630 lines
18 KiB
C++
630 lines
18 KiB
C++
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "background.h"
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#include "graph.h"
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#include "light.h"
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#include "nodes.h"
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#include "scene.h"
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#include "shader.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "util_debug.h"
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CCL_NAMESPACE_BEGIN
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typedef map<void*, ShaderNode*> PtrNodeMap;
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typedef pair<ShaderNode*, std::string> SocketPair;
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typedef map<void*, SocketPair> PtrSockMap;
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/* Find */
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void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders)
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{
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Shader *shader = shader_map.find(id);
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for(size_t i = 0; i < scene->shaders.size(); i++) {
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if(scene->shaders[i] == shader) {
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used_shaders.push_back(i);
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break;
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}
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}
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}
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/* Graph */
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static BL::NodeSocket get_node_input(BL::Node *b_group_node, BL::Node b_node, const string& name)
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{
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BL::Node::inputs_iterator b_in;
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for(b_in = b_node.inputs.begin(); b_in != b_node.inputs.end(); ++b_in) {
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if(b_in->name() == name) {
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if(b_group_node) {
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BL::NodeTree b_ntree = BL::NodeGroup(*b_group_node).node_tree();
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BL::NodeTree::links_iterator b_link;
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for(b_link = b_ntree.links.begin(); b_link != b_ntree.links.end(); ++b_link) {
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if(b_link->to_socket().ptr.data == b_in->ptr.data) {
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BL::Node::inputs_iterator b_gin;
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for(b_gin = b_group_node->inputs.begin(); b_gin != b_group_node->inputs.end(); ++b_gin)
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if(b_gin->group_socket().ptr.data == b_link->from_socket().ptr.data)
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return *b_gin;
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}
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}
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}
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return *b_in;
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}
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}
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assert(0);
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return *b_in;
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}
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static BL::NodeSocket get_node_output(BL::Node b_node, const string& name)
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{
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BL::Node::outputs_iterator b_out;
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for(b_out = b_node.outputs.begin(); b_out != b_node.outputs.end(); ++b_out)
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if(b_out->name() == name)
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return *b_out;
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assert(0);
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return *b_out;
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}
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static float3 get_node_output_rgba(BL::Node b_node, const string& name)
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{
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BL::RGBANodeSocket sock(get_node_output(b_node, name));
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return get_float3(sock.default_value());
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}
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static float get_node_output_value(BL::Node b_node, const string& name)
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{
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BL::ValueNodeSocket sock(get_node_output(b_node, name));
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return sock.default_value()[0];
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}
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static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *b_group_node, BL::ShaderNode b_node)
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{
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ShaderNode *node = NULL;
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switch(b_node.type()) {
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/* not supported */
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case BL::ShaderNode::type_CAMERA: break;
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case BL::ShaderNode::type_COMBRGB: break;
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case BL::ShaderNode::type_CURVE_RGB: break;
