Files
test/intern/cycles/scene/shader_graph.cpp
Brecht Van Lommel 2615cecf10 Refactor: Cycles: Align log levels with CLOG
WORK -> DEBUG
DEBUG, STATS -> TRACE

Pull Request: https://projects.blender.org/blender/blender/pulls/144490
2025-08-18 20:22:44 +02:00

1301 lines
37 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#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/log.h"
#include "util/md5.h"
#include "util/queue.h"
CCL_NAMESPACE_BEGIN
namespace {
bool check_node_inputs_has_links(const ShaderNode *node)
{
for (const ShaderInput *in : node->inputs) {
if (in->link) {
return true;
}
}
return false;
}
bool check_node_inputs_traversed(const ShaderNode *node, const ShaderNodeSet &done)
{
for (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 = nullptr;
}
void ShaderOutput::disconnect()
{
for (ShaderInput *sock : links) {
sock->link = nullptr;
}
links.clear();
}
/* Node */
ShaderNode::ShaderNode(const NodeType *type) : Node(type)
{
create_inputs_outputs(type);
}
ShaderNode::ShaderNode(const ShaderNode &other)
: Node(other.type), bump(other.bump), special_type(other.special_type)
{
/* Inputs and outputs are recreated, no links to other nodes will remain. */
name = other.name;
create_inputs_outputs(type);
}
void ShaderNode::create_inputs_outputs(const NodeType *type)
{
for (const SocketType &socket : type->inputs) {
if (socket.flags & SocketType::LINKABLE) {
inputs.push_back(make_unique<ShaderInput>(socket, this));
}
}
for (const SocketType &socket : type->outputs) {
outputs.push_back(make_unique<ShaderOutput>(socket, this));
}
}
ShaderInput *ShaderNode::input(const char *name)
{
for (ShaderInput *socket : inputs) {
if (socket->name() == name) {
return socket;
}
}
return nullptr;
}
ShaderOutput *ShaderNode::output(const char *name)
{
for (ShaderOutput *socket : outputs) {
if (socket->name() == name) {
return socket;
}
}
return nullptr;
}
ShaderInput *ShaderNode::input(ustring name)
{
for (ShaderInput *socket : inputs) {
if (socket->name() == name) {
return socket;
}
}
return nullptr;
}
ShaderOutput *ShaderNode::output(ustring name)
{
for (ShaderOutput *socket : outputs) {
if (socket->name() == name) {
return socket;
}
}
return nullptr;
}
void ShaderNode::disconnect_unused_input(const char *name)
{
ShaderInput *socket = input(name);
if (socket && socket->link) {
socket->disconnect();
}
}
void ShaderNode::remove_input(ShaderInput *input)
{
assert(input->link == nullptr);
inputs.erase(input);
}
void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
for (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 */
for (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];
ShaderInput *input_b = other.inputs[i];
if (input_a->link == nullptr && input_b->link == nullptr) {
/* 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 != nullptr && input_b->link != nullptr) {
/* 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;
create_node<OutputNode>();
}
ShaderGraph::~ShaderGraph()
{
clear_nodes();
}
void ShaderGraph::add_node(unique_ptr<ShaderNode> &&node)
{
assert(!finalized);
simplified = false;
node->set_owner(this);
node->id = num_node_ids++;
nodes.push_back(std::move(node));
}
OutputNode *ShaderGraph::output()
{
return static_cast<OutputNode *>(nodes[0]);
}
void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
{
assert(!finalized);
assert(from && to);
if (to->link) {
LOG_WARNING << "Graph connect: input already connected.";
return;
}
if (from->type() != to->type()) {
/* can't do automatic conversion from closure */
if (from->type() == SocketType::CLOSURE) {
LOG_WARNING << "Shader graph connect: can only connect closure to closure ("
<< from->parent->name.c_str() << "." << from->name().c_str() << " to "
<< 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<EmissionNode>();
emission->from_auto_conversion = true;
emission->set_color(one_float3());
emission->set_strength(1.0f);
convert = 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 = create_node<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;
