diff options
author | Pascal Schoen <pascal_schoen@gmx.net> | 2016-08-03 12:42:02 +0300 |
---|---|---|
committer | Pascal Schoen <pascal_schoen@gmx.net> | 2016-08-03 12:42:02 +0300 |
commit | 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 (patch) | |
tree | c7ad4920e48e0eb529e2064fd0d3813c29d5383b /intern/cycles/render | |
parent | ece5a08e0d6e51a83c223ea87346134216e5b34e (diff) | |
parent | 7065022f7aa23ba13d2999e1e40162a8f480af0e (diff) |
Merge branch 'master' into cycles_disney_brdf
Diffstat (limited to 'intern/cycles/render')
38 files changed, 4841 insertions, 2574 deletions
diff --git a/intern/cycles/render/CMakeLists.txt b/intern/cycles/render/CMakeLists.txt index b14da3e63d0..8eaa9de3874 100644 --- a/intern/cycles/render/CMakeLists.txt +++ b/intern/cycles/render/CMakeLists.txt @@ -22,6 +22,7 @@ set(SRC bake.cpp buffers.cpp camera.cpp + constant_fold.cpp film.cpp graph.cpp image.cpp @@ -29,6 +30,7 @@ set(SRC light.cpp mesh.cpp mesh_displace.cpp + mesh_subdivision.cpp nodes.cpp object.cpp osl.cpp @@ -49,6 +51,7 @@ set(SRC_HEADERS background.h buffers.h camera.h + constant_fold.h film.h graph.h image.h diff --git a/intern/cycles/render/attribute.cpp b/intern/cycles/render/attribute.cpp index b7de83d89c1..e8ff81fe08e 100644 --- a/intern/cycles/render/attribute.cpp +++ b/intern/cycles/render/attribute.cpp @@ -51,13 +51,13 @@ void Attribute::set(ustring name_, TypeDesc type_, AttributeElement element_) type == TypeDesc::TypeNormal || type == TypeDesc::TypeMatrix); } -void Attribute::reserve(int numverts, int numtris, int numsteps, int numcurves, int numkeys, bool resize) +void Attribute::resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only) { - if(resize) { - buffer.resize(buffer_size(numverts, numtris, numsteps, numcurves, numkeys), 0); + if(reserve_only) { + buffer.reserve(buffer_size(mesh, prim)); } else { - buffer.reserve(buffer_size(numverts, numtris, numsteps, numcurves, numkeys)); + buffer.resize(buffer_size(mesh, prim), 0); } } @@ -118,6 +118,8 @@ size_t Attribute::data_sizeof() const { if(element == ATTR_ELEMENT_VOXEL) return sizeof(VoxelAttribute); + else if(element == ATTR_ELEMENT_CORNER_BYTE) + return sizeof(uchar4); else if(type == TypeDesc::TypeFloat) return sizeof(float); else if(type == TypeDesc::TypeMatrix) @@ -126,10 +128,10 @@ size_t Attribute::data_sizeof() const return sizeof(float3); } -size_t Attribute::element_size(int numverts, int numtris, int numsteps, int numcurves, int numkeys) const +size_t Attribute::element_size(Mesh *mesh, AttributePrimitive prim) const { size_t size; - + switch(element) { case ATTR_ELEMENT_OBJECT: case ATTR_ELEMENT_MESH: @@ -137,38 +139,54 @@ size_t Attribute::element_size(int numverts, int numtris, int numsteps, int numc size = 1; break; case ATTR_ELEMENT_VERTEX: - size = numverts; + size = mesh->verts.size() + mesh->num_ngons; + if(prim == ATTR_PRIM_SUBD) { + size -= mesh->num_subd_verts; + } break; case ATTR_ELEMENT_VERTEX_MOTION: - size = numverts * (numsteps - 1); + size = (mesh->verts.size() + mesh->num_ngons) * (mesh->motion_steps - 1); + if(prim == ATTR_PRIM_SUBD) { + size -= mesh->num_subd_verts * (mesh->motion_steps - 1); + } break; case ATTR_ELEMENT_FACE: - size = numtris; + if(prim == ATTR_PRIM_TRIANGLE) { + size = mesh->num_triangles(); + } + else { + size = mesh->subd_faces.size() + mesh->num_ngons; + } break; case ATTR_ELEMENT_CORNER: case ATTR_ELEMENT_CORNER_BYTE: - size = numtris*3; + if(prim == ATTR_PRIM_TRIANGLE) { + size = mesh->num_triangles()*3; + } + else { + size = mesh->subd_face_corners.size() + mesh->num_ngons; + } break; case ATTR_ELEMENT_CURVE: - size = numcurves; + size = mesh->num_curves(); break; case ATTR_ELEMENT_CURVE_KEY: - size = numkeys; + size = mesh->curve_keys.size(); break; case ATTR_ELEMENT_CURVE_KEY_MOTION: - size = numkeys * (numsteps - 1); + size = mesh->curve_keys.size() * (mesh->motion_steps - 1); break; default: size = 0; break; } - + return size; } -size_t Attribute::buffer_size(int numverts, int numtris, int numsteps, int numcurves, int numkeys) const +size_t Attribute::buffer_size(Mesh *mesh, AttributePrimitive prim) const { - return element_size(numverts, numtris, numsteps, numcurves, numkeys)*data_sizeof(); + return element_size(mesh, prim)*data_sizeof(); } bool Attribute::same_storage(TypeDesc a, TypeDesc b) @@ -188,6 +206,29 @@ bool Attribute::same_storage(TypeDesc a, TypeDesc b) return false; } +void Attribute::zero_data(void* dst) +{ + memset(dst, 0, data_sizeof()); +} + +void Attribute::add_with_weight(void* dst, void* src, float weight) +{ + if(element == ATTR_ELEMENT_CORNER_BYTE) { + for(int i = 0; i < 4; i++) { + ((uchar*)dst)[i] += uchar(((uchar*)src)[i] * weight); + } + } + else if(same_storage(type, TypeDesc::TypeFloat)) { + *((float*)dst) += *((float*)src) * weight; + } + else if(same_storage(type, TypeDesc::TypeVector)) { + *((float4*)dst) += *((float4*)src) * weight; + } + else { + assert(!"not implemented for this type"); + } +} + const char *Attribute::standard_name(AttributeStandard std) { switch(std) { @@ -257,13 +298,14 @@ AttributeSet::AttributeSet() { triangle_mesh = NULL; curve_mesh = NULL; + subd_mesh = NULL; } AttributeSet::~AttributeSet() { } -Attribute *AttributeSet::add(ustring name, TypeDesc type, AttributeElement element, bool resize) +Attribute *AttributeSet::add(ustring name, TypeDesc type, AttributeElement element) { Attribute *attr = find(name); @@ -291,10 +333,12 @@ Attribute *AttributeSet::add(ustring name, TypeDesc type, AttributeElement eleme /* this is weak .. */ if(triangle_mesh) - attr->reserve(triangle_mesh->verts.size(), triangle_mesh->triangles.size(), triangle_mesh->motion_steps, 0, 0, resize); + attr->resize(triangle_mesh, ATTR_PRIM_TRIANGLE, false); if(curve_mesh) - attr->reserve(0, 0, curve_mesh->motion_steps, curve_mesh->curves.size(), curve_mesh->curve_keys.size(), resize); - + attr->resize(curve_mesh, ATTR_PRIM_CURVE, false); + if(subd_mesh) + attr->resize(subd_mesh, ATTR_PRIM_SUBD, false); + return attr; } @@ -330,7 +374,7 @@ Attribute *AttributeSet::add(AttributeStandard std, ustring name) if(name == ustring()) name = Attribute::standard_name(std); - if(triangle_mesh) { + if(triangle_mesh || subd_mesh) { switch(std) { case ATTR_STD_VERTEX_NORMAL: attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX); @@ -448,13 +492,15 @@ Attribute *AttributeSet::find(AttributeRequest& req) return find(req.std); } -void AttributeSet::reserve() +void AttributeSet::resize(bool reserve_only) { foreach(Attribute& attr, attributes) { if(triangle_mesh) - attr.reserve(triangle_mesh->verts.size(), triangle_mesh->triangles.size(), triangle_mesh->motion_steps, 0, 0, true); + attr.resize(triangle_mesh, ATTR_PRIM_TRIANGLE, reserve_only); if(curve_mesh) - attr.reserve(0, 0, 0, curve_mesh->curves.size(), curve_mesh->curve_keys.size(), true); + attr.resize(curve_mesh, ATTR_PRIM_CURVE, reserve_only); + if(subd_mesh) + attr.resize(subd_mesh, ATTR_PRIM_SUBD, reserve_only); } } @@ -477,6 +523,10 @@ AttributeRequest::AttributeRequest(ustring name_) curve_type = TypeDesc::TypeFloat; curve_element = ATTR_ELEMENT_NONE; curve_offset = 0; + + subd_type = TypeDesc::TypeFloat; + subd_element = ATTR_ELEMENT_NONE; + subd_offset = 0; } AttributeRequest::AttributeRequest(AttributeStandard std_) @@ -491,6 +541,10 @@ AttributeRequest::AttributeRequest(AttributeStandard std_) curve_type = TypeDesc::TypeFloat; curve_element = ATTR_ELEMENT_NONE; curve_offset = 0; + + subd_type = TypeDesc::TypeFloat; + subd_element = ATTR_ELEMENT_NONE; + subd_offset = 0; } /* AttributeRequestSet */ diff --git a/intern/cycles/render/attribute.h b/intern/cycles/render/attribute.h index 01102d22aaa..e51bdf28d66 100644 --- a/intern/cycles/render/attribute.h +++ b/intern/cycles/render/attribute.h @@ -58,11 +58,11 @@ public: Attribute() {} ~Attribute(); void set(ustring name, TypeDesc type, AttributeElement element); - void reserve(int numverts, int numfaces, int numsteps, int numcurves, int numkeys, bool resize); + void resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only); size_t data_sizeof() const; - size_t element_size(int numverts, int numfaces, int numsteps, int numcurves, int numkeys) const; - size_t buffer_size(int numverts, int numfaces, int numsteps, int numcurves, int numkeys) const; + size_t element_size(Mesh *mesh, AttributePrimitive prim) const; + size_t buffer_size(Mesh *mesh, AttributePrimitive prim) const; char *data() { return (buffer.size())? &buffer[0]: NULL; }; float3 *data_float3() { return (float3*)data(); } @@ -79,6 +79,9 @@ public: const Transform *data_transform() const { return (const Transform*)data(); } const VoxelAttribute *data_voxel() const { return (const VoxelAttribute*)data(); } + void zero_data(void* dst); + void add_with_weight(void* dst, void* src, float weight); + void add(const float& f); void add(const float3& f); void add(const uchar4& f); @@ -99,12 +102,13 @@ class AttributeSet { public: Mesh *triangle_mesh; Mesh *curve_mesh; + Mesh *subd_mesh; list<Attribute> attributes; AttributeSet(); ~AttributeSet(); - Attribute *add(ustring name, TypeDesc type, AttributeElement element, bool resize = true); + Attribute *add(ustring name, TypeDesc type, AttributeElement element); Attribute *find(ustring name) const; void remove(ustring name); @@ -114,7 +118,7 @@ public: Attribute *find(AttributeRequest& req); - void reserve(); + void resize(bool reserve_only = false); void clear(); }; @@ -130,9 +134,9 @@ public: AttributeStandard std; /* temporary variables used by MeshManager */ - TypeDesc triangle_type, curve_type; - AttributeElement triangle_element, curve_element; - int triangle_offset, curve_offset; + TypeDesc triangle_type, curve_type, subd_type; + AttributeElement triangle_element, curve_element, subd_element; + int triangle_offset, curve_offset, subd_offset; explicit AttributeRequest(ustring name_); explicit AttributeRequest(AttributeStandard std); diff --git a/intern/cycles/render/background.cpp b/intern/cycles/render/background.cpp index 6f8d1d1d461..8d7d7b847fd 100644 --- a/intern/cycles/render/background.cpp +++ b/intern/cycles/render/background.cpp @@ -32,12 +32,12 @@ NODE_DEFINE(Background) { NodeType* type = NodeType::add("background", create); - SOCKET_INT(ao_factor, "AO Factor", 0.0f); + SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f); SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX); SOCKET_BOOLEAN(use_shader, "Use Shader", true); SOCKET_BOOLEAN(use_ao, "Use AO", false); - SOCKET_INT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY); + SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY); SOCKET_BOOLEAN(transparent, "Transparent", false); SOCKET_NODE(shader, "Shader", &Shader::node_type); @@ -116,6 +116,11 @@ void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/) { } +bool Background::modified(const Background& background) +{ + return !Node::equals(background); +} + void Background::tag_update(Scene *scene) { scene->integrator->tag_update(scene); diff --git a/intern/cycles/render/background.h b/intern/cycles/render/background.h index 843655b00a1..8029c6a9e80 100644 --- a/intern/cycles/render/background.h +++ b/intern/cycles/render/background.h @@ -50,6 +50,7 @@ public: void device_update(Device *device, DeviceScene *dscene, Scene *scene); void device_free(Device *device, DeviceScene *dscene); + bool modified(const Background& background); void tag_update(Scene *scene); }; diff --git a/intern/cycles/render/bake.cpp b/intern/cycles/render/bake.cpp index 5bf5e5113ef..13310a61761 100644 --- a/intern/cycles/render/bake.cpp +++ b/intern/cycles/render/bake.cpp @@ -177,7 +177,7 @@ bool BakeManager::bake(Device *device, DeviceScene *dscene, Scene *scene, Progre device->mem_alloc(d_input, MEM_READ_ONLY); device->mem_copy_to(d_input); - device->mem_alloc(d_output, MEM_WRITE_ONLY); + device->mem_alloc(d_output, MEM_READ_WRITE); DeviceTask task(DeviceTask::SHADER); task.shader_input = d_input.device_pointer; diff --git a/intern/cycles/render/camera.cpp b/intern/cycles/render/camera.cpp index d992cac5312..a6df656d220 100644 --- a/intern/cycles/render/camera.cpp +++ b/intern/cycles/render/camera.cpp @@ -30,70 +30,126 @@ CCL_NAMESPACE_BEGIN static float shutter_curve_eval(float x, - float shutter_curve[RAMP_TABLE_SIZE]) + array<float>& shutter_curve) { - x *= RAMP_TABLE_SIZE; + if (shutter_curve.size() == 0) + return 1.0f; + + x *= shutter_curve.size(); int index = (int)x; float frac = x - index; - if(index < RAMP_TABLE_SIZE - 1) { + if(index < shutter_curve.size() - 1) { return lerp(shutter_curve[index], shutter_curve[index + 1], frac); } else { - return shutter_curve[RAMP_TABLE_SIZE - 1]; + return shutter_curve[shutter_curve.size() - 1]; } } +NODE_DEFINE(Camera) +{ + NodeType* type = NodeType::add("camera", create); + + SOCKET_FLOAT(shuttertime, "Shutter Time", 1.0f); + + static NodeEnum motion_position_enum; + motion_position_enum.insert("start", MOTION_POSITION_START); + motion_position_enum.insert("center", MOTION_POSITION_CENTER); + motion_position_enum.insert("end", MOTION_POSITION_END); + SOCKET_ENUM(motion_position, "Motion Position", motion_position_enum, MOTION_POSITION_CENTER); + + static NodeEnum rolling_shutter_type_enum; + rolling_shutter_type_enum.insert("none", ROLLING_SHUTTER_NONE); + rolling_shutter_type_enum.insert("top", ROLLING_SHUTTER_TOP); + SOCKET_ENUM(rolling_shutter_type, "Rolling Shutter Type", rolling_shutter_type_enum, ROLLING_SHUTTER_NONE); + SOCKET_FLOAT(rolling_shutter_duration, "Rolling Shutter Duration", 0.1f); + + SOCKET_FLOAT_ARRAY(shutter_curve, "Shutter Curve", array<float>()); + + SOCKET_FLOAT(aperturesize, "Aperture Size", 0.0f); + SOCKET_FLOAT(focaldistance, "Focal Distance", 10.0f); + SOCKET_UINT(blades, "Blades", 0); + SOCKET_FLOAT(bladesrotation, "Blades Rotation", 0.0f); + + SOCKET_TRANSFORM(matrix, "Matrix", transform_identity()); + + SOCKET_FLOAT(aperture_ratio, "Aperture Ratio", 1.0f); + + static NodeEnum type_enum; + type_enum.insert("perspective", CAMERA_PERSPECTIVE); + type_enum.insert("orthograph", CAMERA_ORTHOGRAPHIC); + type_enum.insert("panorama", CAMERA_PANORAMA); + SOCKET_ENUM(type, "Type", type_enum, CAMERA_PERSPECTIVE); + + static NodeEnum panorama_type_enum; + panorama_type_enum.insert("equirectangular", PANORAMA_EQUIRECTANGULAR); + panorama_type_enum.insert("mirrorball", PANORAMA_MIRRORBALL); + panorama_type_enum.insert("fisheye_equidistant", PANORAMA_FISHEYE_EQUIDISTANT); + panorama_type_enum.insert("fisheye_equisolid", PANORAMA_FISHEYE_EQUISOLID); + SOCKET_ENUM(panorama_type, "Panorama Type", panorama_type_enum, PANORAMA_EQUIRECTANGULAR); + + SOCKET_FLOAT(fisheye_fov, "Fisheye FOV", M_PI_F); + SOCKET_FLOAT(fisheye_lens, "Fisheye Lens", 10.5f); + SOCKET_FLOAT(latitude_min, "Latitude Min", -M_PI_2_F); + SOCKET_FLOAT(latitude_max, "Latitude Max", M_PI_2_F); + SOCKET_FLOAT(longitude_min, "Longitude Min", -M_PI_F); + SOCKET_FLOAT(longitude_max, "Longitude Max", M_PI_F); + SOCKET_FLOAT(fov, "FOV", M_PI_4_F); + SOCKET_FLOAT(fov_pre, "FOV Pre", M_PI_4_F); + SOCKET_FLOAT(fov_post, "FOV Post", M_PI_4_F); + + static NodeEnum stereo_eye_enum; + stereo_eye_enum.insert("none", STEREO_NONE); + stereo_eye_enum.insert("left", STEREO_LEFT); + stereo_eye_enum.insert("right", STEREO_RIGHT); + SOCKET_ENUM(stereo_eye, "Stereo Eye", stereo_eye_enum, STEREO_NONE); + + SOCKET_FLOAT(interocular_distance, "Interocular Distance", 0.065f); + SOCKET_FLOAT(convergence_distance, "Convergence Distance", 30.0f * 0.065f); + + SOCKET_BOOLEAN(use_pole_merge, "Use Pole Merge", false); + SOCKET_FLOAT(pole_merge_angle_from, "Pole Merge Angle From", 60.0f * M_PI_F / 180.0f); + SOCKET_FLOAT(pole_merge_angle_to, "Pole Merge Angle To", 75.0f * M_PI_F / 180.0f); + + SOCKET_FLOAT(sensorwidth, "Sensor Width", 0.036f); + SOCKET_FLOAT(sensorheight, "Sensor Height", 0.024f); + + SOCKET_FLOAT(nearclip, "Near Clip", 1e-5f); + SOCKET_FLOAT(farclip, "Far Clip", 1e5f); + + SOCKET_FLOAT(viewplane.left, "Viewplane Left", 0); + SOCKET_FLOAT(viewplane.right, "Viewplane Right", 0); + SOCKET_FLOAT(viewplane.bottom, "Viewplane Bottom", 0); + SOCKET_FLOAT(viewplane.top, "Viewplane Top", 0); + + SOCKET_FLOAT(border.left, "Border Left", 0); + SOCKET_FLOAT(border.right, "Border Right", 0); + SOCKET_FLOAT(border.bottom, "Border Bottom", 0); + SOCKET_FLOAT(border.top, "Border Top", 0); + + return type; +} + Camera::Camera() +: Node(node_type) { - shuttertime = 1.0f; - motion_position = MOTION_POSITION_CENTER; shutter_table_offset = TABLE_OFFSET_INVALID; - aperturesize = 0.0f; - focaldistance = 10.0f; - blades = 0; - bladesrotation = 0.0f; - - matrix = transform_identity(); + width = 1024; + height = 512; + resolution = 1; motion.pre = transform_identity(); motion.post = transform_identity(); use_motion = false; use_perspective_motion = false; - aperture_ratio = 1.0f; - - type = CAMERA_PERSPECTIVE; - panorama_type = PANORAMA_EQUIRECTANGULAR; - fisheye_fov = M_PI_F; - fisheye_lens = 10.5f; - latitude_min = -M_PI_2_F; - latitude_max = M_PI_2_F; - longitude_min = -M_PI_F; - longitude_max = M_PI_F; - fov = M_PI_4_F; - fov_pre = fov_post = fov; - stereo_eye = STEREO_NONE; - interocular_distance = 0.065f; - convergence_distance = 30.0f * 0.065f; - use_pole_merge = false; - pole_merge_angle_from = 60.0f * M_PI_F / 180.0f; - pole_merge_angle_to = 75.0f * M_PI_F / 180.0f; - - sensorwidth = 0.036f; - sensorheight = 0.024f; - - nearclip = 1e-5f; - farclip = 1e5f; - - width = 1024; - height = 512; - resolution = 1; + shutter_curve.resize(RAMP_TABLE_SIZE); + for(int i = 0; i < shutter_curve.size(); ++i) { + shutter_curve[i] = 1.0f; + } - viewplane.left = -((float)width/(float)height); - viewplane.right = (float)width/(float)height; - viewplane.bottom = -1.0f; - viewplane.top = 1.0f; + compute_auto_viewplane(); screentoworld = transform_identity(); rastertoworld = transform_identity(); @@ -109,16 +165,6 @@ Camera::Camera() need_device_update = true; need_flags_update = true; previous_need_motion = -1; - - /* Initialize shutter curve. */ - const int num_shutter_points = sizeof(shutter_curve) / sizeof(*shutter_curve); - for(int i = 0; i < num_shutter_points; ++i) { - shutter_curve[i] = 1.0f; - } - - /* Initialize rolling shutter effect. */ - rolling_shutter_type = ROLLING_SHUTTER_NONE; - rolling_shutter_duration = 0.1f; } Camera::~Camera() @@ -438,38 +484,14 @@ void Camera::device_free(Device * /*device*/, bool Camera::modified(const Camera& cam) { - return !((shuttertime == cam.shuttertime) && - (aperturesize == cam.aperturesize) && - (blades == cam.blades) && - (bladesrotation == cam.bladesrotation) && - (focaldistance == cam.focaldistance) && - (type == cam.type) && - (fov == cam.fov) && - (nearclip == cam.nearclip) && - (farclip == cam.farclip) && - (sensorwidth == cam.sensorwidth) && - (sensorheight == cam.sensorheight) && - // modified for progressive render - // (width == cam.width) && - // (height == cam.height) && - (viewplane == cam.viewplane) && - (border == cam.border) && - (matrix == cam.matrix) && - (aperture_ratio == cam.aperture_ratio) && - (panorama_type == cam.panorama_type) && - (fisheye_fov == cam.fisheye_fov) && - (fisheye_lens == cam.fisheye_lens) && - (latitude_min == cam.latitude_min) && - (latitude_max == cam.latitude_max) && - (longitude_min == cam.longitude_min) && - (longitude_max == cam.longitude_max) && - (stereo_eye == cam.stereo_eye)); + return !Node::equals(cam); } bool Camera::motion_modified(const Camera& cam) { return !((motion == cam.motion) && - (use_motion == cam.use_motion)); + (use_motion == cam.use_motion) && + (use_perspective_motion == cam.use_perspective_motion)); } void Camera::tag_update() diff --git a/intern/cycles/render/camera.h b/intern/cycles/render/camera.h index 57b9960e70b..141ef9cccef 100644 --- a/intern/cycles/render/camera.h +++ b/intern/cycles/render/camera.h @@ -19,6 +19,8 @@ #include "kernel_types.h" +#include "node.h" + #include "util_boundbox.h" #include "util_transform.h" #include "util_types.h" @@ -35,8 +37,10 @@ class Scene; * Renderman, and Blender after remapping. */ -class Camera { +class Camera : public Node { public: + NODE_DECLARE; + /* Specifies an offset for the shutter's time interval. */ enum MotionPosition { /* Shutter opens at the current frame. */ @@ -69,7 +73,7 @@ public: /* motion blur */ float shuttertime; MotionPosition motion_position; - float shutter_curve[RAMP_TABLE_SIZE]; + array<float> shutter_curve; size_t shutter_table_offset; /* ** Rolling shutter effect. ** */ diff --git a/intern/cycles/render/constant_fold.cpp b/intern/cycles/render/constant_fold.cpp new file mode 100644 index 00000000000..073bafce98d --- /dev/null +++ b/intern/cycles/render/constant_fold.cpp @@ -0,0 +1,354 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "constant_fold.h" +#include "graph.h" + +#include "util_foreach.h" +#include "util_logging.h" + +CCL_NAMESPACE_BEGIN + +ConstantFolder::ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output) +: graph(graph), node(node), output(output) +{ +} + +bool ConstantFolder::all_inputs_constant() const +{ + foreach(ShaderInput *input, node->inputs) { + if(input->link) { + return false; + } + } + + return true; +} + +void ConstantFolder::make_constant(float value) const +{ + VLOG(1) << "Replacing " << node->name << " with constant " << value << "."; + foreach(ShaderInput *sock, output->links) { + sock->set(value); + } + + graph->disconnect(output); +} + +void ConstantFolder::make_constant(float3 value) const +{ + foreach(ShaderInput *sock, output->links) { + sock->set(value); + } + + graph->disconnect(output); +} + +void ConstantFolder::make_constant_clamp(float value, bool clamp) const +{ + make_constant(clamp ? saturate(value) : value); +} + +void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const +{ + if(clamp) { + value.x = saturate(value.x); + value.y = saturate(value.y); + value.z = saturate(value.z); + } + + make_constant(value); +} + +void ConstantFolder::make_zero() const +{ + if(output->type() == SocketType::FLOAT) { + make_constant(0.0f); + } + else if(SocketType::is_float3(output->type())) { + make_constant(make_float3(0.0f, 0.0f, 0.0f)); + } + else { + assert(0); + } +} + +void ConstantFolder::bypass(ShaderOutput *new_output) const +{ + assert(new_output); + + /* Remove all outgoing links from socket and connect them to new_output instead. + * The graph->relink method affects node inputs, so it's not safe to use in constant + * folding if the node has multiple outputs and will thus be folded multiple times. */ + vector<ShaderInput*> outputs = output->links; + + graph->disconnect(output); + + foreach(ShaderInput *sock, outputs) { + graph->connect(new_output, sock); + } +} + +void ConstantFolder::discard() const +{ + assert(output->type() == SocketType::CLOSURE); + graph->disconnect(output); +} + +void ConstantFolder::bypass_or_discard(ShaderInput *input) const +{ + assert(input->type() == SocketType::CLOSURE); + + if(input->link) { + bypass(input->link); + } + else { + discard(); + } +} + +bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const +{ + if(input->type() != output->type()) { + return false; + } + else if(!input->link) { + if(input->type() == SocketType::FLOAT) { + make_constant_clamp(node->get_float(input->socket_type), clamp); + return true; + } + else if(SocketType::is_float3(input->type())) { + make_constant_clamp(node->get_float3(input->socket_type), clamp); + return true; + } + } + else if(!clamp) { + bypass(input->link); + return true; + } + + return false; +} + +bool ConstantFolder::is_zero(ShaderInput *input) const +{ + if(!input->link) { + if(input->type() == SocketType::FLOAT) { + return node->get_float(input->socket_type) == 0.0f; + } + else if(SocketType::is_float3(input->type())) { + return node->get_float3(input->socket_type) == + make_float3(0.0f, 0.0f, 0.0f); + } + } + + return false; +} + +bool ConstantFolder::is_one(ShaderInput *input) const +{ + if(!input->link) { + if(input->type() == SocketType::FLOAT) { + return node->get_float(input->socket_type) == 1.0f; + } + else if(SocketType::is_float3(input->type())) { + return node->get_float3(input->socket_type) == + make_float3(1.0f, 1.0f, 1.0f); + } + } + + return false; +} + +/* Specific nodes */ + +void ConstantFolder::fold_mix(NodeMix type, bool clamp) const +{ + ShaderInput *fac_in = node->input("Fac"); + ShaderInput *color1_in = node->input("Color1"); + ShaderInput *color2_in = node->input("Color2"); + + float fac = saturate(node->get_float(fac_in->socket_type)); + bool fac_is_zero = !fac_in->link && fac == 0.0f; + bool fac_is_one = !fac_in->link && fac == 1.0f; + + /* remove no-op node when factor is 0.0 */ + if(fac_is_zero) { + /* note that some of the modes will clamp out of bounds values even without use_clamp */ + if(!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) { + if(try_bypass_or_make_constant(color1_in, clamp)) { + return; + } + } + } + + switch(type) { + case NODE_MIX_BLEND: + /* remove useless mix colors nodes */ + if(color1_in->link && color2_in->link) { + if(color1_in->link == color2_in->link) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + else if(!color1_in->link && !color2_in->link) { + float3 color1 = node->get_float3(color1_in->socket_type); + float3 color2 = node->get_float3(color2_in->socket_type); + if(color1 == color2) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + /* remove no-op mix color node when factor is 1.0 */ + if(fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + break; + } + break; + case NODE_MIX_ADD: + /* 0 + X (fac 1) == X */ + if(is_zero(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + /* X + 0 (fac ?) == X */ + else if(is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + break; + case NODE_MIX_SUB: + /* X - 0 (fac ?) == X */ + if(is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* X - X (fac 1) == 0 */ + else if(color1_in->link && color1_in->link == color2_in->link && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_MUL: + /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */ + if(is_one(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + else if(is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */ + else if(is_zero(color1_in)) { + make_zero(); + } + else if(is_zero(color2_in) && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_DIV: + /* X / 1 (fac ?) == X */ + if(is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 / ? (fac ?) == 0 */ + else if(is_zero(color1_in)) { + make_zero(); + } + break; + default: + break; + } +} + +void ConstantFolder::fold_math(NodeMath type, bool clamp) const +{ + ShaderInput *value1_in = node->input("Value1"); + ShaderInput *value2_in = node->input("Value2"); + + switch(type) { + case NODE_MATH_ADD: + /* X + 0 == 0 + X == X */ + if(is_zero(value1_in)) { + try_bypass_or_make_constant(value2_in, clamp); + } + else if(is_zero(value2_in)) { + try_bypass_or_make_constant(value1_in, clamp); + } + break; + case NODE_MATH_SUBTRACT: + /* X - 0 == X */ + if(is_zero(value2_in)) { + try_bypass_or_make_constant(value1_in, clamp); + } + break; + case NODE_MATH_MULTIPLY: + /* X * 1 == 1 * X == X */ + if(is_one(value1_in)) { + try_bypass_or_make_constant(value2_in, clamp); + } + else if(is_one(value2_in)) { + try_bypass_or_make_constant(value1_in, clamp); + } + /* X * 0 == 0 * X == 0 */ + else if(is_zero(value1_in) || is_zero(value2_in)) { + make_zero(); + } + break; + case NODE_MATH_DIVIDE: + /* X / 1 == X */ + if(is_one(value2_in)) { + try_bypass_or_make_constant(value1_in, clamp); + } + /* 0 / X == 0 */ + else if(is_zero(value1_in)) { + make_zero(); + } + break; + default: + break; + } +} + +void ConstantFolder::fold_vector_math(NodeVectorMath type) const +{ + ShaderInput *vector1_in = node->input("Vector1"); + ShaderInput *vector2_in = node->input("Vector2"); + + switch(type) { + case NODE_VECTOR_MATH_ADD: + /* X + 0 == 0 + X == X */ + if(is_zero(vector1_in)) { + try_bypass_or_make_constant(vector2_in); + } + else if(is_zero(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_SUBTRACT: + /* X - 0 == X */ + if(is_zero(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_DOT_PRODUCT: + case NODE_VECTOR_MATH_CROSS_PRODUCT: + /* X * 0 == 0 * X == 0 */ + if(is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } + break; + default: + break; + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/render/constant_fold.h b/intern/cycles/render/constant_fold.h new file mode 100644 index 00000000000..2b31c2a5887 --- /dev/null +++ b/intern/cycles/render/constant_fold.h @@ -0,0 +1,70 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __CONSTANT_FOLD_H__ +#define __CONSTANT_FOLD_H__ + +#include "util_types.h" +#include "svm_types.h" + +CCL_NAMESPACE_BEGIN + +class ShaderGraph; +class ShaderInput; +class ShaderNode; +class ShaderOutput; + +class ConstantFolder { +public: + ShaderGraph *const graph; + ShaderNode *const node; + ShaderOutput *const output; + + ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output); + + bool all_inputs_constant() const; + + /* Constant folding helpers */ + void make_constant(float value) const; + void make_constant(float3 value) const; + void make_constant_clamp(float value, bool clamp) const; + void make_constant_clamp(float3 value, bool clamp) const; + void make_zero() const; + + /* Bypass node, relinking to another output socket. */ + void bypass(ShaderOutput *output) const; + + /* For closure nodes, discard node entirely or bypass to one of its inputs. */ + void discard() const; + void bypass_or_discard(ShaderInput *input) const; + + /* Bypass or make constant, unless we can't due to clamp being true. */ + bool try_bypass_or_make_constant(ShaderInput *input, bool clamp = false) const; + + /* Test if shader inputs of the current nodes have fixed values. */ + bool is_zero(ShaderInput *input) const; + bool is_one(ShaderInput *input) const; + + /* Specific nodes. */ + void fold_mix(NodeMix type, bool clamp) const; + void fold_math(NodeMath type, bool clamp) const; + void fold_vector_math(NodeVectorMath type) const; +}; + +CCL_NAMESPACE_END + +#endif /* __CONSTANT_FOLD_H__ */ + diff --git a/intern/cycles/render/curves.h b/intern/cycles/render/curves.h index 3d9b4e1f347..e41967eebf5 100644 --- a/intern/cycles/render/curves.h +++ b/intern/cycles/render/curves.h @@ -63,23 +63,23 @@ public: ParticleCurveData(); ~ParticleCurveData(); - vector<int> psys_firstcurve; - vector<int> psys_curvenum; - vector<int> psys_shader; - - vector<float> psys_rootradius; - vector<float> psys_tipradius; - vector<float> psys_shape; - vector<bool> psys_closetip; - - vector<int> curve_firstkey; - vector<int> curve_keynum; - vector<float> curve_length; - vector<float3> curve_uv; - vector<float3> curve_vcol; - - vector<float3> curvekey_co; - vector<float> curvekey_time; + array<int> psys_firstcurve; + array<int> psys_curvenum; + array<int> psys_shader; + + array<float> psys_rootradius; + array<float> psys_tipradius; + array<float> psys_shape; + array<bool> psys_closetip; + + array<int> curve_firstkey; + array<int> curve_keynum; + array<float> curve_length; + array<float3> curve_uv; + array<float3> curve_vcol; + + array<float3> curvekey_co; + array<float> curvekey_time; }; /* HairSystem Manager */ diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp index 12dce6ad999..e10a938e1eb 100644 --- a/intern/cycles/render/film.cpp +++ b/intern/cycles/render/film.cpp @@ -465,7 +465,7 @@ void Film::device_free(Device * /*device*/, bool Film::modified(const Film& film) { - return Node::modified(film) || !Pass::equals(passes, film.passes); + return !Node::equals(film) || !Pass::equals(passes, film.passes); } void Film::tag_passes_update(Scene *scene, const array<Pass>& passes_) diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp index 24e4c9f33d5..3eeb7ffc2bc 100644 --- a/intern/cycles/render/graph.cpp +++ b/intern/cycles/render/graph.cpp @@ -1,5 +1,5 @@ /* - * Copyright 2011-2013 Blender Foundation + * Copyright 2011-2016 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -18,6 +18,7 @@ #include "graph.h" #include "nodes.h" #include "shader.h" +#include "constant_fold.h" #include "util_algorithm.h" #include "util_debug.h" @@ -51,73 +52,19 @@ bool check_node_inputs_traversed(const ShaderNode *node, return true; } -bool check_node_inputs_equals(const ShaderNode *node_a, - const ShaderNode *node_b) -{ - if(node_a->inputs.size() != node_b->inputs.size()) { - /* Happens with BSDF closure nodes which are currently sharing the same - * name for all the BSDF types, making it impossible to filter out - * incompatible nodes. - */ - return false; - } - for(int i = 0; i < node_a->inputs.size(); ++i) { - ShaderInput *input_a = node_a->inputs[i], - *input_b = node_b->inputs[i]; - if(input_a->link == NULL && input_b->link == NULL) { - /* Unconnected inputs are expected to have the same value. */ - if(input_a->value != input_b->value) { - 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; -} - } /* namespace */ -/* Input and Output */ - -ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketType type_) -{ - parent = parent_; - name = name_; - type = type_; - link = NULL; - value = make_float3(0.0f, 0.0f, 0.0f); - stack_offset = SVM_STACK_INVALID; - default_value = NONE; - usage = USE_ALL; -} - -ShaderOutput::ShaderOutput(ShaderNode *parent_, const char *name_, ShaderSocketType type_) -{ - parent = parent_; - name = name_; - type = type_; - stack_offset = SVM_STACK_INVALID; -} - /* Node */ -ShaderNode::ShaderNode(const char *name_) +ShaderNode::ShaderNode(const NodeType *type) +: Node(type) { - name = name_; + name = type->name; id = -1; bump = SHADER_BUMP_NONE; special_type = SHADER_SPECIAL_TYPE_NONE; + + create_inputs_outputs(type); } ShaderNode::~ShaderNode() @@ -129,10 +76,23 @@ ShaderNode::~ShaderNode() 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)); + } +} + ShaderInput *ShaderNode::input(const char *name) { foreach(ShaderInput *socket, inputs) { - if(strcmp(socket->name, name) == 0) + if(socket->name() == name) return socket; } @@ -142,56 +102,42 @@ ShaderInput *ShaderNode::input(const char *name) ShaderOutput *ShaderNode::output(const char *name) { foreach(ShaderOutput *socket, outputs) - if(strcmp(socket->name, name) == 0) + if(socket->name() == name) return socket; return NULL; } -ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float value, int usage) +ShaderInput *ShaderNode::input(ustring name) { - ShaderInput *input = new ShaderInput(this, name, type); - input->value.x = value; - input->usage = usage; - inputs.push_back(input); - return input; -} + foreach(ShaderInput *socket, inputs) { + if(socket->name() == name) + return socket; + } -ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float3 value, int usage) -{ - ShaderInput *input = new ShaderInput(this, name, type); - input->value = value; - input->usage = usage; - inputs.push_back(input); - return input; + return NULL; } -ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, int usage) +ShaderOutput *ShaderNode::output(ustring name) { - ShaderInput *input = add_input(name, type); - input->default_value = value; - input->usage = usage; - return input; -} + foreach(ShaderOutput *socket, outputs) + if(socket->name() == name) + return socket; -ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType type) -{ - ShaderOutput *output = new ShaderOutput(this, name, type); - outputs.push_back(output); - return output; + return NULL; } void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes) { foreach(ShaderInput *input, inputs) { if(!input->link) { - if(input->default_value == ShaderInput::TEXTURE_GENERATED) { + 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->default_value == ShaderInput::TEXTURE_UV) { + else if(input->flags() & SocketType::LINK_TEXTURE_UV) { if(shader->has_surface) attributes->add(ATTR_STD_UV); } @@ -199,6 +145,49 @@ void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes) } } +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; +} + /* Graph */ ShaderGraph::ShaderGraph() @@ -256,18 +245,18 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to) return; } - if(from->type != to->type) { + if(from->type() != to->type()) { /* for closures we can't do automatic conversion */ - if(from->type == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) { + if(from->type() == SocketType::CLOSURE || to->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, - to->parent->name.c_str(), to->name); + 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 = add(new ConvertNode(from->type, to->type, true)); + ShaderNode *convert = add(new ConvertNode(from->type(), to->type(), true)); connect(from, convert->inputs[0]); connect(convert->outputs[0], to); @@ -279,6 +268,17 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to) } } +void ShaderGraph::disconnect(ShaderOutput *from) +{ + assert(!finalized); + + foreach(ShaderInput *sock, from->links) { + sock->link = NULL; + } + + from->links.clear(); +} + void ShaderGraph::disconnect(ShaderInput *to) { assert(!finalized); @@ -374,24 +374,12 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap) 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(); - - foreach(ShaderInput *input, node->inputs) { - ShaderInput *ninput = new ShaderInput(*input); - nnode->inputs.push_back(ninput); - - ninput->parent = nnode; - ninput->link = NULL; - } - - foreach(ShaderOutput *output, node->outputs) { - ShaderOutput *noutput = new ShaderOutput(*output); - nnode->outputs.push_back(noutput); - - noutput->parent = nnode; - noutput->links.clear(); - } + nnode->create_inputs_outputs(nnode->type); } /* recreate links */ @@ -401,8 +389,8 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap) /* 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); + ShaderOutput *noutput = nfrom->output(input->link->name()); + ShaderInput *ninput = nto->input(input->name()); /* connect */ connect(noutput, ninput); @@ -447,10 +435,10 @@ void ShaderGraph::remove_proxy_nodes() vector<ShaderInput*> links = tonode->outputs[0]->links; foreach(ShaderInput *autoin, links) { - if(autoin->default_value == ShaderInput::NONE) - all_links_removed = false; - else + if(autoin->flags() & SocketType::DEFAULT_LINK_MASK) disconnect(autoin); + else + all_links_removed = false; } if(all_links_removed) @@ -460,8 +448,7 @@ void ShaderGraph::remove_proxy_nodes() disconnect(to); /* transfer the default input value to the target socket */ - to->set(input->value); - to->set(input->value_string); + tonode->copy_value(to->socket_type, *proxy, input->socket_type); } } @@ -527,16 +514,8 @@ void ShaderGraph::constant_fold() } } /* Optimize current node. */ - float3 optimized_value = make_float3(0.0f, 0.0f, 0.0f); - if(node->constant_fold(this, output, &optimized_value)) { - /* Apply optimized value to connected sockets. */ - vector<ShaderInput*> links(output->links); - foreach(ShaderInput *input, links) { - /* Assign value and disconnect the optimizedinput. */ - input->value = optimized_value; - disconnect(input); - } - } + ConstantFolder folder(this, node, output); + node->constant_fold(folder); } } } @@ -561,8 +540,8 @@ void ShaderGraph::deduplicate_nodes() * already deduplicated. */ - ShaderNodeSet scheduled; - map<ustring, ShaderNodeSet> done; + ShaderNodeSet scheduled, done; + map<ustring, ShaderNodeSet> candidates; queue<ShaderNode*> traverse_queue; /* Schedule nodes which doesn't have any dependencies. */ @@ -576,7 +555,7 @@ void ShaderGraph::deduplicate_nodes() while(!traverse_queue.empty()) { ShaderNode *node = traverse_queue.front(); traverse_queue.pop(); - done[node->name].insert(node); + done.insert(node); /* Schedule the nodes which were depending on the current node. */ foreach(ShaderOutput *output, node->outputs) { foreach(ShaderInput *input, output->links) { @@ -587,35 +566,28 @@ void ShaderGraph::deduplicate_nodes() continue; } /* Schedule node if its inputs are fully done. */ - if(check_node_inputs_traversed(input->parent, done[input->parent->name])) { + if(check_node_inputs_traversed(input->parent, done)) { traverse_queue.push(input->parent); scheduled.insert(input->parent); } } } /* Try to merge this node with another one. */ - foreach(ShaderNode *other_node, done[node->name]) { - if(node == other_node) { - /* Don't merge with self. */ - continue; - } - if(node->name != other_node->name) { - /* Can only de-duplicate nodes of the same type. */ - continue; - } - if(!check_node_inputs_equals(node, other_node)) { - /* Node inputs are different, can't merge them, */ - continue; + 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(!node->equals(other_node)) { - /* Node settings are different. */ - continue; - } - /* TODO(sergey): Consider making it an utility function. */ + } + /* 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], other_node->outputs[i]); + relink(node, node->outputs[i], merge_with->outputs[i]); } - break; + } + else { + candidates[node->type->name].insert(node); } } } @@ -706,38 +678,38 @@ void ShaderGraph::default_inputs(bool do_osl) foreach(ShaderNode *node, nodes) { foreach(ShaderInput *input, node->inputs) { - if(!input->link && ((input->usage & ShaderInput::USE_SVM) || do_osl)) { - if(input->default_value == ShaderInput::TEXTURE_GENERATED) { + 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); } - else if(input->default_value == ShaderInput::TEXTURE_UV) { + else if(input->flags() & SocketType::LINK_TEXTURE_UV) { if(!texco) texco = new TextureCoordinateNode(); connect(texco->output("UV"), input); } - else