diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/render/graph.cpp | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r-- | intern/cycles/render/graph.cpp | 1906 |
1 files changed, 952 insertions, 954 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp index eea1bed58dc..c284c64b5bf 100644 --- a/intern/cycles/render/graph.cpp +++ b/intern/cycles/render/graph.cpp @@ -33,388 +33,385 @@ namespace { bool check_node_inputs_has_links(const ShaderNode *node) { - foreach(const ShaderInput *in, node->inputs) { - if(in->link) { - return true; - } - } - return false; + foreach (const ShaderInput *in, node->inputs) { + if (in->link) { + return true; + } + } + return false; } -bool check_node_inputs_traversed(const ShaderNode *node, - const ShaderNodeSet& done) +bool check_node_inputs_traversed(const ShaderNode *node, const ShaderNodeSet &done) { - foreach(const ShaderInput *in, node->inputs) { - if(in->link) { - if(done.find(in->link->parent) == done.end()) { - return false; - } - } - } - return true; + foreach (const ShaderInput *in, node->inputs) { + if (in->link) { + if (done.find(in->link->parent) == done.end()) { + return false; + } + } + } + return true; } -} /* namespace */ +} /* namespace */ /* Node */ -ShaderNode::ShaderNode(const NodeType *type) -: Node(type) +ShaderNode::ShaderNode(const NodeType *type) : Node(type) { - name = type->name; - id = -1; - bump = SHADER_BUMP_NONE; - special_type = SHADER_SPECIAL_TYPE_NONE; + name = type->name; + id = -1; + bump = SHADER_BUMP_NONE; + special_type = SHADER_SPECIAL_TYPE_NONE; - create_inputs_outputs(type); + create_inputs_outputs(type); } ShaderNode::~ShaderNode() { - foreach(ShaderInput *socket, inputs) - delete socket; + foreach (ShaderInput *socket, inputs) + delete socket; - foreach(ShaderOutput *socket, outputs) - delete socket; + foreach (ShaderOutput *socket, outputs) + delete socket; } void ShaderNode::create_inputs_outputs(const NodeType *type) { - foreach(const SocketType& socket, type->inputs) { - if(socket.flags & SocketType::LINKABLE) { - inputs.push_back(new ShaderInput(socket, this)); - } - } - - foreach(const SocketType& socket, type->outputs) { - outputs.push_back(new ShaderOutput(socket, this)); - } + foreach (const SocketType &socket, type->inputs) { + if (socket.flags & SocketType::LINKABLE) { + inputs.push_back(new ShaderInput(socket, this)); + } + } + + foreach (const SocketType &socket, type->outputs) { + outputs.push_back(new ShaderOutput(socket, this)); + } } ShaderInput *ShaderNode::input(const char *name) { - foreach(ShaderInput *socket, inputs) { - if(socket->name() == name) - return socket; - } + foreach (ShaderInput *socket, inputs) { + if (socket->name() == name) + return socket; + } - return NULL; + return NULL; } ShaderOutput *ShaderNode::output(const char *name) { - foreach(ShaderOutput *socket, outputs) - if(socket->name() == name) - return socket; + foreach (ShaderOutput *socket, outputs) + if (socket->name() == name) + return socket; - return NULL; + return NULL; } ShaderInput *ShaderNode::input(ustring name) { - foreach(ShaderInput *socket, inputs) { - if(socket->name() == name) - return socket; - } + foreach (ShaderInput *socket, inputs) { + if (socket->name() == name) + return socket; + } - return NULL; + return NULL; } ShaderOutput *ShaderNode::output(ustring name) { - foreach(ShaderOutput *socket, outputs) - if(socket->name() == name) - return socket; + foreach (ShaderOutput *socket, outputs) + if (socket->name() == name) + return socket; - return NULL; + return NULL; } void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes) { - foreach(ShaderInput *input, inputs) { - if(!input->link) { - if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) { - if(shader->has_surface) - attributes->add(ATTR_STD_GENERATED); - if(shader->has_volume) - attributes->add(ATTR_STD_GENERATED_TRANSFORM); - } - else if(input->flags() & SocketType::LINK_TEXTURE_UV) { - if(shader->has_surface) - attributes->add(ATTR_STD_UV); - } - } - } + foreach (ShaderInput *input, inputs) { + if (!input->link) { + if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) { + if (shader->has_surface) + attributes->add(ATTR_STD_GENERATED); + if (shader->has_volume) + attributes->add(ATTR_STD_GENERATED_TRANSFORM); + } + else if (input->flags() & SocketType::LINK_TEXTURE_UV) { + if (shader->has_surface) + attributes->add(ATTR_STD_UV); + } + } + } } -bool ShaderNode::equals(const ShaderNode& other) +bool ShaderNode::equals(const ShaderNode &other) { - if(type != other.type || bump != other.bump) { - return false; - } - - assert(inputs.size() == other.inputs.size()); - - /* Compare unlinkable sockets */ - foreach(const SocketType& socket, type->inputs) { - if(!(socket.flags & SocketType::LINKABLE)) { - if(!Node::equals_value(other, socket)) { - return false; - } - } - } - - /* Compare linkable input sockets */ - for(int i = 0; i < inputs.size(); ++i) { - ShaderInput *input_a = inputs[i], - *input_b = other.inputs[i]; - if(input_a->link == NULL && input_b->link == NULL) { - /* Unconnected inputs are expected to have the same value. */ - if(!Node::equals_value(other, input_a->socket_type)) { - return false; - } - } - else if(input_a->link != NULL && input_b->link != NULL) { - /* Expect links are to come from the same exact socket. */ - if(input_a->link != input_b->link) { - return false; - } - } - else { - /* One socket has a link and another has not, inputs can't be - * considered equal. - */ - return false; - } - } - - return true; + if (type != other.type || bump != other.bump) { + return false; + } + + assert(inputs.size() == other.inputs.size()); + + /* Compare unlinkable sockets */ + foreach (const SocketType &socket, type->inputs) { + if (!