNode *parent;
ShaderOutput *link;
DefaultValue default_value;
float3 value;
ustring value_string;
float3 value_;
ustring value_string_;
int stack_offset; /* for SVM compiler */
int usage;
int flags_;
};
/* Output
@ -159,12 +108,15 @@ public:
class ShaderOutput {
public:
ShaderOutput(ShaderNode *parent, const char *name, ShaderSocketType type);
ShaderOutput(ShaderNode *parent, const char *name, SocketType::Type type);
ustring name() { return name_; }
SocketType::Type type() { return type_; }
ustring name_;
SocketType::Type type_;
const char *name;
ShaderNode *parent;
ShaderSocketType type;
vector<ShaderInput*> links;
int stack_offset; /* for SVM compiler */
@ -182,11 +134,12 @@ public:
ShaderInput *input(const char *name);
ShaderOutput *output(const char *name);
ShaderInput *input(ustring name);
ShaderOutput *output(ustring name);
ShaderInput *add_input(const char *name, ShaderSocketType type, float value=0.0f, int usage=ShaderInput::USE_ALL);
ShaderInput *add_input(const char *name, ShaderSocketType type, float3 value, int usage=ShaderInput::USE_ALL);
ShaderInput *add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, int usage=ShaderInput::USE_ALL);
ShaderOutput *add_output(const char *name, ShaderSocketType type);
ShaderInput *add_input(const char *name, SocketType::Type type, float value=0.0f, int flags=0);
ShaderInput *add_input(const char *name, SocketType::Type type, float3 value, int flags=0);
ShaderOutput *add_output(const char *name, SocketType::Type type);
virtual ShaderNode *clone() const = 0;
virtual void attributes(Shader *shader, AttributeRequestSet *attributes);

File diff suppressed because it is too large Load Diff

@ -49,15 +49,15 @@ public:
enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 };
Type type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 };
Mapping x_mapping, y_mapping, z_mapping;
static ShaderEnum mapping_enum;
static NodeEnum mapping_enum;
enum Projection { FLAT, CUBE, TUBE, SPHERE };
Projection projection;
static ShaderEnum projection_enum;
static NodeEnum projection_enum;
bool equals(const TextureMapping& other) {
return translation == other.translation &&
@ -116,8 +116,8 @@ public:
float projection_blend;
bool animated;
static ShaderEnum color_space_enum;
static ShaderEnum projection_enum;
static NodeEnum color_space_enum;
static NodeEnum projection_enum;
virtual bool equals(const ShaderNode *other) {
const ImageTextureNode *image_node = (const ImageTextureNode*)other;
@ -153,8 +153,8 @@ public:
InterpolationType interpolation;
bool animated;
static ShaderEnum color_space_enum;
static ShaderEnum projection_enum;
static NodeEnum color_space_enum;
static NodeEnum projection_enum;
virtual bool equals(const ShaderNode *other) {
const EnvironmentTextureNode *env_node = (const EnvironmentTextureNode*)other;
@ -180,7 +180,7 @@ public:
float ground_albedo;
ustring type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
virtual bool equals(const ShaderNode *other) {
const SkyTextureNode *sky_node = (const SkyTextureNode*)other;
@ -207,7 +207,7 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
ustring type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
virtual bool equals(const ShaderNode *other) {
const GradientTextureNode *gradient_node = (const GradientTextureNode*)other;
@ -229,7 +229,7 @@ public:
ustring coloring;
static ShaderEnum coloring_enum;
static NodeEnum coloring_enum;
virtual bool equals(const ShaderNode *other) {
const VoronoiTextureNode *voronoi_node = (const VoronoiTextureNode*)other;
@ -246,7 +246,7 @@ public:
ustring type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
virtual bool equals(const ShaderNode *other) {
const MusgraveTextureNode *musgrave_node = (const MusgraveTextureNode*)other;
@ -263,8 +263,8 @@ public:
ustring type;
ustring profile;
static ShaderEnum type_enum;
static ShaderEnum profile_enum;
static NodeEnum type_enum;
static NodeEnum profile_enum;
virtual bool equals(const ShaderNode *other) {
const WaveTextureNode *wave_node = (const WaveTextureNode*)other;
@ -335,7 +335,7 @@ public:
Transform tfm;
static ShaderEnum space_enum;
static NodeEnum space_enum;
virtual bool equals(const ShaderNode *other) {
const PointDensityTextureNode *point_dendity_node = (const PointDensityTextureNode*)other;
