2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 02:50:24 +01:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "render/background.h"
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#include "render/graph.h"
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#include "render/light.h"
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#include "render/nodes.h"
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#include "render/osl.h"
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#include "render/scene.h"
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#include "render/shader.h"
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2011-04-27 11:58:34 +00:00
|
|
|
|
Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "blender/blender_texture.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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2011-04-27 11:58:34 +00:00
|
|
|
|
Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "util/util_debug.h"
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2017-04-04 13:36:58 +02:00
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#include "util/util_foreach.h"
|
Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "util/util_string.h"
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2017-04-04 13:36:58 +02:00
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#include "util/util_set.h"
|
Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 20:39:14 +02:00
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#include "util/util_task.h"
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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2019-04-17 06:17:24 +02:00
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typedef map<void *, ShaderInput *> PtrInputMap;
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typedef map<void *, ShaderOutput *> PtrOutputMap;
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typedef map<string, ConvertNode *> ProxyMap;
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2011-04-27 11:58:34 +00:00
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/* Find */
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2019-04-17 06:17:24 +02:00
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void BlenderSync::find_shader(BL::ID &id, vector<Shader *> &used_shaders, Shader *default_shader)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 06:17:24 +02:00
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Shader *shader = (id) ? shader_map.find(id) : default_shader;
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2011-04-27 11:58:34 +00:00
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2019-04-17 06:17:24 +02:00
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used_shaders.push_back(shader);
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shader->tag_used(scene);
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2011-04-27 11:58:34 +00:00
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}
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2016-02-10 15:09:45 +01:00
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/* RNA translation utilities */
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2019-04-17 06:17:24 +02:00
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static VolumeSampling get_volume_sampling(PointerRNA &ptr)
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2016-02-10 15:09:45 +01:00
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{
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2019-04-17 06:17:24 +02:00
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return (VolumeSampling)get_enum(
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ptr, "volume_sampling", VOLUME_NUM_SAMPLING, VOLUME_SAMPLING_DISTANCE);
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2016-02-10 15:09:45 +01:00
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}
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2019-04-17 06:17:24 +02:00
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static VolumeInterpolation get_volume_interpolation(PointerRNA &ptr)
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2016-02-10 15:09:45 +01:00
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{
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2019-04-17 06:17:24 +02:00
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return (VolumeInterpolation)get_enum(
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ptr, "volume_interpolation", VOLUME_NUM_INTERPOLATION, VOLUME_INTERPOLATION_LINEAR);
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2016-02-10 15:09:45 +01:00
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}
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2019-04-17 06:17:24 +02:00
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static DisplacementMethod get_displacement_method(PointerRNA &ptr)
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2016-08-02 05:13:58 -04:00
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{
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2019-04-17 06:17:24 +02:00
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return (DisplacementMethod)get_enum(
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ptr, "displacement_method", DISPLACE_NUM_METHODS, DISPLACE_BUMP);
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2016-08-02 05:13:58 -04:00
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}
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2016-02-10 15:09:45 +01:00
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static int validate_enum_value(int value, int num_values, int default_value)
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{
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2019-04-17 06:17:24 +02:00
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if (value >= num_values) {
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return default_value;
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}
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return value;
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2016-02-10 15:09:45 +01:00
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}
