Welcome to mirror list, hosted at ThFree Co, Russian Federation.

graph.cpp « render « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e05371012470d4590a9a1d110e9a6265e4b2b270 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
/*
 * 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(0.0f, 0.0f, 0.0f);
	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<ShaderNode*> nodes_all;
	foreach(ShaderNode *node, nodes)
		nodes_all.insert(node);

	map<ShaderNode*, ShaderNode*> 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::relink(vector<ShaderInput*> inputs, vector<ShaderInput*> outputs, ShaderOutput *output)
{
	/* Remove nodes and re-link if output isn't NULL. */
	foreach(ShaderInput *sock, inputs) {
		if(sock->link)
			disconnect(sock);
	}

	foreach(ShaderInput *sock, outputs) {
		disconnect(sock);
		if(output)
			connect(output, sock);
	}
}

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<ShaderNode*>& 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<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& 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<bool> 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<ProxyNode*>(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<ShaderInput*> 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<ShaderInput*> 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_BACKGROUND) {
			BackgroundNode *bg = static_cast<BackgroundNode*>(node);

			if(bg->outputs[0]->links.size()) {
				/* Black color or zero strength, remove node */
				if((!bg->inputs[0]->link && bg->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
				   (!bg->inputs[1]->link && bg->inputs[1]->value.x == 0.0f)) {
					vector<ShaderInput*> inputs = bg->outputs[0]->links;

					relink(bg->inputs, inputs, NULL);
					removed[bg->id] = true;
					any_node_removed = true;
				}
			}
		}
		else if(node->special_type == SHADER_SPECIAL_TYPE_EMISSION) {
			EmissionNode *em = static_cast<EmissionNode*>(node);

			if(em->outputs[0]->links.size()) {
				/* Black color or zero strength, remove node */
				if((!em->inputs[0]->link && em->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
				   (!em->inputs[1]->link && em->inputs[1]->value.x == 0.0f)) {
					vector<ShaderInput*> inputs = em->outputs[0]->links;

					relink(em->inputs, inputs, NULL);
					removed[em->id] = true;
					any_node_removed = true;
				}
			}
		}
		else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
			BumpNode *bump = static_cast<BumpNode*>(node);

			if(bump->outputs[0]->links.size()) {
				/* Height input not connected */
				/* ToDo: Strength zero? */
				if(!bump->inputs[0]->link) {
					vector<ShaderInput*> inputs = bump->outputs[0]->links;

					relink(bump->inputs, inputs, NULL);
					removed[bump->id] = true;
					any_node_removed = true;
				}
			}
		}
		else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
			MixClosureNode *mix = static_cast<MixClosureNode*>(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<ShaderInput*> inputs = mix->outputs[0]->links;

				relink(mix->inputs, inputs, output);
				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<ShaderInput*> inputs = mix->outputs[0]->links;

					relink(mix->inputs, inputs, output);
					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<ShaderInput*> inputs = mix->outputs[0]->links;

					relink(mix->inputs, inputs, output);
					removed[mix->id] = true;
					any_node_removed = true;
				}
			}
		}
		else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_RGB) {
			MixNode *mix = static_cast<MixNode*>(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<ShaderInput*> inputs = mix->outputs[0]->links;

					relink(mix->inputs, inputs, output);
					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<ShaderInput*> inputs = mix->outputs[0]->links;

					relink(mix->inputs, inputs, output);
					removed[mix->id] = true;
					any_node_removed = true;
				}
			}
		}
	}

	/* remove nodes */
	if(any_node_removed) {
		list<ShaderNode*> 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<bool>& visited, vector<bool>& 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 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<bool> visited(num_node_ids, false);
	vector<bool> 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<ShaderNode*> 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<ShaderNode*> nodes_bump;

			/* make 2 extra copies of the subgraph defined in Bump input */
			map<ShaderNode*, ShaderNode*> nodes_dx;
			map<ShaderNode*, ShaderNode*> 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<ShaderNode*> nodes_displace;
	find_dependencies(nodes_displace, displacement_in);

	/* copy nodes for 3 bump samples */
	map<ShaderNode*, ShaderNode*> nodes_center;
	map<ShaderNode*, ShaderNode*> nodes_dx;
	map<ShaderNode*, ShaderNode*> 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) {
		/* Don't connect normal to the bump node we're coming from,
		 * otherwise it'll be a cycle in graph.
		 */
		if(node == bump) {
			continue;
		}
		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;
	}
}

int ShaderGraph::get_num_closures()
{
	int num_closures = 0;
	foreach(ShaderNode *node, nodes) {
		if(node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) {
			BsdfNode *bsdf_node = static_cast<BsdfNode*>(node);
			/* TODO(sergey): Make it more generic approach, maybe some utility
			 * macros like CLOSURE_IS_FOO()?
			 */
			if(CLOSURE_IS_BSSRDF(bsdf_node->closure))
				num_closures = num_closures + 3;
			else if(CLOSURE_IS_GLASS(bsdf_node->closure))
				num_closures = num_closures + 2;
			else
				num_closures = num_closures + 1;
		}
	}
	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, "<IN_%p>%s", socket, socket->name);
			}
			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, "<OUT_%p>%s", socket, socket->name);
			}
			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, input->name);
				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