@ -364,12 +364,12 @@ public:
class ConvertNode : public ShaderNode {
public:
ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false);
ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);
SHADER_NODE_BASE_CLASS(ConvertNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
ShaderSocketType from, to;
SocketType::Type from, to;
virtual bool equals(const ShaderNode *other)
{
@ -404,7 +404,7 @@ public:
SHADER_NODE_CLASS(AnisotropicBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
static NodeEnum distribution_enum;
void attributes(Shader *shader, AttributeRequestSet *attributes);
};
@ -439,7 +439,7 @@ public:
bool has_integrator_dependency();
ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
static NodeEnum distribution_enum;
};
class GlassBsdfNode : public BsdfNode {
@ -450,7 +450,7 @@ public:
bool has_integrator_dependency();
ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
static NodeEnum distribution_enum;
};
class RefractionBsdfNode : public BsdfNode {
@ -461,7 +461,7 @@ public:
bool has_integrator_dependency();
ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
static NodeEnum distribution_enum;
};
class ToonBsdfNode : public BsdfNode {
@ -469,7 +469,7 @@ public:
SHADER_NODE_CLASS(ToonBsdfNode)
ustring component;
static ShaderEnum component_enum;
static NodeEnum component_enum;
};
class SubsurfaceScatteringNode : public BsdfNode {
@ -478,7 +478,7 @@ public:
bool has_surface_bssrdf() { return true; }
bool has_bssrdf_bump();
static ShaderEnum falloff_enum;
static NodeEnum falloff_enum;
};
class EmissionNode : public ShaderNode {
@ -548,7 +548,7 @@ public:
SHADER_NODE_CLASS(HairBsdfNode)
ustring component;
static ShaderEnum component_enum;
static NodeEnum component_enum;
};
@ -698,7 +698,7 @@ public:
bool use_clamp;
ustring type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
virtual bool equals(const ShaderNode *other)
{
@ -839,7 +839,7 @@ public:
bool use_clamp;
ustring type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
virtual bool equals(const ShaderNode *other)
{
@ -872,7 +872,7 @@ public:
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
ustring type;
static ShaderEnum type_enum;
static NodeEnum type_enum;
virtual bool equals(const ShaderNode *other)
{
@ -892,8 +892,8 @@ public:
ustring convert_from;
ustring convert_to;
static ShaderEnum type_enum;
static ShaderEnum convert_space_enum;
static NodeEnum type_enum;
static NodeEnum convert_space_enum;
virtual bool equals(const ShaderNode *other) {
const VectorTransformNode *vector_transform_node = (const VectorTransformNode*)other;
@ -980,7 +980,7 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
ustring space;
static ShaderEnum space_enum;
static NodeEnum space_enum;
ustring attribute;
@ -1001,10 +1001,10 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
ustring direction_type;
static ShaderEnum direction_type_enum;
static NodeEnum direction_type_enum;
ustring axis;
static ShaderEnum axis_enum;
static NodeEnum axis_enum;
ustring attribute;

@ -427,7 +427,7 @@ string OSLCompiler::id(ShaderNode *node)
string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
{
string sname(input->name);
string sname(input->name().string());
size_t i;
/* strip whitespace */
@ -436,7 +436,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
/* if output exists with the same name, add "In" suffix */
foreach(ShaderOutput *output, node->outputs) {
if(strcmp(input->name, output->name)==0) {
if(input->name() == output->name()) {
sname += "In";
break;
}
@ -447,7 +447,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
{
string sname(output->name);
string sname(output->name().string());
size_t i;
/* strip whitespace */
@ -456,7 +456,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
/* if input exists with the same name, add "Out" suffix */
foreach(ShaderInput *input, node->inputs) {
if(strcmp(input->name, output->name)==0) {
if(input->name() == output->name()) {
sname += "Out";
break;
}
@ -470,21 +470,21 @@ bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
/* exception for output node, only one input is actually used
* depending on the current shader type */
if(!(input->usage & ShaderInput::USE_OSL))
if(input->flags() & SocketType::SVM_INTERNAL)
return true;
