blender/intern/cycles/render/graph.h
Mai Lavelle 92a2c49aab Cycles: Fix bump mapping to use object space when used with true displacement
Bump mapping was happening in world space while displacement happens in object
space, causing shading errors when displacement type was used with bump mapping.

To fix this the proper transforms are added to bump nodes. This is only done
for automatic bump mapping however, to avoid visual changes from other uses of
bump mapping. It would be nice to do this for all bump mapping to be consistent
but that will have to wait till we can break compatibility.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2191
2016-09-11 11:20:21 -04:00

292 lines
8.2 KiB
C++

/*
* Copyright 2011-2016 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __GRAPH_H__
#define __GRAPH_H__
#include "node.h"
#include "node_type.h"
#include "kernel_types.h"
#include "util_list.h"
#include "util_map.h"
#include "util_param.h"
#include "util_set.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
class Scene;
class Shader;
class ShaderInput;
class ShaderOutput;
class ShaderNode;
class ShaderGraph;
class SVMCompiler;
class OSLCompiler;
class OutputNode;
class ConstantFolder;
/* Bump
*
* For bump mapping, a node may be evaluated multiple times, using different
* samples to reconstruct the normal, this indicates the sample position */
enum ShaderBump {
SHADER_BUMP_NONE,
SHADER_BUMP_CENTER,
SHADER_BUMP_DX,
SHADER_BUMP_DY
};
/* Identifiers for some special node types.
*
* The graph needs to identify these in the clean function.
* Cannot use dynamic_cast, as this is disabled for OSL. */
enum ShaderNodeSpecialType {
SHADER_SPECIAL_TYPE_NONE,
SHADER_SPECIAL_TYPE_PROXY,
SHADER_SPECIAL_TYPE_AUTOCONVERT,
SHADER_SPECIAL_TYPE_GEOMETRY,
SHADER_SPECIAL_TYPE_SCRIPT,
SHADER_SPECIAL_TYPE_IMAGE_SLOT,
SHADER_SPECIAL_TYPE_CLOSURE,
SHADER_SPECIAL_TYPE_COMBINE_CLOSURE,
SHADER_SPECIAL_TYPE_OUTPUT,
SHADER_SPECIAL_TYPE_BUMP,
};
/* Input
*
* Input socket for a shader node. May be linked to an output or not. If not
* linked, it will either get a fixed default value, or e.g. a texture
* coordinate. */
class ShaderInput {
public:
ShaderInput(const SocketType& socket_type_, ShaderNode* parent_)
: socket_type(socket_type_), parent(parent_), link(NULL), stack_offset(SVM_STACK_INVALID)
{}
ustring name() { return socket_type.ui_name; }
int flags() { return socket_type.flags; }
SocketType::Type type() { return socket_type.type; }
void set(float f) { ((Node*)parent)->set(socket_type, f); }
void set(float3 f) { ((Node*)parent)->set(socket_type, f); }
const SocketType& socket_type;
ShaderNode *parent;
ShaderOutput *link;
int stack_offset; /* for SVM compiler */
};
/* Output
*
* Output socket for a shader node. */
class ShaderOutput {
public:
ShaderOutput(const SocketType& socket_type_, ShaderNode* parent_)
: socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID)
{}
ustring name() { return socket_type.ui_name; }
SocketType::Type type() { return socket_type.type; }
const SocketType& socket_type;
ShaderNode *parent;
vector<ShaderInput*> links;
int stack_offset; /* for SVM compiler */
};
/* Node
*
* Shader node in graph, with input and output sockets. This is the virtual
* base class for all node types. */
class ShaderNode : public Node {
public:
explicit ShaderNode(const NodeType *type);
virtual ~ShaderNode();
void create_inputs_outputs(const NodeType *type);
ShaderInput *input(const char *name);
ShaderOutput *output(const char *name);
ShaderInput *input(ustring name);
ShaderOutput *output(ustring name);
virtual ShaderNode *clone() const = 0;
virtual void attributes(Shader *shader, AttributeRequestSet *attributes);
virtual void compile(SVMCompiler& compiler) = 0;
virtual void compile(OSLCompiler& compiler) = 0;
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual void constant_fold(const ConstantFolder& /*folder*/) {}
/* Simplify settings used by artists to the ones which are simpler to
* evaluate in the kernel but keep the final result unchanged.
*/
virtual void simplify_settings(Scene * /*scene*/) {};