(socket.flags & SocketType::LINKABLE)) { + if (!Node::equals_value(other, socket)) { + return false; + } + } + } + + /* Compare linkable input sockets */ + for (int i = 0; i < inputs.size(); ++i) { + ShaderInput *input_a = inputs[i], *input_b = other.inputs[i]; + if (input_a->link == NULL && input_b->link == NULL) { + /* Unconnected inputs are expected to have the same value. */ + if (!Node::equals_value(other, input_a->socket_type)) { + return false; + } + } + else if (input_a->link != NULL && input_b->link != NULL) { + /* Expect links are to come from the same exact socket. */ + if (input_a->link != input_b->link) { + return false; + } + } + else { + /* One socket has a link and another has not, inputs can't be + * considered equal. + */ + return false; + } + } + + return true; } /* Graph */ ShaderGraph::ShaderGraph() { - finalized = false; - simplified = false; - num_node_ids = 0; - add(new OutputNode()); + finalized = false; + simplified = false; + num_node_ids = 0; + add(new OutputNode()); } ShaderGraph::~ShaderGraph() { - clear_nodes(); + clear_nodes(); } ShaderNode *ShaderGraph::add(ShaderNode *node) { - assert(!finalized); - simplified = false; + assert(!finalized); + simplified = false; - node->id = num_node_ids++; - nodes.push_back(node); - return node; + node->id = num_node_ids++; + nodes.push_back(node); + return node; } OutputNode *ShaderGraph::output() { - return (OutputNode*)nodes.front(); + return (OutputNode *)nodes.front(); } void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to) { - assert(!finalized); - assert(from && to); - - if(to->link) { - fprintf(stderr, "Cycles shader graph connect: input already connected.\n"); - return; - } - - if(from->type() != to->type()) { - /* can't do automatic conversion from closure */ - if(from->type() == SocketType::CLOSURE) { - fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure " - "(%s.%s to %s.%s).\n", - from->parent->name.c_str(), from->name().c_str(), - to->parent->name.c_str(), to->name().c_str()); - return; - } - - /* add automatic conversion node in case of type mismatch */ - ShaderNode *convert; - ShaderInput *convert_in; - - if(to->type() == SocketType::CLOSURE) { - EmissionNode *emission = new EmissionNode(); - emission->color = make_float3(1.0f, 1.0f, 1.0f); - emission->strength = 1.0f; - convert = add(emission); - /* Connect float inputs to Strength to save an additional Falue->Color conversion. */ - if(from->type() == SocketType::FLOAT) { - convert_in = convert->input("Strength"); - } - else { - convert_in = convert->input("Color"); - } - } - else { - convert = add(new ConvertNode(from->type(), to->type(), true)); - convert_in = convert->inputs[0]; - } - - connect(from, convert_in); - connect(convert->outputs[0], to); - } - else { - /* types match, just connect */ - to->link = from; - from->links.push_back(to); - } + assert(!finalized); + assert(from && to); + + if (to->link) { + fprintf(stderr, "Cycles shader graph connect: input already connected.\n"); + return; + } + + if (from->type() != to->type()) { + /* can't do automatic conversion from closure */ + if (from->type() == SocketType::CLOSURE) { + fprintf(stderr, + "Cycles shader graph connect: can only connect closure to closure " + "(%s.%s to %s.%s).\n", + from->parent->name.c_str(), + from->name().c_str(), + to->parent->name.c_str(), + to->name().c_str()); + return; + } + + /* add automatic conversion node in case of type mismatch */ + ShaderNode *convert; + ShaderInput *convert_in; + + if (to->type() == SocketType::CLOSURE) { + EmissionNode *emission = new EmissionNode(); + emission->color = make_float3(1.0f, 1.0f, 1.0f); + emission->strength = 1.0f; + convert = add(emission); + /* Connect float inputs to Strength to save an additional Falue->Color conversion. */ + if (from->type() == SocketType::FLOAT) { + convert_in = convert->input("Strength"); + } + else { + convert_in = convert->input("Color"); + } + } + else { + convert = add(new ConvertNode(from->type(), to->type(), true)); + convert_in = convert->inputs[0]; + } + + connect(from, convert_in); + connect(convert->outputs[0], to); + } + else { + /* types match, just connect */ + to->link = from; + from->links.push_back(to); + } } void ShaderGraph::disconnect(ShaderOutput *from) { - assert(!finalized); - simplified = false; + assert(!finalized); + simplified = false; - foreach(ShaderInput *sock, from->links) { - sock->link = NULL; - } + foreach (ShaderInput *sock, from->links) { + sock->link = NULL; + } - from->links.clear(); + from->links.clear(); } void ShaderGraph::disconnect(ShaderInput *to) { - assert(!finalized); - assert(to->link); - simplified = false; + assert(!finalized); + assert(to->link); + simplified = false; - ShaderOutput *from = to->link; + ShaderOutput *from = to->link; - to->link = NULL; - from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end()); + to->link = NULL; + from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end()); } void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to) { - simplified = false; - - /* 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(to) - connect(to, sock); - } + simplified = false; + + /* 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 (to) + connect(to, sock); + } } void ShaderGraph::simplify(Scene *scene) { - if(!simplified) { - default_inputs(scene->shader_manager->use_osl()); - clean(scene); - refine_bump_nodes(); + if (!simplified) { + default_inputs(scene->shader_manager->use_osl()); + clean(scene); + refine_bump_nodes(); - simplified = true; - } + simplified = true; + } } -void ShaderGraph::finalize(Scene *scene, - bool do_bump, - bool do_simplify, - bool bump_in_object_space) +void ShaderGraph::finalize(Scene *scene, bool