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case BL::ShaderNode::type_CURVE_VEC: break;
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case BL::ShaderNode::type_GEOM: break;
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case BL::ShaderNode::type_HUE_SAT: break;
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case BL::ShaderNode::type_INVERT: break;
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case BL::ShaderNode::type_MATERIAL: break;
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case BL::ShaderNode::type_MATERIAL_EXT: break;
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case BL::ShaderNode::type_NORMAL: break;
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case BL::ShaderNode::type_OUTPUT: break;
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case BL::ShaderNode::type_SCRIPT: break;
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case BL::ShaderNode::type_SEPRGB: break;
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case BL::ShaderNode::type_SQUEEZE: break;
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case BL::ShaderNode::type_TEXTURE: break;
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case BL::ShaderNode::type_VALTORGB: break;
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/* handled outside this function */
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case BL::ShaderNode::type_GROUP: break;
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/* existing blender nodes */
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case BL::ShaderNode::type_RGB: {
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ColorNode *color = new ColorNode();
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color->value = get_node_output_rgba(b_node, "Color");
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node = color;
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break;
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}
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case BL::ShaderNode::type_VALUE: {
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ValueNode *value = new ValueNode();
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value->value = get_node_output_value(b_node, "Value");
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node = value;
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break;
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}
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case BL::ShaderNode::type_MIX_RGB: {
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BL::ShaderNodeMixRGB b_mix_node(b_node);
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MixNode *mix = new MixNode();
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mix->type = MixNode::type_enum[b_mix_node.blend_type()];
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node = mix;
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break;
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}
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case BL::ShaderNode::type_RGBTOBW: {
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node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
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break;
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}
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case BL::ShaderNode::type_MATH: {
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BL::ShaderNodeMath b_math_node(b_node);
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MathNode *math = new MathNode();
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math->type = MathNode::type_enum[b_math_node.operation()];
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node = math;
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break;
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}
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case BL::ShaderNode::type_VECT_MATH: {
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BL::ShaderNodeVectorMath b_vector_math_node(b_node);
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VectorMathNode *vmath = new VectorMathNode();
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vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
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node = vmath;
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break;
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}
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case BL::ShaderNode::type_MAPPING: {
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BL::ShaderNodeMapping b_mapping_node(b_node);
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MappingNode *mapping = new MappingNode();
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mapping->translation = get_float3(b_mapping_node.location());
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mapping->rotation = get_float3(b_mapping_node.rotation());
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mapping->scale = get_float3(b_mapping_node.scale());
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node = mapping;
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break;
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}
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/* new nodes */
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case BL::ShaderNode::type_OUTPUT_MATERIAL:
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case BL::ShaderNode::type_OUTPUT_WORLD:
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case BL::ShaderNode::type_OUTPUT_LAMP: {
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node = graph->output();
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break;
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}
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case BL::ShaderNode::type_FRESNEL: {
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node = new FresnelNode();
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break;
