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ShaderGenerator.cpp
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ShaderGenerator.cpp
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//
// TM & (c) 2017 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
// All rights reserved. See LICENSE.txt for license.
//
#include <MaterialXGenShader/ShaderGenerator.h>
#include <MaterialXGenShader/GenContext.h>
#include <MaterialXGenShader/ShaderNodeImpl.h>
#include <MaterialXGenShader/Nodes/CompoundNode.h>
#include <MaterialXGenShader/Nodes/SourceCodeNode.h>
#include <MaterialXGenShader/Nodes/LayerNode.h>
#include <MaterialXGenShader/Nodes/ThinFilmNode.h>
#include <MaterialXGenShader/Util.h>
#include <MaterialXFormat/File.h>
#include <MaterialXCore/Document.h>
#include <MaterialXCore/Node.h>
#include <MaterialXCore/Value.h>
#include <sstream>
namespace MaterialX
{
const string ShaderGenerator::T_FILE_TRANSFORM_UV = "$fileTransformUv";
//
// ShaderGenerator methods
//
ShaderGenerator::ShaderGenerator(SyntaxPtr syntax) :
_syntax(syntax)
{
}
void ShaderGenerator::emitScopeBegin(ShaderStage& stage, Syntax::Punctuation punc) const
{
stage.beginScope(punc);
}
void ShaderGenerator::emitScopeEnd(ShaderStage& stage, bool semicolon, bool newline) const
{
stage.endScope(semicolon, newline);
}
void ShaderGenerator::emitLineBegin(ShaderStage& stage) const
{
stage.beginLine();
}
void ShaderGenerator::emitLineEnd(ShaderStage& stage, bool semicolon) const
{
stage.endLine(semicolon);
}
void ShaderGenerator::emitLineBreak(ShaderStage& stage) const
{
stage.newLine();
}
void ShaderGenerator::emitString(const string& str, ShaderStage& stage) const
{
stage.addString(str);
}
void ShaderGenerator::emitLine(const string& str, ShaderStage& stage, bool semicolon) const
{
stage.addLine(str, semicolon);
}
void ShaderGenerator::emitComment(const string& str, ShaderStage& stage) const
{
stage.addComment(str);
}
void ShaderGenerator::emitBlock(const string& str, GenContext& context, ShaderStage& stage) const
{
stage.addBlock(str, context);
}
void ShaderGenerator::emitInclude(const string& file, GenContext& context, ShaderStage& stage) const
{
stage.addInclude(file, context);
}
void ShaderGenerator::emitFunctionDefinition(const ShaderNode& node, GenContext& context, ShaderStage& stage) const
{
stage.addFunctionDefinition(node, context);
}
void ShaderGenerator::emitFunctionCall(const ShaderNode& node, GenContext& context, ShaderStage& stage,
bool checkScope) const
{
// Omit node if it's tagged to be excluded.
if (node.getFlag(ShaderNodeFlag::EXCLUDE_FUNCTION_CALL))
{
return;
}
// Omit node if it's only used inside a conditional branch
if (checkScope && node.referencedConditionally())
{
emitComment("Omitted node '" + node.getName() + "'. Only used in conditional node '" +
node.getScopeInfo().conditionalNode->getName() + "'", stage);
return;
}
// Emit the function call.
node.getImplementation().emitFunctionCall(node, context, stage);
}
void ShaderGenerator::emitFunctionDefinitions(const ShaderGraph& graph, GenContext& context, ShaderStage& stage) const
{
// Emit function definitions for all nodes in the graph.
for (ShaderNode* node : graph.getNodes())
{
emitFunctionDefinition(*node, context, stage);
}
}
void ShaderGenerator::emitFunctionCalls(const ShaderGraph& graph, GenContext& context, ShaderStage& stage) const
{
// Emit function calls for all nodes in the graph.
for (ShaderNode* node : graph.getNodes())
{
emitFunctionCall(*node, context, stage);
}
}
void ShaderGenerator::emitTypeDefinitions(GenContext&, ShaderStage& stage) const
{
// Emit typedef statements for all data types that have an alias
for (const auto& syntax : _syntax->getTypeSyntaxes())
{
if (!syntax->getTypeAlias().empty())
{
stage.addLine("#define " + syntax->getName() + " " + syntax->getTypeAlias(), false);
}
if (!syntax->getTypeDefinition().empty())
{
stage.addLine(syntax->getTypeDefinition(), false);
}
}
stage.newLine();
}
void ShaderGenerator::emitVariableDeclaration(const ShaderPort* variable, const string& qualifier,
GenContext&, ShaderStage& stage,
bool assignValue) const
{
string str = qualifier.empty() ? EMPTY_STRING : qualifier + " ";
str += _syntax->getTypeName(variable->getType());
bool haveArray = variable->getType()->isArray() && variable->getValue();
if (haveArray)
{
str += _syntax->getArrayTypeSuffix(variable->getType(), *variable->getValue());
}
str += " " + variable->getVariable();
// If an array we need an array qualifier (suffix) for the variable name
if (haveArray)
{
str += _syntax->getArrayVariableSuffix(variable->getType(), *variable->getValue());
}
if (assignValue)
{
const string valueStr = (variable->getValue() ?
