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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-02 01:05:16 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-05 22:43:46 +0300
commitdd8bfa0929f9f1ae940e7da0468fbdd6744e50bb (patch)
treeb4bfab7872a9ce0ea32f25cfe46547e41d5de601 /intern/cycles/render/graph.cpp
parent2cfadecf97b8c7be5e24ea387c8aef34e9f0a1e9 (diff)
Code refactor: reduce special node types, use generic constant folding.
Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp187
1 files changed, 28 insertions, 159 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 4a9b2f1103c..b23fd2a7a8b 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -290,18 +290,21 @@ void ShaderGraph::disconnect(ShaderInput *to)
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
-void ShaderGraph::relink(vector<ShaderInput*> inputs, vector<ShaderInput*> outputs, ShaderOutput *output)
+void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
{
- /* Remove nodes and re-link if output isn't NULL. */
- foreach(ShaderInput *sock, inputs) {
+ /* Copy because disconnect modifies this list */
+ vector<ShaderInput*> outputs = from->links;
+
+ /* Bypass node by moving all links from "from" to "to" */
+ foreach(ShaderInput *sock, node->inputs) {
if(sock->link)
disconnect(sock);
}
foreach(ShaderInput *sock, outputs) {
disconnect(sock);
- if(output)
- connect(output, sock);
+ if(to)
+ connect(to, sock);
}
}
@@ -411,39 +414,29 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
/* Graph simplification */
/* ******************** */
-/* Step 1: Remove unused nodes.
- * Remove nodes which are not needed in the graph, such as proxies,
- * mix nodes with a factor of 0 or 1, emission shaders without contribution...
+/* Step 1: Remove proxy nodes.
+ * These only exists temporarily when exporting groups, and we must remove them
+ * early so that node->attributes() and default links do not see them.
*/
-void ShaderGraph::remove_unneeded_nodes()
+void ShaderGraph::remove_proxy_nodes()
{
vector<bool> removed(num_node_ids, false);
bool any_node_removed = false;
- ShaderNode *geom = NULL;
-
- /* find and unlink proxy nodes */
foreach(ShaderNode *node, nodes) {
if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
- ProxyNode *proxy = static_cast<ProxyNode*>(node);
+ ConvertNode *proxy = static_cast<ConvertNode*>(node);
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);
- }
+ if(input->link) {
+ relink(proxy, output, input->link);
}
else {
+ /* Copy because disconnect modifies this list */
+ vector<ShaderInput*> links(output->links);
+
foreach(ShaderInput *to, links) {
/* remove any autoconvert nodes too if they lead to
* sockets with an automatically set default value */
@@ -465,132 +458,16 @@ void ShaderGraph::remove_unneeded_nodes()
}
disconnect(to);
-
+
/* transfer the default input value to the target socket */
to->set(input->value);
to->set(input->value_string);
}
}
-
+
removed[proxy->id] = true;
any_node_removed = true;
}
- else if(node->special_type == SHADER_SPECIAL_TYPE_BACKGROUND) {
- BackgroundNode *bg = static_cast<BackgroundNode*>(node);
-
- if(bg->outputs[0]->links.size()) {
- /* Black color or zero strength, remove node */
- if((!bg->inputs[0]->link && bg->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
- (!bg->inputs[1]->link && bg->inputs[1]->value.x == 0.0f))
- {
- vector<ShaderInput*> inputs = bg->outputs[0]->links;
-
- relink(bg->inputs, inputs, NULL);
- removed[bg->id] = true;
- any_node_removed = true;
- }
- }
- }
- else if(node->special_type == SHADER_SPECIAL_TYPE_EMISSION) {
- EmissionNode *em = static_cast<EmissionNode*>(node);
-
- if(em->outputs[0]->links.size()) {
- /* Black color or zero strength, remove node */
- if((!em->inputs[0]->link && em->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
- (!em->inputs[1]->link && em->inputs[1]->value.x == 0.0f))
- {
- vector<ShaderInput*> inputs = em->outputs[0]->links;
-
- relink(em->inputs, inputs, NULL);
- removed[em->id] = true;
- any_node_removed = true;
- }
- }
- }
- else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
- BumpNode *bump = static_cast<BumpNode*>(node);
-
- if(bump->outputs[0]->links.size()) {
- /* Height inputs is not connected. */
- /* TODO(sergey): Ignore bump with zero strength. */
- if(bump->inputs[0]->link == NULL) {