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}
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case BL::ShaderNode::type_ADD_CLOSURE: {
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node = new AddClosureNode();
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break;
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}
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case BL::ShaderNode::type_MIX_CLOSURE: {
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node = new MixClosureNode();
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break;
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}
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case BL::ShaderNode::type_ATTRIBUTE: {
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AttributeNode *attr = new AttributeNode();
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attr->attribute = "";
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node = attr;
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break;
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}
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case BL::ShaderNode::type_BACKGROUND: {
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node = new BackgroundNode();
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break;
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}
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case BL::ShaderNode::type_BSDF_ANISOTROPIC: {
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node = new WardBsdfNode();
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break;
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}
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case BL::ShaderNode::type_BSDF_DIFFUSE: {
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node = new DiffuseBsdfNode();
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break;
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}
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case BL::ShaderNode::type_BSDF_GLOSSY: {
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BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
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GlossyBsdfNode *glossy = new GlossyBsdfNode();
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switch(b_glossy_node.distribution()) {
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case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
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glossy->distribution = ustring("Sharp");
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break;
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case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
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glossy->distribution = ustring("Beckmann");
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break;
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case BL::ShaderNodeBsdfGlossy::distribution_GGX:
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glossy->distribution = ustring("GGX");
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break;
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}
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node = glossy;
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break;
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}
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case BL::ShaderNode::type_BSDF_GLASS: {
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BL::ShaderNodeBsdfGlass b_glass_node(b_node);
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GlassBsdfNode *glass = new GlassBsdfNode();
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switch(b_glass_node.distribution()) {
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case BL::ShaderNodeBsdfGlass::distribution_SHARP:
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glass->distribution = ustring("Sharp");
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break;
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case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
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glass->distribution = ustring("Beckmann");
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break;
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case BL::ShaderNodeBsdfGlass::distribution_GGX:
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glass->distribution = ustring("GGX");
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break;
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}
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node = glass;
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break;
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}
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case BL::ShaderNode::type_BSDF_TRANSLUCENT: {
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node = new TranslucentBsdfNode();
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break;
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}
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case BL::ShaderNode::type_BSDF_TRANSPARENT: {
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node = new TransparentBsdfNode();
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break;
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}
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case BL::ShaderNode::type_BSDF_VELVET: {
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node = new VelvetBsdfNode();
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break;
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}
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case BL::ShaderNode::type_EMISSION: {
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node = new EmissionNode();
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break;
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}
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case BL::ShaderNode::type_GEOMETRY: {