_syntax->getValue(variable->getType(), *variable->getValue(), true) :
_syntax->getDefaultValue(variable->getType(), true));
str += valueStr.empty() ? EMPTY_STRING : " = " + valueStr;
}
stage.addString(str);
}
void ShaderGenerator::emitVariableDeclarations(const VariableBlock& block, const string& qualifier, const string& separator,
GenContext& context, ShaderStage& stage,
bool assignValue) const
{
for (size_t i=0; i<block.size(); ++i)
{
emitLineBegin(stage);
emitVariableDeclaration(block[i], qualifier, context, stage, assignValue);
emitString(separator, stage);
emitLineEnd(stage, false);
}
}
void ShaderGenerator::emitInput(const ShaderInput* input, GenContext& context, ShaderStage& stage) const
{
stage.addString(getUpstreamResult(input, context));
}
void ShaderGenerator::emitOutput(const ShaderOutput* output, bool includeType, bool assignValue, GenContext& context, ShaderStage& stage) const
{
stage.addString(includeType ? _syntax->getTypeName(output->getType()) + " " + output->getVariable() : output->getVariable());
// Look for any additional suffix to append
string suffix;
context.getOutputSuffix(output, suffix);
if (!suffix.empty())
{
stage.addString(suffix);
}
if (assignValue)
{
const string& value = _syntax->getDefaultValue(output->getType());
if (!value.empty())
{
stage.addString(" = " + value);
}
}
}
string ShaderGenerator::getUpstreamResult(const ShaderInput* input, GenContext& context) const
{
if (!input->getConnection())
{
return input->getValue() ? _syntax->getValue(input->getType(), *input->getValue()) : _syntax->getDefaultValue(input->getType());
}
string variable = input->getConnection()->getVariable();
if (!input->getChannels().empty())
{
variable = _syntax->getSwizzledVariable(variable, input->getConnection()->getType(), input->getChannels(), input->getType());
}
// Look for any additional suffix to append
string suffix;
context.getInputSuffix(input, suffix);
if (!suffix.empty())
{
variable += suffix;
}
return variable;
}
void ShaderGenerator::registerImplementation(const string& name, CreatorFunction<ShaderNodeImpl> creator)
{
_implFactory.registerClass(name, creator);
}
bool ShaderGenerator::implementationRegistered(const string& name) const
{
return _implFactory.classRegistered(name);
}
ShaderNodeImplPtr ShaderGenerator::getImplementation(const InterfaceElement& element, GenContext& context) const
{
const string& name = element.getName();
// Check if it's created and cached already.
ShaderNodeImplPtr impl = context.findNodeImplementation(name);
if (impl)
{
return impl;
}
if (element.isA<NodeGraph>())
{
// Use a compound implementation.
impl = createCompoundImplementation(static_cast<const NodeGraph&>(element));
}
else if (element.isA<Implementation>())
{
// Try creating a new in the factory.
impl = _implFactory.create(name);
if (!impl)
{
// Fall back to the source code implementation.
impl = createSourceCodeImplementation(static_cast<const Implementation&>(element));
}
}
else
{
throw ExceptionShaderGenError("Element '" + name + "' is neither an Implementation nor an NodeGraph");
}
impl->initialize(element, context);
// Cache it.
context.addNodeImplementation(name, impl);
return impl;
}
namespace
{
void replace(const StringMap& substitutions, ShaderPort* port)
{
string name = port->getName();
tokenSubstitution(substitutions, name);
port->setName(name);
string variable = port->getVariable();
tokenSubstitution(substitutions, variable);
port->setVariable(variable);
}
}
void ShaderGenerator::registerShaderMetadata(const DocumentPtr& doc, GenContext& context) const
{
ShaderMetadataRegistryPtr registry = context.getUserData<ShaderMetadataRegistry>(ShaderMetadataRegistry::USER_DATA_NAME);
if (!registry)
{
registry = std::make_shared<ShaderMetadataRegistry>();
context.pushUserData(ShaderMetadataRegistry::USER_DATA_NAME, registry);
}
// Add default entries.
ShaderMetadataVec defaultMetadata =
{
ShaderMetadata(ValueElement::UI_NAME_ATTRIBUTE, Type::STRING),
ShaderMetadata(ValueElement::UI_FOLDER_ATTRIBUTE, Type::STRING),
ShaderMetadata(ValueElement::UI_MIN_ATTRIBUTE, nullptr),
ShaderMetadata(ValueElement::UI_MAX_ATTRIBUTE, nullptr),
ShaderMetadata(ValueElement::UI_SOFT_MIN_ATTRIBUTE, nullptr),
ShaderMetadata(ValueElement::UI_SOFT_MAX_ATTRIBUTE, nullptr),
ShaderMetadata(ValueElement::UI_STEP_ATTRIBUTE, nullptr),
ShaderMetadata(ValueElement::UI_ADVANCED_ATTRIBUTE, Type::BOOLEAN),
ShaderMetadata(ValueElement::DOC_ATTRIBUTE, Type::STRING),
ShaderMetadata(ValueElement::UNIT_ATTRIBUTE, Type::STRING)
};
for (auto data : defaultMetadata)
{
registry->addMetadata(data.name, data.type);
}
// Add entries from AttributeDefs in the document.
