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blender-archive/intern/cycles/hydra/material.cpp
Brecht Van Lommel 9b92ce9dc0 Cycles: add USD as a file format for Cycles standalone rendering
Long term, this should replace the XML format. This reuses the Hydra render
delegate implementation, and so supports the same features. The same command
line options and GUI work for both XML and USD also.

The implementation of this is still disabled, waiting for some refactoring of
USD library linking. However we want the Cycles code to be in sync between
repositories for the 3.2 release.

Ref T96731
2022-04-29 19:19:19 +02:00

587 lines
18 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2022 NVIDIA Corporation
* Copyright 2022 Blender Foundation */
#include "hydra/material.h"
#include "hydra/node_util.h"
#include "hydra/session.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include <pxr/imaging/hd/sceneDelegate.h>
HDCYCLES_NAMESPACE_OPEN_SCOPE
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(CyclesMaterialTokens,
((cyclesSurface, "cycles:surface"))
((cyclesDisplacement, "cycles:displacement"))
((cyclesVolume, "cycles:volume"))
(UsdPreviewSurface)
(UsdUVTexture)
(UsdPrimvarReader_float)
(UsdPrimvarReader_float2)
(UsdPrimvarReader_float3)
(UsdPrimvarReader_float4)
(UsdPrimvarReader_int)
(UsdTransform2d)
(a)
(rgb)
(r)
(g)
(b)
(result)
(st)
(wrapS)
(wrapT)
(periodic)
);
// clang-format on
// Simple class to handle remapping of USDPreviewSurface nodes and parameters to Cycles equivalents
class UsdToCyclesMapping {
using ParamMap = std::unordered_map<TfToken, ustring, TfToken::HashFunctor>;
public:
UsdToCyclesMapping(const char *nodeType, ParamMap paramMap)
: _nodeType(nodeType), _paramMap(std::move(paramMap))
{
}
ustring nodeType() const
{
return _nodeType;
}
virtual std::string parameterName(const TfToken &name,
const ShaderInput *inputConnection,
VtValue *value = nullptr) const
{
// UsdNode.name -> Node.input
// These all follow a simple pattern that we can just remap
// based on the name or 'Node.input' type
if (inputConnection) {
if (name == CyclesMaterialTokens->a) {
return "alpha";
}
if (name == CyclesMaterialTokens->rgb) {
return "color";
}
// TODO: Is there a better mapping than 'color'?
if (name == CyclesMaterialTokens->r || name == CyclesMaterialTokens->g ||
name == CyclesMaterialTokens->b) {
return "color";
}
if (name == CyclesMaterialTokens->result) {
switch (inputConnection->socket_type.type) {
case SocketType::BOOLEAN:
case SocketType::FLOAT:
case SocketType::INT:
case SocketType::UINT:
return "alpha";
case SocketType::COLOR:
case SocketType::VECTOR:
case SocketType::POINT:
case SocketType::NORMAL:
default:
return "color";
}
}
}
// Simple mapping case
const auto it = _paramMap.find(name);
return it != _paramMap.end() ? it->second.string() : name.GetString();
}
private:
const ustring _nodeType;
ParamMap _paramMap;
};
class UsdToCyclesTexture : public UsdToCyclesMapping {
public:
using UsdToCyclesMapping::UsdToCyclesMapping;
std::string parameterName(const TfToken &name,
const ShaderInput *inputConnection,
VtValue *value) const override
{
if (value) {
// Remap UsdUVTexture.wrapS and UsdUVTexture.wrapT to cycles_image_texture.extension
if (name == CyclesMaterialTokens->wrapS || name == CyclesMaterialTokens->wrapT) {
std::string valueString = VtValue::Cast<std::string>(*value).Get<std::string>();
// A value of 'repeat' in USD is equivalent to 'periodic' in Cycles
if (valueString == "repeat") {
*value = VtValue(CyclesMaterialTokens->periodic);
}
return "extension";
}
}
return UsdToCyclesMapping::parameterName(name, inputConnection, value);
}
};
namespace {
class UsdToCycles {
const UsdToCyclesMapping UsdPreviewSurface = {
"principled_bsdf",
{
{TfToken("diffuseColor"), ustring("base_color")},
