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Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp468
1 files changed, 468 insertions, 0 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
new file mode 100644
index 00000000000..cdded403cbe
--- /dev/null
+++ b/intern/cycles/render/graph.cpp
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "attribute.h"
+#include "graph.h"
+#include "nodes.h"
+
+#include "util_algorithm.h"
+#include "util_debug.h"
+#include "util_foreach.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Input and Output */
+
+ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketType type_)
+{
+ parent = parent_;
+ name = name_;
+ type = type_;
+ link = NULL;
+ value = make_float3(0, 0, 0);
+ stack_offset = SVM_STACK_INVALID;
+ default_value = NONE;
+ osl_only = false;
+}
+
+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_)
+{
+ name = name_;
+ id = -1;
+ bump = SHADER_BUMP_NONE;
+}
+
+ShaderNode::~ShaderNode()
+{
+ foreach(ShaderInput *socket, inputs)
+ delete socket;
+
+ foreach(ShaderOutput *socket, outputs)
+ delete socket;
+}
+
+ShaderInput *ShaderNode::input(const char *name)
+{
+ foreach(ShaderInput *socket, inputs)
+ if(strcmp(socket->name, name) == 0)
+ return socket;
+
+ return NULL;
+}
+
+ShaderOutput *ShaderNode::output(const char *name)
+{
+ foreach(ShaderOutput *socket, outputs)
+ if(strcmp(socket->name, name) == 0)
+ return socket;
+
+ return NULL;
+}
+
+ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float value)
+{
+ ShaderInput *input = new ShaderInput(this, name, type);
+ input->value.x = value;
+ inputs.push_back(input);
+ return input;
+}
+
+ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float3 value)
+{
+ ShaderInput *input = new ShaderInput(this, name, type);
+ input->value = value;
+ inputs.push_back(input);
+ return input;
+}
+
+ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, bool osl_only)
+{
+ ShaderInput *input = add_input(name, type);
+ input->default_value = value;
+ input->osl_only = osl_only;
+ return input;
+}
+
+ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType type)
+{
+ ShaderOutput *output = new ShaderOutput(this, name, type);
+ outputs.push_back(output);
+ return output;
+}
+
+void ShaderNode::attributes(AttributeRequestSet *attributes)
+{
+ foreach(ShaderInput *input, inputs) {
+ if(!input->link) {
+ if(input->default_value == ShaderInput::TEXTURE_GENERATED)
+ attributes->add(Attribute::STD_GENERATED);
+ else if(input->default_value == ShaderInput::TEXTURE_UV)
+ attributes->add(Attribute::STD_UV);
+ }
+ }
+}
+
+/* Graph */
+
+ShaderGraph::ShaderGraph()
+{
+ finalized = false;
+ add(new OutputNode());
+}
+
+ShaderGraph::~ShaderGraph()
+{
+ foreach(ShaderNode *node, nodes)
+ delete node;
+}
+
+ShaderNode *ShaderGraph::add(ShaderNode *node)
+{
+ assert(!finalized);
+ node->id = nodes.size();
+ nodes.push_back(node);
+ return node;
+}
+
+ShaderNode *ShaderGraph::output()
+{
+ return nodes.front();
+}
+
+ShaderGraph *ShaderGraph::copy()
+{
+ ShaderGraph *newgraph = new ShaderGraph();
+
+ /* copy nodes */
+ set<ShaderNode*> nodes_all;
+ foreach(ShaderNode *node, nodes)
+ nodes_all.insert(node);
+
+ map<ShaderNode*, ShaderNode*> nodes_copy;
+ copy_nodes(nodes_all, nodes_copy);
+
+ /* add nodes (in same order, so output is still first) */
+ newgraph->nodes.clear();
+ foreach(ShaderNode *node, nodes)
+ newgraph->add(nodes_copy[node]);
+
+ return newgraph;
+}
+
+void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
+{
+ assert(!finalized);
+ assert(from && to);
+
+ if(to->link) {
+ fprintf(stderr, "ShaderGraph connect: input already connected.\n");
+ return;
+ }
+
+ if(from->type != to->type) {
+ /* for closures we can't do automatic conversion */
+ if(from->type == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) {
+ fprintf(stderr, "ShaderGraph connect: can only connect closure to closure.\n");
+ return;
+ }
+