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node = new GeometryNode();
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break;
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}
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case BL::ShaderNode::type_LIGHT_PATH: {
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node = new LightPathNode();
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break;
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}
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case BL::ShaderNode::type_TEX_IMAGE: {
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BL::ShaderNodeTexImage b_image_node(b_node);
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BL::Image b_image(b_image_node.image());
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ImageTextureNode *image = new ImageTextureNode();
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/* todo: handle generated/builtin images */
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if(b_image)
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image->filename = blender_absolute_path(b_data, b_image, b_image.filepath());
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node = image;
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break;
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}
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case BL::ShaderNode::type_TEX_ENVIRONMENT: {
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BL::ShaderNodeTexEnvironment b_environment_node(b_node);
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BL::Image b_image(b_environment_node.image());
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EnvironmentTextureNode *env = new EnvironmentTextureNode();
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if(b_image)
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env->filename = blender_absolute_path(b_data, b_image, b_image.filepath());
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node = env;
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break;
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}
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case BL::ShaderNode::type_TEX_NOISE: {
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node = new NoiseTextureNode();
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break;
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}
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case BL::ShaderNode::type_TEX_BLEND: {
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BL::ShaderNodeTexBlend b_blend_node(b_node);
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BlendTextureNode *blend = new BlendTextureNode();
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blend->progression = BlendTextureNode::progression_enum[(int)b_blend_node.progression()];
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blend->axis = BlendTextureNode::axis_enum[(int)b_blend_node.axis()];
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node = blend;
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break;
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}
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case BL::ShaderNode::type_TEX_VORONOI: {
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BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
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VoronoiTextureNode *voronoi = new VoronoiTextureNode();
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voronoi->distance_metric = VoronoiTextureNode::distance_metric_enum[(int)b_voronoi_node.distance_metric()];
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voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
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node = voronoi;
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break;
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}
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case BL::ShaderNode::type_TEX_MAGIC: {
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BL::ShaderNodeTexMagic b_magic_node(b_node);
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MagicTextureNode *magic = new MagicTextureNode();
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magic->depth = b_magic_node.turbulence_depth();
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node = magic;
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break;
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}
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case BL::ShaderNode::type_TEX_MARBLE: {
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BL::ShaderNodeTexMarble b_marble_node(b_node);
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MarbleTextureNode *marble = new MarbleTextureNode();
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marble->depth = b_marble_node.turbulence_depth();
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marble->basis = MarbleTextureNode::basis_enum[(int)b_marble_node.noise_basis()];
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marble->type = MarbleTextureNode::type_enum[(int)b_marble_node.marble_type()];
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marble->wave = MarbleTextureNode::wave_enum[(int)b_marble_node.wave_type()];
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marble->hard = b_marble_node.noise_type() == BL::ShaderNodeTexMarble::noise_type_HARD;
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node = marble;
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break;
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}
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case BL::ShaderNode::type_TEX_CLOUDS: {
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BL::ShaderNodeTexClouds b_clouds_node(b_node);
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CloudsTextureNode *clouds = new CloudsTextureNode();
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clouds->depth = b_clouds_node.turbulence_depth();