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2019-04-17 06:17:24 +02:00
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template<typename NodeType> static InterpolationType get_image_interpolation(NodeType &b_node)
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2016-02-10 15:09:45 +01:00
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{
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2019-04-17 06:17:24 +02:00
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int value = b_node.interpolation();
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return (InterpolationType)validate_enum_value(
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value, INTERPOLATION_NUM_TYPES, INTERPOLATION_LINEAR);
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2016-02-10 15:09:45 +01:00
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}
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2019-04-17 06:17:24 +02:00
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template<typename NodeType> static ExtensionType get_image_extension(NodeType &b_node)
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2016-02-10 15:09:45 +01:00
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{
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2019-04-17 06:17:24 +02:00
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int value = b_node.extension();
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return (ExtensionType)validate_enum_value(value, EXTENSION_NUM_TYPES, EXTENSION_REPEAT);
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2016-02-10 15:09:45 +01:00
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}
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2011-04-27 11:58:34 +00:00
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/* Graph */
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2019-04-17 06:17:24 +02:00
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static BL::NodeSocket get_node_output(BL::Node &b_node, const string &name)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 06:17:24 +02:00
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BL::Node::outputs_iterator b_out;
|
2014-09-19 12:57:09 +02:00
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2019-04-17 06:17:24 +02:00
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for (b_node.outputs.begin(b_out); 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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2014-09-19 12:57:09 +02:00
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2019-04-17 06:17:24 +02:00
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assert(0);
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2014-09-19 12:57:09 +02:00
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2019-04-17 06:17:24 +02:00
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return *b_out;
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2011-04-27 11:58:34 +00:00
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}
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2019-04-17 06:17:24 +02:00
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static float3 get_node_output_rgba(BL::Node &b_node, const string &name)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 06:17:24 +02:00
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BL::NodeSocket b_sock = get_node_output(b_node, name);
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float value[4];
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RNA_float_get_array(&b_sock.ptr, "default_value", value);
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return make_float3(value[0], value[1], value[2]);
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2011-04-27 11:58:34 +00:00
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}
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2019-04-17 06:17:24 +02:00
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static float get_node_output_value(BL::Node &b_node, const string &name)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 06:17:24 +02:00
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BL::NodeSocket b_sock = get_node_output(b_node, name);
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return RNA_float_get(&b_sock.ptr, "default_value");
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2011-04-27 11:58:34 +00:00
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}
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2019-04-17 06:17:24 +02:00
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static float3 get_node_output_vector(BL::Node &b_node, const string &name)
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2012-06-12 07:27:50 +00:00
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{
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2019-04-17 06:17:24 +02:00
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BL::NodeSocket b_sock = get_node_output(b_node, name);
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float value[3];
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RNA_float_get_array(&b_sock.ptr, "default_value", value);
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return make_float3(value[0], value[1], value[2]);
|
2013-03-18 16:34:57 +00:00
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}
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2019-04-17 06:17:24 +02:00
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static SocketType::Type convert_socket_type(BL::NodeSocket &b_socket)
|
2013-03-18 16:34:57 +00:00
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{
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2019-04-17 06:17:24 +02:00
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switch (b_socket.type()) {
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case BL::NodeSocket::type_VALUE:
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return SocketType::FLOAT;
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case BL::NodeSocket::type_INT:
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return SocketType::INT;
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case BL::NodeSocket::type_VECTOR:
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return SocketType::VECTOR;
