forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
787 lines
21 KiB
C++
787 lines
21 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "attribute.h"
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#include "graph.h"
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#include "nodes.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Input and Output */
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ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
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{
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parent = parent_;
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name = name_;
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type = type_;
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link = NULL;
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value = make_float3(0, 0, 0);
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stack_offset = SVM_STACK_INVALID;
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default_value = NONE;
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usage = USE_ALL;
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}
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ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
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{
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parent = parent_;
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name = name_;
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type = type_;
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stack_offset = SVM_STACK_INVALID;
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}
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/* Node */
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ShaderNode::ShaderNode(const char *name_)
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{
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name = name_;
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id = -1;
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bump = SHADER_BUMP_NONE;
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special_type = SHADER_SPECIAL_TYPE_NONE;
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}
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ShaderNode::~ShaderNode()
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{
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foreach(ShaderInput *socket, inputs)
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delete socket;
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foreach(ShaderOutput *socket, outputs)
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delete socket;
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}
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ShaderInput *ShaderNode::input(const char *name)
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{
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foreach(ShaderInput *socket, inputs)
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if(strcmp(socket->name, name) == 0)
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return socket;
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return NULL;
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}
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ShaderOutput *ShaderNode::output(const char *name)
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{
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foreach(ShaderOutput *socket, outputs)
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if(strcmp(socket->name, name) == 0)
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return socket;
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return NULL;
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}
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ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float value, int usage)
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{
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ShaderInput *input = new ShaderInput(this, name, type);
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input->value.x = value;
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input->usage = usage;
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inputs.push_back(input);
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return input;
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}
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ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float3 value, int usage)
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{
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ShaderInput *input = new ShaderInput(this, name, type);
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input->value = value;
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input->usage = usage;
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inputs.push_back(input);
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return input;
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}
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ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, int usage)
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{
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ShaderInput *input = add_input(name, type);
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input->default_value = value;
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input->usage = usage;
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return input;
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}
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ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType type)
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{
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ShaderOutput *output = new ShaderOutput(this, name, type);
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outputs.push_back(output);
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return output;
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}
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void ShaderNode::attributes(AttributeRequestSet *attributes)
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{
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foreach(ShaderInput *input, inputs) {
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if(!input->link) {
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if(input->default_value == ShaderInput::TEXTURE_GENERATED)
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attributes->add(ATTR_STD_GENERATED);
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else if(input->default_value == ShaderInput::TEXTURE_UV)
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attributes->add(ATTR_STD_UV);
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}
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}
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}
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/* Graph */
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ShaderGraph::ShaderGraph()
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{
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finalized = false;
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num_node_ids = 0;
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add(new OutputNode());
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}
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ShaderGraph::~ShaderGraph()
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{
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foreach(ShaderNode *node, nodes)
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delete node;
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}
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ShaderNode *ShaderGraph::add(ShaderNode *node)
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{
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assert(!finalized);
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node->id = num_node_ids++;
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nodes.push_back(node);
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return node;
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}
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ShaderNode *ShaderGraph::output()
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{
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return nodes.front();
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}
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ShaderGraph *ShaderGraph::copy()
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{
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ShaderGraph *newgraph = new ShaderGraph();
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/* copy nodes */
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set<ShaderNode*> nodes_all;
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foreach(ShaderNode *node, nodes)
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nodes_all.insert(node);
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map<ShaderNode*, ShaderNode*> nodes_copy;
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copy_nodes(nodes_all, nodes_copy);
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/* add nodes (in same order, so output is still first) */
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newgraph->nodes.clear();
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foreach(ShaderNode *node, nodes)
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newgraph->add(nodes_copy[node]);
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return newgraph;
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}
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void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
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{
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assert(!finalized);
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assert(from && to);
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if(to->link) {
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fprintf(stderr, "Cycles shader graph connect: input already connected.\n");
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return;
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}
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if(from->type != to->type) {
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/* for closures we can't do automatic conversion */
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if(from->type == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) {
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fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
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"(%s.%s to %s.%s).\n",
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from->parent->name.c_str(), from->name,
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to->parent->name.c_str(), to->name);
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return;
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}
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/* add automatic conversion node in case of type mismatch */
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ShaderNode *convert = add(new ConvertNode(from->type, to->type, true));
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connect(from, convert->inputs[0]);
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connect(convert->outputs[0], to);
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}
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else {
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/* types match, just connect */
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to->link = from;
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from->links.push_back(to);
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}
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}
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void ShaderGraph::disconnect(ShaderInput *to)
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{
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assert(!finalized);
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assert(to->link);
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ShaderOutput *from = to->link;
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to->link = NULL;
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from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
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}
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void ShaderGraph::finalize(bool do_bump, bool do_osl, bool do_multi_transform)
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{
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/* before compiling, the shader graph may undergo a number of modifications.