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clouds->basis = CloudsTextureNode::basis_enum[(int)b_clouds_node.noise_basis()];
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clouds->hard = b_clouds_node.noise_type() == BL::ShaderNodeTexClouds::noise_type_HARD;
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node = clouds;
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break;
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}
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case BL::ShaderNode::type_TEX_WOOD: {
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BL::ShaderNodeTexWood b_wood_node(b_node);
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WoodTextureNode *wood = new WoodTextureNode();
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wood->type = WoodTextureNode::type_enum[(int)b_wood_node.wood_type()];
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wood->basis = WoodTextureNode::basis_enum[(int)b_wood_node.noise_basis()];
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wood->hard = b_wood_node.noise_type() == BL::ShaderNodeTexWood::noise_type_HARD;
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wood->wave = WoodTextureNode::wave_enum[(int)b_wood_node.wave_type()];
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node = wood;
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break;
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}
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case BL::ShaderNode::type_TEX_MUSGRAVE: {
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BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
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MusgraveTextureNode *musgrave = new MusgraveTextureNode();
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musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
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musgrave->basis = MusgraveTextureNode::basis_enum[(int)b_musgrave_node.noise_basis()];
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node = musgrave;
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break;
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}
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case BL::ShaderNode::type_TEX_STUCCI: {
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BL::ShaderNodeTexStucci b_stucci_node(b_node);
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StucciTextureNode *stucci = new StucciTextureNode();
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stucci->type = StucciTextureNode::type_enum[(int)b_stucci_node.stucci_type()];
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stucci->basis = StucciTextureNode::basis_enum[(int)b_stucci_node.noise_basis()];
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stucci->hard = b_stucci_node.noise_type() == BL::ShaderNodeTexStucci::noise_type_HARD;
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node = stucci;
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break;
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}
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case BL::ShaderNode::type_TEX_DISTORTED_NOISE: {
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BL::ShaderNodeTexDistortedNoise b_distnoise_node(b_node);
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DistortedNoiseTextureNode *distnoise = new DistortedNoiseTextureNode();
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distnoise->basis = DistortedNoiseTextureNode::basis_enum[(int)b_distnoise_node.noise_basis()];
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distnoise->distortion_basis = DistortedNoiseTextureNode::basis_enum[(int)b_distnoise_node.noise_distortion()];
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node = distnoise;
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break;
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}
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case BL::ShaderNode::type_TEX_COORD: {
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node = new TextureCoordinateNode();;
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break;
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}
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case BL::ShaderNode::type_TEX_SKY: {
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BL::ShaderNodeTexSky b_sky_node(b_node);
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SkyTextureNode *sky = new SkyTextureNode();
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sky->sun_direction = get_float3(b_sky_node.sun_direction());
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sky->turbidity = b_sky_node.turbidity();
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node = sky;
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break;
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}
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}
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if(node != graph->output())
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graph->add(node);
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return node;
|
||
|
}
|
||
|
|
||
|
static void add_nodes(BL::BlendData b_data, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, BL::Node *b_group_node, PtrSockMap& sockets_map)
|
||
|
{
|
||
|
/* add nodes */
|
||
|
BL::ShaderNodeTree::nodes_iterator b_node;
|
||
|
PtrNodeMap node_map;
|
||
|
map<void*, PtrSockMap> node_groups;
|
||
|
|
||
|
for(b_node = b_ntree.nodes.begin(); b_node != b_ntree.nodes.end(); ++b_node) {
|
||
|
if(b_node->is_a(&RNA_NodeGroup)) {
|
||
|
BL::NodeGroup b_gnode(*b_node);
|
||
|
BL::ShaderNodeTree b_group_ntree(b_gnode.node_tree());
|
||
|
|
||
|
node_groups[b_node->ptr.data] = PtrSockMap();
|
||
|
add_nodes(b_data, graph, b_group_ntree, &b_gnode, node_groups[b_node->ptr.data]);
|
||
|
}
|
||
|
else {
|
||
|
ShaderNode *node = add_node(b_data, graph, b_group_node, BL::ShaderNode(*b_node));
|
||
|
|
||
|
if(node) {
|
||
|
BL::Node::inputs_iterator b_input;
|
||
|
BL::Node::outputs_iterator b_output;
|
