/* * 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. */ #ifndef __GRAPH_H__ #define __GRAPH_H__ #include "graph/node.h" #include "graph/node_type.h" #include "kernel/kernel_types.h" #include "util/util_list.h" #include "util/util_map.h" #include "util/util_param.h" #include "util/util_set.h" #include "util/util_types.h" #include "util/util_vector.h" CCL_NAMESPACE_BEGIN class AttributeRequestSet; class Scene; class Shader; class ShaderInput; class ShaderOutput; class ShaderNode; class ShaderGraph; class SVMCompiler; class OSLCompiler; class OutputNode; class ConstantFolder; class MD5Hash; /* Bump * * For bump mapping, a node may be evaluated multiple times, using different * samples to reconstruct the normal, this indicates the sample position */ enum ShaderBump { SHADER_BUMP_NONE, SHADER_BUMP_CENTER, SHADER_BUMP_DX, SHADER_BUMP_DY }; /* Identifiers for some special node types. * * The graph needs to identify these in the clean function. * Cannot use dynamic_cast, as this is disabled for OSL. */ enum ShaderNodeSpecialType { SHADER_SPECIAL_TYPE_NONE, SHADER_SPECIAL_TYPE_PROXY, SHADER_SPECIAL_TYPE_AUTOCONVERT, SHADER_SPECIAL_TYPE_GEOMETRY, SHADER_SPECIAL_TYPE_OSL, SHADER_SPECIAL_TYPE_IMAGE_SLOT, SHADER_SPECIAL_TYPE_CLOSURE, SHADER_SPECIAL_TYPE_COMBINE_CLOSURE, SHADER_SPECIAL_TYPE_OUTPUT, SHADER_SPECIAL_TYPE_BUMP, SHADER_SPECIAL_TYPE_OUTPUT_AOV, }; /* Input * * Input socket for a shader node. May be linked to an output or not. If not * linked, it will either get a fixed default value, or e.g. a texture * coordinate. */ class ShaderInput { public: ShaderInput(const SocketType &socket_type_, ShaderNode *parent_) : socket_type(socket_type_), parent(parent_), link(NULL), stack_offset(SVM_STACK_INVALID) { } ustring name() { return socket_type.ui_name; } int flags() { return socket_type.flags; } SocketType::Type type() { return socket_type.type; } void set(float f) { ((Node *)parent)->set(socket_type, f); } void set(float3 f) { ((Node *)parent)->set(socket_type, f); } void disconnect(); const SocketType &socket_type; ShaderNode *parent; ShaderOutput *link; int stack_offset; /* for SVM compiler */ }; /* Output * * Output socket for a shader node. */ class ShaderOutput { public: ShaderOutput(const SocketType &socket_type_, ShaderNode *parent_) : socket_type(socket_type_), parent(parent_), stack_offset(SVM_STACK_INVALID) { } ustring name() { return socket_type.ui_name; } SocketType::Type type() { return socket_type.type; } void disconnect(); const SocketType &socket_type; ShaderNode *parent; vector links; int stack_offset; /* for SVM compiler */ }; /* Node * * Shader node in graph, with input and output sockets. This is the virtual * base class for all node types. */ class ShaderNode : public Node { public: explicit ShaderNode(const NodeType *type); virtual ~ShaderNode(); void create_inputs_outputs(const NodeType *type); void remove_input(ShaderInput *input); ShaderInput *input(const char *name); ShaderOutput *output(const char *name); ShaderInput *input(ustring name); ShaderOutput *output(ustring name); virtual ShaderNode *clone(ShaderGraph *graph) const = 0; virtual void attributes(Shader *shader, AttributeRequestSet *attributes); virtual void compile(SVMCompiler &compiler) = 0; virtual void compile(OSLCompiler &compiler) = 0; /* Expand node into additional nodes. */ virtual void expand(ShaderGraph * /* graph */) { } /* ** Node optimization ** */ /* Check whether the node can be replaced with single constant. */ virtual void constant_fold(const ConstantFolder & /*folder*/) { } /* Simplify settings used by artists to the ones which are simpler to * evaluate in the kernel but keep the final result unchanged. */ virtual void simplify_settings(Scene * /*scene*/){}; virtual bool has_surface_emission() { return false; } virtual bool has_surface_transparent() { return false; } virtual bool has_surface_bssrdf() { return false; } virtual bool has_bump() { return false; } virtual bool has_bssrdf_bump() { return false; } virtual bool has_spatial_varying() { return false; } virtual bool has_attribute_dependency() { return false; } virtual bool has_integrator_dependency() { return false; } virtual bool has_volume_support() { return false; } virtual bool has_raytrace() { return