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* currently we set default geometry shader inputs, and create automatic bump
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* from displacement. a graph can be finalized only once, and should not be
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* modified afterwards. */
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if(!finalized) {
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clean();
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default_inputs(do_osl);
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refine_bump_nodes();
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if(do_bump)
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bump_from_displacement();
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if(do_multi_transform) {
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ShaderInput *surface_in = output()->input("Surface");
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ShaderInput *volume_in = output()->input("Volume");
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/* todo: make this work when surface and volume closures are tangled up */
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if(surface_in->link)
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transform_multi_closure(surface_in->link->parent, NULL, false);
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if(volume_in->link)
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transform_multi_closure(volume_in->link->parent, NULL, true);
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}
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finalized = true;
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}
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}
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void ShaderGraph::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
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{
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/* find all nodes that this input depends on directly and indirectly */
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ShaderNode *node = (input->link)? input->link->parent: NULL;
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if(node) {
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foreach(ShaderInput *in, node->inputs)
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find_dependencies(dependencies, in);
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dependencies.insert(node);
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}
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}
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void ShaderGraph::copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap)
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{
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/* copy a set of nodes, and the links between them. the assumption is
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* made that all nodes that inputs are linked to are in the set too. */
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/* copy nodes */
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foreach(ShaderNode *node, nodes) {
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ShaderNode *nnode = node->clone();
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nnodemap[node] = nnode;
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nnode->inputs.clear();
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nnode->outputs.clear();
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foreach(ShaderInput *input, node->inputs) {
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ShaderInput *ninput = new ShaderInput(*input);
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nnode->inputs.push_back(ninput);
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ninput->parent = nnode;
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ninput->link = NULL;
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}
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foreach(ShaderOutput *output, node->outputs) {
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ShaderOutput *noutput = new ShaderOutput(*output);
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nnode->outputs.push_back(noutput);
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noutput->parent = nnode;
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noutput->links.clear();
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}
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}
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/* recreate links */
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foreach(ShaderNode *node, nodes) {
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foreach(ShaderInput *input, node->inputs) {
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if(input->link) {
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/* find new input and output */
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ShaderNode *nfrom = nnodemap[input->link->parent];
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ShaderNode *nto = nnodemap[input->parent];
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ShaderOutput *noutput = nfrom->output(input->link->name);
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ShaderInput *ninput = nto->input(input->name);
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/* connect */
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connect(noutput, ninput);
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}
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}
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}
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}
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void ShaderGraph::remove_unneeded_nodes()
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{
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vector<bool> removed(num_node_ids, false);
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bool any_node_removed = false;
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/* find and unlink proxy nodes */
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foreach(ShaderNode *node, nodes) {
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if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
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ProxyNode *proxy = static_cast<ProxyNode*>(node);
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ShaderInput *input = proxy->inputs[0];
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ShaderOutput *output = proxy->outputs[0];
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/* temp. copy of the output links list.
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* output->links is modified when we disconnect!