||
|
|
||
|
node_map[b_node->ptr.data] = node;
|
||
|
|
||
|
for(b_input = b_node->inputs.begin(); b_input != b_node->inputs.end(); ++b_input) {
|
||
|
ShaderInput *input = node->input(b_input->name().c_str());
|
||
|
BL::NodeSocket sock(get_node_input(b_group_node, *b_node, b_input->name()));
|
||
|
|
||
|
assert(input);
|
||
|
|
||
|
/* copy values for non linked inputs */
|
||
|
switch(input->type) {
|
||
|
case SHADER_SOCKET_FLOAT: {
|
||
|
BL::ValueNodeSocket value_sock(sock);
|
||
|
input->set(value_sock.default_value()[0]);
|
||
|
break;
|
||
|
}
|
||
|
case SHADER_SOCKET_COLOR: {
|
||
|
BL::RGBANodeSocket rgba_sock(sock);
|
||
|
input->set(get_float3(rgba_sock.default_value()));
|
||
|
break;
|
||
|
}
|
||
|
case SHADER_SOCKET_NORMAL:
|
||
|
case SHADER_SOCKET_POINT:
|
||
|
case SHADER_SOCKET_VECTOR: {
|
||
|
BL::VectorNodeSocket vec_sock(sock);
|
||
|
input->set(get_float3(vec_sock.default_value()));
|
||
|
break;
|
||
|
}
|
||
|
case SHADER_SOCKET_CLOSURE:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* connect nodes */
|
||
|
BL::NodeTree::links_iterator b_link;
|
||
|
|
||
|
for(b_link = b_ntree.links.begin(); b_link != b_ntree.links.end(); ++b_link) {
|
||
|
/* get blender link data */
|
||
|
BL::Node b_from_node = b_link->from_node();
|
||
|
BL::Node b_to_node = b_link->to_node();
|
||
|
|
||
|
BL::NodeSocket b_from_sock = b_link->from_socket();
|
||
|
BL::NodeSocket b_to_sock = b_link->to_socket();
|
||
|
|
||
|
/* if link with group socket, add to map so we can connect it later */
|
||
|
if(b_group_node) {
|
||
|
if(!b_from_node) {
|
||
|
sockets_map[b_from_sock.ptr.data] =
|
||
|
SocketPair(node_map[b_to_node.ptr.data], b_to_sock.name());
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
else if(!b_to_node) {
|
||
|
sockets_map[b_to_sock.ptr.data] =
|
||
|
SocketPair(node_map[b_from_node.ptr.data], b_from_sock.name());
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ShaderNode *from_node, *to_node;
|
||
|
string from_name, to_name;
|
||
|
|
||
|
/* from sock */
|
||
|
if(b_from_node.is_a(&RNA_NodeGroup)) {
|
||
|
/* group node */
|
||
|
BL::NodeSocket group_sock = b_from_sock.group_socket();
|
||
|
SocketPair& pair = node_groups[b_from_node.ptr.data][group_sock.ptr.data];
|
||
|
|
||
|
from_node = pair.first;
|
||
|
from_name = pair.second;
|
||
|
}
|
||
|
else {
|
||
|
/* regular node */
|
||
|
from_node = node_map[b_from_node.ptr.data];
|
||
|
from_name = b_from_sock.name();
|
||
|
}
|
||
|
|
||
|
/* to sock */
|
||
|
if(b_to_node.is_a(&RNA_NodeGroup)) {
|
||
|
/* group node */
|
||
|
BL::NodeSocket group_sock = b_to_sock.group_socket();
|
||
|
SocketPair& pair = node_groups[b_to_node.ptr.data][group_sock.ptr.data];
|
||
|
|
||
|
to_node = pair.first;
|
||
|
to_name = pair.second;
|
||
|
}
|
||
|
else {
|
||
|
/* regular node */
|
||
|
to_node = node_map[b_to_node.ptr.data];
|
||
|
to_name = b_to_sock.name();
|
||
|
}
|
||
|
|
||
|
graph->connect(from_node->output(from_name.c_str()), to_node->input(to_name.c_str()));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Sync Materials */
|
||
|
|
||
|
void BlenderSync::sync_materials()
|
||
|
{
|
||
|
shader_map.set_default(scene->shaders[scene->default_surface]);
|
||
|
|
||
|
/* material loop */
|
||
|
BL::BlendData::materials_iterator b_mat;
|
||
|
|
||
|
for(b_mat = b_data.materials.begin(); b_mat != b_data.materials.end(); ++b_mat) {
|
||
|
Shader *shader;
|
||
|
|
||
|
/* test if we need to sync */
|
||
|
if(shader_map.sync(&shader, *b_mat)) {
|
||
|
ShaderGraph *graph = new ShaderGraph();
|
||
|
|
||
|
/* create nodes */
|
||
|
if(b_mat && b_mat->node_tree()) {
|
||
|
shader->name = b_mat->name();
|
||
|
|
||
|
PtrSockMap sock_to_node;
|
||
|
BL::ShaderNodeTree b_ntree(b_mat->node_tree());
|
||
|
|
||
|
add_nodes(b_data, graph, b_ntree, NULL, sock_to_node);
|
||
|
}
|
||
|
|
||
|
shader->set_graph(graph);
|
||
|
shader->tag_update(scene);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Sync World */
|
||
|
|
||
|
void BlenderSync::sync_world()
|
||
|
{
|
||
|
Background *background = scene->background;
|
||
|
Background prevbackground = *background;
|
||
|
|
||
|
BL::World b_world = b_scene.world();
|
||
|
|
||
|
if(world_recalc || b_world.ptr.data != world_map) {
|
||
|
Shader *shader = scene->shaders[scene->default_background];
|
||
|
ShaderGraph *graph = new ShaderGraph();
|
||
|
|
||
|
/* create nodes */
|
||
|
if(b_world && b_world.node_tree()) {
|
||
|
PtrSockMap sock_to_node;
|
||
|
BL::ShaderNodeTree b_ntree(b_world.node_tree());
|
||
|
|
||
|
add_nodes(b_data, graph, b_ntree, NULL, sock_to_node);
|
||
|
}
|
||
|
|
||
|
shader->set_graph(graph);
|
||
|
shader->tag_update(scene);
|
||
|
}
|
||
|
|
||
|
if(background->modified(prevbackground))
|
||
|
background->tag_update(scene);
|
||
|
|
||
|
world_map = b_world.ptr.data;
|
||
|
world_recalc = false;
|
||
|
}
|
||
|
|
||
|
/* Sync Lamps */
|
||
|
|
||
|
void BlenderSync::sync_lamps()
|
||
|
{
|
||
|
shader_map.set_default(scene->shaders[scene->default_light]);
|
||
|
|
||
|
/* lamp loop */
|
||
|
BL::BlendData::lamps_iterator b_lamp;
|
||
|
|
||
|
for(b_lamp = b_data.lamps.begin(); b_lamp != b_data.lamps.end(); ++b_lamp) {
|
||
|
Shader *shader;
|
||
|
|
||
|
/* test if we need to sync */
|
||
|
if(shader_map.sync(&shader, *b_lamp)) {
|
||
|
ShaderGraph *graph = new ShaderGraph();
|
||
|
|
||
|
/* create nodes */
|
||
|
if(b_lamp && b_lamp->node_tree()) {
|
||
|
shader->name = b_lamp->name();
|
||
|
|
||
|
PtrSockMap sock_to_node;
|
||
|
BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
|
||
|
|
||
|
add_nodes(b_data, graph, b_ntree, NULL, sock_to_node);
|
||
|
}
|
||
|
|
||
|
shader->set_graph(graph);
|
||
|
shader->tag_update(scene);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void BlenderSync::sync_shaders()
|
||
|
{
|
||
|
shader_map.pre_sync();
|
||
|
|
||
|
sync_world();
|
||
|
sync_lamps();
|
||
|
sync_materials();
|
||
|
|
||
|
/* false = don't delete unused shaders, not supported */
|
||
|
shader_map.post_sync(false);
|
||
|
}
|
||
|
|
||
|
CCL_NAMESPACE_END
|
||
|
|