Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp1906
1 files changed, 952 insertions, 954 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index eea1bed58dc..c284c64b5bf 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -33,388 +33,385 @@ namespace {
bool check_node_inputs_has_links(const ShaderNode *node)
{
- foreach(const ShaderInput *in, node->inputs) {
- if(in->link) {
- return true;
- }
- }
- return false;
+ foreach (const ShaderInput *in, node->inputs) {
+ if (in->link) {
+ return true;
+ }
+ }
+ return false;
}
-bool check_node_inputs_traversed(const ShaderNode *node,
- const ShaderNodeSet& done)
+bool check_node_inputs_traversed(const ShaderNode *node, const ShaderNodeSet &done)
{
- foreach(const ShaderInput *in, node->inputs) {
- if(in->link) {
- if(done.find(in->link->parent) == done.end()) {
- return false;
- }
- }
- }
- return true;
+ foreach (const ShaderInput *in, node->inputs) {
+ if (in->link) {
+ if (done.find(in->link->parent) == done.end()) {
+ return false;
+ }
+ }
+ }
+ return true;
}
-} /* namespace */
+} /* namespace */
/* Node */
-ShaderNode::ShaderNode(const NodeType *type)
-: Node(type)
+ShaderNode::ShaderNode(const NodeType *type) : Node(type)
{
- name = type->name;
- id = -1;
- bump = SHADER_BUMP_NONE;
- special_type = SHADER_SPECIAL_TYPE_NONE;
+ name = type->name;
+ id = -1;
+ bump = SHADER_BUMP_NONE;
+ special_type = SHADER_SPECIAL_TYPE_NONE;
- create_inputs_outputs(type);
+ create_inputs_outputs(type);
}
ShaderNode::~ShaderNode()
{
- foreach(ShaderInput *socket, inputs)
- delete socket;
+ foreach (ShaderInput *socket, inputs)
+ delete socket;
- foreach(ShaderOutput *socket, outputs)
- delete socket;
+ foreach (ShaderOutput *socket, outputs)
+ delete socket;
}
void ShaderNode::create_inputs_outputs(const NodeType *type)
{
- foreach(const SocketType& socket, type->inputs) {
- if(socket.flags & SocketType::LINKABLE) {
- inputs.push_back(new ShaderInput(socket, this));
- }
- }
-
- foreach(const SocketType& socket, type->outputs) {
- outputs.push_back(new ShaderOutput(socket, this));
- }
+ foreach (const SocketType &socket, type->inputs) {
+ if (socket.flags & SocketType::LINKABLE) {
+ inputs.push_back(new ShaderInput(socket, this));
+ }
+ }
+
+ foreach (const SocketType &socket, type->outputs) {
+ outputs.push_back(new ShaderOutput(socket, this));
+ }
}
ShaderInput *ShaderNode::input(const char *name)
{
- foreach(ShaderInput *socket, inputs) {
- if(socket->name() == name)
- return socket;
- }
+ foreach (ShaderInput *socket, inputs) {
+ if (socket->name() == name)
+ return socket;
+ }
- return NULL;
+ return NULL;
}
ShaderOutput *ShaderNode::output(const char *name)
{
- foreach(ShaderOutput *socket, outputs)
- if(socket->name() == name)
- return socket;
+ foreach (ShaderOutput *socket, outputs)
+ if (socket->name() == name)
+ return socket;
- return NULL;
+ return NULL;
}
ShaderInput *ShaderNode::input(ustring name)
{
- foreach(ShaderInput *socket, inputs) {
- if(socket->name() == name)
- return socket;
- }
+ foreach (ShaderInput *socket, inputs) {
+ if (socket->name() == name)
+ return socket;
+ }
- return NULL;
+ return NULL;
}
ShaderOutput *ShaderNode::output(ustring name)
{
- foreach(ShaderOutput *socket, outputs)
- if(socket->name() == name)
- return socket;
+ foreach (ShaderOutput *socket, outputs)
+ if (socket->name() == name)
+ return socket;
- return NULL;
+ return NULL;
}
void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
- foreach(ShaderInput *input, inputs) {
- if(!input->link) {
- if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
- if(shader->has_surface)
- attributes->add(ATTR_STD_GENERATED);
- if(shader->has_volume)
- attributes->add(ATTR_STD_GENERATED_TRANSFORM);
- }
- else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
- if(shader->has_surface)
- attributes->add(ATTR_STD_UV);
- }
- }
- }
+ foreach (ShaderInput *input, inputs) {
+ if (!input->link) {
+ if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
+ if (shader->has_surface)
+ attributes->add(ATTR_STD_GENERATED);
+ if (shader->has_volume)
+ attributes->add(ATTR_STD_GENERATED_TRANSFORM);
+ }
+ else if (input->flags() & SocketType::LINK_TEXTURE_UV) {
+ if (shader->has_surface)
+ attributes->add(ATTR_STD_UV);
+ }
+ }
+ }
}
-bool ShaderNode::equals(const ShaderNode& other)
+bool ShaderNode::equals(const ShaderNode &other)
{
- if(type != other.type || bump != other.bump) {
- return false;
- }
-
- assert(inputs.size() == other.inputs.size());
-
- /* Compare unlinkable sockets */
- foreach(const SocketType& socket, type->inputs) {
- if(!(socket.flags & SocketType::LINKABLE)) {
- if(!Node::equals_value(other, socket)) {
- return false;
- }
- }
- }
-
- /* Compare linkable input sockets */
- for(int i = 0; i < inputs.size(); ++i) {
- ShaderInput *input_a = inputs[i],
- *input_b = other.inputs[i];
- if(input_a->link == NULL && input_b->link == NULL) {
- /* Unconnected inputs are expected to have the same value. */
- if(!Node::equals_value(other, input_a->socket_type)) {
- return false;
- }
- }
- else if(input_a->link != NULL && input_b->link != NULL) {
- /* Expect links are to come from the same exact socket. */
- if(input_a->link != input_b->link) {
- return false;
- }
- }
- else {
- /* One socket has a link and another has not, inputs can't be
- * considered equal.
- */
- return false;
- }
- }
-
- return true;
+ if (type != other.type || bump != other.bump) {
+ return false;
+ }
+
+ assert(inputs.size() == other.inputs.size());
+
+ /* Compare unlinkable sockets */
+ foreach (const SocketType &socket, type->inputs) {
+ if (!(socket.flags & SocketType::LINKABLE)) {
+ if (!Node::equals_value(other, socket)) {
+ return false;
+ }
+ }
+ }
+
+ /* Compare linkable input sockets */
+ for (int i = 0; i < inputs.size(); ++i) {
+ ShaderInput *input_a = inputs[i], *input_b = other.inputs[i];
+ if (input_a->link == NULL && input_b->link == NULL) {
+ /* Unconnected inputs are expected to have the same value. */
+ if (!Node::equals_value(other, input_a->socket_type)) {
+ return false;
+ }
+ }
+ else if (input_a->link != NULL && input_b->link != NULL) {
+ /* Expect links are to come from the same exact socket. */
+ if (input_a->link != input_b->link) {
+ return false;
+ }
+ }
+ else {
+ /* One socket has a link and another has not, inputs can't be
+ * considered equal.
