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