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. */
const vector<ShaderInput *> outputs = from->links;
for (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 */
const vector<ShaderInput *> outputs = from->links;
/* Bypass node by moving all links from "from" to "to" */
for (ShaderInput *sock : node->inputs) {
if (sock->link) {
disconnect(sock);
}
}
for (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 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, nullptr, false);
}
if (volume_in->link) {
transform_multi_closure(volume_in->link->parent, nullptr, true);
}
finalized = true;
}
}
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 : nullptr;
if (node != nullptr && dependencies.find(node) == dependencies.end()) {
for (ShaderInput *in : node->inputs) {
find_dependencies(dependencies, in);
}
dependencies.insert(node);
}
}
void ShaderGraph::clear_nodes()
{
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 */
for (ShaderNode *node : nodes) {
ShaderNode *nnode = node->clone(this);
nnodemap[node] = nnode;
}
/* recreate links */
for (ShaderNode *node : nodes) {
for (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;
for (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 */
const vector<ShaderInput *> links(output->links);
for (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;
const vector<ShaderInput *> links = tonode->outputs[0]->links;
for (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) {
unique_ptr_vector<ShaderNode> newnodes;
for (size_t i = 0; i < nodes.size(); i++) {
unique_ptr<ShaderNode> node = nodes.steal(i);
if (!removed[node->id]) {
newnodes.push_back(std::move(node));
}
}
nodes = std::move(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;
ShaderNodeSet scheduled;
queue<ShaderNode *> traverse_queue;
const bool has_displacement = (output()->input("Displacement")->link != nullptr);
/* Schedule nodes which doesn't have any dependencies. */
for (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);
for (ShaderOutput *output : node->outputs) {
if (output->links.empty()) {
continue;
}
/* Schedule node which was depending on the value,
* when possible. Do it before disconnect.
*/
for (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. */
const 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 = create_node<ColorNode>();
value->set_value(output()->get_displacement());
connect(value->output("Color"), output()->input("Displacement"));
}
}
/* Simplification. */
void ShaderGraph::simplify_settings(Scene *scene)
{
for (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;
ShaderNodeSet done;
map<ustring, ShaderNodeSet> candidates;
queue<ShaderNode *> traverse_queue;
int num_deduplicated = 0;
/* Schedule nodes which doesn't have any dependencies. */
for (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;
for (ShaderOutput *output : node->outputs) {
for (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 = nullptr;
for (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 != nullptr) {
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) {
LOG_TRACE << "Deduplicated " << num_deduplicated << " nodes.";
}
}
/* Does two optimizations:
* - Check whether volume output has meaningful nodes, otherwise disconnect the output.
* - Tag volume attribute nodes as supporting stochastic sampling. */
void ShaderGraph::optimize_volume_output()
{
ShaderInput *volume_in = output()->input("Volume");
if (volume_in->link == nullptr) {
return;
}
bool has_valid_volume = false;
using ShaderNodeAndNonLinear = std::pair<ShaderNode *, bool>;
set<ShaderNodeAndNonLinear, ShaderNodeIDAndBoolComparator> scheduled;
queue<ShaderNodeAndNonLinear> traverse_queue;
/* Schedule volume output. */
traverse_queue.emplace(volume_in->link->parent, false);
scheduled.insert({volume_in->link->parent, false});
/* Traverse down the tree. */
while (!traverse_queue.empty()) {
auto [node, nonlinear] = traverse_queue.front();
traverse_queue.pop();
/* Disable stochastic sampling on node if its contribution is nonlinear.