if(input->default_value == ShaderInput::INCOMING) { + else if(input->flags() & SocketType::LINK_INCOMING) { if(!geom) geom = new GeometryNode(); connect(geom->output("Incoming"), input); } - else if(input->default_value == ShaderInput::NORMAL) { + else if(input->flags() & SocketType::LINK_NORMAL) { if(!geom) geom = new GeometryNode(); connect(geom->output("Normal"), input); } - else if(input->default_value == ShaderInput::POSITION) { + else if(input->flags() & SocketType::LINK_POSITION) { if(!geom) geom = new GeometryNode(); connect(geom->output("Position"), input); } - else if(input->default_value == ShaderInput::TANGENT) { + else if(input->flags() & SocketType::LINK_TANGENT) { if(!geom) geom = new GeometryNode(); @@ -785,8 +757,8 @@ void ShaderGraph::refine_bump_nodes() 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); + 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")); @@ -860,9 +832,9 @@ void ShaderGraph::bump_from_displacement() 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); + 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")); @@ -882,7 +854,7 @@ void ShaderGraph::bump_from_displacement() continue; } foreach(ShaderInput *input, node->inputs) { - if(!input->link && input->default_value == ShaderInput::NORMAL) + if(!input->link && (input->flags() & SocketType::LINK_NORMAL)) connect(set_normal->output("Normal"), input); } } @@ -918,14 +890,15 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight if(fin) { /* mix closure: add node to mix closure weights */ - ShaderNode *mix_node = add(new MixClosureWeightNode()); + 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 - fac_in->value = fin->value; + mix_node->fac = node->get_float(fin->socket_type); if(weight_out) connect(weight_out, weight_in); @@ -952,20 +925,20 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight 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"); + 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, value1_in); + connect(weight_in->link, math_node->input("Value1")); else - value1_in->value = weight_in->value; + math_node->value1 = weight_value; if(weight_out) - connect(weight_out, value2_in); + connect(weight_out, math_node->input("Value2")); else - value2_in->value.x = 1.0f; + math_node->value2 = 1.0f; weight_out = math_node->output("Value"); if(weight_in->link) @@ -976,7 +949,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight if(weight_out) connect(weight_out, weight_in); else - weight_in->value.x += 1.0f; + node->set(weight_in->socket_type, weight_value + 1.0f); } } @@ -994,6 +967,9 @@ int ShaderGraph::get_num_closures() else if(CLOSURE_IS_GLASS(closure_type)) { num_closures += 2; } + else if(CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) { + num_closures += 2; + } else { ++num_closures; } @@ -1024,7 +1000,7 @@ void ShaderGraph::dump_graph(const char *filename) if(socket != node->inputs[0]) { fprintf(fd, "|"); } - fprintf(fd, "<IN_%p>%s", socket, socket->name); + fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str()); } fprintf(fd, "}|"); } @@ -1044,7 +1020,7 @@ void ShaderGraph::dump_graph(const char *filename) if(socket != node->outputs[0]) { fprintf(fd, "|"); } - fprintf(fd, "<OUT_%p>%s", socket, socket->name); + fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str()); } fprintf(fd, "}"); } @@ -1058,7 +1034,7 @@ void ShaderGraph::dump_graph(const char *filename) "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n", output, input, - output->name, input->name); + output->name().c_str(), input->name().c_str()); fprintf(fd, "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n", output->parent, diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h index bd3f5ca689a..b35be48d8ca 100644 --- a/intern/cycles/render/graph.h +++ b/intern/cycles/render/graph.h @@ -1,5 +1,5 @@ /* - * Copyright 2011-2013 Blender Foundation + * Copyright 2011-2016 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -17,6 +17,9 @@ #ifndef __GRAPH_H__ #define __GRAPH_H__ +#include "node.h" +#include "node_type.h" + #include "kernel_types.h" #include "util_list.h" @@ -38,23 +41,7 @@ class ShaderGraph; class SVMCompiler; class OSLCompiler; class OutputNode; - -/* 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 -}; +class ConstantFolder; /* Bump * @@ -86,30 +73,6 @@ enum ShaderNodeSpecialType { SHADER_SPECIAL_TYPE_BUMP, }; -/* 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 @@ -118,39 +81,21 @@ protected: 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; + ShaderInput(const SocketType& socket_type_, ShaderNode* parent_) + : socket_type(socket_type_), parent(parent_), link(NULL), stack_offset(SVM_STACK_INVALID) + {} - ShaderNode *parent; - ShaderOutput *link; + ustring name() { return socket_type.ui_name; } + int flags() { return socket_type.flags; } + SocketType::Type type() { return socket_type.type; } - DefaultValue default_value; - float3 value; - ustring value_string; + void set(float f) { ((Node*)parent)->set(socket_type, f); } + void set(float3 f) { ((Node*)parent)->set(socket_type, f); } + const SocketType& socket_type; + ShaderNode *parent; + ShaderOutput *link; int stack_offset; /* for SVM compiler */ - int usage; }; /* Output @@ -159,14 +104,16 @@ public: class ShaderOutput { public: - ShaderOutput(ShaderNode *parent, const char *name, ShaderSocketType type); + ShaderOutput(const SocketType& socket_type_, ShaderNode* parent_) + : socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID) + {} - const char *name; - ShaderNode *parent; - ShaderSocketType type; + ustring name() { return socket_type.ui_name; } + SocketType::Type type() { return socket_type.type; } + const SocketType& socket_type; + ShaderNode *parent; vector<ShaderInput*> links; - int stack_offset; /* for SVM compiler */ }; @@ -175,18 +122,17 @@ public: * Shader node in graph, with input and output sockets. This is the virtual * base class for all node types. */ -class ShaderNode { +class ShaderNode : public Node { public: - explicit ShaderNode(const char *name); + explicit ShaderNode(const NodeType *type); virtual ~ShaderNode(); + void create_inputs_outputs(const NodeType *type); + 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); + ShaderInput *input(ustring name); + ShaderOutput *output(ustring name); virtual ShaderNode *clone() const = 0; virtual void attributes(Shader *shader, AttributeRequestSet *attributes); @@ -195,7 +141,7 @@ public: /* ** Node optimization ** */ /* Check whether the node can be replaced with single constant. */ - virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) { return false; } + virtual void constant_fold(const ConstantFolder& /*folder*/) {} /* Simplify settings used by artists to the ones which are simpler to * evaluate in the kernel but keep the final result unchanged. @@ -213,7 +159,6 @@ public: 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 */ @@ -249,23 +194,21 @@ public: * NOTE: If some node can't be de-duplicated for whatever reason it * is to be handled in the subclass. */ - virtual bool equals(const ShaderNode *other) - { - return name == other->name && - bump == other->bump; - } + virtual bool equals(const ShaderNode& other); }; /* Node definition utility macros */ #define SHADER_NODE_CLASS(type) \ + NODE_DECLARE; \ 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) \ + NODE_DECLARE; \ type(); \ virtual void compile(SVMCompiler& compiler); \ virtual void compile(OSLCompiler& compiler); \ @@ -307,6 +250,7 @@ public: OutputNode *output(); void connect(ShaderOutput *from, ShaderInput *to); + void disconnect(ShaderOutput *from); void disconnect(ShaderInput *to); void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to); diff --git a/intern/cycles/render/image.cpp b/intern/cycles/render/image.cpp index 6650c98aa38..614620c14af 100644 --- a/intern/cycles/render/image.cpp +++ b/intern/cycles/render/image.cpp @@ -36,59 +36,66 @@ ImageManager::ImageManager(const DeviceInfo& info) osl_texture_system = NULL; animation_frame = 0; - /* Set image limits */ + /* In case of multiple devices used we need to know type of an actual + * compute device. + * + * NOTE: We assume that all the devices are same type, otherwise we'll + * be screwed on so many levels.. + */ + DeviceType device_type = info.type; + if (device_type == DEVICE_MULTI) { + device_type = info.multi_devices[0].type; + } - /* CPU */ - if(info.type == DEVICE_CPU) { - tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_IMAGES_CPU; - tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_IMAGES_CPU; - tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_IMAGES_CPU; - tex_num_images[IMAGE_DATA_TYPE_BYTE] = TEX_NUM_BYTE_IMAGES_CPU; - tex_image_byte4_start = TEX_IMAGE_BYTE4_START_CPU; - tex_image_float_start = TEX_IMAGE_FLOAT_START_CPU; - tex_image_byte_start = TEX_IMAGE_BYTE_START_CPU; + /* Set image limits */ +#define SET_TEX_IMAGES_LIMITS(ARCH) \ + { \ + tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_ ## ARCH; \ + tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_ ## ARCH; \ + tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_ ## ARCH; \ + tex_num_images[IMAGE_DATA_TYPE_BYTE] = TEX_NUM_BYTE_ ## ARCH; \ + tex_num_images[IMAGE_DATA_TYPE_HALF4] = TEX_NUM_HALF4_ ## ARCH; \ + tex_num_images[IMAGE_DATA_TYPE_HALF] = TEX_NUM_HALF_ ## ARCH; \ + tex_start_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_START_FLOAT4_ ## ARCH; \ + tex_start_images[IMAGE_DATA_TYPE_BYTE4] = TEX_START_BYTE4_ ## ARCH; \ + tex_start_images[IMAGE_DATA_TYPE_FLOAT] = TEX_START_FLOAT_ ## ARCH; \ + tex_start_images[IMAGE_DATA_TYPE_BYTE] = TEX_START_BYTE_ ## ARCH; \ + tex_start_images[IMAGE_DATA_TYPE_HALF4] = TEX_START_HALF4_ ## ARCH; \ + tex_start_images[IMAGE_DATA_TYPE_HALF] = TEX_START_HALF_ ## ARCH; \ } - /* CUDA (Fermi) */ - else if((info.type == DEVICE_CUDA || info.type == DEVICE_MULTI) && !info.has_bindless_textures) { - tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_IMAGES_CUDA; - tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_IMAGES_CUDA; - tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_IMAGES_CUDA; - tex_num_images[IMAGE_DATA_TYPE_BYTE] = TEX_NUM_BYTE_IMAGES_CUDA; - tex_image_byte4_start = TEX_IMAGE_BYTE4_START_CUDA; - tex_image_float_start = TEX_IMAGE_FLOAT_START_CUDA; - tex_image_byte_start = TEX_IMAGE_BYTE_START_CUDA; + + if(device_type == DEVICE_CPU) { + SET_TEX_IMAGES_LIMITS(CPU); } - /* CUDA (Kepler and above) */ - else if((info.type == DEVICE_CUDA || info.type == DEVICE_MULTI) && info.has_bindless_textures) { - tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_IMAGES_CUDA_KEPLER; - tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_IMAGES_CUDA_KEPLER; - tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_IMAGES_CUDA_KEPLER; - tex_num_images[IMAGE_DATA_TYPE_BYTE] = TEX_NUM_BYTE_IMAGES_CUDA_KEPLER; - tex_image_byte4_start = TEX_IMAGE_BYTE4_START_CUDA_KEPLER; - tex_image_float_start = TEX_IMAGE_FLOAT_START_CUDA_KEPLER; - tex_image_byte_start = TEX_IMAGE_BYTE_START_CUDA_KEPLER; + else if(device_type == DEVICE_CUDA) { + if(info.has_bindless_textures) { + SET_TEX_IMAGES_LIMITS(CUDA_KEPLER); + } + else { + SET_TEX_IMAGES_LIMITS(CUDA); + } } - /* OpenCL */ - else if(info.pack_images) { - tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_IMAGES_OPENCL; - tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_IMAGES_OPENCL; - tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_IMAGES_OPENCL; - tex_num_images[IMAGE_DATA_TYPE_BYTE] = TEX_NUM_BYTE_IMAGES_OPENCL; - tex_image_byte4_start = TEX_IMAGE_BYTE4_START_OPENCL; - tex_image_float_start = TEX_IMAGE_FLOAT_START_OPENCL; - tex_image_byte_start = TEX_IMAGE_BYTE_START_OPENCL; + else if(device_type == DEVICE_OPENCL) { + SET_TEX_IMAGES_LIMITS(OPENCL); } - /* Should never happen */ else { - tex_num_images[IMAGE_DATA_TYPE_BYTE4] = 0; + /* Should not happen. */ tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = 0; + tex_num_images[IMAGE_DATA_TYPE_BYTE4] = 0; tex_num_images[IMAGE_DATA_TYPE_FLOAT] = 0; tex_num_images[IMAGE_DATA_TYPE_BYTE] = 0; - tex_image_byte4_start = 0; - tex_image_float_start = 0; - tex_image_byte_start = 0; + tex_num_images[IMAGE_DATA_TYPE_HALF4] = 0; + tex_num_images[IMAGE_DATA_TYPE_HALF] = 0; + tex_start_images[IMAGE_DATA_TYPE_FLOAT4] = 0; + tex_start_images[IMAGE_DATA_TYPE_BYTE4] = 0; + tex_start_images[IMAGE_DATA_TYPE_FLOAT] = 0; + tex_start_images[IMAGE_DATA_TYPE_BYTE] = 0; + tex_start_images[IMAGE_DATA_TYPE_HALF4] = 0; + tex_start_images[IMAGE_DATA_TYPE_HALF] = 0; assert(0); } + +#undef SET_TEX_IMAGES_LIMITS } ImageManager::~ImageManager() @@ -129,7 +136,7 @@ ImageManager::ImageDataType ImageManager::get_image_metadata(const string& filen void *builtin_data, bool& is_linear) { - bool is_float = false; + bool is_float = false, is_half = false; is_linear = false; int channels = 4; @@ -168,6 +175,10 @@ ImageManager::ImageDataType ImageManager::get_image_metadata(const string& filen } } + /* check if it's half float */ + if(spec.format == TypeDesc::HALF) + is_half = true; + channels = spec.nchannels; /* basic color space detection, not great but better than nothing @@ -193,7 +204,10 @@ ImageManager::ImageDataType ImageManager::get_image_metadata(const string& filen delete in; } - if(is_float) { + if(is_half) { + return (channels > 1) ? IMAGE_DATA_TYPE_HALF4 : IMAGE_DATA_TYPE_HALF; + } + else if(is_float) { return (channels > 1) ? IMAGE_DATA_TYPE_FLOAT4 : IMAGE_DATA_TYPE_FLOAT; } else { @@ -207,34 +221,20 @@ ImageManager::ImageDataType ImageManager::get_image_metadata(const string& filen * to device ones and vice versa. */ int ImageManager::type_index_to_flattened_slot(int slot, ImageDataType type) { - if(type == IMAGE_DATA_TYPE_BYTE4) - return slot + tex_image_byte4_start; - else if(type == IMAGE_DATA_TYPE_FLOAT) - return slot + tex_image_float_start; - else if(type == IMAGE_DATA_TYPE_BYTE) - return slot + tex_image_byte_start; - else - return slot; + return slot + tex_start_images[type]; } int ImageManager::flattened_slot_to_type_index(int flat_slot, ImageDataType *type) { - if(flat_slot >= tex_image_byte_start) { - *type = IMAGE_DATA_TYPE_BYTE; - return flat_slot - tex_image_byte_start; - } - else if(flat_slot >= tex_image_float_start) { - *type = IMAGE_DATA_TYPE_FLOAT; - return flat_slot - tex_image_float_start; - } - else if(flat_slot >= tex_image_byte4_start) { - *type = IMAGE_DATA_TYPE_BYTE4; - return flat_slot - tex_image_byte4_start; - } - else { - *type = IMAGE_DATA_TYPE_FLOAT4; - return flat_slot; + for(int i = IMAGE_DATA_NUM_TYPES - 1; i >= 0; i--) { + if(flat_slot >= tex_start_images[i]) { + *type = (ImageDataType)i; + return flat_slot - tex_start_images[i]; + } } + + /* Should not happen. */ + return flat_slot; } string ImageManager::name_from_type(int type) @@ -245,6 +245,10 @@ string ImageManager::name_from_type(int type) return "float"; else if(type == IMAGE_DATA_TYPE_BYTE) return "byte"; + else if(type == IMAGE_DATA_TYPE_HALF4) + return "half4"; + else if(type == IMAGE_DATA_TYPE_HALF) + return "half"; else return "byte4"; } @@ -280,11 +284,16 @@ int ImageManager::add_image(const string& filename, if(type == IMAGE_DATA_TYPE_FLOAT || type == IMAGE_DATA_TYPE_FLOAT4) is_float = true; - /* No single channel textures on CUDA (Fermi) and OpenCL, use available slots */ - if(type == IMAGE_DATA_TYPE_FLOAT && tex_num_images[type] == 0) + /* No single channel and half textures on CUDA (Fermi) and OpenCL, use available slots */ + if((type == IMAGE_DATA_TYPE_FLOAT || + type == IMAGE_DATA_TYPE_HALF4 || + type == IMAGE_DATA_TYPE_HALF) && + tex_num_images[type] == 0) { type = IMAGE_DATA_TYPE_FLOAT4; - if(type == IMAGE_DATA_TYPE_BYTE && tex_num_images[type] == 0) + } + if(type == IMAGE_DATA_TYPE_BYTE && tex_num_images[type] == 0) { type = IMAGE_DATA_TYPE_BYTE4; + } /* Fnd existing image. */ for(slot = 0; slot < images[type].size(); slot++) { @@ -660,6 +669,107 @@ bool ImageManager::file_load_float_image(Image *img, ImageDataType type, device_ return true; } +template<typename T> +bool ImageManager::file_load_half_image(Image *img, ImageDataType type, device_vector<T>& tex_img) +{ + ImageInput *in = NULL; + int width, height, depth, components; + + if(!file_load_image_generic(img, &in, width, height, depth, components)) + return false; + + /* read RGBA pixels */ + half *pixels = (half*)tex_img.resize(width, height, depth); + if(pixels == NULL) { + return false; + } + + if(in) { + half *readpixels = pixels; + vector<half> tmppixels; + + if(components > 4) { + tmppixels.resize(((size_t)width)*height*components); + readpixels = &tmppixels[0]; + } + + if(depth <= 1) { + int scanlinesize = width*components*sizeof(half); + + in->read_image(TypeDesc::HALF, + (uchar*)readpixels + (height-1)*scanlinesize, + AutoStride, + -scanlinesize, + AutoStride); + } + else { + in->read_image(TypeDesc::HALF, (uchar*)readpixels); + } + + if(components > 4) { + size_t dimensions = ((size_t)width)*height; + for(size_t i = dimensions-1, pixel = 0; pixel < dimensions; pixel++, i--) { + pixels[i*4+3] = tmppixels[i*components+3]; + pixels[i*4+2] = tmppixels[i*components+2]; + pixels[i*4+1] = tmppixels[i*components+1]; + pixels[i*4+0] = tmppixels[i*components+0]; + } + + tmppixels.clear(); + } + + in->close(); + delete in; + } +#if 0 + /* TODO(dingto): Support half for ImBuf. */ + else { + builtin_image_float_pixels_cb(img->filename, img->builtin_data, pixels); + } +#endif + + /* Check if we actually have a half4 slot, in case components == 1, but device + * doesn't support single channel textures. */ + if(type == IMAGE_DATA_TYPE_HALF4) { + size_t num_pixels = ((size_t)width) * height * depth; + if(components == 2) { + /* grayscale + alpha */ + for(size_t i = num_pixels-1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i*4+3] = pixels[i*2+1]; + pixels[i*4+2] = pixels[i*2+0]; + pixels[i*4+1] = pixels[i*2+0]; + pixels[i*4+0] = pixels[i*2+0]; + } + } + else if(components == 3) { + /* RGB */ + for(size_t i = num_pixels-1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i*4+3] = 1.0f; + pixels[i*4+2] = pixels[i*3+2]; + pixels[i*4+1] = pixels[i*3+1]; + pixels[i*4+0] = pixels[i*3+0]; + } + } + else if(components == 1) { + /* grayscale */ + for(size_t i = num_pixels-1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i*4+3] = 1.0f; + pixels[i*4+2] = pixels[i]; + pixels[i*4+1] = pixels[i]; + pixels[i*4+0] = pixels[i]; + } + } + + if(img->use_alpha == false) { + for(size_t i = num_pixels-1, pixel = 0; pixel < num_pixels; pixel++, i--) { + pixels[i*4+3] = 1.0f; + } + } + } + + return true; +} + void ImageManager::device_load_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot, Progress *progress) { if(progress->get_cancel()) @@ -759,7 +869,7 @@ void ImageManager::device_load_image(Device *device, DeviceScene *dscene, ImageD img->extension); } } - else { + else if(type == IMAGE_DATA_TYPE_BYTE){ device_vector<uchar>& tex_img = dscene->tex_byte_image[slot]; if(tex_img.device_pointer) { @@ -782,6 +892,55 @@ void ImageManager::device_load_image(Device *device, DeviceScene *dscene, ImageD img->extension); } } + else if(type == IMAGE_DATA_TYPE_HALF4){ + device_vector<half4>& tex_img = dscene->tex_half4_image[slot]; + + if(tex_img.device_pointer) { + thread_scoped_lock device_lock(device_mutex); + device->tex_free(tex_img); + } + + if(!file_load_half_image(img, type, tex_img)) { + /* on failure to load, we set a 1x1 pixels pink image */ + half *pixels = (half*)tex_img.resize(1, 1); + + pixels[0] = TEX_IMAGE_MISSING_R; + pixels[1] = TEX_IMAGE_MISSING_G; + pixels[2] = TEX_IMAGE_MISSING_B; + pixels[3] = TEX_IMAGE_MISSING_A; + } + + if(!pack_images) { + thread_scoped_lock device_lock(device_mutex); + device->tex_alloc(name.c_str(), + tex_img, + img->interpolation, + img->extension); + } + } + else if(type == IMAGE_DATA_TYPE_HALF){ + device_vector<half>& tex_img = dscene->tex_half_image[slot]; + + if(tex_img.device_pointer) { + thread_scoped_lock device_lock(device_mutex); + device->tex_free(tex_img); + } + + if(!file_load_half_image(img, type, tex_img)) { + /* on failure to load, we set a 1x1 pixels pink image */ + half *pixels = (half*)tex_img.resize(1, 1); + + pixels[0] = TEX_IMAGE_MISSING_R; + } + + if(!pack_images) { + thread_scoped_lock device_lock(device_mutex); + device->tex_alloc(name.c_str(), + tex_img, + img->interpolation, + img->extension); + } + } img->need_load = false; } @@ -827,7 +986,7 @@ void ImageManager::device_free_image(Device *device, DeviceScene *dscene, ImageD tex_img.clear(); } - else { + else if(type == IMAGE_DATA_TYPE_BYTE){ device_vector<uchar>& tex_img = dscene->tex_byte_image[slot]; if(tex_img.device_pointer) { @@ -837,6 +996,26 @@ void ImageManager::device_free_image(Device *device, DeviceScene *dscene, ImageD tex_img.clear(); } + else if(type == IMAGE_DATA_TYPE_HALF4){ + device_vector<half4>& tex_img = dscene->tex_half4_image[slot]; + + if(tex_img.device_pointer) { + thread_scoped_lock device_lock(device_mutex); + device->tex_free(tex_img); + } + + tex_img.clear(); + } + else if(type == IMAGE_DATA_TYPE_HALF){ + device_vector<half>& tex_img = dscene->tex_half_image[slot]; + + if(tex_img.device_pointer) { + thread_scoped_lock device_lock(device_mutex); + device->tex_free(tex_img); + } + + tex_img.clear(); + } delete images[type][slot]; images[type][slot] = NULL; @@ -897,6 +1076,26 @@ void ImageManager::device_update_slot(Device *device, } } +uint8_t ImageManager::pack_image_options(ImageDataType type, size_t slot) +{ + uint8_t options = 0; + + /* Image Options are packed into one uint: + * bit 0 -> Interpolation + * bit 1 + 2 + 3-> Extension */ + if(images[type][slot]->interpolation == INTERPOLATION_CLOSEST) + options |= (1 << 0); + + if(images[type][slot]->extension == EXTENSION_REPEAT) + options |= (1 << 1); + else if(images[type][slot]->extension == EXTENSION_EXTEND) + options |= (1 << 2); + else /* EXTENSION_CLIP */ + options |= (1 << 3); + + return options; +} + void ImageManager::device_pack_images(Device *device, DeviceScene *dscene, Progress& /*progess*/) @@ -928,11 +1127,9 @@ void ImageManager::device_pack_images(Device *device, device_vector<uchar4>& tex_img = dscene->tex_byte4_image[slot]; - /* The image options are packed - bit 0 -> periodic - bit 1 + 2 -> interpolation type */ - uint8_t interpolation = (images[type][slot]->interpolation << 1) + 1; - info[type_index_to_flattened_slot(slot, type)] = make_uint4(tex_img.data_width, tex_img.data_height, offset, interpolation); + uint8_t options = pack_image_options(type, slot); + + info[type_index_to_flattened_slot(slot, type)] = make_uint4(tex_img.data_width, tex_img.data_height, offset, options); memcpy(pixels_byte+offset, (void*)tex_img.data_pointer, tex_img.memory_size()); offset += tex_img.size(); @@ -960,11 +1157,8 @@ void ImageManager::device_pack_images(Device *device, /* todo: support 3D textures, only CPU for now */ - /* The image options are packed - bit 0 -> periodic - bit 1 + 2 -> interpolation type */ - uint8_t interpolation = (images[type][slot]->interpolation << 1) + 1; - info[type_index_to_flattened_slot(slot, type)] = make_uint4(tex_img.data_width, tex_img.data_height, offset, interpolation); + uint8_t options = pack_image_options(type, slot); + info[type_index_to_flattened_slot(slot, type)] = make_uint4(tex_img.data_width, tex_img.data_height, offset, options); memcpy(pixels_float+offset, (void*)tex_img.data_pointer, tex_img.memory_size()); offset += tex_img.size(); diff --git a/intern/cycles/render/image.h b/intern/cycles/render/image.h index 2ab16dd8967..07998684b23 100644 --- a/intern/cycles/render/image.h +++ b/intern/cycles/render/image.h @@ -41,6 +41,8 @@ public: IMAGE_DATA_TYPE_BYTE4 = 1, IMAGE_DATA_TYPE_FLOAT = 2, IMAGE_DATA_TYPE_BYTE = 3, + IMAGE_DATA_TYPE_HALF4 = 4, + IMAGE_DATA_TYPE_HALF = 5, IMAGE_DATA_NUM_TYPES }; @@ -96,9 +98,8 @@ public: private: int tex_num_images[IMAGE_DATA_NUM_TYPES]; - int tex_image_byte4_start; - int tex_image_float_start; - int tex_image_byte_start; + int tex_start_images[IMAGE_DATA_NUM_TYPES]; + thread_mutex device_mutex; int animation_frame; @@ -114,10 +115,15 @@ private: template<typename T> bool file_load_float_image(Image *img, ImageDataType type, device_vector<T>& tex_img); + template<typename T> + bool file_load_half_image(Image *img, ImageDataType type, device_vector<T>& tex_img); + int type_index_to_flattened_slot(int slot, ImageDataType type); int flattened_slot_to_type_index(int flat_slot, ImageDataType *type); string name_from_type(int type); + uint8_t pack_image_options(ImageDataType type, size_t slot); + void device_load_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot, Progress *progess); void device_free_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot); diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp index 41e2571dc24..63914e57319 100644 --- a/intern/cycles/render/integrator.cpp +++ b/intern/cycles/render/integrator.cpp @@ -176,7 +176,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene max_samples = max(max_samples, volume_samples); } - max_samples *= (max_bounce + transparent_max_bounce + 3); + max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS); int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM; dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); @@ -204,6 +204,11 @@ void Integrator::device_free(Device *device, DeviceScene *dscene) dscene->sobol_directions.clear(); } +bool Integrator::modified(const Integrator& integrator) +{ + return !Node::equals(integrator); +} + void Integrator::tag_update(Scene *scene) { foreach(Shader *shader, scene->shaders) { diff --git a/intern/cycles/render/integrator.h b/intern/cycles/render/integrator.h index a5cfb0c7863..39eaaf246d4 100644 --- a/intern/cycles/render/integrator.h +++ b/intern/cycles/render/integrator.h @@ -86,6 +86,7 @@ public: void device_update(Device *device, DeviceScene *dscene, Scene *scene); void device_free(Device *device, DeviceScene *dscene); + bool modified(const Integrator& integrator); void tag_update(Scene *scene); }; diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index c20bf6b5e9e..ae6042cef34 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -209,6 +209,29 @@ void LightManager::disable_ineffective_light(Device *device, Scene *scene) } } +bool LightManager::object_usable_as_light(Object *object) { + Mesh *mesh = object->mesh; + /* Skip if we are not visible for BSDFs. */ + if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) { + return false; + } + /* Skip motion blurred deforming meshes, not supported yet. */ + if(mesh->has_motion_blur()) { + return false; + } + /* Skip if we have no emission shaders. */ + /* TODO(sergey): Ideally we want to avoid such duplicated loop, since it'll + * iterate all mesh shaders twice (when counting and when calculating + * triangle area. + */ + foreach(const Shader *shader, mesh->used_shaders) { + if(shader->use_mis && shader->has_surface_emission) { + return true; + } + } + return false; +} + void LightManager::device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) { progress.set_status("Updating Lights", "Computing distribution"); @@ -226,39 +249,28 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen } foreach(Object *object, scene->objects) { - Mesh *mesh = object->mesh; - bool have_emission = false; - - /* skip if we are not visible for BSDFs */ - if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) - continue; + if(progress.get_cancel()) return; - /* skip motion blurred deforming meshes, not supported yet */ - if(mesh->has_motion_blur()) + if(!object_usable_as_light(object)) { continue; - - /* skip if we have no emission shaders */ - foreach(Shader *shader, mesh->used_shaders) { - if(shader->use_mis && shader->has_surface_emission) { - have_emission = true; - break; - } } + /* Count triangles. */ + Mesh *mesh = object->mesh; + size_t mesh_num_triangles = mesh->num_triangles(); + for(size_t i = 0; i < mesh_num_triangles; i++) { + int shader_index = mesh->shader[i]; + Shader *shader = (shader_index < mesh->used_shaders.size()) + ? mesh->used_shaders[shader_index] + : scene->default_surface; - /* count triangles */ - if(have_emission) { - for(size_t i = 0; i < mesh->triangles.size(); i++) { - int shader_index = mesh->shader[i]; - Shader *shader = (shader_index < mesh->used_shaders.size()) ? - mesh->used_shaders[shader_index] : scene->default_surface; - - if(shader->use_mis && shader->has_surface_emission) - num_triangles++; + if(shader->use_mis && shader->has_surface_emission) { + num_triangles++; } } } size_t num_distribution = num_triangles + num_lights; + VLOG(1) << "Total " << num_distribution << " of light distribution primitives."; /* emission area */ float4 *distribution = dscene->light_distribution.resize(num_distribution + 1); @@ -269,86 +281,68 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen int j = 0; foreach(Object *object, scene->objects) { - Mesh *mesh = object->mesh; - bool have_emission = false; + if(progress.get_cancel()) return; - /* skip if we are not visible for BSDFs */ - if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT))) { + if(!object_usable_as_light(object)) { j++; continue; } + /* Sum area. */ + Mesh *mesh = object->mesh; + bool transform_applied = mesh->transform_applied; + Transform tfm = object->tfm; + int object_id = j; + int shader_flag = 0; - /* skip motion blurred deforming meshes, not supported yet */ - if(mesh->has_motion_blur()) { - j++; - continue; - } + if(transform_applied) + object_id = ~object_id; - /* skip if we have no emission shaders */ - foreach(Shader *shader, mesh->used_shaders) { - if(shader->use_mis && shader->has_surface_emission) { - have_emission = true; - break; - } + if(!(object->visibility & PATH_RAY_DIFFUSE)) { + shader_flag |= SHADER_EXCLUDE_DIFFUSE; + use_light_visibility = true; + } + if(!(object->visibility & PATH_RAY_GLOSSY)) { + shader_flag |= SHADER_EXCLUDE_GLOSSY; + use_light_visibility = true; + } + if(!(object->visibility & PATH_RAY_TRANSMIT)) { + shader_flag |= SHADER_EXCLUDE_TRANSMIT; + use_light_visibility = true; + } + if(!(object->visibility & PATH_RAY_VOLUME_SCATTER)) { + shader_flag |= SHADER_EXCLUDE_SCATTER; + use_light_visibility = true; } - /* sum area */ - if(have_emission) { - bool transform_applied = mesh->transform_applied; - Transform tfm = object->tfm; - int object_id = j; - int shader_flag = 0; - - if(transform_applied) - object_id = ~object_id; - - if(!(object->visibility & PATH_RAY_DIFFUSE)) { - shader_flag |= SHADER_EXCLUDE_DIFFUSE; - use_light_visibility = true; - } - if(!(object->visibility & PATH_RAY_GLOSSY)) { - shader_flag |= SHADER_EXCLUDE_GLOSSY; - use_light_visibility = true; - } - if(!(object->visibility & PATH_RAY_TRANSMIT)) { - shader_flag |= SHADER_EXCLUDE_TRANSMIT; - use_light_visibility = true; - } - if(!(object->visibility & PATH_RAY_VOLUME_SCATTER)) { - shader_flag |= SHADER_EXCLUDE_SCATTER; - use_light_visibility = true; - } + size_t mesh_num_triangles = mesh->num_triangles(); + for(size_t i = 0; i < mesh_num_triangles; i++) { + int shader_index = mesh->shader[i]; + Shader *shader = (shader_index < mesh->used_shaders.size()) + ? mesh->used_shaders[shader_index] + : scene->default_surface; - for(size_t i = 0; i < mesh->triangles.size(); i++) { - int shader_index = mesh->shader[i]; - Shader *shader = (shader_index < mesh->used_shaders.size()) ? - mesh->used_shaders[shader_index] : scene->default_surface; - - if(shader->use_mis && shader->has_surface_emission) { - distribution[offset].x = totarea; - distribution[offset].y = __int_as_float(i + mesh->tri_offset); - distribution[offset].z = __int_as_float(shader_flag); - distribution[offset].w = __int_as_float(object_id); - offset++; - - Mesh::Triangle t = mesh->triangles[i]; - float3 p1 = mesh->verts[t.v[0]]; - float3 p2 = mesh->verts[t.v[1]]; - float3 p3 = mesh->verts[t.v[2]]; - - if(!transform_applied) { - p1 = transform_point(&tfm, p1); - p2 = transform_point(&tfm, p2); - p3 = transform_point(&tfm, p3); - } - - totarea += triangle_area(p1, p2, p3); + if(shader->use_mis && shader->has_surface_emission) { + distribution[offset].x = totarea; + distribution[offset].y = __int_as_float(i + mesh->tri_offset); + distribution[offset].z = __int_as_float(shader_flag); + distribution[offset].w = __int_as_float(object_id); + offset++; + + Mesh::Triangle t = mesh->get_triangle(i); + float3 p1 = mesh->verts[t.v[0]]; + float3 p2 = mesh->verts[t.v[1]]; + float3 p3 = mesh->verts[t.v[2]]; + + if(!transform_applied) { + p1 = transform_point(&tfm, p1); + p2 = transform_point(&tfm, p2); + p3 = transform_point(&tfm, p3); } + + totarea += triangle_area(p1, p2, p3); } } - if(progress.get_cancel()) return; - j++; } @@ -441,9 +435,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen device->tex_alloc("__light_distribution", dscene->light_distribution); /* Portals */ - if(num_background_lights > 0 && light_index != scene->lights.size()) { + if(num_background_lights > 0 && light_index != num_lights) { kintegrator->portal_offset = light_index; - kintegrator->num_portals = scene->lights.size() - light_index; + kintegrator->num_portals = num_lights - light_index; kintegrator->portal_pdf = background_mis? 0.5f: 1.0f; } else { @@ -607,10 +601,21 @@ void LightManager::device_update_points(Device *device, Scene *scene) { int num_scene_lights = scene->lights.size(); - if(num_scene_lights == 0) + int num_lights = 0; + + foreach(Light *light, scene->lights) { + if(light->is_enabled) { + num_lights++; + } + } + + float4 *light_data = dscene->light_data.resize(num_lights*LIGHT_SIZE); + + if(num_lights == 0) { + VLOG(1) << "No effective light, ignoring points update."; return; + } - float4 *light_data = dscene->light_data.resize(num_scene_lights*LIGHT_SIZE); int light_index = 0; foreach(Light *light, scene->lights) { diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h index 2f1df1c9417..745caa96159 100644 --- a/intern/cycles/render/light.h +++ b/intern/cycles/render/light.h @@ -28,6 +28,7 @@ CCL_NAMESPACE_BEGIN class Device; class DeviceScene; +class Object; class Progress; class Scene; class Shader; @@ -108,6 +109,9 @@ protected: DeviceScene *dscene, Scene *scene, Progress& progress); + + /* Check whether light manager can use the object as a light-emissive. */ + bool object_usable_as_light(Object *object); }; CCL_NAMESPACE_END diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index d26404035eb..4cf0a785897 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -35,9 +35,6 @@ #include "util_progress.h" #include "util_set.h" -#include "subd_split.h" -#include "subd_patch.h" - CCL_NAMESPACE_BEGIN /* Triangle */ @@ -51,14 +48,45 @@ void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox& bounds) const /* Curve */ -void Mesh::Curve::bounds_grow(const int k, const float4 *curve_keys, BoundBox& bounds) const +void Mesh::Curve::bounds_grow(const int k, const float3 *curve_keys, const float *curve_radius, BoundBox& bounds) const +{ + float3 P[4]; + + P[0] = curve_keys[max(first_key + k - 1,first_key)]; + P[1] = curve_keys[first_key + k]; + P[2] = curve_keys[first_key + k + 1]; + P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; + + float3 lower; + float3 upper; + + curvebounds(&lower.x, &upper.x, P, 0); + curvebounds(&lower.y, &upper.y, P, 1); + curvebounds(&lower.z, &upper.z, P, 2); + + float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); + + bounds.grow(lower, mr); + bounds.grow(upper, mr); +} + +void Mesh::Curve::bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + const Transform& aligned_space, + BoundBox& bounds) const { float3 P[4]; - P[0] = float4_to_float3(curve_keys[max(first_key + k - 1,first_key)]); - P[1] = float4_to_float3(curve_keys[first_key + k]); - P[2] = float4_to_float3(curve_keys[first_key + k + 1]); - P[3] = float4_to_float3(curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]); + P[0] = curve_keys[max(first_key + k - 1,first_key)]; + P[1] = curve_keys[first_key + k]; + P[2] = curve_keys[first_key + k + 1]; + P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; + + P[0] = transform_point(&aligned_space, P[0]); + P[1] = transform_point(&aligned_space, P[1]); + P[2] = transform_point(&aligned_space, P[2]); + P[3] = transform_point(&aligned_space, P[3]); float3 lower; float3 upper; @@ -67,27 +95,62 @@ void Mesh::Curve::bounds_grow(const int k, const float4 *curve_keys, BoundBox& b curvebounds(&lower.y, &upper.y, P, 1); curvebounds(&lower.z, &upper.z, P, 2); - float mr = max(curve_keys[first_key + k].w, curve_keys[first_key + k + 1].w); + float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); bounds.grow(lower, mr); bounds.grow(upper, mr); } +/* SubdFace */ + +float3 Mesh::SubdFace::normal(const Mesh *mesh) const +{ + float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner+0]]; + float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner+1]]; + float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner+2]]; + + return safe_normalize(cross(v1 - v0, v2 - v0)); +} + + /* Mesh */ +NODE_DEFINE(Mesh) +{ + NodeType* type = NodeType::add("mesh", create); + + static NodeEnum displacement_method_enum; + displacement_method_enum.insert("bump", DISPLACE_BUMP); + displacement_method_enum.insert("true", DISPLACE_TRUE); + displacement_method_enum.insert("both", DISPLACE_BOTH); + SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP); + + SOCKET_UINT(motion_steps, "Motion Steps", 3); + SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false); + + SOCKET_INT_ARRAY(triangles, "Triangles", array<int>()); + SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>()); + SOCKET_INT_ARRAY(shader, "Shader", array<int>()); + SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>()); + + SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array<float3>()); + SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array<float>()); + SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array<int>()); + SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array<int>()); + + return type; +} + Mesh::Mesh() +: Node(node_type) { need_update = true; need_update_rebuild = false; transform_applied = false; transform_negative_scaled = false; transform_normal = transform_identity(); - displacement_method = DISPLACE_BUMP; bounds = BoundBox::empty; - motion_steps = 3; - use_motion_blur = false; - bvh = NULL; tri_offset = 0; @@ -96,11 +159,24 @@ Mesh::Mesh() curve_offset = 0; curvekey_offset = 0; + patch_offset = 0; + face_offset = 0; + corner_offset = 0; + + num_subd_verts = 0; + attributes.triangle_mesh = this; curve_attributes.curve_mesh = this; + subd_attributes.subd_mesh = this; + + geometry_flags = GEOMETRY_NONE; has_volume = false; has_surface_bssrdf = false; + + num_ngons = 0; + + subdivision_type = SUBDIVISION_NONE; } Mesh::~Mesh() @@ -108,21 +184,73 @@ Mesh::~Mesh() delete bvh; } -void Mesh::reserve(int numverts, int numtris, int numcurves, int numcurvekeys) +void Mesh::resize_mesh(int numverts, int numtris) { - /* reserve space to add verts and triangles later */ verts.resize(numverts); - triangles.resize(numtris); + triangles.resize(numtris * 3); shader.resize(numtris); smooth.resize(numtris); - forms_quad.resize(numtris); + if(subd_faces.size()) { + triangle_patch.resize(numtris); + vert_patch_uv.resize(numverts); + } + + attributes.resize(); +} + +void Mesh::reserve_mesh(int numverts, int numtris) +{ + /* reserve space to add verts and triangles later */ + verts.reserve(numverts); + triangles.reserve(numtris * 3); + shader.reserve(numtris); + smooth.reserve(numtris); + + if(subd_faces.size()) { + triangle_patch.reserve(numtris); + vert_patch_uv.reserve(numverts); + } + + attributes.resize(true); +} + +void Mesh::resize_curves(int numcurves, int numkeys) +{ + curve_keys.resize(numkeys); + curve_radius.resize(numkeys); + curve_first_key.resize(numcurves); + curve_shader.resize(numcurves); + + curve_attributes.resize(); +} + +void Mesh::reserve_curves(int numcurves, int numkeys) +{ + curve_keys.reserve(numkeys); + curve_radius.reserve(numkeys); + curve_first_key.reserve(numcurves); + curve_shader.reserve(numcurves); + + curve_attributes.resize(true); +} + +void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners) +{ + subd_faces.resize(numfaces); + subd_face_corners.resize(numcorners); + num_ngons = num_ngons_; + + subd_attributes.resize(); +} - curve_keys.resize(numcurvekeys); - curves.resize(numcurves); +void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners) +{ + subd_faces.reserve(numfaces); + subd_face_corners.reserve(numcorners); + num_ngons = num_ngons_; - attributes.reserve(); - curve_attributes.reserve(); + subd_attributes.resize(true); } void Mesh::clear() @@ -133,13 +261,22 @@ void Mesh::clear() shader.clear(); smooth.clear(); - forms_quad.clear(); + triangle_patch.clear(); + vert_patch_uv.clear(); curve_keys.clear(); - curves.clear(); + curve_radius.clear(); + curve_first_key.clear(); + curve_shader.clear(); + + subd_faces.clear(); + subd_face_corners.clear(); + + num_subd_verts = 0; attributes.clear(); curve_attributes.clear(); + subd_attributes.clear(); used_shaders.clear(); transform_applied = false; @@ -151,7 +288,7 @@ void Mesh::clear() int Mesh::split_vertex(int vertex) { /* copy vertex location and vertex attributes */ - verts.push_back(verts[vertex]); + add_vertex_slow(verts[vertex]); foreach(Attribute& attr, attributes.attributes) { if(attr.element == ATTR_ELEMENT_VERTEX) { @@ -161,51 +298,77 @@ int