{TfToken("emissiveColor"), ustring("emission")},
{TfToken("specularColor"), ustring("specular")},
{TfToken("clearcoatRoughness"), ustring("clearcoat_roughness")},
{TfToken("opacity"), ustring("alpha")},
// opacityThreshold
// occlusion
// displacement
}};
const UsdToCyclesTexture UsdUVTexture = {
"image_texture",
{
{CyclesMaterialTokens->st, ustring("vector")},
{CyclesMaterialTokens->wrapS, ustring("extension")},
{CyclesMaterialTokens->wrapT, ustring("extension")},
{TfToken("file"), ustring("filename")},
{TfToken("sourceColorSpace"), ustring("colorspace")},
}};
const UsdToCyclesMapping UsdPrimvarReader = {"attribute",
{{TfToken("varname"), ustring("attribute")}}};
public:
const UsdToCyclesMapping *findUsd(const TfToken &usdNodeType)
{
if (usdNodeType == CyclesMaterialTokens->UsdPreviewSurface) {
return &UsdPreviewSurface;
}
if (usdNodeType == CyclesMaterialTokens->UsdUVTexture) {
return &UsdUVTexture;
}
if (usdNodeType == CyclesMaterialTokens->UsdPrimvarReader_float ||
usdNodeType == CyclesMaterialTokens->UsdPrimvarReader_float2 ||
usdNodeType == CyclesMaterialTokens->UsdPrimvarReader_float3 ||
usdNodeType == CyclesMaterialTokens->UsdPrimvarReader_float4 ||
usdNodeType == CyclesMaterialTokens->UsdPrimvarReader_int) {
return &UsdPrimvarReader;
}
return nullptr;
}
const UsdToCyclesMapping *findCycles(const ustring &cyclesNodeType)
{
return nullptr;
}
};
TfStaticData<UsdToCycles> sUsdToCyles;
} // namespace
HdCyclesMaterial::HdCyclesMaterial(const SdfPath &sprimId) : HdMaterial(sprimId)
{
}
HdCyclesMaterial::~HdCyclesMaterial()
{
}
HdDirtyBits HdCyclesMaterial::GetInitialDirtyBitsMask() const
{
return DirtyBits::DirtyResource | DirtyBits::DirtyParams;
}
void HdCyclesMaterial::Sync(HdSceneDelegate *sceneDelegate,
HdRenderParam *renderParam,
HdDirtyBits *dirtyBits)
{
if (*dirtyBits == DirtyBits::Clean) {
return;
}
Initialize(renderParam);
const SceneLock lock(renderParam);
const bool dirtyParams = (*dirtyBits & DirtyBits::DirtyParams);
const bool dirtyResource = (*dirtyBits & DirtyBits::DirtyResource);
VtValue value;
const SdfPath &id = GetId();
if (dirtyResource || dirtyParams) {
value = sceneDelegate->GetMaterialResource(id);
#if 1
const HdMaterialNetwork2 *network = nullptr;
std::unique_ptr<HdMaterialNetwork2> networkConverted;
if (value.IsHolding<HdMaterialNetwork2>()) {
network = &value.UncheckedGet<HdMaterialNetwork2>();
}
else if (value.IsHolding<HdMaterialNetworkMap>()) {
const auto &networkOld = value.UncheckedGet<HdMaterialNetworkMap>();
// In the case of only parameter updates, there is no need to waste time converting to a
// HdMaterialNetwork2, as supporting HdMaterialNetworkMap for parameters only is trivial.
if (!_nodes.empty() && !dirtyResource) {
for (const auto &networkEntry : networkOld.map) {
UpdateParameters(networkEntry.second);
}
_shader->tag_modified();
}
else {
networkConverted = std::make_unique<HdMaterialNetwork2>();
HdMaterialNetwork2ConvertFromHdMaterialNetworkMap(networkOld, networkConverted.get());
network = networkConverted.get();
}
}
else {
TF_RUNTIME_ERROR("Could not get a HdMaterialNetwork2.");
}
if (network) {
if (!_nodes.empty() && !dirtyResource) {
UpdateParameters(*network);
_shader->tag_modified();
}
else {
PopulateShaderGraph(*network);
}
}
#endif
}
if (_shader->is_modified()) {
_shader->tag_update(lock.scene);
}
*dirtyBits = DirtyBits::Clean;
}
void HdCyclesMaterial::UpdateParameters(NodeDesc &nodeDesc,
const std::map<TfToken, VtValue> &parameters,
const SdfPath &nodePath)
{
for (const auto &param : parameters) {
VtValue value = param.second;
// See if the parameter name is in USDPreviewSurface terms, and needs to be converted
const UsdToCyclesMapping *inputMapping = nodeDesc.mapping;
const std::string inputName = inputMapping ?
