/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #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()); } 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(); 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(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 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 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 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(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 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 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 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 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()); 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 candidates; queue 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 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 &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::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(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 visited(num_node_ids, false); vector 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 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(); connect(texco->output("Generated"), input); } if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) { if (!texco) texco = create_node(); connect(texco->output("Normal"), input); } else if (input->flags() & SocketType::LINK_TEXTURE_UV) { if (!texco) texco = create_node(); connect(texco->output("UV"), input); } else if (input->flags() & SocketType::LINK_INCOMING) { if (!geom) geom = create_node(); connect(geom->output("Incoming"), input); } else if (input->flags() & SocketType::LINK_NORMAL) { if (!geom) geom = create_node(); connect(geom->output("Normal"), input); } else if (input->flags() & SocketType::LINK_POSITION) { if (!geom) geom = create_node(); connect(geom->output("Position"), input); } else if (input->flags() & SocketType::LINK_TANGENT) { if (!geom) geom = create_node(); 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()); /* add bump node and connect copied graphs to it */ BumpNode *bump = (BumpNode *)add(create_node()); 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 *dot_dx = (VectorMathNode *)add(create_node()); VectorMathNode *dot_dy = (VectorMathNode *)add(create_node()); 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()); 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(); 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(); 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, "%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, "%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