* This defaults to true in the class, so we only need to disable it. */
if (nonlinear && node->type == AttributeNode::get_node_type()) {
static_cast<AttributeNode *>(node)->stochastic_sample = false;
}
nonlinear = nonlinear || !node->is_linear_operation();
/* Node is fully valid for volume, won't be able to optimize it out. */
if (node->has_volume_support()) {
has_valid_volume = true;
}
for (ShaderInput *input : node->inputs) {
if (input->link == nullptr) {
continue;
}
ShaderNode *input_node = input->link->parent;
if (scheduled.find({input_node, nonlinear}) != scheduled.end()) {
continue;
}
traverse_queue.emplace(input_node, nonlinear);
scheduled.insert({input_node, nonlinear});
}
}
if (LOG_IS_ON(LOG_LEVEL_TRACE)) {
for (ShaderNode *node : nodes) {
if (node->type == AttributeNode::get_node_type() &&
static_cast<AttributeNode *>(node)->stochastic_sample)
{
LOG_TRACE << "Volume attribute node " << node->name << " uses stochastic sampling";
}
}
}
if (!has_valid_volume) {
/* We can remove the entire volume shader. */
LOG_TRACE << "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;
for (ShaderInput *input : node->inputs) {
if (input->link) {
ShaderNode *depnode = input->link->parent;
if (on_stack[depnode->id]) {
/* break cycle */
disconnect(input);
LOG_WARNING << "Shader graph: detected cycle in graph, connection removed.";
}
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;
for (ShaderNode *node : nodes_displace) {
node->hash(md5);
for (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<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();
optimize_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);
for (ShaderNode *node : nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
break_cycles(node, visited, on_stack);
}
}
/* disconnect unused nodes */
for (ShaderNode *node : nodes) {
if (!visited[node->id]) {
for (ShaderInput *to : node->inputs) {
ShaderOutput *from = to->link;
if (from) {
to->link = nullptr;
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
}
}
}
/* remove unused nodes */
unique_ptr_vector<ShaderNode> newnodes;
for (size_t i = 0; i < nodes.size(); i++) {
unique_ptr<ShaderNode> node = nodes.steal(i);
if (visited[node->id]) {
newnodes.push_back(std::move(node));
}
}
nodes = std::move(newnodes);
}
void ShaderGraph::expand()
{
/* Call expand on all nodes, to generate additional nodes.
* No range based for loop because we modify the vector, and want to expand
* newly generated nodes too. */
for (size_t i = 0; i < nodes.size(); i++) {
ShaderNode *node = nodes[i];
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 */
GeometryNode *geom = nullptr;
TextureCoordinateNode *texco = nullptr;
VectorTransformNode *normal_transform = nullptr;
for (size_t i = 0; i < nodes.size(); i++) {
ShaderNode *node = nodes[i];
for (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<TextureCoordinateNode>();
}
connect(texco->output("Generated"), input);
}
if (input->flags() & SocketType::LINK_TEXTURE_NORMAL) {
if (!texco) {
texco = create_node<TextureCoordinateNode>();
}
connect(texco->output("Normal"), input);
}
else if (input->flags() & SocketType::LINK_TEXTURE_UV) {
if (!texco) {
texco = create_node<TextureCoordinateNode>();
}
connect(texco->output("UV"), input);
}
else if (input->flags() & SocketType::LINK_TEXTURE_INCOMING) {
if (!geom) {
geom = create_node<GeometryNode>();
}
if (!normal_transform) {
normal_transform = create_node<VectorTransformNode>();
normal_transform->set_transform_type(NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
normal_transform->set_convert_from(NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD);
normal_transform->set_convert_to(NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT);
connect(geom->output("Incoming"), normal_transform->input("Vector"));
}
connect(normal_transform->output("Vector"), input);
}
else if (input->flags() & SocketType::LINK_INCOMING) {
if (!geom) {
geom = create_node<GeometryNode>();
}
connect(geom->output("Incoming"), input);
}
else if (input->flags() & SocketType::LINK_NORMAL) {
if (!geom) {
geom = create_node<GeometryNode>();
}
connect(geom->output("Normal"), input);
}
else if (input->flags() & SocketType::LINK_POSITION) {
if (!geom) {
geom = create_node<GeometryNode>();
}
