397 lines
10 KiB
C++
397 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "graph/node.h"
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#include "graph/node_type.h"
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#include "kernel/types.h"
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#include "util/map.h"
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#include "util/param.h"
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#include "util/set.h"
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#include "util/string.h"
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#include "util/types.h"
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#include "util/unique_ptr_vector.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class Scene;
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class Shader;
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class ShaderInput;
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class ShaderOutput;
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class ShaderNode;
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class ShaderGraph;
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class SVMCompiler;
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class OSLCompiler;
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class OutputNode;
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class ConstantFolder;
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class MD5Hash;
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/* Bump
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*
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* For bump mapping, a node may be evaluated multiple times, using different
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* samples to reconstruct the normal, this indicates the sample position */
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enum ShaderBump { SHADER_BUMP_NONE, SHADER_BUMP_CENTER, SHADER_BUMP_DX, SHADER_BUMP_DY };
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/* Identifiers for some special node types.
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*
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* The graph needs to identify these in the clean function.
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* Cannot use dynamic_cast, as this is disabled for OSL. */
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enum ShaderNodeSpecialType {
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SHADER_SPECIAL_TYPE_NONE,
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SHADER_SPECIAL_TYPE_PROXY,
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SHADER_SPECIAL_TYPE_AUTOCONVERT,
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SHADER_SPECIAL_TYPE_GEOMETRY,
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SHADER_SPECIAL_TYPE_OSL,
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SHADER_SPECIAL_TYPE_IMAGE_SLOT,
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SHADER_SPECIAL_TYPE_CLOSURE,
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SHADER_SPECIAL_TYPE_COMBINE_CLOSURE,
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SHADER_SPECIAL_TYPE_OUTPUT,
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SHADER_SPECIAL_TYPE_BUMP,
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SHADER_SPECIAL_TYPE_OUTPUT_AOV,
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SHADER_SPECIAL_TYPE_LIGHT_PATH,
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};
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/* Input
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*
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* Input socket for a shader node. May be linked to an output or not. If not
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* linked, it will either get a fixed default value, or e.g. a texture
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* coordinate. */
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class ShaderInput {
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public:
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ShaderInput(const SocketType &socket_type_, ShaderNode *parent_)
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: socket_type(socket_type_), parent(parent_)
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{
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}
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ustring name() const
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{
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return socket_type.ui_name;
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}
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int flags() const
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{
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return socket_type.flags;
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}
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SocketType::Type type() const
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{
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return socket_type.type;
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}
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void set(const float f)
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{
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((Node *)parent)->set(socket_type, f);
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}
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void set(const float3 f)
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{
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((Node *)parent)->set(socket_type, f);
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}
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void set(const int f)
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{
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((Node *)parent)->set(socket_type, f);
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}
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void disconnect();
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const SocketType &socket_type;
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ShaderNode *parent;
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ShaderOutput *link = nullptr;
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int stack_offset = SVM_STACK_INVALID; /* for SVM compiler */
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/* Keeps track of whether a constant was folded in this socket, to avoid over-optimizing when the
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* link is null. */
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bool constant_folded_in = false;
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};
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/* Output
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*
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* Output socket for a shader node. */
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class ShaderOutput {
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public:
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ShaderOutput(const SocketType &socket_type_, ShaderNode *parent_)
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: socket_type(socket_type_), parent(parent_)
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{
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}
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ustring name() const
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{
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return socket_type.ui_name;
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}
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SocketType::Type type() const
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{
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return socket_type.type;
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}
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void disconnect();
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const SocketType &socket_type;
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ShaderNode *parent;
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vector<ShaderInput *> links;
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int stack_offset = SVM_STACK_INVALID; /* for SVM compiler */
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};
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/* Node
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*
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* Shader node in graph, with input and output sockets. This is the virtual
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* base class for all node types. */
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class ShaderNode : public Node {
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public:
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explicit ShaderNode(const NodeType *type);
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ShaderNode(const ShaderNode &other);
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void create_inputs_outputs(const NodeType *type);
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void remove_input(ShaderInput *input);
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ShaderInput *input(const char *name);
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ShaderOutput *output(const char *name);
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ShaderInput *input(ustring name);
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ShaderOutput *output(ustring name);
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virtual ShaderNode *clone(ShaderGraph *graph) const = 0;
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virtual void attributes(Shader *shader, AttributeRequestSet *attributes);
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virtual void compile(SVMCompiler &compiler) = 0;
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virtual void compile(OSLCompiler &compiler) = 0;
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/* Expand node into additional nodes. */
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virtual void expand(ShaderGraph * /* graph */) {}
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/* ** Node optimization ** */
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/* Check whether the node can be replaced with single constant. */
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virtual void constant_fold(const ConstantFolder & /*folder*/) {}
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/* Simplify settings used by artists to the ones which are simpler to
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* evaluate in the kernel but keep the final result unchanged.