- vector<ShaderInput*> inputs = bump->outputs[0]->links;
- if(bump->inputs[4]->link == NULL) {
- if(geom == NULL) {
- geom = new GeometryNode();
- }
- relink(bump->inputs, inputs, geom->output("Normal"));
- }
- else {
- relink(bump->inputs, inputs, bump->input("Normal")->link);
- }
- removed[bump->id] = true;
- any_node_removed = true;
- }
- }
- }
- else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
- MixClosureNode *mix = static_cast<MixClosureNode*>(node);
-
- /* remove useless mix closures nodes */
- if(mix->outputs[0]->links.size() && mix->inputs[1]->link == mix->inputs[2]->link) {
- ShaderOutput *output = mix->inputs[1]->link;
- vector<ShaderInput*> inputs = mix->outputs[0]->links;
-
- relink(mix->inputs, inputs, output);
- removed[mix->id] = true;
- any_node_removed = true;
- }
-
- /* remove unused mix closure input when factor is 0.0 or 1.0 */
- /* check for closure links and make sure factor link is disconnected */
- if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) {
- /* factor 0.0 */
- if(mix->inputs[0]->value.x == 0.0f) {
- ShaderOutput *output = mix->inputs[1]->link;
- vector<ShaderInput*> inputs = mix->outputs[0]->links;
-
- relink(mix->inputs, inputs, output);
- removed[mix->id] = true;
- any_node_removed = true;
- }
- /* factor 1.0 */
- else if(mix->inputs[0]->value.x == 1.0f) {
- ShaderOutput *output = mix->inputs[2]->link;
- vector<ShaderInput*> inputs = mix->outputs[0]->links;
-
- relink(mix->inputs, inputs, output);
- removed[mix->id] = true;
- any_node_removed = true;
- }
- }
- }
- else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_RGB) {
- MixNode *mix = static_cast<MixNode*>(node);
-
- /* remove unused Mix RGB inputs when factor is 0.0 or 1.0 */
- /* check for color links and make sure factor link is disconnected */
- if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) {
- /* factor 0.0 */
- if(mix->inputs[0]->value.x == 0.0f) {
- ShaderOutput *output = mix->inputs[1]->link;
- vector<ShaderInput*> inputs = mix->outputs[0]->links;
-
- relink(mix->inputs, inputs, output);
- removed[mix->id] = true;
- any_node_removed = true;
- }
- /* factor 1.0 */
- else if(mix->inputs[0]->value.x == 1.0f) {
- ShaderOutput *output = mix->inputs[2]->link;
- vector<ShaderInput*> inputs = mix->outputs[0]->links;
-
- relink(mix->inputs, inputs, output);
- removed[mix->id] = true;
- any_node_removed = true;
- }
- }
- }
}
/* remove nodes */
@@ -606,10 +483,6 @@ void ShaderGraph::remove_unneeded_nodes()
nodes = newnodes;
}
-
- if(geom != NULL) {
- add(geom);
- }
}
/* Step 2: Constant folding.
@@ -634,6 +507,9 @@ void ShaderGraph::constant_fold()
traverse_queue.pop();
done.insert(node);
foreach(ShaderOutput *output, node->outputs) {
+ if (output->links.size() == 0) {
+ continue;
+ }
/* Schedule node which was depending on the value,
* when possible. Do it before disconnect.
*/
@@ -652,7 +528,7 @@ void ShaderGraph::constant_fold()
}
/* Optimize current node. */
float3 optimized_value = make_float3(0.0f, 0.0f, 0.0f);
- if(node->constant_fold(output, &optimized_value)) {
+ if(node->constant_fold(this, output, &optimized_value)) {
/* Apply optimized value to connected sockets. */
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *input, links) {
@@ -737,8 +613,7 @@ void ShaderGraph::deduplicate_nodes()
}
/* TODO(sergey): Consider making it an utility function. */
for(int i = 0; i < node->outputs.size(); ++i) {
- vector<ShaderInput*> inputs = node->outputs[i]->links;
- relink(node->inputs, inputs, other_node->outputs[i]);
+ relink(node, node->outputs[i], other_node->outputs[i]);
}
break;
}
@@ -771,15 +646,9 @@ void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<b
void ShaderGraph::clean(Scene *scene)
{
- /* Graph simplification:
- * 1: Remove unnecessary nodes
- * 2: Constant folding
- * 3: Simplification
- * 4: De-duplication
- */
+ /* Graph simplification */
- /* 1: Remove proxy and unnecessary nodes. */
- remove_unneeded_nodes();
+ /* 1: Remove proxy nodes was already done. */
/* 2: Constant folding. */
constant_fold();
@@ -892,7 +761,7 @@ void ShaderGraph::refine_bump_nodes()
* to "center" input. */
foreach(ShaderNode *node, nodes) {
- if(node->name == ustring("bump") && node->input("Height")->link) {
+ if(node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) {
ShaderInput *bump_input = node->input("Height");
ShaderNodeSet nodes_bump;