inputMapping->parameterName(param.first, nullptr, &value) :
param.first.GetString();
// Find the input to write the parameter value to
const SocketType *input = nullptr;
for (const SocketType &socket : nodeDesc.node->type->inputs) {
if (string_iequals(socket.name.string(), inputName) || socket.ui_name == inputName) {
input = &socket;
break;
}
}
if (!input) {
TF_WARN("Could not find parameter '%s' on node '%s' ('%s')",
param.first.GetText(),
nodePath.GetText(),
nodeDesc.node->name.c_str());
continue;
}
SetNodeValue(nodeDesc.node, *input, value);
}
}
void HdCyclesMaterial::UpdateParameters(const HdMaterialNetwork &network)
{
for (const HdMaterialNode &nodeEntry : network.nodes) {
const SdfPath &nodePath = nodeEntry.path;
const auto nodeIt = _nodes.find(nodePath);
if (nodeIt == _nodes.end()) {
TF_RUNTIME_ERROR("Could not update parameters on missing node '%s'", nodePath.GetText());
continue;
}
UpdateParameters(nodeIt->second, nodeEntry.parameters, nodePath);
}
}
void HdCyclesMaterial::UpdateParameters(const HdMaterialNetwork2 &network)
{
for (const auto &nodeEntry : network.nodes) {
const SdfPath &nodePath = nodeEntry.first;
const auto nodeIt = _nodes.find(nodePath);
if (nodeIt == _nodes.end()) {
TF_RUNTIME_ERROR("Could not update parameters on missing node '%s'", nodePath.GetText());
continue;
}
UpdateParameters(nodeIt->second, nodeEntry.second.parameters, nodePath);
}
}
void HdCyclesMaterial::UpdateConnections(NodeDesc &nodeDesc,
const HdMaterialNode2 &matNode,
const SdfPath &nodePath,
ShaderGraph *shaderGraph)
{
for (const auto &connection : matNode.inputConnections) {
const TfToken &dstSocketName = connection.first;
const UsdToCyclesMapping *inputMapping = nodeDesc.mapping;
const std::string inputName = inputMapping ?
inputMapping->parameterName(dstSocketName, nullptr) :
dstSocketName.GetString();
// Find the input to connect to on the passed in node
ShaderInput *input = nullptr;
for (ShaderInput *in : nodeDesc.node->inputs) {
if (string_iequals(in->socket_type.name.string(), inputName)) {
input = in;
break;
}
}
if (!input) {
TF_WARN("Ignoring connection on '%s.%s', input '%s' was not found",
nodePath.GetText(),
dstSocketName.GetText(),
dstSocketName.GetText());
continue;
}
// Now find the output to connect from
const auto &connectedNodes = connection.second;
if (connectedNodes.empty()) {
continue;
}
// TODO: Hydra allows multiple connections of the same input
// Unsure how to handle this in Cycles, so just use the first
if (connectedNodes.size() > 1) {
TF_WARN(
"Ignoring multiple connections to '%s.%s'", nodePath.GetText(), dstSocketName.GetText());
}
const SdfPath &upstreamNodePath = connectedNodes.front().upstreamNode;
const TfToken &upstreamOutputName = connectedNodes.front().upstreamOutputName;
const auto srcNodeIt = _nodes.find(upstreamNodePath);
if (srcNodeIt == _nodes.end()) {
TF_WARN("Ignoring connection from '%s.%s' to '%s.%s', node '%s' was not found",
upstreamNodePath.GetText(),
upstreamOutputName.GetText(),
nodePath.GetText(),
dstSocketName.GetText(),
upstreamNodePath.GetText());
continue;
}
const UsdToCyclesMapping *outputMapping = srcNodeIt->second.mapping;
const std::string outputName = outputMapping ?
outputMapping->parameterName(upstreamOutputName, input) :
upstreamOutputName.GetString();
ShaderOutput *output = nullptr;
for (ShaderOutput *out : srcNodeIt->second.node->outputs) {
if (string_iequals(out->socket_type.name.string(), outputName)) {
output = out;
break;
}
}
if (!output) {
TF_WARN("Ignoring connection from '%s.%s' to '%s.%s', output '%s' was not found",
upstreamNodePath.GetText(),
upstreamOutputName.GetText(),
nodePath.GetText(),
dstSocketName.GetText(),
upstreamOutputName.GetText());
continue;
}
shaderGraph->connect(output, input);
}
}
void HdCyclesMaterial::PopulateShaderGraph(const HdMaterialNetwork2 &networkMap)
{
_nodes.clear();
auto graph = new ShaderGraph();
// Iterate all the nodes first and build a complete but unconnected graph with parameters set
for (const auto &nodeEntry : networkMap.nodes) {
NodeDesc nodeDesc = {};
const SdfPath &nodePath = nodeEntry.first;
const auto nodeIt = _nodes.find(nodePath);
// Create new node only if it does not exist yet
if (nodeIt != _nodes.end()) {
nodeDesc = nodeIt->second;
}
else {
// E.g. cycles_principled_bsdf or UsdPreviewSurface
const std::string &nodeTypeId = nodeEntry.second.nodeTypeId.GetString();
ustring cyclesType(nodeTypeId);
// Interpret a node type ID prefixed with cycles_<type> or cycles:<type> as a node of <type>
if (nodeTypeId.rfind("cycles", 0) == 0) {
cyclesType = nodeTypeId.substr(7);
nodeDesc.mapping = sUsdToCyles->findCycles(cyclesType);
}
else {
// Check if any remapping is needed (e.g. for USDPreviewSurface to Cycles nodes)
nodeDesc.mapping = sUsdToCyles->findUsd(nodeEntry.second.nodeTypeId);
if (nodeDesc.mapping) {
cyclesType = nodeDesc.mapping->nodeType();
}
}
// If it's a native Cycles' node-type, just do the lookup now.