false; } vector inputs; vector outputs; int id; /* index in graph node array */ ShaderBump bump; /* for bump mapping utility */ ShaderNodeSpecialType special_type; /* special node type */ /* ** Selective nodes compilation ** */ /* TODO(sergey): More explicitly mention in the function names * that those functions are for selective compilation only? */ /* Nodes are split into several groups, group of level 0 contains * nodes which are most commonly used, further levels are extension * of previous one and includes less commonly used nodes. */ virtual int get_group() { return NODE_GROUP_LEVEL_0; } /* Node feature are used to disable huge nodes inside the group, * so it's possible to disable huge nodes inside of the required * nodes group. */ virtual int get_feature() { return bump == SHADER_BUMP_NONE ? 0 : NODE_FEATURE_BUMP; } /* Get closure ID to which the node compiles into. */ virtual ClosureType get_closure_type() { return CLOSURE_NONE_ID; } /* Check whether settings of the node equals to another one. * * This is mainly used to check whether two nodes can be merged * together. Meaning, runtime stuff like node id and unbound slots * will be ignored for comparison. * * NOTE: If some node can't be de-duplicated for whatever reason it * is to be handled in the subclass. */ virtual bool equals(const ShaderNode &other); }; /* Node definition utility macros */ #define SHADER_NODE_CLASS(type) \ NODE_DECLARE \ type(); \ virtual ShaderNode *clone(ShaderGraph *graph) const \ { \ return graph->create_node(*this); \ } \ virtual void compile(SVMCompiler &compiler); \ virtual void compile(OSLCompiler &compiler); #define SHADER_NODE_NO_CLONE_CLASS(type) \ NODE_DECLARE \ type(); \ virtual void compile(SVMCompiler &compiler); \ virtual void compile(OSLCompiler &compiler); #define SHADER_NODE_BASE_CLASS(type) \ virtual ShaderNode *clone(ShaderGraph *graph) const \ { \ return graph->create_node(*this); \ } \ virtual void compile(SVMCompiler &compiler); \ virtual void compile(OSLCompiler &compiler); class ShaderNodeIDComparator { public: bool operator()(const ShaderNode *n1, const ShaderNode *n2) const { return n1->id < n2->id; } }; typedef set ShaderNodeSet; typedef map ShaderNodeMap; /* Graph * * Shader graph of nodes. Also does graph manipulations for default inputs, * bump mapping from displacement, and possibly other things in the future. */ class ShaderGraph : public NodeOwner { public: list nodes; size_t num_node_ids; bool finalized; bool simplified; string displacement_hash; ShaderGraph(); ~ShaderGraph(); ShaderNode *add(ShaderNode *node); OutputNode *output(); void connect(ShaderOutput *from, ShaderInput *to); void disconnect(ShaderOutput *from); void disconnect(ShaderInput *to); void relink(ShaderInput *from, ShaderInput *to); void relink(ShaderOutput *from, ShaderOutput *to); void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to); void remove_proxy_nodes(); void compute_displacement_hash(); void simplify(Scene *scene); void finalize(Scene *scene, bool do_bump = false, bool do_simplify = false, bool bump_in_object_space = false); int get_num_closures(); void dump_graph(const char *filename); /* This function is used to create a node of a specified type instead of * calling 'new', and sets the graph as the owner of the node. */ template T *create_node(Args &&... args) { T *node = new T(args...); node->set_owner(this); return node; } /* This function is used to delete a node created and owned by the graph. */ template void delete_node(T *node) { assert(node->get_owner() == this); delete node; } protected: typedef pair NodePair; void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); void clear_nodes(); void copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap); void break_cycles(ShaderNode *node, vector &visited, vector &on_stack); void bump_from_displacement(bool use_object_space); void refine_bump_nodes(); void expand(); void default_inputs(bool do_osl); void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume); /* Graph simplification routines. */ void clean(Scene *scene); void constant_fold(Scene *scene); void simplify_settings(Scene *scene); void deduplicate_nodes(); void verify_volume_output(); }; CCL_NAMESPACE_END #endif /* __GRAPH_H__ */