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//
// Copyright Contributors to the MaterialX Project
// SPDX-License-Identifier: Apache-2.0
//
#include "HwShaderGenerator.h"
#include <MaterialXGenHw/HwConstants.h>
#include <MaterialXGenHw/HwLightShaders.h>
#include <MaterialXGenHw/Nodes/HwLightCompoundNode.h>
#include <MaterialXGenShader/GenContext.h>
#include <MaterialXGenShader/Nodes/CompoundNode.h>
#include <MaterialXGenShader/Shader.h>
#include <MaterialXCore/Definition.h>
#include <MaterialXCore/Document.h>
MATERIALX_NAMESPACE_BEGIN
//
// HwShaderGenerator methods
//
HwShaderGenerator::HwShaderGenerator(TypeSystemPtr typeSystem, SyntaxPtr syntax) :
ShaderGenerator(typeSystem, syntax)
{
// Assign default identifiers names for all tokens.
// Derived generators can override these names.
_tokenSubstitutions[HW::T_IN_POSITION] = HW::IN_POSITION;
_tokenSubstitutions[HW::T_IN_NORMAL] = HW::IN_NORMAL;
_tokenSubstitutions[HW::T_IN_TANGENT] = HW::IN_TANGENT;
_tokenSubstitutions[HW::T_IN_BITANGENT] = HW::IN_BITANGENT;
_tokenSubstitutions[HW::T_IN_TEXCOORD] = HW::IN_TEXCOORD;
_tokenSubstitutions[HW::T_IN_GEOMPROP] = HW::IN_GEOMPROP;
_tokenSubstitutions[HW::T_IN_COLOR] = HW::IN_COLOR;
_tokenSubstitutions[HW::T_POSITION_WORLD] = HW::POSITION_WORLD;
_tokenSubstitutions[HW::T_NORMAL_WORLD] = HW::NORMAL_WORLD;
_tokenSubstitutions[HW::T_TANGENT_WORLD] = HW::TANGENT_WORLD;
_tokenSubstitutions[HW::T_BITANGENT_WORLD] = HW::BITANGENT_WORLD;
_tokenSubstitutions[HW::T_POSITION_OBJECT] = HW::POSITION_OBJECT;
_tokenSubstitutions[HW::T_NORMAL_OBJECT] = HW::NORMAL_OBJECT;
_tokenSubstitutions[HW::T_TANGENT_OBJECT] = HW::TANGENT_OBJECT;
_tokenSubstitutions[HW::T_BITANGENT_OBJECT] = HW::BITANGENT_OBJECT;
_tokenSubstitutions[HW::T_TEXCOORD] = HW::TEXCOORD;
_tokenSubstitutions[HW::T_COLOR] = HW::COLOR;
_tokenSubstitutions[HW::T_WORLD_MATRIX] = HW::WORLD_MATRIX;
_tokenSubstitutions[HW::T_WORLD_INVERSE_MATRIX] = HW::WORLD_INVERSE_MATRIX;
_tokenSubstitutions[HW::T_WORLD_TRANSPOSE_MATRIX] = HW::WORLD_TRANSPOSE_MATRIX;
_tokenSubstitutions[HW::T_WORLD_INVERSE_TRANSPOSE_MATRIX] = HW::WORLD_INVERSE_TRANSPOSE_MATRIX;
_tokenSubstitutions[HW::T_VIEW_MATRIX] = HW::VIEW_MATRIX;
_tokenSubstitutions[HW::T_VIEW_INVERSE_MATRIX] = HW::VIEW_INVERSE_MATRIX;
_tokenSubstitutions[HW::T_VIEW_TRANSPOSE_MATRIX] = HW::VIEW_TRANSPOSE_MATRIX;
_tokenSubstitutions[HW::T_VIEW_INVERSE_TRANSPOSE_MATRIX] = HW::VIEW_INVERSE_TRANSPOSE_MATRIX;
_tokenSubstitutions[HW::T_PROJ_MATRIX] = HW::PROJ_MATRIX;
_tokenSubstitutions[HW::T_PROJ_INVERSE_MATRIX] = HW::PROJ_INVERSE_MATRIX;
_tokenSubstitutions[HW::T_PROJ_TRANSPOSE_MATRIX] = HW::PROJ_TRANSPOSE_MATRIX;
_tokenSubstitutions[HW::T_PROJ_INVERSE_TRANSPOSE_MATRIX] = HW::PROJ_INVERSE_TRANSPOSE_MATRIX;
_tokenSubstitutions[HW::T_WORLD_VIEW_MATRIX] = HW::WORLD_VIEW_MATRIX;