if(node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) {
if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE)
if(input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE)
return true;
if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME)
if(input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME)
return true;
if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT)
if(input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT)
return true;
if(strcmp(input->name, "Normal") == 0)
if(input->name() == "Normal")
return true;
}
else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
if(strcmp(input->name, "Height") == 0)
if(input->name() == "Height")
return true;
}
else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
@ -512,34 +512,35 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
if(node_skip_input(node, input))
continue;
/* already has default value assigned */
else if(input->default_value != ShaderInput::NONE)
else if(input->flags() & SocketType::DEFAULT_LINK_MASK)
continue;
string param_name = compatible_name(node, input);
switch(input->type) {
case SHADER_SOCKET_COLOR:
parameter_color(param_name.c_str(), input->value);
switch(input->type()) {
case SocketType::COLOR:
parameter_color(param_name.c_str(), input->value());
break;
case SHADER_SOCKET_POINT:
parameter_point(param_name.c_str(), input->value);
case SocketType::POINT:
parameter_point(param_name.c_str(), input->value());
break;
case SHADER_SOCKET_VECTOR:
parameter_vector(param_name.c_str(), input->value);
case SocketType::VECTOR:
parameter_vector(param_name.c_str(), input->value());
break;
case SHADER_SOCKET_NORMAL:
parameter_normal(param_name.c_str(), input->value);
case SocketType::NORMAL:
parameter_normal(param_name.c_str(), input->value());
break;
case SHADER_SOCKET_FLOAT:
parameter(param_name.c_str(), input->value.x);
case SocketType::FLOAT:
parameter(param_name.c_str(), input->value_float());
break;
case SHADER_SOCKET_INT:
parameter(param_name.c_str(), (int)input->value.x);
case SocketType::INT:
parameter(param_name.c_str(), (int)input->value_float());
break;
case SHADER_SOCKET_STRING:
parameter(param_name.c_str(), input->value_string);
case SocketType::STRING:
parameter(param_name.c_str(), input->value_string());
break;
case SHADER_SOCKET_CLOSURE:
case SHADER_SOCKET_UNDEFINED:
case SocketType::CLOSURE:
case SocketType::UNDEFINED:
default:
break;
}
}

@ -456,7 +456,7 @@ void ShaderManager::add_default(Scene *scene)
ShaderGraph *graph = new ShaderGraph();
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
closure->input("Color")->value() = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
@ -473,8 +473,8 @@ void ShaderManager::add_default(Scene *scene)
ShaderGraph *graph = new ShaderGraph();
closure = graph->add(new EmissionNode());
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
closure->input("Strength")->value.x = 0.0f;
closure->input("Color")->value() = make_float3(0.8f, 0.8f, 0.8f);
closure->input("Strength")->value_float() = 0.0f;
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Surface"));

@ -120,22 +120,22 @@ SVMCompiler::SVMCompiler(ShaderManager *shader_manager_, ImageManager *image_man
compile_failed = false;
}
int SVMCompiler::stack_size(ShaderSocketType type)
int SVMCompiler::stack_size(SocketType::Type type)
{
int size = 0;
switch(type) {
case SHADER_SOCKET_FLOAT:
case SHADER_SOCKET_INT:
case SocketType::FLOAT:
case SocketType::INT:
size = 1;
break;
case SHADER_SOCKET_COLOR:
case SHADER_SOCKET_VECTOR:
case SHADER_SOCKET_NORMAL:
case SHADER_SOCKET_POINT:
case SocketType::COLOR:
case SocketType::VECTOR:
case SocketType::NORMAL:
case SocketType::POINT:
size = 3;
break;
case SHADER_SOCKET_CLOSURE:
case SocketType::CLOSURE:
size = 0;
break;
default:
@ -146,7 +146,7 @@ int SVMCompiler::stack_size(ShaderSocketType type)
return size;
}
int SVMCompiler::stack_find_offset(ShaderSocketType type)
int SVMCompiler::stack_find_offset(SocketType::Type type)
{
int size = stack_size(type);
int offset = -1;
@ -175,7 +175,7 @@ int SVMCompiler::stack_find_offset(ShaderSocketType type)
return 0;
}
void SVMCompiler::stack_clear_offset(ShaderSocketType type, int offset)
void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset)
{
int size = stack_size(type);
