blender/intern/cycles/render/graph.h
Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00

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/*
* 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.
*/
#ifndef __GRAPH_H__
#define __GRAPH_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 ShaderInput;
class ShaderOutput;
class ShaderNode;
class ShaderGraph;
class SVMCompiler;
class OSLCompiler;
/* 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
* 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_MIX_CLOSURE
};
/* 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
* linked, it will either get a fixed default value, or e.g. a texture
* coordinate. */
class ShaderInput {
public:
enum DefaultValue {
TEXTURE_GENERATED,
TEXTURE_UV,
INCOMING,
NORMAL,
POSITION,
TANGENT,
NONE
};
enum Usage {
USE_SVM = 1,
USE_OSL = 2,
USE_ALL = USE_SVM|USE_OSL
};
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; }
const char *name;
ShaderSocketType type;
ShaderNode *parent;
ShaderOutput *link;
DefaultValue default_value;
float3 value;
ustring value_string;
int stack_offset; /* for SVM compiler */
int usage;
};
/* Output
*
* Output socket for a shader node. */
class ShaderOutput {
public:
ShaderOutput(ShaderNode *parent, const char *name, ShaderSocketType type);
const char *name;
ShaderNode *parent;
ShaderSocketType type;
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:
ShaderNode(const char *name);
virtual ~ShaderNode();
ShaderInput *input(const char *name);
ShaderOutput *output(const char *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);
virtual ShaderNode *clone() const = 0;
virtual void attributes(AttributeRequestSet *attributes);
virtual void compile(SVMCompiler& compiler) = 0;
virtual void compile(OSLCompiler& compiler) = 0;
virtual bool has_surface_emission() { return false; }
virtual bool has_surface_transparent() { return false; }
virtual bool has_surface_bssrdf() { return false; }
vector<ShaderInput*> inputs;
vector<ShaderOutput*> outputs;
ustring name; /* name, not required to be unique */
int id; /* index in graph node array */
ShaderBump bump; /* for bump mapping utility */
ShaderNodeSpecialType special_type; /* special node type */
};
/* Node definition utility macros */
#define SHADER_NODE_CLASS(type) \
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) \
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); \
/* 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;
bool finalized;
ShaderGraph();
~ShaderGraph();
ShaderGraph *copy();
ShaderNode *add(ShaderNode *node);
ShaderNode *output();
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderInput *to);
void finalize(bool do_bump = false, bool do_osl = false, bool do_multi_closure = false);
protected:
typedef pair<ShaderNode* const, ShaderNode*> NodePair;
void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
void copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap);
void remove_proxy_nodes(vector<bool>& removed);
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
void clean();
void bump_from_displacement();
void refine_bump_nodes();
void default_inputs(bool do_osl);
void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
};
CCL_NAMESPACE_END
#endif /* __GRAPH_H__ */