_tokenSubstitutions[HW::T_VIEW_PROJECTION_MATRIX] = HW::VIEW_PROJECTION_MATRIX;
_tokenSubstitutions[HW::T_WORLD_VIEW_PROJECTION_MATRIX] = HW::WORLD_VIEW_PROJECTION_MATRIX;
_tokenSubstitutions[HW::T_VIEW_POSITION] = HW::VIEW_POSITION;
_tokenSubstitutions[HW::T_VIEW_DIRECTION] = HW::VIEW_DIRECTION;
_tokenSubstitutions[HW::T_FRAME] = HW::FRAME;
_tokenSubstitutions[HW::T_TIME] = HW::TIME;
_tokenSubstitutions[HW::T_GEOMPROP] = HW::GEOMPROP;
_tokenSubstitutions[HW::T_ALPHA_THRESHOLD] = HW::ALPHA_THRESHOLD;
_tokenSubstitutions[HW::T_NUM_ACTIVE_LIGHT_SOURCES] = HW::NUM_ACTIVE_LIGHT_SOURCES;
_tokenSubstitutions[HW::T_ENV_MATRIX] = HW::ENV_MATRIX;
_tokenSubstitutions[HW::T_ENV_RADIANCE] = HW::ENV_RADIANCE;
_tokenSubstitutions[HW::T_ENV_RADIANCE_SAMPLER2D] = HW::ENV_RADIANCE_SAMPLER2D;
_tokenSubstitutions[HW::T_ENV_RADIANCE_MIPS] = HW::ENV_RADIANCE_MIPS;
_tokenSubstitutions[HW::T_ENV_RADIANCE_SAMPLES] = HW::ENV_RADIANCE_SAMPLES;
_tokenSubstitutions[HW::T_ENV_IRRADIANCE] = HW::ENV_IRRADIANCE;
_tokenSubstitutions[HW::T_ENV_IRRADIANCE_SAMPLER2D] = HW::ENV_IRRADIANCE_SAMPLER2D;
_tokenSubstitutions[HW::T_ENV_LIGHT_INTENSITY] = HW::ENV_LIGHT_INTENSITY;
_tokenSubstitutions[HW::T_REFRACTION_TWO_SIDED] = HW::REFRACTION_TWO_SIDED;
_tokenSubstitutions[HW::T_ALBEDO_TABLE] = HW::ALBEDO_TABLE;
_tokenSubstitutions[HW::T_ALBEDO_TABLE_SIZE] = HW::ALBEDO_TABLE_SIZE;
_tokenSubstitutions[HW::T_SHADOW_MAP] = HW::SHADOW_MAP;
_tokenSubstitutions[HW::T_SHADOW_MATRIX] = HW::SHADOW_MATRIX;
_tokenSubstitutions[HW::T_AMB_OCC_MAP] = HW::AMB_OCC_MAP;
_tokenSubstitutions[HW::T_AMB_OCC_GAIN] = HW::AMB_OCC_GAIN;
_tokenSubstitutions[HW::T_VERTEX_DATA_INSTANCE] = HW::VERTEX_DATA_INSTANCE;
_tokenSubstitutions[HW::T_LIGHT_DATA_INSTANCE] = HW::LIGHT_DATA_INSTANCE;
_tokenSubstitutions[HW::T_ENV_PREFILTER_MIP] = HW::ENV_PREFILTER_MIP;
_tokenSubstitutions[HW::T_TEX_SAMPLER_SAMPLER2D] = HW::TEX_SAMPLER_SAMPLER2D;
_tokenSubstitutions[HW::T_TEX_SAMPLER_SIGNATURE] = HW::TEX_SAMPLER_SIGNATURE;
_tokenSubstitutions[HW::T_CLOSURE_DATA_CONSTRUCTOR] = HW::CLOSURE_DATA_CONSTRUCTOR;
}
ShaderPtr HwShaderGenerator::createShader(const string& name, ElementPtr element, GenContext& context) const
{
// Create the root shader graph
ShaderGraphPtr graph = ShaderGraph::create(nullptr, name, element, context);
ShaderPtr shader = std::make_shared<Shader>(name, graph);
// Check if there are inputs with default geomprops assigned. In order to bind the
// corresponding data to these inputs we insert geomprop nodes in the graph.
bool geomNodeAdded = false;
for (ShaderGraphInputSocket* socket : graph->getInputSockets())
{
if (!socket->getGeomProp().empty())
{
ConstDocumentPtr doc = element->getDocument();
GeomPropDefPtr geomprop = doc->getGeomPropDef(socket->getGeomProp());
if (geomprop)
{
// A default geomprop was assigned to this graph input.
