blender/intern/cycles/render/graph.cpp
Lukas Toenne 5f6bd44c82 Generalized node groups for Cycles.
This allows group nodes inside other group nodes in cycles and makes the
code more generic for all possible cases, like direct group
input-to-output links and unused group sockets.

Previous code tried to connect external nodes and internal group sockets
by following links until a "real" node input/output. This quickly
becomes complicated in corner cases as described above and can lead to
unexpected behavior when the group socket is of a different type than
the internal/external sockets, but that conversion is skipped.

The new code uses the concept of "proxy nodes" similar to what the new
compositor does. Each group socket is replaced with a proxy node with a
single input and output, to which other nodes in the same tree and
internal nodes can link to. After all groups have been expanded in the
graph, these proxy nodes are removed again, adding converter nodes if
necessary.
2011-12-18 15:34:06 +00:00

518 lines
13 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;
}
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(Attribute::STD_GENERATED);
else if(input->default_value == ShaderInput::TEXTURE_UV)
attributes->add(Attribute::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, "ShaderGraph 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, "ShaderGraph connect: can only connect closure to closure.\n");
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);
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) {
ProxyNode *proxy = dynamic_cast<ProxyNode*>(node);
if (proxy) {
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);
}
}
removed[proxy->id] = true;
}
}
}
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, "ShaderGraph: 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);
/* 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);
}
}
}
}
if(geom)
add(geom);
if(texco)
add(texco);
}
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
* modify the 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 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 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