/* * Copyright 2011-2013 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 "attribute.h" #include "graph.h" #include "nodes.h" #include "shader.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; usage = USE_ALL; } 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; special_type = SHADER_SPECIAL_TYPE_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, int usage) { ShaderInput *input = new ShaderInput(this, name, type); input->value.x = value; input->usage = usage; inputs.push_back(input); return input; } ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, float3 value, int usage) { ShaderInput *input = new ShaderInput(this, name, type); input->value = value; input->usage = usage; inputs.push_back(input); return input; } ShaderInput *ShaderNode::add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, int usage) { ShaderInput *input = add_input(name, type); input->default_value = value; input->usage = usage; 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(Shader *shader, AttributeRequestSet *attributes) { foreach(ShaderInput *input, inputs) { if(!input->link) { if(input->default_value == ShaderInput::TEXTURE_GENERATED) { if(shader->has_surface) attributes->add(ATTR_STD_GENERATED); if(shader->has_volume) attributes->add(ATTR_STD_GENERATED_TRANSFORM); } else if(input->default_value == ShaderInput::TEXTURE_UV) { if(shader->has_surface) attributes->add(ATTR_STD_UV); } } } } /* Graph */ ShaderGraph::ShaderGraph() { finalized = false; num_node_ids = 0; add(new OutputNode()); } ShaderGraph::~ShaderGraph() { foreach(ShaderNode *node, nodes) delete node; } ShaderNode *ShaderGraph::add(ShaderNode *node) { assert(!finalized); node->id = num_node_ids++; nodes.push_back(node); return node; } OutputNode *ShaderGraph::output() { return (OutputNode*)nodes.front(); } ShaderGraph *ShaderGraph::copy() { ShaderGraph *newgraph = new ShaderGraph(); /* copy nodes */ set nodes_all; foreach(ShaderNode *node, nodes) nodes_all.insert(node); map 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, "Cycles shader graph 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, "Cycles shader graph connect: can only connect closure to closure " "(%s.%s to %s.%s).\n", from->parent->name.c_str(), from->name, to->parent->name.c_str(), to->name); return; } /* add automatic conversion node in case of type mismatch */ ShaderNode *convert = add(new ConvertNode(from->type, to->type, true)); 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); refine_bump_nodes(); if(do_bump) bump_from_displacement(); 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; } } void ShaderGraph::find_dependencies(set& dependencies, ShaderInput *input) { /* find all nodes that this input depends 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& nodes, map& 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::remove_unneeded_nodes() { vector removed(num_node_ids, false); bool any_node_removed = false; /* find and unlink proxy nodes */ foreach(ShaderNode *node, nodes) { if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) { ProxyNode *proxy = static_cast(node); ShaderInput *input = proxy->inputs[0]; ShaderOutput *output = proxy->outputs[0]; /* temp. copy of the output links list. * output->links is modified when we disconnect! */ vector links(output->links); ShaderOutput *from = input->link; /* bypass the proxy node */ if(from) { disconnect(input); foreach(ShaderInput *to, links) { disconnect(to); connect(from, to); } } else { 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 links = tonode->outputs[0]->links; foreach(ShaderInput *autoin, links) { if(autoin->default_value == ShaderInput::NONE) all_links_removed = false; else disconnect(autoin); } if(all_links_removed) removed[tonode->id] = true; } disconnect(to); /* transfer the default input value to the target socket */ to->set(input->value); to->set(input->value_string); } } removed[proxy->id] = true; any_node_removed = true; } else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) { MixClosureNode *mix = static_cast(node); /* remove useless mix closures nodes */ if(mix->outputs[0]->links.size() && mix->inputs[1]->link == mix->inputs[2]->link) { ShaderOutput *output = mix->inputs[1]->link; vector inputs = mix->outputs[0]->links; foreach(ShaderInput *sock, mix->inputs) if(sock->link) disconnect(sock); foreach(ShaderInput *input, inputs) { disconnect(input); if(output) connect(output, input); } removed[mix->id] = true; any_node_removed = true; } /* remove unused mix closure input when factor is 0.0 or 1.0 */ /* check for closure links and make sure factor link is disconnected */ if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) { /* factor 0.0 */ if(mix->inputs[0]->value.x == 0.0f) { ShaderOutput *output = mix->inputs[1]->link; vector inputs = mix->outputs[0]->links; foreach(ShaderInput *sock, mix->inputs) if(sock->link) disconnect(sock); foreach(ShaderInput *input, inputs) { disconnect(input); if(output) connect(output, input); } removed[mix->id] = true; any_node_removed = true; } /* factor 1.0 */ else if(mix->inputs[0]->value.x == 1.0f) { ShaderOutput *output = mix->inputs[2]->link; vector inputs = mix->outputs[0]->links; foreach(ShaderInput *sock, mix->inputs) if(sock->link) disconnect(sock); foreach(ShaderInput *input, inputs) { disconnect(input); if(output) connect(output, input); } removed[mix->id] = true; any_node_removed = true; } } } else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_RGB) { MixNode *mix = static_cast(node); /* remove unused Mix RGB inputs when factor is 0.0 or 1.0 */ /* check for color links and make sure factor link is disconnected */ if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) { /* factor 0.0 */ if(mix->inputs[0]->value.x == 0.0f) { ShaderOutput *output = mix->inputs[1]->link; vector inputs = mix->outputs[0]->links; foreach(ShaderInput *sock, mix->inputs) if(sock->link) disconnect(sock); foreach(ShaderInput *input, inputs) { disconnect(input); if(output) connect(output, input); } removed[mix->id] = true; any_node_removed = true; } /* factor 1.0 */ else if(mix->inputs[0]->value.x == 1.0f) { ShaderOutput *output = mix->inputs[2]->link; vector inputs = mix->outputs[0]->links; foreach(ShaderInput *sock, mix->inputs) if(sock->link) disconnect(sock); foreach(ShaderInput *input, inputs) { disconnect(input); if(output) connect(output, input); } removed[mix->id] = true; any_node_removed = true; } } } } /* remove nodes */ if(any_node_removed) { list newnodes; foreach(ShaderNode *node, nodes) { if(!removed[node->id]) newnodes.push_back(node); else delete node; } nodes = newnodes; } } void ShaderGraph::break_cycles(ShaderNode *node, vector& visited, vector& 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::clean() { /* remove proxy and unnecessary mix nodes */ remove_unneeded_nodes(); /* 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 visited(num_node_ids, false); vector 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 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->usage & ShaderInput::USE_SVM) || 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); } else if(input->default_value == ShaderInput::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->name == ustring("bump") && node->input("Height")->link) { ShaderInput *bump_input = node->input("Height"); set nodes_bump; /* make 2 extra copies of the subgraph defined in Bump input */ map nodes_dx; map 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() { /* 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 */ set nodes_displace; find_dependencies(nodes_displace, displacement_in); /* copy nodes for 3 bump samples */ map nodes_center; map nodes_dx; map 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 */ 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 the bump out to the set normal in: */ connect(bump->output("Normal"), set_normal->input("Direction")); /* 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(set_normal->output("Normal"), input); /* for displacement bump, clear the normal input in case the above loop * connected the setnormal out to the bump normalin */ ShaderInput *bump_normal_in = bump->input("Normal"); if(bump_normal_in) bump_normal_in->link = NULL; /* 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->name == ustring("mix_closure") || node->name == ustring("add_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 */ ShaderNode *mix_node = add(new MixClosureWeightNode()); ShaderInput *fac_in = mix_node->input("Fac"); ShaderInput *weight_in = mix_node->input("Weight"); if(fin->link) connect(fin->link, fac_in); else fac_in->value = fin->value; 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 */ if(weight_in->link || weight_in->value.x != 0.0f) { ShaderNode *math_node = add(new MathNode()); ShaderInput *value1_in = math_node->input("Value1"); ShaderInput *value2_in = math_node->input("Value2"); if(weight_in->link) connect(weight_in->link, value1_in); else value1_in->value = weight_in->value; if(weight_out) connect(weight_out, value2_in); else value2_in->value.x = 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 weight_in->value.x += 1.0f; } } 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, "splines=false\n"); foreach(ShaderNode *node, nodes) { fprintf(fd, "// NODE: %p\n", node); fprintf(fd, "\"%p\" [shape=record,label=\"%s\"]\n", node, node->name.c_str()); } foreach(ShaderNode *node, nodes) { foreach(ShaderOutput *output, node->outputs) { foreach(ShaderInput *input, output->links) { fprintf(fd, "// CONNECTION: %p->%p (%s:%s)\n", output, input, output->name, input->name); fprintf(fd, "\"%p\":s -> \"%p\":n [label=\"%s:%s\"]\n", output->parent, input->parent, output->name, input->name); } } } fprintf(fd, "}\n"); fclose(fd); } CCL_NAMESPACE_END