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*/
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vector<ShaderInput*> links(output->links);
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ShaderOutput *from = input->link;
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/* bypass the proxy node */
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if(from) {
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disconnect(input);
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foreach(ShaderInput *to, links) {
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disconnect(to);
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connect(from, to);
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}
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}
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else {
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foreach(ShaderInput *to, links) {
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/* remove any autoconvert nodes too if they lead to
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* sockets with an automatically set default value */
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ShaderNode *tonode = to->parent;
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if(tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
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bool all_links_removed = true;
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vector<ShaderInput*> links = tonode->outputs[0]->links;
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foreach(ShaderInput *autoin, links) {
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if(autoin->default_value == ShaderInput::NONE)
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all_links_removed = false;
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else
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disconnect(autoin);
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}
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if(all_links_removed)
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removed[tonode->id] = true;
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}
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disconnect(to);
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/* transfer the default input value to the target socket */
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to->set(input->value);
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to->set(input->value_string);
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}
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}
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removed[proxy->id] = true;
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any_node_removed = true;
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}
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else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
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MixClosureNode *mix = static_cast<MixClosureNode*>(node);
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/* remove useless mix closures nodes */
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if(mix->outputs[0]->links.size() && mix->inputs[1]->link == mix->inputs[2]->link) {
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ShaderOutput *output = mix->inputs[1]->link;
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vector<ShaderInput*> inputs = mix->outputs[0]->links;
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foreach(ShaderInput *sock, mix->inputs)
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if(sock->link)
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disconnect(sock);
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foreach(ShaderInput *input, inputs) {
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disconnect(input);
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if(output)
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connect(output, input);
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}
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}
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/* remove unused mix closure input when factor is 0.0 or 1.0 */
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/* check for closure links and make sure factor link is disconnected */
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if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) {
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/* factor 0.0 */
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if(mix->inputs[0]->value.x == 0.0f) {
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ShaderOutput *output = mix->inputs[1]->link;
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vector<ShaderInput*> inputs = mix->outputs[0]->links;
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foreach(ShaderInput *sock, mix->inputs)
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if(sock->link)
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disconnect(sock);
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foreach(ShaderInput *input, inputs) {
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disconnect(input);
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if(output)
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connect(output, input);
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}
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}
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/* factor 1.0 */
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else if(mix->inputs[0]->value.x == 1.0f) {
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ShaderOutput *output = mix->inputs[2]->link;
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vector<ShaderInput*> inputs = mix->outputs[0]->links;
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foreach(ShaderInput *sock, mix->inputs)
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if(sock->link)
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disconnect(sock);
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foreach(ShaderInput *input, inputs) {
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disconnect(input);
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if(output)
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connect(output, input);
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}
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}
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}
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}
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}
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/* remove nodes */
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if (any_node_removed) {
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list<ShaderNode*> newnodes;
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foreach(ShaderNode *node, nodes) {
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if(!removed[node->id])
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newnodes.push_back(node);
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else
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delete node;
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}
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nodes = newnodes;
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}
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}
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void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
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{
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visited[node->id] = true;
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on_stack[node->id] = true;
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foreach(ShaderInput *input, node->inputs) {
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if(input->link) {
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ShaderNode *depnode = input->link->parent;
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if(on_stack[depnode->id]) {
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/* break cycle */
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disconnect(input);
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fprintf(stderr, "Cycles shader graph: detected cycle in graph, connection removed.\n");
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}
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else if(!visited[depnode->id]) {
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/* visit dependencies */
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break_cycles(depnode, visited, on_stack);
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}