vector<AttributeDefPtr> attributeDefs = doc->getAttributeDefs();
for (const AttributeDefPtr& def : attributeDefs)
{
if (def->getExportable())
{
const string& attrName = def->getAttrName();
const TypeDesc* type = TypeDesc::get(def->getType());
if (!attrName.empty() && type)
{
registry->addMetadata(attrName, type, def->getValue());
}
}
}
}
void ShaderGenerator::replaceTokens(const StringMap& substitutions, ShaderStage& stage) const
{
// Replace tokens in source code
tokenSubstitution(substitutions, stage._code);
// Replace tokens on shader interface
for (size_t i = 0; i < stage._constants.size(); ++i)
{
replace(substitutions, stage._constants[i]);
}
for (const auto& it : stage._uniforms)
{
VariableBlock& uniforms = *it.second;
for (size_t i = 0; i < uniforms.size(); ++i)
{
replace(substitutions, uniforms[i]);
}
}
for (const auto& it : stage._inputs)
{
VariableBlock& inputs = *it.second;
for (size_t i = 0; i < inputs.size(); ++i)
{
replace(substitutions, inputs[i]);
}
}
for (const auto& it : stage._outputs)
{
VariableBlock& outputs = *it.second;
for (size_t i = 0; i < outputs.size(); ++i)
{
replace(substitutions, outputs[i]);
}
}
}
ShaderStagePtr ShaderGenerator::createStage(const string& name, Shader& shader) const
{
return shader.createStage(name, _syntax);
}
ShaderNodeImplPtr ShaderGenerator::createSourceCodeImplementation(const Implementation&) const
{
// The standard source code implementation
// is the implementation to use by default
return SourceCodeNode::create();
}
ShaderNodeImplPtr ShaderGenerator::createCompoundImplementation(const NodeGraph&) const
{
// The standard compound implementation
// is the compound implementation to us by default
return CompoundNode::create();
}
void ShaderGenerator::finalizeShaderGraph(ShaderGraph& graph)
{
// Find all thin-film nodes and reconnect them to the 'thinfilm' input
// on BSDF nodes layered underneath.
for (ShaderNode* node : graph.getNodes())
{
if (node->hasClassification(ShaderNode::Classification::THINFILM))
{
ShaderOutput* output = node->getOutput();
// Change type to our 'thinfilm' data type since this
// is not a BSDF in our default implementation.
output->setType(Type::THINFILM);
// Find vertical layering nodes connected to this thinfilm.
vector<ShaderNode*> layerNodes;
for (ShaderInput* dest : output->getConnections())
{
ShaderNode* layerNode = dest->getNode();
// Make sure the connection is valid.
if (!layerNode->hasClassification(ShaderNode::Classification::LAYER) ||
dest->getName() != LayerNode::TOP)
{
throw ExceptionShaderGenError("Invalid connection from '" + node->getName() + "' to '" + layerNode->getName() + "." + dest->getName() + "'. " +
"Thin-film can only be connected to a <layer> operator's top input.");
}
layerNodes.push_back(layerNode);
}
// Remove all connections to the thin-film node downstream.
output->breakConnections();
for (ShaderNode* layerNode : layerNodes)
{
ShaderInput* base = layerNode->getInput(LayerNode::BASE);
if (base && base->getConnection())
{
ShaderNode* bsdf = base->getConnection()->getNode();
// Save the output to use for bypassing the layer node below.
ShaderOutput* bypassOutput = bsdf->getOutput();
// Handle the case where the bsdf below is an additional layer operator.
if (bsdf->hasClassification(ShaderNode::Classification::LAYER))
{
// In this case get the top bsdf since this is where microfacet bsdfs
// are placed. Only one such extra layer indirection is supported.
// We need this in order to support having thin-film applied to a
// microfacet bsdf that itself is layered on top of a substrate.
ShaderInput* top = bsdf->getInput(LayerNode::TOP);
bsdf = top && top->getConnection() ? top->getConnection()->getNode() : nullptr;
}
ShaderInput* bsdfInput = bsdf ? bsdf->getInput(ThinFilmNode::THINFILM_INPUT) : nullptr;
if (!bsdfInput)
{
throw ExceptionShaderGenError("No BSDF node supporting thin-film was found for '" + node->getName() + "'");
}
// Connect the thinfilm node to the bsdf input.
bsdfInput->makeConnection(output);
// Bypass the layer node since thin-film is now setup on the bsdf.
// Iterate a copy of the connection set since the original set will
// change when breaking connections.
base->breakConnection();
ShaderInputSet downstreamConnections = layerNode->getOutput()->getConnections();
for (ShaderInput* downstream : downstreamConnections)
{
downstream->breakConnection();
downstream->makeConnection(bypassOutput);
}
}
}
}
}
}
} // namespace MaterialX