+ */
+ return false;
+ }
+ }
+
+ return true;
}
/* Graph */
ShaderGraph::ShaderGraph()
{
- finalized = false;
- simplified = false;
- num_node_ids = 0;
- add(new OutputNode());
+ finalized = false;
+ simplified = false;
+ num_node_ids = 0;
+ add(new OutputNode());
}
ShaderGraph::~ShaderGraph()
{
- clear_nodes();
+ clear_nodes();
}
ShaderNode *ShaderGraph::add(ShaderNode *node)
{
- assert(!finalized);
- simplified = false;
+ assert(!finalized);
+ simplified = false;
- node->id = num_node_ids++;
- nodes.push_back(node);
- return node;
+ node->id = num_node_ids++;
+ nodes.push_back(node);
+ return node;
}
OutputNode *ShaderGraph::output()
{
- return (OutputNode*)nodes.front();
+ return (OutputNode *)nodes.front();
}
void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
{
- assert(!finalized);
- assert(from && to);
-
- if(to->link) {
- fprintf(stderr, "Cycles shader graph connect: input already connected.\n");
- return;
- }
-
- if(from->type() != to->type()) {
- /* can't do automatic conversion from closure */
- if(from->type() == SocketType::CLOSURE) {
- fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
- "(%s.%s to %s.%s).\n",
- from->parent->name.c_str(), from->name().c_str(),
- to->parent->name.c_str(), to->name().c_str());
- return;
- }
-
- /* add automatic conversion node in case of type mismatch */
- ShaderNode *convert;
- ShaderInput *convert_in;
-
- if(to->type() == SocketType::CLOSURE) {
- EmissionNode *emission = new EmissionNode();
- emission->color = make_float3(1.0f, 1.0f, 1.0f);
- emission->strength = 1.0f;
- convert = add(emission);
- /* Connect float inputs to Strength to save an additional Falue->Color conversion. */
- if(from->type() == SocketType::FLOAT) {
- convert_in = convert->input("Strength");
- }
- else {
- convert_in = convert->input("Color");
- }
- }
- else {
- convert = add(new ConvertNode(from->type(), to->type(), true));
- convert_in = convert->inputs[0];
- }
-
- connect(from, convert_in);
- connect(convert->outputs[0], to);
- }
- else {
- /* types match, just connect */
- to->link = from;
- from->links.push_back(to);
- }
+ assert(!finalized);
+ assert(from && to);
+
+ if (to->link) {
+ fprintf(stderr, "Cycles shader graph connect: input already connected.\n");
+ return;
+ }
+
+ if (from->type() != to->type()) {
+ /* can't do automatic conversion from closure */
+ if (from->type() == SocketType::CLOSURE) {
+ fprintf(stderr,
+ "Cycles shader graph connect: can only connect closure to closure "
+ "(%s.%s to %s.%s).\n",
+ from->parent->name.c_str(),
+ from->name().c_str(),
+ to->parent->name.c_str(),
+ to->name().c_str());
+ return;
+ }
+
+ /* add automatic conversion node in case of type mismatch */
+ ShaderNode *convert;
+ ShaderInput *convert_in;
+
+ if (to->type() == SocketType::CLOSURE) {
+ EmissionNode *emission = new EmissionNode();
+ emission->color = make_float3(1.0f, 1.0f, 1.0f);
+ emission->strength = 1.0f;
+ convert = add(emission);
+ /* Connect float inputs to Strength to save an additional Falue->Color conversion. */
+ if (from->type() == SocketType::FLOAT) {
+ convert_in = convert->input("Strength");
+ }
+ else {
+ convert_in = convert->input("Color");
+ }
+ }
+ else {
+ convert = add(new ConvertNode(from->type(), to->type(), true));
+ convert_in = convert->inputs[0];
+ }
+
+ connect(from, convert_in);
+ connect(convert->outputs[0], to);
+ }
+ else {
+ /* types match, just connect */
+ to->link = from;
+ from->links.push_back(to);
+ }
}
void ShaderGraph::disconnect(ShaderOutput *from)
{
- assert(!finalized);
- simplified = false;
+ assert(!finalized);
+ simplified = false;
- foreach(ShaderInput *sock, from->links) {
- sock->link = NULL;
- }
+ foreach (ShaderInput *sock, from->links) {
+ sock->link = NULL;
+ }
- from->links.clear();
+ from->links.clear();
}
void ShaderGraph::disconnect(ShaderInput *to)
{
- assert(!finalized);
- assert(to->link);
- simplified = false;
+ assert(!finalized);
+ assert(to->link);
+ simplified = false;
- ShaderOutput *from = to->link;
+ ShaderOutput *from = to->link;
- to->link = NULL;
- from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
+ to->link = NULL;
+ from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
{
- simplified = false;
-
- /* Copy because disconnect modifies this list */
- vector<ShaderInput*> outputs = from->links;
-
- /* Bypass node by moving all links from "from" to "to" */
- foreach(ShaderInput *sock, node->inputs) {
- if(sock->link)
- disconnect(sock);
- }
-
- foreach(ShaderInput *sock, outputs) {
- disconnect(sock);
- if(to)
- connect(to, sock);
- }
+ simplified = false;
+
+ /* Copy because disconnect modifies this list */
+ vector<ShaderInput *> outputs = from->links;
+
+ /* Bypass node by moving all links from "from" to "to" */
+ foreach (ShaderInput *sock, node->inputs) {
+ if (sock->link)
+ disconnect(sock);
+ }
+
+ foreach (ShaderInput *sock, outputs) {
+ disconnect(sock);
+ if (to)
+ connect(to, sock);
+ }
}
void ShaderGraph::simplify(Scene *scene)
{
- if(!simplified) {
- default_inputs(scene->shader_manager->use_osl());
- clean(scene);
- refine_bump_nodes();
+ if (!simplified) {
+ default_inputs(scene->shader_manager->use_osl());
+ clean(scene);
+ refine_bump_nodes();
- simplified = true;
- }
+ simplified = true;
+ }
}
-void ShaderGraph::finalize(Scene *scene,
- bool do_bump,
- bool do_simplify,
- bool bump_in_object_space)
+void ShaderGraph::finalize(Scene *scene, bool do_bump, bool do_simplify, bool bump_in_object_space)
{
- /* before compiling, the shader graph may undergo a number of modifications.
- * currently we set default geometry shader inputs, and create automatic bump
- * from displacement. a graph can be finalized only once, and should not be
- * modified afterwards. */
+ /* before compiling, the shader graph may undergo a number of modifications.
+ * currently we set default geometry shader inputs, and create automatic bump
+ * from displacement. a graph can be finalized only once, and should not be
+ * modified afterwards. */
- if(!finalized) {
- simplify(scene);
+ if (!finalized) {
+ simplify(scene);
- if(do_bump)
- bump_from_displacement(bump_in_object_space);
+ if (do_bump)
+ bump_from_displacement(bump_in_object_space);
- ShaderInput *surface_in = output()->input("Surface");
- ShaderInput *volume_in = output()->input("Volume");
+ ShaderInput *surface_in = output()->input("Surface");
+ ShaderInput *volume_in = output()->input("Volume");
- /* todo: make this work when surface and volume closures are tangled up */
+ /* todo: make this work when surface and volume closures are tangled up */
- if(surface_in->link)
- transform_multi_closure(surface_in->link->parent, NULL, false);
- if(volume_in->link)
- transform_multi_closure(volume_in->link->parent, NULL, true);
+ if (surface_in->link)
+ transform_multi_closure(surface_in->link->parent, NULL, false);
+ if (volume_in->link)
+ transform_multi_closure(volume_in->link->parent, NULL, true);
- finalized = true;
- }
- else if(do_simplify) {
- simplify_settings(scene);
- }
+ finalized = true;
+ }
+ else if (do_simplify) {
+ simplify_settings(scene);
+ }
}
-void ShaderGraph::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input)
+void ShaderGraph::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input)
{
- /* find all nodes that this input depends on directly and indirectly */
- ShaderNode *node = (input->link)? input->link->parent: NULL;
+ /* find all nodes that this input depends on directly and indirectly */
+ ShaderNode *node = (input->link) ? input->link->parent : NULL;
- if(node != NULL && dependencies.find(node) == dependencies.end()) {
- foreach(ShaderInput *in, node->inputs)
- find_dependencies(dependencies, in);
+ if (node != NULL && dependencies.find(node) == dependencies.end()) {
+ foreach (ShaderInput *in, node->inputs)
+ find_dependencies(dependencies, in);
- dependencies.insert(node);
- }
+ dependencies.insert(node);
+ }
}
void ShaderGraph::clear_nodes()
{
- foreach(ShaderNode *node, nodes) {
