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- /*
- * 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.
- */
- #include "render/attribute.h"
- #include "render/graph.h"
- #include "render/nodes.h"
- #include "render/scene.h"
- #include "render/shader.h"
- #include "render/constant_fold.h"
- #include "util/util_algorithm.h"
- #include "util/util_foreach.h"
- #include "util/util_logging.h"
- #include "util/util_md5.h"
- #include "util/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 */
- /* 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)
- 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)
- 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(new OutputNode());
- }
- 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 = new EmissionNode();
- emission->color = make_float3(1.0f, 1.0f, 1.0f);
- emission->strength = 1.0f;
- convert = add(emission);
- /* Connect float inputs to Strength to save an additional Falue->Color conversion. */
- if (from->type() == SocketType::FLOAT) {
- convert_in = convert->input("Strength");
- }
- else {
- convert_in = convert->input("Color");
- }
- }
- else {
- convert = add(new ConvertNode(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;
- foreach (ShaderInput *sock, from->links) {
- sock->link = NULL;
- }
- from->links.clear();
- }
- void ShaderGraph::disconnect(ShaderInput *to)
- {
- assert(!finalized);
- assert(to->link);
- simplified = false;
- ShaderOutput *from = to->link;
- to->link = NULL;
- from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
- }
- 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<ShaderInput *> 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<ShaderInput *> 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;
- }
- 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();
- 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<bool> 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<ConvertNode *>(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<ShaderInput *> links(output->links);
- 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->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<ShaderNode *> newnodes;
- foreach (ShaderNode *node, nodes) {
- if (!removed[node->id])
- newnodes.push_back(node);
- else
- delete 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<ShaderNode *> 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(new ColorNode());
- value->value = output()->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<ustring, ShaderNodeSet> candidates;
- queue<ShaderNode *> 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<ShaderNode *> 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<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::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));
- }
- 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<OSLNode *>(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<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::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 = new TextureCoordinateNode();
- connect(texco->output("Generated"), input);
- }
- if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) {
- if (!texco)
- texco = new TextureCoordinateNode();
- connect(texco->output("Normal"), input);
- }
- else if (input->flags() & SocketType::LINK_TEXTURE_UV) {
- if (!texco)
- texco = new TextureCoordinateNode();
- connect(texco->output("UV"), input);
- }
- else if (input->flags() & SocketType::LINK_INCOMING) {
- if (!geom)
- geom = new GeometryNode();
- connect(geom->output("Incoming"), input);
- }
- else if (input->flags() & SocketType::LINK_NORMAL) {
- if (!geom)
- geom = new GeometryNode();
- connect(geom->output("Normal"), input);
- }
- else if (input->flags() & SocketType::LINK_POSITION) {
- if (!geom)
- geom = new GeometryNode();
- connect(geom->output("Position"), input);
- }
- else if (input->flags() & SocketType::LINK_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->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 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(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 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 */
- BumpNode *bump = (BumpNode *)add(new BumpNode());
- bump->use_object_space = use_object_space;
- bump->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(new VectorMathNode());
- VectorMathNode *dot_dx = (VectorMathNode *)add(new VectorMathNode());
- VectorMathNode *dot_dy = (VectorMathNode *)add(new VectorMathNode());
- dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT;
- GeometryNode *geom = (GeometryNode *)add(new GeometryNode());
- 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 = new MixClosureWeightNode();
- 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->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 = new MathNode();
- add(math_node);
- if (weight_in->link)
- connect(weight_in->link, math_node->input("Value1"));
- else
- math_node->value1 = weight_value;
- if (weight_out)
- connect(weight_out, math_node->input("Value2"));
- else
- math_node->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)) {
- num_closures += 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, "<IN_%p>%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, "<OUT_%p>%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
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