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}
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}
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on_stack[node->id] = false;
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}
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void ShaderGraph::clean()
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{
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/* remove proxy and unnecessary mix nodes */
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remove_unneeded_nodes();
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/* we do two things here: find cycles and break them, and remove unused
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* nodes that don't feed into the output. how cycles are broken is
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* undefined, they are invalid input, the important thing is to not crash */
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vector<bool> visited(num_node_ids, false);
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vector<bool> on_stack(num_node_ids, false);
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/* break cycles */
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break_cycles(output(), visited, on_stack);
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/* disconnect unused nodes */
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foreach(ShaderNode *node, nodes) {
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if(!visited[node->id]) {
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foreach(ShaderInput *to, node->inputs) {
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ShaderOutput *from = to->link;
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if(from) {
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to->link = NULL;
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from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
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}
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}
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}
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}
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/* remove unused nodes */
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list<ShaderNode*> newnodes;
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foreach(ShaderNode *node, nodes) {
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if(visited[node->id])
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newnodes.push_back(node);
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else
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delete node;
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}
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nodes = newnodes;
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}
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void ShaderGraph::default_inputs(bool do_osl)
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{
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/* nodes can specify default texture coordinates, for now we give
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* everything the position by default, except for the sky texture */
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ShaderNode *geom = NULL;
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ShaderNode *texco = NULL;
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foreach(ShaderNode *node, nodes) {
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foreach(ShaderInput *input, node->inputs) {
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if(!input->link && ((input->usage & ShaderInput::USE_SVM) || do_osl)) {
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if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
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if(!texco)
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texco = new TextureCoordinateNode();
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connect(texco->output("Generated"), input);
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}
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else if(input->default_value == ShaderInput::TEXTURE_UV) {
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if(!texco)
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texco = new TextureCoordinateNode();
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connect(texco->output("UV"), input);
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}
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else if(input->default_value == ShaderInput::INCOMING) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Incoming"), input);
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}
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else if(input->default_value == ShaderInput::NORMAL) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Normal"), input);
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}
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else if(input->default_value == ShaderInput::POSITION) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Position"), input);
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}
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else if(input->default_value == ShaderInput::TANGENT) {
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if(!geom)
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geom = new GeometryNode();
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connect(geom->output("Tangent"), input);
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}
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}
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}
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}
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if(geom)
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add(geom);
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if(texco)
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add(texco);
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}
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void ShaderGraph::refine_bump_nodes()
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{
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/* 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("Normal");
|
|
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);
|
|
}
|
|
|
|
void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume)
|
|
{
|
|
/* for SVM in multi closure mode, this transforms the shader mix/add part of
|
|
* the graph into nodes that feed weights into closure nodes. this is too
|
|
* avoid building a closure tree and then flattening it, and instead write it
|
|
* directly to an array */
|
|
|
|
if(node->name == ustring("mix_closure") || node->name == ustring("add_closure")) {
|
|
ShaderInput *fin = node->input("Fac");
|
|
ShaderInput *cl1in = node->input("Closure1");
|
|
ShaderInput *cl2in = node->input("Closure2");
|
|
ShaderOutput *weight1_out, *weight2_out;
|
|
|
|
if(fin) {
|
|
/* mix closure: add node to mix closure weights */
|
|
ShaderNode *mix_node = add(new MixClosureWeightNode());
|
|
ShaderInput *fac_in = mix_node->input("Fac");
|
|
ShaderInput *weight_in = mix_node->input("Weight");
|
|
|
|
if(fin->link)
|
|
connect(fin->link, fac_in);
|
|
else
|
|
fac_in->value = fin->value;
|
|
|
|
if(weight_out)
|
|
connect(weight_out, weight_in);
|
|
|
|
weight1_out = mix_node->output("Weight1");
|
|
weight2_out = mix_node->output("Weight2");
|
|
}
|
|
else {
|
|
/* add closure: just pass on any weights */
|
|
weight1_out = weight_out;
|
|
weight2_out = weight_out;
|
|
}
|
|
|
|
if(cl1in->link)
|
|
transform_multi_closure(cl1in->link->parent, weight1_out, volume);
|
|
if(cl2in->link)
|
|
transform_multi_closure(cl2in->link->parent, weight2_out, volume);
|
|
}
|
|
else {
|
|
ShaderInput *weight_in = node->input((volume)? "VolumeMixWeight": "SurfaceMixWeight");
|
|
|
|
/* not a closure node? */
|
|
if(!weight_in)
|
|
return;
|
|
|
|
/* already has a weight connected to it? add weights */
|
|
if(weight_in->link || weight_in->value.x != 0.0f) {
|
|
ShaderNode *math_node = add(new MathNode());
|
|
ShaderInput *value1_in = math_node->input("Value1");
|
|
ShaderInput *value2_in = math_node->input("Value2");
|
|
|
|
if(weight_in->link)
|
|
connect(weight_in->link, value1_in);
|
|
else
|
|
value1_in->value = weight_in->value;
|
|
|
|
if(weight_out)
|
|
connect(weight_out, value2_in);
|
|
else
|
|
value2_in->value.x = 1.0f;
|
|
|
|
weight_out = math_node->output("Value");
|
|
if(weight_in->link)
|
|
disconnect(weight_in);
|
|
}
|
|
|
|
/* connected to closure mix weight */
|
|
if(weight_out)
|
|
connect(weight_out, weight_in);
|
|
else
|
|
weight_in->value.x += 1.0f;
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|