- delete node;
- }
- nodes.clear();
+ foreach (ShaderNode *node, nodes) {
+ delete node;
+ }
+ nodes.clear();
}
-void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
+void ShaderGraph::copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap)
{
- /* copy a set of nodes, and the links between them. the assumption is
- * made that all nodes that inputs are linked to are in the set too. */
-
- /* copy nodes */
- foreach(ShaderNode *node, nodes) {
- ShaderNode *nnode = node->clone();
- nnodemap[node] = nnode;
-
- /* create new inputs and outputs to recreate links and ensure
- * that we still point to valid SocketType if the NodeType
- * changed in cloning, as it does for OSL nodes */
- nnode->inputs.clear();
- nnode->outputs.clear();
- nnode->create_inputs_outputs(nnode->type);
- }
-
- /* recreate links */
- foreach(ShaderNode *node, nodes) {
- foreach(ShaderInput *input, node->inputs) {
- if(input->link) {
- /* find new input and output */
- ShaderNode *nfrom = nnodemap[input->link->parent];
- ShaderNode *nto = nnodemap[input->parent];
- ShaderOutput *noutput = nfrom->output(input->link->name());
- ShaderInput *ninput = nto->input(input->name());
-
- /* connect */
- connect(noutput, ninput);
- }
- }
- }
+ /* copy a set of nodes, and the links between them. the assumption is
+ * made that all nodes that inputs are linked to are in the set too. */
+
+ /* copy nodes */
+ foreach (ShaderNode *node, nodes) {
+ ShaderNode *nnode = node->clone();
+ nnodemap[node] = nnode;
+
+ /* create new inputs and outputs to recreate links and ensure
+ * that we still point to valid SocketType if the NodeType
+ * changed in cloning, as it does for OSL nodes */
+ nnode->inputs.clear();
+ nnode->outputs.clear();
+ nnode->create_inputs_outputs(nnode->type);
+ }
+
+ /* recreate links */
+ foreach (ShaderNode *node, nodes) {
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->link) {
+ /* find new input and output */
+ ShaderNode *nfrom = nnodemap[input->link->parent];
+ ShaderNode *nto = nnodemap[input->parent];
+ ShaderOutput *noutput = nfrom->output(input->link->name());
+ ShaderInput *ninput = nto->input(input->name());
+
+ /* connect */
+ connect(noutput, ninput);
+ }
+ }
+ }
}
/* Graph simplification */
@@ -427,68 +424,68 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
*/
void ShaderGraph::remove_proxy_nodes()
{
- vector<bool> removed(num_node_ids, false);
- bool any_node_removed = false;
-
- foreach(ShaderNode *node, nodes) {
- if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
- ConvertNode *proxy = static_cast<ConvertNode*>(node);
- ShaderInput *input = proxy->inputs[0];
- ShaderOutput *output = proxy->outputs[0];
-
- /* bypass the proxy node */
- if(input->link) {
- relink(proxy, output, input->link);
- }
- else {
- /* Copy because disconnect modifies this list */
- vector<ShaderInput*> links(output->links);
-
- foreach(ShaderInput *to, links) {
- /* remove any autoconvert nodes too if they lead to
- * sockets with an automatically set default value */
- ShaderNode *tonode = to->parent;
-
- if(tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
- bool all_links_removed = true;
- vector<ShaderInput*> links = tonode->outputs[0]->links;
-
- foreach(ShaderInput *autoin, links) {
- if(autoin->flags() & SocketType::DEFAULT_LINK_MASK)
- disconnect(autoin);
- else
- all_links_removed = false;
- }
-
- if(all_links_removed)
- removed[tonode->id] = true;
- }
-
- disconnect(to);
-
- /* transfer the default input value to the target socket */
- tonode->copy_value(to->socket_type, *proxy, input->socket_type);
- }
- }
-
- removed[proxy->id] = true;
- any_node_removed = true;
- }
- }
-
- /* remove nodes */
- if(any_node_removed) {
- list<ShaderNode*> newnodes;
-
- foreach(ShaderNode *node, nodes) {
- if(!removed[node->id])
- newnodes.push_back(node);
- else
- delete node;
- }
-
- nodes = newnodes;
- }
+ vector<bool> removed(num_node_ids, false);
+ bool any_node_removed = false;
+
+ foreach (ShaderNode *node, nodes) {
+ if (node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
+ ConvertNode *proxy = static_cast<ConvertNode *>(node);
+ ShaderInput *input = proxy->inputs[0];
+ ShaderOutput *output = proxy->outputs[0];
+
+ /* bypass the proxy node */
+ if (input->link) {
+ relink(proxy, output, input->link);
+ }
+ else {
+ /* Copy because disconnect modifies this list */
+ vector<ShaderInput *> links(output->links);
+
+ foreach (ShaderInput *to, links) {
+ /* remove any autoconvert nodes too if they lead to
+ * sockets with an automatically set default value */
+ ShaderNode *tonode = to->parent;
+
+ if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
+ bool all_links_removed = true;
+ vector<ShaderInput *> links = tonode->outputs[0]->links;
+
+ foreach (ShaderInput *autoin, links) {
+ if (autoin->flags() & SocketType::DEFAULT_LINK_MASK)
+ disconnect(autoin);
+ else
+ all_links_removed = false;
+ }
+
+ if (all_links_removed)
+ removed[tonode->id] = true;
+ }
+
+ disconnect(to);
+
+ /* transfer the default input value to the target socket */
+ tonode->copy_value(to->socket_type, *proxy, input->socket_type);
+ }
+ }
+
+ removed[proxy->id] = true;
+ any_node_removed = true;
+ }
+ }
+
+ /* remove nodes */
+ if (any_node_removed) {
+ list<ShaderNode *> newnodes;
+
+ foreach (ShaderNode *node, nodes) {
+ if (!removed[node->id])
+ newnodes.push_back(node);
+ else
+ delete node;
+ }
+
+ nodes = newnodes;
+ }
}
/* Constant folding.
@@ -498,143 +495,143 @@ void ShaderGraph::remove_proxy_nodes()
*/
void ShaderGraph::constant_fold(Scene *scene)
{
- ShaderNodeSet done, scheduled;
- queue<ShaderNode*> traverse_queue;
-
- bool has_displacement = (output()->input("Displacement")->link != NULL);
-
- /* Schedule nodes which doesn't have any dependencies. */
- foreach(ShaderNode *node, nodes) {
- if(!check_node_inputs_has_links(node)) {
- traverse_queue.push(node);
- scheduled.insert(node);
- }
- }
-
- while(!traverse_queue.empty()) {
- ShaderNode *node = traverse_queue.front();
- traverse_queue.pop();
- done.insert(node);
- foreach(ShaderOutput *output, node->outputs) {
- if(output->links.size() == 0) {
- continue;
- }
- /* Schedule node which was depending on the value,
- * when possible. Do it before disconnect.
- */
- foreach(ShaderInput *input, output->links) {
- if(scheduled.find(input->parent) != scheduled.end()) {
- /* Node might not be optimized yet but scheduled already
- * by other dependencies. No need to re-schedule it.
- */
- continue;
- }
- /* Schedule node if its inputs are fully done. */
- if(check_node_inputs_traversed(input->parent, done)) {
- traverse_queue.push(input->parent);
- scheduled.insert(input->parent);
- }
- }
- /* Optimize current node. */
- ConstantFolder folder(this, node, output, scene);
- node->constant_fold(folder);
- }
- }
-
- /* Folding might have removed all nodes connected to the displacement output
- * even tho there is displacement to be applied, so add in a value node if
- * that happens to ensure there is still a valid graph for displacement.
- */
- if(has_displacement && !output()->input("Displacement")->link) {
- ColorNode *value = (ColorNode*)add(new ColorNode());
- value->value = output()->displacement;
-
- connect(value->output("Color"), output()->input("Displacement"));
- }
+ ShaderNodeSet done, scheduled;
+ queue<ShaderNode *> traverse_queue;
+
+ bool has_displacement = (output()->input("Displacement")->link != NULL);
+
+ /* Schedule nodes which doesn't have any dependencies. */
+ foreach (ShaderNode *node, nodes) {
+ if (!check_node_inputs_has_links(node)) {
+ traverse_queue.push(node);
+ scheduled.insert(node);
+ }
+ }
+
+ while (!traverse_queue.empty()) {
+ ShaderNode *node = traverse_queue.front();
+ traverse_queue.pop();
+ done.insert(node);
+ foreach (ShaderOutput *output, node->outputs) {
+ if (output->links.size() == 0) {
+ continue;
+ }
+ /* Schedule node which was depending on the value,
+ * when possible. Do it before disconnect.