Mesh::split_vertex(int vertex) } } + foreach(Attribute& attr, subd_attributes.attributes) { + if(attr.element == ATTR_ELEMENT_VERTEX) { + vector<char> tmp(attr.data_sizeof()); + memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size()); + attr.add(&tmp[0]); + } + } + return verts.size() - 1; } -void Mesh::set_triangle(int i, int v0, int v1, int v2, int shader_, bool smooth_, bool forms_quad_) +void Mesh::add_vertex(float3 P) +{ + verts.push_back_reserved(P); + + if(subd_faces.size()) { + vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f)); + } +} + +void Mesh::add_vertex_slow(float3 P) { - Triangle tri; - tri.v[0] = v0; - tri.v[1] = v1; - tri.v[2] = v2; - - triangles[i] = tri; - shader[i] = shader_; - smooth[i] = smooth_; - forms_quad[i] = forms_quad_; + verts.push_back_slow(P); + + if(subd_faces.size()) { + vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f)); + } } -void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_, bool forms_quad_) +void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_) { - Triangle tri; - tri.v[0] = v0; - tri.v[1] = v1; - tri.v[2] = v2; - - triangles.push_back(tri); - shader.push_back(shader_); - smooth.push_back(smooth_); - forms_quad.push_back(forms_quad_); + triangles.push_back_reserved(v0); + triangles.push_back_reserved(v1); + triangles.push_back_reserved(v2); + shader.push_back_reserved(shader_); + smooth.push_back_reserved(smooth_); + + if(subd_faces.size()) { + triangle_patch.push_back_reserved(-1); + } } void Mesh::add_curve_key(float3 co, float radius) { - float4 key = float3_to_float4(co); - key.w = radius; + curve_keys.push_back_reserved(co); + curve_radius.push_back_reserved(radius); +} - curve_keys.push_back(key); +void Mesh::add_curve(int first_key, int shader) +{ + curve_first_key.push_back_reserved(first_key); + curve_shader.push_back_reserved(shader); } -void Mesh::add_curve(int first_key, int num_keys, int shader) +void Mesh::add_subd_face(int* corners, int num_corners, int shader_, bool smooth_) { - Curve curve; - curve.first_key = first_key; - curve.num_keys = num_keys; - curve.shader = shader; + int start_corner = subd_face_corners.size(); + + for(int i = 0; i < num_corners; i++) { + subd_face_corners.push_back_reserved(corners[i]); + } - curves.push_back(curve); + int ptex_offset = 0; + + if(subd_faces.size()) { + SubdFace& s = subd_faces[subd_faces.size()-1]; + ptex_offset = s.ptex_offset + s.num_ptex_faces(); + } + + SubdFace face = {start_corner, num_corners, shader_, smooth_, ptex_offset}; + subd_faces.push_back_reserved(face); } void Mesh::compute_bounds() @@ -219,7 +382,7 @@ void Mesh::compute_bounds() bnds.grow(verts[i]); for(size_t i = 0; i < curve_keys_size; i++) - bnds.grow(float4_to_float3(curve_keys[i]), curve_keys[i].w); + bnds.grow(curve_keys[i], curve_radius[i]); Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if(use_motion_blur && attr) { @@ -247,7 +410,7 @@ void Mesh::compute_bounds() bnds.grow_safe(verts[i]); for(size_t i = 0; i < curve_keys_size; i++) - bnds.grow_safe(float4_to_float3(curve_keys[i]), curve_keys[i].w); + bnds.grow_safe(curve_keys[i], curve_radius[i]); if(use_motion_blur && attr) { size_t steps_size = verts.size() * (motion_steps - 1); @@ -301,15 +464,14 @@ void Mesh::add_face_normals() float3 *fN = attr_fN->data_float3(); /* compute face normals */ - size_t triangles_size = triangles.size(); + size_t triangles_size = num_triangles(); bool flip = transform_negative_scaled; if(triangles_size) { float3 *verts_ptr = &verts[0]; - Triangle *triangles_ptr = &triangles[0]; for(size_t i = 0; i < triangles_size; i++) { - fN[i] = compute_face_normal(triangles_ptr[i], verts_ptr); + fN[i] = compute_face_normal(get_triangle(i), verts_ptr); if(flip) fN[i] = -fN[i]; @@ -329,7 +491,7 @@ void Mesh::add_vertex_normals() { bool flip = transform_negative_scaled; size_t verts_size = verts.size(); - size_t triangles_size = triangles.size(); + size_t triangles_size = num_triangles(); /* static vertex normals */ if(!attributes.find(ATTR_STD_VERTEX_NORMAL)) { @@ -344,11 +506,10 @@ void Mesh::add_vertex_normals() memset(vN, 0, verts.size()*sizeof(float3)); if(triangles_size) { - Triangle *triangles_ptr = &triangles[0]; for(size_t i = 0; i < triangles_size; i++) for(size_t j = 0; j < 3; j++) - vN[triangles_ptr[i].v[j]] += fN[i]; + vN[get_triangle(i).v[j]] += fN[i]; } for(size_t i = 0; i < verts_size; i++) { @@ -374,12 +535,10 @@ void Mesh::add_vertex_normals() memset(mN, 0, verts.size()*sizeof(float3)); if(triangles_size) { - Triangle *triangles_ptr = &triangles[0]; - for(size_t i = 0; i < triangles_size; i++) { for(size_t j = 0; j < 3; j++) { - float3 fN = compute_face_normal(triangles_ptr[i], mP); - mN[triangles_ptr[i].v[j]] += fN; + float3 fN = compute_face_normal(get_triangle(i), mP); + mN[get_triangle(i).v[j]] += fN; } } } @@ -402,8 +561,8 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal) uint last_shader = -1; bool last_smooth = false; - size_t triangles_size = triangles.size(); - uint *shader_ptr = (shader.size())? &shader[0]: NULL; + size_t triangles_size = num_triangles(); + int *shader_ptr = (shader.size())? &shader[0]: NULL; bool do_transform = transform_applied; Transform ntfm = transform_normal; @@ -433,32 +592,34 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal) } } -void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset) +void Mesh::pack_verts(const vector<uint>& tri_prim_index, + uint4 *tri_vindex, + uint *tri_patch, + float2 *tri_patch_uv, + size_t vert_offset, + size_t tri_offset) { size_t verts_size = verts.size(); - if(verts_size) { - float3 *verts_ptr = &verts[0]; + if(verts_size && subd_faces.size()) { + float2 *vert_patch_uv_ptr = &vert_patch_uv[0]; for(size_t i = 0; i < verts_size; i++) { - float3 p = verts_ptr[i]; - tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f); + tri_patch_uv[i] = vert_patch_uv_ptr[i]; } } - size_t triangles_size = triangles.size(); + size_t triangles_size = num_triangles(); if(triangles_size) { - Triangle *triangles_ptr = &triangles[0]; - for(size_t i = 0; i < triangles_size; i++) { - Triangle t = triangles_ptr[i]; + Triangle t = get_triangle(i); + tri_vindex[i] = make_uint4(t.v[0] + vert_offset, + t.v[1] + vert_offset, + t.v[2] + vert_offset, + tri_prim_index[i + tri_offset]); - tri_vindex[i] = make_float4( - __int_as_float(t.v[0] + vert_offset), - __int_as_float(t.v[1] + vert_offset), - __int_as_float(t.v[2] + vert_offset), - 0); + tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i]*8 + patch_offset); } } } @@ -466,27 +627,25 @@ void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset) void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset) { size_t curve_keys_size = curve_keys.size(); - float4 *keys_ptr = NULL; /* pack curve keys */ if(curve_keys_size) { - keys_ptr = &curve_keys[0]; + float3 *keys_ptr = &curve_keys[0]; + float *radius_ptr = &curve_radius[0]; for(size_t i = 0; i < curve_keys_size; i++) - curve_key_co[i] = keys_ptr[i]; + curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]); } /* pack curve segments */ - size_t curve_num = curves.size(); + size_t curve_num = num_curves(); if(curve_num) { - Curve *curve_ptr = &curves[0]; - int shader_id = 0; - for(size_t i = 0; i < curve_num; i++) { - Curve curve = curve_ptr[i]; - Shader *shader = (curve.shader < used_shaders.size()) ? - used_shaders[curve.shader] : scene->default_surface; + Curve curve = get_curve(i); + int shader_id = curve_shader[i]; + Shader *shader = (shader_id < used_shaders.size()) ? + used_shaders[shader_id] : scene->default_surface; shader_id = scene->shader_manager->get_shader_id(shader, this, false); curve_data[i] = make_float4( @@ -498,7 +657,60 @@ void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, s } } -void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total) +void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset) +{ + size_t num_faces = subd_faces.size(); + int ngons = 0; + + if(num_faces) { + for(size_t f = 0; f < num_faces; f++) { + SubdFace face = subd_faces[f]; + + if(face.is_quad()) { + int c[4]; + memcpy(c, &subd_face_corners[face.start_corner], sizeof(int)*4); + + *(patch_data++) = c[0] + vert_offset; + *(patch_data++) = c[1] + vert_offset; + *(patch_data++) = c[2] + vert_offset; + *(patch_data++) = c[3] + vert_offset; + + *(patch_data++) = f+face_offset; + *(patch_data++) = face.num_corners; + *(patch_data++) = face.start_corner + corner_offset; + *(patch_data++) = 0; + } + else { + for(int i = 0; i < face.num_corners; i++) { + int c[4]; + c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)]; + c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)]; + c[2] = verts.size() - num_subd_verts + ngons; + c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)]; + + *(patch_data++) = c[0] + vert_offset; + *(patch_data++) = c[1] + vert_offset; + *(patch_data++) = c[2] + vert_offset; + *(patch_data++) = c[3] + vert_offset; + + *(patch_data++) = f+face_offset; + *(patch_data++) = face.num_corners | (i << 16); + *(patch_data++) = face.start_corner + corner_offset; + *(patch_data++) = subd_face_corners.size() + ngons + corner_offset; + } + + ngons++; + } + } + } +} + + +void Mesh::compute_bvh(DeviceScene *dscene, + SceneParams *params, + Progress *progress, + int n, + int total) { if(progress->get_cancel()) return; @@ -529,6 +741,8 @@ void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total BVHParams bparams; bparams.use_spatial_split = params->use_bvh_spatial_split; bparams.use_qbvh = params->use_qbvh; + bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && + params->use_bvh_unaligned_nodes; delete bvh; bvh = BVH::create(bparams, objects); @@ -621,8 +835,9 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att osl_attr.value = attr; osl_attr.offset = 0; - og->attribute_map[i*ATTR_PRIM_TYPES][attr.name()] = osl_attr; + og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][attr.name()] = osl_attr; og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr; + og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr; } /* find mesh attributes */ @@ -652,11 +867,11 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att if(req.std != ATTR_STD_NONE) { /* if standard attribute, add lookup by geom: name convention */ ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); - og->attribute_map[i*ATTR_PRIM_TYPES][stdname] = osl_attr; + og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][stdname] = osl_attr; } else if(req.name != ustring()) { /* add lookup by mesh attribute name */ - og->attribute_map[i*ATTR_PRIM_TYPES][req.name] = osl_attr; + og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][req.name] = osl_attr; } } @@ -681,6 +896,28 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr; } } + + if(req.subd_element != ATTR_ELEMENT_NONE) { + osl_attr.elem = req.subd_element; + osl_attr.offset = req.subd_offset; + + if(req.subd_type == TypeDesc::TypeFloat) + osl_attr.type = TypeDesc::TypeFloat; + else if(req.subd_type == TypeDesc::TypeMatrix) + osl_attr.type = TypeDesc::TypeMatrix; + else + osl_attr.type = TypeDesc::TypeColor; + + if(req.std != ATTR_STD_NONE) { + /* if standard attribute, add lookup by geom: name convention */ + ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); + og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr; + } + else if(req.name != ustring()) { + /* add lookup by mesh attribute name */ + og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr; + } + } } } #else @@ -732,7 +969,7 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce else id = scene->shader_manager->get_attribute_id(req.std); - if(mesh->triangles.size()) { + if(mesh->num_triangles()) { attr_map[index].x = id; attr_map[index].y = req.triangle_element; attr_map[index].z = as_uint(req.triangle_offset); @@ -747,7 +984,7 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce index++; - if(mesh->curves.size()) { + if(mesh->num_curves()) { attr_map[index].x = id; attr_map[index].y = req.curve_element; attr_map[index].z = as_uint(req.curve_offset); @@ -761,22 +998,32 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce } index++; - } - /* terminator */ - attr_map[index].x = ATTR_STD_NONE; - attr_map[index].y = 0; - attr_map[index].z = 0; - attr_map[index].w = 0; + if(mesh->subd_faces.size()) { + attr_map[index].x = id; + attr_map[index].y = req.subd_element; + attr_map[index].z = as_uint(req.subd_offset); - index++; + if(req.subd_type == TypeDesc::TypeFloat) + attr_map[index].w = NODE_ATTR_FLOAT; + else if(req.subd_type == TypeDesc::TypeMatrix) + attr_map[index].w = NODE_ATTR_MATRIX; + else + attr_map[index].w = NODE_ATTR_FLOAT3; + } - attr_map[index].x = ATTR_STD_NONE; - attr_map[index].y = 0; - attr_map[index].z = 0; - attr_map[index].w = 0; + index++; + } + + /* terminator */ + for(int i = 0; i < ATTR_PRIM_TYPES; i++) { + attr_map[index].x = ATTR_STD_NONE; + attr_map[index].y = 0; + attr_map[index].z = 0; + attr_map[index].w = 0; - index++; + index++; + } } /* copy to device */ @@ -786,17 +1033,13 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce static void update_attribute_element_size(Mesh *mesh, Attribute *mattr, + AttributePrimitive prim, size_t *attr_float_size, size_t *attr_float3_size, size_t *attr_uchar4_size) { if(mattr) { - size_t size = mattr->element_size( - mesh->verts.size(), - mesh->triangles.size(), - mesh->motion_steps, - mesh->curves.size(), - mesh->curve_keys.size()); + size_t size = mattr->element_size(mesh, prim); if(mattr->element == ATTR_ELEMENT_VOXEL) { /* pass */ @@ -824,6 +1067,7 @@ static void update_attribute_element_offset(Mesh *mesh, vector<uchar4>& attr_uchar4, size_t& attr_uchar4_offset, Attribute *mattr, + AttributePrimitive prim, TypeDesc& type, int& offset, AttributeElement& element) @@ -834,12 +1078,7 @@ static void update_attribute_element_offset(Mesh *mesh, type = mattr->type; /* store attribute data in arrays */ - size_t size = mattr->element_size( - mesh->verts.size(), - mesh->triangles.size(), - mesh->motion_steps, - mesh->curves.size(), - mesh->curve_keys.size()); + size_t size = mattr->element_size(mesh, prim); if(mattr->element == ATTR_ELEMENT_VOXEL) { /* store slot in offset value */ @@ -893,10 +1132,18 @@ static void update_attribute_element_offset(Mesh *mesh, offset -= mesh->vert_offset; else if(element == ATTR_ELEMENT_VERTEX_MOTION) offset -= mesh->vert_offset; - else if(element == ATTR_ELEMENT_FACE) - offset -= mesh->tri_offset; - else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) - offset -= 3*mesh->tri_offset; + else if(element == ATTR_ELEMENT_FACE) { + if(prim == ATTR_PRIM_TRIANGLE) + offset -= mesh->tri_offset; + else + offset -= mesh->face_offset; + } + else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) { + if(prim == ATTR_PRIM_TRIANGLE) + offset -= 3*mesh->tri_offset; + else + offset -= mesh->corner_offset; + } else if(element == ATTR_ELEMENT_CURVE) offset -= mesh->curve_offset; else if(element == ATTR_ELEMENT_CURVE_KEY) @@ -946,23 +1193,23 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, foreach(AttributeRequest& req, attributes.requests) { Attribute *triangle_mattr = mesh->attributes.find(req); Attribute *curve_mattr = mesh->curve_attributes.find(req); - - /* todo: get rid of this exception, it's only here for giving some - * working texture coordinate for subdivision as we can't preserve - * any attributes yet */ - if(!triangle_mattr && req.std == ATTR_STD_GENERATED) { - triangle_mattr = mesh->attributes.add(ATTR_STD_GENERATED); - if(mesh->verts.size()) - memcpy(triangle_mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size()); - } + Attribute *subd_mattr = mesh->subd_attributes.find(req); update_attribute_element_size(mesh, triangle_mattr, + ATTR_PRIM_TRIANGLE, &attr_float_size, &attr_float3_size, &attr_uchar4_size); update_attribute_element_size(mesh, curve_mattr, + ATTR_PRIM_CURVE, + &attr_float_size, + &attr_float3_size, + &attr_uchar4_size); + update_attribute_element_size(mesh, + subd_mattr, + ATTR_PRIM_SUBD, &attr_float_size, &attr_float3_size, &attr_uchar4_size); @@ -987,12 +1234,14 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, foreach(AttributeRequest& req, attributes.requests) { Attribute *triangle_mattr = mesh->attributes.find(req); Attribute *curve_mattr = mesh->curve_attributes.find(req); + Attribute *subd_mattr = mesh->subd_attributes.find(req); update_attribute_element_offset(mesh, attr_float, attr_float_offset, attr_float3, attr_float3_offset, attr_uchar4, attr_uchar4_offset, triangle_mattr, + ATTR_PRIM_TRIANGLE, req.triangle_type, req.triangle_offset, req.triangle_element); @@ -1002,10 +1251,21 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, attr_float3, attr_float3_offset, attr_uchar4, attr_uchar4_offset, curve_mattr, + ATTR_PRIM_CURVE, req.curve_type, req.curve_offset, req.curve_element); + update_attribute_element_offset(mesh, + attr_float, attr_float_offset, + attr_float3, attr_float3_offset, + attr_uchar4, attr_uchar4_offset, + subd_mattr, + ATTR_PRIM_SUBD, + req.subd_type, + req.subd_offset, + req.subd_element); + if(progress.get_cancel()) return; } } @@ -1035,15 +1295,18 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, } } -void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +void MeshManager::mesh_calc_offset(Scene *scene) { - /* count and update offsets */ size_t vert_size = 0; size_t tri_size = 0; size_t curve_key_size = 0; size_t curve_size = 0; + size_t patch_size = 0; + size_t face_size = 0; + size_t corner_size = 0; + foreach(Mesh *mesh, scene->meshes) { mesh->vert_offset = vert_size; mesh->tri_offset = tri_size; @@ -1051,26 +1314,97 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene mesh->curvekey_offset = curve_key_size; mesh->curve_offset = curve_size; + mesh->patch_offset = patch_size; + mesh->face_offset = face_size; + mesh->corner_offset = corner_size; + + vert_size += mesh->verts.size(); + tri_size += mesh->num_triangles(); + + curve_key_size += mesh->curve_keys.size(); + curve_size += mesh->num_curves(); + + if(mesh->subd_faces.size()) { + Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1]; + patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; + } + face_size += mesh->subd_faces.size(); + corner_size += mesh->subd_face_corners.size(); + } +} + +void MeshManager::device_update_mesh(Device *device, + DeviceScene *dscene, + Scene *scene, + bool for_displacement, + Progress& progress) +{ + /* Count. */ + size_t vert_size = 0; + size_t tri_size = 0; + + size_t curve_key_size = 0; + size_t curve_size = 0; + + size_t patch_size = 0; + + foreach(Mesh *mesh, scene->meshes) { vert_size += mesh->verts.size(); - tri_size += mesh->triangles.size(); + tri_size += mesh->num_triangles(); curve_key_size += mesh->curve_keys.size(); - curve_size += mesh->curves.size(); + curve_size += mesh->num_curves(); + + if(mesh->subd_faces.size()) { + Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1]; + patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; + } } + /* Create mapping from triangle to primitive triangle array. */ + vector<uint> tri_prim_index(tri_size); + if(for_displacement) { + /* For displacement kernels we do some trickery to make them believe + * we've got all required data ready. However, that data is different + * from final render kernels since we don't have BVH yet, so can't + * really use same semantic of arrays. + */ + foreach(Mesh *mesh, scene->meshes) { + for(size_t i = 0; i < mesh->num_triangles(); ++i) { + tri_prim_index[i + mesh->tri_offset] = 3 * (i + mesh->tri_offset); + } + } + } + else { + PackedBVH& pack = bvh->pack; + for(size_t i = 0; i < pack.prim_index.size(); ++i) { + if ((pack.prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) { + tri_prim_index[pack.prim_index[i]] = pack.prim_tri_index[i]; + } + } + } + + /* Fill in all the arrays. */ if(tri_size != 0) { /* normals */ progress.set_status("Updating Mesh", "Computing normals"); uint *tri_shader = dscene->tri_shader.resize(tri_size); float4 *vnormal = dscene->tri_vnormal.resize(vert_size); - float4 *tri_verts = dscene->tri_verts.resize(vert_size); - float4 *tri_vindex = dscene->tri_vindex.resize(tri_size); + uint4 *tri_vindex = dscene->tri_vindex.resize(tri_size); + uint *tri_patch = dscene->tri_patch.resize(tri_size); + float2 *tri_patch_uv = dscene->tri_patch_uv.resize(vert_size); foreach(Mesh *mesh, scene->meshes) { - mesh->pack_normals(scene, &tri_shader[mesh->tri_offset], &vnormal[mesh->vert_offset]); - mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset); - + mesh->pack_normals(scene, + &tri_shader[mesh->tri_offset], + &vnormal[mesh->vert_offset]); + mesh->pack_verts(tri_prim_index, + &tri_vindex[mesh->tri_offset], + &tri_patch[mesh->tri_offset], + &tri_patch_uv[mesh->vert_offset], + mesh->vert_offset, + mesh->tri_offset); if(progress.get_cancel()) return; } @@ -1079,8 +1413,9 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene device->tex_alloc("__tri_shader", dscene->tri_shader); device->tex_alloc("__tri_vnormal", dscene->tri_vnormal); - device->tex_alloc("__tri_verts", dscene->tri_verts); device->tex_alloc("__tri_vindex", dscene->tri_vindex); + device->tex_alloc("__tri_patch", dscene->tri_patch); + device->tex_alloc("__tri_patch_uv", dscene->tri_patch_uv); } if(curve_size != 0) { @@ -1097,6 +1432,33 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene device->tex_alloc("__curve_keys", dscene->curve_keys); device->tex_alloc("__curves", dscene->curves); } + + if(patch_size != 0) { + progress.set_status("Updating Mesh", "Copying Patches to device"); + + uint *patch_data = dscene->patches.resize(patch_size); + + foreach(Mesh *mesh, scene->meshes) { + mesh->pack_patches(&patch_data[mesh->patch_offset], mesh->vert_offset, mesh->face_offset, mesh->corner_offset); + if(progress.get_cancel()) return; + } + + device->tex_alloc("__patches", dscene->patches); + } + + if(for_displacement) { + float4 *prim_tri_verts = dscene->prim_tri_verts.resize(tri_size * 3); + foreach(Mesh *mesh, scene->meshes) { + for(size_t i = 0; i < mesh->num_triangles(); ++i) { + Mesh::Triangle t = mesh->get_triangle(i); + size_t offset = 3 * (i + mesh->tri_offset); + prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]); + prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]); + prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]); + } + } + device->tex_alloc("__prim_tri_verts", dscene->prim_tri_verts); + } } void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) @@ -1111,6 +1473,8 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene * bparams.top_level = true; bparams.use_qbvh = scene->params.use_qbvh; bparams.use_spatial_split = scene->params.use_bvh_spatial_split; + bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && + scene->params.use_bvh_unaligned_nodes; delete bvh; bvh = BVH::create(bparams, scene->objects); @@ -1135,9 +1499,13 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene * dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size()); device->tex_alloc("__object_node", dscene->object_node); } - if(pack.tri_storage.size()) { - dscene->tri_storage.reference(&pack.tri_storage[0], pack.tri_storage.size()); - device->tex_alloc("__tri_storage", dscene->tri_storage); + if(pack.prim_tri_index.size()) { + dscene->prim_tri_index.reference((uint*)&pack.prim_tri_index[0], pack.prim_tri_index.size()); + device->tex_alloc("__prim_tri_index", dscene->prim_tri_index); + } + if(pack.prim_tri_verts.size()) { + dscene->prim_tri_verts.reference((float4*)&pack.prim_tri_verts[0], pack.prim_tri_verts.size()); + device->tex_alloc("__prim_tri_verts", dscene->prim_tri_verts); } if(pack.prim_type.size()) { dscene->prim_type.reference((uint*)&pack.prim_type[0], pack.prim_type.size()); @@ -1238,7 +1606,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen VLOG(1) << "Total " << scene->meshes.size() << " meshes."; - /* update normals */ + /* Update normals. */ foreach(Mesh *mesh, scene->meshes) { foreach(Shader *shader, mesh->used_shaders) { if(shader->need_update_attributes) @@ -1254,17 +1622,17 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen } /* Update images needed for true displacement. */ - bool need_displacement_images = false; + bool true_displacement_used = false; bool old_need_object_flags_update = false; foreach(Mesh *mesh, scene->meshes) { if(mesh->need_update && mesh->displacement_method != Mesh::DISPLACE_BUMP) { - need_displacement_images = true; + true_displacement_used = true; break; } } - if(need_displacement_images) { + if(true_displacement_used) { VLOG(1) << "Updating images used for true displacement."; device_update_displacement_images(device, dscene, scene, progress); old_need_object_flags_update = scene->object_manager->need_flags_update; @@ -1275,42 +1643,46 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen false); } - /* device update */ + /* Device update. */ device_free(device, dscene); - device_update_mesh(device, dscene, scene, progress); + mesh_calc_offset(scene); + if(true_displacement_used) { + device_update_mesh(device, dscene, scene, true, progress); + } if(progress.get_cancel()) return; device_update_attributes(device, dscene, scene, progress); if(progress.get_cancel()) return; - /* update displacement */ + /* Update displacement. */ bool displacement_done = false; - - foreach(Mesh *mesh, scene->meshes) - if(mesh->need_update && displace(device, dscene, scene, mesh, progress)) + foreach(Mesh *mesh, scene->meshes) { + if(mesh->need_update && + displace(device, dscene, scene, mesh, progress)) + { displacement_done = true; + } + } - /* todo: properly handle cancel halfway displacement */ + /* TODO: properly handle cancel halfway displacement */ if(progress.get_cancel()) return; - /* device re-update after displacement */ + /* Device re-update after displacement. */ if(displacement_done) { device_free(device, dscene); - device_update_mesh(device, dscene, scene, progress); - if(progress.get_cancel()) return; - device_update_attributes(device, dscene, scene, progress); if(progress.get_cancel()) return; } - /* update bvh */ + /* Update bvh. */ size_t i = 0, num_bvh = 0; - - foreach(Mesh *mesh, scene->meshes) - if(mesh->need_update && mesh->need_build_bvh()) + foreach(Mesh *mesh, scene->meshes) { + if(mesh->need_update && mesh->need_build_bvh()) { num_bvh++; + } + } TaskPool pool; @@ -1318,6 +1690,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen if(mesh->need_update) { pool.push(function_bind(&Mesh::compute_bvh, mesh, + dscene, &scene->params, &progress, i, @@ -1333,8 +1706,9 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report(); - foreach(Shader *shader, scene->shaders) + foreach(Shader *shader, scene->shaders) { shader->need_update_attributes = false; + } #ifdef __OBJECT_MOTION__ Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading); @@ -1343,18 +1717,23 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen bool motion_blur = false; #endif - /* update obejcts */ + /* Update objects. */ vector<Object *> volume_objects; - foreach(Object *object, scene->objects) + foreach(Object *object, scene->objects) { object->compute_bounds(motion_blur); + } if(progress.get_cancel()) return; device_update_bvh(device, dscene, scene, progress); + if(progress.get_cancel()) return; + + device_update_mesh(device, dscene, scene, false, progress); + if(progress.get_cancel()) return; need_update = false; - if(need_displacement_images) { + if(true_displacement_used) { /* Re-tag flags for update, so they're re-evaluated * for meshes with correct bounding boxes. * @@ -1370,7 +1749,8 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene) device->tex_free(dscene->bvh_nodes); device->tex_free(dscene->bvh_leaf_nodes); device->tex_free(dscene->object_node); - device->tex_free(dscene->tri_storage); + device->tex_free(dscene->prim_tri_verts); + device->tex_free(dscene->prim_tri_index); device->tex_free(dscene->prim_type); device->tex_free(dscene->prim_visibility); device->tex_free(dscene->prim_index); @@ -1378,9 +1758,11 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene) device->tex_free(dscene->tri_shader); device->tex_free(dscene->tri_vnormal); device->tex_free(dscene->tri_vindex); - device->tex_free(dscene->tri_verts); + device->tex_free(dscene->tri_patch); + device->tex_free(dscene->tri_patch_uv); device->tex_free(dscene->curves); device->tex_free(dscene->curve_keys); + device->tex_free(dscene->patches); device->tex_free(dscene->attributes_map); device->tex_free(dscene->attributes_float); device->tex_free(dscene->attributes_float3); @@ -1388,7 +1770,8 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene) dscene->bvh_nodes.clear(); dscene->object_node.clear(); - dscene->tri_storage.clear(); + dscene->prim_tri_verts.clear(); + dscene->prim_tri_index.clear(); dscene->prim_type.clear(); dscene->prim_visibility.clear(); dscene->prim_index.clear(); @@ -1396,9 +1779,11 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene) dscene->tri_shader.clear(); dscene->tri_vnormal.clear(); dscene->tri_vindex.clear(); - dscene->tri_verts.clear(); + dscene->tri_patch.clear(); + dscene->tri_patch_uv.clear(); dscene->curves.clear(); dscene->curve_keys.clear(); + dscene->patches.clear(); dscene->attributes_map.clear(); dscene->attributes_float.clear(); dscene->attributes_float3.clear(); @@ -1448,74 +1833,5 @@ bool Mesh::need_attribute(Scene * /*scene*/, ustring name) return false; } -void Mesh::tessellate(DiagSplit *split) -{ - int num_faces = triangles.size(); - - add_face_normals(); - add_vertex_normals(); - - Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL); - float3 *fN = attr_fN->data_float3(); - - Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); - float3 *vN = attr_vN->data_float3(); - - for(int f = 0; f < num_faces; f++) { - if(!forms_quad[f]) { - /* triangle */ - LinearTrianglePatch patch; - float3 *hull = patch.hull; - float3 *normals = patch.normals; - - for(int i = 0; i < 3; i++) { - hull[i] = verts[triangles[f].v[i]]; - } - - if(smooth[f]) { - for(int i = 0; i < 3; i++) { - normals[i] = vN[triangles[f].v[i]]; - } - } - else { - for(int i = 0; i < 3; i++) { - normals[i] = fN[f]; - } - } - - split->split_triangle(&patch); - } - else { - /* quad */ - LinearQuadPatch patch; - float3 *hull = patch.hull; - float3 *normals = patch.normals; - - hull[0] = verts[triangles[f ].v[0]]; - hull[1] = verts[triangles[f ].v[1]]; - hull[3] = verts[triangles[f ].v[2]]; - hull[2] = verts[triangles[f+1].v[2]]; - - if(smooth[f]) { - normals[0] = vN[triangles[f ].v[0]]; - normals[1] = vN[triangles[f ].v[1]]; - normals[3] = vN[triangles[f ].v[2]]; - normals[2] = vN[triangles[f+1].v[2]]; - } - else { - for(int i = 0; i < 4; i++) { - normals[i] = fN[f]; - } - } - - split->split_quad(&patch); - - // consume second triangle in quad - f++; - } - - } -} - CCL_NAMESPACE_END diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h index 557b664bff3..c9ae9aab888 100644 --- a/intern/cycles/render/mesh.h +++ b/intern/cycles/render/mesh.h @@ -18,6 +18,7 @@ #define __MESH_H__ #include "attribute.h" +#include "node.h" #include "shader.h" #include "util_boundbox.h" @@ -42,8 +43,10 @@ class DiagSplit; /* Mesh */ -class Mesh { +class Mesh : public Node { public: + NODE_DECLARE; + /* Mesh Triangle */ struct Triangle { int v[3]; @@ -51,15 +54,60 @@ public: void bounds_grow(const float3 *verts, BoundBox& bounds) const; }; + Triangle get_triangle(size_t i) const + { + Triangle tri = {{triangles[i*3 + 0], triangles[i*3 + 1], triangles[i*3 + 2]}}; + return tri; + } + + size_t num_triangles() const + { + return triangles.size() / 3; + } + /* Mesh Curve */ struct Curve { int first_key; int num_keys; - uint shader; int num_segments() { return num_keys - 1; } - void bounds_grow(const int k, const float4 *curve_keys, BoundBox& bounds) const; + void bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + BoundBox& bounds) const; + void bounds_grow(const int k, + const float3 *curve_keys, + const float *curve_radius, + const Transform& aligned_space, + BoundBox& bounds) const; + }; + + Curve get_curve(size_t i) const + { + int first = curve_first_key[i]; + int next_first = (i+1 < curve_first_key.size()) ? curve_first_key[i+1] : curve_keys.size(); + + Curve curve = {first, next_first - first}; + return curve; + } + + size_t num_curves() const + { + return curve_first_key.size(); + } + + /* Mesh SubdFace */ + struct SubdFace { + int start_corner; + int num_corners; + int shader; + bool smooth; + int ptex_offset; + + bool is_quad() { return num_corners == 4; } + float3 normal(const Mesh *mesh) const; + int num_ptex_faces() const { return num_corners == 4 ? 1 : num_corners; } }; /* Displacement */ @@ -71,7 +119,13 @@ public: DISPLACE_NUM_METHODS, }; - ustring name; + enum SubdivisionType { + SUBDIVISION_NONE, + SUBDIVISION_LINEAR, + SUBDIVISION_CATMULL_CLARK, + }; + + SubdivisionType subdivision_type; /* Mesh Data */ enum GeometryFlags { @@ -82,21 +136,31 @@ public: int geometry_flags; /* used to distinguish meshes with no verts and meshed for which geometry is not created */ - vector<float3> verts; - vector<Triangle> triangles; - vector<uint> shader; - vector<bool> smooth; - vector<bool> forms_quad; /* used to tell if triangle is part of a quad patch */ + array<int> triangles; + array<float3> verts; + array<int> shader; + array<bool> smooth; + + /* used for storing patch info for subd triangles, only allocated if there are patches */ + array<int> triangle_patch; /* must be < 0 for non subd triangles */ + array<float2> vert_patch_uv; bool has_volume; /* Set in the device_update_flags(). */ bool has_surface_bssrdf; /* Set in the device_update_flags(). */ - vector<float4> curve_keys; /* co + radius */ - vector<Curve> curves; + array<float3> curve_keys; + array<float> curve_radius; + array<int> curve_first_key; + array<int> curve_shader; + + array<SubdFace> subd_faces; + array<int> subd_face_corners; + int num_ngons; vector<Shader*> used_shaders; AttributeSet attributes; AttributeSet curve_attributes; + AttributeSet subd_attributes; BoundBox bounds; bool transform_applied; @@ -119,16 +183,29 @@ public: size_t curve_offset; size_t curvekey_offset; + size_t patch_offset; + size_t face_offset; + size_t corner_offset; + + size_t num_subd_verts; + /* Functions */ Mesh(); ~Mesh(); - void reserve(int numverts, int numfaces, int numcurves, int numcurvekeys); + void resize_mesh(int numverts, int numfaces); + void reserve_mesh(int numverts, int numfaces); + void resize_curves(int numcurves, int numkeys); + void reserve_curves(int numcurves, int numkeys); + void resize_subd_faces(int numfaces, int num_ngons, int numcorners); + void reserve_subd_faces(int numfaces, int num_ngons, int numcorners); void clear(); - void set_triangle(int i, int v0, int v1, int v2, int shader, bool smooth, bool forms_quad = false); - void add_triangle(int v0, int v1, int v2, int shader, bool smooth, bool forms_quad = false); + void add_vertex(float3 P); + void add_vertex_slow(float3 P); + void add_triangle(int v0, int v1, int v2, int shader, bool smooth); void add_curve_key(float3 loc, float radius); - void add_curve(int first_key, int num_keys, int shader); + void add_curve(int first_key, int shader); + void add_subd_face(int* corners, int num_corners, int shader_, bool smooth_); int split_vertex(int vertex); void compute_bounds(); @@ -136,9 +213,20 @@ public: void add_vertex_normals(); void pack_normals(Scene *scene, uint *shader, float4 *vnormal); - void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset); + void pack_verts(const vector<uint>& tri_prim_index, + uint4 *tri_vindex, + uint *tri_patch, + float2 *tri_patch_uv, + size_t vert_offset, + size_t tri_offset); void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset); - void compute_bvh(SceneParams *params, Progress *progress, int n, int total); + void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset); + + void compute_bvh(DeviceScene *dscene, + SceneParams *params, + Progress *progress, + int n, + int total); bool need_attribute(Scene *scene, AttributeStandard std); bool need_attribute(Scene *scene, ustring name); @@ -182,15 +270,41 @@ public: void update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes); void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); - void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); - void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); - void device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); - void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); - void device_update_displacement_images(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); + void device_free(Device *device, DeviceScene *dscene); void tag_update(Scene *scene); + +protected: + /* Calculate verts/triangles/curves offsets in global arrays. */ + void mesh_calc_offset(Scene *scene); + + void device_update_object(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress& progress); + + void device_update_mesh(Device *device, + DeviceScene *dscene, + Scene *scene, + bool for_displacement, + Progress& progress); + + void device_update_attributes(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress& progress); + + void device_update_bvh(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress& progress); + + void device_update_displacement_images(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress& progress); }; CCL_NAMESPACE_END diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp index d19bf2084d7..95f46ff02a2 100644 --- a/intern/cycles/render/mesh_displace.cpp +++ b/intern/cycles/render/mesh_displace.cpp @@ -60,8 +60,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me uint4 *d_input_data = d_input.resize(num_verts); size_t d_input_size = 0; - for(size_t i = 0; i < mesh->triangles.size(); i++) { - Mesh::Triangle t = mesh->triangles[i]; + size_t num_triangles = mesh->num_triangles(); + for(size_t i = 0; i < num_triangles; i++) { + Mesh::Triangle t = mesh->get_triangle(i); int shader_index = mesh->shader[i]; Shader *shader = (shader_index < mesh->used_shaders.size()) ? mesh->used_shaders[shader_index] : scene->default_surface; @@ -146,8 +147,8 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me float4 *offset = (float4*)d_output.data_pointer; Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - for(size_t i = 0; i < mesh->triangles.size(); i++) { - Mesh::Triangle t = mesh->triangles[i]; + for(size_t i = 0; i < num_triangles; i++) { + Mesh::Triangle t = mesh->get_triangle(i); int shader_index = mesh->shader[i]; Shader *shader = (shader_index < mesh->used_shaders.size()) ? mesh->used_shaders[shader_index] : scene->default_surface; diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp new file mode 100644 index 00000000000..fe8e41e8d35 --- /dev/null +++ b/intern/cycles/render/mesh_subdivision.cpp @@ -0,0 +1,224 @@ +/* + * Copyright 2011-2016 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "mesh.h" +#include "attribute.h" + +#include "subd_split.h" +#include "subd_patch.h" + +#include "util_foreach.h" + +CCL_NAMESPACE_BEGIN + +void Mesh::tessellate(DiagSplit *split) +{ + int num_faces = subd_faces.size(); + + Attribute *attr_vN = subd_attributes.find(ATTR_STD_VERTEX_NORMAL); + float3* vN = attr_vN->data_float3(); + + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(face.is_quad()) { + /* quad */ + LinearQuadPatch patch; + float3 *hull = patch.hull; + float3 *normals = patch.normals; + + patch.patch_index = face.ptex_offset; + patch.shader = face.shader; + + for(int i = 0; i < 4; i++) { + hull[i] = verts[subd_face_corners[face.start_corner+i]]; + } + + if(face.smooth) { + for(int i = 0; i < 4; i++) { + normals[i] = vN[subd_face_corners[face.start_corner+i]]; + } + } + else { + float3 N = face.normal(this); + for(int i = 0; i < 4; i++) { + normals[i] = N; + } + } + + swap(hull[2], hull[3]); + swap(normals[2], normals[3]); + + /* Quad faces need to be split at least once to line up with split ngons, we do this + * here in this manner because if we do it later edge factors may end up slightly off. + */ + QuadDice::SubPatch subpatch; + subpatch.patch = &patch; + + subpatch.P00 = make_float2(0.0f, 0.0f); + subpatch.P10 = make_float2(0.5f, 0.0f); + subpatch.P01 = make_float2(0.0f, 0.5f); + subpatch.P11 = make_float2(0.5f, 0.5f); + split->split_quad(&patch, &subpatch); + + subpatch.P00 = make_float2(0.5f, 0.0f); + subpatch.P10 = make_float2(1.0f, 0.0f); + subpatch.P01 = make_float2(0.5f, 0.5f); + subpatch.P11 = make_float2(1.0f, 0.5f); + split->split_quad(&patch, &subpatch); + + subpatch.P00 = make_float2(0.0f, 0.5f); + subpatch.P10 = make_float2(0.5f, 0.5f); + subpatch.P01 = make_float2(0.0f, 1.0f); + subpatch.P11 = make_float2(0.5f, 1.0f); + split->split_quad(&patch, &subpatch); + + subpatch.P00 = make_float2(0.5f, 0.5f); + subpatch.P10 = make_float2(1.0f, 0.5f); + subpatch.P01 = make_float2(0.5f, 1.0f); + subpatch.P11 = make_float2(1.0f, 1.0f); + split->split_quad(&patch, &subpatch); + } + else { + /* ngon */ + float3 center_vert = make_float3(0.0f, 0.0f, 0.0f); + float3 center_normal = make_float3(0.0f, 0.0f, 0.0f); + + float inv_num_corners = 1.0f/float(face.num_corners); + for(int corner = 0; corner < face.num_corners; corner++) { + center_vert += verts[subd_face_corners[face.start_corner + corner]] * inv_num_corners; + center_normal += vN[subd_face_corners[face.start_corner + corner]] * inv_num_corners; + } + + for(int corner = 0; corner < face.num_corners; corner++) { + LinearQuadPatch patch; + float3 *hull = patch.hull; + float3 *normals = patch.normals; + + patch.patch_index = face.ptex_offset + corner; + + patch.shader = face.shader; + + hull[0] = verts[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; + hull[1] = verts[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; + hull[2] = verts[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; + hull[3] = center_vert; + + hull[1] = (hull[1] + hull[0]) * 0.5; + hull[2] = (hull[2] + hull[0]) * 0.5; + + if(face.smooth) { + normals[0] = vN[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]]; + normals[1] = vN[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]]; + normals[2] = vN[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]]; + normals[3] = center_normal; + + normals[1] = (normals[1] + normals[0]) * 0.5; + normals[2] = (normals[2] + normals[0]) * 0.5; + } + else { + float3 N = face.normal(this); + for(int i = 0; i < 4; i++) { + normals[i] = N; + } + } + + split->split_quad(&patch); + } + } + } + + /* interpolate center points for attributes */ + foreach(Attribute& attr, subd_attributes.attributes) { + char* data = attr.data(); + size_t stride = attr.data_sizeof(); + int ngons = 0; + + switch(attr.element) { + case ATTR_ELEMENT_VERTEX: { + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(!face.is_quad()) { + char* center = data + (verts.size() - num_subd_verts + ngons) * stride; + attr.zero_data(center); + + float inv_num_corners = 1.0f / float(face.num_corners); + + for(int corner = 0; corner < face.num_corners; corner++) { + attr.add_with_weight(center, + data + subd_face_corners[face.start_corner + corner] * stride, + inv_num_corners); + } + + ngons++; + } + } + } break; + case ATTR_ELEMENT_VERTEX_MOTION: { + // TODO(mai): implement + } break; + case ATTR_ELEMENT_CORNER: { + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(!face.is_quad()) { + char* center = data + (subd_face_corners.size() + ngons) * stride; + attr.zero_data(center); + + float inv_num_corners = 1.0f / float(face.num_corners); + + for(int corner = 0; corner < face.num_corners; corner++) { + attr.add_with_weight(center, + data + (face.start_corner + corner) * stride, + inv_num_corners); + } + + ngons++; + } + } + } break; + case ATTR_ELEMENT_CORNER_BYTE: { + for(int f = 0; f < num_faces; f++) { + SubdFace& face = subd_faces[f]; + + if(!face.is_quad()) { + uchar* center = (uchar*)data + (subd_face_corners.size() + ngons) * stride; + + float inv_num_corners = 1.0f / float(face.num_corners); + float4 val = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + for(int corner = 0; corner < face.num_corners; corner++) { + for(int i = 0; i < 4; i++) { + val[i] += float(*(data + (face.start_corner + corner) * stride + i)) * inv_num_corners; + } + } + + for(int i = 0; i < 4; i++) { + center[i] = uchar(min(max(val[i], 0.0f), 255.0f)); + } + + ngons++; + } + } + } break; + default: break; + } + } +} + +CCL_NAMESPACE_END + diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index f75fef1c13e..cf366367873 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -19,8 +19,11 @@ #include "nodes.h" #include "scene.h" #include "svm.h" +#include "svm_color_util.h" +#include "svm_ramp_util.h" #include "svm_math_util.h" #include "osl.h" +#include "constant_fold.h" #include "util_sky_model.h" #include "util_foreach.h" @@ -30,64 +33,40 @@ CCL_NAMESPACE_BEGIN /* Texture Mapping */ -static ShaderEnum texture_mapping_type_init() -{ - ShaderEnum enm; - - enm.insert("Point", TextureMapping::POINT); - enm.insert("Texture", TextureMapping::TEXTURE); - enm.insert("Vector", TextureMapping::VECTOR); - enm.insert("Normal", TextureMapping::NORMAL); - - return enm; -} - -static ShaderEnum texture_mapping_mapping_init() -{ - ShaderEnum enm; - - enm.insert("None", TextureMapping::NONE); - enm.insert("X", TextureMapping::X); - enm.insert("Y", TextureMapping::Y); - enm.insert("Z", TextureMapping::Z); - - return enm; -} - -static ShaderEnum texture_mapping_projection_init() -{ - ShaderEnum enm; - - enm.insert("Flat", TextureMapping::FLAT); - enm.insert("Cube", TextureMapping::CUBE); - enm.insert("Tube", TextureMapping::TUBE); - enm.insert("Sphere", TextureMapping::SPHERE); - - return enm; -} - -ShaderEnum TextureMapping::type_enum = texture_mapping_type_init(); -ShaderEnum TextureMapping::mapping_enum = texture_mapping_mapping_init(); -ShaderEnum TextureMapping::projection_enum = texture_mapping_projection_init(); +#define TEXTURE_MAPPING_DEFINE(TextureNode) \ + SOCKET_POINT(tex_mapping.translation, "Translation", make_float3(0.0f, 0.0f, 0.0f)); \ + SOCKET_VECTOR(tex_mapping.rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f)); \ + SOCKET_VECTOR(tex_mapping.scale, "Scale", make_float3(1.0f, 1.0f, 1.0f)); \ + \ + SOCKET_VECTOR(tex_mapping.min, "Min", make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX)); \ + SOCKET_VECTOR(tex_mapping.max, "Max", make_float3(FLT_MAX, FLT_MAX, FLT_MAX)); \ + SOCKET_BOOLEAN(tex_mapping.use_minmax, "Use Min Max", false); \ + \ + static NodeEnum mapping_axis_enum; \ + mapping_axis_enum.insert("none", TextureMapping::NONE); \ + mapping_axis_enum.insert("x", TextureMapping::X); \ + mapping_axis_enum.insert("y", TextureMapping::Y); \ + mapping_axis_enum.insert("z", TextureMapping::Z); \ + SOCKET_ENUM(tex_mapping.x_mapping, "x_mapping", mapping_axis_enum, TextureMapping::X); \ + SOCKET_ENUM(tex_mapping.y_mapping, "y_mapping", mapping_axis_enum, TextureMapping::Y); \ + SOCKET_ENUM(tex_mapping.z_mapping, "z_mapping", mapping_axis_enum, TextureMapping::Z); \ + \ + static NodeEnum mapping_type_enum; \ + mapping_type_enum.insert("point", TextureMapping::POINT); \ + mapping_type_enum.insert("texture", TextureMapping::TEXTURE); \ + mapping_type_enum.insert("vector", TextureMapping::VECTOR); \ + mapping_type_enum.insert("normal", TextureMapping::NORMAL); \ + SOCKET_ENUM(tex_mapping.type, "Type", mapping_type_enum, TextureMapping::TEXTURE); \ + \ + static NodeEnum mapping_projection_enum; \ + mapping_projection_enum.insert("flat", TextureMapping::FLAT); \ + mapping_projection_enum.insert("cube", TextureMapping::CUBE); \ + mapping_projection_enum.insert("tube", TextureMapping::TUBE); \ + mapping_projection_enum.insert("sphere", TextureMapping::SPHERE); \ + SOCKET_ENUM(tex_mapping.projection, "Projection", mapping_projection_enum, TextureMapping::FLAT); TextureMapping::TextureMapping() { - translation = make_float3(0.0f, 0.0f, 0.0f); - rotation = make_float3(0.0f, 0.0f, 0.0f); - scale = make_float3(1.0f, 1.0f, 1.0f); - - min = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX); - max = make_float3(FLT_MAX, FLT_MAX, FLT_MAX); - - use_minmax = false; - - x_mapping = X; - y_mapping = Y; - z_mapping = Z; - - type = TEXTURE; - - projection = FLAT; } Transform TextureMapping::compute_transform() @@ -193,7 +172,7 @@ int TextureMapping::compile_begin(SVMCompiler& compiler, ShaderInput *vector_in) { if(!skip()) { int offset_in = compiler.stack_assign(vector_in); - int offset_out = compiler.stack_find_offset(SHADER_SOCKET_VECTOR); + int offset_out = compiler.stack_find_offset(SocketType::VECTOR); compile(compiler, offset_in, offset_out); @@ -206,7 +185,7 @@ int TextureMapping::compile_begin(SVMCompiler& compiler, ShaderInput *vector_in) void TextureMapping::compile_end(SVMCompiler& compiler, ShaderInput *vector_in, int vector_offset) { if(!skip()) { - compiler.stack_clear_offset(vector_in->type, vector_offset); + compiler.stack_clear_offset(vector_in->type(), vector_offset); } } @@ -222,72 +201,66 @@ void TextureMapping::compile(OSLCompiler &compiler) /* Image Texture */ -static ShaderEnum color_space_init() +NODE_DEFINE(ImageTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("image_texture", create, NodeType::SHADER); - enm.insert("None", 0); - enm.insert("Color", 1); + TEXTURE_MAPPING_DEFINE(ImageTextureNode); - return enm; -} + SOCKET_STRING(filename, "Filename", ustring("")); -static ShaderEnum image_projection_init() -{ - ShaderEnum enm; + static NodeEnum color_space_enum; + color_space_enum.insert("none", NODE_COLOR_SPACE_NONE); + color_space_enum.insert("color", NODE_COLOR_SPACE_COLOR); + SOCKET_ENUM(color_space, "Color Space", color_space_enum, NODE_COLOR_SPACE_COLOR); - enm.insert("Flat", NODE_IMAGE_PROJ_FLAT); - enm.insert("Box", NODE_IMAGE_PROJ_BOX); - enm.insert("Sphere", NODE_IMAGE_PROJ_SPHERE); - enm.insert("Tube", NODE_IMAGE_PROJ_TUBE); + SOCKET_BOOLEAN(use_alpha, "Use Alpha", true); - return enm; -} + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); -static const char* get_osl_interpolation_parameter(InterpolationType interpolation) -{ - switch(interpolation) { - case INTERPOLATION_CLOSEST: - return "closest"; - case INTERPOLATION_CUBIC: - return "cubic"; - case INTERPOLATION_SMART: - return "smart"; - case INTERPOLATION_LINEAR: - default: - return "linear"; - } -} + static NodeEnum extension_enum; + extension_enum.insert("periodic", EXTENSION_REPEAT); + extension_enum.insert("clamp", EXTENSION_EXTEND); + extension_enum.insert("black", EXTENSION_CLIP); + SOCKET_ENUM(extension, "Extension", extension_enum, EXTENSION_REPEAT); + + static NodeEnum projection_enum; + projection_enum.insert("flat", NODE_IMAGE_PROJ_FLAT); + projection_enum.insert("box", NODE_IMAGE_PROJ_BOX); + projection_enum.insert("sphere", NODE_IMAGE_PROJ_SPHERE); + projection_enum.insert("tube", NODE_IMAGE_PROJ_TUBE); + SOCKET_ENUM(projection, "Projection", projection_enum, NODE_IMAGE_PROJ_FLAT); + + SOCKET_FLOAT(projection_blend, "Projection Blend", 0.0f); -ShaderEnum ImageTextureNode::color_space_enum = color_space_init(); -ShaderEnum ImageTextureNode::projection_enum = image_projection_init(); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_UV); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} ImageTextureNode::ImageTextureNode() -: ImageSlotTextureNode("image_texture") +: ImageSlotTextureNode(node_type) { image_manager = NULL; slot = -1; is_float = -1; is_linear = false; - use_alpha = true; - filename = ""; builtin_data = NULL; - color_space = ustring("Color"); - projection = ustring("Flat"); - interpolation = INTERPOLATION_LINEAR; - extension = EXTENSION_REPEAT; - projection_blend = 0.0f; animated = false; - - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Alpha", SHADER_SOCKET_FLOAT); } ImageTextureNode::~ImageTextureNode() { if(image_manager) { - image_manager->remove_image(filename, + image_manager->remove_image(filename.string(), builtin_data, interpolation, extension); @@ -328,7 +301,7 @@ void ImageTextureNode::compile(SVMCompiler& compiler) image_manager = compiler.image_manager; if(is_float == -1) { bool is_float_bool; - slot = image_manager->add_image(filename, + slot = image_manager->add_image(filename.string(), builtin_data, animated, 0, @@ -341,10 +314,10 @@ void ImageTextureNode::compile(SVMCompiler& compiler) } if(slot != -1) { - int srgb = (is_linear || color_space != "Color")? 0: 1; + int srgb = (is_linear || color_space != NODE_COLOR_SPACE_COLOR)? 0: 1; int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - if(projection != "Box") { + if(projection != NODE_IMAGE_PROJ_BOX) { compiler.add_node(NODE_TEX_IMAGE, slot, compiler.encode_uchar4( @@ -352,7 +325,7 @@ void ImageTextureNode::compile(SVMCompiler& compiler) compiler.stack_assign_if_linked(color_out), compiler.stack_assign_if_linked(alpha_out), srgb), - projection_enum[projection]); + projection); } else { compiler.add_node(NODE_TEX_IMAGE_BOX, @@ -390,13 +363,13 @@ void ImageTextureNode::compile(OSLCompiler& compiler) if(is_float == -1) { if(builtin_data == NULL) { ImageManager::ImageDataType type; - type = image_manager->get_image_metadata(filename, NULL, is_linear); + type = image_manager->get_image_metadata(filename.string(), NULL, is_linear); if(type == ImageManager::IMAGE_DATA_TYPE_FLOAT || type == ImageManager::IMAGE_DATA_TYPE_FLOAT4) is_float = 1; } else { bool is_float_bool; - slot = image_manager->add_image(filename, + slot = image_manager->add_image(filename.string(), builtin_data, animated, 0, @@ -410,7 +383,7 @@ void ImageTextureNode::compile(OSLCompiler& compiler) } if(slot == -1) { - compiler.parameter("filename", filename.c_str()); + compiler.parameter(this, "filename"); } else { /* TODO(sergey): It's not so simple to pass custom attribute @@ -421,71 +394,72 @@ void ImageTextureNode::compile(OSLCompiler& compiler) */ compiler.parameter("filename", string_printf("@%d", slot).c_str()); } - if(is_linear || color_space != "Color") - compiler.parameter("color_space", "Linear"); + if(is_linear || color_space != NODE_COLOR_SPACE_COLOR) + compiler.parameter("color_space", "linear"); else compiler.parameter("color_space", "sRGB"); - compiler.parameter("projection", projection); - compiler.parameter("projection_blend", projection_blend); + compiler.parameter(this, "projection"); + compiler.parameter(this, "projection_blend"); compiler.parameter("is_float", is_float); compiler.parameter("use_alpha", !alpha_out->links.empty()); - compiler.parameter("interpolation", get_osl_interpolation_parameter(interpolation)); - - switch(extension) { - case EXTENSION_EXTEND: - compiler.parameter("wrap", "clamp"); - break; - case EXTENSION_CLIP: - compiler.parameter("wrap", "black"); - break; - case EXTENSION_REPEAT: - default: - compiler.parameter("wrap", "periodic"); - break; - } + compiler.parameter(this, "interpolation"); + compiler.parameter(this, "extension"); compiler.add(this, "node_image_texture"); } /* Environment Texture */ -static ShaderEnum env_projection_init() +NODE_DEFINE(EnvironmentTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("environment_texture", create, NodeType::SHADER); - enm.insert("Equirectangular", 0); - enm.insert("Mirror Ball", 1); + TEXTURE_MAPPING_DEFINE(EnvironmentTextureNode); - return enm; -} + SOCKET_STRING(filename, "Filename", ustring("")); + + static NodeEnum color_space_enum; + color_space_enum.insert("none", NODE_COLOR_SPACE_NONE); + color_space_enum.insert("color", NODE_COLOR_SPACE_COLOR); + SOCKET_ENUM(color_space, "Color Space", color_space_enum, NODE_COLOR_SPACE_COLOR); + + SOCKET_BOOLEAN(use_alpha, "Use Alpha", true); + + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + static NodeEnum projection_enum; + projection_enum.insert("equirectangular", NODE_ENVIRONMENT_EQUIRECTANGULAR); + projection_enum.insert("mirror_ball", NODE_ENVIRONMENT_MIRROR_BALL); + SOCKET_ENUM(projection, "Projection", projection_enum, NODE_ENVIRONMENT_EQUIRECTANGULAR); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION); -ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init(); -ShaderEnum EnvironmentTextureNode::projection_enum = env_projection_init(); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} EnvironmentTextureNode::EnvironmentTextureNode() -: ImageSlotTextureNode("environment_texture") +: ImageSlotTextureNode(node_type) { image_manager = NULL; slot = -1; is_float = -1; is_linear = false; - use_alpha = true; - filename = ""; builtin_data = NULL; - color_space = ustring("Color"); - interpolation = INTERPOLATION_LINEAR; - projection = ustring("Equirectangular"); animated = false; - - add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Alpha", SHADER_SOCKET_FLOAT); } EnvironmentTextureNode::~EnvironmentTextureNode() { if(image_manager) { - image_manager->remove_image(filename, + image_manager->remove_image(filename.string(), builtin_data, interpolation, EXTENSION_REPEAT); @@ -524,7 +498,7 @@ void EnvironmentTextureNode::compile(SVMCompiler& compiler) image_manager = compiler.image_manager; if(slot == -1) { bool is_float_bool; - slot = image_manager->add_image(filename, + slot = image_manager->add_image(filename.string(), builtin_data, animated, 0, @@ -537,7 +511,7 @@ void EnvironmentTextureNode::compile(SVMCompiler& compiler) } if(slot != -1) { - int srgb = (is_linear || color_space != "Color")? 0: 1; + int srgb = (is_linear || color_space != NODE_COLOR_SPACE_COLOR)? 0: 1; int vector_offset = tex_mapping.compile_begin(compiler, vector_in); compiler.add_node(NODE_TEX_ENVIRONMENT, @@ -547,7 +521,7 @@ void EnvironmentTextureNode::compile(SVMCompiler& compiler) compiler.stack_assign_if_linked(color_out), compiler.stack_assign_if_linked(alpha_out), srgb), - projection_enum[projection]); + projection); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -577,13 +551,13 @@ void EnvironmentTextureNode::compile(OSLCompiler& compiler) if(is_float == -1) { if(builtin_data == NULL) { ImageManager::ImageDataType type; - type = image_manager->get_image_metadata(filename, NULL, is_linear); + type = image_manager->get_image_metadata(filename.string(), NULL, is_linear); if(type == ImageManager::IMAGE_DATA_TYPE_FLOAT || type == ImageManager::IMAGE_DATA_TYPE_FLOAT4) is_float = 1; } else { bool is_float_bool; - slot = image_manager->add_image(filename, + slot = image_manager->add_image(filename.string(), builtin_data, animated, 0, @@ -597,19 +571,18 @@ void EnvironmentTextureNode::compile(OSLCompiler& compiler) } if(slot == -1) { - compiler.parameter("filename", filename.c_str()); + compiler.parameter(this, "filename"); } else { compiler.parameter("filename", string_printf("@%d", slot).c_str()); } - compiler.parameter("projection", projection); - if(is_linear || color_space != "Color") - compiler.parameter("color_space", "Linear"); + compiler.parameter(this, "projection"); + if(is_linear || color_space != NODE_COLOR_SPACE_COLOR) + compiler.parameter("color_space", "linear"); else compiler.parameter("color_space", "sRGB"); - compiler.parameter("interpolation", get_osl_interpolation_parameter(interpolation)); - + compiler.parameter(this, "interpolation"); compiler.parameter("is_float", is_float); compiler.parameter("use_alpha", !alpha_out->links.empty()); compiler.add(this, "node_environment_texture"); @@ -640,10 +613,10 @@ static float sky_perez_function(float lam[6], float theta, float gamma) static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity) { /* - * We re-use the SunSky struct of the new model, to avoid extra variables - * zenith_Y/x/y is now radiance_x/y/z - * perez_Y/x/y is now config_x/y/z - */ + * We re-use the SunSky struct of the new model, to avoid extra variables + * zenith_Y/x/y is now radiance_x/y/z + * perez_Y/x/y is now config_x/y/z + */ float2 spherical = sky_spherical_coordinates(dir); float theta = spherical.x; @@ -738,29 +711,31 @@ static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidi arhosekskymodelstate_free(sky_state); } -static ShaderEnum sky_type_init() +NODE_DEFINE(SkyTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("sky_texture", create, NodeType::SHADER); - enm.insert("Preetham", NODE_SKY_OLD); - enm.insert("Hosek / Wilkie", NODE_SKY_NEW); + TEXTURE_MAPPING_DEFINE(SkyTextureNode); - return enm; -} + static NodeEnum type_enum; + type_enum.insert("preetham", NODE_SKY_OLD); + type_enum.insert("hosek_wilkie", NODE_SKY_NEW); + SOCKET_ENUM(type, "Type", type_enum, NODE_SKY_NEW); -ShaderEnum SkyTextureNode::type_enum = sky_type_init(); + SOCKET_VECTOR(sun_direction, "Sun Direction", make_float3(0.0f, 0.0f, 1.0f)); + SOCKET_FLOAT(turbidity, "Turbidity", 2.2f); + SOCKET_FLOAT(ground_albedo, "Ground Albedo", 0.3f); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} SkyTextureNode::SkyTextureNode() -: TextureNode("sky_texture") +: TextureNode(node_type) { - type = ustring("Hosek / Wilkie"); - - sun_direction = make_float3(0.0f, 0.0f, 1.0f); - turbidity = 2.2f; - ground_albedo = 0.3f; - - add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION); - add_output("Color", SHADER_SOCKET_COLOR); } void SkyTextureNode::compile(SVMCompiler& compiler) @@ -769,18 +744,17 @@ void SkyTextureNode::compile(SVMCompiler& compiler) ShaderOutput *color_out = output("Color"); SunSky sunsky; - if(type_enum[type] == NODE_SKY_OLD) + if(type == NODE_SKY_OLD) sky_texture_precompute_old(&sunsky, sun_direction, turbidity); - else if(type_enum[type] == NODE_SKY_NEW) + else if(type == NODE_SKY_NEW) sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo); else assert(false); int vector_offset = tex_mapping.compile_begin(compiler, vector_in); - int sky_model = type_enum[type]; compiler.stack_assign(color_out); - compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), sky_model); + compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), type); compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), __float_as_uint(sunsky.radiance_y)); compiler.add_node(__float_as_uint(sunsky.radiance_z), __float_as_uint(sunsky.config_x[0]), __float_as_uint(sunsky.config_x[1]), __float_as_uint(sunsky.config_x[2])); compiler.add_node(__float_as_uint(sunsky.config_x[3]), __float_as_uint(sunsky.config_x[4]), __float_as_uint(sunsky.config_x[5]), __float_as_uint(sunsky.config_x[6])); @@ -798,15 +772,14 @@ void SkyTextureNode::compile(OSLCompiler& compiler) tex_mapping.compile(compiler); SunSky sunsky; - - if(type_enum[type] == NODE_SKY_OLD) + if(type == NODE_SKY_OLD) sky_texture_precompute_old(&sunsky, sun_direction, turbidity); - else if(type_enum[type] == NODE_SKY_NEW) + else if(type == NODE_SKY_NEW) sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo); else assert(false); - compiler.parameter("sky_model", type); + compiler.parameter(this, "type"); compiler.parameter("theta", sunsky.theta); compiler.parameter("phi", sunsky.phi); compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z)); @@ -818,31 +791,33 @@ void SkyTextureNode::compile(OSLCompiler& compiler) /* Gradient Texture */ -static ShaderEnum gradient_type_init() +NODE_DEFINE(GradientTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("gradient_texture", create, NodeType::SHADER); - enm.insert("Linear", NODE_BLEND_LINEAR); - enm.insert("Quadratic", NODE_BLEND_QUADRATIC); - enm.insert("Easing", NODE_BLEND_EASING); - enm.insert("Diagonal", NODE_BLEND_DIAGONAL); - enm.insert("Radial", NODE_BLEND_RADIAL); - enm.insert("Quadratic Sphere", NODE_BLEND_QUADRATIC_SPHERE); - enm.insert("Spherical", NODE_BLEND_SPHERICAL); + TEXTURE_MAPPING_DEFINE(GradientTextureNode); - return enm; -} + static NodeEnum type_enum; + type_enum.insert("linear", NODE_BLEND_LINEAR); + type_enum.insert("quadratic", NODE_BLEND_QUADRATIC); + type_enum.insert("easing", NODE_BLEND_EASING); + type_enum.insert("diagonal", NODE_BLEND_DIAGONAL); + type_enum.insert("radial", NODE_BLEND_RADIAL); + type_enum.insert("quadratic_sphere", NODE_BLEND_QUADRATIC_SPHERE); + type_enum.insert("spherical", NODE_BLEND_SPHERICAL); + SOCKET_ENUM(type, "Type", type_enum, NODE_BLEND_LINEAR); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); -ShaderEnum GradientTextureNode::type_enum = gradient_type_init(); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} GradientTextureNode::GradientTextureNode() -: TextureNode("gradient_texture") +: TextureNode(node_type) { - type = ustring("Linear"); - - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); } void GradientTextureNode::compile(SVMCompiler& compiler) @@ -855,7 +830,7 @@ void GradientTextureNode::compile(SVMCompiler& compiler) compiler.add_node(NODE_TEX_GRADIENT, compiler.encode_uchar4( - type_enum[type], + type, vector_offset, compiler.stack_assign_if_linked(fac_out), compiler.stack_assign_if_linked(color_out))); @@ -867,22 +842,32 @@ void GradientTextureNode::compile(OSLCompiler& compiler) { tex_mapping.compile(compiler); - compiler.parameter("Type", type); + compiler.parameter(this, "type"); compiler.add(this, "node_gradient_texture"); } /* Noise Texture */ -NoiseTextureNode::NoiseTextureNode() -: TextureNode("noise_texture") +NODE_DEFINE(NoiseTextureNode) { - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f); - add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f); + NodeType* type = NodeType::add("noise_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(NoiseTextureNode); + + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); +NoiseTextureNode::NoiseTextureNode() +: TextureNode(node_type) +{ } void NoiseTextureNode::compile(SVMCompiler& compiler) @@ -906,9 +891,9 @@ void NoiseTextureNode::compile(SVMCompiler& compiler) compiler.stack_assign_if_linked(color_out), compiler.stack_assign_if_linked(fac_out))); compiler.add_node( - __float_as_int(scale_in->value.x), - __float_as_int(detail_in->value.x), - __float_as_int(distortion_in->value.x)); + __float_as_int(scale), + __float_as_int(detail), + __float_as_int(distortion)); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -922,28 +907,29 @@ void NoiseTextureNode::compile(OSLCompiler& compiler) /* Voronoi Texture */ -static ShaderEnum voronoi_coloring_init() +NODE_DEFINE(VoronoiTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("voronoi_texture", create, NodeType::SHADER); - enm.insert("Intensity", NODE_VORONOI_INTENSITY); - enm.insert("Cells", NODE_VORONOI_CELLS); + TEXTURE_MAPPING_DEFINE(VoronoiTextureNode); - return enm; -} + static NodeEnum coloring_enum; + coloring_enum.insert("intensity", NODE_VORONOI_INTENSITY); + coloring_enum.insert("cells", NODE_VORONOI_CELLS); + SOCKET_ENUM(coloring, "Coloring", coloring_enum, NODE_VORONOI_INTENSITY); -ShaderEnum VoronoiTextureNode::coloring_enum = voronoi_coloring_init(); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); -VoronoiTextureNode::VoronoiTextureNode() -: TextureNode("voronoi_texture") -{ - coloring = ustring("Intensity"); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); - add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); + return type; +} - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); +VoronoiTextureNode::VoronoiTextureNode() +: TextureNode(node_type) +{ } void VoronoiTextureNode::compile(SVMCompiler& compiler) @@ -956,13 +942,13 @@ void VoronoiTextureNode::compile(SVMCompiler& compiler) int vector_offset = tex_mapping.compile_begin(compiler, vector_in); compiler.add_node(NODE_TEX_VORONOI, - coloring_enum[coloring], + coloring, compiler.encode_uchar4( compiler.stack_assign_if_linked(scale_in), vector_offset, compiler.stack_assign(fac_out), compiler.stack_assign(color_out)), - __float_as_int(scale_in->value.x)); + __float_as_int(scale)); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -971,42 +957,43 @@ void VoronoiTextureNode::compile(OSLCompiler& compiler) { tex_mapping.compile(compiler); - compiler.parameter("Coloring", coloring); + compiler.parameter(this, "coloring"); compiler.add(this, "node_voronoi_texture"); } /* Musgrave Texture */ -static ShaderEnum musgrave_type_init() +NODE_DEFINE(MusgraveTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("musgrave_texture", create, NodeType::SHADER); - enm.insert("Multifractal", NODE_MUSGRAVE_MULTIFRACTAL); - enm.insert("fBM", NODE_MUSGRAVE_FBM); - enm.insert("Hybrid Multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); - enm.insert("Ridged Multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); - enm.insert("Hetero Terrain", NODE_MUSGRAVE_HETERO_TERRAIN); + TEXTURE_MAPPING_DEFINE(MusgraveTextureNode); - return enm; -} + static NodeEnum type_enum; + type_enum.insert("multifractal", NODE_MUSGRAVE_MULTIFRACTAL); + type_enum.insert("fBM", NODE_MUSGRAVE_FBM); + type_enum.insert("hybrid_multifractal", NODE_MUSGRAVE_HYBRID_MULTIFRACTAL); + type_enum.insert("ridged_multifractal", NODE_MUSGRAVE_RIDGED_MULTIFRACTAL); + type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); + SOCKET_ENUM(type, "Type", type_enum, NODE_MUSGRAVE_FBM); -ShaderEnum MusgraveTextureNode::type_enum = musgrave_type_init(); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(dimension, "Dimension", 2.0f); + SOCKET_IN_FLOAT(lacunarity, "Lacunarity", 1.0f); + SOCKET_IN_FLOAT(offset, "Offset", 0.0f); + SOCKET_IN_FLOAT(gain, "Gain", 1.0f); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); -MusgraveTextureNode::MusgraveTextureNode() -: TextureNode("musgrave_texture") -{ - type = ustring("fBM"); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); - add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f); - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - add_input("Dimension", SHADER_SOCKET_FLOAT, 2.0f); - add_input("Lacunarity", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f); + return type; +} - add_output("Fac", SHADER_SOCKET_FLOAT); - add_output("Color", SHADER_SOCKET_COLOR); +MusgraveTextureNode::MusgraveTextureNode() +: TextureNode(node_type) +{ } void MusgraveTextureNode::compile(SVMCompiler& compiler) @@ -1025,7 +1012,7 @@ void MusgraveTextureNode::compile(SVMCompiler& compiler) compiler.add_node(NODE_TEX_MUSGRAVE, compiler.encode_uchar4( - type_enum[type], + type, vector_offset, compiler.stack_assign_if_linked(color_out), compiler.stack_assign_if_linked(fac_out)), @@ -1037,12 +1024,12 @@ void MusgraveTextureNode::compile(SVMCompiler& compiler) compiler.encode_uchar4( compiler.stack_assign_if_linked(gain_in), compiler.stack_assign_if_linked(scale_in))); - compiler.add_node(__float_as_int(dimension_in->value.x), - __float_as_int(lacunarity_in->value.x), - __float_as_int(detail_in->value.x), - __float_as_int(offset_in->value.x)); - compiler.add_node(__float_as_int(gain_in->value.x), - __float_as_int(scale_in->value.x)); + compiler.add_node(__float_as_int(dimension), + __float_as_int(lacunarity), + __float_as_int(detail), + __float_as_int(offset)); + compiler.add_node(__float_as_int(gain), + __float_as_int(scale)); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -1051,50 +1038,43 @@ void MusgraveTextureNode::compile(OSLCompiler& compiler) { tex_mapping.compile(compiler); - compiler.parameter("Type", type); - + compiler.parameter(this, "type"); compiler.add(this, "node_musgrave_texture"); } /* Wave Texture */ -static ShaderEnum wave_type_init() +NODE_DEFINE(WaveTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("wave_texture", create, NodeType::SHADER); - enm.insert("Bands", NODE_WAVE_BANDS); - enm.insert("Rings", NODE_WAVE_RINGS); + TEXTURE_MAPPING_DEFINE(WaveTextureNode); - return enm; -} + static NodeEnum type_enum; + type_enum.insert("bands", NODE_WAVE_BANDS); + type_enum.insert("rings", NODE_WAVE_RINGS); + SOCKET_ENUM(type, "Type", type_enum, NODE_WAVE_BANDS); -static ShaderEnum wave_profile_init() -{ - ShaderEnum enm; + static NodeEnum profile_enum; + profile_enum.insert("sine", NODE_WAVE_PROFILE_SIN); + profile_enum.insert("saw", NODE_WAVE_PROFILE_SAW); + SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN); - enm.insert("Sine", NODE_WAVE_PROFILE_SIN); - enm.insert("Saw", NODE_WAVE_PROFILE_SAW); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); + SOCKET_IN_FLOAT(detail, "Detail", 2.0f); + SOCKET_IN_FLOAT(detail_scale, "Detail Scale", 0.0f); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); - return enm; -} + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); -ShaderEnum WaveTextureNode::type_enum = wave_type_init(); -ShaderEnum WaveTextureNode::profile_enum = wave_profile_init(); + return type; +} WaveTextureNode::WaveTextureNode() -: TextureNode("wave_texture") +: TextureNode(node_type) { - type = ustring("Bands"); - profile = ustring("Sine"); - - add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Distortion", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Detail", SHADER_SOCKET_FLOAT, 2.0f); - add_input("Detail Scale", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); } void WaveTextureNode::compile(SVMCompiler& compiler) @@ -1111,7 +1091,7 @@ void WaveTextureNode::compile(SVMCompiler& compiler) compiler.add_node(NODE_TEX_WAVE, compiler.encode_uchar4( - type_enum[type], + type, compiler.stack_assign_if_linked(color_out), compiler.stack_assign_if_linked(fac_out), compiler.stack_assign_if_linked(dscale_in)), @@ -1120,13 +1100,13 @@ void WaveTextureNode::compile(SVMCompiler& compiler) compiler.stack_assign_if_linked(scale_in), compiler.stack_assign_if_linked(detail_in), compiler.stack_assign_if_linked(distortion_in)), - profile_enum[profile]); + profile); compiler.add_node( - __float_as_int(scale_in->value.x), - __float_as_int(detail_in->value.x), - __float_as_int(distortion_in->value.x), - __float_as_int(dscale_in->value.x)); + __float_as_int(scale), + __float_as_int(detail), + __float_as_int(distortion), + __float_as_int(detail_scale)); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -1135,25 +1115,35 @@ void WaveTextureNode::compile(OSLCompiler& compiler) { tex_mapping.compile(compiler); - compiler.parameter("Type", type); - compiler.parameter("Profile", profile); + compiler.parameter(this, "type"); + compiler.parameter(this, "profile"); compiler.add(this, "node_wave_texture"); } /* Magic Texture */ -MagicTextureNode::MagicTextureNode() -: TextureNode("magic_texture") +NODE_DEFINE(MagicTextureNode) { - depth = 2; + NodeType* type = NodeType::add("magic_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(MagicTextureNode); + + SOCKET_INT(depth, "Depth", 2); - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f); - add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f); + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(distortion, "Distortion", 1.0f); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +MagicTextureNode::MagicTextureNode() +: TextureNode(node_type) +{ } void MagicTextureNode::compile(SVMCompiler& compiler) @@ -1176,8 +1166,8 @@ void MagicTextureNode::compile(SVMCompiler& compiler) compiler.stack_assign_if_linked(scale_in), compiler.stack_assign_if_linked(distortion_in))); compiler.add_node( - __float_as_int(scale_in->value.x), - __float_as_int(distortion_in->value.x)); + __float_as_int(scale), + __float_as_int(distortion)); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -1186,22 +1176,32 @@ void MagicTextureNode::compile(OSLCompiler& compiler) { tex_mapping.compile(compiler); - compiler.parameter("Depth", depth); + compiler.parameter(this, "depth"); compiler.add(this, "node_magic_texture"); } /* Checker Texture */ -CheckerTextureNode::CheckerTextureNode() -: TextureNode("checker_texture") +NODE_DEFINE(CheckerTextureNode) { - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - add_input("Color1", SHADER_SOCKET_COLOR); - add_input("Color2", SHADER_SOCKET_COLOR); - add_input("Scale", SHADER_SOCKET_FLOAT, 1.0f); + NodeType* type = NodeType::add("checker_texture", create, NodeType::SHADER); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); + TEXTURE_MAPPING_DEFINE(CheckerTextureNode); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_COLOR(color1, "Color1", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color2, "Color2", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +CheckerTextureNode::CheckerTextureNode() +: TextureNode(node_type) +{ } void CheckerTextureNode::compile(SVMCompiler& compiler) @@ -1225,7 +1225,7 @@ void CheckerTextureNode::compile(SVMCompiler& compiler) compiler.encode_uchar4( compiler.stack_assign_if_linked(color_out), compiler.stack_assign_if_linked(fac_out)), - __float_as_int(scale_in->value.x)); + __float_as_int(scale)); tex_mapping.compile_end(compiler, vector_in, vector_offset); } @@ -1239,26 +1239,37 @@ void CheckerTextureNode::compile(OSLCompiler& compiler) /* Brick Texture */ -BrickTextureNode::BrickTextureNode() -: TextureNode("brick_texture") +NODE_DEFINE(BrickTextureNode) { - offset = 0.5f; - offset_frequency = 2; - squash = 1.0f; - squash_frequency = 2; - - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); - add_input("Color1", SHADER_SOCKET_COLOR); - add_input("Color2", SHADER_SOCKET_COLOR); - add_input("Mortar", SHADER_SOCKET_COLOR); - add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f); - add_input("Mortar Size", SHADER_SOCKET_FLOAT, 0.02f); - add_input("Bias", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Brick Width", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Row Height", SHADER_SOCKET_FLOAT, 0.25f); + NodeType* type = NodeType::add("brick_texture", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(BrickTextureNode); + + SOCKET_FLOAT(offset, "Offset", 0.5f); + SOCKET_INT(offset_frequency, "Offset Frequency", 2); + SOCKET_FLOAT(squash, "Squash", 1.0f); + SOCKET_INT(squash_frequency, "Squash Frequency", 2); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + + SOCKET_IN_COLOR(color1, "Color1", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color2, "Color2", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(mortar, "Mortar", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_FLOAT(scale, "Scale", 5.0f); + SOCKET_IN_FLOAT(mortar_size, "Mortar Size", 0.02f); + SOCKET_IN_FLOAT(bias, "Bias", 0.0f); + SOCKET_IN_FLOAT(brick_width, "Brick Width", 0.5f); + SOCKET_IN_FLOAT(row_height, "Row Height", 0.25f); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Fac", SHADER_SOCKET_FLOAT); + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + +BrickTextureNode::BrickTextureNode() +: TextureNode(node_type) +{ } void BrickTextureNode::compile(SVMCompiler& compiler) @@ -1295,12 +1306,12 @@ void BrickTextureNode::compile(SVMCompiler& compiler) compiler.stack_assign_if_linked(fac_out))); compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency), - __float_as_int(scale_in->value.x), - __float_as_int(mortar_size_in->value.x), - __float_as_int(bias_in->value.x)); + __float_as_int(scale), + __float_as_int(mortar_size), + __float_as_int(bias)); - compiler.add_node(__float_as_int(brick_width_in->value.x), - __float_as_int(row_height_in->value.x), + compiler.add_node(__float_as_int(brick_width), + __float_as_int(row_height), __float_as_int(offset), __float_as_int(squash)); @@ -1311,48 +1322,55 @@ void BrickTextureNode::compile(OSLCompiler& compiler) { tex_mapping.compile(compiler); - compiler.parameter("Offset", offset); - compiler.parameter("OffsetFrequency", offset_frequency); - compiler.parameter("Squash", squash); - compiler.parameter("SquashFrequency", squash_frequency); + compiler.parameter(this, "offset"); + compiler.parameter(this, "offset_frequency"); + compiler.parameter(this, "squash"); + compiler.parameter(this, "squash_frequency"); compiler.add(this, "node_brick_texture"); } /* Point Density Texture */ -static ShaderEnum point_density_space_init() +NODE_DEFINE(PointDensityTextureNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("point_density_texture", create, NodeType::SHADER); - enm.insert("Object", NODE_TEX_VOXEL_SPACE_OBJECT); - enm.insert("World", NODE_TEX_VOXEL_SPACE_WORLD); + SOCKET_STRING(filename, "Filename", ustring("")); - return enm; -} + static NodeEnum space_enum; + space_enum.insert("object", NODE_TEX_VOXEL_SPACE_OBJECT); + space_enum.insert("world", NODE_TEX_VOXEL_SPACE_WORLD); + SOCKET_ENUM(space, "Space", space_enum, NODE_TEX_VOXEL_SPACE_OBJECT); -ShaderEnum PointDensityTextureNode::space_enum = point_density_space_init(); + static NodeEnum interpolation_enum; + interpolation_enum.insert("closest", INTERPOLATION_CLOSEST); + interpolation_enum.insert("linear", INTERPOLATION_LINEAR); + interpolation_enum.insert("cubic", INTERPOLATION_CUBIC); + interpolation_enum.insert("smart", INTERPOLATION_SMART); + SOCKET_ENUM(interpolation, "Interpolation", interpolation_enum, INTERPOLATION_LINEAR); + + SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION); + + SOCKET_OUT_FLOAT(density, "Density"); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} PointDensityTextureNode::PointDensityTextureNode() -: ShaderNode("point_density") +: ShaderNode(node_type) { image_manager = NULL; slot = -1; - filename = ""; - space = ustring("Object"); builtin_data = NULL; - interpolation = INTERPOLATION_LINEAR; - - tfm = transform_identity(); - - add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::POSITION); - add_output("Density", SHADER_SOCKET_FLOAT); - add_output("Color", SHADER_SOCKET_COLOR); } PointDensityTextureNode::~PointDensityTextureNode() { if(image_manager) { - image_manager->remove_image(filename, + image_manager->remove_image(filename.string(), builtin_data, interpolation, EXTENSION_CLIP); @@ -1390,7 +1408,7 @@ void PointDensityTextureNode::compile(SVMCompiler& compiler) if(use_density || use_color) { if(slot == -1) { bool is_float, is_linear; - slot = image_manager->add_image(filename, builtin_data, + slot = image_manager->add_image(filename.string(), builtin_data, false, 0, is_float, is_linear, interpolation, @@ -1405,8 +1423,8 @@ void PointDensityTextureNode::compile(SVMCompiler& compiler) compiler.encode_uchar4(compiler.stack_assign(vector_in), compiler.stack_assign_if_linked(density_out), compiler.stack_assign_if_linked(color_out), - space_enum[space])); - if(space == "World") { + space)); + if(space == NODE_TEX_VOXEL_SPACE_WORLD) { compiler.add_node(tfm.x); compiler.add_node(tfm.y); compiler.add_node(tfm.z); @@ -1442,7 +1460,7 @@ void PointDensityTextureNode::compile(OSLCompiler& compiler) if(use_density || use_color) { if(slot == -1) { bool is_float, is_linear; - slot = image_manager->add_image(filename, builtin_data, + slot = image_manager->add_image(filename.string(), builtin_data, false, 0, is_float, is_linear, interpolation, @@ -1453,37 +1471,34 @@ void PointDensityTextureNode::compile(OSLCompiler& compiler) if(slot != -1) { compiler.parameter("filename", string_printf("@%d", slot).c_str()); } - if(space == "World") { + if(space == NODE_TEX_VOXEL_SPACE_WORLD) { compiler.parameter("mapping", transform_transpose(tfm)); compiler.parameter("use_mapping", 1); } - switch(interpolation) { - case INTERPOLATION_CLOSEST: - compiler.parameter("interpolation", "closest"); - break; - case INTERPOLATION_CUBIC: - compiler.parameter("interpolation", "cubic"); - break; - case INTERPOLATION_LINEAR: - default: - compiler.parameter("interpolation", "linear"); - break; - } - + compiler.parameter(this, "interpolation"); compiler.add(this, "node_voxel_texture"); } } /* Normal */ -NormalNode::NormalNode() -: ShaderNode("normal") +NODE_DEFINE(NormalNode) { - direction = make_float3(0.0f, 0.0f, 1.0f); + NodeType* type = NodeType::add("normal", create, NodeType::SHADER); + + SOCKET_VECTOR(direction, "direction", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f)); - add_input("Normal", SHADER_SOCKET_NORMAL); - add_output("Normal", SHADER_SOCKET_NORMAL); - add_output("Dot", SHADER_SOCKET_FLOAT); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_FLOAT(dot, "Dot"); + + return type; +} + +NormalNode::NormalNode() +: ShaderNode(node_type) +{ } void NormalNode::compile(SVMCompiler& compiler) @@ -1504,17 +1519,27 @@ void NormalNode::compile(SVMCompiler& compiler) void NormalNode::compile(OSLCompiler& compiler) { - compiler.parameter_normal("Direction", direction); + compiler.parameter(this, "direction"); compiler.add(this, "node_normal"); } /* Mapping */ +NODE_DEFINE(MappingNode) +{ + NodeType* type = NodeType::add("mapping", create, NodeType::SHADER); + + TEXTURE_MAPPING_DEFINE(MappingNode); + + SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_OUT_POINT(vector, "Vector"); + + return type; +} + MappingNode::MappingNode() -: ShaderNode("mapping") +: ShaderNode(node_type) { - add_input("Vector", SHADER_SOCKET_POINT); - add_output("Vector", SHADER_SOCKET_POINT); } void MappingNode::compile(SVMCompiler& compiler) @@ -1536,146 +1561,170 @@ void MappingNode::compile(OSLCompiler& compiler) compiler.add(this, "node_mapping"); } +/* RGBToBW */ + +NODE_DEFINE(RGBToBWNode) +{ + NodeType* type = NodeType::add("rgb_to_bw", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_OUT_FLOAT(val, "Val"); + + return type; +} + +RGBToBWNode::RGBToBWNode() +: ShaderNode(node_type) +{ +} + +void RGBToBWNode::constant_fold(const ConstantFolder& folder) +{ + if(folder.all_inputs_constant()) { + folder.make_constant(linear_rgb_to_gray(color)); + } +} + +void RGBToBWNode::compile(SVMCompiler& compiler) +{ + compiler.add_node(NODE_CONVERT, + NODE_CONVERT_CF, + compiler.stack_assign(inputs[0]), + compiler.stack_assign(outputs[0])); +} + +void RGBToBWNode::compile(OSLCompiler& compiler) +{ + compiler.add(this, "node_rgb_to_bw"); +} + /* Convert */ -ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool autoconvert) -: ShaderNode("convert") +const NodeType* ConvertNode::node_types[ConvertNode::MAX_TYPE][ConvertNode::MAX_TYPE]; +bool ConvertNode::initialized = ConvertNode::register_types(); + +Node* ConvertNode::create(const NodeType *type) +{ + return new ConvertNode(type->inputs[0].type, type->outputs[0].type); +} + +bool ConvertNode::register_types() +{ + const int num_types = 8; + SocketType::Type types[num_types] = {SocketType::FLOAT, + SocketType::INT, + SocketType::COLOR, + SocketType::VECTOR, + SocketType::POINT, + SocketType::NORMAL, + SocketType::STRING, + SocketType::CLOSURE}; + + for(size_t i = 0; i < num_types; i++) { + SocketType::Type from = types[i]; + ustring from_name(SocketType::type_name(from)); + ustring from_value_name("value_" + from_name.string()); + + for(size_t j = 0; j < num_types; j++) { + SocketType::Type to = types[j]; + ustring to_name(SocketType::type_name(to)); + ustring to_value_name("value_" + to_name.string()); + + string node_name = "convert_" + from_name.string() + "_to_" + to_name.string(); + NodeType* type = NodeType::add(node_name.c_str(), create, NodeType::SHADER); + + type->register_input(from_value_name, from_value_name, from, + SOCKET_OFFSETOF(ConvertNode, value_float), SocketType::zero_default_value(), + NULL, NULL, SocketType::LINKABLE); + type->register_output(to_value_name, to_value_name, to); + + assert(from < MAX_TYPE); + assert(to < MAX_TYPE); + + node_types[from][to] = type; + } + } + + return true; +} + +ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool autoconvert) +: ShaderNode(node_types[from_][to_]) { from = from_; to = to_; - if(autoconvert) { - if(from == to) - special_type = SHADER_SPECIAL_TYPE_PROXY; - else - special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT; - } - - if(from == SHADER_SOCKET_FLOAT) - add_input("Val", SHADER_SOCKET_FLOAT); - else if(from == SHADER_SOCKET_INT) - add_input("ValInt", SHADER_SOCKET_INT); - else if(from == SHADER_SOCKET_COLOR) - add_input("Color", SHADER_SOCKET_COLOR); - else if(from == SHADER_SOCKET_VECTOR) - add_input("Vector", SHADER_SOCKET_VECTOR); - else if(from == SHADER_SOCKET_POINT) - add_input("Point", SHADER_SOCKET_POINT); - else if(from == SHADER_SOCKET_NORMAL) - add_input("Normal", SHADER_SOCKET_NORMAL); - else if(from == SHADER_SOCKET_STRING) - add_input("String", SHADER_SOCKET_STRING); - else if(from == SHADER_SOCKET_CLOSURE) - add_input("Closure", SHADER_SOCKET_CLOSURE); - else - assert(0); - - if(to == SHADER_SOCKET_FLOAT) - add_output("Val", SHADER_SOCKET_FLOAT); - else if(to == SHADER_SOCKET_INT) - add_output("ValInt", SHADER_SOCKET_INT); - else if(to == SHADER_SOCKET_COLOR) - add_output("Color", SHADER_SOCKET_COLOR); - else if(to == SHADER_SOCKET_VECTOR) - add_output("Vector", SHADER_SOCKET_VECTOR); - else if(to == SHADER_SOCKET_POINT) - add_output("Point", SHADER_SOCKET_POINT); - else if(to == SHADER_SOCKET_NORMAL) - add_output("Normal", SHADER_SOCKET_NORMAL); - else if(to == SHADER_SOCKET_STRING) - add_output("String", SHADER_SOCKET_STRING); - else if(to == SHADER_SOCKET_CLOSURE) - add_output("Closure", SHADER_SOCKET_CLOSURE); - else - assert(0); + if(from == to) + special_type = SHADER_SPECIAL_TYPE_PROXY; + else if(autoconvert) + special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT; } -bool ConvertNode::constant_fold(ShaderGraph * /*graph*/, - ShaderOutput * /*socket*/, - float3 *optimized_value) +void ConvertNode::constant_fold(const ConstantFolder& folder) { - ShaderInput *in = inputs[0]; - float3 value = in->value; + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); /* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */ - if(in->link == NULL) { - if(from == SHADER_SOCKET_FLOAT) { - if(to == SHADER_SOCKET_INT) - /* float to int */ - return false; - else - /* float to float3 */ - *optimized_value = make_float3(value.x, value.x, value.x); - } - else if(from == SHADER_SOCKET_INT) { - if(to == SHADER_SOCKET_FLOAT) - /* int to float */ - return false; - else - /* int to vector/point/normal */ - return false; - } - else if(to == SHADER_SOCKET_FLOAT) { - if(from == SHADER_SOCKET_COLOR) - /* color to float */ - optimized_value->x = linear_rgb_to_gray(value); - else - /* vector/point/normal to float */ - optimized_value->x = average(value); - } - else if(to == SHADER_SOCKET_INT) { - if(from == SHADER_SOCKET_COLOR) - /* color to int */ - return false; - else - /* vector/point/normal to int */ - return false; + if(folder.all_inputs_constant()) { + if(from == SocketType::FLOAT) { + if(SocketType::is_float3(to)) { + folder.make_constant(make_float3(value_float, value_float, value_float)); + } } - else { - *optimized_value = value; + else if(SocketType::is_float3(from)) { + if(to == SocketType::FLOAT) { + if(from == SocketType::COLOR) { + /* color to float */ + folder.make_constant(linear_rgb_to_gray(value_color)); + } + else { + /* vector/point/normal to float */ + folder.make_constant(average(value_vector)); + } + } + else if(SocketType::is_float3(to)) { + folder.make_constant(value_color); + } } - - return true; } - - return false; } void ConvertNode::compile(SVMCompiler& compiler) { - /* constant folding should eliminate proxy nodes */ - assert(from != to); + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); ShaderInput *in = inputs[0]; ShaderOutput *out = outputs[0]; - if(from == SHADER_SOCKET_FLOAT) { - if(to == SHADER_SOCKET_INT) + if(from == SocketType::FLOAT) { + if(to == SocketType::INT) /* float to int */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_FI, compiler.stack_assign(in), compiler.stack_assign(out)); else /* float to float3 */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_FV, compiler.stack_assign(in), compiler.stack_assign(out)); } - else if(from == SHADER_SOCKET_INT) { - if(to == SHADER_SOCKET_FLOAT) + else if(from == SocketType::INT) { + if(to == SocketType::FLOAT) /* int to float */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_IF, compiler.stack_assign(in), compiler.stack_assign(out)); else /* int to vector/point/normal */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_IV, compiler.stack_assign(in), compiler.stack_assign(out)); } - else if(to == SHADER_SOCKET_FLOAT) { - if(from == SHADER_SOCKET_COLOR) + else if(to == SocketType::FLOAT) { + if(from == SocketType::COLOR) /* color to float */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_CF, compiler.stack_assign(in), compiler.stack_assign(out)); else /* vector/point/normal to float */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_VF, compiler.stack_assign(in), compiler.stack_assign(out)); } - else if(to == SHADER_SOCKET_INT) { - if(from == SHADER_SOCKET_COLOR) + else if(to == SocketType::INT) { + if(from == SocketType::COLOR) /* color to int */ compiler.add_node(NODE_CONVERT, NODE_CONVERT_CI, compiler.stack_assign(in), compiler.stack_assign(out)); else @@ -1691,27 +1740,27 @@ void ConvertNode::compile(SVMCompiler& compiler) else { /* set 0,0,0 value */ compiler.add_node(NODE_VALUE_V, compiler.stack_assign(out)); - compiler.add_node(NODE_VALUE_V, in->value); + compiler.add_node(NODE_VALUE_V, value_color); } } } void ConvertNode::compile(OSLCompiler& compiler) { - /* constant folding should eliminate proxy nodes */ - assert(from != to); + /* proxy nodes should have been removed at this point */ + assert(special_type != SHADER_SPECIAL_TYPE_PROXY); - if(from == SHADER_SOCKET_FLOAT) + if(from == SocketType::FLOAT) compiler.add(this, "node_convert_from_float"); - else if(from == SHADER_SOCKET_INT) + else if(from == SocketType::INT) compiler.add(this, "node_convert_from_int"); - else if(from == SHADER_SOCKET_COLOR) + else if(from == SocketType::COLOR) compiler.add(this, "node_convert_from_color"); - else if(from == SHADER_SOCKET_VECTOR) + else if(from == SocketType::VECTOR) compiler.add(this, "node_convert_from_vector"); - else if(from == SHADER_SOCKET_POINT) + else if(from == SocketType::POINT) compiler.add(this, "node_convert_from_point"); - else if(from == SHADER_SOCKET_NORMAL) + else if(from == SocketType::NORMAL) compiler.add(this, "node_convert_from_normal"); else assert(0); @@ -1719,23 +1768,10 @@ void ConvertNode::compile(OSLCompiler& compiler) /* BSDF Closure */ -BsdfNode::BsdfNode(bool scattering_) -: ShaderNode("bsdf"), scattering(scattering_) +BsdfNode::BsdfNode(const NodeType *node_type) +: ShaderNode(node_type) { special_type = SHADER_SPECIAL_TYPE_CLOSURE; - - add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f)); - add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL); - add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); - - if(scattering) { - closure = CLOSURE_BSSRDF_CUBIC_ID; - add_output("BSSRDF", SHADER_SOCKET_CLOSURE); - } - else { - closure = CLOSURE_BSDF_DIFFUSE_ID; - add_output("BSDF", SHADER_SOCKET_CLOSURE); - } } void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4) @@ -1747,9 +1783,9 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput * if(color_in->link) compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value); + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); - int normal_offset = compiler.stack_assign_if_linked(normal_in); + int normal_offset = (normal_in) ? compiler.stack_assign_if_linked(normal_in) : SVM_STACK_INVALID; int tangent_offset = (tangent_in) ? compiler.stack_assign_if_linked(tangent_in) : SVM_STACK_INVALID; int param3_offset = (param3) ? compiler.stack_assign(param3) : SVM_STACK_INVALID; int param4_offset = (param4) ? compiler.stack_assign(param4) : SVM_STACK_INVALID; @@ -1759,8 +1795,8 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput * (param1)? compiler.stack_assign(param1): SVM_STACK_INVALID, (param2)? compiler.stack_assign(param2): SVM_STACK_INVALID, compiler.closure_mix_weight_offset()), - __float_as_int((param1)? param1->value.x: 0.0f), - __float_as_int((param2)? param2->value.x: 0.0f)); + __float_as_int((param1)? get_float(param1->socket_type): 0.0f), + __float_as_int((param2)? get_float(param2->socket_type): 0.0f)); compiler.add_node(normal_offset, tangent_offset, param3_offset, param4_offset); } @@ -1777,29 +1813,36 @@ void BsdfNode::compile(OSLCompiler& /*compiler*/) /* Anisotropic BSDF Closure */ -static ShaderEnum aniso_distribution_init() +NODE_DEFINE(AnisotropicBsdfNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("anisotropic_bsdf", create, NodeType::SHADER); - enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID); - enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID); - enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum distribution_enum; + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID); + + SOCKET_IN_VECTOR(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT); + + SOCKET_IN_FLOAT(roughness, "Roughness", 0.2f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.5f); + SOCKET_IN_FLOAT(rotation, "Rotation", 0.0f); -ShaderEnum AnisotropicBsdfNode::distribution_enum = aniso_distribution_init(); + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} AnisotropicBsdfNode::AnisotropicBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID; - distribution = ustring("GGX"); - - add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT); - - add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f); - add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f); } void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -1816,45 +1859,54 @@ void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attrib void AnisotropicBsdfNode::compile(SVMCompiler& compiler) { - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; - BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation")); + if(closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID) + BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"), input("Color")); + else + BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation")); } void AnisotropicBsdfNode::compile(OSLCompiler& compiler) { - compiler.parameter("distribution", distribution); + compiler.parameter(this, "distribution"); compiler.add(this, "node_anisotropic_bsdf"); } /* Glossy BSDF Closure */ -static ShaderEnum glossy_distribution_init() +NODE_DEFINE(GlossyBsdfNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("glossy_bsdf", create, NodeType::SHADER); - enm.insert("Sharp", CLOSURE_BSDF_REFLECTION_ID); - enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); - enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); - enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_REFLECTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_ID); + distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.2f); -ShaderEnum GlossyBsdfNode::distribution_enum = glossy_distribution_init(); + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} GlossyBsdfNode::GlossyBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_MICROFACET_GGX_ID; - distribution = ustring("GGX"); - distribution_orig = ustring(""); - - add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f); + distribution_orig = NBUILTIN_CLOSURES; } void GlossyBsdfNode::simplify_settings(Scene *scene) { - if(distribution_orig == "") { + if(distribution_orig == NBUILTIN_CLOSURES) { distribution_orig = distribution; } Integrator *integrator = scene->integrator; @@ -1863,67 +1915,75 @@ void GlossyBsdfNode::simplify_settings(Scene *scene) * Note: Keep the epsilon in sync with kernel! */ ShaderInput *roughness_input = input("Roughness"); - if(!roughness_input->link && roughness_input->value.x <= 1e-4f) { - distribution = ustring("Sharp"); + if(!roughness_input->link && roughness <= 1e-4f) { + distribution = CLOSURE_BSDF_REFLECTION_ID; } } else { /* Rollback to original distribution when filter glossy is used. */ distribution = distribution_orig; } - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; } bool GlossyBsdfNode::has_integrator_dependency() { ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && roughness_input->value.x <= 1e-4f; + return !roughness_input->link && roughness <= 1e-4f; } void GlossyBsdfNode::compile(SVMCompiler& compiler) { - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; if(closure == CLOSURE_BSDF_REFLECTION_ID) BsdfNode::compile(compiler, NULL, NULL); + else if(closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) + BsdfNode::compile(compiler, input("Roughness"), NULL, input("Color")); else BsdfNode::compile(compiler, input("Roughness"), NULL); } void GlossyBsdfNode::compile(OSLCompiler& compiler) { - compiler.parameter("distribution", distribution); + compiler.parameter(this, "distribution"); compiler.add(this, "node_glossy_bsdf"); } /* Glass BSDF Closure */ -static ShaderEnum glass_distribution_init() +NODE_DEFINE(GlassBsdfNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("glass_bsdf", create, NodeType::SHADER); - enm.insert("Sharp", CLOSURE_BSDF_SHARP_GLASS_ID); - enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); - enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_SHARP_GLASS_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); -ShaderEnum GlassBsdfNode::distribution_enum = glass_distribution_init(); + return type; +} GlassBsdfNode::GlassBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_SHARP_GLASS_ID; - distribution = ustring("Sharp"); - distribution_orig = ustring(""); - - add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f); - add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f); + distribution_orig = NBUILTIN_CLOSURES; } void GlassBsdfNode::simplify_settings(Scene *scene) { - if(distribution_orig == "") { + if(distribution_orig == NBUILTIN_CLOSURES) { distribution_orig = distribution; } Integrator *integrator = scene->integrator; @@ -1932,67 +1992,75 @@ void GlassBsdfNode::simplify_settings(Scene *scene) * Note: Keep the epsilon in sync with kernel! */ ShaderInput *roughness_input = input("Roughness"); - if(!roughness_input->link && roughness_input->value.x <= 1e-4f) { - distribution = ustring("Sharp"); + if(!roughness_input->link && roughness <= 1e-4f) { + distribution = CLOSURE_BSDF_SHARP_GLASS_ID; } } else { /* Rollback to original distribution when filter glossy is used. */ distribution = distribution_orig; } - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; } bool GlassBsdfNode::has_integrator_dependency() { ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && roughness_input->value.x <= 1e-4f; + return !roughness_input->link && roughness <= 1e-4f; } void GlassBsdfNode::compile(SVMCompiler& compiler) { - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; if(closure == CLOSURE_BSDF_SHARP_GLASS_ID) BsdfNode::compile(compiler, NULL, input("IOR")); + else if(closure == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID) + BsdfNode::compile(compiler, input("Roughness"), input("IOR"), input("Color")); else BsdfNode::compile(compiler, input("Roughness"), input("IOR")); } void GlassBsdfNode::compile(OSLCompiler& compiler) { - compiler.parameter("distribution", distribution); + compiler.parameter(this, "distribution"); compiler.add(this, "node_glass_bsdf"); } /* Refraction BSDF Closure */ -static ShaderEnum refraction_distribution_init() +NODE_DEFINE(RefractionBsdfNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("refraction_bsdf", create, NodeType::SHADER); - enm.insert("Sharp", CLOSURE_BSDF_REFRACTION_ID); - enm.insert("Beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); - enm.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum distribution_enum; + distribution_enum.insert("sharp", CLOSURE_BSDF_REFRACTION_ID); + distribution_enum.insert("beckmann", CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID); + distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID); + + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(IOR, "IOR", 0.3f); -ShaderEnum RefractionBsdfNode::distribution_enum = refraction_distribution_init(); + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} RefractionBsdfNode::RefractionBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_REFRACTION_ID; - distribution = ustring("Sharp"); - distribution_orig = ustring(""); - - add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f); - add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f); + distribution_orig = NBUILTIN_CLOSURES; } void RefractionBsdfNode::simplify_settings(Scene *scene) { - if(distribution_orig == "") { + if(distribution_orig == NBUILTIN_CLOSURES) { distribution_orig = distribution; } Integrator *integrator = scene->integrator; @@ -2001,26 +2069,26 @@ void RefractionBsdfNode::simplify_settings(Scene *scene) * Note: Keep the epsilon in sync with kernel! */ ShaderInput *roughness_input = input("Roughness"); - if(!roughness_input->link && roughness_input->value.x <= 1e-4f) { - distribution = ustring("Sharp"); + if(!roughness_input->link && roughness <= 1e-4f) { + distribution = CLOSURE_BSDF_REFRACTION_ID; } } else { /* Rollback to original distribution when filter glossy is used. */ distribution = distribution_orig; } - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; } bool RefractionBsdfNode::has_integrator_dependency() { ShaderInput *roughness_input = input("Roughness"); - return !roughness_input->link && roughness_input->value.x <= 1e-4f; + return !roughness_input->link && roughness <= 1e-4f; } void RefractionBsdfNode::compile(SVMCompiler& compiler) { - closure = (ClosureType)distribution_enum[distribution]; + closure = distribution; if(closure == CLOSURE_BSDF_REFRACTION_ID) BsdfNode::compile(compiler, NULL, input("IOR")); @@ -2030,53 +2098,71 @@ void RefractionBsdfNode::compile(SVMCompiler& compiler) void RefractionBsdfNode::compile(OSLCompiler& compiler) { - compiler.parameter("distribution", distribution); + compiler.parameter(this, "distribution"); compiler.add(this, "node_refraction_bsdf"); } /* Toon BSDF Closure */ -static ShaderEnum toon_component_init() +NODE_DEFINE(ToonBsdfNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("toon_bsdf", create, NodeType::SHADER); - enm.insert("Diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); - enm.insert("Glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum component_enum; + component_enum.insert("diffuse", CLOSURE_BSDF_DIFFUSE_TOON_ID); + component_enum.insert("glossy", CLOSURE_BSDF_GLOSSY_TOON_ID); + SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_DIFFUSE_TOON_ID); + SOCKET_IN_FLOAT(size, "Size", 0.5f); + SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); -ShaderEnum ToonBsdfNode::component_enum = toon_component_init(); + return type; +} ToonBsdfNode::ToonBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_DIFFUSE_TOON_ID; - component = ustring("Diffuse"); - - add_input("Size", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f); } void ToonBsdfNode::compile(SVMCompiler& compiler) { - closure = (ClosureType)component_enum[component]; + closure = component; BsdfNode::compile(compiler, input("Size"), input("Smooth")); } void ToonBsdfNode::compile(OSLCompiler& compiler) { - compiler.parameter("component", component); + compiler.parameter(this, "component"); compiler.add(this, "node_toon_bsdf"); } /* Velvet BSDF Closure */ +NODE_DEFINE(VelvetBsdfNode) +{ + NodeType* type = NodeType::add("velvet_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(sigma, "Sigma", 1.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + VelvetBsdfNode::VelvetBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; - - add_input("Sigma", SHADER_SOCKET_FLOAT, 1.0f); } void VelvetBsdfNode::compile(SVMCompiler& compiler) @@ -2091,10 +2177,24 @@ void VelvetBsdfNode::compile(OSLCompiler& compiler) /* Diffuse BSDF Closure */ +NODE_DEFINE(DiffuseBsdfNode) +{ + NodeType* type = NodeType::add("diffuse_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + DiffuseBsdfNode::DiffuseBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_DIFFUSE_ID; - add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f); } void DiffuseBsdfNode::compile(SVMCompiler& compiler) @@ -2108,33 +2208,40 @@ void DiffuseBsdfNode::compile(OSLCompiler& compiler) } /* Disney BSDF Closure */ +NODE_DEFINE(DisneyBsdfNode) +{ + NodeType* type = NodeType::add("disney_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(base_color, "BaseColor", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_COLOR(subsurface_color, "SubsurfaceColor", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f); + SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f); + SOCKET_IN_FLOAT(specular, "Specular", 0.0f); + SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); + SOCKET_IN_FLOAT(specularTint, "SpecularTint", 0.0f); + SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f); + SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f); + SOCKET_IN_FLOAT(sheenTint, "SheenTint", 0.0f); + SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f); + SOCKET_IN_FLOAT(clearcoatGloss, "ClearcoatGloss", 0.0f); + SOCKET_IN_FLOAT(ior, "IOR", 0.0f); + SOCKET_IN_FLOAT(transparency, "Transparency", 0.0f); + SOCKET_IN_FLOAT(refractionRoughness, "RefractionRoughness", 0.0f); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(clearcoatNormal, "ClearcoatNormal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + DisneyBsdfNode::DisneyBsdfNode() - : ShaderNode("bsdf") + : ShaderNode(node_type) { special_type = SHADER_SPECIAL_TYPE_CLOSURE; closure = CLOSURE_BSDF_DISNEY_ID; - - add_input("BaseColor", SHADER_SOCKET_COLOR, make_float3(0.646f, 0.415f, 0.017f)); - add_input("SubsurfaceColor", SHADER_SOCKET_COLOR, make_float3(0.646f, 0.415f, 0.017f)); - add_input("Metallic", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Subsurface", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Specular", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Roughness", SHADER_SOCKET_FLOAT, 0.5f); - add_input("SpecularTint", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Anisotropic", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Sheen", SHADER_SOCKET_FLOAT, 0.0f); - add_input("SheenTint", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Clearcoat", SHADER_SOCKET_FLOAT, 0.0f); - add_input("ClearcoatGloss", SHADER_SOCKET_FLOAT, 1.0f); - add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f); - add_input("Transparency", SHADER_SOCKET_FLOAT, 0.0f); - add_input("RefractionRoughness", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL); - add_input("ClearcoatNormal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL); - add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT); - add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); - - add_output("BSDF", SHADER_SOCKET_CLOSURE); } void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface, @@ -2176,8 +2283,8 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *metallic, Shade compiler.stack_assign(metallic), compiler.stack_assign(subsurface), compiler.closure_mix_weight_offset()), - __float_as_int(metallic->value.x), - __float_as_int(subsurface->value.x)); + __float_as_int((metallic) ? get_float(metallic->socket_type) : 0.0f), + __float_as_int((subsurface) ? get_float(subsurface->socket_type) : 0.0f)); compiler.add_node(normal_offset, tangent_offset, compiler.encode_uchar4(specular_offset, roughness_offset, specularTint_offset, anisotropic_offset), @@ -2186,13 +2293,17 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *metallic, Shade compiler.add_node(compiler.encode_uchar4(ior_offset, transparency_offset, refr_roughness_offset, SVM_STACK_INVALID), SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); + float3 bc_default = get_float3(base_color_in->socket_type); + compiler.add_node(((base_color_in->link) ? compiler.stack_assign(base_color_in) : SVM_STACK_INVALID), - __float_as_int(base_color_in->value.x), __float_as_int(base_color_in->value.y), __float_as_int(base_color_in->value.z)); + __float_as_int(bc_default.x), __float_as_int(bc_default.y), __float_as_int(bc_default.z)); compiler.add_node(clearcoat_normal_offset, SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID); + float3 ss_default = get_float3(subsurface_color_in->socket_type); + compiler.add_node(((subsurface_color_in->link) ? compiler.stack_assign(subsurface_color_in) : SVM_STACK_INVALID), - __float_as_int(subsurface_color_in->value.x), __float_as_int(subsurface_color_in->value.y), __float_as_int(subsurface_color_in->value.z)); + __float_as_int(ss_default.x), __float_as_int(ss_default.y), __float_as_int(ss_default.z)); } void DisneyBsdfNode::compile(SVMCompiler& compiler) @@ -2216,7 +2327,21 @@ bool DisneyBsdfNode::has_bssrdf_bump() /* Translucent BSDF Closure */ +NODE_DEFINE(TranslucentBsdfNode) +{ + NodeType* type = NodeType::add("translucent_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + TranslucentBsdfNode::TranslucentBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_TRANSLUCENT_ID; } @@ -2233,9 +2358,21 @@ void TranslucentBsdfNode::compile(OSLCompiler& compiler) /* Transparent BSDF Closure */ +NODE_DEFINE(TransparentBsdfNode) +{ + NodeType* type = NodeType::add("transparent_bsdf", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); + + return type; +} + TransparentBsdfNode::TransparentBsdfNode() +: BsdfNode(node_type) { - name = "transparent"; closure = CLOSURE_BSDF_TRANSPARENT_ID; } @@ -2251,39 +2388,45 @@ void TransparentBsdfNode::compile(OSLCompiler& compiler) /* Subsurface Scattering Closure */ -static ShaderEnum subsurface_falloff_init() +NODE_DEFINE(SubsurfaceScatteringNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("subsurface_scattering", create, NodeType::SHADER); - enm.insert("Cubic", CLOSURE_BSSRDF_CUBIC_ID); - enm.insert("Gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID); - enm.insert("Burley", CLOSURE_BSSRDF_BURLEY_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum falloff_enum; + falloff_enum.insert("cubic", CLOSURE_BSSRDF_CUBIC_ID); + falloff_enum.insert("gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID); + falloff_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID); + SOCKET_ENUM(falloff, "Falloff", falloff_enum, CLOSURE_BSSRDF_BURLEY_ID); + SOCKET_IN_FLOAT(scale, "Scale", 0.01f); + SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f)); + SOCKET_IN_FLOAT(sharpness, "Sharpness", 0.0f); + SOCKET_IN_FLOAT(texture_blur, "Texture Blur", 1.0f); + + SOCKET_OUT_CLOSURE(BSSRDF, "BSSRDF"); -ShaderEnum SubsurfaceScatteringNode::falloff_enum = subsurface_falloff_init(); + return type; +} SubsurfaceScatteringNode::SubsurfaceScatteringNode() -: BsdfNode(true) +: BsdfNode(node_type) { - name = "subsurface_scattering"; - closure = CLOSURE_BSSRDF_CUBIC_ID; - - add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f); - add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f)); - add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f); - add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f); + closure = falloff; } void SubsurfaceScatteringNode::compile(SVMCompiler& compiler) { + closure = falloff; BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness")); } void SubsurfaceScatteringNode::compile(OSLCompiler& compiler) { - compiler.parameter("Falloff", falloff_enum[closure]); + closure = falloff; + compiler.parameter(this, "falloff"); compiler.add(this, "node_subsurface_scattering"); } @@ -2296,14 +2439,22 @@ bool SubsurfaceScatteringNode::has_bssrdf_bump() /* Emissive Closure */ -EmissionNode::EmissionNode() -: ShaderNode("emission") +NODE_DEFINE(EmissionNode) { - add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f)); - add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f); - add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); + NodeType* type = NodeType::add("emission", create, NodeType::SHADER); - add_output("Emission", SHADER_SOCKET_CLOSURE); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(strength, "Strength", 10.0f); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(emission, "Emission"); + + return type; +} + +EmissionNode::EmissionNode() +: ShaderNode(node_type) +{ } void EmissionNode::compile(SVMCompiler& compiler) @@ -2314,10 +2465,10 @@ void EmissionNode::compile(SVMCompiler& compiler) if(color_in->link || strength_in->link) { compiler.add_node(NODE_EMISSION_WEIGHT, compiler.stack_assign(color_in), - compiler.stack_assign(strength_in)); + compiler.stack_assign(strength_in)); } else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value * strength_in->value.x); + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color * strength); compiler.add_node(NODE_CLOSURE_EMISSION, compiler.closure_mix_weight_offset()); } @@ -2327,25 +2478,35 @@ void EmissionNode::compile(OSLCompiler& compiler) compiler.add(this, "node_emission"); } -bool EmissionNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) +void EmissionNode::constant_fold(const ConstantFolder& folder) { ShaderInput *color_in = input("Color"); ShaderInput *strength_in = input("Strength"); - return ((!color_in->link && color_in->value == make_float3(0.0f, 0.0f, 0.0f)) || - (!strength_in->link && strength_in->value.x == 0.0f)); + if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) || + (!strength_in->link && strength == 0.0f)) { + folder.discard(); + } } /* Background Closure */ -BackgroundNode::BackgroundNode() -: ShaderNode("background") +NODE_DEFINE(BackgroundNode) { - add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f)); - add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f); - add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); + NodeType* type = NodeType::add("background_shader", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(background, "Background"); + + return type; +} - add_output("Background", SHADER_SOCKET_CLOSURE); +BackgroundNode::BackgroundNode() +: ShaderNode(node_type) +{ } void BackgroundNode::compile(SVMCompiler& compiler) @@ -2359,7 +2520,7 @@ void BackgroundNode::compile(SVMCompiler& compiler) compiler.stack_assign(strength_in)); } else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value*strength_in->value.x); + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color*strength); compiler.add_node(NODE_CLOSURE_BACKGROUND, compiler.closure_mix_weight_offset()); } @@ -2369,24 +2530,34 @@ void BackgroundNode::compile(OSLCompiler& compiler) compiler.add(this, "node_background"); } -bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) +void BackgroundNode::constant_fold(const ConstantFolder& folder) { ShaderInput *color_in = input("Color"); ShaderInput *strength_in = input("Strength"); - return ((!color_in->link && color_in->value == make_float3(0.0f, 0.0f, 0.0f)) || - (!strength_in->link && strength_in->value.x == 0.0f)); + if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) || + (!strength_in->link && strength == 0.0f)) { + folder.discard(); + } } /* Holdout Closure */ -HoldoutNode::HoldoutNode() -: ShaderNode("holdout") +NODE_DEFINE(HoldoutNode) { - add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); - add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); + NodeType* type = NodeType::add("holdout", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); - add_output("Holdout", SHADER_SOCKET_CLOSURE); + SOCKET_OUT_CLOSURE(holdout, "Holdout"); + + return type; +} + +HoldoutNode::HoldoutNode() +: ShaderNode(node_type) +{ } void HoldoutNode::compile(SVMCompiler& compiler) @@ -2404,14 +2575,22 @@ void HoldoutNode::compile(OSLCompiler& compiler) /* Ambient Occlusion */ -AmbientOcclusionNode::AmbientOcclusionNode() -: ShaderNode("ambient_occlusion") +NODE_DEFINE(AmbientOcclusionNode) { - add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f)); - add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); + NodeType* type = NodeType::add("ambient_occlusion", create, NodeType::SHADER); - add_output("AO", SHADER_SOCKET_CLOSURE); + SOCKET_IN_NORMAL(normal_osl, "NormalIn", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(AO, "AO"); + + return type; +} + +AmbientOcclusionNode::AmbientOcclusionNode() +: ShaderNode(node_type) +{ } void AmbientOcclusionNode::compile(SVMCompiler& compiler) @@ -2421,7 +2600,7 @@ void AmbientOcclusionNode::compile(SVMCompiler& compiler) if(color_in->link) compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value); + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); compiler.add_node(NODE_CLOSURE_AMBIENT_OCCLUSION, compiler.closure_mix_weight_offset()); } @@ -2433,16 +2612,10 @@ void AmbientOcclusionNode::compile(OSLCompiler& compiler) /* Volume Closure */ -VolumeNode::VolumeNode() -: ShaderNode("volume") +VolumeNode::VolumeNode(const NodeType *node_type) +: ShaderNode(node_type) { closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; - - add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f)); - add_input("Density", SHADER_SOCKET_FLOAT, 1.0f); - add_input("VolumeMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM); - - add_output("Volume", SHADER_SOCKET_CLOSURE); } void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2) @@ -2452,15 +2625,15 @@ void VolumeNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput if(color_in->link) compiler.add_node(NODE_CLOSURE_WEIGHT, compiler.stack_assign(color_in)); else - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color_in->value); + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, color); compiler.add_node(NODE_CLOSURE_VOLUME, compiler.encode_uchar4(closure, (param1)? compiler.stack_assign(param1): SVM_STACK_INVALID, (param2)? compiler.stack_assign(param2): SVM_STACK_INVALID, compiler.closure_mix_weight_offset()), - __float_as_int((param1)? param1->value.x: 0.0f), - __float_as_int((param2)? param2->value.x: 0.0f)); + __float_as_int((param1)? get_float(param1->socket_type): 0.0f), + __float_as_int((param2)? get_float(param2->socket_type): 0.0f)); } void VolumeNode::compile(SVMCompiler& compiler) @@ -2475,7 +2648,21 @@ void VolumeNode::compile(OSLCompiler& /*compiler*/) /* Absorption Volume Closure */ +NODE_DEFINE(AbsorptionVolumeNode) +{ + NodeType* type = NodeType::add("absorption_volume", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + AbsorptionVolumeNode::AbsorptionVolumeNode() +: VolumeNode(node_type) { closure = CLOSURE_VOLUME_ABSORPTION_ID; } @@ -2492,11 +2679,24 @@ void AbsorptionVolumeNode::compile(OSLCompiler& compiler) /* Scatter Volume Closure */ +NODE_DEFINE(ScatterVolumeNode) +{ + NodeType* type = NodeType::add("scatter_volume", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_FLOAT(density, "Density", 1.0f); + SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); + SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); + + SOCKET_OUT_CLOSURE(volume, "Volume"); + + return type; +} + ScatterVolumeNode::ScatterVolumeNode() +: VolumeNode(node_type) { closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID; - - add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f); } void ScatterVolumeNode::compile(SVMCompiler& compiler) @@ -2511,59 +2711,71 @@ void ScatterVolumeNode::compile(OSLCompiler& compiler) /* Hair BSDF Closure */ -static ShaderEnum hair_component_init() +NODE_DEFINE(HairBsdfNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("hair_bsdf", create, NodeType::SHADER); - enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); - enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); + SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); - return enm; -} + static NodeEnum component_enum; + component_enum.insert("reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID); + component_enum.insert("transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID); + SOCKET_ENUM(component, "Component", component_enum, CLOSURE_BSDF_HAIR_REFLECTION_ID); + SOCKET_IN_FLOAT(offset, "Offset", 0.0f); + SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.2f); + SOCKET_IN_FLOAT(roughness_v, "RoughnessV", 0.2f); + SOCKET_IN_VECTOR(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_CLOSURE(BSDF, "BSDF"); -ShaderEnum HairBsdfNode::component_enum = hair_component_init(); + return type; +} HairBsdfNode::HairBsdfNode() +: BsdfNode(node_type) { closure = CLOSURE_BSDF_HAIR_REFLECTION_ID; - component = ustring("Reflection"); - - add_input("Offset", SHADER_SOCKET_FLOAT); - add_input("RoughnessU", SHADER_SOCKET_FLOAT); - add_input("RoughnessV", SHADER_SOCKET_FLOAT); - add_input("Tangent", SHADER_SOCKET_VECTOR); } void HairBsdfNode::compile(SVMCompiler& compiler) { - closure = (ClosureType)component_enum[component]; + closure = component; BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset")); } void HairBsdfNode::compile(OSLCompiler& compiler) { - compiler.parameter("component", component); - + compiler.parameter(this, "component"); compiler.add(this, "node_hair_bsdf"); } /* Geometry */ +NODE_DEFINE(GeometryNode) +{ + NodeType* type = NodeType::add("geometry", create, NodeType::SHADER); + + SOCKET_IN_NORMAL(normal_osl, "NormalIn", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + + SOCKET_OUT_POINT(position, "Position"); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_NORMAL(tangent, "Tangent"); + SOCKET_OUT_NORMAL(true_normal, "True Normal"); + SOCKET_OUT_VECTOR(incoming, "Incoming"); + SOCKET_OUT_POINT(parametric, "Parametric"); + SOCKET_OUT_FLOAT(backfacing, "Backfacing"); + SOCKET_OUT_FLOAT(pointiness, "Pointiness"); + + return