@ -193,22 +193,22 @@ int SVMCompiler::stack_assign(ShaderInput *input)
}
else {
/* not linked to output -> add nodes to load default value */
input->stack_offset = stack_find_offset(input->type);
input->stack_offset = stack_find_offset(input->type());
if(input->type == SHADER_SOCKET_FLOAT) {
add_node(NODE_VALUE_F, __float_as_int(input->value.x), input->stack_offset);
if(input->type() == SocketType::FLOAT) {
add_node(NODE_VALUE_F, __float_as_int(input->value_float()), input->stack_offset);
}
else if(input->type == SHADER_SOCKET_INT) {
add_node(NODE_VALUE_F, (int)input->value.x, input->stack_offset);
else if(input->type() == SocketType::INT) {
add_node(NODE_VALUE_F, (int)input->value_float(), input->stack_offset);
}
else if(input->type == SHADER_SOCKET_VECTOR ||
input->type == SHADER_SOCKET_NORMAL ||
input->type == SHADER_SOCKET_POINT ||
input->type == SHADER_SOCKET_COLOR)
else if(input->type() == SocketType::VECTOR ||
input->type() == SocketType::NORMAL ||
input->type() == SocketType::POINT ||
input->type() == SocketType::COLOR)
{
add_node(NODE_VALUE_V, input->stack_offset);
add_node(NODE_VALUE_V, input->value);
add_node(NODE_VALUE_V, input->value());
}
else /* should not get called for closure */
assert(0);
@ -222,7 +222,7 @@ int SVMCompiler::stack_assign(ShaderOutput *output)
{
/* if no stack offset assigned yet, find one */
if(output->stack_offset == SVM_STACK_INVALID)
output->stack_offset = stack_find_offset(output->type);
output->stack_offset = stack_find_offset(output->type());
return output->stack_offset;
}
@ -247,11 +247,11 @@ void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output)
{
if(output->stack_offset == SVM_STACK_INVALID) {
assert(input->link);
assert(stack_size(output->type) == stack_size(input->link->type));
assert(stack_size(output->type()) == stack_size(input->link->type()));
output->stack_offset = input->link->stack_offset;
int size = stack_size(output->type);
int size = stack_size(output->type());
for(int i = 0; i < size; i++)
active_stack.users[output->stack_offset + i]++;
@ -279,7 +279,7 @@ void SVMCompiler::stack_clear_users(ShaderNode *node, ShaderNodeSet& done)
all_done = false;
if(all_done) {
stack_clear_offset(output->type, output->stack_offset);
stack_clear_offset(output->type(), output->stack_offset);
output->stack_offset = SVM_STACK_INVALID;
foreach(ShaderInput *in, output->links)
@ -293,7 +293,7 @@ void SVMCompiler::stack_clear_temporary(ShaderNode *node)
{
foreach(ShaderInput *input, node->inputs) {
if(!input->link && input->stack_offset != SVM_STACK_INVALID) {
stack_clear_offset(input->type, input->stack_offset);
stack_clear_offset(input->type(), input->stack_offset);
input->stack_offset = SVM_STACK_INVALID;
}
}
@ -446,7 +446,7 @@ void SVMCompiler::generate_closure_node(ShaderNode *node,
const char *weight_name = (current_type == SHADER_TYPE_VOLUME)? "VolumeMixWeight": "SurfaceMixWeight";
ShaderInput *weight_in = node->input(weight_name);
if(weight_in && (weight_in->link || weight_in->value.x != 1.0f))
if(weight_in && (weight_in->link || weight_in->value_float() != 1.0f))
mix_weight_offset = stack_assign(weight_in);
else
mix_weight_offset = SVM_STACK_INVALID;
@ -479,7 +479,7 @@ void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node,
}
else {
foreach(ShaderInput *in, node->inputs) {
if(in->type == SHADER_SOCKET_CLOSURE && in->link)
if(in->type() == SocketType::CLOSURE && in->link)
generated_shared_closure_nodes(root_node,
in->link->parent,
state,

@ -99,8 +99,8 @@ public:
int stack_assign(ShaderInput *input);
int stack_assign_if_linked(ShaderInput *input);
int stack_assign_if_linked(ShaderOutput *output);
int stack_find_offset(ShaderSocketType type);
void stack_clear_offset(ShaderSocketType type, int offset);
int stack_find_offset(SocketType::Type type);
void stack_clear_offset(SocketType::Type type, int offset);
void stack_link(ShaderInput *input, ShaderOutput *output);
void add_node(ShaderNodeType type, int a = 0, int b = 0, int c = 0);
@ -172,7 +172,7 @@ protected:
};
void stack_clear_temporary(ShaderNode *node);
int stack_size(ShaderSocketType type);
int stack_size(SocketType::Type type);
void stack_clear_users(ShaderNode *node, ShaderNodeSet& done);
bool node_skip_input(ShaderNode *node, ShaderInput *input);