/* * 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. */ #ifndef __GRAPH_H__ #define __GRAPH_H__ #include "kernel_types.h" #include "util_list.h" #include "util_map.h" #include "util_param.h" #include "util_set.h" #include "util_types.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN class AttributeRequestSet; class Shader; class ShaderInput; class ShaderOutput; class ShaderNode; class ShaderGraph; class SVMCompiler; class OSLCompiler; class OutputNode; /* Socket Type * * Data type for inputs and outputs */ enum ShaderSocketType { SHADER_SOCKET_UNDEFINED, SHADER_SOCKET_FLOAT, SHADER_SOCKET_INT, SHADER_SOCKET_COLOR, SHADER_SOCKET_VECTOR, SHADER_SOCKET_POINT, SHADER_SOCKET_NORMAL, SHADER_SOCKET_CLOSURE, SHADER_SOCKET_STRING }; /* 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_MIX_CLOSURE, SHADER_SPECIAL_TYPE_MIX_RGB, /* Only Mix subtype */ SHADER_SPECIAL_TYPE_AUTOCONVERT, SHADER_SPECIAL_TYPE_GEOMETRY, SHADER_SPECIAL_TYPE_SCRIPT, SHADER_SPECIAL_TYPE_BACKGROUND, SHADER_SPECIAL_TYPE_IMAGE_SLOT, SHADER_SPECIAL_TYPE_CLOSURE, SHADER_SPECIAL_TYPE_EMISSION, }; /* Enum * * Utility class for enum values. */ class ShaderEnum { public: bool empty() const { return left.empty(); } void insert(const char *x, int y) { left[ustring(x)] = y; right[y] = ustring(x); } bool exists(ustring x) { return left.find(x) != left.end(); } bool exists(int y) { return right.find(y) != right.end(); } int operator[](const char *x) { return left[ustring(x)]; } int operator[](ustring x) { return left[x]; } ustring operator[](int y) { return right[y]; } protected: map left; map right; }; /* 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: enum DefaultValue { TEXTURE_GENERATED, TEXTURE_UV, INCOMING, NORMAL, POSITION, TANGENT, NONE }; enum Usage { USE_SVM = 1, USE_OSL = 2, USE_ALL = USE_SVM|USE_OSL }; ShaderInput(ShaderNode *parent, const char *name, ShaderSocketType type); void set(const float3& v) { value = v; } void set(float f) { value = make_float3(f, 0, 0); } void set(const ustring v) { value_string = v; } const char *name; ShaderSocketType type; ShaderNode *parent; ShaderOutput *link; DefaultValue default_value; float3 value; ustring value_string; int stack_offset; /* for SVM compiler */ int usage; }; /* Output * * Output socket for a shader node. */ class ShaderOutput { public: ShaderOutput(ShaderNode *parent, const char *name, ShaderSocketType type); const char *name; ShaderNode *parent; ShaderSocketType type; 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: ShaderNode(const char *name); virtual ~ShaderNode(); ShaderInput *input(const char *name); ShaderOutput *output(const char *name); ShaderInput *add_input(const char *name, ShaderSocketType type, float value=0.0f, int usage=ShaderInput::USE_ALL); ShaderInput *add_input(const char *name, ShaderSocketType type, float3 value, int usage=ShaderInput::USE_ALL); ShaderInput *add_input(const char *name, ShaderSocketType type, ShaderInput::DefaultValue value, int usage=ShaderInput::USE_ALL); ShaderOutput *add_output(const char *name, ShaderSocketType type); virtual ShaderNode *clone() const = 0; virtual void attributes(Shader *shader, AttributeRequestSet *attributes); virtual void compile(SVMCompiler& compiler) = 0; virtual void compile(OSLCompiler& compiler) = 0; virtual bool has_surface_emission() { return false; } virtual bool has_surface_transparent() { return false; } virtual bool has_surface_bssrdf() { return false; } virtual bool has_bssrdf_bump() { return false; } virtual bool has_spatial_varying() { return false; } virtual bool has_object_dependency() { return false; } vector inputs; vector outputs; ustring name; /* name, not required to be unique */ 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; } }; /* Node definition utility macros */ #define SHADER_NODE_CLASS(type) \ type(); \ virtual ShaderNode *clone() const { return new type(*this); } \ virtual void compile(SVMCompiler& compiler); \ virtual void compile(OSLCompiler& compiler); \ #define SHADER_NODE_NO_CLONE_CLASS(type) \ type(); \ virtual void compile(SVMCompiler& compiler); \ virtual void compile(OSLCompiler& compiler); \ #define SHADER_NODE_BASE_CLASS(type) \ virtual ShaderNode *clone() const { return new type(*this); } \ virtual void compile(SVMCompiler& compiler); \ virtual void compile(OSLCompiler& compiler); \ /* 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: list nodes; size_t num_node_ids; bool finalized; ShaderGraph(); ~ShaderGraph(); ShaderGraph *copy(); ShaderNode *add(ShaderNode *node); OutputNode *output(); void connect(ShaderOutput *from, ShaderInput *to); void disconnect(ShaderInput *to); void relink(vector inputs, vector outputs, ShaderOutput *output); void remove_unneeded_nodes(); void finalize(bool do_bump = false, bool do_osl = false); int get_num_closures(); void dump_graph(const char *filename); protected: typedef pair NodePair; void find_dependencies(set& dependencies, ShaderInput *input); void copy_nodes(set& nodes, map& nnodemap); void break_cycles(ShaderNode *node, vector& visited, vector& on_stack); void clean(); void bump_from_displacement(); void refine_bump_nodes(); void default_inputs(bool do_osl); void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume); }; CCL_NAMESPACE_END #endif /* __GRAPH_H__ */