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case BL::NodeSocket::type_RGBA:
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return SocketType::COLOR;
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case BL::NodeSocket::type_STRING:
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return SocketType::STRING;
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case BL::NodeSocket::type_SHADER:
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return SocketType::CLOSURE;
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default:
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return SocketType::UNDEFINED;
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}
|
2012-06-12 07:27:50 +00:00
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}
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2016-01-30 14:18:29 +01:00
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static void set_default_value(ShaderInput *input,
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2019-04-17 06:17:24 +02:00
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BL::NodeSocket &b_sock,
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BL::BlendData &b_data,
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BL::ID &b_id)
|
2012-06-12 07:27:50 +00:00
|
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{
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2019-04-17 06:17:24 +02:00
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Node *node = input->parent;
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const SocketType &socket = input->socket_type;
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/* copy values for non linked inputs */
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switch (input->type()) {
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case SocketType::FLOAT: {
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node->set(socket, get_float(b_sock.ptr, "default_value"));
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break;
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}
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case SocketType::INT: {
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node->set(socket, get_int(b_sock.ptr, "default_value"));
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break;
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}
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case SocketType::COLOR: {
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node->set(socket, float4_to_float3(get_float4(b_sock.ptr, "default_value")));
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break;
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}
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case SocketType::NORMAL:
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case SocketType::POINT:
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case SocketType::VECTOR: {
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node->set(socket, get_float3(b_sock.ptr, "default_value"));
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break;
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}
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case SocketType::STRING: {
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node->set(
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socket,
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(ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
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break;
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}
|
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default:
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|
break;
|
|
|
|
}
|
2012-06-12 07:27:50 +00:00
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|
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}
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|
2019-04-17 06:17:24 +02:00
|
|
|
static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping &b_mapping)
|
2011-11-04 20:58:00 +00:00
|
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|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (!b_mapping)
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|
|
return;
|
2011-11-21 16:28:19 +00:00
|
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|
2019-04-17 06:17:24 +02:00
|
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mapping->translation = get_float3(b_mapping.translation());
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mapping->rotation = get_float3(b_mapping.rotation());
|
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mapping->scale = get_float3(b_mapping.scale());
|
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|
|
mapping->type = (TextureMapping::Type)b_mapping.vector_type();
|
2011-11-04 20:58:00 +00:00
|
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|
|
2019-04-17 06:17:24 +02:00
|
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|
mapping->x_mapping = (TextureMapping::Mapping)b_mapping.mapping_x();
|
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mapping->y_mapping = (TextureMapping::Mapping)b_mapping.mapping_y();
|
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mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
|
2011-11-04 20:58:00 +00:00
|
|
|
}
|
|
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|
|
2019-04-17 06:17:24 +02:00
|
|
|
static void get_tex_mapping(TextureMapping *mapping, BL::ShaderNodeMapping &b_mapping)
|
2011-11-14 20:39:53 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (!b_mapping)
|
|
|
|
return;
|
2011-11-21 16:28:19 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
mapping->translation = get_float3(b_mapping.translation());
|
|
|
|
mapping->rotation = get_float3(b_mapping.rotation());
|
|
|
|
mapping->scale = get_float3(b_mapping.scale());
|
|
|
|
mapping->type = (TextureMapping::Type)b_mapping.vector_type();
|
2012-05-07 20:24:38 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
mapping->use_minmax = b_mapping.use_min() || b_mapping.use_max();
|
2012-05-07 20:24:38 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (b_mapping.use_min())
|
|
|
|