if (const NodeType *nodeType = NodeType::find(cyclesType)) {
nodeDesc.node = static_cast<ShaderNode *>(nodeType->create(nodeType));
nodeDesc.node->set_owner(graph);
graph->add(nodeDesc.node);
_nodes.emplace(nodePath, nodeDesc);
}
else {
TF_RUNTIME_ERROR("Could not create node '%s'", nodePath.GetText());
continue;
}
}
UpdateParameters(nodeDesc, nodeEntry.second.parameters, nodePath);
}
// Now that all nodes have been constructed, iterate the network again and build up any
// connections between nodes
for (const auto &nodeEntry : networkMap.nodes) {
const SdfPath &nodePath = nodeEntry.first;
const auto nodeIt = _nodes.find(nodePath);
if (nodeIt == _nodes.end()) {
TF_RUNTIME_ERROR("Could not find node '%s' to connect", nodePath.GetText());
continue;
}
UpdateConnections(nodeIt->second, nodeEntry.second, nodePath, graph);
}
// Finally connect the terminals to the graph output (Surface, Volume, Displacement)
for (const auto &terminalEntry : networkMap.terminals) {
const TfToken &terminalName = terminalEntry.first;
const HdMaterialConnection2 &connection = terminalEntry.second;
const auto nodeIt = _nodes.find(connection.upstreamNode);
if (nodeIt == _nodes.end()) {
TF_RUNTIME_ERROR("Could not find terminal node '%s'", connection.upstreamNode.GetText());
continue;
}
ShaderNode *const node = nodeIt->second.node;
const char *inputName = nullptr;
const char *outputName = nullptr;
if (terminalName == HdMaterialTerminalTokens->surface ||
terminalName == CyclesMaterialTokens->cyclesSurface) {
inputName = "Surface";
// Find default output name based on the node if none is provided
if (node->type->name == "add_closure" || node->type->name == "mix_closure") {
outputName = "Closure";
}
else if (node->type->name == "emission") {
outputName = "Emission";
}
else {
outputName = "BSDF";
}
}
else if (terminalName == HdMaterialTerminalTokens->displacement ||
terminalName == CyclesMaterialTokens->cyclesDisplacement) {
inputName = outputName = "Displacement";
}
else if (terminalName == HdMaterialTerminalTokens->volume ||
terminalName == CyclesMaterialTokens->cyclesVolume) {
inputName = outputName = "Volume";
}
if (!connection.upstreamOutputName.IsEmpty()) {
outputName = connection.upstreamOutputName.GetText();
}
ShaderInput *const input = inputName ? graph->output()->input(inputName) : nullptr;
if (!input) {
TF_RUNTIME_ERROR("Could not find terminal input '%s.%s'",
connection.upstreamNode.GetText(),
inputName ? inputName : "<null>");
continue;
}
ShaderOutput *const output = outputName ? node->output(outputName) : nullptr;
if (!output) {
TF_RUNTIME_ERROR("Could not find terminal output '%s.%s'",
connection.upstreamNode.GetText(),
outputName ? outputName : "<null>");
continue;
}
graph->connect(output, input);
}
// Create the instanceId AOV output
{
const ustring instanceId(HdAovTokens->instanceId.GetString());
OutputAOVNode *aovNode = graph->create_node<OutputAOVNode>();
aovNode->set_name(instanceId);
graph->add(aovNode);
AttributeNode *instanceIdNode = graph->create_node<AttributeNode>();
instanceIdNode->set_attribute(instanceId);
graph->add(instanceIdNode);
graph->connect(instanceIdNode->output("Fac"), aovNode->input("Value"));
}
_shader->set_graph(graph);
}
void HdCyclesMaterial::Finalize(HdRenderParam *renderParam)
{
if (!_shader) {
return;
}
const SceneLock lock(renderParam);
const bool keep_nodes = static_cast<const HdCyclesSession *>(renderParam)->keep_nodes;
_nodes.clear();
if (!keep_nodes) {
lock.scene->delete_node(_shader);
}
_shader = nullptr;
}
void HdCyclesMaterial::Initialize(HdRenderParam *renderParam)
{
if (_shader) {
return;
}
const SceneLock lock(renderParam);
_shader = lock.scene->create_node<Shader>();
}
HDCYCLES_NAMESPACE_CLOSE_SCOPE