+ */
+ foreach (ShaderInput *input, output->links) {
+ if (scheduled.find(input->parent) != scheduled.end()) {
+ /* Node might not be optimized yet but scheduled already
+ * by other dependencies. No need to re-schedule it.
+ */
+ continue;
+ }
+ /* Schedule node if its inputs are fully done. */
+ if (check_node_inputs_traversed(input->parent, done)) {
+ traverse_queue.push(input->parent);
+ scheduled.insert(input->parent);
+ }
+ }
+ /* Optimize current node. */
+ ConstantFolder folder(this, node, output, scene);
+ node->constant_fold(folder);
+ }
+ }
+
+ /* Folding might have removed all nodes connected to the displacement output
+ * even tho there is displacement to be applied, so add in a value node if
+ * that happens to ensure there is still a valid graph for displacement.
+ */
+ if (has_displacement && !output()->input("Displacement")->link) {
+ ColorNode *value = (ColorNode *)add(new ColorNode());
+ value->value = output()->displacement;
+
+ connect(value->output("Color"), output()->input("Displacement"));
+ }
}
/* Simplification. */
void ShaderGraph::simplify_settings(Scene *scene)
{
- foreach(ShaderNode *node, nodes) {
- node->simplify_settings(scene);
- }
+ foreach (ShaderNode *node, nodes) {
+ node->simplify_settings(scene);
+ }
}
/* Deduplicate nodes with same settings. */
void ShaderGraph::deduplicate_nodes()
{
- /* NOTES:
- * - Deduplication happens for nodes which has same exact settings and same
- * exact input links configuration (either connected to same output or has
- * the same exact default value).
- * - Deduplication happens in the bottom-top manner, so we know for fact that
- * all traversed nodes are either can not be deduplicated at all or were
- * already deduplicated.
- */
-
- ShaderNodeSet scheduled, done;
- map<ustring, ShaderNodeSet> candidates;
- queue<ShaderNode*> traverse_queue;
- int num_deduplicated = 0;
-
- /* Schedule nodes which doesn't have any dependencies. */
- foreach(ShaderNode *node, nodes) {
- if(!check_node_inputs_has_links(node)) {
- traverse_queue.push(node);
- scheduled.insert(node);
- }
- }
-
- while(!traverse_queue.empty()) {
- ShaderNode *node = traverse_queue.front();
- traverse_queue.pop();
- done.insert(node);
- /* Schedule the nodes which were depending on the current node. */
- bool has_output_links = false;
- foreach(ShaderOutput *output, node->outputs) {
- foreach(ShaderInput *input, output->links) {
- has_output_links = true;
- if(scheduled.find(input->parent) != scheduled.end()) {
- /* Node might not be optimized yet but scheduled already
- * by other dependencies. No need to re-schedule it.
- */
- continue;
- }
- /* Schedule node if its inputs are fully done. */
- if(check_node_inputs_traversed(input->parent, done)) {
- traverse_queue.push(input->parent);
- scheduled.insert(input->parent);
- }
- }
- }
- /* Only need to care about nodes that are actually used */
- if(!has_output_links) {
- continue;
- }
- /* Try to merge this node with another one. */
- ShaderNode *merge_with = NULL;
- foreach(ShaderNode *other_node, candidates[node->type->name]) {
- if(node != other_node && node->equals(*other_node)) {
- merge_with = other_node;
- break;
- }
- }
- /* If found an equivalent, merge; otherwise keep node for later merges */
- if(merge_with != NULL) {
- for(int i = 0; i < node->outputs.size(); ++i) {
- relink(node, node->outputs[i], merge_with->outputs[i]);
- }
- num_deduplicated++;
- }
- else {
- candidates[node->type->name].insert(node);
- }
- }
-
- if(num_deduplicated > 0) {
- VLOG(1) << "Deduplicated " << num_deduplicated << " nodes.";
- }
+ /* NOTES:
+ * - Deduplication happens for nodes which has same exact settings and same
+ * exact input links configuration (either connected to same output or has
+ * the same exact default value).
+ * - Deduplication happens in the bottom-top manner, so we know for fact that
+ * all traversed nodes are either can not be deduplicated at all or were
+ * already deduplicated.
+ */
+
+ ShaderNodeSet scheduled, done;
+ map<ustring, ShaderNodeSet> candidates;
+ queue<ShaderNode *> traverse_queue;
+ int num_deduplicated = 0;
+
+ /* Schedule nodes which doesn't have any dependencies. */
+ foreach (ShaderNode *node, nodes) {
+ if (!check_node_inputs_has_links(node)) {
+ traverse_queue.push(node);
+ scheduled.insert(node);
+ }
+ }
+
+ while (!traverse_queue.empty()) {
+ ShaderNode *node = traverse_queue.front();
+ traverse_queue.pop();
+ done.insert(node);
+ /* Schedule the nodes which were depending on the current node. */
+ bool has_output_links = false;
+ foreach (ShaderOutput *output, node->outputs) {
+ foreach (ShaderInput *input, output->links) {
+ has_output_links = true;
+ if (scheduled.find(input->parent) != scheduled.end()) {
+ /* Node might not be optimized yet but scheduled already
+ * by other dependencies. No need to re-schedule it.
+ */
+ continue;
+ }
+ /* Schedule node if its inputs are fully done. */
+ if (check_node_inputs_traversed(input->parent, done)) {
+ traverse_queue.push(input->parent);
+ scheduled.insert(input->parent);
+ }
+ }
+ }
+ /* Only need to care about nodes that are actually used */
+ if (!has_output_links) {
+ continue;
+ }
+ /* Try to merge this node with another one. */
+ ShaderNode *merge_with = NULL;
+ foreach (ShaderNode *other_node, candidates[node->type->name]) {
+ if (node != other_node && node->equals(*other_node)) {
+ merge_with = other_node;
+ break;
+ }
+ }
+ /* If found an equivalent, merge; otherwise keep node for later merges */
+ if (merge_with != NULL) {
+ for (int i = 0; i < node->outputs.size(); ++i) {
+ relink(node, node->outputs[i], merge_with->outputs[i]);
+ }
+ num_deduplicated++;
+ }
+ else {
+ candidates[node->type->name].insert(node);
+ }
+ }
+
+ if (num_deduplicated > 0) {
+ VLOG(1) << "Deduplicated " << num_deduplicated << " nodes.";
+ }
}
/* Check whether volume output has meaningful nodes, otherwise
@@ -642,535 +639,536 @@ void ShaderGraph::deduplicate_nodes()
*/
void ShaderGraph::verify_volume_output()
{
- /* Check whether we can optimize the whole volume graph out. */
- ShaderInput *volume_in = output()->input("Volume");
- if(volume_in->link == NULL) {
- return;
- }
- bool has_valid_volume = false;
- ShaderNodeSet scheduled;
- queue<ShaderNode*> traverse_queue;
- /* Schedule volume output. */
- traverse_queue.push(volume_in->link->parent);
- scheduled.insert(volume_in->link->parent);
- /* Traverse down the tree. */
- while(!traverse_queue.empty()) {
- ShaderNode *node = traverse_queue.front();
- traverse_queue.pop();
- /* Node is fully valid for volume, can't optimize anything out. */
- if(node->has_volume_support()) {
- has_valid_volume = true;
- break;
- }
- foreach(ShaderInput *input, node->inputs) {
- if(input->link == NULL) {
- continue;
- }
- if(scheduled.find(input->link->parent) != scheduled.end()) {
- continue;
- }
- traverse_queue.push(input->link->parent);
- scheduled.insert(input->link->parent);
- }
- }
- if(!has_valid_volume) {
- VLOG(1) << "Disconnect meaningless volume output.";
- disconnect(volume_in->link);
- }
+ /* Check whether we can optimize the whole volume graph out. */
+ ShaderInput *volume_in = output()->input("Volume");
+ if (volume_in->link == NULL) {
+ return;
+ }
+ bool has_valid_volume = false;
+ ShaderNodeSet scheduled;
+ queue<ShaderNode *> traverse_queue;
+ /* Schedule volume output. */
+ traverse_queue.push(volume_in->link->parent);
+ scheduled.insert(volume_in->link->parent);
+ /* Traverse down the tree. */
+ while (!traverse_queue.empty()) {
+ ShaderNode *node = traverse_queue.front();
+ traverse_queue.pop();
+ /* Node is fully valid for volume, can't optimize anything out. */
+ if (node->has_volume_support()) {
+ has_valid_volume = true;
+ break;
+ }
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->link == NULL) {
+ continue;