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*/
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virtual void simplify_settings(Scene * /*scene*/) {};
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virtual bool has_surface_emission()
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{
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return false;
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}
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virtual bool has_surface_transparent()
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{
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return false;
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}
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virtual bool has_surface_bssrdf()
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{
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return false;
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}
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virtual bool has_bump()
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{
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return false;
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}
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virtual bool has_bssrdf_bump()
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{
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return false;
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}
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virtual bool has_spatial_varying()
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{
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return false;
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}
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virtual bool has_attribute_dependency()
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{
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return false;
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}
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virtual bool has_volume_support()
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{
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return false;
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}
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/* True if the node only multiplies or adds a constant values. */
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virtual bool is_linear_operation()
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{
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return false;
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}
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unique_ptr_vector<ShaderInput> inputs;
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unique_ptr_vector<ShaderOutput> outputs;
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/* index in graph node array */
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int id = -1;
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/* for bump mapping utility */
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ShaderBump bump = SHADER_BUMP_NONE;
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float bump_filter_width = 0.0f;
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/* special node type */
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ShaderNodeSpecialType special_type = SHADER_SPECIAL_TYPE_NONE;
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/* ** Selective nodes compilation ** */
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/* TODO(sergey): More explicitly mention in the function names
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* that those functions are for selective compilation only?
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*/
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/* Node feature are used to disable huge nodes inside the group,
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* so it's possible to disable huge nodes inside of the required
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* nodes group.
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*/
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virtual uint get_feature()
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{
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return bump == SHADER_BUMP_NONE ? 0 : KERNEL_FEATURE_NODE_BUMP;
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}
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/* Get closure ID to which the node compiles into. */
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virtual ClosureType get_closure_type()
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{
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return CLOSURE_NONE_ID;
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}
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/* Check whether settings of the node equals to another one.
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*
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* This is mainly used to check whether two nodes can be merged
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* together. Meaning, runtime stuff like node id and unbound slots
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* will be ignored for comparison.
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*
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* NOTE: If some node can't be de-duplicated for whatever reason it
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* is to be handled in the subclass.
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*/
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virtual bool equals(const ShaderNode &other);
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protected:
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/* Disconnect the input with the given name if it is connected.
