diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/shader_graph.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/shader_graph.h')
-rw-r--r-- | intern/cycles/scene/shader_graph.h | 385 |
1 files changed, 385 insertions, 0 deletions
diff --git a/intern/cycles/scene/shader_graph.h b/intern/cycles/scene/shader_graph.h new file mode 100644 index 00000000000..3584754fad1 --- /dev/null +++ b/intern/cycles/scene/shader_graph.h @@ -0,0 +1,385 @@ +/* + * 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. + */ + +#ifndef __GRAPH_H__ +#define __GRAPH_H__ + +#include "graph/node.h" +#include "graph/node_type.h" + +#include "kernel/kernel_types.h" + +#include "util/util_list.h" +#include "util/util_map.h" +#include "util/util_param.h" +#include "util/util_set.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class AttributeRequestSet; +class Scene; +class Shader; +class ShaderInput; +class ShaderOutput; +class ShaderNode; +class ShaderGraph; +class SVMCompiler; +class OSLCompiler; +class OutputNode; +class ConstantFolder; +class MD5Hash; + +/* Bump + * + * For bump mapping, a node may be evaluated multiple times, using different + * samples to reconstruct the normal, this indicates the sample position */ + +enum ShaderBump { SHADER_BUMP_NONE, SHADER_BUMP_CENTER, SHADER_BUMP_DX, SHADER_BUMP_DY }; + +/* Identifiers for some special node types. + * + * The graph needs to identify these in the clean function. + * Cannot use dynamic_cast, as this is disabled for OSL. */ + +enum ShaderNodeSpecialType { + SHADER_SPECIAL_TYPE_NONE, + SHADER_SPECIAL_TYPE_PROXY, + SHADER_SPECIAL_TYPE_AUTOCONVERT, + SHADER_SPECIAL_TYPE_GEOMETRY, + SHADER_SPECIAL_TYPE_OSL, + SHADER_SPECIAL_TYPE_IMAGE_SLOT, + SHADER_SPECIAL_TYPE_CLOSURE, + SHADER_SPECIAL_TYPE_COMBINE_CLOSURE, + SHADER_SPECIAL_TYPE_OUTPUT, + SHADER_SPECIAL_TYPE_BUMP, + SHADER_SPECIAL_TYPE_OUTPUT_AOV, +}; + +/* Input + * + * Input socket for a shader node. May be linked to an output or not. If not + * linked, it will either get a fixed default value, or e.g. a texture + * coordinate. */ + +class ShaderInput { + public: + ShaderInput(const SocketType &socket_type_, ShaderNode *parent_) + : socket_type(socket_type_), + parent(parent_), + link(NULL), + stack_offset(SVM_STACK_INVALID), + constant_folded_in(false) + { + } + + ustring name() + { + return socket_type.ui_name; + } + int flags() + { + return socket_type.flags; + } + SocketType::Type type() + { + return socket_type.type; + } + + void set(float f) + { + ((Node *)parent)->set(socket_type, f); + } + void set(float3 f) + { + ((Node *)parent)->set(socket_type, f); + } + + void disconnect(); + + const SocketType &socket_type; + ShaderNode *parent; + ShaderOutput *link; + int stack_offset; /* for SVM compiler */ + + /* Keeps track of whether a constant was folded in this socket, to avoid over-optimizing when the + * link is null. */ + bool constant_folded_in; +}; + +/* Output + * + * Output socket for a shader node. */ + +class ShaderOutput { + public: + ShaderOutput(const SocketType &socket_type_, ShaderNode *parent_) + : socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID) + { + } + + ustring name() + { + return socket_type.ui_name; + } + SocketType::Type type() + { + return socket_type.type; + } + + void disconnect(); + + const SocketType &socket_type; + ShaderNode *parent; + vector<ShaderInput *> links; + int stack_offset; /* for SVM compiler */ +}; + +/* Node + * + * Shader node in graph, with input and output sockets. This is the virtual + * base class for all node types. */ + +class ShaderNode : public Node { + public: + explicit ShaderNode(const NodeType *type); + virtual ~ShaderNode(); + + void create_inputs_outputs(const NodeType *type); + void remove_input(ShaderInput *input); + + ShaderInput *input(const char *name); + ShaderOutput *output(const char *name); + ShaderInput *input(ustring name); + ShaderOutput *output(ustring name); + + virtual ShaderNode *clone(ShaderGraph *graph) const = 0; + virtual void attributes(Shader *shader, AttributeRequestSet *attributes); + virtual void compile(SVMCompiler &compiler) = 0; + virtual void compile(OSLCompiler &compiler) = 0; + + /* Expand node into additional nodes. */ + virtual void expand(ShaderGraph * /* graph */) + { + } + + /* ** Node optimization ** */ + /* Check whether the node can be replaced with single constant. */ + 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. + */ + virtual void simplify_settings(Scene * /*scene*/){}; + + virtual bool has_surface_emission() + { + return false; + } + virtual bool has_surface_transparent() + { + return false; + } + virtual