+ }
+ if (scheduled.find(input->link->parent) != scheduled.end()) {
+ continue;
+ }
+ traverse_queue.push(input->link->parent);
+ scheduled.insert(input->link->parent);
+ }
+ }
+ if (!has_valid_volume) {
+ VLOG(1) << "Disconnect meaningless volume output.";
+ disconnect(volume_in->link);
+ }
}
-void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
+void ShaderGraph::break_cycles(ShaderNode *node, vector<bool> &visited, vector<bool> &on_stack)
{
- visited[node->id] = true;
- on_stack[node->id] = true;
-
- foreach(ShaderInput *input, node->inputs) {
- if(input->link) {
- ShaderNode *depnode = input->link->parent;
-
- if(on_stack[depnode->id]) {
- /* break cycle */
- disconnect(input);
- fprintf(stderr, "Cycles shader graph: detected cycle in graph, connection removed.\n");
- }
- else if(!visited[depnode->id]) {
- /* visit dependencies */
- break_cycles(depnode, visited, on_stack);
- }
- }
- }
-
- on_stack[node->id] = false;
+ visited[node->id] = true;
+ on_stack[node->id] = true;
+
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->link) {
+ ShaderNode *depnode = input->link->parent;
+
+ if (on_stack[depnode->id]) {
+ /* break cycle */
+ disconnect(input);
+ fprintf(stderr, "Cycles shader graph: detected cycle in graph, connection removed.\n");
+ }
+ else if (!visited[depnode->id]) {
+ /* visit dependencies */
+ break_cycles(depnode, visited, on_stack);
+ }
+ }
+ }
+
+ on_stack[node->id] = false;
}
void ShaderGraph::compute_displacement_hash()
{
- /* Compute hash of all nodes linked to displacement, to detect if we need
- * to recompute displacement when shader nodes change. */
- ShaderInput *displacement_in = output()->input("Displacement");
-
- if(!displacement_in->link) {
- displacement_hash = "";
- return;
- }
-
- ShaderNodeSet nodes_displace;
- find_dependencies(nodes_displace, displacement_in);
-
- MD5Hash md5;
- foreach(ShaderNode *node, nodes_displace) {
- node->hash(md5);
- foreach(ShaderInput *input, node->inputs) {
- int link_id = (input->link) ? input->link->parent->id : 0;
- md5.append((uint8_t*)&link_id, sizeof(link_id));
- }
- }
-
- displacement_hash = md5.get_hex();
+ /* Compute hash of all nodes linked to displacement, to detect if we need
+ * to recompute displacement when shader nodes change. */
+ ShaderInput *displacement_in = output()->input("Displacement");
+
+ if (!displacement_in->link) {
+ displacement_hash = "";
+ return;
+ }
+
+ ShaderNodeSet nodes_displace;
+ find_dependencies(nodes_displace, displacement_in);
+
+ MD5Hash md5;
+ foreach (ShaderNode *node, nodes_displace) {
+ node->hash(md5);
+ foreach (ShaderInput *input, node->inputs) {
+ int link_id = (input->link) ? input->link->parent->id : 0;
+ md5.append((uint8_t *)&link_id, sizeof(link_id));
+ }
+ }
+
+ displacement_hash = md5.get_hex();
}
void ShaderGraph::clean(Scene *scene)
{
- /* Graph simplification */
-
- /* NOTE: Remove proxy nodes was already done. */
- constant_fold(scene);
- simplify_settings(scene);
- deduplicate_nodes();
- verify_volume_output();
-
- /* we do two things here: find cycles and break them, and remove unused
- * nodes that don't feed into the output. how cycles are broken is
- * undefined, they are invalid input, the important thing is to not crash */
-
- vector<bool> visited(num_node_ids, false);
- vector<bool> on_stack(num_node_ids, false);
-
- /* break cycles */
- break_cycles(output(), visited, on_stack);
-
- /* disconnect unused nodes */
- foreach(ShaderNode *node, nodes) {
- if(!visited[node->id]) {
- foreach(ShaderInput *to, node->inputs) {
- ShaderOutput *from = to->link;
-
- if(from) {
- to->link = NULL;
- from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
- }
- }
- }
- }
-
- /* remove unused nodes */
- list<ShaderNode*> newnodes;
-
- foreach(ShaderNode *node, nodes) {
- if(visited[node->id])
- newnodes.push_back(node);
- else
- delete node;
- }
-
- nodes = newnodes;
+ /* Graph simplification */
+
+ /* NOTE: Remove proxy nodes was already done. */
+ constant_fold(scene);
+ simplify_settings(scene);
+ deduplicate_nodes();
+ verify_volume_output();
+
+ /* we do two things here: find cycles and break them, and remove unused
+ * nodes that don't feed into the output. how cycles are broken is
+ * undefined, they are invalid input, the important thing is to not crash */
+
+ vector<bool> visited(num_node_ids, false);
+ vector<bool> on_stack(num_node_ids, false);
+
+ /* break cycles */
+ break_cycles(output(), visited, on_stack);
+
+ /* disconnect unused nodes */
+ foreach (ShaderNode *node, nodes) {
+ if (!visited[node->id]) {
+ foreach (ShaderInput *to, node->inputs) {
+ ShaderOutput *from = to->link;
+
+ if (from) {
+ to->link = NULL;
+ from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
+ }
+ }
+ }
+ }
+
+ /* remove unused nodes */
+ list<ShaderNode *> newnodes;
+
+ foreach (ShaderNode *node, nodes) {
+ if (visited[node->id])
+ newnodes.push_back(node);
+ else
+ delete node;
+ }
+
+ nodes = newnodes;
}
void ShaderGraph::default_inputs(bool do_osl)
{
- /* nodes can specify default texture coordinates, for now we give
- * everything the position by default, except for the sky texture */
-
- ShaderNode *geom = NULL;
- ShaderNode *texco = NULL;
-
- foreach(ShaderNode *node, nodes) {
- foreach(ShaderInput *input, node->inputs) {
- if(!input->link && (!(input->flags() & SocketType::OSL_INTERNAL) || do_osl)) {
- if(input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
- if(!texco)
- texco = new TextureCoordinateNode();
-
- connect(texco->output("Generated"), input);
- }
- if(input->flags() & SocketType::LINK_TEXTURE_NORMAL) {
- if(!texco)
- texco = new TextureCoordinateNode();
-
- connect(texco->output("Normal"), input);
- }
- else if(input->flags() & SocketType::LINK_TEXTURE_UV) {
- if(!texco)
- texco = new TextureCoordinateNode();
-
- connect(texco->output("UV"), input);
- }
- else if(input->flags() & SocketType::LINK_INCOMING) {
- if(!geom)
- geom = new GeometryNode();
-
- connect(geom->output("Incoming"), input);
- }
- else if(input->flags() & SocketType::LINK_NORMAL) {
- if(!geom)
- geom = new GeometryNode();
-
- connect(geom->output("Normal"), input);
- }
- else if(input->flags() & SocketType::LINK_POSITION) {
- if(!geom)
- geom = new GeometryNode();
-
- connect(geom->output("Position"), input);
- }
- else if(input->flags() & SocketType::LINK_TANGENT) {
- if(!geom)
- geom = new GeometryNode();
-
- connect(geom->output("Tangent"), input);
- }
- }
- }
- }
-
- if(geom)
- add(geom);
- if(texco)
- add(texco);
+ /* nodes can specify default texture coordinates, for now we give
+ * everything the position by default, except for the sky texture */
+
+ ShaderNode *geom = NULL;
+ ShaderNode *texco = NULL;
+
+ foreach (ShaderNode *node, nodes) {
+ foreach (ShaderInput *input, node->inputs) {
+ if (!input->link && (!(input->flags() & SocketType::OSL_INTERNAL) || do_osl)) {
+ if (input->flags() & SocketType::LINK_TEXTURE_GENERATED) {
+ if (!texco)
+ texco = new TextureCoordinateNode();
+
+ connect(texco->output("Generated"), input);
+ }
+ if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) {
+ if (!texco)
+ texco = new TextureCoordinateNode();
+
+ connect(texco->output("Normal"), input);
+ }
+ else if (input->flags() & SocketType::LINK_TEXTURE_UV) {
+ if (!texco)
+ texco = new TextureCoordinateNode();
+
+ connect(texco->output("UV"), input);
+ }
+ else if (input->flags() & SocketType::LINK_INCOMING) {
+ if (!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Incoming"), input);
+ }
+ else if (input->flags() & SocketType::LINK_NORMAL) {
+ if (!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Normal"), input);
+ }
+ else if (input->flags() & SocketType::LINK_POSITION) {
+ if (!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Position"), input);
+ }
+ else if (input->flags() & SocketType::LINK_TANGENT) {
