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Diffstat (limited to 'intern/cycles/scene/shader_graph.cpp')
-rw-r--r--intern/cycles/scene/shader_graph.cpp1239
1 files changed, 1239 insertions, 0 deletions
diff --git a/intern/cycles/scene/shader_graph.cpp b/intern/cycles/scene/shader_graph.cpp
new file mode 100644
index 00000000000..f99dfa141f6
--- /dev/null
+++ b/intern/cycles/scene/shader_graph.cpp
@@ -0,0 +1,1239 @@
+/*
+ * 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 "scene/shader_graph.h"
+#include "scene/attribute.h"
+#include "scene/constant_fold.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/shader_nodes.h"
+
+#include "util/algorithm.h"
+#include "util/foreach.h"
+#include "util/log.h"
+#include "util/md5.h"
+#include "util/queue.h"
+
+CCL_NAMESPACE_BEGIN
+
+namespace {
+
+bool check_node_inputs_has_links(const ShaderNode *node)
+{
+ foreach (const ShaderInput *in, node->inputs) {
+ if (in->link) {
+ return true;
+ }
+ }
+ return false;
+}
+
+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;
+}
+
+} /* namespace */
+
+/* Sockets */
+
+void ShaderInput::disconnect()
+{
+ if (link) {
+ link->links.erase(remove(link->links.begin(), link->links.end(), this), link->links.end());
+ }
+ link = NULL;
+}
+
+void ShaderOutput::disconnect()
+{
+ foreach (ShaderInput *sock, links) {
+ sock->link = NULL;
+ }
+
+ links.clear();
+}
+
+/* Node */
+
+ShaderNode::ShaderNode(const NodeType *type) : Node(type)
+{
+ name = type->name;
+ id = -1;
+ bump = SHADER_BUMP_NONE;
+ special_type = SHADER_SPECIAL_TYPE_NONE;
+
+ create_inputs_outputs(type);
+}
+
+ShaderNode::~ShaderNode()
+{
+ foreach (ShaderInput *socket, inputs)
+ 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));
+ }
+}
+
+ShaderInput *ShaderNode::input(const char *name)
+{
+ foreach (ShaderInput *socket, inputs) {
+ if (socket->name() == name)
+ return socket;
+ }
+
+ return NULL;
+}
+
+ShaderOutput *ShaderNode::output(const char *name)
+{
+ foreach (ShaderOutput *socket, outputs)
+ if (socket->name() == name)
+ return socket;
+
+ return NULL;
+}
+
+ShaderInput *ShaderNode::input(ustring name)
+{
+ foreach (ShaderInput *socket, inputs) {
+ if (socket->name() == name)
+ return socket;
+ }
+
+ return NULL;
+}
+
+ShaderOutput *ShaderNode::output(ustring name)
+{
+ foreach (ShaderOutput *socket, outputs)
+ if (socket->name() == name)
+ return socket;
+
+ return NULL;
+}
+
+void ShaderNode::remove_input(ShaderInput *input)
+{
+ assert(input->link == NULL);
+ delete input;
+ inputs.erase(remove(inputs.begin(), inputs.end(), input), inputs.end());
+}
+
+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_link())
+ 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_link())
+ attributes->add(ATTR_STD_UV);
+ }
+ }
+ }
+}
+
+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()
+{
+ finalized = false;
+ simplified = false;
+ num_node_ids = 0;
+ add(create_node<OutputNode>());
+}
+
+ShaderGraph::~ShaderGraph()
+{
+ clear_nodes();
+}
+
+ShaderNode *ShaderGraph::add(ShaderNode *node)
+{
+ assert(!finalized);
+ simplified = false;
+
+ node->id = num_node_ids++;
+ nodes.push_back(node);
+ return node;
+}
+
+OutputNode *ShaderGraph::output()
+{
+ 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 = create_node<EmissionNode>();
+ emission->set_color(one_float3());
+ emission->set_strength(1.0f);
+ convert = add(emission);
+ /* Connect float inputs to Strength to save an additional Value->Color conversion. */
+ if (from->type() == SocketType::FLOAT) {
+ convert_in = convert->input("Strength");
+ }
+ else {
+ convert_in = convert->input("Color");
+ }
+ }
+ else {
+ convert = add(create_node<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;
+
+ from->disconnect();
+}
+
+void ShaderGraph::disconnect(ShaderInput *to)
+{
+ assert(!finalized);
+ assert(to->link);
+ simplified = false;
+
+ to->disconnect();
+}
+
+void ShaderGraph::relink(ShaderInput *from, ShaderInput *to)
+{
+ ShaderOutput *out = from->link;
+ if (out) {
+ disconnect(from);
+ connect(out, to);
+ }
+ to->parent->copy_value(to->socket_type, *(from->parent), from->socket_type);
+}
+
+void ShaderGraph::relink(ShaderOutput *from, ShaderOutput *to)
+{
+ /* Copy because disconnect modifies this list. */
+ vector<ShaderInput *> outputs = from->links;
+
+ foreach (ShaderInput *sock, outputs) {
+ disconnect(sock);
+ if (to)
+ connect(to, sock);
+ }
+}
+
+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);
+ }
+}
+
+void ShaderGraph::simplify(Scene *scene)
+{
+ if (!simplified) {
+ expand();
+ default_inputs(scene->shader_manager->use_osl());
+ clean(scene);
+ refine_bump_nodes();
+
+ simplified = true;
+ }
+}
+
+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. */
+
+ if (!finalized) {
+ simplify(scene);
+
+ if (do_bump)
+ bump_from_displacement(bump_in_object_space);
+
+ ShaderInput *surface_in = output()->input("Surface");
+ ShaderInput *volume_in = output()->input("Volume");
+
+ /* 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);
+
+ finalized = true;
+ }
+ else if (do_simplify) {
+ simplify_settings(scene);
+ }
+}
+
+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;
+
+ if (node != NULL && dependencies.find(node) == dependencies.end()) {
+ foreach (ShaderInput *in, node->inputs)
+ find_dependencies(dependencies, in);
+
+ dependencies.insert(node);
+ }
+}
+
+void ShaderGraph::clear_nodes()
+{
+ foreach (ShaderNode *node, nodes) {
+ delete_node(node);
+ }
+ nodes.clear();
+}
+
+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(this);
+ 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 */
+/* ******************** */
+
+/* Remove proxy nodes.