type; +} + GeometryNode::GeometryNode() -: ShaderNode("geometry") +: ShaderNode(node_type) { special_type = SHADER_SPECIAL_TYPE_GEOMETRY; - - add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_output("Position", SHADER_SOCKET_POINT); - add_output("Normal", SHADER_SOCKET_NORMAL); - add_output("Tangent", SHADER_SOCKET_NORMAL); - add_output("True Normal", SHADER_SOCKET_NORMAL); - add_output("Incoming", SHADER_SOCKET_VECTOR); - add_output("Parametric", SHADER_SOCKET_POINT); - add_output("Backfacing", SHADER_SOCKET_FLOAT); - add_output("Pointiness", SHADER_SOCKET_FLOAT); } void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -2658,21 +2870,30 @@ void GeometryNode::compile(OSLCompiler& compiler) /* TextureCoordinate */ -TextureCoordinateNode::TextureCoordinateNode() -: ShaderNode("texture_coordinate") +NODE_DEFINE(TextureCoordinateNode) { - add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_output("Generated", SHADER_SOCKET_POINT); - add_output("Normal", SHADER_SOCKET_NORMAL); - add_output("UV", SHADER_SOCKET_POINT); - add_output("Object", SHADER_SOCKET_POINT); - add_output("Camera", SHADER_SOCKET_POINT); - add_output("Window", SHADER_SOCKET_POINT); - add_output("Reflection", SHADER_SOCKET_NORMAL); + NodeType* type = NodeType::add("texture_coordinate", create, NodeType::SHADER); + + SOCKET_BOOLEAN(from_dupli, "From Dupli", false); + SOCKET_BOOLEAN(use_transform, "Use Transform", false); + SOCKET_TRANSFORM(ob_tfm, "Object Transform", transform_identity()); + + SOCKET_IN_NORMAL(normal_osl, "NormalIn", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); - from_dupli = false; - use_transform = false; - ob_tfm = transform_identity(); + SOCKET_OUT_POINT(generated, "Generated"); + SOCKET_OUT_NORMAL(normal, "Normal"); + SOCKET_OUT_POINT(UV, "UV"); + SOCKET_OUT_POINT(object, "Object"); + SOCKET_OUT_POINT(camera, "Camera"); + SOCKET_OUT_POINT(window, "Window"); + SOCKET_OUT_NORMAL(reflection, "Reflection"); + + return type; +} + +TextureCoordinateNode::TextureCoordinateNode() +: ShaderNode(node_type) +{ } void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -2796,22 +3017,32 @@ void TextureCoordinateNode::compile(OSLCompiler& compiler) compiler.parameter("is_background", true); if(compiler.output_type() == SHADER_TYPE_VOLUME) compiler.parameter("is_volume", true); - compiler.parameter("use_transform", use_transform); + compiler.parameter(this, "use_transform"); Transform ob_itfm = transform_transpose(transform_inverse(ob_tfm)); compiler.parameter("object_itfm", ob_itfm); - compiler.parameter("from_dupli", from_dupli); + compiler.parameter(this, "from_dupli"); compiler.add(this, "node_texture_coordinate"); } -UVMapNode::UVMapNode() -: ShaderNode("uvmap") +/* UV Map */ + +NODE_DEFINE(UVMapNode) { - attribute = ""; - from_dupli = false; + NodeType* type = NodeType::add("uvmap", create, NodeType::SHADER); + + SOCKET_IN_STRING(attribute, "attribute", ustring("")); + SOCKET_IN_BOOLEAN(from_dupli, "from dupli", false); + + SOCKET_OUT_POINT(UV, "UV"); - add_output("UV", SHADER_SOCKET_POINT); + return type; +} + +UVMapNode::UVMapNode() +: ShaderNode(node_type) +{ } void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -2870,28 +3101,36 @@ void UVMapNode::compile(OSLCompiler& compiler) else compiler.parameter("bump_offset", "center"); - compiler.parameter("from_dupli", from_dupli); - compiler.parameter("name", attribute.c_str()); + compiler.parameter(this, "from_dupli"); + compiler.parameter(this, "attribute"); compiler.add(this, "node_uv_map"); } /* Light Path */ +NODE_DEFINE(LightPathNode) +{ + NodeType* type = NodeType::add("light_path", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(is_camera_ray, "Is Camera Ray"); + SOCKET_OUT_FLOAT(is_shadow_ray, "Is Shadow Ray"); + SOCKET_OUT_FLOAT(is_diffuse_ray, "Is Diffuse Ray"); + SOCKET_OUT_FLOAT(is_glossy_ray, "Is Glossy Ray"); + SOCKET_OUT_FLOAT(is_singular_ray, "Is Singular Ray"); + SOCKET_OUT_FLOAT(is_reflection_ray, "Is Reflection Ray"); + SOCKET_OUT_FLOAT(is_transmission_ray, "Is Transmission Ray"); + SOCKET_OUT_FLOAT(is_volume_scatter_ray, "Is Volume Scatter Ray"); + SOCKET_OUT_FLOAT(ray_length, "Ray Length"); + SOCKET_OUT_FLOAT(ray_depth, "Ray Depth"); + SOCKET_OUT_FLOAT(transparent_depth, "Transparent Depth"); + SOCKET_OUT_FLOAT(transmission_depth, "Transmission Depth"); + + return type; +} + LightPathNode::LightPathNode() -: ShaderNode("light_path") -{ - add_output("Is Camera Ray", SHADER_SOCKET_FLOAT); - add_output("Is Shadow Ray", SHADER_SOCKET_FLOAT); - add_output("Is Diffuse Ray", SHADER_SOCKET_FLOAT); - add_output("Is Glossy Ray", SHADER_SOCKET_FLOAT); - add_output("Is Singular Ray", SHADER_SOCKET_FLOAT); - add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT); - add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT); - add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT); - add_output("Ray Length", SHADER_SOCKET_FLOAT); - add_output("Ray Depth", SHADER_SOCKET_FLOAT); - add_output("Transparent Depth", SHADER_SOCKET_FLOAT); - add_output("Transmission Depth", SHADER_SOCKET_FLOAT); +: ShaderNode(node_type) +{ } void LightPathNode::compile(SVMCompiler& compiler) @@ -2967,14 +3206,23 @@ void LightPathNode::compile(OSLCompiler& compiler) /* Light Falloff */ +NODE_DEFINE(LightFalloffNode) +{ + NodeType* type = NodeType::add("light_fallof", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(strength, "Strength", 100.0f); + SOCKET_IN_FLOAT(smooth, "Smooth", 0.0f); + + SOCKET_OUT_FLOAT(quadratic, "Quadratic"); + SOCKET_OUT_FLOAT(linear, "Linear"); + SOCKET_OUT_FLOAT(constant, "Constant"); + + return type; +} + LightFalloffNode::LightFalloffNode() -: ShaderNode("light_fallof") +: ShaderNode(node_type) { - add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f); - add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f); - add_output("Quadratic", SHADER_SOCKET_FLOAT); - add_output("Linear", SHADER_SOCKET_FLOAT); - add_output("Constant", SHADER_SOCKET_FLOAT); } void LightFalloffNode::compile(SVMCompiler& compiler) @@ -3017,13 +3265,21 @@ void LightFalloffNode::compile(OSLCompiler& compiler) /* Object Info */ +NODE_DEFINE(ObjectInfoNode) +{ + NodeType* type = NodeType::add("object_info", create, NodeType::SHADER); + + SOCKET_OUT_VECTOR(location, "Location"); + SOCKET_OUT_FLOAT(object_index, "Object Index"); + SOCKET_OUT_FLOAT(material_index, "Material Index"); + SOCKET_OUT_FLOAT(random, "Random"); + + return type; +} + ObjectInfoNode::ObjectInfoNode() -: ShaderNode("object_info") +: ShaderNode(node_type) { - add_output("Location", SHADER_SOCKET_VECTOR); - add_output("Object Index", SHADER_SOCKET_FLOAT); - add_output("Material Index", SHADER_SOCKET_FLOAT); - add_output("Random", SHADER_SOCKET_FLOAT); } void ObjectInfoNode::compile(SVMCompiler& compiler) @@ -3056,19 +3312,27 @@ void ObjectInfoNode::compile(OSLCompiler& compiler) /* Particle Info */ -ParticleInfoNode::ParticleInfoNode() -: ShaderNode("particle_info") +NODE_DEFINE(ParticleInfoNode) { - add_output("Index", SHADER_SOCKET_FLOAT); - add_output("Age", SHADER_SOCKET_FLOAT); - add_output("Lifetime", SHADER_SOCKET_FLOAT); - add_output("Location", SHADER_SOCKET_POINT); + NodeType* type = NodeType::add("particle_info", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(index, "Index"); + SOCKET_OUT_FLOAT(age, "Age"); + SOCKET_OUT_FLOAT(lifetime, "Lifetime"); + SOCKET_OUT_POINT(location, "Location"); #if 0 /* not yet supported */ - add_output("Rotation", SHADER_SOCKET_QUATERNION); + SOCKET_OUT_QUATERNION(rotation, "Rotation"); #endif - add_output("Size", SHADER_SOCKET_FLOAT); - add_output("Velocity", SHADER_SOCKET_VECTOR); - add_output("Angular Velocity", SHADER_SOCKET_VECTOR); + SOCKET_OUT_FLOAT(size, "Size"); + SOCKET_OUT_VECTOR(velocity, "Velocity"); + SOCKET_OUT_VECTOR(angular_velocity, "Angular Velocity"); + + return type; +} + +ParticleInfoNode::ParticleInfoNode() +: ShaderNode(node_type) +{ } void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -3150,15 +3414,24 @@ void ParticleInfoNode::compile(OSLCompiler& compiler) /* Hair Info */ +NODE_DEFINE(HairInfoNode) +{ + NodeType* type = NodeType::add("hair_info", create, NodeType::SHADER); + + SOCKET_OUT_FLOAT(is_strand, "Is Strand"); + SOCKET_OUT_FLOAT(intercept, "Intercept"); + SOCKET_OUT_FLOAT(thickness, "Thickness"); + SOCKET_OUT_NORMAL(tangent Normal, "Tangent Normal"); +#if 0 /*output for minimum hair width transparency - deactivated */ + SOCKET_OUT_FLOAT(fade, "Fade"); +#endif + + return type; +} + HairInfoNode::HairInfoNode() -: ShaderNode("hair_info") +: ShaderNode(node_type) { - add_output("Is Strand", SHADER_SOCKET_FLOAT); - add_output("Intercept", SHADER_SOCKET_FLOAT); - add_output("Thickness", SHADER_SOCKET_FLOAT); - add_output("Tangent Normal", SHADER_SOCKET_NORMAL); - /*output for minimum hair width transparency - deactivated*/ - /*add_output("Fade", SHADER_SOCKET_FLOAT);*/ } void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -3212,19 +3485,24 @@ void HairInfoNode::compile(OSLCompiler& compiler) /* Value */ -ValueNode::ValueNode() -: ShaderNode("value") +NODE_DEFINE(ValueNode) { - value = 0.0f; + NodeType* type = NodeType::add("value", create, NodeType::SHADER); + + SOCKET_FLOAT(value, "Value", 0.0f); + SOCKET_OUT_FLOAT(value, "Value"); - add_output("Value", SHADER_SOCKET_FLOAT); + return type; } -bool ValueNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, - float3 *optimized_value) +ValueNode::ValueNode() +: ShaderNode(node_type) { - *optimized_value = make_float3(value, value, value); - return true; +} + +void ValueNode::constant_fold(const ConstantFolder& folder) +{ + folder.make_constant(value); } void ValueNode::compile(SVMCompiler& compiler) @@ -3242,19 +3520,24 @@ void ValueNode::compile(OSLCompiler& compiler) /* Color */ -ColorNode::ColorNode() -: ShaderNode("color") +NODE_DEFINE(ColorNode) { - value = make_float3(0.0f, 0.0f, 0.0f); + NodeType* type = NodeType::add("color", create, NodeType::SHADER); - add_output("Color", SHADER_SOCKET_COLOR); + SOCKET_COLOR(value, "Value", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_OUT_COLOR(color, "Color"); + + return type; } -bool ColorNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, - float3 *optimized_value) +ColorNode::ColorNode() +: ShaderNode(node_type) { - *optimized_value = value; - return true; +} + +void ColorNode::constant_fold(const ConstantFolder& folder) +{ + folder.make_constant(value); } void ColorNode::compile(SVMCompiler& compiler) @@ -3276,14 +3559,21 @@ void ColorNode::compile(OSLCompiler& compiler) /* Add Closure */ +NODE_DEFINE(AddClosureNode) +{ + NodeType* type = NodeType::add("add_closure", create, NodeType::SHADER); + + SOCKET_IN_CLOSURE(closure1, "Closure1"); + SOCKET_IN_CLOSURE(closure2, "Closure2"); + SOCKET_OUT_CLOSURE(closure, "Closure"); + + return type; +} + AddClosureNode::AddClosureNode() -: ShaderNode("add_closure") +: ShaderNode(node_type) { special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; - - add_input("Closure1", SHADER_SOCKET_CLOSURE); - add_input("Closure2", SHADER_SOCKET_CLOSURE); - add_output("Closure", SHADER_SOCKET_CLOSURE); } void AddClosureNode::compile(SVMCompiler& /*compiler*/) @@ -3296,17 +3586,39 @@ void AddClosureNode::compile(OSLCompiler& compiler) compiler.add(this, "node_add_closure"); } +void AddClosureNode::constant_fold(const ConstantFolder& folder) +{ + ShaderInput *closure1_in = input("Closure1"); + ShaderInput *closure2_in = input("Closure2"); + + /* remove useless add closures nodes */ + if(!closure1_in->link) { + folder.bypass_or_discard(closure2_in); + } + else if(!closure2_in->link) { + folder.bypass_or_discard(closure1_in); + } +} + /* Mix Closure */ +NODE_DEFINE(MixClosureNode) +{ + NodeType* type = NodeType::add("mix_closure", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Fac", 0.5f); + SOCKET_IN_CLOSURE(closure1, "Closure1"); + SOCKET_IN_CLOSURE(closure2, "Closure2"); + + SOCKET_OUT_CLOSURE(closure, "Closure"); + + return type; +} + MixClosureNode::MixClosureNode() -: ShaderNode("mix_closure") +: ShaderNode(node_type) { special_type = SHADER_SPECIAL_TYPE_COMBINE_CLOSURE; - - add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Closure1", SHADER_SOCKET_CLOSURE); - add_input("Closure2", SHADER_SOCKET_CLOSURE); - add_output("Closure", SHADER_SOCKET_CLOSURE); } void MixClosureNode::compile(SVMCompiler& /*compiler*/) @@ -3319,46 +3631,48 @@ void MixClosureNode::compile(OSLCompiler& compiler) compiler.add(this, "node_mix_closure"); } -bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) +void MixClosureNode::constant_fold(const ConstantFolder& folder) { ShaderInput *fac_in = input("Fac"); ShaderInput *closure1_in = input("Closure1"); ShaderInput *closure2_in = input("Closure2"); - ShaderOutput *closure_out = output("Closure"); /* remove useless mix closures nodes */ if(closure1_in->link == closure2_in->link) { - graph->relink(this, closure_out, closure1_in->link); - return true; + folder.bypass_or_discard(closure1_in); } - - /* 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(closure1_in->link && closure2_in->link && !fac_in->link) { + /* remove unused mix closure input when factor is 0.0 or 1.0 + * check for closure links and make sure factor link is disconnected */ + else if(!fac_in->link) { /* factor 0.0 */ - if(fac_in->value.x == 0.0f) { - graph->relink(this, closure_out, closure1_in->link); - return true; + if(fac <= 0.0f) { + folder.bypass_or_discard(closure1_in); } /* factor 1.0 */ - else if(fac_in->value.x == 1.0f) { - graph->relink(this, closure_out, closure2_in->link); - return true; + else if(fac >= 1.0f) { + folder.bypass_or_discard(closure2_in); } } - - return false; } /* Mix Closure */ +NODE_DEFINE(MixClosureWeightNode) +{ + NodeType* type = NodeType::add("mix_closure_weight", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(weight, "Weight", 1.0f); + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + + SOCKET_OUT_FLOAT(weight1, "Weight1"); + SOCKET_OUT_FLOAT(weight2, "Weight2"); + + return type; +} + MixClosureWeightNode::MixClosureWeightNode() -: ShaderNode("mix_closure_weight") +: ShaderNode(node_type) { - add_input("Weight", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f); - add_output("Weight1", SHADER_SOCKET_FLOAT); - add_output("Weight2", SHADER_SOCKET_FLOAT); } void MixClosureWeightNode::compile(SVMCompiler& compiler) @@ -3383,12 +3697,38 @@ void MixClosureWeightNode::compile(OSLCompiler& /*compiler*/) /* Invert */ +NODE_DEFINE(InvertNode) +{ + NodeType* type = NodeType::add("invert", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + InvertNode::InvertNode() -: ShaderNode("invert") +: ShaderNode(node_type) +{ +} + +void InvertNode::constant_fold(const ConstantFolder& folder) { - add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Color", SHADER_SOCKET_COLOR); - add_output("Color", SHADER_SOCKET_COLOR); + ShaderInput *fac_in = input("Fac"); + ShaderInput *color_in = input("Color"); + + if(!fac_in->link) { + /* evaluate fully constant node */ + if(!color_in->link) { + folder.make_constant(interp(color, make_float3(1.0f, 1.0f, 1.0f) - color, fac)); + } + /* remove no-op node */ + else if(fac == 0.0f) { + folder.bypass(color_in->link); + } + } } void InvertNode::compile(SVMCompiler& compiler) @@ -3410,46 +3750,46 @@ void InvertNode::compile(OSLCompiler& compiler) /* Mix */ -MixNode::MixNode() -: ShaderNode("mix") +NODE_DEFINE(MixNode) { - type = ustring("Mix"); + NodeType* type = NodeType::add("mix", create, NodeType::SHADER); - use_clamp = false; + static NodeEnum type_enum; + type_enum.insert("mix", NODE_MIX_BLEND); + type_enum.insert("add", NODE_MIX_ADD); + type_enum.insert("multiply", NODE_MIX_MUL); + type_enum.insert("screen", NODE_MIX_SCREEN); + type_enum.insert("overlay", NODE_MIX_OVERLAY); + type_enum.insert("subtract", NODE_MIX_SUB); + type_enum.insert("divide", NODE_MIX_DIV); + type_enum.insert("difference", NODE_MIX_DIFF); + type_enum.insert("darken", NODE_MIX_DARK); + type_enum.insert("lighten", NODE_MIX_LIGHT); + type_enum.insert("dodge", NODE_MIX_DODGE); + type_enum.insert("burn", NODE_MIX_BURN); + type_enum.insert("hue", NODE_MIX_HUE); + type_enum.insert("saturation", NODE_MIX_SAT); + type_enum.insert("value", NODE_MIX_VAL); + type_enum.insert("color", NODE_MIX_COLOR); + type_enum.insert("soft_light", NODE_MIX_SOFT); + type_enum.insert("linear_light", NODE_MIX_LINEAR); + SOCKET_ENUM(type, "Type", type_enum, NODE_MIX_BLEND); - add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f); - add_input("Color1", SHADER_SOCKET_COLOR); - add_input("Color2", SHADER_SOCKET_COLOR); - add_output("Color", SHADER_SOCKET_COLOR); -} + SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); -static ShaderEnum mix_type_init() -{ - ShaderEnum enm; + SOCKET_IN_FLOAT(fac, "Fac", 0.5f); + SOCKET_IN_COLOR(color1, "Color1", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color2, "Color2", make_float3(0.0f, 0.0f, 0.0f)); - enm.insert("Mix", NODE_MIX_BLEND); - enm.insert("Add", NODE_MIX_ADD); - enm.insert("Multiply", NODE_MIX_MUL); - enm.insert("Screen", NODE_MIX_SCREEN); - enm.insert("Overlay", NODE_MIX_OVERLAY); - enm.insert("Subtract", NODE_MIX_SUB); - enm.insert("Divide", NODE_MIX_DIV); - enm.insert("Difference", NODE_MIX_DIFF); - enm.insert("Darken", NODE_MIX_DARK); - enm.insert("Lighten", NODE_MIX_LIGHT); - enm.insert("Dodge", NODE_MIX_DODGE); - enm.insert("Burn", NODE_MIX_BURN); - enm.insert("Hue", NODE_MIX_HUE); - enm.insert("Saturation", NODE_MIX_SAT); - enm.insert("Value", NODE_MIX_VAL); - enm.insert("Color", NODE_MIX_COLOR); - enm.insert("Soft Light", NODE_MIX_SOFT); - enm.insert("Linear Light", NODE_MIX_LINEAR); + SOCKET_OUT_COLOR(color, "Color"); - return enm; + return type; } -ShaderEnum MixNode::type_enum = mix_type_init(); +MixNode::MixNode() +: ShaderNode(node_type) +{ +} void MixNode::compile(SVMCompiler& compiler) { @@ -3462,7 +3802,7 @@ void MixNode::compile(SVMCompiler& compiler) compiler.stack_assign(fac_in), compiler.stack_assign(color1_in), compiler.stack_assign(color2_in)); - compiler.add_node(NODE_MIX, type_enum[type], compiler.stack_assign(color_out)); + compiler.add_node(NODE_MIX, type, compiler.stack_assign(color_out)); if(use_clamp) { compiler.add_node(NODE_MIX, 0, compiler.stack_assign(color_out)); @@ -3472,59 +3812,46 @@ void MixNode::compile(SVMCompiler& compiler) void MixNode::compile(OSLCompiler& compiler) { - compiler.parameter("type", type); - compiler.parameter("Clamp", use_clamp); + compiler.parameter(this, "type"); + compiler.parameter(this, "use_clamp"); compiler.add(this, "node_mix"); } -bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * optimized_value) +void MixNode::constant_fold(const ConstantFolder& folder) { - if(type != ustring("Mix")) { - return false; + if(folder.all_inputs_constant()) { + folder.make_constant_clamp(svm_mix(type, fac, color1, color2), use_clamp); } + else { + folder.fold_mix(type, use_clamp); + } +} - ShaderInput *fac_in = input("Fac"); - ShaderInput *color1_in = input("Color1"); - ShaderInput *color2_in = input("Color2"); - ShaderOutput *color_out = output("Color"); +/* Combine RGB */ - /* remove useless mix colors nodes */ - if(color1_in->link && color1_in->link == color2_in->link) { - graph->relink(this, color_out, color1_in->link); - return true; - } +NODE_DEFINE(CombineRGBNode) +{ + NodeType* type = NodeType::add("combine_rgb", create, NodeType::SHADER); - /* remove unused mix color input when factor is 0.0 or 1.0 */ - if(!fac_in->link) { - /* factor 0.0 */ - if(fac_in->value.x == 0.0f) { - if(color1_in->link) - graph->relink(this, color_out, color1_in->link); - else - *optimized_value = color1_in->value; - return true; - } - /* factor 1.0 */ - else if(fac_in->value.x == 1.0f) { - if(color2_in->link) - graph->relink(this, color_out, color2_in->link); - else - *optimized_value = color2_in->value; - return true; - } - } + SOCKET_IN_FLOAT(r, "R", 0.0f); + SOCKET_IN_FLOAT(g, "G", 0.0f); + SOCKET_IN_FLOAT(b, "B", 0.0f); - return false; + SOCKET_OUT_COLOR(image, "Image"); + + return type; } -/* Combine RGB */ CombineRGBNode::CombineRGBNode() -: ShaderNode("combine_rgb") +: ShaderNode(node_type) +{ +} + +void CombineRGBNode::constant_fold(const ConstantFolder& folder) { - add_input("R", SHADER_SOCKET_FLOAT); - add_input("G", SHADER_SOCKET_FLOAT); - add_input("B", SHADER_SOCKET_FLOAT); - add_output("Image", SHADER_SOCKET_COLOR); + if(folder.all_inputs_constant()) { + folder.make_constant(make_float3(r, g, b)); + } } void CombineRGBNode::compile(SVMCompiler& compiler) @@ -3553,13 +3880,30 @@ void CombineRGBNode::compile(OSLCompiler& compiler) } /* Combine XYZ */ + +NODE_DEFINE(CombineXYZNode) +{ + NodeType* type = NodeType::add("combine_xyz", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(x, "X", 0.0f); + SOCKET_IN_FLOAT(y, "Y", 0.0f); + SOCKET_IN_FLOAT(z, "Z", 0.0f); + + SOCKET_OUT_VECTOR(vector, "Vector"); + + return type; +} + CombineXYZNode::CombineXYZNode() -: ShaderNode("combine_xyz") +: ShaderNode(node_type) +{ +} + +void CombineXYZNode::constant_fold(const ConstantFolder& folder) { - add_input("X", SHADER_SOCKET_FLOAT); - add_input("Y", SHADER_SOCKET_FLOAT); - add_input("Z", SHADER_SOCKET_FLOAT); - add_output("Vector", SHADER_SOCKET_VECTOR); + if(folder.all_inputs_constant()) { + folder.make_constant(make_float3(x, y, z)); + } } void CombineXYZNode::compile(SVMCompiler& compiler) @@ -3588,13 +3932,30 @@ void CombineXYZNode::compile(OSLCompiler& compiler) } /* Combine HSV */ + +NODE_DEFINE(CombineHSVNode) +{ + NodeType* type = NodeType::add("combine_hsv", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(h, "H", 0.0f); + SOCKET_IN_FLOAT(s, "S", 0.0f); + SOCKET_IN_FLOAT(v, "V", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + CombineHSVNode::CombineHSVNode() -: ShaderNode("combine_hsv") +: ShaderNode(node_type) { - add_input("H", SHADER_SOCKET_FLOAT); - add_input("S", SHADER_SOCKET_FLOAT); - add_input("V", SHADER_SOCKET_FLOAT); - add_output("Color", SHADER_SOCKET_COLOR); +} + +void CombineHSVNode::constant_fold(const ConstantFolder& folder) +{ + if(folder.all_inputs_constant()) { + folder.make_constant(hsv_to_rgb(make_float3(h, s, v))); + } } void CombineHSVNode::compile(SVMCompiler& compiler) @@ -3618,28 +3979,28 @@ void CombineHSVNode::compile(OSLCompiler& compiler) } /* Gamma */ -GammaNode::GammaNode() -: ShaderNode("gamma") + +NODE_DEFINE(GammaNode) { - add_input("Color", SHADER_SOCKET_COLOR); - add_input("Gamma", SHADER_SOCKET_FLOAT); - add_output("Color", SHADER_SOCKET_COLOR); + NodeType* type = NodeType::add("gamma", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_FLOAT(gamma, "Gamma", 1.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; } -bool GammaNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value) +GammaNode::GammaNode() +: ShaderNode(node_type) { - ShaderInput *color_in = input("Color"); - ShaderInput *gamma_in = input("Gamma"); +} - if(socket == output("Color")) { - if(color_in->link == NULL && gamma_in->link == NULL) { - *optimized_value = svm_math_gamma_color(color_in->value, - gamma_in->value.x); - return true; - } +void GammaNode::constant_fold(const ConstantFolder& folder) +{ + if(folder.all_inputs_constant()) { + folder.make_constant(svm_math_gamma_color(color, gamma)); } - - return false; } void GammaNode::compile(SVMCompiler& compiler) @@ -3660,13 +4021,30 @@ void GammaNode::compile(OSLCompiler& compiler) } /* Bright Contrast */ + +NODE_DEFINE(BrightContrastNode) +{ + NodeType* type = NodeType::add("brightness_contrast", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_FLOAT(bright, "Bright", 0.0f); + SOCKET_IN_FLOAT(contrast, "Contrast", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + BrightContrastNode::BrightContrastNode() -: ShaderNode("brightness") +: ShaderNode(node_type) +{ +} + +void BrightContrastNode::constant_fold(const ConstantFolder& folder) { - add_input("Color", SHADER_SOCKET_COLOR); - add_input("Bright", SHADER_SOCKET_FLOAT); - add_input("Contrast", SHADER_SOCKET_FLOAT); - add_output("Color", SHADER_SOCKET_COLOR); + if(folder.all_inputs_constant()) { + folder.make_constant(svm_brightness_contrast(color, bright, contrast)); + } } void BrightContrastNode::compile(SVMCompiler& compiler) @@ -3690,13 +4068,35 @@ void BrightContrastNode::compile(OSLCompiler& compiler) } /* Separate RGB */ + +NODE_DEFINE(SeparateRGBNode) +{ + NodeType* type = NodeType::add("separate_rgb", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Image", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_FLOAT(g, "R"); + SOCKET_OUT_FLOAT(g, "G"); + SOCKET_OUT_FLOAT(b, "B"); + + return type; +} + SeparateRGBNode::SeparateRGBNode() -: ShaderNode("separate_rgb") +: ShaderNode(node_type) +{ +} + +void SeparateRGBNode::constant_fold(const ConstantFolder& folder) { - add_input("Image", SHADER_SOCKET_COLOR); - add_output("R", SHADER_SOCKET_FLOAT); - add_output("G", SHADER_SOCKET_FLOAT); - add_output("B", SHADER_SOCKET_FLOAT); + if(folder.all_inputs_constant()) { + for(int channel = 0; channel < 3; channel++) { + if(outputs[channel] == folder.output) { + folder.make_constant(color[channel]); + return; + } + } + } } void SeparateRGBNode::compile(SVMCompiler& compiler) @@ -3725,13 +4125,35 @@ void SeparateRGBNode::compile(OSLCompiler& compiler) } /* Separate XYZ */ + +NODE_DEFINE(SeparateXYZNode) +{ + NodeType* type = NodeType::add("separate_xyz", create, NodeType::SHADER); + + SOCKET_IN_COLOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_FLOAT(x, "X"); + SOCKET_OUT_FLOAT(y, "Y"); + SOCKET_OUT_FLOAT(z, "Z"); + + return type; +} + SeparateXYZNode::SeparateXYZNode() -: ShaderNode("separate_xyz") +: ShaderNode(node_type) +{ +} + +void SeparateXYZNode::constant_fold(const ConstantFolder& folder) { - add_input("Vector", SHADER_SOCKET_VECTOR); - add_output("X", SHADER_SOCKET_FLOAT); - add_output("Y", SHADER_SOCKET_FLOAT); - add_output("Z", SHADER_SOCKET_FLOAT); + if(folder.all_inputs_constant()) { + for(int channel = 0; channel < 3; channel++) { + if(outputs[channel] == folder.output) { + folder.make_constant(vector[channel]); + return; + } + } + } } void SeparateXYZNode::compile(SVMCompiler& compiler) @@ -3760,13 +4182,37 @@ void SeparateXYZNode::compile(OSLCompiler& compiler) } /* Separate HSV */ + +NODE_DEFINE(SeparateHSVNode) +{ + NodeType* type = NodeType::add("separate_hsv", create, NodeType::SHADER); + + SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_FLOAT(h, "H"); + SOCKET_OUT_FLOAT(s, "S"); + SOCKET_OUT_FLOAT(v, "V"); + + return type; +} + SeparateHSVNode::SeparateHSVNode() -: ShaderNode("separate_hsv") +: ShaderNode(node_type) +{ +} + +void SeparateHSVNode::constant_fold(const ConstantFolder& folder) { - add_input("Color", SHADER_SOCKET_COLOR); - add_output("H", SHADER_SOCKET_FLOAT); - add_output("S", SHADER_SOCKET_FLOAT); - add_output("V", SHADER_SOCKET_FLOAT); + if(folder.all_inputs_constant()) { + float3 hsv = rgb_to_hsv(color); + + for(int channel = 0; channel < 3; channel++) { + if(outputs[channel] == folder.output) { + folder.make_constant(hsv[channel]); + return; + } + } + } } void SeparateHSVNode::compile(SVMCompiler& compiler) @@ -3790,15 +4236,25 @@ void SeparateHSVNode::compile(OSLCompiler& compiler) } /* Hue Saturation Value */ + +NODE_DEFINE(HSVNode) +{ + NodeType* type = NodeType::add("hsv", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(hue, "Hue", 0.5f); + SOCKET_IN_FLOAT(saturation, "Saturation", 1.0f); + SOCKET_IN_FLOAT(value, "Value", 1.0f); + SOCKET_IN_FLOAT(fac, "Fac", 1.0f); + SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + HSVNode::HSVNode() -: ShaderNode("hsv") +: ShaderNode(node_type) { - add_input("Hue", SHADER_SOCKET_FLOAT); - add_input("Saturation", SHADER_SOCKET_FLOAT); - add_input("Value", SHADER_SOCKET_FLOAT); - add_input("Fac", SHADER_SOCKET_FLOAT); - add_input("Color", SHADER_SOCKET_COLOR); - add_output("Color", SHADER_SOCKET_COLOR); } void HSVNode::compile(SVMCompiler& compiler) @@ -3828,14 +4284,22 @@ void HSVNode::compile(OSLCompiler& compiler) /* Attribute */ -AttributeNode::AttributeNode() -: ShaderNode("attribute") +NODE_DEFINE(AttributeNode) { - attribute = ""; + NodeType* type = NodeType::add("attribute", create, NodeType::SHADER); + + SOCKET_STRING(attribute, "Attribute", ustring("")); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_VECTOR(vector, "Vector"); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Vector", SHADER_SOCKET_VECTOR); - add_output("Fac", SHADER_SOCKET_FLOAT); +AttributeNode::AttributeNode() +: ShaderNode(node_type) +{ } void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes) @@ -3911,12 +4375,20 @@ void AttributeNode::compile(OSLCompiler& compiler) /* Camera */ +NODE_DEFINE(CameraNode) +{ + NodeType* type = NodeType::add("camera_info", create, NodeType::SHADER); + + SOCKET_OUT_VECTOR(view_vector, "View Vector"); + SOCKET_OUT_FLOAT(view_z_depth, "View Z Depth"); + SOCKET_OUT_FLOAT(view_distance, "View Distance"); + + return type; +} + CameraNode::CameraNode() -: ShaderNode("camera") +: ShaderNode(node_type) { - add_output("View Vector", SHADER_SOCKET_VECTOR); - add_output("View Z Depth", SHADER_SOCKET_FLOAT); - add_output("View Distance", SHADER_SOCKET_FLOAT); } void CameraNode::compile(SVMCompiler& compiler) @@ -3938,12 +4410,21 @@ void CameraNode::compile(OSLCompiler& compiler) /* Fresnel */ +NODE_DEFINE(FresnelNode) +{ + NodeType* type = NodeType::add("fresnel", create, NodeType::SHADER); + + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(IOR, "IOR", 1.45f); + + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + FresnelNode::FresnelNode() -: ShaderNode("fresnel") +: ShaderNode(node_type) { - add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f); - add_output("Fac", SHADER_SOCKET_FLOAT); } void FresnelNode::compile(SVMCompiler& compiler) @@ -3954,7 +4435,7 @@ void FresnelNode::compile(SVMCompiler& compiler) compiler.add_node(NODE_FRESNEL, compiler.stack_assign(IOR_in), - __float_as_int(IOR_in->value.x), + __float_as_int(IOR), compiler.encode_uchar4( compiler.stack_assign_if_linked(normal_in), compiler.stack_assign(fac_out))); @@ -3967,14 +4448,22 @@ void FresnelNode::compile(OSLCompiler& compiler) /* Layer Weight */ -LayerWeightNode::LayerWeightNode() -: ShaderNode("layer_weight") +NODE_DEFINE(LayerWeightNode) { - add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f); + NodeType* type = NodeType::add("layer_weight", create, NodeType::SHADER); + + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(blend, "Blend", 0.5f); + + SOCKET_OUT_FLOAT(fresnel, "Fresnel"); + SOCKET_OUT_FLOAT(facing, "Facing"); + + return type; +} - add_output("Fresnel", SHADER_SOCKET_FLOAT); - add_output("Facing", SHADER_SOCKET_FLOAT); +LayerWeightNode::LayerWeightNode() +: ShaderNode(node_type) +{ } void LayerWeightNode::compile(SVMCompiler& compiler) @@ -3987,7 +4476,7 @@ void LayerWeightNode::compile(SVMCompiler& compiler) if(!fresnel_out->links.empty()) { compiler.add_node(NODE_LAYER_WEIGHT, compiler.stack_assign_if_linked(blend_in), - __float_as_int(blend_in->value.x), + __float_as_int(blend), compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, compiler.stack_assign_if_linked(normal_in), compiler.stack_assign(fresnel_out))); @@ -3996,7 +4485,7 @@ void LayerWeightNode::compile(SVMCompiler& compiler) if(!facing_out->links.empty()) { compiler.add_node(NODE_LAYER_WEIGHT, compiler.stack_assign_if_linked(blend_in), - __float_as_int(blend_in->value.x), + __float_as_int(blend), compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, compiler.stack_assign_if_linked(normal_in), compiler.stack_assign(facing_out))); @@ -4010,13 +4499,20 @@ void LayerWeightNode::compile(OSLCompiler& compiler) /* Wireframe */ +NODE_DEFINE(WireframeNode) +{ + NodeType* type = NodeType::add("wireframe", create, NodeType::SHADER); + + SOCKET_BOOLEAN(use_pixel_size, "Use Pixel Size", false); + SOCKET_IN_FLOAT(size, "Size", 0.01f); + SOCKET_OUT_FLOAT(fac, "Fac"); + + return type; +} + WireframeNode::WireframeNode() -: ShaderNode("wireframe") +: ShaderNode(node_type) { - add_input("Size", SHADER_SOCKET_FLOAT, 0.01f); - add_output("Fac", SHADER_SOCKET_FLOAT); - - use_pixel_size = false; } void WireframeNode::compile(SVMCompiler& compiler) @@ -4049,17 +4545,25 @@ void WireframeNode::compile(OSLCompiler& compiler) else { compiler.parameter("bump_offset", "center"); } - compiler.parameter("use_pixel_size", use_pixel_size); + compiler.parameter(this, "use_pixel_size"); compiler.add(this, "node_wireframe"); } /* Wavelength */ +NODE_DEFINE(WavelengthNode) +{ + NodeType* type = NodeType::add("wavelength", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(wavelength, "Wavelength", 500.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; +} + WavelengthNode::WavelengthNode() -: ShaderNode("wavelength") +: ShaderNode(node_type) { - add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f); - add_output("Color", SHADER_SOCKET_COLOR); } void WavelengthNode::compile(SVMCompiler& compiler) @@ -4079,25 +4583,26 @@ void WavelengthNode::compile(OSLCompiler& compiler) /* Blackbody */ -BlackbodyNode::BlackbodyNode() -: ShaderNode("blackbody") +NODE_DEFINE(BlackbodyNode) { - add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f); - add_output("Color", SHADER_SOCKET_COLOR); + NodeType* type = NodeType::add("blackbody", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(temperature, "Temperature", 1200.0f); + SOCKET_OUT_COLOR(color, "Color"); + + return type; } -bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value) +BlackbodyNode::BlackbodyNode() +: ShaderNode(node_type) { - ShaderInput *temperature_in = input("Temperature"); +} - if(socket == output("Color")) { - if(temperature_in->link == NULL) { - *optimized_value = svm_math_blackbody_color(temperature_in->value.x); - return true; - } +void BlackbodyNode::constant_fold(const ConstantFolder& folder) +{ + if(folder.all_inputs_constant()) { + folder.make_constant(svm_math_blackbody_color(temperature)); } - - return false; } void BlackbodyNode::compile(SVMCompiler& compiler) @@ -4117,15 +4622,22 @@ void BlackbodyNode::compile(OSLCompiler& compiler) /* Output */ +NODE_DEFINE(OutputNode) +{ + NodeType* type = NodeType::add("output", create, NodeType::SHADER); + + SOCKET_IN_CLOSURE(surface, "Surface"); + SOCKET_IN_CLOSURE(volume, "Volume"); + SOCKET_IN_FLOAT(displacement, "Displacement", 0.0f); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f)); + + return type; +} + OutputNode::OutputNode() -: ShaderNode("output") +: ShaderNode(node_type) { special_type = SHADER_SPECIAL_TYPE_OUTPUT; - - add_input("Surface", SHADER_SOCKET_CLOSURE); - add_input("Volume", SHADER_SOCKET_CLOSURE); - add_input("Displacement", SHADER_SOCKET_FLOAT); - add_input("Normal", SHADER_SOCKET_NORMAL); } void OutputNode::compile(SVMCompiler& compiler) @@ -4151,67 +4663,55 @@ void OutputNode::compile(OSLCompiler& compiler) /* Math */ -MathNode::MathNode() -: ShaderNode("math") +NODE_DEFINE(MathNode) { - type = ustring("Add"); + NodeType* type = NodeType::add("math", create, NodeType::SHADER); - use_clamp = false; + static NodeEnum type_enum; + type_enum.insert("add", NODE_MATH_ADD); + type_enum.insert("subtract", NODE_MATH_SUBTRACT); + type_enum.insert("multiply", NODE_MATH_MULTIPLY); + type_enum.insert("divide", NODE_MATH_DIVIDE); + type_enum.insert("sine", NODE_MATH_SINE); + type_enum.insert("cosine", NODE_MATH_COSINE); + type_enum.insert("tangent", NODE_MATH_TANGENT); + type_enum.insert("arcsine", NODE_MATH_ARCSINE); + type_enum.insert("arccosine", NODE_MATH_ARCCOSINE); + type_enum.insert("arctangent", NODE_MATH_ARCTANGENT); + type_enum.insert("power", NODE_MATH_POWER); + type_enum.insert("logarithm", NODE_MATH_LOGARITHM); + type_enum.insert("minimum", NODE_MATH_MINIMUM); + type_enum.insert("maximum", NODE_MATH_MAXIMUM); + type_enum.insert("round", NODE_MATH_ROUND); + type_enum.insert("less_than", NODE_MATH_LESS_THAN); + type_enum.insert("greater_than", NODE_MATH_GREATER_THAN); + type_enum.insert("modulo", NODE_MATH_MODULO); + type_enum.insert("absolute", NODE_MATH_ABSOLUTE); + SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD); - add_input("Value1", SHADER_SOCKET_FLOAT); - add_input("Value2", SHADER_SOCKET_FLOAT); - add_output("Value", SHADER_SOCKET_FLOAT); -} + SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); -static ShaderEnum math_type_init() -{ - ShaderEnum enm; + SOCKET_IN_FLOAT(value1, "Value1", 0.0f); + SOCKET_IN_FLOAT(value2, "Value2", 0.0f); - enm.insert("Add", NODE_MATH_ADD); - enm.insert("Subtract", NODE_MATH_SUBTRACT); - enm.insert("Multiply", NODE_MATH_MULTIPLY); - enm.insert("Divide", NODE_MATH_DIVIDE); - enm.insert("Sine", NODE_MATH_SINE); - enm.insert("Cosine", NODE_MATH_COSINE); - enm.insert("Tangent", NODE_MATH_TANGENT); - enm.insert("Arcsine", NODE_MATH_ARCSINE); - enm.insert("Arccosine", NODE_MATH_ARCCOSINE); - enm.insert("Arctangent", NODE_MATH_ARCTANGENT); - enm.insert("Power", NODE_MATH_POWER); - enm.insert("Logarithm", NODE_MATH_LOGARITHM); - enm.insert("Minimum", NODE_MATH_MINIMUM); - enm.insert("Maximum", NODE_MATH_MAXIMUM); - enm.insert("Round", NODE_MATH_ROUND); - enm.insert("Less Than", NODE_MATH_LESS_THAN); - enm.insert("Greater Than", NODE_MATH_GREATER_THAN); - enm.insert("Modulo", NODE_MATH_MODULO); - enm.insert("Absolute", NODE_MATH_ABSOLUTE); + SOCKET_OUT_FLOAT(value, "Value"); - return enm; + return type; } -ShaderEnum MathNode::type_enum = math_type_init(); - -bool MathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value) +MathNode::MathNode() +: ShaderNode(node_type) { - ShaderInput *value1_in = input("Value1"); - ShaderInput *value2_in = input("Value2"); - - if(socket == output("Value")) { - if(value1_in->link == NULL && value2_in->link == NULL) { - optimized_value->x = svm_math((NodeMath)type_enum[type], - value1_in->value.x, - value2_in->value.x); - - if(use_clamp) { - optimized_value->x = saturate(optimized_value->x); - } +} - return true; - } +void MathNode::constant_fold(const ConstantFolder& folder) +{ + if(folder.all_inputs_constant()) { + folder.make_constant_clamp(svm_math(type, value1, value2), use_clamp); + } + else { + folder.fold_math(type, use_clamp); } - - return false; } void MathNode::compile(SVMCompiler& compiler) @@ -4220,10 +4720,7 @@ void MathNode::compile(SVMCompiler& compiler) ShaderInput *value2_in = input("Value2"); ShaderOutput *value_out = output("Value"); - compiler.add_node(NODE_MATH, - type_enum[type], - compiler.stack_assign(value1_in), - compiler.stack_assign(value2_in)); + compiler.add_node(NODE_MATH, type, compiler.stack_assign(value1_in), compiler.stack_assign(value2_in)); compiler.add_node(NODE_MATH, compiler.stack_assign(value_out)); if(use_clamp) { @@ -4234,66 +4731,62 @@ void MathNode::compile(SVMCompiler& compiler) void MathNode::compile(OSLCompiler& compiler) { - compiler.parameter("type", type); - compiler.parameter("Clamp", use_clamp); + compiler.parameter(this, "type"); + compiler.parameter(this, "use_clamp"); compiler.add(this, "node_math"); } /* VectorMath */ -VectorMathNode::VectorMathNode() -: ShaderNode("vector_math") +NODE_DEFINE(VectorMathNode) { - type = ustring("Add"); + NodeType* type = NodeType::add("vector_math", create, NodeType::SHADER); - add_input("Vector1", SHADER_SOCKET_VECTOR); - add_input("Vector2", SHADER_SOCKET_VECTOR); - add_output("Value", SHADER_SOCKET_FLOAT); - add_output("Vector", SHADER_SOCKET_VECTOR); -} + static NodeEnum type_enum; + type_enum.insert("add", NODE_VECTOR_MATH_ADD); + type_enum.insert("subtract", NODE_VECTOR_MATH_SUBTRACT); + type_enum.insert("average", NODE_VECTOR_MATH_AVERAGE); + type_enum.insert("dot_product", NODE_VECTOR_MATH_DOT_PRODUCT); + type_enum.insert("cross_product", NODE_VECTOR_MATH_CROSS_PRODUCT); + type_enum.insert("normalize", NODE_VECTOR_MATH_NORMALIZE); + SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_MATH_ADD); -static ShaderEnum vector_math_type_init() -{ - ShaderEnum enm; + SOCKET_IN_VECTOR(vector1, "Vector1", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(vector2, "Vector2", make_float3(0.0f, 0.0f, 0.0f)); - enm.insert("Add", NODE_VECTOR_MATH_ADD); - enm.insert("Subtract", NODE_VECTOR_MATH_SUBTRACT); - enm.insert("Average", NODE_VECTOR_MATH_AVERAGE); - enm.insert("Dot Product", NODE_VECTOR_MATH_DOT_PRODUCT); - enm.insert("Cross Product", NODE_VECTOR_MATH_CROSS_PRODUCT); - enm.insert("Normalize", NODE_VECTOR_MATH_NORMALIZE); + SOCKET_OUT_FLOAT(value, "Value"); + SOCKET_OUT_VECTOR(vector, "Vector"); - return enm; + return type; } -ShaderEnum VectorMathNode::type_enum = vector_math_type_init(); - -bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value) +VectorMathNode::VectorMathNode() +: ShaderNode(node_type) { - ShaderInput *vector1_in = input("Vector1"); - ShaderInput *vector2_in = input("Vector2"); +} +void VectorMathNode::constant_fold(const ConstantFolder& folder) +{ float value; float3 vector; - if(vector1_in->link == NULL && vector2_in->link == NULL) { + if(folder.all_inputs_constant()) { svm_vector_math(&value, &vector, - (NodeVectorMath)type_enum[type], - vector1_in->value, - vector2_in->value); + type, + vector1, + vector2); - if(socket == output("Value")) { - optimized_value->x = value; - return true; + if(folder.output == output("Value")) { + folder.make_constant(value); } - else if(socket == output("Vector")) { - *optimized_value = vector; - return true; + else if(folder.output == output("Vector")) { + folder.make_constant(vector); } } - - return false; + else { + folder.fold_vector_math(type); + } } void VectorMathNode::compile(SVMCompiler& compiler) @@ -4304,7 +4797,7 @@ void VectorMathNode::compile(SVMCompiler& compiler) ShaderOutput *vector_out = output("Vector"); compiler.add_node(NODE_VECTOR_MATH, - type_enum[type], + type, compiler.stack_assign(vector1_in), compiler.stack_assign(vector2_in)); compiler.add_node(NODE_VECTOR_MATH, @@ -4314,90 +4807,87 @@ void VectorMathNode::compile(SVMCompiler& compiler) void VectorMathNode::compile(OSLCompiler& compiler) { - compiler.parameter("type", type); + compiler.parameter(this, "type"); compiler.add(this, "node_vector_math"); } /* VectorTransform */ -VectorTransformNode::VectorTransformNode() -: ShaderNode("vector_transform") +NODE_DEFINE(VectorTransformNode) { - type = ustring("Vector"); - convert_from = ustring("world"); - convert_to = ustring("object"); + NodeType* type = NodeType::add("vector_transform", create, NodeType::SHADER); - add_input("Vector", SHADER_SOCKET_VECTOR); - add_output("Vector", SHADER_SOCKET_VECTOR); -} + static NodeEnum type_enum; + type_enum.insert("vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); + type_enum.insert("point", NODE_VECTOR_TRANSFORM_TYPE_POINT); + type_enum.insert("normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); + SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_TRANSFORM_TYPE_VECTOR); -static ShaderEnum vector_transform_type_init() -{ - ShaderEnum enm; + static NodeEnum space_enum; + space_enum.