+ if (!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Tangent"), input);
+ }
+ }
+ }
+ }
+
+ if (geom)
+ add(geom);
+ if (texco)
+ add(texco);
}
void ShaderGraph::refine_bump_nodes()
{
- /* we transverse the node graph looking for bump nodes, when we find them,
- * like in bump_from_displacement(), we copy the sub-graph defined from "bump"
- * input to the inputs "center","dx" and "dy" What is in "bump" input is moved
- * to "center" input. */
-
- foreach(ShaderNode *node, nodes) {
- if(node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) {
- ShaderInput *bump_input = node->input("Height");
- ShaderNodeSet nodes_bump;
-
- /* make 2 extra copies of the subgraph defined in Bump input */
- ShaderNodeMap nodes_dx;
- ShaderNodeMap nodes_dy;
-
- /* find dependencies for the given input */
- find_dependencies(nodes_bump, bump_input);
-
- copy_nodes(nodes_bump, nodes_dx);
- copy_nodes(nodes_bump, nodes_dy);
-
- /* mark nodes to indicate they are use for bump computation, so
- that any texture coordinates are shifted by dx/dy when sampling */
- foreach(ShaderNode *node, nodes_bump)
- node->bump = SHADER_BUMP_CENTER;
- foreach(NodePair& pair, nodes_dx)
- pair.second->bump = SHADER_BUMP_DX;
- foreach(NodePair& pair, nodes_dy)
- pair.second->bump = SHADER_BUMP_DY;
-
- ShaderOutput *out = bump_input->link;
- ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
- ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
-
- connect(out_dx, node->input("SampleX"));
- connect(out_dy, node->input("SampleY"));
-
- /* add generated nodes */
- foreach(NodePair& pair, nodes_dx)
- add(pair.second);
- foreach(NodePair& pair, nodes_dy)
- add(pair.second);
-
- /* connect what is connected is bump to samplecenter input*/
- connect(out , node->input("SampleCenter"));
-
- /* bump input is just for connectivity purpose for the graph input,
- * we re-connected this input to samplecenter, so lets disconnect it
- * from bump input */
- disconnect(bump_input);
- }
- }
+ /* we transverse the node graph looking for bump nodes, when we find them,
+ * like in bump_from_displacement(), we copy the sub-graph defined from "bump"
+ * input to the inputs "center","dx" and "dy" What is in "bump" input is moved
+ * to "center" input. */
+
+ foreach (ShaderNode *node, nodes) {
+ if (node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) {
+ ShaderInput *bump_input = node->input("Height");
+ ShaderNodeSet nodes_bump;
+
+ /* make 2 extra copies of the subgraph defined in Bump input */
+ ShaderNodeMap nodes_dx;
+ ShaderNodeMap nodes_dy;
+
+ /* find dependencies for the given input */
+ find_dependencies(nodes_bump, bump_input);
+
+ copy_nodes(nodes_bump, nodes_dx);
+ copy_nodes(nodes_bump, nodes_dy);
+
+ /* mark nodes to indicate they are use for bump computation, so
+ that any texture coordinates are shifted by dx/dy when sampling */
+ foreach (ShaderNode *node, nodes_bump)
+ node->bump = SHADER_BUMP_CENTER;
+ foreach (NodePair &pair, nodes_dx)
+ pair.second->bump = SHADER_BUMP_DX;
+ foreach (NodePair &pair, nodes_dy)
+ pair.second->bump = SHADER_BUMP_DY;
+
+ ShaderOutput *out = bump_input->link;
+ ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
+ ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
+
+ connect(out_dx, node->input("SampleX"));
+ connect(out_dy, node->input("SampleY"));
+
+ /* add generated nodes */
+ foreach (NodePair &pair, nodes_dx)
+ add(pair.second);
+ foreach (NodePair &pair, nodes_dy)
+ add(pair.second);
+
+ /* connect what is connected is bump to samplecenter input*/
+ connect(out, node->input("SampleCenter"));
+
+ /* bump input is just for connectivity purpose for the graph input,
+ * we re-connected this input to samplecenter, so lets disconnect it
+ * from bump input */
+ disconnect(bump_input);
+ }
+ }
}
void ShaderGraph::bump_from_displacement(bool use_object_space)
{
- /* generate bump mapping automatically from displacement. bump mapping is
- * done using a 3-tap filter, computing the displacement at the center,
- * and two other positions shifted by ray differentials.
- *
- * since the input to displacement is a node graph, we need to ensure that
- * all texture coordinates use are shift by the ray differentials. for this
- * reason we make 3 copies of the node subgraph defining the displacement,
- * with each different geometry and texture coordinate nodes that generate
- * different shifted coordinates.
- *
- * these 3 displacement values are then fed into the bump node, which will
- * output the perturbed normal. */
-
- ShaderInput *displacement_in = output()->input("Displacement");
-
- if(!displacement_in->link)
- return;
-
- /* find dependencies for the given input */
- ShaderNodeSet nodes_displace;
- find_dependencies(nodes_displace, displacement_in);
-
- /* copy nodes for 3 bump samples */
- ShaderNodeMap nodes_center;
- ShaderNodeMap nodes_dx;
- ShaderNodeMap nodes_dy;
-
- copy_nodes(nodes_displace, nodes_center);
- copy_nodes(nodes_displace, nodes_dx);
- copy_nodes(nodes_displace, nodes_dy);
-
- /* mark nodes to indicate they are use for bump computation, so
- * that any texture coordinates are shifted by dx/dy when sampling */
- foreach(NodePair& pair, nodes_center)
- pair.second->bump = SHADER_BUMP_CENTER;
- foreach(NodePair& pair, nodes_dx)
- pair.second->bump = SHADER_BUMP_DX;
- foreach(NodePair& pair, nodes_dy)
- pair.second->bump = SHADER_BUMP_DY;
-
- /* add set normal node and connect the bump normal ouput to the set normal
- * output, so it can finally set the shader normal, note we are only doing
- * this for bump from displacement, this will be the only bump allowed to
- * overwrite the shader normal */
- ShaderNode *set_normal = add(new SetNormalNode());
-
- /* add bump node and connect copied graphs to it */
- BumpNode *bump = (BumpNode*)add(new BumpNode());
- bump->use_object_space = use_object_space;
- bump->distance = 1.0f;
-
- ShaderOutput *out = displacement_in->link;
- ShaderOutput *out_center = nodes_center[out->parent]->output(out->name());
- ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
- ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
-
- /* convert displacement vector to height */
- VectorMathNode *dot_center = (VectorMathNode*)add(new VectorMathNode());
- VectorMathNode *dot_dx = (VectorMathNode*)add(new VectorMathNode());
- VectorMathNode *dot_dy = (VectorMathNode*)add(new VectorMathNode());
-
- dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT;
-
- GeometryNode *geom = (GeometryNode*)add(new GeometryNode());
- connect(geom->output("Normal"), dot_center->input("Vector2"));
- connect(geom->output("Normal"), dot_dx->input("Vector2"));
- connect(geom->output("Normal"), dot_dy->input("Vector2"));
-
- connect(out_center, dot_center->input("Vector1"));
- connect(out_dx, dot_dx->input("Vector1"));
- connect(out_dy, dot_dy->input("Vector1"));
-
- connect(dot_center->output("Value"), bump->input("SampleCenter"));
- connect(dot_dx->output("Value"), bump->input("SampleX"));
- connect(dot_dy->output("Value"), bump->input("SampleY"));
-
- /* connect the bump out to the set normal in: */
- connect(bump->output("Normal"), set_normal->input("Direction"));
-
- /* connect to output node */
- connect(set_normal->output("Normal"), output()->input("Normal"));
-
- /* finally, add the copied nodes to the graph. we can't do this earlier
- * because we would create dependency cycles in the above loop */
- foreach(NodePair& pair, nodes_center)
- add(pair.second);
- foreach(NodePair& pair, nodes_dx)
- add(pair.second);
- foreach(NodePair& pair, nodes_dy)
- add(pair.second);
+ /* generate bump mapping automatically from displacement. bump mapping is
+ * done using a 3-tap filter, computing the displacement at the center,
+ * and two other positions shifted by ray differentials.
