forked from bartvdbraak/blender
5f6bd44c82
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.
231 lines
5.7 KiB
C++
231 lines
5.7 KiB
C++
/*
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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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#ifndef __GRAPH_H__
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#define __GRAPH_H__
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#include "kernel_types.h"
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#include "util_list.h"
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#include "util_map.h"
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#include "util_param.h"
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#include "util_set.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class ShaderInput;
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class ShaderOutput;
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class ShaderNode;
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class ShaderGraph;
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class SVMCompiler;
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class OSLCompiler;
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/* Socket Type
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*
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* Data type for inputs and outputs */
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enum ShaderSocketType {
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SHADER_SOCKET_FLOAT,
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SHADER_SOCKET_COLOR,
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SHADER_SOCKET_VECTOR,
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SHADER_SOCKET_POINT,
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SHADER_SOCKET_NORMAL,
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SHADER_SOCKET_CLOSURE
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};
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/* Bump
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*
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* For bump mapping, a node may be evaluated multiple times, using different
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* samples to reconstruct the normal, this indicates the sample position */
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enum ShaderBump {
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SHADER_BUMP_NONE,
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SHADER_BUMP_CENTER,
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SHADER_BUMP_DX,
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SHADER_BUMP_DY
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};
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/* Enum
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*
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* Utility class for enum values. */
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class ShaderEnum {
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public:
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bool empty() const { return left.empty(); }
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void insert(const char *x, int y) {
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left[ustring(x)] = y;
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right[y] = ustring(x);
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}
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bool exists(ustring x) { return left.find(x) != left.end(); }
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bool exists(int y) { return right.find(y) != right.end(); }
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int operator[](const char *x) { return left[ustring(x)]; }
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int operator[](ustring x) { return left[x]; }
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ustring operator[](int y) { return right[y]; }
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protected:
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map<ustring, int> left;
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map<int, ustring> right;
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};
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/* Input
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*
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* Input socket for a shader node. May be linked to an output or not. If not
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* linked, it will either get a fixed default value, or e.g. a texture
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* coordinate. */
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class ShaderInput {
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public:
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enum DefaultValue {
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TEXTURE_GENERATED,
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TEXTURE_UV,
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INCOMING,
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NORMAL,
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POSITION,
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NONE
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};
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ShaderInput(ShaderNode *parent, const char *name, ShaderSocketType type);
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void set(const float3& v) { value = v; }
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void set(float f) { value = make_float3(f, 0, 0); }
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const char *name;
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ShaderSocketType type;
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ShaderNode *parent;
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ShaderOutput *link;
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DefaultValue default_value;
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float3 value;
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int stack_offset; /* for SVM compiler */
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bool osl_only;
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};
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/* Output
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*
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* Output socket for a shader node. */
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class ShaderOutput {
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public:
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ShaderOutput(ShaderNode *parent, const char *name, ShaderSocketType type);
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const char *name;
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ShaderNode *parent;
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ShaderSocketType type;
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vector<ShaderInput*> links;
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int stack_offset; /* for SVM compiler */
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};
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/* Node
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*
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* Shader node in graph, with input and output sockets. This is the virtual
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* base class for all node types. */
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class ShaderNode {
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public:
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ShaderNode(const char *name);
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virtual ~ShaderNode();
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ShaderInput *input(const char *name);
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ShaderOutput *output(const char *name);
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ShaderInput *add_input(const char *name, ShaderSocketType type, float value=0.0f);
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ShaderInput *add_input(const char *name, ShaderSocketType type, float3 value);
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ShaderInput *add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, bool osl_only=false);
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ShaderOutput *add_output(const char *name, ShaderSocketType type);
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virtual ShaderNode *clone() const = 0;
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virtual void attributes(AttributeRequestSet *attributes);
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virtual void compile(SVMCompiler& compiler) = 0;
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virtual void compile(OSLCompiler& compiler) = 0;
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vector<ShaderInput*> inputs;
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vector<ShaderOutput*> outputs;
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ustring name; /* name, not required to be unique */
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int id; /* index in graph node array */
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ShaderBump bump; /* for bump mapping utility */
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};
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/* Node definition utility macros */
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#define SHADER_NODE_CLASS(type) \
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type(); \
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virtual ShaderNode *clone() const { return new type(*this); } \
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virtual void compile(SVMCompiler& compiler); \
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virtual void compile(OSLCompiler& compiler); \
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#define SHADER_NODE_NO_CLONE_CLASS(type) \
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type(); \
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virtual void compile(SVMCompiler& compiler); \
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virtual void compile(OSLCompiler& compiler); \
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#define SHADER_NODE_BASE_CLASS(type) \
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virtual ShaderNode *clone() const { return new type(*this); } \
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virtual void compile(SVMCompiler& compiler); \
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virtual void compile(OSLCompiler& compiler); \
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/* Graph
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*
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* Shader graph of nodes. Also does graph manipulations for default inputs,
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* bump mapping from displacement, and possibly other things in the future. */
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class ShaderGraph {
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public:
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list<ShaderNode*> nodes;
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bool finalized;
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ShaderGraph();
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~ShaderGraph();
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ShaderGraph *copy();
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ShaderNode *add(ShaderNode *node);
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ShaderNode *output();
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void connect(ShaderOutput *from, ShaderInput *to);
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void disconnect(ShaderInput *to);
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void finalize(bool do_bump = false, bool do_osl = false);
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protected:
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typedef pair<ShaderNode* const, ShaderNode*> NodePair;
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void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
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void copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap);
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void remove_proxy_nodes(vector<bool>& removed);
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void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
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void clean();
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void bump_from_displacement();
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void default_inputs(bool do_osl);
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};
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CCL_NAMESPACE_END
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#endif /* __GRAPH_H__ */
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