do_bump, bool do_simplify, bool bump_in_object_space) { - /* 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. */ + /* 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) { - simplify(scene); + if (!finalized) { + simplify(scene); - if(do_bump) - bump_from_displacement(bump_in_object_space); + if (do_bump) + bump_from_displacement(bump_in_object_space); - ShaderInput *surface_in = output()->input("Surface"); - ShaderInput *volume_in = output()->input("Volume"); + ShaderInput *surface_in = output()->input("Surface"); + ShaderInput *volume_in = output()->input("Volume"); - /* todo: make this work when surface and volume closures are tangled up */ + /* todo: make this work when surface and volume closures are tangled up */ - if(surface_in->link) - transform_multi_closure(surface_in->link->parent, NULL, false); - if(volume_in->link) - transform_multi_closure(volume_in->link->parent, NULL, true); + if (surface_in->link) + transform_multi_closure(surface_in->link->parent, NULL, false); + if (volume_in->link) + transform_multi_closure(volume_in->link->parent, NULL, true); - finalized = true; - } - else if(do_simplify) { - simplify_settings(scene); - } + finalized = true; + } + else if (do_simplify) { + simplify_settings(scene); + } } -void ShaderGraph::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input) +void ShaderGraph::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input) { - /* find all nodes that this input depends on directly and indirectly */ - ShaderNode *node = (input->link)? input->link->parent: NULL; + /* find all nodes that this input depends on directly and indirectly */ + ShaderNode *node = (input->link) ? input->link->parent : NULL; - if(node != NULL && dependencies.find(node) == dependencies.end()) { - foreach(ShaderInput *in, node->inputs) - find_dependencies(dependencies, in); + if (node != NULL && dependencies.find(node) == dependencies.end()) { + foreach (ShaderInput *in, node->inputs) + find_dependencies(dependencies, in); - dependencies.insert(node); - } + dependencies.insert(node); + } } void ShaderGraph::clear_nodes() { - foreach(ShaderNode *node, nodes) { - delete node; - } - nodes.clear(); + foreach (ShaderNode *node, nodes) { + delete node; + } + nodes.clear(); } -void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap) +void ShaderGraph::copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &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; - - /* create new inputs and outputs to recreate links and ensure - * that we still point to valid SocketType if the NodeType - * changed in cloning, as it does for OSL nodes */ - nnode->inputs.clear(); - nnode->outputs.clear(); - nnode->create_inputs_outputs(nnode->type); - } - - /* 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); - } - } - } + /* 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; + + /* create new inputs and outputs to recreate links and ensure + * that we still point to valid SocketType if the NodeType + * changed in cloning, as it does for OSL nodes */ + nnode->inputs.clear(); + nnode->outputs.clear(); + nnode->create_inputs_outputs(nnode->type); + } + + /* 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); + } + } + } } /* Graph simplification */ @@ -427,68 +424,68 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap) */ void ShaderGraph::remove_proxy_nodes() { - vector<bool> removed(num_node_ids, false); - bool any_node_removed = false; - - foreach(ShaderNode *node, nodes) { - if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) { - ConvertNode *proxy = static_cast<ConvertNode*>(node); - ShaderInput *input = proxy->inputs[0]; - ShaderOutput *output = proxy->outputs[0]; - - /* bypass the proxy node */ - 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 */ - ShaderNode *tonode = to->parent; - - if(tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) { - bool all_links_removed = true; - vector<ShaderInput*> links = tonode->outputs[0]->links; - - foreach(ShaderInput *autoin, links) { - if(autoin->flags() & SocketType::DEFAULT_LINK_MASK) - disconnect(autoin); - else - all_links_removed = false; - } - - if(all_links_removed) - removed[tonode->id] = true; - } - - disconnect(to); - - /* transfer the default input value to the target socket */ - tonode->copy_value(to->socket_type, *proxy, input->socket_type); - } - } - - removed[proxy->id] = true; - any_node_removed = true; - } - } - - /* remove nodes */ - if(any_node_removed) { - list<ShaderNode*> newnodes; - - foreach(ShaderNode *node, nodes) { - if(!removed[node->id]) - newnodes.push_back(node); - else - delete node; - } - - nodes = newnodes; - } + vector<bool> removed(num_node_ids, false); + bool any_node_removed = false; + + foreach (ShaderNode *node, nodes) { + if (node->special_type == SHADER_SPECIAL_TYPE_PROXY) { + ConvertNode *proxy = static_cast<ConvertNode *>(node); + ShaderInput *input = proxy->inputs[0]; + ShaderOutput *output = proxy->outputs[0]; + + /* bypass the proxy node */ + 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 */ + ShaderNode *tonode = to->parent; + + if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) { + bool all_links_removed = true; + vector<ShaderInput *> links = tonode->outputs[0]->links; + + foreach (ShaderInput *autoin, links) { + if (autoin->flags() & SocketType::DEFAULT_LINK_MASK) + disconnect(autoin); + else + all_links_removed = false; + } + + if (all_links_removed) + removed[tonode->id] = true; + } + + disconnect(to); + + /* transfer the default input value to the target socket */ + tonode->copy_value(to->socket_type, *proxy, input->socket_type); + } + } + + removed[proxy->id] = true; + any_node_removed = true; + } + } + + /* remove nodes */ + if (any_node_removed) { + list<ShaderNode *> newnodes; + + foreach (ShaderNode *node, nodes) { + if (!removed[node->id]) + newnodes.push_back(node); + else + delete node; + } + + nodes = newnodes; + } } /* Constant folding. @@ -498,143 +495,143 @@ void ShaderGraph::remove_proxy_nodes() */ void ShaderGraph::constant_fold(Scene *scene) { - ShaderNodeSet done, scheduled; - queue<ShaderNode*> traverse_queue; - - bool has_displacement = (output()->input("Displacement")->link != NULL); - - /* Schedule nodes which doesn't have any dependencies. */ - foreach(ShaderNode *node, nodes) { - if(!check_node_inputs_has_links(node)) { - traverse_queue.push(node); - scheduled.insert(node); - } - } - - while(!traverse_queue.empty()) { - ShaderNode *node = traverse_queue.front(); - 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. - */ - foreach(ShaderInput *input, output->links) { - if(scheduled.find(input->parent) != scheduled.end()) { - /* Node might not be optimized yet but scheduled already - * by other dependencies. No need to re-schedule it. - */ - continue; - } - /* Schedule node if its inputs are fully done. */ - if(check_node_inputs_traversed(input->parent, done)) { - traverse_queue.push(input->parent); - scheduled.insert(input->parent); - } - } - /* Optimize current node. */ - ConstantFolder folder(this, node, output, scene); - node->constant_fold(folder); - } - } - - /* Folding might have removed all nodes connected to the displacement output - * even tho there is displacement to be applied, so add in a value node if - * that happens to ensure there is still a valid graph for displacement. - */ - if(has_displacement && !output()->input("Displacement")->link) { - ColorNode *value = (ColorNode*)add(new ColorNode()); - value->value = output()->displacement; - - connect(value->output("Color"), output()->input("Displacement")); - } + ShaderNodeSet done, scheduled; + queue<ShaderNode *> traverse_queue; + + bool has_displacement = (output()->input("Displacement")->link != NULL); + + /* Schedule nodes which doesn't have any dependencies. */ + foreach (ShaderNode *node, nodes) { + if (!check_node_inputs_has_links(node)) { + traverse_queue.push(node); + scheduled.insert(node); + } + } + + while (!traverse_queue.empty()) { + ShaderNode *node = traverse_queue.front(); + 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. + */ + foreach (ShaderInput *input, output->links) { + if (scheduled.find(input->parent) != scheduled.end()) { + /* Node might not be optimized yet but scheduled already + * by other dependencies. No need to re-schedule it. + */ + continue; + } + /* Schedule node if its inputs are fully done. */ + if (check_node_inputs_traversed(input->parent, done)) { + traverse_queue.push(input->parent); + scheduled.insert(input->parent); + } + } + /* Optimize current node. */ + ConstantFolder folder(this, node, output, scene); + node->constant_fold(folder); + } + } + + /* Folding might have removed all nodes connected to the displacement output + * even tho there is displacement to be applied, so add in a value node if + * that happens to ensure there is still a valid graph for displacement. + */ + if (has_displacement && !output()->input("Displacement")->link) { + ColorNode *value = (ColorNode *)add(new ColorNode()); + value->value = output()->displacement; + + connect(value->output("Color"), output()->input("Displacement")); + } } /* Simplification. */ void ShaderGraph::simplify_settings(Scene *scene) { - foreach(ShaderNode *node, nodes) { - node->simplify_settings(scene); - } + foreach (ShaderNode *node, nodes) { + node->simplify_settings(scene); + } } /* Deduplicate nodes with same settings. */ void ShaderGraph::deduplicate_nodes() { - /* NOTES: - * - Deduplication happens for nodes which has same exact settings and same - * exact input links configuration (either connected to same output or has - * the same exact default value). - * - Deduplication happens in the bottom-top manner, so we know for fact that - * all traversed nodes are either can not be deduplicated at all or were - * already deduplicated. - */ - - ShaderNodeSet scheduled, done; - map<ustring, ShaderNodeSet> candidates; - queue<ShaderNode*> traverse_queue; - int num_deduplicated = 0; - - /* Schedule nodes which doesn't have any dependencies. */ - foreach(ShaderNode *node, nodes) { - if(!check_node_inputs_has_links(node)) { - traverse_queue.push(node); - scheduled.insert(node); - } - } - - while(!traverse_queue.empty()) { - ShaderNode *node = traverse_queue.front(); - traverse_queue.pop(); - done.insert(node); - /* Schedule the nodes which were depending on the current node. */ - bool has_output_links = false; - foreach(ShaderOutput *output, node->outputs) { - foreach(ShaderInput *input, output->links) { - has_output_links = true; - if(scheduled.find(input->parent) != scheduled.end()) { - /* Node might not be optimized yet but scheduled already - * by other dependencies. No need to re-schedule it. - */ - continue; - } - /* Schedule node if its inputs are fully done. */ - if(check_node_inputs_traversed(input->parent, done)) { - traverse_queue.push(input->parent); - scheduled.insert(input->parent); - } - } - } - /* Only need to care about nodes that are actually used */ - if(!has_output_links) { - continue; - } - /* Try to merge this node with another one. */ - ShaderNode *merge_with = NULL; - foreach(ShaderNode *other_node, candidates[node->type->name]) { - if(node != other_node && node->equals(*other_node)) { - merge_with = other_node; - break; - } - } - /* If found an equivalent, merge; otherwise keep node for later merges */ - if(merge_with != NULL) { - for(int i = 0; i < node->outputs.size(); ++i) { - relink(node, node->outputs[i], merge_with->outputs[i]); - } - num_deduplicated++; - } - else { - candidates[node->type->name].insert(node); - } - } - - if(num_deduplicated > 0) { - VLOG(1) << "Deduplicated " << num_deduplicated << " nodes."; - } + /* NOTES: + * - Deduplication happens for nodes which has same exact settings and same + * exact input links configuration (either connected to same output or has + * the same exact default value). + * - Deduplication happens in the bottom-top manner, so we know for fact that + * all traversed nodes are either can not be deduplicated at all or were + * already deduplicated. + */ + + ShaderNodeSet scheduled, done; + map<ustring, ShaderNodeSet> candidates; + queue<ShaderNode *> traverse_queue; + int num_deduplicated = 0; + + /* Schedule nodes which doesn't have any dependencies. */ + foreach (ShaderNode *node, nodes) { + if (!check_node_inputs_has_links(node)) { + traverse_queue.push(node); + scheduled.insert(node); + } + } + + while (!traverse_queue.empty()) { + ShaderNode *node = traverse_queue.front(); + traverse_queue.pop(); + done.insert(node); + /* Schedule the nodes which were depending on the current node. */ + bool has_output_links = false; + foreach (ShaderOutput *output, node->outputs) { + foreach (ShaderInput *input, output->links) { + has_output_links = true; + if (scheduled.find(input->parent) != scheduled.end()) { + /* Node might not be optimized yet but scheduled already + * by other dependencies. No need to re-schedule it. + */ + continue; + } + /* Schedule node if its inputs are fully done. */ + if (check_node_inputs_traversed(input->parent, done)) { + traverse_queue.push(input->parent); + scheduled.insert(input->parent); + } + } + } + /* Only need to care about nodes that are actually used */ + if (!has_output_links) { + continue; + } + /* Try to merge this node with another one. */ + ShaderNode *merge_with = NULL; + foreach (ShaderNode *other_node, candidates[node->type->name]) { + if (node != other_node && node->equals(*other_node)) { + merge_with = other_node; + break; + } + } + /* If found an equivalent, merge; otherwise keep node for later merges */ + if (merge_with != NULL) { + for (int i = 0; i < node->outputs.size(); ++i) { + relink(node, node->outputs[i], merge_with->outputs[i]); + } + num_deduplicated++; + } + else { + candidates[node->type->name].insert(node); + } + } + + if (num_deduplicated > 0) { + VLOG(1) << "Deduplicated " << num_deduplicated << " nodes."; + } } /* Check whether volume output has meaningful nodes, otherwise @@ -642,535 +639,536 @@ void ShaderGraph::deduplicate_nodes() */ void ShaderGraph::verify_volume_output() { - /* Check whether we can optimize the whole volume graph out. */ - ShaderInput *volume_in = output()->input("Volume"); - if(volume_in->link == NULL) { - return; - } - bool has_valid_volume = false; - ShaderNodeSet scheduled; - queue<ShaderNode*> traverse_queue; - /* Schedule volume output. */ - traverse_queue.push(volume_in->link->parent); - scheduled.insert(volume_in->link->parent); - /* Traverse down the tree. */ - while(!traverse_queue.empty()) { - ShaderNode *node = traverse_queue.front(); - traverse_queue.pop(); - /* Node is fully valid for volume, can't optimize anything out. */ - if(node->has_volume_support()) { - has_valid_volume = true; - break; - } - foreach(ShaderInput *input, node->inputs) { - if(input->link == NULL) { - continue; - } - if(scheduled.find(input->link->parent) != scheduled.end()) { - continue; - } - traverse_queue.push(input->link->parent); - scheduled.insert(input->link->parent); - } - } - if(!has_valid_volume) { - VLOG(1) << "Disconnect meaningless volume output."; - disconnect(volume_in->link); - } + /* Check whether we can optimize the whole volume graph out. */ + ShaderInput *volume_in = output()->input("Volume"); + if (volume_in->link == NULL) { + return; + } + bool has_valid_volume = false; + ShaderNodeSet scheduled; + queue<ShaderNode *> traverse_queue; + /* Schedule volume output. */ + traverse_queue.push(volume_in->link->parent); + scheduled.insert(volume_in->link->parent); + /* Traverse down the tree. */ + while (!traverse_queue.empty()) { + ShaderNode *node = traverse_queue.front(); + traverse_queue.pop(); + /* Node is fully valid for volume, can't optimize anything out. */ + if (node->has_volume_support()) { + has_valid_volume = true; + break; + } + foreach (ShaderInput *input, node->inputs) { + if (input->link == NULL) { + continue; + } + if (scheduled.find(input->link->parent) != scheduled.end()) { + continue; + } + traverse_queue.push(input->link->parent); + scheduled.insert(input->link->parent); + } + } + if (!has_valid_volume) { + VLOG(1) << "Disconnect meaningless volume output."; + disconnect(volume_in->link); + } } -void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack) +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, "Cycles shader graph: 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; + 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, "Cycles shader graph: 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::compute_displacement_hash() { - /* Compute hash of all nodes linked to displacement, to detect if we need - * to recompute displacement when shader nodes change. */ - ShaderInput *displacement_in = output()->input("Displacement"); - - if(!displacement_in->link) { - displacement_hash = ""; - return; - } - - ShaderNodeSet nodes_displace; - find_dependencies(nodes_displace, displacement_in); - - MD5Hash md5; - foreach(ShaderNode *node, nodes_displace) { - node->hash(md5); - foreach(ShaderInput *input, node->inputs) { - int link_id = (input->link) ? input->link->parent->id : 0; - md5.append((uint8_t*)&link_id, sizeof(link_id)); - } - } - - displacement_hash = md5.get_hex(); + /* Compute hash of all nodes linked to displacement, to detect if we need + * to recompute displacement when shader nodes change. */ + ShaderInput *displacement_in = output()->input("Displacement"); + + if (!displacement_in->link) { + displacement_hash = ""; + return; + } + + ShaderNodeSet nodes_displace; + find_dependencies(nodes_displace, displacement_in); + + MD5Hash md5; + foreach (ShaderNode *node, nodes_displace) { + node->hash(md5); + foreach (ShaderInput *input, node->inputs) { + int link_id = (input->link) ? input->link->parent->id : 0; + md5.append((uint8_t *)&link_id, sizeof(link_id)); + } + } + + displacement_hash = md5.get_hex(); } void ShaderGraph::clean(Scene *scene) { - /* Graph simplification */ - - /* NOTE: Remove proxy nodes was already done. */ - constant_fold(scene); - simplify_settings(scene); - deduplicate_nodes(); - verify_volume_output(); - - /* 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> visited(num_node_ids, false); - vector<bool> on_stack(num_node_ids, false); - - /* break cycles */ - break_cycles(output(), visited, on_stack); - - /* disconnect unused nodes */ - foreach(ShaderNode *node, nodes) { - if(!visited[node->id]) { - foreach(ShaderInput *to, node->inputs) { - ShaderOutput *from = to->link; - - if(from) { - to->link = NULL; - from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end()); - } - } - } - } - - /* remove unused nodes */ - list<ShaderNode*> newnodes; - - foreach(ShaderNode *node, nodes) { - if(visited[node->id]) - newnodes.push_back(node); - else - delete node; - } - - nodes = newnodes; + /* Graph simplification */ + + /* NOTE: Remove proxy nodes was already done. */ + constant_fold(scene); + simplify_settings(scene); + deduplicate_nodes(); + verify_volume_output(); + + /* 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> visited(num_node_ids, false); + vector<bool> on_stack(num_node_ids, false); + + /* break cycles */ + break_cycles(output(), visited, on_stack); + + /* disconnect unused nodes */ + foreach (ShaderNode *node, nodes) { + if (!visited[node->id]) { + foreach (ShaderInput *to, node->inputs) { + ShaderOutput *from = to->link; + + if (from) { + to->link = NULL; + from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end()); + } + } + } + } + + /* remove unused nodes */ + list<ShaderNode *> newnodes; + + 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->flags() & SocketType::OSL_INTERNAL) || do_osl)) { - if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) { - if(!texco) - texco = new TextureCoordinateNode(); - - connect(texco->output("Generated"), input); - } - if(input->flags() & SocketType::LINK_TEXTURE_NORMAL) { - if(!texco) - texco = new TextureCoordinateNode(); - - connect(texco->output("Normal"), input); - } - else if(input->flags() & SocketType::LINK_TEXTURE_UV) { - if(!texco) - texco = new TextureCoordinateNode(); - - connect(texco->output("UV"), input); - } - else if(input->flags() & SocketType::LINK_INCOMING) { - if(!geom) - geom = new GeometryNode(); - - connect(geom->output("Incoming"), input); - } - else if(input->flags() & SocketType::LINK_NORMAL) { - if(!geom) - geom = new GeometryNode(); - - connect(geom->output("Normal"), input); - } - else if(input->flags() & SocketType::LINK_POSITION) { - if(!geom) - geom = new GeometryNode(); - - connect(geom->output("Position"), input); - } - else if(input->flags() & SocketType::LINK_TANGENT) { - if(!geom) - geom = new GeometryNode(); - - connect(geom->output("Tangent"), input); - } - } - } - } - - if(geom) - add(geom); - if(texco) - add(texco); + /* 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->flags() & SocketType::OSL_INTERNAL) || do_osl)) { + if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) { + if (!texco) + texco = new TextureCoordinateNode(); + + connect(texco->output("Generated"), input); + } + if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) { + if (!texco) + texco = new TextureCoordinateNode(); + + connect(texco->output("Normal"), input); + } + else if (input->flags() & SocketType::LINK_TEXTURE_UV) { + if (!texco) + texco = new TextureCoordinateNode(); + + connect(texco->output("UV"), input); + } + else if (input->flags() & SocketType::LINK_INCOMING) { + if (!geom) + geom = new GeometryNode(); + + connect(geom->output("Incoming"), input); + } + else if (input->flags() & SocketType::LINK_NORMAL) { + if (!geom) + geom = new GeometryNode(); + + connect(geom->output("Normal"), input); + } + else if (input->flags() & SocketType::LINK_POSITION) { + if (!geom) + geom = new GeometryNode(); + + connect(geom->output("Position"), input); + } + else if (input->flags() & SocketType::LINK_TANGENT) { + if (!geom) + geom = new GeometryNode(); + + connect(geom->output("Tangent"), input); + } + } + } + } + + if (geom) + add(geom); + if (texco) + add(texco); } void ShaderGraph::refine_bump_nodes() { - /* 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->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) { - ShaderInput *bump_input = node->input("Height"); - ShaderNodeSet nodes_bump; - - /* make 2 extra copies of the subgraph defined in Bump input */ - ShaderNodeMap nodes_dx; - ShaderNodeMap 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 connected is bump to samplecenter input*/ - connect(out , node->input("SampleCenter")); - - /* bump input is just for connectivity purpose for the graph input, - * we re-connected this input to samplecenter, so lets disconnect it - * from bump input */ - disconnect(bump_input); - } - } + /* 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->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) { + ShaderInput *bump_input = node->input("Height"); + ShaderNodeSet