connect(geom->output("Position"), input);
}
else if (input->flags() & SocketType::LINK_TANGENT) {
if (!geom) {
geom = create_node<GeometryNode>();
}
connect(geom->output("Tangent"), input);
}
}
}
}
}
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. */
/* No range based for loop because we modify the vector. */
for (int i = 0; i < nodes.size(); i++) {
ShaderNode *node = nodes[i];
if (node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) {
BumpNode *bump = static_cast<BumpNode *>(node);
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. */
for (ShaderNode *node : nodes_bump) {
node->bump = SHADER_BUMP_CENTER;
node->bump_filter_width = bump->get_filter_width();
}
for (const NodePair &pair : nodes_dx) {
pair.second->bump = SHADER_BUMP_DX;
pair.second->bump_filter_width = bump->get_filter_width();
}
for (const NodePair &pair : nodes_dy) {
pair.second->bump = SHADER_BUMP_DY;
pair.second->bump_filter_width = bump->get_filter_width();
}
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"));
/* 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);
/* Add bump node. */
BumpNode *bump = create_node<BumpNode>();
bump->set_use_object_space(use_object_space);
bump->set_distance(1.0f);
/* 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 */
for (const NodePair &pair : nodes_center) {
pair.second->bump = SHADER_BUMP_CENTER;
pair.second->bump_filter_width = bump->get_filter_width();
}
for (const NodePair &pair : nodes_dx) {
pair.second->bump = SHADER_BUMP_DX;
pair.second->bump_filter_width = bump->get_filter_width();
}
for (const NodePair &pair : nodes_dy) {
pair.second->bump = SHADER_BUMP_DY;
pair.second->bump_filter_width = bump->get_filter_width();
}
/* 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 = create_node<SetNormalNode>();
/* Connect copied graphs to bump node. */
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 = create_node<VectorMathNode>();
VectorMathNode *dot_dx = create_node<VectorMathNode>();
VectorMathNode *dot_dy = create_node<VectorMathNode>();
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 = create_node<GeometryNode>();
connect(geom->output("Normal"), bump->input("Normal"));
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"));
}
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;
ShaderOutput *weight2_out;
if (fin) {
/* mix closure: add node to mix closure weights */
MixClosureWeightNode *mix_node = create_node<MixClosureWeightNode>();
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 */
const float weight_value = node->get_float(weight_in->socket_type);
if (weight_in->link || weight_value != 0.0f) {
MathNode *math_node = create_node<MathNode>();
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;
for (ShaderNode *node : nodes) {
const ClosureType closure_type = node->get_closure_type();
if (closure_type == CLOSURE_NONE_ID) {
continue;
}
if (CLOSURE_IS_BSSRDF(closure_type)) {
num_closures += 3;
}
else if (CLOSURE_IS_BSDF_MULTISCATTER(closure_type)) {
num_closures += 2;
}
else if (CLOSURE_IS_PRINCIPLED(closure_type)) {
num_closures += 12;
}
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_PHYSICAL_CONDUCTOR ||
closure_type == CLOSURE_BSDF_F82_CONDUCTOR ||
closure_type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID ||
closure_type == CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID ||
closure_type == CLOSURE_BSDF_HAIR_CHIANG_ID ||
closure_type == CLOSURE_BSDF_HAIR_HUANG_ID)
{
num_closures += 2;
}
else {
++num_closures;
}
}
return num_closures;
}
void ShaderGraph::dump_graph(const char *filename)
{
FILE *fd = fopen(filename, "w");
if (fd == nullptr) {
LOG_ERROR << "Error opening file for dumping the graph: " << filename;
return;
}
fprintf(fd, "digraph shader_graph {\n");
fprintf(fd, "ranksep=1.5\n");
fprintf(fd, "rankdir=LR\n");
fprintf(fd, "splines=false\n");
for (ShaderNode *node : nodes) {
fprintf(fd, "// NODE: %p\n", node);
fprintf(fd, "\"%p\" [shape=record,label=\"{", node);
if (!node->inputs.empty()) {
fprintf(fd, "{");
for (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.empty()) {
fprintf(fd, "|{");
for (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, "}\"]");
}
for (ShaderNode *node : nodes) {
for (ShaderOutput *output : node->outputs) {
for (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