tornavis/source/blender/compositor/realtime_compositor/COM_shader_node.hh

90 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "DNA_node_types.h"
#include "GPU_material.h"
#include "NOD_derived_node_tree.hh"
namespace blender::realtime_compositor {
using namespace nodes::derived_node_tree_types;
/* ------------------------------------------------------------------------------------------------
* Shader Node
*
* A shader node encapsulates a compositor node tree that is capable of being used together with
* other shader nodes to construct a Shader Operation using the GPU material compiler. A GPU node
* stack for each of the node inputs and outputs is stored and populated during construction in
* order to represent the node as a GPU node inside the GPU material graph, see GPU_material.h for
* more information. Derived classes should implement the compile method to add the node and link
* it to the GPU material given to the method. The compiler is expected to initialize the input
* links of the node before invoking the compile method. See the discussion in
* COM_shader_operation.hh for more information. */
class ShaderNode {
private:
/* The node that this operation represents. */
DNode node_;
/* The GPU node stacks of the inputs of the node. Those are populated during construction in the
* populate_inputs method. The links of the inputs are initialized by the GPU material compiler
* prior to calling the compile method. There is an extra stack at the end to mark the end of the
* array, as this is what the GPU module functions expect. */
Vector<GPUNodeStack> inputs_;
/* The GPU node stacks of the outputs of the node. Those are populated during construction in the
* populate_outputs method. There is an extra stack at the end to mark the end of the array, as
* this is what the GPU module functions expect. */
Vector<GPUNodeStack> outputs_;
public:
/* Construct the node by populating both its inputs and outputs. */
ShaderNode(DNode node);
virtual ~ShaderNode() = default;
/* Compile the node by adding the appropriate GPU material graph nodes and linking the
* appropriate resources. */
virtual void compile(GPUMaterial *material) = 0;
/* Returns a contiguous array containing the GPU node stacks of each input. */
GPUNodeStack *get_inputs_array();
/* Returns a contiguous array containing the GPU node stacks of each output. */
GPUNodeStack *get_outputs_array();
/* Returns the GPU node stack of the input with the given identifier. */
GPUNodeStack &get_input(StringRef identifier);
/* Returns the GPU node stack of the output with the given identifier. */
GPUNodeStack &get_output(StringRef identifier);
/* Returns the GPU node link of the input with the given identifier, if the input is not linked,
* a uniform link carrying the value of the input will be created a returned. It is expected that
* the caller will use the returned link in a GPU material, otherwise, the link may not be
* properly freed. */
GPUNodeLink *get_input_link(StringRef identifier);
protected:
/* Returns a reference to the derived node that this operation represents. */
const DNode &node() const;
/* Returns a reference to the node this operations represents. */
const bNode &bnode() const;
private:
/* Populate the inputs of the node. The input link is set to nullptr and is expected to be
* initialized by the GPU material compiler before calling the compile method. */
void populate_inputs();
/* Populate the outputs of the node. The output link is set to nullptr and is expected to be
* initialized by the compile method. */
void populate_outputs();
};
} // namespace blender::realtime_compositor