nodes_bump; + + /* make 2 extra copies of the subgraph defined in Bump input */ + ShaderNodeMap nodes_dx; + ShaderNodeMap 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 connected is bump to samplecenter input*/ + connect(out, node->input("SampleCenter")); + + /* bump input is just for connectivity purpose for the graph input, + * we re-connected this input to samplecenter, so lets disconnect it + * from bump input */ + disconnect(bump_input); + } + } } void ShaderGraph::bump_from_displacement(bool use_object_space) { - /* 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 perturbed normal. */ - - ShaderInput *displacement_in = output()->input("Displacement"); - - if(!displacement_in->link) - return; - - /* find dependencies for the given input */ - ShaderNodeSet nodes_displace; - find_dependencies(nodes_displace, displacement_in); - - /* copy nodes for 3 bump samples */ - ShaderNodeMap nodes_center; - ShaderNodeMap nodes_dx; - ShaderNodeMap 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 */ - BumpNode *bump = (BumpNode*)add(new BumpNode()); - bump->use_object_space = use_object_space; - bump->distance = 1.0f; - - 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()); - - /* convert displacement vector to height */ - VectorMathNode *dot_center = (VectorMathNode*)add(new VectorMathNode()); - VectorMathNode *dot_dx = (VectorMathNode*)add(new VectorMathNode()); - VectorMathNode *dot_dy = (VectorMathNode*)add(new VectorMathNode()); - - dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT; - dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT; - dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT; - - GeometryNode *geom = (GeometryNode*)add(new GeometryNode()); - connect(geom->output("Normal"), dot_center->input("Vector2")); - connect(geom->output("Normal"), dot_dx->input("Vector2")); - connect(geom->output("Normal"), dot_dy->input("Vector2")); - - connect(out_center, dot_center->input("Vector1")); - connect(out_dx, dot_dx->input("Vector1")); - connect(out_dy, dot_dy->input("Vector1")); - - connect(dot_center->output("Value"), bump->input("SampleCenter")); - connect(dot_dx->output("Value"), bump->input("SampleX")); - connect(dot_dy->output("Value"), bump->input("SampleY")); - - /* connect the bump out to the set normal in: */ - connect(bump->output("Normal"), set_normal->input("Direction")); - - /* connect to output node */ - connect(set_normal->output("Normal"), output()->input("Normal")); - - /* 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); + /* 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 perturbed normal. */ + + ShaderInput *displacement_in = output()->input("Displacement"); + + if (!displacement_in->link) + return; + + /* find dependencies for the given input */ + ShaderNodeSet nodes_displace; + find_dependencies(nodes_displace, displacement_in); + + /* copy nodes for 3 bump samples */ + ShaderNodeMap nodes_center; + ShaderNodeMap nodes_dx; + ShaderNodeMap 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 */ + BumpNode *bump = (BumpNode *)add(new BumpNode()); + bump->use_object_space = use_object_space; + bump->distance = 1.0f; + + 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()); + + /* convert displacement vector to height */ + VectorMathNode *dot_center = (VectorMathNode *)add(new VectorMathNode()); + VectorMathNode *dot_dx = (VectorMathNode *)add(new VectorMathNode()); + VectorMathNode *dot_dy = (VectorMathNode *)add(new VectorMathNode()); + + dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT; + dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT; + dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT; + + GeometryNode *geom = (GeometryNode *)add(new GeometryNode()); + connect(geom->output("Normal"), dot_center->input("Vector2")); + connect(geom->output("Normal"), dot_dx->input("Vector2")); + connect(geom->output("Normal"), dot_dy->input("Vector2")); + + connect(out_center, dot_center->input("Vector1")); + connect(out_dx, dot_dx->input("Vector1")); + connect(out_dy, dot_dy->input("Vector1")); + + connect(dot_center->output("Value"), bump->input("SampleCenter")); + connect(dot_dx->output("Value"), bump->input("SampleX")); + connect(dot_dy->output("Value"), bump->input("SampleY")); + + /* connect the bump out to the set normal in: */ + connect(bump->output("Normal"), set_normal->input("Direction")); + + /* connect to output node */ + connect(set_normal->output("Normal"), output()->input("Normal")); + + /* 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->special_type == SHADER_SPECIAL_TYPE_COMBINE_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 */ - MixClosureWeightNode *mix_node = new MixClosureWeightNode(); - add(mix_node); - ShaderInput *fac_in = mix_node->input("Fac"); - ShaderInput *weight_in = mix_node->input("Weight"); - - if(fin->link) - connect(fin->link, fac_in); - else - mix_node->fac = node->get_float(fin->socket_type); - - 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 */ - float weight_value = node->get_float(weight_in->socket_type); - if(weight_in->link || weight_value != 0.0f) { - MathNode *math_node = new MathNode(); - add(math_node); - - if(weight_in->link) - connect(weight_in->link, math_node->input("Value1")); - else - math_node->value1 = weight_value; - - if(weight_out) - connect(weight_out, math_node->input("Value2")); - else - math_node->value2 = 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 - node->set(weight_in->socket_type, weight_value + 1.0f); - } + /* 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->special_type == SHADER_SPECIAL_TYPE_COMBINE_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 */ + MixClosureWeightNode *mix_node = new MixClosureWeightNode(); + add(mix_node); + ShaderInput *fac_in = mix_node->input("Fac"); + ShaderInput *weight_in = mix_node->input("Weight"); + + if (fin->link) + connect(fin->link, fac_in); + else + mix_node->fac = node->get_float(fin->socket_type); + + 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 */ + float weight_value = node->get_float(weight_in->socket_type); + if (weight_in->link || weight_value != 0.0f) { + MathNode *math_node = new MathNode(); + add(math_node); + + if (weight_in->link) + connect(weight_in->link, math_node->input("Value1")); + else + math_node->value1 = weight_value; + + if (weight_out) + connect(weight_out, math_node->input("Value2")); + else + math_node->value2 = 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 + node->set(weight_in->socket_type, weight_value + 1.0f); + } } int ShaderGraph::get_num_closures() { - int num_closures = 0; - foreach(ShaderNode *node, nodes) { - ClosureType closure_type = node->get_closure_type(); - if(closure_type == CLOSURE_NONE_ID) { - continue; - } - else if(CLOSURE_IS_BSSRDF(closure_type)) { - num_closures += 3; - } - else if(CLOSURE_IS_GLASS(closure_type)) { - num_closures += 2; - } - else if(CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) { - num_closures += 2; - } - else if(CLOSURE_IS_PRINCIPLED(closure_type)) { - num_closures += 8; - } - else if(CLOSURE_IS_VOLUME(closure_type)) { - num_closures += VOLUME_STACK_SIZE; - } - else if(closure_type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { - num_closures += 4; - } - else { - ++num_closures; - } - } - return num_closures; + int num_closures = 0; + foreach (ShaderNode *node, nodes) { + ClosureType closure_type = node->get_closure_type(); + if (closure_type == CLOSURE_NONE_ID) { + continue; + } + else if (CLOSURE_IS_BSSRDF(closure_type)) { + num_closures += 3; + } + else if (CLOSURE_IS_GLASS(closure_type)) { + num_closures += 2; + } + else if (CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) { + num_closures += 2; + } + else if (CLOSURE_IS_PRINCIPLED(closure_type)) { + num_closures += 8; + } + else if (CLOSURE_IS_VOLUME(closure_type)) { + num_closures += VOLUME_STACK_SIZE; + } + else if (closure_type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { + num_closures += 4; + } + else { + ++num_closures; + } + } + return num_closures; } void ShaderGraph::dump_graph(const char *filename) { - FILE *fd = fopen(filename, "w"); - - if(fd == NULL) { - printf("Error opening file for dumping the graph: %s\n", filename); - return; - } - - fprintf(fd, "digraph shader_graph {\n"); - fprintf(fd, "ranksep=1.5\n"); - fprintf(fd, "rankdir=LR\n"); - fprintf(fd, "splines=false\n"); - - foreach(ShaderNode *node, nodes) { - fprintf(fd, "// NODE: %p\n", node); - fprintf(fd, "\"%p\" [shape=record,label=\"{", node); - if(node->inputs.size()) { - fprintf(fd, "{"); - foreach(ShaderInput *socket, node->inputs) { - if(socket != node->inputs[0]) { - fprintf(fd, "|"); - } - fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str()); - } - fprintf(fd, "}|"); - } - fprintf(fd, "%s", node->name.c_str()); - if(node->bump == SHADER_BUMP_CENTER) { - fprintf(fd, " (bump:center)"); - } - else if(node->bump == SHADER_BUMP_DX) { - fprintf(fd, " (bump:dx)"); - } - else if(node->bump == SHADER_BUMP_DY) { - fprintf(fd, " (bump:dy)"); - } - if(node->outputs.size()) { - fprintf(fd, "|{"); - foreach(ShaderOutput *socket, node->outputs) { - if(socket != node->outputs[0]) { - fprintf(fd, "|"); - } - fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str()); - } - fprintf(fd, "}"); - } - fprintf(fd, "}\"]"); - } - - foreach(ShaderNode *node, nodes) { - foreach(ShaderOutput *output, node->outputs) { - foreach(ShaderInput *input, output->links) { - fprintf(fd, - "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n", - output, - input, - output->name().c_str(), input->name().c_str()); - fprintf(fd, - "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n", - output->parent, - output, - input->parent, - input); - } - } - } - - fprintf(fd, "}\n"); - fclose(fd); + FILE *fd = fopen(filename, "w"); + + if (fd == NULL) { + printf("Error opening file for dumping the graph: %s\n", filename); + return; + } + + fprintf(fd, "digraph shader_graph {\n"); + fprintf(fd, "ranksep=1.5\n"); + fprintf(fd, "rankdir=LR\n"); + fprintf(fd, "splines=false\n"); + + foreach (ShaderNode *node, nodes) { + fprintf(fd, "// NODE: %p\n", node); + fprintf(fd, "\"%p\" [shape=record,label=\"{", node); + if (node->inputs.size()) { + fprintf(fd, "{"); + foreach (ShaderInput *socket, node->inputs) { + if (socket != node->inputs[0]) { + fprintf(fd, "|"); + } + fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str()); + } + fprintf(fd, "}|"); + } + fprintf(fd, "%s", node->name.c_str()); + if (node->bump == SHADER_BUMP_CENTER) { + fprintf(fd, " (bump:center)"); + } + else if (node->bump == SHADER_BUMP_DX) { + fprintf(fd, " (bump:dx)"); + } + else if (node->bump == SHADER_BUMP_DY) { + fprintf(fd, " (bump:dy)"); + } + if (node->outputs.size()) { + fprintf(fd, "|{"); + foreach (ShaderOutput *socket, node->outputs) { + if (socket != node->outputs[0]) { + fprintf(fd, "|"); + } + fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str()); + } + fprintf(fd, "}"); + } + fprintf(fd, "}\"]"); + } + + foreach (ShaderNode *node, nodes) { + foreach (ShaderOutput *output, node->outputs) { + foreach (ShaderInput *input, output->links) { + fprintf(fd, + "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n", + output, + input, + output->name().c_str(), + input->name().c_str()); + fprintf(fd, + "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n", + output->parent, + output, + input->parent, + input); + } + } + } + + fprintf(fd, "}\n"); + fclose(fd); } CCL_NAMESPACE_END |