diff options
Diffstat (limited to 'intern/cycles/scene')
-rw-r--r-- | intern/cycles/scene/constant_fold.cpp | 95 | ||||
-rw-r--r-- | intern/cycles/scene/constant_fold.h | 1 | ||||
-rw-r--r-- | intern/cycles/scene/shader_nodes.cpp | 244 | ||||
-rw-r--r-- | intern/cycles/scene/shader_nodes.h | 46 |
4 files changed, 384 insertions, 2 deletions
diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp index 4bce5661f9b..1aa4515a087 100644 --- a/intern/cycles/scene/constant_fold.cpp +++ b/intern/cycles/scene/constant_fold.cpp @@ -291,6 +291,101 @@ void ConstantFolder::fold_mix(NodeMix type, bool clamp) const } } +void ConstantFolder::fold_mix_color(NodeMix type, bool clamp_factor, bool clamp) const +{ + ShaderInput *fac_in = node->input("Factor"); + ShaderInput *color1_in = node->input("A"); + ShaderInput *color2_in = node->input("B"); + + float fac = clamp_factor ? saturatef(node->get_float(fac_in->socket_type)) : + node->get_float(fac_in->socket_type); + bool fac_is_zero = !fac_in->link && fac == 0.0f; + bool fac_is_one = !fac_in->link && fac == 1.0f; + + /* remove no-op node when factor is 0.0 */ + if (fac_is_zero) { + /* note that some of the modes will clamp out of bounds values even without use_clamp */ + if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) { + if (try_bypass_or_make_constant(color1_in, clamp)) { + return; + } + } + } + + switch (type) { + case NODE_MIX_BLEND: + /* remove useless mix colors nodes */ + if (color1_in->link && color2_in->link) { + if (color1_in->link == color2_in->link) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + else if (!color1_in->link && !color2_in->link) { + float3 color1 = node->get_float3(color1_in->socket_type); + float3 color2 = node->get_float3(color2_in->socket_type); + if (color1 == color2) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + /* remove no-op mix color node when factor is 1.0 */ + if (fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + break; + } + break; + case NODE_MIX_ADD: + /* 0 + X (fac 1) == X */ + if (is_zero(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + /* X + 0 (fac ?) == X */ + else if (is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + break; + case NODE_MIX_SUB: + /* X - 0 (fac ?) == X */ + if (is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* X - X (fac 1) == 0 */ + else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_MUL: + /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */ + if (is_one(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + else if (is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */ + else if (is_zero(color1_in)) { + make_zero(); + } + else if (is_zero(color2_in) && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_DIV: + /* X / 1 (fac ?) == X */ + if (is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 / ? (fac ?) == 0 */ + else if (is_zero(color1_in)) { + make_zero(); + } + break; + default: + break; + } +} + void ConstantFolder::fold_math(NodeMathType type) const { ShaderInput *value1_in = node->input("Value1"); diff --git a/intern/cycles/scene/constant_fold.h b/intern/cycles/scene/constant_fold.h index 090ce367e6c..246ff2d31ee 100644 --- a/intern/cycles/scene/constant_fold.h +++ b/intern/cycles/scene/constant_fold.h @@ -51,6 +51,7 @@ class ConstantFolder { /* Specific nodes. */ void fold_mix(NodeMix type, bool clamp) const; + void fold_mix_color(NodeMix type, bool clamp_factor, bool clamp) const; void fold_math(NodeMathType type) const; void fold_vector_math(NodeVectorMathType type) const; void fold_mapping(NodeMappingType type) const; diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp index bedb0fe2902..a9cd453947b 100644 --- a/intern/cycles/scene/shader_nodes.cpp +++ b/intern/cycles/scene/shader_nodes.cpp @@ -4950,7 +4950,7 @@ NODE_DEFINE(MixNode) type_enum.insert("hue", NODE_MIX_HUE); type_enum.insert("saturation", NODE_MIX_SAT); type_enum.insert("value", NODE_MIX_VAL); - type_enum.insert("color", NODE_MIX_COLOR); + type_enum.insert("color", NODE_MIX_COL); type_enum.insert("soft_light", NODE_MIX_SOFT); type_enum.insert("linear_light", NODE_MIX_LINEAR); SOCKET_ENUM(mix_type, "Type", type_enum, NODE_MIX_BLEND); @@ -4999,13 +4999,253 @@ void