+ /* add automatic conversion node in case of type mismatch */
+ ShaderNode *convert = add(new ConvertNode(from->type, to->type));
+
+ connect(from, convert->inputs[0]);
+ connect(convert->outputs[0], to);
+ }
+ else {
+ /* types match, just connect */
+ to->link = from;
+ from->links.push_back(to);
+ }
+}
+
+void ShaderGraph::disconnect(ShaderInput *to)
+{
+ assert(!finalized);
+ assert(to->link);
+
+ ShaderOutput *from = to->link;
+
+ to->link = NULL;
+ from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
+}
+
+void ShaderGraph::finalize(bool do_bump, bool do_osl)
+{
+ /* 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) {
+ clean();
+ default_inputs(do_osl);
+ if(do_bump)
+ bump_from_displacement();
+
+ finalized = true;
+ }
+}
+
+void ShaderGraph::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
+{
+ /* find all nodes that this input dependes on directly and indirectly */
+ ShaderNode *node = (input->link)? input->link->parent: NULL;
+
+ if(node) {
+ foreach(ShaderInput *in, node->inputs)
+ find_dependencies(dependencies, in);
+
+ dependencies.insert(node);
+ }
+}
+
+void ShaderGraph::copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& 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;
+
+ 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();
+ }
+ }
+
+ /* 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);
+ }
+ }
+ }
+}
+
+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, "ShaderGraph: 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::clean()
+{
+ /* 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(nodes.size(), false);
+ vector<bool> on_stack(nodes.size(), false);
+
+ /* break cycles */
+ break_cycles(output(), visited, on_stack);
+
+ /* 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->osl_only && !do_osl)) {
+ if(input->default_value == ShaderInput::TEXTURE_GENERATED) {
+ if(!texco)
+ texco = new TextureCoordinateNode();
+
+ connect(texco->output("Generated"), input);
+ }
+ else if(input->default_value == ShaderInput::TEXTURE_UV) {
+ if(!texco)
+ texco = new TextureCoordinateNode();
+
+ connect(texco->output("UV"), input);
+ }
+ else if(input->default_value == ShaderInput::INCOMING) {
+ if(!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Incoming"), input);
+ }
+ else if(input->default_value == ShaderInput::NORMAL) {
+ if(!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Normal"), input);
+ }
+ else if(input->default_value == ShaderInput::POSITION) {
+ if(!geom)
+ geom = new GeometryNode();
+
+ connect(geom->output("Position"), input);
+ }
+ }
+ }
+ }
+
+ if(geom)
+ add(geom);
+ if(texco)
+ add(texco);
+}
+
+void ShaderGraph::bump_from_displacement()
+{
+ /* 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
+ * modify the normal. */
+
+ ShaderInput *displacement_in = output()->input("Displacement");
+
+ if(!displacement_in->link)
+ return;
+
+ /* find dependencies for the given input */
+ set<ShaderNode*> nodes_displace;
+ find_dependencies(nodes_displace, displacement_in);
+
+ /* copy nodes for 3 bump samples */
+ map<ShaderNode*, ShaderNode*> nodes_center;
+ map<ShaderNode*, ShaderNode*> nodes_dx;
+ map<ShaderNode*, ShaderNode*> 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 bump node and connect copied graphs to it */
+ 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);
+
+ connect(out_center, bump->input("SampleCenter"));
+ connect(out_dx, bump->input("SampleX"));
+ connect(out_dy, bump->input("SampleY"));
+
+ /* connect bump output to normal input nodes that aren't set yet. actually
+ this will only set the normal input to the geometry node that we created
+ and connected to all other normal inputs already. */
+ foreach(ShaderNode *node, nodes)
+ foreach(ShaderInput *input, node->inputs)
+ if(!input->link && input->default_value == ShaderInput::NORMAL)
+ connect(bump->output("Normal"), input);
+
+ /* 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);
+}
+
+CCL_NAMESPACE_END
+