+ *
+ * since the input to displacement is a node graph, we need to ensure that
+ * all texture coordinates use are shift by the ray differentials. for this
+ * reason we make 3 copies of the node subgraph defining the displacement,
+ * with each different geometry and texture coordinate nodes that generate
+ * different shifted coordinates.
+ *
+ * these 3 displacement values are then fed into the bump node, which will
+ * output the perturbed normal. */
+
+ ShaderInput *displacement_in = output()->input("Displacement");
+
+ if (!displacement_in->link)
+ return;
+
+ /* find dependencies for the given input */
+ ShaderNodeSet nodes_displace;
+ find_dependencies(nodes_displace, displacement_in);
+
+ /* copy nodes for 3 bump samples */
+ ShaderNodeMap nodes_center;
+ ShaderNodeMap nodes_dx;
+ ShaderNodeMap nodes_dy;
+
+ copy_nodes(nodes_displace, nodes_center);
+ copy_nodes(nodes_displace, nodes_dx);
+ copy_nodes(nodes_displace, nodes_dy);
+
+ /* mark nodes to indicate they are use for bump computation, so
+ * that any texture coordinates are shifted by dx/dy when sampling */
+ foreach (NodePair &pair, nodes_center)
+ pair.second->bump = SHADER_BUMP_CENTER;
+ foreach (NodePair &pair, nodes_dx)
+ pair.second->bump = SHADER_BUMP_DX;
+ foreach (NodePair &pair, nodes_dy)
+ pair.second->bump = SHADER_BUMP_DY;
+
+ /* add set normal node and connect the bump normal ouput to the set normal
+ * output, so it can finally set the shader normal, note we are only doing
+ * this for bump from displacement, this will be the only bump allowed to
+ * overwrite the shader normal */
+ ShaderNode *set_normal = add(new SetNormalNode());
+
+ /* add bump node and connect copied graphs to it */
+ BumpNode *bump = (BumpNode *)add(new BumpNode());
+ bump->use_object_space = use_object_space;
+ bump->distance = 1.0f;
+
+ ShaderOutput *out = displacement_in->link;
+ ShaderOutput *out_center = nodes_center[out->parent]->output(out->name());
+ ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
+ ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
+
+ /* convert displacement vector to height */
+ VectorMathNode *dot_center = (VectorMathNode *)add(new VectorMathNode());
+ VectorMathNode *dot_dx = (VectorMathNode *)add(new VectorMathNode());
+ VectorMathNode *dot_dy = (VectorMathNode *)add(new VectorMathNode());
+
+ dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+ dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+ dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+
+ GeometryNode *geom = (GeometryNode *)add(new GeometryNode());
+ connect(geom->output("Normal"), dot_center->input("Vector2"));
+ connect(geom->output("Normal"), dot_dx->input("Vector2"));
+ connect(geom->output("Normal"), dot_dy->input("Vector2"));
+
+ connect(out_center, dot_center->input("Vector1"));
+ connect(out_dx, dot_dx->input("Vector1"));
+ connect(out_dy, dot_dy->input("Vector1"));
+
+ connect(dot_center->output("Value"), bump->input("SampleCenter"));
+ connect(dot_dx->output("Value"), bump->input("SampleX"));
+ connect(dot_dy->output("Value"), bump->input("SampleY"));
+
+ /* connect the bump out to the set normal in: */
+ connect(bump->output("Normal"), set_normal->input("Direction"));
+
+ /* connect to output node */
+ connect(set_normal->output("Normal"), output()->input("Normal"));
+
+ /* finally, add the copied nodes to the graph. we can't do this earlier
+ * because we would create dependency cycles in the above loop */
+ foreach (NodePair &pair, nodes_center)
+ add(pair.second);
+ foreach (NodePair &pair, nodes_dx)
+ add(pair.second);
+ foreach (NodePair &pair, nodes_dy)
+ add(pair.second);
}
void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume)
{
- /* for SVM in multi closure mode, this transforms the shader mix/add part of
- * the graph into nodes that feed weights into closure nodes. this is too
- * avoid building a closure tree and then flattening it, and instead write it
- * directly to an array */
-
- if(node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) {
- ShaderInput *fin = node->input("Fac");
- ShaderInput *cl1in = node->input("Closure1");
- ShaderInput *cl2in = node->input("Closure2");
- ShaderOutput *weight1_out, *weight2_out;
-
- if(fin) {
- /* mix closure: add node to mix closure weights */
- MixClosureWeightNode *mix_node = new MixClosureWeightNode();
- add(mix_node);
- ShaderInput *fac_in = mix_node->input("Fac");
- ShaderInput *weight_in = mix_node->input("Weight");
-
- if(fin->link)
- connect(fin->link, fac_in);
- else
- mix_node->fac = node->get_float(fin->socket_type);
-
- if(weight_out)
- connect(weight_out, weight_in);
-
- weight1_out = mix_node->output("Weight1");
- weight2_out = mix_node->output("Weight2");
- }
- else {
- /* add closure: just pass on any weights */
- weight1_out = weight_out;
- weight2_out = weight_out;
- }
-
- if(cl1in->link)
- transform_multi_closure(cl1in->link->parent, weight1_out, volume);
- if(cl2in->link)
- transform_multi_closure(cl2in->link->parent, weight2_out, volume);
- }
- else {
- ShaderInput *weight_in = node->input((volume)? "VolumeMixWeight": "SurfaceMixWeight");
-
- /* not a closure node? */
- if(!weight_in)
- return;
-
- /* already has a weight connected to it? add weights */
- float weight_value = node->get_float(weight_in->socket_type);
- if(weight_in->link || weight_value != 0.0f) {
- MathNode *math_node = new MathNode();
- add(math_node);
-
- if(weight_in->link)
- connect(weight_in->link, math_node->input("Value1"));
- else
- math_node->value1 = weight_value;
-
- if(weight_out)
- connect(weight_out, math_node->input("Value2"));
- else
- math_node->value2 = 1.0f;
-
- weight_out = math_node->output("Value");
- if(weight_in->link)
- disconnect(weight_in);
- }
-
- /* connected to closure mix weight */
- if(weight_out)
- connect(weight_out, weight_in);
- else
- node->set(weight_in->socket_type, weight_value + 1.0f);
- }
+ /* for SVM in multi closure mode, this transforms the shader mix/add part of
+ * the graph into nodes that feed weights into closure nodes. this is too
+ * avoid building a closure tree and then flattening it, and instead write it
+ * directly to an array */
+
+ if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) {
+ ShaderInput *fin = node->input("Fac");
+ ShaderInput *cl1in = node->input("Closure1");
+ ShaderInput *cl2in = node->input("Closure2");
+ ShaderOutput *weight1_out, *weight2_out;
+
+ if (fin) {
+ /* mix closure: add node to mix closure weights */
+ MixClosureWeightNode *mix_node = new MixClosureWeightNode();