bool has_surface_bssrdf() + { + return false; + } + virtual bool has_bump() + { + return false; + } + virtual bool has_bssrdf_bump() + { + return false; + } + virtual bool has_spatial_varying() + { + return false; + } + virtual bool has_attribute_dependency() + { + return false; + } + virtual bool has_integrator_dependency() + { + return false; + } + virtual bool has_volume_support() + { + return false; + } + vector<ShaderInput *> inputs; + vector<ShaderOutput *> outputs; + + int id; /* index in graph node array */ + ShaderBump bump; /* for bump mapping utility */ + + ShaderNodeSpecialType special_type; /* special node type */ + + /* ** Selective nodes compilation ** */ + + /* TODO(sergey): More explicitly mention in the function names + * that those functions are for selective compilation only? + */ + + /* Node feature are used to disable huge nodes inside the group, + * so it's possible to disable huge nodes inside of the required + * nodes group. + */ + virtual int get_feature() + { + return bump == SHADER_BUMP_NONE ? 0 : KERNEL_FEATURE_NODE_BUMP; + } + + /* Get closure ID to which the node compiles into. */ + virtual ClosureType get_closure_type() + { + return CLOSURE_NONE_ID; + } + + /* Check whether settings of the node equals to another one. + * + * This is mainly used to check whether two nodes can be merged + * together. Meaning, runtime stuff like node id and unbound slots + * will be ignored for comparison. + * + * 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); +}; + +/* Node definition utility macros */ + +#define SHADER_NODE_CLASS(type) \ + NODE_DECLARE \ + type(); \ + virtual ShaderNode *clone(ShaderGraph *graph) const \ + { \ + return graph->create_node<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); + +#define SHADER_NODE_BASE_CLASS(type) \ + virtual ShaderNode *clone(ShaderGraph *graph) const \ + { \ + return graph->create_node<type>(*this); \ + } \ + virtual void compile(SVMCompiler &compiler); \ + virtual void compile(OSLCompiler &compiler); + +class ShaderNodeIDComparator { + public: + bool operator()(const ShaderNode *n1, const ShaderNode *n2) const + { + return n1->id < n2->id; + } +}; + +typedef set<ShaderNode *, ShaderNodeIDComparator> ShaderNodeSet; +typedef map<ShaderNode *, ShaderNode *, ShaderNodeIDComparator> ShaderNodeMap; + +/* Graph + * + * Shader graph of nodes. Also does graph manipulations for default inputs, + * bump mapping from displacement, and possibly other things in the future. */ + +class ShaderGraph : public NodeOwner { + public: + list<ShaderNode *> nodes; + size_t num_node_ids; + bool finalized; + bool simplified; + string displacement_hash; + + ShaderGraph(); + ~ShaderGraph(); + + ShaderNode *add(ShaderNode *node); + OutputNode *output(); + + void connect(ShaderOutput *from, ShaderInput *to); + void disconnect(ShaderOutput *from); + void disconnect(ShaderInput *to); + void relink(ShaderInput *from, ShaderInput *to); + void relink(ShaderOutput *from, ShaderOutput *to); + void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to); + + void remove_proxy_nodes(); + void compute_displacement_hash(); + void simplify(Scene *scene); + void finalize(Scene *scene, + bool do_bump = false, + bool do_simplify = false, + bool bump_in_object_space = false); + + int get_num_closures(); + + void dump_graph(const char *filename); + + /* This function is used to create a node of a specified type instead of + * calling 'new', and sets the graph as the owner of the node. + */ + template<typename T, typename... Args> T *create_node(Args &&...args) + { + T *node = new T(args...); + node->set_owner(this); + return node; + } + + /* This function is used to delete a node created and owned by the graph. + */ + template<typename T> void delete_node(T *node) + { + assert(node->get_owner() == this); + delete node; + } + + protected: + typedef pair<ShaderNode *const, ShaderNode *> NodePair; + + void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); + void clear_nodes(); + void copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap); + + void break_cycles(ShaderNode *node, vector<bool> &visited, vector<bool> &on_stack); + void bump_from_displacement(bool use_object_space); + void refine_bump_nodes(); + void expand(); + void default_inputs(bool do_osl); + void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume); + + /* Graph simplification routines. */ + void clean(Scene *scene); + void constant_fold(Scene *scene); + void simplify_settings(Scene *scene); + void deduplicate_nodes(); + void verify_volume_output(); +}; + +CCL_NAMESPACE_END + +#endif /* __GRAPH_H__ */ |