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); + space_enum.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); + space_enum.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA); + SOCKET_ENUM(convert_from, "Convert From", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); + SOCKET_ENUM(convert_to, "Convert To", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); - enm.insert("Vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR); - enm.insert("Point", NODE_VECTOR_TRANSFORM_TYPE_POINT); - enm.insert("Normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL); + SOCKET_IN_VECTOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_OUT_VECTOR(vector, "Vector"); - return enm; + return type; } -static ShaderEnum vector_transform_convert_space_init() +VectorTransformNode::VectorTransformNode() +: ShaderNode(node_type) { - ShaderEnum enm; - - enm.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); - enm.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); - enm.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA); - - return enm; } -ShaderEnum VectorTransformNode::type_enum = vector_transform_type_init(); -ShaderEnum VectorTransformNode::convert_space_enum = vector_transform_convert_space_init(); - void VectorTransformNode::compile(SVMCompiler& compiler) { ShaderInput *vector_in = input("Vector"); ShaderOutput *vector_out = output("Vector"); compiler.add_node(NODE_VECTOR_TRANSFORM, - compiler.encode_uchar4(type_enum[type], - convert_space_enum[convert_from], - convert_space_enum[convert_to]), + compiler.encode_uchar4(type, convert_from, convert_to), compiler.encode_uchar4(compiler.stack_assign(vector_in), compiler.stack_assign(vector_out))); } void VectorTransformNode::compile(OSLCompiler& compiler) { - compiler.parameter("type", type); - compiler.parameter("convert_from", convert_from); - compiler.parameter("convert_to", convert_to); + compiler.parameter(this, "type"); + compiler.parameter(this, "convert_from"); + compiler.parameter(this, "convert_to"); compiler.add(this, "node_vector_transform"); } /* BumpNode */ -BumpNode::BumpNode() -: ShaderNode("bump") +NODE_DEFINE(BumpNode) { - invert = false; + NodeType* type = NodeType::add("bump", create, NodeType::SHADER); - special_type = SHADER_SPECIAL_TYPE_BUMP; + SOCKET_BOOLEAN(invert, "Invert", false); /* this input is used by the user, but after graph transform it is no longer * used and moved to sampler center/x/y instead */ - add_input("Height", SHADER_SOCKET_FLOAT); + SOCKET_IN_FLOAT(height, "Height", 1.0f); + + SOCKET_IN_FLOAT(sample_center, "SampleCenter", 0.0f); + SOCKET_IN_FLOAT(sample_x, "SampleX", 0.0f); + SOCKET_IN_FLOAT(sample_y, "SampleY", 0.0f); + SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_FLOAT(distance, "Distance", 0.1f); + + SOCKET_OUT_NORMAL(normal, "Normal"); - add_input("SampleCenter", SHADER_SOCKET_FLOAT); - add_input("SampleX", SHADER_SOCKET_FLOAT); - add_input("SampleY", SHADER_SOCKET_FLOAT); - add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL); - add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Distance", SHADER_SOCKET_FLOAT, 0.1f); + return type; +} - add_output("Normal", SHADER_SOCKET_NORMAL); +BumpNode::BumpNode() +: ShaderNode(node_type) +{ + special_type = SHADER_SPECIAL_TYPE_BUMP; } void BumpNode::compile(SVMCompiler& compiler) @@ -4426,13 +4916,11 @@ void BumpNode::compile(SVMCompiler& compiler) void BumpNode::compile(OSLCompiler& compiler) { - compiler.parameter("invert", invert); + compiler.parameter(this, "invert"); compiler.add(this, "node_bump"); } -bool BumpNode::constant_fold(ShaderGraph *graph, - ShaderOutput * /*socket*/, - float3 * /*optimized_value*/) +void BumpNode::constant_fold(const ConstantFolder& folder) { ShaderInput *height_in = input("Height"); ShaderInput *normal_in = input("Normal"); @@ -4440,46 +4928,60 @@ bool BumpNode::constant_fold(ShaderGraph *graph, if(height_in->link == NULL) { if(normal_in->link == NULL) { GeometryNode *geom = new GeometryNode(); - graph->add(geom); - graph->relink(this, outputs[0], geom->output("Normal")); + folder.graph->add(geom); + folder.bypass(geom->output("Normal")); } else { - graph->relink(this, outputs[0], normal_in->link); + folder.bypass(normal_in->link); } - return true; } /* TODO(sergey): Ignore bump with zero strength. */ - - return false; } -/* RGBCurvesNode */ -RGBCurvesNode::RGBCurvesNode() -: ShaderNode("rgb_curves") +/* Curve node */ + +CurvesNode::CurvesNode(const NodeType *node_type) +: ShaderNode(node_type) +{ +} + +void CurvesNode::constant_fold(const ConstantFolder& folder, ShaderInput *value_in) { - add_input("Fac", SHADER_SOCKET_FLOAT); - add_input("Color", SHADER_SOCKET_COLOR); - add_output("Color", SHADER_SOCKET_COLOR); + ShaderInput *fac_in = input("Fac"); - min_x = 0.0f; - max_x = 1.0f; + /* remove no-op node */ + if(!fac_in->link && fac == 0.0f) { + folder.bypass(value_in->link); + } + /* evaluate fully constant node */ + else if(folder.all_inputs_constant()) { + if (curves.size() == 0) + return; + + float3 pos = (value - make_float3(min_x, min_x, min_x)) / (max_x - min_x); + float3 result; + + result[0] = rgb_ramp_lookup(curves.data(), pos[0], true, true, curves.size()).x; + result[1] = rgb_ramp_lookup(curves.data(), pos[1], true, true, curves.size()).y; + result[2] = rgb_ramp_lookup(curves.data(), pos[2], true, true, curves.size()).z; + + folder.make_constant(interp(value, result, fac)); + } } -void RGBCurvesNode::compile(SVMCompiler& compiler) +void CurvesNode::compile(SVMCompiler& compiler, int type, ShaderInput *value_in, ShaderOutput *value_out) { if(curves.size() == 0) return; ShaderInput *fac_in = input("Fac"); - ShaderInput *color_in = input("Color"); - ShaderOutput *color_out = output("Color"); - compiler.add_node(NODE_RGB_CURVES, + compiler.add_node(type, compiler.encode_uchar4(compiler.stack_assign(fac_in), - compiler.stack_assign(color_in), - compiler.stack_assign(color_out)), + compiler.stack_assign(value_in), + compiler.stack_assign(value_out)), __float_as_int(min_x), __float_as_int(max_x)); @@ -4488,72 +4990,149 @@ void RGBCurvesNode::compile(SVMCompiler& compiler) compiler.add_node(float3_to_float4(curves[i])); } -void RGBCurvesNode::compile(OSLCompiler& compiler) +void CurvesNode::compile(OSLCompiler& compiler, const char* name) { if(curves.size() == 0) return; compiler.parameter_color_array("ramp", curves); - compiler.parameter("min_x", min_x); - compiler.parameter("max_x", max_x); - compiler.add(this, "node_rgb_curves"); + compiler.parameter(this, "min_x"); + compiler.parameter(this, "max_x"); + compiler.add(this, name); } -/* VectorCurvesNode */ +void CurvesNode::compile(SVMCompiler& /*compiler*/) +{ + assert(0); +} -VectorCurvesNode::VectorCurvesNode() -: ShaderNode("vector_curves") +void CurvesNode::compile(OSLCompiler& /*compiler*/) +{ + assert(0); +} + +/* RGBCurvesNode */ + +NODE_DEFINE(RGBCurvesNode) { - add_input("Fac", SHADER_SOCKET_FLOAT); - add_input("Vector", SHADER_SOCKET_VECTOR); - add_output("Vector", SHADER_SOCKET_VECTOR); + NodeType* type = NodeType::add("rgb_curves", create, NodeType::SHADER); + + SOCKET_COLOR_ARRAY(curves, "Curves", array<float3>()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); - min_x = 0.0f; - max_x = 1.0f; + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + SOCKET_IN_COLOR(value, "Color", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_COLOR(value, "Color"); + + return type; } -void VectorCurvesNode::compile(SVMCompiler& compiler) +RGBCurvesNode::RGBCurvesNode() +: CurvesNode(node_type) { - if(curves.size() == 0) - return; +} - ShaderInput *fac_in = input("Fac"); - ShaderInput *vector_in = input("Vector"); - ShaderOutput *vector_out = output("Vector"); +void RGBCurvesNode::constant_fold(const ConstantFolder& folder) +{ + CurvesNode::constant_fold(folder, input("Color")); +} - compiler.add_node(NODE_VECTOR_CURVES, - compiler.encode_uchar4(compiler.stack_assign(fac_in), - compiler.stack_assign(vector_in), - compiler.stack_assign(vector_out)), - __float_as_int(min_x), - __float_as_int(max_x)); +void RGBCurvesNode::compile(SVMCompiler& compiler) +{ + CurvesNode::compile(compiler, NODE_RGB_CURVES, input("Color"), output("Color")); +} - compiler.add_node(curves.size()); - for(int i = 0; i < curves.size(); i++) - compiler.add_node(float3_to_float4(curves[i])); +void RGBCurvesNode::compile(OSLCompiler& compiler) +{ + CurvesNode::compile(compiler, "node_rgb_curves"); } -void VectorCurvesNode::compile(OSLCompiler& compiler) +/* VectorCurvesNode */ + +NODE_DEFINE(VectorCurvesNode) { - if(curves.size() == 0) - return; + NodeType* type = NodeType::add("vector_curves", create, NodeType::SHADER); - compiler.parameter_color_array("ramp", curves); - compiler.parameter("min_x", min_x); - compiler.parameter("max_x", max_x); - compiler.add(this, "node_vector_curves"); + SOCKET_VECTOR_ARRAY(curves, "Curves", array<float3>()); + SOCKET_FLOAT(min_x, "Min X", 0.0f); + SOCKET_FLOAT(max_x, "Max X", 1.0f); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + SOCKET_IN_VECTOR(value, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + + SOCKET_OUT_VECTOR(value, "Vector"); + + return type; +} + +VectorCurvesNode::VectorCurvesNode() +: CurvesNode(node_type) +{ +} + +void VectorCurvesNode::constant_fold(const ConstantFolder& folder) +{ + CurvesNode::constant_fold(folder, input("Vector")); +} + +void VectorCurvesNode::compile(SVMCompiler& compiler) +{ + CurvesNode::compile(compiler, NODE_VECTOR_CURVES, input("Vector"), output("Vector")); +} + +void VectorCurvesNode::compile(OSLCompiler& compiler) +{ + CurvesNode::compile(compiler, "node_vector_curves"); } /* RGBRampNode */ +NODE_DEFINE(RGBRampNode) +{ + NodeType* type = NodeType::add("rgb_ramp", create, NodeType::SHADER); + + SOCKET_COLOR_ARRAY(ramp, "Ramp", array<float3>()); + SOCKET_FLOAT_ARRAY(ramp_alpha, "Ramp Alpha", array<float>()); + SOCKET_BOOLEAN(interpolate, "Interpolate", true); + + SOCKET_IN_FLOAT(fac, "Fac", 0.0f); + + SOCKET_OUT_COLOR(color, "Color"); + SOCKET_OUT_FLOAT(alpha, "Alpha"); + + return type; +} + RGBRampNode::RGBRampNode() -: ShaderNode("rgb_ramp") +: ShaderNode(node_type) +{ +} + +void RGBRampNode::constant_fold(const ConstantFolder& folder) { - add_input("Fac", SHADER_SOCKET_FLOAT); - add_output("Color", SHADER_SOCKET_COLOR); - add_output("Alpha", SHADER_SOCKET_FLOAT); + if(ramp.size() == 0 || ramp.size() != ramp_alpha.size()) + return; + + if(folder.all_inputs_constant()) { + float f = clamp(fac, 0.0f, 1.0f) * (ramp.size() - 1); - interpolate = true; + /* clamp int as well in case of NaN */ + int i = clamp((int)f, 0, ramp.size()-1); + float t = f - (float)i; + + bool use_lerp = interpolate && t > 0.0f; + + if(folder.output == output("Color")) { + float3 color = rgb_ramp_lookup(ramp.data(), fac, use_lerp, false, ramp.size()); + folder.make_constant(color); + } + else if(folder.output == output("Alpha")) { + float alpha = float_ramp_lookup(ramp_alpha.data(), fac, use_lerp, false, ramp_alpha.size()); + folder.make_constant(alpha); + } + } } void RGBRampNode::compile(SVMCompiler& compiler) @@ -4584,18 +5163,26 @@ void RGBRampNode::compile(OSLCompiler& compiler) compiler.parameter_color_array("ramp_color", ramp); compiler.parameter_array("ramp_alpha", ramp_alpha.data(), ramp_alpha.size()); - compiler.parameter("ramp_interpolate", interpolate); + compiler.parameter(this, "interpolate"); compiler.add(this, "node_rgb_ramp"); } /* Set Normal Node */ +NODE_DEFINE(SetNormalNode) +{ + NodeType* type = NodeType::add("set_normal", create, NodeType::SHADER); + + SOCKET_IN_VECTOR(direction, "Direction", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_OUT_NORMAL(normal, "Normal"); + + return type; +} + SetNormalNode::SetNormalNode() -: ShaderNode("set_normal") +: ShaderNode(node_type) { - add_input("Direction", SHADER_SOCKET_VECTOR); - add_output("Normal", SHADER_SOCKET_NORMAL); } void SetNormalNode::compile(SVMCompiler& compiler) @@ -4613,20 +5200,73 @@ void SetNormalNode::compile(OSLCompiler& compiler) compiler.add(this, "node_set_normal"); } -/* OSLScriptNode */ +/* OSLNode */ -OSLScriptNode::OSLScriptNode() -: ShaderNode("osl_script") +OSLNode::OSLNode() +: ShaderNode(new NodeType(NodeType::SHADER)) { special_type = SHADER_SPECIAL_TYPE_SCRIPT; } -void OSLScriptNode::compile(SVMCompiler& /*compiler*/) +OSLNode::~OSLNode() +{ + delete type; +} + +ShaderNode *OSLNode::clone() const +{ + return OSLNode::create(this->inputs.size(), this); +} + +OSLNode* OSLNode::create(size_t num_inputs, const OSLNode *from) +{ + /* allocate space for the node itself and parameters, aligned to 16 bytes + * assuming that's the most parameter types need */ + size_t node_size = align_up(sizeof(OSLNode), 16); + size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; + + char *node_memory = (char*) operator new(node_size + inputs_size); + memset(node_memory, 0, node_size + inputs_size); + + if (!from) { + return new(node_memory) OSLNode(); + } + else { + /* copy input default values and node type for cloning */ + memcpy(node_memory + node_size, (char*)from + node_size, inputs_size); + + OSLNode *node = new(node_memory) OSLNode(*from); + node->type = new NodeType(*(from->type)); + return node; + } +} + +char* OSLNode::input_default_value() +{ + /* pointer to default value storage, which is the same as our actual value */ + size_t num_inputs = type->inputs.size(); + size_t inputs_size = align_up(SocketType::max_size(), 16) * num_inputs; + return (char*)this + align_up(sizeof(OSLNode), 16) + inputs_size; +} + +void OSLNode::add_input(ustring name, SocketType::Type socket_type) +{ + char *memory = input_default_value(); + size_t offset = memory - (char*)this; + const_cast<NodeType*>(type)->register_input(name, name, socket_type, offset, memory, NULL, NULL, SocketType::LINKABLE); +} + +void OSLNode::add_output(ustring name, SocketType::Type socket_type) +{ + const_cast<NodeType*>(type)->register_output(name, name, socket_type); +} + +void OSLNode::compile(SVMCompiler&) { /* doesn't work for SVM, obviously ... */ } -void OSLScriptNode::compile(OSLCompiler& compiler) +void OSLNode::compile(OSLCompiler& compiler) { if(!filepath.empty()) compiler.add(this, filepath.c_str(), true); @@ -4636,37 +5276,37 @@ void OSLScriptNode::compile(OSLCompiler& compiler) /* Normal Map */ -static ShaderEnum normal_map_space_init() +NODE_DEFINE(NormalMapNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("normal_map", create, NodeType::SHADER); - enm.insert("Tangent", NODE_NORMAL_MAP_TANGENT); - enm.insert("Object", NODE_NORMAL_MAP_OBJECT); - enm.insert("World", NODE_NORMAL_MAP_WORLD); - enm.insert("Blender Object", NODE_NORMAL_MAP_BLENDER_OBJECT); - enm.insert("Blender World", NODE_NORMAL_MAP_BLENDER_WORLD); + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + space_enum.insert("blender_object", NODE_NORMAL_MAP_BLENDER_OBJECT); + space_enum.insert("blender_world", NODE_NORMAL_MAP_BLENDER_WORLD); + SOCKET_ENUM(space, "Space", space_enum, NODE_TANGENT_RADIAL); - return enm; -} + SOCKET_STRING(attribute, "Attribute", ustring("")); -ShaderEnum NormalMapNode::space_enum = normal_map_space_init(); + SOCKET_IN_NORMAL(normal_osl, "NormalIn", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_FLOAT(strength, "Strength", 1.0f); + SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 1.0f)); -NormalMapNode::NormalMapNode() -: ShaderNode("normal_map") -{ - space = ustring("Tangent"); - attribute = ustring(""); + SOCKET_OUT_NORMAL(normal, "Normal"); - add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f); - add_input("Color", SHADER_SOCKET_COLOR); + return type; +} - add_output("Normal", SHADER_SOCKET_NORMAL); +NormalMapNode::NormalMapNode() +: ShaderNode(node_type) +{ } void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes) { - if(shader->has_surface && space == ustring("Tangent")) { + if(shader->has_surface && space == NODE_NORMAL_MAP_TANGENT) { if(attribute == ustring("")) { attributes->add(ATTR_STD_UV_TANGENT); attributes->add(ATTR_STD_UV_TANGENT_SIGN); @@ -4689,7 +5329,7 @@ void NormalMapNode::compile(SVMCompiler& compiler) ShaderOutput *normal_out = output("Normal"); int attr = 0, attr_sign = 0; - if(space == ustring("Tangent")) { + if(space == NODE_NORMAL_MAP_TANGENT) { if(attribute == ustring("")) { attr = compiler.attribute(ATTR_STD_UV_TANGENT); attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); @@ -4705,13 +5345,13 @@ void NormalMapNode::compile(SVMCompiler& compiler) compiler.stack_assign(color_in), compiler.stack_assign(strength_in), compiler.stack_assign(normal_out), - space_enum[space]), + space), attr, attr_sign); } void NormalMapNode::compile(OSLCompiler& compiler) { - if(space == ustring("Tangent")) { + if(space == NODE_NORMAL_MAP_TANGENT) { if(attribute == ustring("")) { compiler.parameter("attr_name", ustring("geom:tangent")); compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); @@ -4722,52 +5362,44 @@ void NormalMapNode::compile(OSLCompiler& compiler) } } - compiler.parameter("space", space); - + compiler.parameter(this, "space"); compiler.add(this, "node_normal_map"); } /* Tangent */ -static ShaderEnum tangent_direction_type_init() +NODE_DEFINE(TangentNode) { - ShaderEnum enm; + NodeType* type = NodeType::add("tangent", create, NodeType::SHADER); - enm.insert("Radial", NODE_TANGENT_RADIAL); - enm.insert("UV Map", NODE_TANGENT_UVMAP); + static NodeEnum direction_type_enum; + direction_type_enum.insert("radial", NODE_TANGENT_RADIAL); + direction_type_enum.insert("uv_map", NODE_TANGENT_UVMAP); + SOCKET_ENUM(direction_type, "Direction Type", direction_type_enum, NODE_TANGENT_RADIAL); - return enm; -} + static NodeEnum axis_enum; + axis_enum.insert("x", NODE_TANGENT_AXIS_X); + axis_enum.insert("y", NODE_TANGENT_AXIS_Y); + axis_enum.insert("z", NODE_TANGENT_AXIS_Z); + SOCKET_ENUM(axis, "Axis", axis_enum, NODE_TANGENT_AXIS_X); -static ShaderEnum tangent_axis_init() -{ - ShaderEnum enm; + SOCKET_STRING(attribute, "Attribute", ustring("")); - enm.insert("X", NODE_TANGENT_AXIS_X); - enm.insert("Y", NODE_TANGENT_AXIS_Y); - enm.insert("Z", NODE_TANGENT_AXIS_Z); + SOCKET_IN_NORMAL(normal_osl, "NormalIn", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_OUT_NORMAL(tangent, "Tangent"); - return enm; + return type; } -ShaderEnum TangentNode::direction_type_enum = tangent_direction_type_init(); -ShaderEnum TangentNode::axis_enum = tangent_axis_init(); - TangentNode::TangentNode() -: ShaderNode("tangent") +: ShaderNode(node_type) { - direction_type = ustring("Radial"); - axis = ustring("X"); - attribute = ustring(""); - - add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL); - add_output("Tangent", SHADER_SOCKET_NORMAL); } void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes) { if(shader->has_surface) { - if(direction_type == ustring("UV Map")) { + if(direction_type == NODE_TANGENT_UVMAP) { if(attribute == ustring("")) attributes->add(ATTR_STD_UV_TANGENT); else @@ -4785,7 +5417,7 @@ void TangentNode::compile(SVMCompiler& compiler) ShaderOutput *tangent_out = output("Tangent"); int attr; - if(direction_type == ustring("UV Map")) { + if(direction_type == NODE_TANGENT_UVMAP) { if(attribute == ustring("")) attr = compiler.attribute(ATTR_STD_UV_TANGENT); else @@ -4797,21 +5429,21 @@ void TangentNode::compile(SVMCompiler& compiler) compiler.add_node(NODE_TANGENT, compiler.encode_uchar4( compiler.stack_assign(tangent_out), - direction_type_enum[direction_type], - axis_enum[axis]), attr); + direction_type, + axis), attr); } void TangentNode::compile(OSLCompiler& compiler) { - if(direction_type == ustring("UV Map")) { + if(direction_type == NODE_TANGENT_UVMAP) { if(attribute == ustring("")) compiler.parameter("attr_name", ustring("geom:tangent")); else compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); } - compiler.parameter("direction_type", direction_type); - compiler.parameter("axis", axis); + compiler.parameter(this, "direction_type"); + compiler.parameter(this, "axis"); compiler.add(this, "node_tangent"); } diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h index c0f0dc29099..6c2467d9bee 100644 --- a/intern/cycles/render/nodes.h +++ b/intern/cycles/render/nodes.h @@ -18,6 +18,7 @@ #define __NODES_H__ #include "graph.h" +#include "node.h" #include "util_string.h" @@ -35,6 +36,7 @@ public: Transform compute_transform(); bool skip(); void compile(SVMCompiler& compiler, int offset_in, int offset_out); + int compile(SVMCompiler& compiler, ShaderInput *vector_in); void compile(OSLCompiler &compiler); int compile_begin(SVMCompiler& compiler, ShaderInput *vector_in); @@ -49,48 +51,26 @@ public: enum Type { POINT = 0, TEXTURE = 1, VECTOR = 2, NORMAL = 3 }; Type type; - static ShaderEnum type_enum; enum Mapping { NONE = 0, X = 1, Y = 2, Z = 3 }; Mapping x_mapping, y_mapping, z_mapping; - static ShaderEnum mapping_enum; enum Projection { FLAT, CUBE, TUBE, SPHERE }; Projection projection; - static ShaderEnum projection_enum; - - bool equals(const TextureMapping& other) { - return translation == other.translation && - rotation == other.rotation && - scale == other.scale && - use_minmax == other.use_minmax && - min == other.min && - max == other.max && - type == other.type && - x_mapping == other.x_mapping && - y_mapping == other.y_mapping && - z_mapping == other.z_mapping && - projection == other.projection; - } }; /* Nodes */ class TextureNode : public ShaderNode { public: - explicit TextureNode(const char *name_) : ShaderNode(name_) {} + explicit TextureNode(const NodeType *node_type) : ShaderNode(node_type) {} TextureMapping tex_mapping; - - virtual bool equals(const ShaderNode *other) { - return ShaderNode::equals(other) && - tex_mapping.equals(((const TextureNode*)other)->tex_mapping); - } }; /* Any node which uses image manager's slot should be a subclass of this one. */ class ImageSlotTextureNode : public TextureNode { public: - explicit ImageSlotTextureNode(const char *name_) : TextureNode(name_) { + explicit ImageSlotTextureNode(const NodeType *node_type) : TextureNode(node_type) { special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT; } int slot; @@ -107,30 +87,22 @@ public: int is_float; bool is_linear; bool use_alpha; - string filename; + ustring filename; void *builtin_data; - ustring color_space; - ustring projection; + NodeImageColorSpace color_space; + NodeImageProjection projection; InterpolationType interpolation; ExtensionType extension; float projection_blend; bool animated; + float3 vector; - static ShaderEnum color_space_enum; - static ShaderEnum projection_enum; - - virtual bool equals(const ShaderNode *other) { - const ImageTextureNode *image_node = (const ImageTextureNode*)other; + virtual bool equals(const ShaderNode& other) + { + const ImageTextureNode& image_node = (const ImageTextureNode&)other; return ImageSlotTextureNode::equals(other) && - use_alpha == image_node->use_alpha && - filename == image_node->filename && - builtin_data == image_node->builtin_data && - color_space == image_node->color_space && - projection == image_node->projection && - interpolation == image_node->interpolation && - extension == image_node->extension && - projection_blend == image_node->projection_blend && - animated == image_node->animated; + builtin_data == image_node.builtin_data && + animated == image_node.animated; } }; @@ -146,26 +118,20 @@ public: int is_float; bool is_linear; bool use_alpha; - string filename; + ustring filename; void *builtin_data; - ustring color_space; - ustring projection; + NodeImageColorSpace color_space; + NodeEnvironmentProjection projection; InterpolationType interpolation; bool animated; + float3 vector; - static ShaderEnum color_space_enum; - static ShaderEnum projection_enum; - - virtual bool equals(const ShaderNode *other) { - const EnvironmentTextureNode *env_node = (const EnvironmentTextureNode*)other; + virtual bool equals(const ShaderNode& other) + { + const EnvironmentTextureNode& env_node = (const EnvironmentTextureNode&)other; return ImageSlotTextureNode::equals(other) && - use_alpha == env_node->use_alpha && - filename == env_node->filename && - builtin_data == env_node->builtin_data && - color_space == env_node->color_space && - projection == env_node->projection && - interpolation == env_node->interpolation && - animated == env_node->animated; + builtin_data == env_node.builtin_data && + animated == env_node.animated; } }; @@ -175,29 +141,24 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } + NodeSkyType type; float3 sun_direction; float turbidity; float ground_albedo; - - ustring type; - static ShaderEnum type_enum; - - virtual bool equals(const ShaderNode *other) { - const SkyTextureNode *sky_node = (const SkyTextureNode*)other; - return TextureNode::equals(other) && - sun_direction == sky_node->sun_direction && - turbidity == sky_node->turbidity && - ground_albedo == sky_node->ground_albedo && - type == sky_node->type; - } + float3 vector; }; class OutputNode : public ShaderNode { public: SHADER_NODE_CLASS(OutputNode) + void *surface; + void *volume; + float displacement; + float3 normal; + /* Don't allow output node de-duplication. */ - virtual bool equals(const ShaderNode * /*other*/) { return false; } + virtual bool equals(const ShaderNode& /*other*/) { return false; } }; class GradientTextureNode : public TextureNode { @@ -206,19 +167,16 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } - ustring type; - static ShaderEnum type_enum; - - virtual bool equals(const ShaderNode *other) { - const GradientTextureNode *gradient_node = (const GradientTextureNode*)other; - return TextureNode::equals(other) && - type == gradient_node->type; - } + NodeGradientType type; + float3 vector; }; class NoiseTextureNode : public TextureNode { public: SHADER_NODE_CLASS(NoiseTextureNode) + + float scale, detail, distortion; + float3 vector; }; class VoronoiTextureNode : public TextureNode { @@ -227,15 +185,9 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } - ustring coloring; - - static ShaderEnum coloring_enum; - - virtual bool equals(const ShaderNode *other) { - const VoronoiTextureNode *voronoi_node = (const VoronoiTextureNode*)other; - return TextureNode::equals(other) && - coloring == voronoi_node->coloring; - } + NodeVoronoiColoring coloring; + float scale; + float3 vector; }; class MusgraveTextureNode : public TextureNode { @@ -244,15 +196,9 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } - ustring type; - - static ShaderEnum type_enum; - - virtual bool equals(const ShaderNode *other) { - const MusgraveTextureNode *musgrave_node = (const MusgraveTextureNode*)other; - return TextureNode::equals(other) && - type == musgrave_node->type; - } + NodeMusgraveType type; + float scale, detail, dimension, lacunarity, offset, gain; + float3 vector; }; class WaveTextureNode : public TextureNode { @@ -261,17 +207,11 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } - ustring type; - ustring profile; - static ShaderEnum type_enum; - static ShaderEnum profile_enum; + NodeWaveType type; + NodeWaveProfile profile; - virtual bool equals(const ShaderNode *other) { - const WaveTextureNode *wave_node = (const WaveTextureNode*)other; - return TextureNode::equals(other) && - type == wave_node->type && - profile == wave_node->profile; - } + float scale, distortion, detail, detail_scale; + float3 vector; }; class MagicTextureNode : public TextureNode { @@ -281,18 +221,17 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } int depth; - - virtual bool equals(const ShaderNode *other) { - const MagicTextureNode *magic_node = (const MagicTextureNode*)other; - return TextureNode::equals(other) && - depth == magic_node->depth; - } + float3 vector; + float scale, distortion; }; class CheckerTextureNode : public TextureNode { public: SHADER_NODE_CLASS(CheckerTextureNode) + float3 vector, color1, color2; + float scale; + virtual int get_group() { return NODE_GROUP_LEVEL_2; } }; @@ -303,16 +242,11 @@ public: float offset, squash; int offset_frequency, squash_frequency; - virtual int get_group() { return NODE_GROUP_LEVEL_2; } + float3 color1, color2, mortar; + float scale, mortar_size, bias, brick_width, row_height; + float3 vector; - virtual bool equals(const ShaderNode *other) { - const BrickTextureNode *brick_node = (const BrickTextureNode*)other; - return TextureNode::equals(other) && - offset == brick_node->offset && - squash == brick_node->squash && - offset_frequency == brick_node->offset_frequency && - squash_frequency == brick_node->squash_frequency; - } + virtual int get_group() { return NODE_GROUP_LEVEL_2; } }; class PointDensityTextureNode : public ShaderNode { @@ -326,25 +260,20 @@ public: bool has_spatial_varying() { return true; } bool has_object_dependency() { return true; } - ImageManager *image_manager; - int slot; - string filename; - ustring space; - void *builtin_data; + ustring filename; + NodeTexVoxelSpace space; InterpolationType interpolation; - Transform tfm; + float3 vector; - static ShaderEnum space_enum; + ImageManager *image_manager; + int slot; + void *builtin_data; - virtual bool equals(const ShaderNode *other) { - const PointDensityTextureNode *point_dendity_node = (const PointDensityTextureNode*)other; + virtual bool equals(const ShaderNode& other) { + const PointDensityTextureNode& point_dendity_node = (const PointDensityTextureNode&)other; return ShaderNode::equals(other) && - filename == point_dendity_node->filename && - space == point_dendity_node->space && - builtin_data == point_dendity_node->builtin_data && - interpolation == point_dendity_node->interpolation && - tfm == point_dendity_node->tfm; + builtin_data == point_dendity_node.builtin_data; } }; @@ -353,46 +282,60 @@ public: SHADER_NODE_CLASS(MappingNode) virtual int get_group() { return NODE_GROUP_LEVEL_2; } + float3 vector; TextureMapping tex_mapping; +}; - virtual bool equals(const ShaderNode *other) { - const MappingNode *mapping_node = (const MappingNode*)other; - return ShaderNode::equals(other) && - tex_mapping.equals(mapping_node->tex_mapping); - } +class RGBToBWNode : public ShaderNode { +public: + SHADER_NODE_CLASS(RGBToBWNode) + void constant_fold(const ConstantFolder& folder); + + float3 color; }; class ConvertNode : public ShaderNode { public: - ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false); + ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false); SHADER_NODE_BASE_CLASS(ConvertNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); - ShaderSocketType from, to; + SocketType::Type from, to; - virtual bool equals(const ShaderNode *other) - { - const ConvertNode *convert_node = (const ConvertNode*)other; - return ShaderNode::equals(other) && - from == convert_node->from && - to == convert_node->to; - } + union { + float value_float; + int value_int; + float3 value_color; + float3 value_vector; + float3 value_point; + float3 value_normal; + }; + ustring value_string; + +private: + static const int MAX_TYPE = 12; + static bool register_types(); + static Node* create(const NodeType *type); + static const NodeType *node_types[MAX_TYPE][MAX_TYPE]; + static bool initialized; }; class BsdfNode : public ShaderNode { public: - explicit BsdfNode(bool scattering = false); + explicit BsdfNode(const NodeType *node_type); SHADER_NODE_BASE_CLASS(BsdfNode); bool has_spatial_varying() { return true; } void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL, ShaderInput *param4 = NULL); virtual ClosureType get_closure_type() { return closure; } + float3 color; + float3 normal; + float surface_mix_weight; ClosureType closure; - bool scattering; - virtual bool equals(const ShaderNode * /*other*/) + virtual bool equals(const ShaderNode& /*other*/) { /* TODO(sergey): With some care BSDF nodes can be de-duplicated. */ return false; @@ -403,15 +346,19 @@ class AnisotropicBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(AnisotropicBsdfNode) - ustring distribution; - static ShaderEnum distribution_enum; + float3 tangent; + float roughness, anisotropy, rotation; + ClosureType distribution; + ClosureType get_closure_type() { return distribution; } void attributes(Shader *shader, AttributeRequestSet *attributes); }; class DiffuseBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(DiffuseBsdfNode) + + float roughness; }; /* Disney BRDF */ @@ -427,6 +374,12 @@ public: ShaderInput *sheen, ShaderInput *sheenTint, ShaderInput *clearcoat, ShaderInput *clearcoatGloss, ShaderInput *ior, ShaderInput *transparency, ShaderInput *refr_roughness); + float3 base_color; + float3 subsurface_color; + float metallic, subsurface, specular, roughness, specularTint, anisotropic, + sheen, sheenTint, clearcoat, clearcoatGloss, ior, transparency, refractionRoughness; + float3 normal, clearcoatNormal, tangent; + float surface_mix_weight; ClosureType closure; virtual bool equals(const ShaderNode * /*other*/) @@ -451,6 +404,8 @@ public: class VelvetBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(VelvetBsdfNode) + + float sigma; }; class GlossyBsdfNode : public BsdfNode { @@ -459,9 +414,10 @@ public: void simplify_settings(Scene *scene); bool has_integrator_dependency(); + ClosureType get_closure_type() { return distribution; } - ustring distribution, distribution_orig; - static ShaderEnum distribution_enum; + float roughness; + ClosureType distribution, distribution_orig; }; class GlassBsdfNode : public BsdfNode { @@ -470,9 +426,10 @@ public: void simplify_settings(Scene *scene); bool has_integrator_dependency(); + ClosureType get_closure_type() { return distribution; } - ustring distribution, distribution_orig; - static ShaderEnum distribution_enum; + float roughness, IOR; + ClosureType distribution, distribution_orig; }; class RefractionBsdfNode : public BsdfNode { @@ -481,17 +438,18 @@ public: void simplify_settings(Scene *scene); bool has_integrator_dependency(); + ClosureType get_closure_type() { return distribution; } - ustring distribution, distribution_orig; - static ShaderEnum distribution_enum; + float roughness, IOR; + ClosureType distribution, distribution_orig; }; class ToonBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(ToonBsdfNode) - ustring component; - static ShaderEnum component_enum; + float smooth, size; + ClosureType component; }; class SubsurfaceScatteringNode : public BsdfNode { @@ -499,24 +457,37 @@ public: SHADER_NODE_CLASS(SubsurfaceScatteringNode) bool has_surface_bssrdf() { return true; } bool has_bssrdf_bump(); + ClosureType get_closure_type() { return falloff; } - static ShaderEnum falloff_enum; + float scale; + float3 radius; + float sharpness; + float texture_blur; + ClosureType falloff; }; class EmissionNode : public ShaderNode { public: SHADER_NODE_CLASS(EmissionNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; } bool has_surface_emission() { return true; } + + float3 color; + float strength; + float surface_mix_weight; }; class BackgroundNode : public ShaderNode { public: SHADER_NODE_CLASS(BackgroundNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; } + + float3 color; + float strength; + float surface_mix_weight; }; class HoldoutNode : public ShaderNode { @@ -524,6 +495,9 @@ public: SHADER_NODE_CLASS(HoldoutNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } virtual ClosureType get_closure_type() { return CLOSURE_HOLDOUT_ID; } + + float surface_mix_weight; + float volume_mix_weight; }; class AmbientOcclusionNode : public ShaderNode { @@ -533,11 +507,16 @@ public: bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } virtual ClosureType get_closure_type() { return CLOSURE_AMBIENT_OCCLUSION_ID; } + + float3 normal_osl; + float3 color; + float surface_mix_weight; }; class VolumeNode : public ShaderNode { public: - SHADER_NODE_CLASS(VolumeNode) + VolumeNode(const NodeType *node_type); + SHADER_NODE_BASE_CLASS(VolumeNode) void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2); virtual int get_group() { return NODE_GROUP_LEVEL_1; } @@ -546,9 +525,12 @@ public: } virtual ClosureType get_closure_type() { return closure; } + float3 color; + float density; + float volume_mix_weight; ClosureType closure; - virtual bool equals(const ShaderNode * /*other*/) + virtual bool equals(const ShaderNode& /*other*/) { /* TODO(sergey): With some care Volume nodes can be de-duplicated. */ return false; @@ -563,15 +545,20 @@ public: class ScatterVolumeNode : public VolumeNode { public: SHADER_NODE_CLASS(ScatterVolumeNode) + + float anisotropy; }; class HairBsdfNode : public BsdfNode { public: SHADER_NODE_CLASS(HairBsdfNode) + ClosureType get_closure_type() { return component; } - ustring component; - static ShaderEnum component_enum; - + ClosureType component; + float offset; + float roughness_u; + float roughness_v; + float3 tangent; }; class GeometryNode : public ShaderNode { @@ -579,6 +566,8 @@ public: SHADER_NODE_CLASS(GeometryNode) void attributes(Shader *shader, AttributeRequestSet *attributes); bool has_spatial_varying() { return true; } + + float3 normal_osl; }; class TextureCoordinateNode : public ShaderNode { @@ -588,17 +577,10 @@ public: bool has_spatial_varying() { return true; } bool has_object_dependency() { return use_transform; } + float3 normal_osl; bool from_dupli; bool use_transform; Transform ob_tfm; - - virtual bool equals(const ShaderNode *other) { - const TextureCoordinateNode *texco_node = (const TextureCoordinateNode*)other; - return ShaderNode::equals(other) && - from_dupli == texco_node->from_dupli && - use_transform == texco_node->use_transform && - ob_tfm == texco_node->ob_tfm; - } }; class UVMapNode : public ShaderNode { @@ -610,13 +592,6 @@ public: ustring attribute; bool from_dupli; - - virtual bool equals(const ShaderNode *other) { - const UVMapNode *uv_map_node = (const UVMapNode*)other; - return ShaderNode::equals(other) && - attribute == uv_map_node->attribute && - from_dupli == uv_map_node->from_dupli; - } }; class LightPathNode : public ShaderNode { @@ -630,6 +605,9 @@ public: SHADER_NODE_CLASS(LightFalloffNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_2; } + + float strength; + float smooth; }; class ObjectInfoNode : public ShaderNode { @@ -661,136 +639,150 @@ class ValueNode : public ShaderNode { public: SHADER_NODE_CLASS(ValueNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); float value; - - virtual bool equals(const ShaderNode *other) { - const ValueNode *value_node = (const ValueNode*)other; - return ShaderNode::equals(other) && - value == value_node->value; - } }; class ColorNode : public ShaderNode { public: SHADER_NODE_CLASS(ColorNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); float3 value; - - virtual bool equals(const ShaderNode *other) { - const ColorNode *color_node = (const ColorNode*)other; - return ShaderNode::equals(other) && - value == color_node->value; - } }; class AddClosureNode : public ShaderNode { public: SHADER_NODE_CLASS(AddClosureNode) + void constant_fold(const ConstantFolder& folder); }; class MixClosureNode : public ShaderNode { public: SHADER_NODE_CLASS(MixClosureNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); + + float fac; }; class MixClosureWeightNode : public ShaderNode { public: SHADER_NODE_CLASS(MixClosureWeightNode); + + float weight; + float fac; }; class InvertNode : public ShaderNode { public: SHADER_NODE_CLASS(InvertNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float fac; + float3 color; }; class MixNode : public ShaderNode { public: SHADER_NODE_CLASS(MixNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + NodeMix type; bool use_clamp; - - ustring type; - static ShaderEnum type_enum; - - virtual bool equals(const ShaderNode *other) - { - const MixNode *mix_node = (const MixNode*)other; - return ShaderNode::equals(other) && - use_clamp == mix_node->use_clamp && - type == mix_node->type; - } + float3 color1; + float3 color2; + float fac; }; class CombineRGBNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineRGBNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float