// For all internal connections to this input, break the connection
// and assign a geomprop node that generates this data.
// Note: If a geomprop node exists already it is reused,
// so only a single node per geometry type is created.
ShaderInputVec connections = socket->getConnections();
for (auto connection : connections)
{
connection->breakConnection();
graph->addDefaultGeomNode(connection, *geomprop, context);
geomNodeAdded = true;
}
}
}
}
// If nodes were added we need to re-sort the nodes in topological order.
if (geomNodeAdded)
{
graph->topologicalSort();
}
// Create vertex stage.
ShaderStagePtr vs = createStage(Stage::VERTEX, *shader);
vs->createInputBlock(HW::VERTEX_INPUTS, "i_vs");
// Each Stage must have three types of uniform blocks:
// Private, Public and Sampler blocks
// Public uniforms are inputs that should be published in a user interface for user interaction,
// while private uniforms are internal variables needed by the system which should not be exposed in UI.
// So when creating these uniforms for a shader node, if the variable is user-facing it should go into the public block,
// and otherwise the private block.
// All texture based objects should be added to Sampler block
vs->createUniformBlock(HW::PRIVATE_UNIFORMS, "u_prv");
vs->createUniformBlock(HW::PUBLIC_UNIFORMS, "u_pub");
// Create required variables for vertex stage
VariableBlock& vsInputs = vs->getInputBlock(HW::VERTEX_INPUTS);
vsInputs.add(Type::VECTOR3, HW::T_IN_POSITION);
VariableBlock& vsPrivateUniforms = vs->getUniformBlock(HW::PRIVATE_UNIFORMS);
vsPrivateUniforms.add(Type::MATRIX44, HW::T_WORLD_MATRIX);
vsPrivateUniforms.add(Type::MATRIX44, HW::T_VIEW_PROJECTION_MATRIX);
// Create pixel stage.
ShaderStagePtr ps = createStage(Stage::PIXEL, *shader);
VariableBlockPtr psOutputs = ps->createOutputBlock(HW::PIXEL_OUTPUTS, "o_ps");
// Create required Uniform blocks and any additional blocks if needed.
VariableBlockPtr psPrivateUniforms = ps->createUniformBlock(HW::PRIVATE_UNIFORMS, "u_prv");
VariableBlockPtr psPublicUniforms = ps->createUniformBlock(HW::PUBLIC_UNIFORMS, "u_pub");
VariableBlockPtr lightData = ps->createUniformBlock(HW::LIGHT_DATA, HW::T_LIGHT_DATA_INSTANCE);
lightData->add(Type::INTEGER, getLightDataTypevarString());
// Add a block for data from vertex to pixel shader.
addStageConnectorBlock(HW::VERTEX_DATA, HW::T_VERTEX_DATA_INSTANCE, *vs, *ps);
// Add uniforms for transparent rendering.
if (context.getOptions().hwTransparency)
{
psPrivateUniforms->add(Type::FLOAT, HW::T_ALPHA_THRESHOLD, Value::createValue(0.001f));
}
// Add uniforms for shadow map rendering.
if (context.getOptions().hwShadowMap)
{
psPrivateUniforms->add(Type::FILENAME, HW::T_SHADOW_MAP);
psPrivateUniforms->add(Type::MATRIX44, HW::T_SHADOW_MATRIX, Value::createValue(Matrix44::IDENTITY));
}
// Add inputs and uniforms for ambient occlusion.
if (context.getOptions().hwAmbientOcclusion)
{
addStageInput(HW::VERTEX_INPUTS, Type::VECTOR2, HW::T_IN_TEXCOORD + "_0", *vs);
addStageConnector(HW::VERTEX_DATA, Type::VECTOR2, HW::T_TEXCOORD + "_0", *vs, *ps);
psPrivateUniforms->add(Type::FILENAME, HW::T_AMB_OCC_MAP);
psPrivateUniforms->add(Type::FLOAT, HW::T_AMB_OCC_GAIN, Value::createValue(1.0f));
}
// Add uniforms for environment lighting.
if (requiresLighting(*graph) && context.getOptions().hwSpecularEnvironmentMethod != SPECULAR_ENVIRONMENT_NONE)
{
const Matrix44 yRotationPI = Matrix44::createScale(Vector3(-1, 1, -1));
psPrivateUniforms->add(Type::MATRIX44, HW::T_ENV_MATRIX, Value::createValue(yRotationPI));
psPrivateUniforms->add(Type::FILENAME, HW::ENV_RADIANCE); // Use direct value instead of HW::T_ENV_RADIANCE
psPrivateUniforms->add(Type::FLOAT, HW::T_ENV_LIGHT_INTENSITY, Value::createValue(1.0f));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_RADIANCE_MIPS, Value::createValue<int>(1));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_RADIANCE_SAMPLES, Value::createValue<int>(16));
psPrivateUniforms->add(Type::FILENAME, HW::ENV_IRRADIANCE); // Use direct value instead of HW::T_ENV_IRRADIANCE
psPrivateUniforms->add(Type::BOOLEAN, HW::T_REFRACTION_TWO_SIDED);
}
// Add uniforms for the directional albedo table.