+ *
+ * These only exists temporarily when exporting groups, and we must remove them
+ * early so that node->attributes() and default links do not see them.
+ */
+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 auto-convert 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(node);
+ }
+
+ nodes = newnodes;
+ }
+}
+
+/* Constant folding.
+ *
+ * Try to constant fold some nodes, and pipe result directly to
+ * the input socket of connected 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(create_node<ColorNode>());
+ value->set_value(output()->get_displacement());
+
+ connect(value->output("Color"), output()->input("Displacement"));
+ }
+}
+
+/* Simplification. */
+void ShaderGraph::simplify_settings(Scene *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.";
+ }
+}
+
+/* Check whether volume output has meaningful nodes, otherwise
+ * disconnect the output.
+ */
+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);
+ }
+}
+
+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;
+}
+
+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));
+ md5.append((input->link) ? input->link->name().c_str() : "");
+ }
+
+ if (node->special_type == SHADER_SPECIAL_TYPE_OSL) {
+ /* Hash takes into account socket values, to detect changes
+ * in the code of the node we need an exception. */
+ OSLNode *oslnode = static_cast<OSLNode *>(node);
+ md5.append(oslnode->bytecode_hash);
+ }
+ }
+
+ 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);
+ foreach (ShaderNode *node, nodes) {
+ if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
+ break_cycles(node, 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(node);
+ }
+
+ nodes = newnodes;
+}
+
+void ShaderGraph::expand()
+{
+ /* Call expand on all nodes, to generate additional nodes. */
+ foreach (ShaderNode *node, nodes) {
+ node->expand(this);
+ }
+}
+
+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 = create_node<TextureCoordinateNode>();
+
+ connect(texco->output("Generated"), input);
+ }
+ if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) {
+ if (!texco)
+ texco = create_node<TextureCoordinateNode>();
+
+ connect(texco->output("Normal"), input);
+ }
+ else if (input->flags() & SocketType::LINK_TEXTURE_UV) {
+ if (!texco)
+ texco = create_node<TextureCoordinateNode>();
+
+ connect(texco->output("UV"), input);
+ }
+ else if (input->flags() & SocketType::LINK_INCOMING) {
+ if (!geom)
+ geom = create_node<GeometryNode>();
+
+ connect(geom->output("Incoming"), input);
+ }
+ else if (input->flags() & SocketType::LINK_NORMAL) {
+ if (!geom)
+ geom = create_node<GeometryNode>();
+
+ connect(geom->output("Normal"), input);
+ }
+ else if (input->flags() & SocketType::LINK_POSITION) {
+ if (!geom)
+ geom = create_node<GeometryNode>();
+
+ connect(geom->output("Position"), input);
+ }
+ else if (input->flags() & SocketType::LINK_TANGENT) {
+ if (!geom)
+ geom = create_node<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 sample-center input. */
+ connect(out, node->input("SampleCenter"));
+
+ /* Bump input is just for connectivity purpose for the graph input,
+ * we re-connected this input to sample-center, 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 output 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(create_node<SetNormalNode>());
+
+ /* add bump node and connect copied graphs to it */
+ BumpNode *bump = (BumpNode *)add(create_node<BumpNode>());
+ bump->set_use_object_space(use_object_space);
+ bump->set_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(create_node<VectorMathNode>());
+ VectorMathNode *dot_dx = (VectorMathNode *)add(create_node<VectorMathNode>());
+ VectorMathNode *dot_dy = (VectorMathNode *)add(create_node<VectorMathNode>());
+
+ dot_center->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT);
+ dot_dx->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT);
+ dot_dy->set_math_type(NODE_VECTOR_MATH_DOT_PRODUCT);
+
+ GeometryNode *geom = (GeometryNode *)add(create_node<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 = create_node<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->set_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 = create_node<MathNode>();
+ add(math_node);
+
+ if (weight_in->link)
+ connect(weight_in->link, math_node->input("Value1"));
+ else
+ math_node->set_value1(weight_value);
+
+ if (weight_out)
+ connect(weight_out, math_node->input("Value2"));
+ else
+ math_node->set_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)) {
+ /* TODO(sergey): Verify this is still needed, since we have special minimized volume storage
+ * for the volume steps. */
+ num_closures += MAX_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);
+}
+
+CCL_NAMESPACE_END