r, g, b; }; class CombineHSVNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineHSVNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float h, s, v; }; class CombineXYZNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineXYZNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float x, y, z; }; class GammaNode : public ShaderNode { public: SHADER_NODE_CLASS(GammaNode) - - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_1; } + + float3 color; + float gamma; }; class BrightContrastNode : public ShaderNode { public: SHADER_NODE_CLASS(BrightContrastNode) + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_1; } + + float3 color; + float bright; + float contrast; }; class SeparateRGBNode : public ShaderNode { public: SHADER_NODE_CLASS(SeparateRGBNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float3 color; }; class SeparateHSVNode : public ShaderNode { public: SHADER_NODE_CLASS(SeparateHSVNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float3 color; }; class SeparateXYZNode : public ShaderNode { public: SHADER_NODE_CLASS(SeparateXYZNode) - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float3 vector; }; class HSVNode : public ShaderNode { public: SHADER_NODE_CLASS(HSVNode) + + float hue; + float saturation; + float value; + float fac; + float3 color; }; class AttributeNode : public ShaderNode { @@ -800,12 +792,6 @@ public: bool has_spatial_varying() { return true; } ustring attribute; - - virtual bool equals(const ShaderNode *other) { - const AttributeNode *color_node = (const AttributeNode*)other; - return ShaderNode::equals(other) && - attribute == color_node->attribute; - } }; class CameraNode : public ShaderNode { @@ -819,6 +805,9 @@ public: SHADER_NODE_CLASS(FresnelNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } + + float3 normal; + float IOR; }; class LayerWeightNode : public ShaderNode { @@ -826,6 +815,9 @@ public: SHADER_NODE_CLASS(LayerWeightNode) bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_1; } + + float3 normal; + float blend; }; class WireframeNode : public ShaderNode { @@ -834,42 +826,37 @@ public: bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } + float size; bool use_pixel_size; }; class WavelengthNode : public ShaderNode { public: SHADER_NODE_CLASS(WavelengthNode) - virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float wavelength; }; class BlackbodyNode : public ShaderNode { public: SHADER_NODE_CLASS(BlackbodyNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); - + void constant_fold(const ConstantFolder& folder); virtual int get_group() { return NODE_GROUP_LEVEL_3; } + + float temperature; }; class MathNode : public ShaderNode { public: SHADER_NODE_CLASS(MathNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); + float value1; + float value2; + NodeMath type; bool use_clamp; - - ustring type; - static ShaderEnum type_enum; - - virtual bool equals(const ShaderNode *other) - { - const MathNode *math_node = (const MathNode*)other; - return ShaderNode::equals(other) && - use_clamp == math_node->use_clamp && - type == math_node->type; - } }; class NormalNode : public ShaderNode { @@ -878,30 +865,18 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_2; } float3 direction; - - virtual bool equals(const ShaderNode *other) - { - const NormalNode *normal_node = (const NormalNode*)other; - return ShaderNode::equals(other) && - direction == normal_node->direction; - } + float3 normal; }; class VectorMathNode : public ShaderNode { public: SHADER_NODE_CLASS(VectorMathNode) virtual int get_group() { return NODE_GROUP_LEVEL_1; } - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); - ustring type; - static ShaderEnum type_enum; - - virtual bool equals(const ShaderNode *other) - { - const MathNode *math_node = (const MathNode*)other; - return ShaderNode::equals(other) && - type == math_node->type; - } + float3 vector1; + float3 vector2; + NodeVectorMath type; }; class VectorTransformNode : public ShaderNode { @@ -910,88 +885,97 @@ public: virtual int get_group() { return NODE_GROUP_LEVEL_3; } - ustring type; - ustring convert_from; - ustring convert_to; - - static ShaderEnum type_enum; - static ShaderEnum convert_space_enum; - - virtual bool equals(const ShaderNode *other) { - const VectorTransformNode *vector_transform_node = (const VectorTransformNode*)other; - return ShaderNode::equals(other) && - type == vector_transform_node->type && - convert_from == vector_transform_node->convert_from && - convert_to == vector_transform_node->convert_to; - } + NodeVectorTransformType type; + NodeVectorTransformConvertSpace convert_from; + NodeVectorTransformConvertSpace convert_to; + float3 vector; }; class BumpNode : public ShaderNode { public: SHADER_NODE_CLASS(BumpNode) - bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value); + void constant_fold(const ConstantFolder& folder); bool has_spatial_varying() { return true; } virtual int get_feature() { return NODE_FEATURE_BUMP; } bool invert; - - virtual bool equals(const ShaderNode *other) { - const BumpNode *bump_node = (const BumpNode*)other; - return ShaderNode::equals(other) && - invert == bump_node->invert; - } + float height; + float sample_center; + float sample_x; + float sample_y; + float3 normal; + float strength; + float distance; }; -class RGBCurvesNode : public ShaderNode { +class CurvesNode : public ShaderNode { public: - SHADER_NODE_CLASS(RGBCurvesNode) + explicit CurvesNode(const NodeType *node_type); + SHADER_NODE_BASE_CLASS(CurvesNode); virtual int get_group() { return NODE_GROUP_LEVEL_3; } - virtual bool equals(const ShaderNode * /*other*/) { return false; } array<float3> curves; - float min_x, max_x; + float min_x, max_x, fac; + float3 value; + +protected: + void constant_fold(const ConstantFolder& folder, ShaderInput *value_in); + void compile(SVMCompiler& compiler, int type, ShaderInput *value_in, ShaderOutput *value_out); + void compile(OSLCompiler& compiler, const char *name); }; -class VectorCurvesNode : public ShaderNode { +class RGBCurvesNode : public CurvesNode { public: - SHADER_NODE_CLASS(VectorCurvesNode) - - virtual int get_group() { return NODE_GROUP_LEVEL_3; } - virtual bool equals(const ShaderNode * /*other*/) { return false; } + SHADER_NODE_CLASS(RGBCurvesNode) + void constant_fold(const ConstantFolder& folder); +}; - array<float3> curves; - float min_x, max_x; +class VectorCurvesNode : public CurvesNode { +public: + SHADER_NODE_CLASS(VectorCurvesNode) + void constant_fold(const ConstantFolder& folder); }; class RGBRampNode : public ShaderNode { public: SHADER_NODE_CLASS(RGBRampNode) + void constant_fold(const ConstantFolder& folder); + virtual int get_group() { return NODE_GROUP_LEVEL_1; } + array<float3> ramp; array<float> ramp_alpha; + float fac; bool interpolate; - virtual int get_group() { return NODE_GROUP_LEVEL_1; } - virtual bool equals(const ShaderNode * /*other*/) { return false; } }; class SetNormalNode : public ShaderNode { public: SHADER_NODE_CLASS(SetNormalNode) + float3 direction; }; -class OSLScriptNode : public ShaderNode { +class OSLNode : public ShaderNode { public: - SHADER_NODE_CLASS(OSLScriptNode) + static OSLNode *create(size_t num_inputs, const OSLNode *from = NULL); + ~OSLNode(); + + ShaderNode *clone() const; + + char* input_default_value(); + void add_input(ustring name, SocketType::Type type); + void add_output(ustring name, SocketType::Type type); + + SHADER_NODE_NO_CLONE_CLASS(OSLNode) /* ideally we could beter detect this, but we can't query this now */ bool has_spatial_varying() { return true; } + virtual bool equals(const ShaderNode& /*other*/) { return false; } string filepath; string bytecode_hash; - - virtual bool equals(const ShaderNode * /*other*/) { return false; } }; class NormalMapNode : public ShaderNode { @@ -1001,18 +985,11 @@ public: bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } - ustring space; - static ShaderEnum space_enum; - + NodeNormalMapSpace space; ustring attribute; - - virtual bool equals(const ShaderNode *other) - { - const NormalMapNode *normal_map_node = (const NormalMapNode*)other; - return ShaderNode::equals(other) && - space == normal_map_node->space && - attribute == normal_map_node->attribute; - } + float strength; + float3 color; + float3 normal_osl; }; class TangentNode : public ShaderNode { @@ -1022,22 +999,10 @@ public: bool has_spatial_varying() { return true; } virtual int get_group() { return NODE_GROUP_LEVEL_3; } - ustring direction_type; - static ShaderEnum direction_type_enum; - - ustring axis; - static ShaderEnum axis_enum; - + NodeTangentDirectionType direction_type; + NodeTangentAxis axis; ustring attribute; - - virtual bool equals(const ShaderNode *other) - { - const TangentNode *tangent_node = (const TangentNode*)other; - return ShaderNode::equals(other) && - direction_type == tangent_node->direction_type && - axis == tangent_node->axis && - attribute == tangent_node->attribute; - } + float3 normal_osl; }; CCL_NAMESPACE_END diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index e2fe0bd72a1..662d87e8b6b 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -33,14 +33,25 @@ CCL_NAMESPACE_BEGIN /* Object */ +NODE_DEFINE(Object) +{ + NodeType* type = NodeType::add("object", create); + + SOCKET_NODE(mesh, "Mesh", &Mesh::node_type); + SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); + SOCKET_UINT(visibility, "Visibility", ~0); + SOCKET_UINT(random_id, "Random ID", 0); + SOCKET_INT(pass_id, "Pass ID", 0); + SOCKET_BOOLEAN(use_holdout, "Use Holdout", false); + SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f)); + + return type; +} + Object::Object() +: Node(node_type) { - name = ""; - mesh = NULL; - tfm = transform_identity(); - visibility = ~0; - random_id = 0; - pass_id = 0; particle_system = NULL; particle_index = 0; bounds = BoundBox::empty; @@ -48,9 +59,6 @@ Object::Object() motion.mid = transform_identity(); motion.post = transform_identity(); use_motion = false; - use_holdout = false; - dupli_generated = make_float3(0.0f, 0.0f, 0.0f); - dupli_uv = make_float2(0.0f, 0.0f); } Object::~Object() @@ -137,12 +145,12 @@ void Object::apply_transform(bool apply_to_motion) /* apply transform to curve keys */ for(size_t i = 0; i < mesh->curve_keys.size(); i++) { - float3 co = transform_point(&tfm, float4_to_float3(mesh->curve_keys[i])); - float radius = mesh->curve_keys[i].w * scalar; + float3 co = transform_point(&tfm, mesh->curve_keys[i]); + float radius = mesh->curve_radius[i] * scalar; /* scale for curve radius is only correct for uniform scale */ - mesh->curve_keys[i] = float3_to_float4(co); - mesh->curve_keys[i].w = radius; + mesh->curve_keys[i] = co; + mesh->curve_radius[i] = radius; } if(apply_to_motion) { @@ -176,7 +184,7 @@ void Object::apply_transform(bool apply_to_motion) } /* tfm is not reset to identity, all code that uses it needs to check the - transform_applied boolean */ + * transform_applied boolean */ } void Object::tag_update(Scene *scene) @@ -217,6 +225,16 @@ vector<float> Object::motion_times() return times; } +bool Object::is_traceable() +{ + /* Mesh itself can be empty,can skip all such objects. */ + if (bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) { + return false; + } + /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */ + return true; +} + /* Object Manager */ ObjectManager::ObjectManager() @@ -269,7 +287,9 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s state->surface_area_lock.unlock(); if(it == state->surface_area_map.end()) { - foreach(Mesh::Triangle& t, mesh->triangles) { + size_t num_triangles = mesh->num_triangles(); + for(size_t j = 0; j < num_triangles; j++) { + Mesh::Triangle t = mesh->get_triangle(j); float3 p1 = mesh->verts[t.v[0]]; float3 p2 = mesh->verts[t.v[1]]; float3 p3 = mesh->verts[t.v[2]]; @@ -288,7 +308,9 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s surface_area *= uniform_scale; } else { - foreach(Mesh::Triangle& t, mesh->triangles) { + size_t num_triangles = mesh->num_triangles(); + for(size_t j = 0; j < num_triangles; j++) { + Mesh::Triangle t = mesh->get_triangle(j); float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]); float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]); float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]); @@ -360,7 +382,7 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s state->object_flag[object_index] = flag; /* Have curves. */ - if(mesh->curves.size()) { + if(mesh->num_curves()) { state->have_curves = true; } } diff --git a/intern/cycles/render/object.h b/intern/cycles/render/object.h index c2a79ca8dc4..7ab73f3c91a 100644 --- a/intern/cycles/render/object.h +++ b/intern/cycles/render/object.h @@ -17,6 +17,7 @@ #ifndef __OBJECT_H__ #define __OBJECT_H__ +#include "node.h" #include "scene.h" #include "util_boundbox.h" @@ -37,12 +38,13 @@ struct Transform; /* Object */ -class Object { +class Object : public Node { public: + NODE_DECLARE; + Mesh *mesh; Transform tfm; BoundBox bounds; - ustring name; uint random_id; int pass_id; vector<ParamValue> attributes; @@ -66,6 +68,11 @@ public: void apply_transform(bool apply_to_motion); vector<float> motion_times(); + + /* Check whether object is traceable and it worth adding it to + * kernel scene. + */ + bool is_traceable(); }; /* Object Manager */ diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp index 3d14965b4ca..676afad997e 100644 --- a/intern/cycles/render/osl.cpp +++ b/intern/cycles/render/osl.cpp @@ -394,16 +394,145 @@ const char *OSLShaderManager::shader_load_bytecode(const string& hash, const str { ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str()); - /* this is a bit weak, but works */ OSLShaderInfo info; + + if(!info.query.open_bytecode(bytecode)) { + fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str()); + } + + /* this is a bit weak, but works */ info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos); info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos); info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos); + loaded_shaders[hash] = info; return loaded_shaders.find(hash)->first.c_str(); } +OSLNode *OSLShaderManager::osl_node(const std::string& filepath, + const std::string& bytecode_hash, + const std::string& bytecode) +{ + /* create query */ + const char *hash; + + if(!filepath.empty()) { + hash = shader_load_filepath(filepath); + } + else { + hash = shader_test_loaded(bytecode_hash); + if(!hash) + hash = shader_load_bytecode(bytecode_hash, bytecode); + } + + if(!hash) { + return NULL; + } + + OSLShaderInfo *info = shader_loaded_info(hash); + + /* count number of inputs */ + size_t num_inputs = 0; + + for(int i = 0; i < info->query.nparams(); i++) { + const OSL::OSLQuery::Parameter *param = info->query.getparam(i); + + /* skip unsupported types */ + if(param->varlenarray || param->isstruct || param->type.arraylen > 1) + continue; + + if(!param->isoutput) + num_inputs++; + } + + /* create node */ + OSLNode *node = OSLNode::create(num_inputs); + + /* add new sockets from parameters */ + set<void*> used_sockets; + + for(int i = 0; i < info->query.nparams(); i++) { + const OSL::OSLQuery::Parameter *param = info->query.getparam(i); + + /* skip unsupported types */ + if(param->varlenarray || param->isstruct || param->type.arraylen > 1) + continue; + + SocketType::Type socket_type; + + if(param->isclosure) { + socket_type = SocketType::CLOSURE; + } + else if(param->type.vecsemantics != TypeDesc::NOSEMANTICS) { + if(param->type.vecsemantics == TypeDesc::COLOR) + socket_type = SocketType::COLOR; + else if(param->type.vecsemantics == TypeDesc::POINT) + socket_type = SocketType::POINT; + else if(param->type.vecsemantics == TypeDesc::VECTOR) + socket_type = SocketType::VECTOR; + else if(param->type.vecsemantics == TypeDesc::NORMAL) + socket_type = SocketType::NORMAL; + else + continue; + + if(!param->isoutput && param->validdefault) { + float3 *default_value = (float3*)node->input_default_value(); + default_value->x = param->fdefault[0]; + default_value->y = param->fdefault[1]; + default_value->z = param->fdefault[2]; + } + } + else if(param->type.aggregate == TypeDesc::SCALAR) { + if(param->type.basetype == TypeDesc::INT) { + socket_type = SocketType::INT; + + if(!param->isoutput && param->validdefault) { + *(int*)node->input_default_value() = param->idefault[0]; + } + } + else if(param->type.basetype == TypeDesc::FLOAT) { + socket_type = SocketType::FLOAT; + + if(!param->isoutput && param->validdefault) { + *(float*)node->input_default_value() = param->fdefault[0]; + } + } + else if(param->type.basetype == TypeDesc::STRING) { + socket_type = SocketType::STRING; + + if(!param->isoutput && param->validdefault) { + *(ustring*)node->input_default_value() = param->sdefault[0]; + } + } + else + continue; + } + else + continue; + + if(param->isoutput) { + node->add_output(param->name, socket_type); + } + else { + node->add_input(param->name, socket_type); + } + } + + /* set bytcode hash or filepath */ + if(!bytecode_hash.empty()) { + node->bytecode_hash = bytecode_hash; + } + else { + node->filepath = filepath; + } + + /* Generate inputs and outputs */ + node->create_inputs_outputs(node->type); + + return node; +} + /* Graph Compiler */ OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_, ImageManager *image_manager_) @@ -427,7 +556,7 @@ string OSLCompiler::id(ShaderNode *node) string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input) { - string sname(input->name); + string sname(input->name().string()); size_t i; /* strip whitespace */ @@ -436,7 +565,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input) /* if output exists with the same name, add "In" suffix */ foreach(ShaderOutput *output, node->outputs) { - if(strcmp(input->name, output->name)==0) { + if(input->name() == output->name()) { sname += "In"; break; } @@ -447,7 +576,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input) string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output) { - string sname(output->name); + string sname(output->name().string()); size_t i; /* strip whitespace */ @@ -456,7 +585,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output) /* if input exists with the same name, add "Out" suffix */ foreach(ShaderInput *input, node->inputs) { - if(strcmp(input->name, output->name)==0) { + if(input->name() == output->name()) { sname += "Out"; break; } @@ -470,21 +599,21 @@ bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input) /* exception for output node, only one input is actually used * depending on the current shader type */ - if(!(input->usage & ShaderInput::USE_OSL)) + if(input->flags() & SocketType::SVM_INTERNAL) return true; if(node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) { - if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE) + if(input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE) return true; - if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME) + if(input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME) return true; - if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT) + if(input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT) return true; - if(strcmp(input->name, "Normal") == 0) + if(input->name() == "Normal") return true; } else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) { - if(strcmp(input->name, "Height") == 0) + if(input->name() == "Height") return true; } else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP) @@ -512,34 +641,36 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath) if(node_skip_input(node, input)) continue; /* already has default value assigned */ - else if(input->default_value != ShaderInput::NONE) + else if(input->flags() & SocketType::DEFAULT_LINK_MASK) continue; string param_name = compatible_name(node, input); - switch(input->type) { - case SHADER_SOCKET_COLOR: - parameter_color(param_name.c_str(), input->value); + const SocketType& socket = input->socket_type; + switch(input->type()) { + case SocketType::COLOR: + parameter_color(param_name.c_str(), node->get_float3(socket)); break; - case SHADER_SOCKET_POINT: - parameter_point(param_name.c_str(), input->value); + case SocketType::POINT: + parameter_point(param_name.c_str(), node->get_float3(socket)); break; - case SHADER_SOCKET_VECTOR: - parameter_vector(param_name.c_str(), input->value); + case SocketType::VECTOR: + parameter_vector(param_name.c_str(), node->get_float3(socket)); break; - case SHADER_SOCKET_NORMAL: - parameter_normal(param_name.c_str(), input->value); + case SocketType::NORMAL: + parameter_normal(param_name.c_str(), node->get_float3(socket)); break; - case SHADER_SOCKET_FLOAT: - parameter(param_name.c_str(), input->value.x); + case SocketType::FLOAT: + parameter(param_name.c_str(), node->get_float(socket)); break; - case SHADER_SOCKET_INT: - parameter(param_name.c_str(), (int)input->value.x); + case SocketType::INT: + parameter(param_name.c_str(), node->get_int(socket)); break; - case SHADER_SOCKET_STRING: - parameter(param_name.c_str(), input->value_string); + case SocketType::STRING: + parameter(param_name.c_str(), node->get_string(socket)); break; - case SHADER_SOCKET_CLOSURE: - case SHADER_SOCKET_UNDEFINED: + case SocketType::CLOSURE: + case SocketType::UNDEFINED: + default: break; } } @@ -605,6 +736,169 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath) } } +static TypeDesc array_typedesc(TypeDesc typedesc, int arraylength) +{ + return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype, + (TypeDesc::AGGREGATE)typedesc.aggregate, + (TypeDesc::VECSEMANTICS)typedesc.vecsemantics, + arraylength); +} + +void OSLCompiler::parameter(ShaderNode* node, const char *name) +{ + OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys; + ustring uname = ustring(name); + const SocketType& socket = *(node->type->find_input(uname)); + + switch(socket.type) + { + case SocketType::BOOLEAN: + { + int value = node->get_bool(socket); + ss->Parameter(name, TypeDesc::TypeInt, &value); + break; + } + case SocketType::FLOAT: + { + float value = node->get_float(socket); + ss->Parameter(uname, TypeDesc::TypeFloat, &value); + break; + } + case SocketType::INT: + { + int value = node->get_int(socket); + ss->Parameter(uname, TypeDesc::TypeInt, &value); + break; + } + case SocketType::COLOR: + { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypeColor, &value); + break; + } + case SocketType::VECTOR: + { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypeVector, &value); + break; + } + case SocketType::POINT: + { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypePoint, &value); + break; + } + case SocketType::NORMAL: + { + float3 value = node->get_float3(socket); + ss->Parameter(uname, TypeDesc::TypeNormal, &value); + break; + } + case SocketType::POINT2: + { + float2 value = node->get_float2(socket); + ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value); + break; + } + case SocketType::STRING: + { + ustring value = node->get_string(socket); + ss->Parameter(uname, TypeDesc::TypeString, &value); + break; + } + case SocketType::ENUM: + { + ustring value = node->get_string(socket); + ss->Parameter(uname, TypeDesc::TypeString, &value); + break; + } + case SocketType::TRANSFORM: + { + Transform value = node->get_transform(socket); + ss->Parameter(uname, TypeDesc::TypeMatrix, &value); + break; + } + case SocketType::BOOLEAN_ARRAY: + { + // OSL does not support booleans, so convert to int + const array<bool>& value = node->get_bool_array(socket); + array<int> intvalue(value.size()); + for (size_t i = 0; i < value.size(); i++) + intvalue[i] = value[i]; + ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data()); + break; + } + case SocketType::FLOAT_ARRAY: + { + const array<float>& value = node->get_float_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data()); + break; + } + case SocketType::INT_ARRAY: + { + const array<int>& value = node->get_int_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data()); + break; + } + case SocketType::COLOR_ARRAY: + case SocketType::VECTOR_ARRAY: + case SocketType::POINT_ARRAY: + case SocketType::NORMAL_ARRAY: + { + TypeDesc typedesc; + + switch(socket.type) + { + case SocketType::COLOR_ARRAY: typedesc = TypeDesc::TypeColor; break; + case SocketType::VECTOR_ARRAY: typedesc = TypeDesc::TypeVector; break; + case SocketType::POINT_ARRAY: typedesc = TypeDesc::TypePoint; break; + case SocketType::NORMAL_ARRAY: typedesc = TypeDesc::TypeNormal; break; + default: assert(0); break; + } + + // convert to tightly packed array since float3 has padding + const array<float3>& value = node->get_float3_array(socket); + array<float> fvalue(value.size() * 3); + for (size_t i = 0, j = 0; i < value.size(); i++) + { + fvalue[j++] = value[i].x; + fvalue[j++] = value[i].y; + fvalue[j++] = value[i].z; + } + + ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data()); + break; + } + case SocketType::POINT2_ARRAY: + { + const array<float2>& value = node->get_float2_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()), value.data()); + break; + } + case SocketType::STRING_ARRAY: + { + const array<ustring>& value = node->get_string_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data()); + break; + } + case SocketType::TRANSFORM_ARRAY: + { + const array<Transform>& value = node->get_transform_array(socket); + ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, value.size()), value.data()); + break; + } + case SocketType::CLOSURE: + case SocketType::NODE: + case SocketType::NODE_ARRAY: + case SocketType::UNDEFINED: + case SocketType::UINT: + { + assert(0); + break; + } + } +} + void OSLCompiler::parameter(const char *name, float f) { OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys; @@ -868,6 +1162,10 @@ void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfil { } +void OSLCompiler::parameter(ShaderNode * /*node*/, const char * /*name*/) +{ +} + void OSLCompiler::parameter(const char * /*name*/, float /*f*/) { } diff --git a/intern/cycles/render/osl.h b/intern/cycles/render/osl.h index 110897ff300..b131b672b8c 100644 --- a/intern/cycles/render/osl.h +++ b/intern/cycles/render/osl.h @@ -22,6 +22,7 @@ #include "util_thread.h" #include "graph.h" +#include "nodes.h" #include "shader.h" #ifdef WITH_OSL @@ -54,6 +55,7 @@ struct OSLShaderInfo { has_surface_bssrdf(false) {} + OSL::OSLQuery query; bool has_surface_emission; bool has_surface_transparent; bool has_surface_bssrdf; @@ -83,6 +85,11 @@ public: const char *shader_load_filepath(string filepath); OSLShaderInfo *shader_loaded_info(const string& hash); + /* create OSL node using OSLQuery */ + OSLNode *osl_node(const std::string& filepath, + const std::string& bytecode_hash = "", + const std::string& bytecode = ""); + protected: void texture_system_init(); void texture_system_free(); @@ -118,6 +125,8 @@ public: void add(ShaderNode *node, const char *name, bool isfilepath = false); + void parameter(ShaderNode *node, const char *name); + void parameter(const char *name, float f); void parameter_color(const char *name, float3 f); void parameter_vector(const char *name, float3 f); diff --git a/intern/cycles/render/particles.cpp b/intern/cycles/render/particles.cpp index 50726bb4574..1a35d60fb4b 100644 --- a/intern/cycles/render/particles.cpp +++ b/intern/cycles/render/particles.cpp @@ -58,8 +58,8 @@ void ParticleSystemManager::device_update_particles(Device *device, DeviceScene * adds one dummy particle at the beginning to avoid invalid lookups, * in case a shader uses particle info without actual particle data. */ int num_particles = 1; - foreach(ParticleSystem *psys, scene->particle_systems) - num_particles += psys->particles.size(); + for(size_t j = 0; j < scene->particle_systems.size(); j++) + num_particles += scene->particle_systems[j]->particles.size(); float4 *particles = dscene->particles.resize(PARTICLE_SIZE*num_particles); @@ -71,9 +71,12 @@ void ParticleSystemManager::device_update_particles(Device *device, DeviceScene particles[4] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); int i = 1; - foreach(ParticleSystem *psys, scene->particle_systems) { - foreach(Particle &pa, psys->particles) { + for(size_t j = 0; j < scene->particle_systems.size(); j++) { + ParticleSystem *psys = scene->particle_systems[j]; + + for(size_t k = 0; k < psys->particles.size(); k++) { /* pack in texture */ + Particle& pa = psys->particles[k]; int offset = i*PARTICLE_SIZE; particles[offset] = make_float4(pa.index, pa.age, pa.lifetime, pa.size); diff --git a/intern/cycles/render/particles.h b/intern/cycles/render/particles.h index bf2b6b77015..2509e27b44b 100644 --- a/intern/cycles/render/particles.h +++ b/intern/cycles/render/particles.h @@ -47,7 +47,7 @@ public: void tag_update(Scene *scene); - vector<Particle> particles; + array<Particle> particles; }; /* ParticleSystem Manager */ diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp index b0052c30af4..b341837b7e8 100644 --- a/intern/cycles/render/scene.cpp +++ b/intern/cycles/render/scene.cpp @@ -242,9 +242,14 @@ void Scene::device_update(Device *device_, Progress& progress) } if(print_stats) { + size_t mem_used = util_guarded_get_mem_used(); + size_t mem_peak = util_guarded_get_mem_peak(); + VLOG(1) << "System memory statistics after full device sync:\n" - << " Usage: " << util_guarded_get_mem_used() << "\n" - << " Peak: " << util_guarded_get_mem_peak(); + << " Usage: " << string_human_readable_number(mem_used) + << " (" << string_human_readable_size(mem_used) << ")\n" + << " Peak: " << string_human_readable_number(mem_peak) + << " (" << string_human_readable_size(mem_peak) << ")"; } } @@ -258,6 +263,14 @@ Scene::MotionType Scene::need_motion(bool advanced_shading) return MOTION_NONE; } +float Scene::motion_shutter_time() +{ + if(need_motion() == Scene::MOTION_PASS) + return 2.0f; + else + return camera->shuttertime; +} + bool Scene::need_global_attribute(AttributeStandard std) { if(std == ATTR_STD_UV) diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h index 33c03d40f27..9e72f197cce 100644 --- a/intern/cycles/render/scene.h +++ b/intern/cycles/render/scene.h @@ -63,7 +63,8 @@ public: device_vector<float4> bvh_nodes; device_vector<float4> bvh_leaf_nodes; device_vector<uint> object_node; - device_vector<float4> tri_storage; + device_vector<uint> prim_tri_index; + device_vector<float4> prim_tri_verts; device_vector<uint> prim_type; device_vector<uint> prim_visibility; device_vector<uint> prim_index; @@ -72,12 +73,15 @@ public: /* mesh */ device_vector<uint> tri_shader; device_vector<float4> tri_vnormal; - device_vector<float4> tri_vindex; - device_vector<float4> tri_verts; + device_vector<uint4> tri_vindex; + device_vector<uint> tri_patch; + device_vector<float2> tri_patch_uv; device_vector<float4> curves; device_vector<float4> curve_keys; + device_vector<uint> patches; + /* objects */ device_vector<float4> objects; device_vector<float4> objects_vector; @@ -109,10 +113,12 @@ public: device_vector<uint> sobol_directions; /* cpu images */ - device_vector<uchar4> tex_byte4_image[TEX_NUM_BYTE4_IMAGES_CPU]; - device_vector<float4> tex_float4_image[TEX_NUM_FLOAT4_IMAGES_CPU]; - device_vector<float> tex_float_image[TEX_NUM_FLOAT_IMAGES_CPU]; - device_vector<uchar> tex_byte_image[TEX_NUM_BYTE_IMAGES_CPU]; + device_vector<uchar4> tex_byte4_image[TEX_NUM_BYTE4_CPU]; + device_vector<float4> tex_float4_image[TEX_NUM_FLOAT4_CPU]; + device_vector<float> tex_float_image[TEX_NUM_FLOAT_CPU]; + device_vector<uchar> tex_byte_image[TEX_NUM_BYTE_CPU]; + device_vector<half4> tex_half4_image[TEX_NUM_HALF4_CPU]; + device_vector<half> tex_half_image[TEX_NUM_HALF_CPU]; /* opencl images */ device_vector<uchar4> tex_image_byte4_packed; @@ -134,6 +140,7 @@ public: BVH_NUM_TYPES, } bvh_type; bool use_bvh_spatial_split; + bool use_bvh_unaligned_nodes; bool use_qbvh; bool persistent_data; @@ -142,6 +149,7 @@ public: shadingsystem = SHADINGSYSTEM_SVM; bvh_type = BVH_DYNAMIC; use_bvh_spatial_split = false; + use_bvh_unaligned_nodes = true; use_qbvh = false; persistent_data = false; } @@ -150,6 +158,7 @@ public: { return !(shadingsystem == params.shadingsystem && bvh_type == params.bvh_type && use_bvh_spatial_split == params.use_bvh_spatial_split + && use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes && use_qbvh == params.use_qbvh && persistent_data == params.persistent_data); } }; @@ -208,6 +217,7 @@ public: enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR }; MotionType need_motion(bool advanced_shading = true); + float motion_shutter_time(); bool need_update(); bool need_reset(); diff --git a/intern/cycles/render/session.cpp b/intern/cycles/render/session.cpp index 76979e9ba3e..1cd76ff2b39 100644 --- a/intern/cycles/render/session.cpp +++ b/intern/cycles/render/session.cpp @@ -630,7 +630,7 @@ DeviceRequestedFeatures Session::get_requested_device_features() requested_features.use_camera_motion = scene->camera->use_motion; foreach(Object *object, scene->objects) { Mesh *mesh = object->mesh; - if(mesh->curves.size() > 0) { + if(mesh->num_curves()) { requested_features.use_hair = true; } requested_features.use_object_motion |= object->use_motion | mesh->use_motion_blur; diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 635024d7bdf..4cdb878df45 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -449,17 +449,15 @@ void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scen void ShaderManager::add_default(Scene *scene) { - ShaderNode *closure, *out; - /* default surface */ { ShaderGraph *graph = new ShaderGraph(); - closure = graph->add(new DiffuseBsdfNode()); - closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f); - out = graph->output(); + DiffuseBsdfNode *diffuse = new DiffuseBsdfNode(); + diffuse->color = make_float3(0.8f, 0.8f, 0.8f); + graph->add(diffuse); - graph->connect(closure->output("BSDF"), out->input("Surface")); + graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface")); Shader *shader = new Shader(); shader->name = "default_surface"; @@ -472,12 +470,12 @@ void ShaderManager::add_default(Scene *scene) { ShaderGraph *graph = new ShaderGraph(); - closure = graph->add(new EmissionNode()); - closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f); - closure->input("Strength")->value.x = 0.0f; - out = graph->output(); + EmissionNode *emission = new EmissionNode(); + emission->color = make_float3(0.8f, 0.8f, 0.8f); + emission->strength = 0.0f; + graph->add(emission); - graph->connect(closure->output("Emission"), out->input("Surface")); + graph->connect(emission->output("Emission"), graph->output()->input("Surface")); Shader *shader = new Shader(); shader->name = "default_light"; diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp index 4c97a5ad792..1a166885e2b 100644 --- a/intern/cycles/render/svm.cpp +++ b/intern/cycles/render/svm.cpp @@ -65,20 +65,21 @@ void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0)); svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0)); } - + foreach(Shader *shader, scene->shaders) { if(progress.get_cancel()) return; assert(shader->graph); - if(shader->use_mis && shader->has_surface_emission) - scene->light_manager->need_update = true; - SVMCompiler::Summary summary; SVMCompiler compiler(scene->shader_manager, scene->image_manager); compiler.background = (shader == scene->default_background); compiler.compile(scene, shader, svm_nodes, shader->id, &summary); + if(shader->use_mis && shader->has_surface_emission) { + scene->light_manager->need_update = true; + } + VLOG(2) << "Compilation summary:\n" << "Shader name: " << shader->name << "\n" << summary.full_report(); @@ -120,22 +121,22 @@ SVMCompiler::SVMCompiler(ShaderManager *shader_manager_, ImageManager *image_man compile_failed = false; } -int SVMCompiler::stack_size(ShaderSocketType type) +int SVMCompiler::stack_size(SocketType::Type type) { int size = 0; switch(type) { - case SHADER_SOCKET_FLOAT: - case SHADER_SOCKET_INT: + case SocketType::FLOAT: + case SocketType::INT: size = 1; break; - case SHADER_SOCKET_COLOR: - case SHADER_SOCKET_VECTOR: - case SHADER_SOCKET_NORMAL: - case SHADER_SOCKET_POINT: + case SocketType::COLOR: + case SocketType::VECTOR: + case SocketType::NORMAL: + case SocketType::POINT: size = 3; break; - case SHADER_SOCKET_CLOSURE: + case SocketType::CLOSURE: size = 0; break; default: @@ -146,7 +147,7 @@ int SVMCompiler::stack_size(ShaderSocketType type) return size; } -int SVMCompiler::stack_find_offset(ShaderSocketType type) +int SVMCompiler::stack_find_offset(SocketType::Type type) { int size = stack_size(type); int offset = -1; @@ -175,7 +176,7 @@ int SVMCompiler::stack_find_offset(ShaderSocketType type) return 0; } -void SVMCompiler::stack_clear_offset(ShaderSocketType type, int offset) +void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset) { int size = stack_size(type); @@ -192,23 +193,25 @@ int SVMCompiler::stack_assign(ShaderInput *input) input->stack_offset = input->link->stack_offset; } else { + Node *node = input->parent; + /* not linked to output -> add nodes to load default value */ - input->stack_offset = stack_find_offset(input->type); + input->stack_offset = stack_find_offset(input->type()); - if(input->type == SHADER_SOCKET_FLOAT) { - add_node(NODE_VALUE_F, __float_as_int(input->value.x), input->stack_offset); + if(input->type() == SocketType::FLOAT) { + add_node(NODE_VALUE_F, __float_as_int(node->get_float(input->socket_type)), input->stack_offset); } - else if(input->type == SHADER_SOCKET_INT) { - add_node(NODE_VALUE_F, (int)input->value.x, input->stack_offset); + else if(input->type() == SocketType::INT) { + add_node(NODE_VALUE_F, node->get_int(input->socket_type), input->stack_offset); } - else if(input->type == SHADER_SOCKET_VECTOR || - input->type == SHADER_SOCKET_NORMAL || - input->type == SHADER_SOCKET_POINT || - input->type == SHADER_SOCKET_COLOR) + else if(input->type() == SocketType::VECTOR || + input->type() == SocketType::NORMAL || + input->type() == SocketType::POINT || + input->type() == SocketType::COLOR) { add_node(NODE_VALUE_V, input->stack_offset); - add_node(NODE_VALUE_V, input->value); + add_node(NODE_VALUE_V, node->get_float3(input->socket_type)); } else /* should not get called for closure */ assert(0); @@ -222,7 +225,7 @@ int SVMCompiler::stack_assign(ShaderOutput *output) { /* if no stack offset assigned yet, find one */ if(output->stack_offset == SVM_STACK_INVALID) - output->stack_offset = stack_find_offset(output->type); + output->stack_offset = stack_find_offset(output->type()); return output->stack_offset; } @@ -247,11 +250,11 @@ void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output) { if(output->stack_offset == SVM_STACK_INVALID) { assert(input->link); - assert(stack_size(output->type) == stack_size(input->link->type)); + assert(stack_size(output->type()) == stack_size(input->link->type())); output->stack_offset = input->link->stack_offset; - int size = stack_size(output->type); + int size = stack_size(output->type()); for(int i = 0; i < size; i++) active_stack.users[output->stack_offset + i]++; @@ -279,7 +282,7 @@ void SVMCompiler::stack_clear_users(ShaderNode *node, ShaderNodeSet& done) all_done = false; if(all_done) { - stack_clear_offset(output->type, output->stack_offset); + stack_clear_offset(output->type(), output->stack_offset); output->stack_offset = SVM_STACK_INVALID; foreach(ShaderInput *in, output->links) @@ -293,7 +296,7 @@ void SVMCompiler::stack_clear_temporary(ShaderNode *node) { foreach(ShaderInput *input, node->inputs) { if(!input->link && input->stack_offset != SVM_STACK_INVALID) { - stack_clear_offset(input->type, input->stack_offset); + stack_clear_offset(input->type(), input->stack_offset); input->stack_offset = SVM_STACK_INVALID; } } @@ -446,7 +449,7 @@ void SVMCompiler::generate_closure_node(ShaderNode *node, const char *weight_name = (current_type == SHADER_TYPE_VOLUME)? "VolumeMixWeight": "SurfaceMixWeight"; ShaderInput *weight_in = node->input(weight_name); - if(weight_in && (weight_in->link || weight_in->value.x != 1.0f)) + if(weight_in && (weight_in->link || node->get_float(weight_in->socket_type) != 1.0f)) mix_weight_offset = stack_assign(weight_in); else mix_weight_offset = SVM_STACK_INVALID; @@ -479,7 +482,7 @@ void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node, } else { foreach(ShaderInput *in, node->inputs) { - if(in->type == SHADER_SOCKET_CLOSURE && in->link) + if(in->type() == SocketType::CLOSURE && in->link) generated_shared_closure_nodes(root_node, in->link->parent, state, diff --git a/intern/cycles/render/svm.h b/intern/cycles/render/svm.h index dbf1b1de947..e14d57d7601 100644 --- a/intern/cycles/render/svm.h +++ b/intern/cycles/render/svm.h @@ -99,8 +99,8 @@ public: int stack_assign(ShaderInput *input); int stack_assign_if_linked(ShaderInput *input); int stack_assign_if_linked(ShaderOutput *output); - int stack_find_offset(ShaderSocketType type); - void stack_clear_offset(ShaderSocketType type, int offset); + int stack_find_offset(SocketType::Type type); + void stack_clear_offset(SocketType::Type type, int offset); void stack_link(ShaderInput *input, ShaderOutput *output); void add_node(ShaderNodeType type, int a = 0, int b = 0, int c = 0); @@ -172,7 +172,7 @@ protected: }; void stack_clear_temporary(ShaderNode *node); - int stack_size(ShaderSocketType type); + int stack_size(SocketType::Type type); void stack_clear_users(ShaderNode *node, ShaderNodeSet& done); bool node_skip_input(ShaderNode *node, ShaderInput *input); |