+ add(mix_node);
+ ShaderInput *fac_in = mix_node->input("Fac");
+ ShaderInput *weight_in = mix_node->input("Weight");
+
+ if (fin->link)
+ connect(fin->link, fac_in);
+ else
+ mix_node->fac = node->get_float(fin->socket_type);
+
+ if (weight_out)
+ connect(weight_out, weight_in);
+
+ weight1_out = mix_node->output("Weight1");
+ weight2_out = mix_node->output("Weight2");
+ }
+ else {
+ /* add closure: just pass on any weights */
+ weight1_out = weight_out;
+ weight2_out = weight_out;
+ }
+
+ if (cl1in->link)
+ transform_multi_closure(cl1in->link->parent, weight1_out, volume);
+ if (cl2in->link)
+ transform_multi_closure(cl2in->link->parent, weight2_out, volume);
+ }
+ else {
+ ShaderInput *weight_in = node->input((volume) ? "VolumeMixWeight" : "SurfaceMixWeight");
+
+ /* not a closure node? */
+ if (!weight_in)
+ return;
+
+ /* already has a weight connected to it? add weights */
+ float weight_value = node->get_float(weight_in->socket_type);
+ if (weight_in->link || weight_value != 0.0f) {
+ MathNode *math_node = new MathNode();
+ add(math_node);
+
+ if (weight_in->link)
+ connect(weight_in->link, math_node->input("Value1"));
+ else
+ math_node->value1 = weight_value;
+
+ if (weight_out)
+ connect(weight_out, math_node->input("Value2"));
+ else
+ math_node->value2 = 1.0f;
+
+ weight_out = math_node->output("Value");
+ if (weight_in->link)
+ disconnect(weight_in);
+ }
+
+ /* connected to closure mix weight */
+ if (weight_out)
+ connect(weight_out, weight_in);
+ else
+ node->set(weight_in->socket_type, weight_value + 1.0f);
+ }
}
int ShaderGraph::get_num_closures()
{
- int num_closures = 0;
- foreach(ShaderNode *node, nodes) {
- ClosureType closure_type = node->get_closure_type();
- if(closure_type == CLOSURE_NONE_ID) {
- continue;
- }
- else if(CLOSURE_IS_BSSRDF(closure_type)) {
- num_closures += 3;
- }
- else if(CLOSURE_IS_GLASS(closure_type)) {
- num_closures += 2;
- }
- else if(CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) {
- num_closures += 2;
- }
- else if(CLOSURE_IS_PRINCIPLED(closure_type)) {
- num_closures += 8;
- }
- else if(CLOSURE_IS_VOLUME(closure_type)) {
- num_closures += VOLUME_STACK_SIZE;
- }
- else if(closure_type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) {
- num_closures += 4;
- }
- else {
- ++num_closures;
- }
- }
- return num_closures;
+ int num_closures = 0;
+ foreach (ShaderNode *node, nodes) {
+ ClosureType closure_type = node->get_closure_type();
+ if (closure_type == CLOSURE_NONE_ID) {
+ continue;
+ }
+ else if (CLOSURE_IS_BSSRDF(closure_type)) {
+ num_closures += 3;
+ }
+ else if (CLOSURE_IS_GLASS(closure_type)) {
+ num_closures += 2;
+ }
+ else if (CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) {
+ num_closures += 2;
+ }
+ else if (CLOSURE_IS_PRINCIPLED(closure_type)) {
+ num_closures += 8;
+ }
+ else if (CLOSURE_IS_VOLUME(closure_type)) {
+ num_closures += VOLUME_STACK_SIZE;
+ }
+ else if (closure_type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) {
+ num_closures += 4;
+ }
+ else {
+ ++num_closures;
+ }
+ }
+ return num_closures;
}
void ShaderGraph::dump_graph(const char *filename)
{
- FILE *fd = fopen(filename, "w");
-
- if(fd == NULL) {
- printf("Error opening file for dumping the graph: %s\n", filename);
- return;
- }
-
- fprintf(fd, "digraph shader_graph {\n");
- fprintf(fd, "ranksep=1.5\n");
- fprintf(fd, "rankdir=LR\n");
- fprintf(fd, "splines=false\n");
-
- foreach(ShaderNode *node, nodes) {
- fprintf(fd, "// NODE: %p\n", node);
- fprintf(fd, "\"%p\" [shape=record,label=\"{", node);
- if(node->inputs.size()) {
- fprintf(fd, "{");
- foreach(ShaderInput *socket, node->inputs) {
- if(socket != node->inputs[0]) {
- fprintf(fd, "|");
- }
- fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str());
- }
- fprintf(fd, "}|");
- }
- fprintf(fd, "%s", node->name.c_str());
- if(node->bump == SHADER_BUMP_CENTER) {
- fprintf(fd, " (bump:center)");
- }
- else if(node->bump == SHADER_BUMP_DX) {
- fprintf(fd, " (bump:dx)");
- }
- else if(node->bump == SHADER_BUMP_DY) {
- fprintf(fd, " (bump:dy)");
- }
- if(node->outputs.size()) {
- fprintf(fd, "|{");
- foreach(ShaderOutput *socket, node->outputs) {
- if(socket != node->outputs[0]) {
- fprintf(fd, "|");
- }
- fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str());
- }
- fprintf(fd, "}");
- }
- fprintf(fd, "}\"]");
- }
-
- foreach(ShaderNode *node, nodes) {
- foreach(ShaderOutput *output, node->outputs) {
- foreach(ShaderInput *input, output->links) {
- fprintf(fd,
- "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n",
- output,
- input,
- output->name().c_str(), input->name().c_str());
- fprintf(fd,
- "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n",
- output->parent,
- output,
- input->parent,
- input);
- }
- }
- }
-
- fprintf(fd, "}\n");
- fclose(fd);
+ FILE *fd = fopen(filename, "w");
+
+ if (fd == NULL) {
+ printf("Error opening file for dumping the graph: %s\n", filename);
+ return;
+ }
+
+ fprintf(fd, "digraph shader_graph {\n");
+ fprintf(fd, "ranksep=1.5\n");
+ fprintf(fd, "rankdir=LR\n");
+ fprintf(fd, "splines=false\n");
+
+ foreach (ShaderNode *node, nodes) {
+ fprintf(fd, "// NODE: %p\n", node);
+ fprintf(fd, "\"%p\" [shape=record,label=\"{", node);
+ if (node->inputs.size()) {
+ fprintf(fd, "{");
+ foreach (ShaderInput *socket, node->inputs) {
+ if (socket != node->inputs[0]) {
+ fprintf(fd, "|");
+ }
+ fprintf(fd, "<IN_%p>%s", socket, socket->name().c_str());
+ }
+ fprintf(fd, "}|");
+ }
+ fprintf(fd, "%s", node->name.c_str());
+ if (node->bump == SHADER_BUMP_CENTER) {
+ fprintf(fd, " (bump:center)");
+ }
+ else if (node->bump == SHADER_BUMP_DX) {
+ fprintf(fd, " (bump:dx)");
+ }
+ else if (node->bump == SHADER_BUMP_DY) {
+ fprintf(fd, " (bump:dy)");
+ }
+ if (node->outputs.size()) {
+ fprintf(fd, "|{");
+ foreach (ShaderOutput *socket, node->outputs) {
+ if (socket != node->outputs[0]) {
+ fprintf(fd, "|");
+ }
+ fprintf(fd, "<OUT_%p>%s", socket, socket->name().c_str());
+ }
+ fprintf(fd, "}");
+ }
+ fprintf(fd, "}\"]");
+ }
+
+ foreach (ShaderNode *node, nodes) {
+ foreach (ShaderOutput *output, node->outputs) {
+ foreach (ShaderInput *input, output->links) {
+ fprintf(fd,
+ "// CONNECTION: OUT_%p->IN_%p (%s:%s)\n",
+ output,
+ input,
+ output->name().c_str(),
+ input->name().c_str());
+ fprintf(fd,
+ "\"%p\":\"OUT_%p\":e -> \"%p\":\"IN_%p\":w [label=\"\"]\n",
+ output->parent,
+ output,
+ input->parent,
+ input);
+ }
+ }
+ }
+
+ fprintf(fd, "}\n");
+ fclose(fd);
}
CCL_NAMESPACE_END