virtual bool has_surface_emission() { return false; }
virtual bool has_surface_transparent() { return false; }
virtual bool has_surface_bssrdf() { return false; }
virtual bool has_bssrdf_bump() { return false; }
virtual bool has_spatial_varying() { return false; }
virtual bool has_object_dependency() { return false; }
virtual bool has_integrator_dependency() { return false; }
vector<ShaderInput*> inputs;
vector<ShaderOutput*> outputs;
int id; /* index in graph node array */
ShaderBump bump; /* for bump mapping utility */
ShaderNodeSpecialType special_type; /* special node type */
/* ** Selective nodes compilation ** */
/* TODO(sergey): More explicitly mention in the function names
* that those functions are for selective compilation only?
*/
/* Nodes are split into several groups, group of level 0 contains
* nodes which are most commonly used, further levels are extension
* of previous one and includes less commonly used nodes.
*/
virtual int get_group() { return NODE_GROUP_LEVEL_0; }
/* Node feature are used to disable huge nodes inside the group,
* so it's possible to disable huge nodes inside of the required
* nodes group.
*/
virtual int get_feature() { return bump == SHADER_BUMP_NONE ? 0 : NODE_FEATURE_BUMP; }
/* Get closure ID to which the node compiles into. */
virtual ClosureType get_closure_type() { return CLOSURE_NONE_ID; }
/* Check whether settings of the node equals to another one.
*
* This is mainly used to check whether two nodes can be merged
* together. Meaning, runtime stuff like node id and unbound slots
* will be ignored for comparison.
*
* NOTE: If some node can't be de-duplicated for whatever reason it
* is to be handled in the subclass.
*/
virtual bool equals(const ShaderNode& other);
};
/* Node definition utility macros */
#define SHADER_NODE_CLASS(type) \
NODE_DECLARE; \
type(); \
virtual ShaderNode *clone() const { return new type(*this); } \
virtual void compile(SVMCompiler& compiler); \
virtual void compile(OSLCompiler& compiler); \
#define SHADER_NODE_NO_CLONE_CLASS(type) \
NODE_DECLARE; \
type(); \
virtual void compile(SVMCompiler& compiler); \
virtual void compile(OSLCompiler& compiler); \
#define SHADER_NODE_BASE_CLASS(type) \
virtual ShaderNode *clone() const { return new type(*this); } \
virtual void compile(SVMCompiler& compiler); \
virtual void compile(OSLCompiler& compiler); \
class ShaderNodeIDComparator
{
public:
bool operator()(const ShaderNode *n1, const ShaderNode *n2) const
{
return n1->id < n2->id;
}
};
typedef set<ShaderNode*, ShaderNodeIDComparator> ShaderNodeSet;
typedef map<ShaderNode*, ShaderNode*, ShaderNodeIDComparator> ShaderNodeMap;
/* Graph
*
* Shader graph of nodes. Also does graph manipulations for default inputs,
* bump mapping from displacement, and possibly other things in the future. */
class ShaderGraph {
public:
list<ShaderNode*> nodes;
size_t num_node_ids;
bool finalized;
ShaderGraph();
~ShaderGraph();
ShaderGraph *copy();
ShaderNode *add(ShaderNode *node);
OutputNode *output();
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderOutput *from);
void disconnect(ShaderInput *to);
void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
void remove_proxy_nodes();
void finalize(Scene *scene,
bool do_bump = false,
bool do_osl = false,
bool do_simplify = false,
bool bump_in_object_space = false);
int get_num_closures();
void dump_graph(const char *filename);
protected:
typedef pair<ShaderNode* const, ShaderNode*> NodePair;
void find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input);
void clear_nodes();
void copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap);
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
void bump_from_displacement(bool use_object_space);
void refine_bump_nodes();
void default_inputs(bool do_osl);
void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
/* Graph simplification routines. */
void clean(Scene *scene);
void constant_fold();
void simplify_settings(Scene *scene);
void deduplicate_nodes();
};
CCL_NAMESPACE_END
#endif /* __GRAPH_H__ */