if (context.getOptions().hwDirectionalAlbedoMethod == DIRECTIONAL_ALBEDO_TABLE ||
context.getOptions().hwWriteAlbedoTable)
{
psPrivateUniforms->add(Type::FILENAME, HW::T_ALBEDO_TABLE);
psPrivateUniforms->add(Type::INTEGER, HW::T_ALBEDO_TABLE_SIZE, Value::createValue<int>(64));
}
// Add uniforms for environment prefiltering.
if (context.getOptions().hwWriteEnvPrefilter)
{
psPrivateUniforms->add(Type::FILENAME, HW::ENV_RADIANCE); // Use direct value instead of HW::T_ENV_RADIANCE
psPrivateUniforms->add(Type::FLOAT, HW::T_ENV_LIGHT_INTENSITY, Value::createValue(1.0f));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_PREFILTER_MIP, Value::createValue<int>(1));
const Matrix44 yRotationPI = Matrix44::createScale(Vector3(-1, 1, -1));
psPrivateUniforms->add(Type::MATRIX44, HW::T_ENV_MATRIX, Value::createValue(yRotationPI));
psPrivateUniforms->add(Type::INTEGER, HW::T_ENV_RADIANCE_MIPS, Value::createValue<int>(1));
}
// Create uniforms for the published graph interface
for (ShaderGraphInputSocket* inputSocket : graph->getInputSockets())
{
// Only for inputs that are connected/used internally,
// and are editable by users.
if (!inputSocket->getConnections().empty() && graph->isEditable(*inputSocket))
{
psPublicUniforms->add(inputSocket->getSelf());
}
}
// Add the pixel stage output. This needs to be a color4 for rendering,
// so copy name and variable from the graph output but set type to color4.
// TODO: Improve this to support multiple outputs and other data types.
ShaderGraphOutputSocket* outputSocket = graph->getOutputSocket();
ShaderPort* output = psOutputs->add(Type::COLOR4, outputSocket->getName());
output->setVariable(outputSocket->getVariable());
output->setPath(outputSocket->getPath());
// Create shader variables for all nodes that need this.
createVariables(graph, context, *shader);
HwLightShadersPtr lightShaders = context.getUserData<HwLightShaders>(HW::USER_DATA_LIGHT_SHADERS);
// For surface shaders we need light shaders
if (lightShaders && graph->hasClassification(ShaderNode::Classification::SHADER | ShaderNode::Classification::SURFACE))
{
// Create shader variables for all bound light shaders
for (const auto& it : lightShaders->get())
{
ShaderNode* node = it.second.get();
node->getImplementation().createVariables(*node, context, *shader);
}
}
//
// For image textures we need to convert filenames into uniforms (texture samplers).
// Any unconnected filename input on file texture nodes needs to have a corresponding
// uniform.
//
// Start with top level graphs.
vector<ShaderGraph*> graphStack = { graph.get() };
if (lightShaders)
{
for (const auto& it : lightShaders->get())
{
ShaderNode* node = it.second.get();
ShaderGraph* lightGraph = node->getImplementation().getGraph();
if (lightGraph)
{
graphStack.push_back(lightGraph);
}
}
}
while (!graphStack.empty())
{
ShaderGraph* g = graphStack.back();
graphStack.pop_back();
for (ShaderNode* node : g->getNodes())
{
if (node->hasClassification(ShaderNode::Classification::FILETEXTURE))
{
for (ShaderInput* input : node->getInputs())
{
if (!input->getConnection() && input->getType() == Type::FILENAME)
{
// Create the uniform using the filename type to make this uniform into a texture sampler.
ShaderPort* filename = psPublicUniforms->add(Type::FILENAME, input->getVariable(), input->getValue());
filename->setPath(input->getPath());
// Assign the uniform name to the input value
// so we can reference it during code generation.
input->setValue(Value::createValue(input->getVariable()));
}
}
}
// Push subgraphs on the stack to process these as well.