MixNode::compile(OSLCompiler &compiler) void MixNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - folder.make_constant_clamp(svm_mix(mix_type, fac, color1, color2), use_clamp); + folder.make_constant_clamp(svm_mix_clamped_factor(mix_type, fac, color1, color2), use_clamp); } else { folder.fold_mix(mix_type, use_clamp); } } +/* Mix Color */ + +NODE_DEFINE(MixColorNode) +{ + NodeType *type = NodeType::add("mix_color", create, NodeType::SHADER); + + static NodeEnum type_enum; + type_enum.insert("mix", NODE_MIX_BLEND); + type_enum.insert("add", NODE_MIX_ADD); + type_enum.insert("multiply", NODE_MIX_MUL); + type_enum.insert("screen", NODE_MIX_SCREEN); + type_enum.insert("overlay", NODE_MIX_OVERLAY); + type_enum.insert("subtract", NODE_MIX_SUB); + type_enum.insert("divide", NODE_MIX_DIV); + type_enum.insert("difference", NODE_MIX_DIFF); + type_enum.insert("darken", NODE_MIX_DARK); + type_enum.insert("lighten", NODE_MIX_LIGHT); + type_enum.insert("dodge", NODE_MIX_DODGE); + type_enum.insert("burn", NODE_MIX_BURN); + type_enum.insert("hue", NODE_MIX_HUE); + type_enum.insert("saturation", NODE_MIX_SAT); + type_enum.insert("value", NODE_MIX_VAL); + type_enum.insert("color", NODE_MIX_COL); + type_enum.insert("soft_light", NODE_MIX_SOFT); + type_enum.insert("linear_light", NODE_MIX_LINEAR); + SOCKET_ENUM(blend_type, "Type", type_enum, NODE_MIX_BLEND); + + SOCKET_IN_FLOAT(fac, "Factor", 0.5f); + SOCKET_IN_COLOR(a, "A", zero_float3()); + SOCKET_IN_COLOR(b, "B", zero_float3()); + SOCKET_BOOLEAN(use_clamp_result, "Use Clamp Result", false); + SOCKET_BOOLEAN(use_clamp, "Use Clamp", true); + + SOCKET_OUT_COLOR(result, "Result"); + + return type; +} + +MixColorNode::MixColorNode() : ShaderNode(get_node_type()) +{ +} + +void MixColorNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Factor"); + ShaderInput *a_in = input("A"); + ShaderInput *b_in = input("B"); + ShaderOutput *result_out = output("Result"); + + int fac_in_stack_offset = compiler.stack_assign(fac_in); + int a_in_stack_offset = compiler.stack_assign(a_in); + int b_in_stack_offset = compiler.stack_assign(b_in); + + compiler.add_node( + NODE_MIX_COLOR, + compiler.encode_uchar4(use_clamp, blend_type, use_clamp_result), + compiler.encode_uchar4(fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset), + compiler.stack_assign(result_out)); +} + +void MixColorNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "blend_type"); + compiler.parameter(this, "use_clamp"); + compiler.parameter(this, "use_clamp_result"); + compiler.add(this, "node_mix_color"); +} + +void MixColorNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if (use_clamp) { + fac = clamp(fac, 0.0f, 1.0f); + } + folder.make_constant_clamp(svm_mix(blend_type, fac, a, b), use_clamp_result); + } + else { + folder.fold_mix_color(blend_type, use_clamp, use_clamp_result); + } +} + +/* Mix Float */ + +NODE_DEFINE(MixFloatNode) +{ + NodeType *type = NodeType::add("mix_float", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Factor", 0.5f); + SOCKET_IN_FLOAT(a, "A", 0.0f); + SOCKET_IN_FLOAT(b, "B", 0.0f); + SOCKET_BOOLEAN(use_clamp, "Use Clamp", true); + SOCKET_OUT_FLOAT(result, "Result"); + + return type; +} + +MixFloatNode::MixFloatNode() : ShaderNode(get_node_type()) +{ +} + +void MixFloatNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Factor"); + ShaderInput *a_in = input("A"); + ShaderInput *b_in = input("B"); + ShaderOutput *result_out = output("Result"); + + int fac_in_stack_offset = compiler.stack_assign(fac_in); + int a_in_stack_offset = compiler.stack_assign(a_in); + int b_in_stack_offset = compiler.stack_assign(b_in); + + compiler.add_node( + NODE_MIX_FLOAT, + use_clamp, + compiler.encode_uchar4(fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset), + compiler.stack_assign(result_out)); +} + +void MixFloatNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "use_clamp"); + compiler.add(this, "node_mix_float"); +} + +void MixFloatNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if (use_clamp) { + fac = clamp(fac, 0.0f, 1.0f); + } + folder.make_constant(a * (1 - fac) + b * fac); + } +} + +/* Mix Vector */ + +NODE_DEFINE(MixVectorNode) +{ + NodeType *type = NodeType::add("mix_vector", create, NodeType::SHADER); + + SOCKET_IN_FLOAT(fac, "Factor", 0.5f); + SOCKET_IN_VECTOR(a, "A", zero_float3()); + SOCKET_IN_VECTOR(b, "B", zero_float3()); + SOCKET_BOOLEAN(use_clamp, "Use Clamp", true); + + SOCKET_OUT_VECTOR(result, "Result"); + + return type; +} + +MixVectorNode::MixVectorNode() : ShaderNode(get_node_type()) +{ +} + +void MixVectorNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Factor"); + ShaderInput *a_in = input("A"); + ShaderInput *b_in = input("B"); + ShaderOutput *result_out = output("Result"); + + int fac_in_stack_offset = compiler.stack_assign(fac_in); + int a_in_stack_offset = compiler.stack_assign(a_in); + int b_in_stack_offset = compiler.stack_assign(b_in); + + compiler.add_node( + NODE_MIX_VECTOR, + compiler.encode_uchar4(use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset), + compiler.stack_assign(result_out)); +} + +void MixVectorNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "use_clamp"); + compiler.add(this, "node_mix_vector"); +} + +void MixVectorNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if (use_clamp) { + fac = clamp(fac, 0.0f, 1.0f); + } + folder.make_constant(a * (one_float3() - fac) + b * fac); + } +} + +/* Mix Vector Non Uniform */ + +NODE_DEFINE(MixVectorNonUniformNode) +{ + NodeType *type = NodeType::add("mix_vector_non_uniform", create, NodeType::SHADER); + + SOCKET_IN_VECTOR(fac, "Factor", make_float3(0.5f, 0.5f, 0.5f)); + SOCKET_IN_VECTOR(a, "A", zero_float3()); + SOCKET_IN_VECTOR(b, "B", zero_float3()); + SOCKET_BOOLEAN(use_clamp, "Use Clamp", true); + + SOCKET_OUT_VECTOR(result, "Result"); + + return type; +} + +MixVectorNonUniformNode::MixVectorNonUniformNode() : ShaderNode(get_node_type()) +{ +} + +void MixVectorNonUniformNode::compile(SVMCompiler &compiler) +{ + ShaderInput *fac_in = input("Factor"); + ShaderInput *a_in = input("A"); + ShaderInput *b_in = input("B"); + ShaderOutput *result_out = output("Result"); + + int fac_in_stack_offset = compiler.stack_assign(fac_in); + int a_in_stack_offset = compiler.stack_assign(a_in); + int b_in_stack_offset = compiler.stack_assign(b_in); + + compiler.add_node( + NODE_MIX_VECTOR_NON_UNIFORM, + compiler.encode_uchar4(use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset), + compiler.stack_assign(result_out)); +} + +void MixVectorNonUniformNode::compile(OSLCompiler &compiler) +{ + compiler.parameter(this, "use_clamp"); + compiler.add(this, "node_mix_vector_non_uniform"); +} + +void MixVectorNonUniformNode::constant_fold(const ConstantFolder &folder) +{ + if (folder.all_inputs_constant()) { + if (use_clamp) { + fac = saturate(fac); + } + folder.make_constant(a * (one_float3() - fac) + b * fac); + } +} + /* Combine Color */ NODE_DEFINE(CombineColorNode) diff --git a/intern/cycles/scene/shader_nodes.h b/intern/cycles/scene/shader_nodes.h index ac40a397c1e..cc3a71a0697 100644 --- a/intern/cycles/scene/shader_nodes.h +++ b/intern/cycles/scene/shader_nodes.h @@ -1101,6 +1101,52 @@ class MixNode : public ShaderNode { NODE_SOCKET_API(float, fac) }; +class MixColorNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixColorNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, a) + NODE_SOCKET_API(float3, b) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(bool, use_clamp) + NODE_SOCKET_API(bool, use_clamp_result) + NODE_SOCKET_API(NodeMix, blend_type) +}; + +class MixFloatNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixFloatNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float, a) + NODE_SOCKET_API(float, b) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(bool, use_clamp) +}; + +class MixVectorNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixVectorNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, a) + NODE_SOCKET_API(float3, b) + NODE_SOCKET_API(float, fac) + NODE_SOCKET_API(bool, use_clamp) +}; + +class MixVectorNonUniformNode : public ShaderNode { + public: + SHADER_NODE_CLASS(MixVectorNonUniformNode) + void constant_fold(const ConstantFolder &folder); + + NODE_SOCKET_API(float3, a) + NODE_SOCKET_API(float3, b) + NODE_SOCKET_API(float3, fac) + NODE_SOCKET_API(bool, use_clamp) +}; + class CombineColorNode : public ShaderNode { public: SHADER_NODE_CLASS(CombineColorNode) |