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* Used to optimize away unused inputs. */
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void disconnect_unused_input(const char *name);
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};
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/* Node definition utility macros */
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#define SHADER_NODE_CLASS(type) \
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NODE_DECLARE \
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type(); \
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ShaderNode *clone(ShaderGraph *graph) const override \
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{ \
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return graph->create_node<type>(*this); \
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} \
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void compile(SVMCompiler &compiler) override; \
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void compile(OSLCompiler &compiler) override;
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#define SHADER_NODE_NO_CLONE_CLASS(type) \
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NODE_DECLARE \
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type(); \
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void compile(SVMCompiler &compiler) override; \
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void compile(OSLCompiler &compiler) override;
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#define SHADER_NODE_BASE_CLASS(type) \
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ShaderNode *clone(ShaderGraph *graph) const override \
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{ \
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return graph->create_node<type>(*this); \
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} \
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void compile(SVMCompiler &compiler) override; \
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void compile(OSLCompiler &compiler) override;
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class ShaderNodeIDComparator {
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public:
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bool operator()(const ShaderNode *n1, const ShaderNode *n2) const
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{
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return n1->id < n2->id;
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}
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};
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class ShaderNodeIDAndBoolComparator {
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public:
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bool operator()(const std::pair<ShaderNode *, bool> p1,
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const std::pair<ShaderNode *, bool> p2) const
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{
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return p1.first->id < p2.first->id || (p1.first->id == p2.first->id && p1.second < p2.second);
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}
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};
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using ShaderNodeSet = set<ShaderNode *, ShaderNodeIDComparator>;
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using ShaderNodeMap = map<ShaderNode *, ShaderNode *, ShaderNodeIDComparator>;
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/* Graph
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*
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* Shader graph of nodes. Also does graph manipulations for default inputs,
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* bump mapping from displacement, and possibly other things in the future. */
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class ShaderGraph : public NodeOwner {
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public:
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unique_ptr_vector<ShaderNode> nodes;
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size_t num_node_ids;
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bool finalized;
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bool simplified;
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string displacement_hash;
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ShaderGraph();
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~ShaderGraph() override;
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OutputNode *output();
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void connect(ShaderOutput *from, ShaderInput *to);
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void disconnect(ShaderOutput *from);
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void disconnect(ShaderInput *to);
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void relink(ShaderInput *from, ShaderInput *to);
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void relink(ShaderOutput *from, ShaderOutput *to);
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void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
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void remove_proxy_nodes();
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void compute_displacement_hash();
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void simplify(Scene *scene);
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void finalize(Scene *scene, bool do_bump = false, bool bump_in_object_space = false);
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int get_num_closures();
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void dump_graph(const char *filename);
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/* Create node from class and add it to the shader graph. */
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template<typename T, typename... Args> T *create_node(Args &&...args)
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{
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unique_ptr<T> node = make_unique<T>(args...);
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T *node_ptr = node.get();
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this->add_node(std::move(node));
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return node_ptr;
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}
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/* Create OSL node from class and add it to the shader graph. */
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template<typename T, typename... Args> T *create_osl_node(void *node_memory, Args &&...args)
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{
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T *node_ptr = new (node_memory) T(args...);
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unique_ptr<T> node(node_ptr);
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this->add_node(std::move(node));
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return node_ptr;
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}
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/* Create node from node type and add it to the shader graph. */
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ShaderNode *create_node(const NodeType *node_type)
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{
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unique_ptr<Node> node = node_type->create(node_type);
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unique_ptr<ShaderNode> shader_node(static_cast<ShaderNode *>(node.release()));
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ShaderNode *shader_node_ptr = shader_node.get();
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this->add_node(std::move(shader_node));
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return shader_node_ptr;
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}
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protected:
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using NodePair = pair<ShaderNode *const, ShaderNode *>;
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void add_node(unique_ptr<ShaderNode> &&node);
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void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input);
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void clear_nodes();
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void copy_nodes(ShaderNodeSet &nodes, ShaderNodeMap &nnodemap);
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void break_cycles(ShaderNode *node, vector<bool> &visited, vector<bool> &on_stack);
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void bump_from_displacement(bool use_object_space);
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void refine_bump_nodes();
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void expand();
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void default_inputs(bool do_osl);
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void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
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/* Graph simplification routines. */
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void clean(Scene *scene);
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void constant_fold(Scene *scene);
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void simplify_settings(Scene *scene);
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void deduplicate_nodes();
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void optimize_volume_output();
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};
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CCL_NAMESPACE_END
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