ShaderGraph* subgraph = node->getImplementation().getGraph();
if (subgraph)
{
graphStack.push_back(subgraph);
}
}
}
if (context.getOptions().hwTransparency)
{
// Flag the shader as being transparent.
shader->setAttribute(HW::ATTR_TRANSPARENT);
}
return shader;
}
bool HwShaderGenerator::requiresLighting(const ShaderGraph& graph) const
{
const bool isBsdf = graph.hasClassification(ShaderNode::Classification::BSDF);
const bool isLitSurfaceShader = graph.hasClassification(ShaderNode::Classification::SHADER) &&
graph.hasClassification(ShaderNode::Classification::SURFACE) &&
!graph.hasClassification(ShaderNode::Classification::UNLIT);
return isBsdf || isLitSurfaceShader;
}
void HwShaderGenerator::bindLightShader(const NodeDef& nodeDef, unsigned int lightTypeId, GenContext& context)
{
if (context.getTypeDesc(nodeDef.getType()) != Type::LIGHTSHADER)
{
throw ExceptionShaderGenError("Error binding light shader. Given nodedef '" + nodeDef.getName() + "' is not of lightshader type");
}
HwLightShadersPtr lightShaders = context.getUserData<HwLightShaders>(HW::USER_DATA_LIGHT_SHADERS);
if (!lightShaders)
{
lightShaders = HwLightShaders::create();
context.pushUserData(HW::USER_DATA_LIGHT_SHADERS, lightShaders);
}
if (lightShaders->get(lightTypeId))
{
throw ExceptionShaderGenError("Error binding light shader. Light type id '" + std::to_string(lightTypeId) +
"' has already been bound");
}
ShaderNodePtr shader = ShaderNode::create(nullptr, nodeDef.getNodeString(), nodeDef, context);
// Check if this is a graph implementation.
// If so prepend the light struct instance name on all input socket variables,
// since in generated code these inputs will be members of the light struct.
ShaderGraph* graph = shader->getImplementation().getGraph();
if (graph)
{
for (ShaderGraphInputSocket* inputSockets : graph->getInputSockets())
{
inputSockets->setVariable("light." + inputSockets->getName());
}
}
lightShaders->bind(lightTypeId, shader);
}
void HwShaderGenerator::unbindLightShader(unsigned int lightTypeId, GenContext& context)
{
HwLightShadersPtr lightShaders = context.getUserData<HwLightShaders>(HW::USER_DATA_LIGHT_SHADERS);
if (lightShaders)
{
lightShaders->unbind(lightTypeId);
}
}
void HwShaderGenerator::unbindLightShaders(GenContext& context)
{
HwLightShadersPtr lightShaders = context.getUserData<HwLightShaders>(HW::USER_DATA_LIGHT_SHADERS);
if (lightShaders)
{
lightShaders->clear();
}
}
bool HwShaderGenerator::nodeNeedsClosureData(const ShaderNode& node) const
{
return (node.hasClassification(ShaderNode::Classification::BSDF) || node.hasClassification(ShaderNode::Classification::EDF) || node.hasClassification(ShaderNode::Classification::VDF));
}
void HwShaderGenerator::addStageLightingUniforms(GenContext& context, ShaderStage& stage) const
{
// Create uniform for number of active light sources
if (context.getOptions().hwMaxActiveLightSources > 0)
{
ShaderPort* numActiveLights = addStageUniform(HW::PRIVATE_UNIFORMS, Type::INTEGER, HW::T_NUM_ACTIVE_LIGHT_SOURCES, stage);
numActiveLights->setValue(Value::createValue<int>(0));
}
}
ShaderNodeImplPtr HwShaderGenerator::createShaderNodeImplForNodeGraph(const NodeDef& nodedef) const
{
vector<OutputPtr> outputs = nodedef.getActiveOutputs();
if (outputs.empty())
{
throw ExceptionShaderGenError("NodeDef '" + nodedef.getName() + "' has no outputs defined");
}
const TypeDesc outputType = _typeSystem->getType(outputs[0]->getType());
// Use a compound implementation.
if (outputType == Type::LIGHTSHADER)
{
return HwLightCompoundNode::create();
}
return CompoundNode::create();
}
void HwShaderGenerator::emitClosureDataArg(const ShaderNode& node, GenContext& /*context*/, ShaderStage& stage) const
{
if (nodeNeedsClosureData(node))
{
emitString(HW::CLOSURE_DATA_ARG + ", ", stage);
}
}
void HwShaderGenerator::emitClosureDataParameter(const ShaderNode& node, GenContext& /*context*/, ShaderStage& stage) const
{
if (nodeNeedsClosureData(node))
{
emitString(HW::CLOSURE_DATA_TYPE + " " + HW::CLOSURE_DATA_ARG + ", ", stage);
}
}
MATERIALX_NAMESPACE_END