mapping->min = get_float3(b_mapping.min());
|
|
|
|
if (b_mapping.use_max())
|
|
|
|
mapping->max = get_float3(b_mapping.max());
|
2011-11-14 20:39:53 +00:00
|
|
|
}
|
|
|
|
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
static ShaderNode *add_node(Scene *scene,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::RenderEngine &b_engine,
|
|
|
|
BL::BlendData &b_data,
|
|
|
|
BL::Depsgraph &b_depsgraph,
|
|
|
|
BL::Scene &b_scene,
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
ShaderGraph *graph,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::ShaderNodeTree &b_ntree,
|
|
|
|
BL::ShaderNode &b_node)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
ShaderNode *node = NULL;
|
|
|
|
|
|
|
|
/* existing blender nodes */
|
|
|
|
if (b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
|
|
|
|
BL::ShaderNodeRGBCurve b_curve_node(b_node);
|
|
|
|
BL::CurveMapping mapping(b_curve_node.mapping());
|
|
|
|
RGBCurvesNode *curves = new RGBCurvesNode();
|
|
|
|
curvemapping_color_to_array(mapping, curves->curves, RAMP_TABLE_SIZE, true);
|
|
|
|
curvemapping_minmax(mapping, true, &curves->min_x, &curves->max_x);
|
|
|
|
node = curves;
|
|
|
|
}
|
|
|
|
if (b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
|
|
|
|
BL::ShaderNodeVectorCurve b_curve_node(b_node);
|
|
|
|
BL::CurveMapping mapping(b_curve_node.mapping());
|
|
|
|
VectorCurvesNode *curves = new VectorCurvesNode();
|
|
|
|
curvemapping_color_to_array(mapping, curves->curves, RAMP_TABLE_SIZE, false);
|
|
|
|
curvemapping_minmax(mapping, false, &curves->min_x, &curves->max_x);
|
|
|
|
node = curves;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeValToRGB)) {
|
|
|
|
RGBRampNode *ramp = new RGBRampNode();
|
|
|
|
BL::ShaderNodeValToRGB b_ramp_node(b_node);
|
|
|
|
BL::ColorRamp b_color_ramp(b_ramp_node.color_ramp());
|
|
|
|
colorramp_to_array(b_color_ramp, ramp->ramp, ramp->ramp_alpha, RAMP_TABLE_SIZE);
|
|
|
|
ramp->interpolate = b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT;
|
|
|
|
node = ramp;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeRGB)) {
|
|
|
|
ColorNode *color = new ColorNode();
|
|
|
|
color->value = get_node_output_rgba(b_node, "Color");
|
|
|
|
node = color;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeValue)) {
|
|
|
|
ValueNode *value = new ValueNode();
|
|
|
|
value->value = get_node_output_value(b_node, "Value");
|
|
|
|
node = value;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeCameraData)) {
|
|
|
|
node = new CameraNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeInvert)) {
|
|
|
|
node = new InvertNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeGamma)) {
|
|
|
|
node = new GammaNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
|
|
|
|
node = new BrightContrastNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeMixRGB)) {
|
|
|
|
BL::ShaderNodeMixRGB b_mix_node(b_node);
|
|
|
|
MixNode *mix = new MixNode();
|
|
|
|
mix->type = (NodeMix)b_mix_node.blend_type();
|
|
|
|
mix->use_clamp = b_mix_node.use_clamp();
|
|
|
|
node = mix;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
|
|
|
|
node = new SeparateRGBNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
|
|
|
|
node = new CombineRGBNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
|
|
|
|
node = new SeparateHSVNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
|
|
|
|
node = new CombineHSVNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
|
|
|
|
node = new SeparateXYZNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
|
|
|
|
node = new CombineXYZNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
|
|
|
|
node = new HSVNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
|
|
|
|
node = new RGBToBWNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeMath)) {
|
|
|
|
BL::ShaderNodeMath b_math_node(b_node);
|
|
|
|
MathNode *math = new MathNode();
|
|
|
|
math->type = (NodeMath)b_math_node.operation();
|
|
|
|
math->use_clamp = b_math_node.use_clamp();
|
|
|
|
node = math;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
|
|
|
|
BL::ShaderNodeVectorMath b_vector_math_node(b_node);
|
|
|
|
VectorMathNode *vmath = new VectorMathNode();
|
|
|
|
vmath->type = (NodeVectorMath)b_vector_math_node.operation();
|
|
|
|
node = vmath;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
|
|
|
|
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
|
|
|
|
VectorTransformNode *vtransform = new VectorTransformNode();
|
|
|
|
vtransform->type = (NodeVectorTransformType)b_vector_transform_node.vector_type();
|
|
|
|
vtransform->convert_from = (NodeVectorTransformConvertSpace)
|
|
|
|
b_vector_transform_node.convert_from();
|
|
|
|
vtransform->convert_to = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to();
|
|
|
|
node = vtransform;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
|
|
|
|
BL::Node::outputs_iterator out_it;
|
|
|
|
b_node.outputs.begin(out_it);
|
|
|
|
|
|
|
|
NormalNode *norm = new NormalNode();
|
|
|
|
norm->direction = get_node_output_vector(b_node, "Normal");
|
|
|
|
node = norm;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
|
|
|
|
BL::ShaderNodeMapping b_mapping_node(b_node);
|
|
|
|
MappingNode *mapping = new MappingNode();
|
|
|
|
|
|
|
|
get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
|
|
|
|
|
|
|
|
node = mapping;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
|
|
|
|
node = new FresnelNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
|
|
|
|
node = new LayerWeightNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeAddShader)) {
|
|
|
|
node = new AddClosureNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeMixShader)) {
|
|
|
|
node = new MixClosureNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
|
|
|
|
BL::ShaderNodeAttribute b_attr_node(b_node);
|
|
|
|
AttributeNode *attr = new AttributeNode();
|
|
|
|
attr->attribute = b_attr_node.attribute_name();
|
|
|
|
node = attr;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
|
|
|
|
node = new BackgroundNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeHoldout)) {
|
|
|
|
node = new HoldoutNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
|
|
|
|
BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
|
|
|
|
AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();
|
|
|
|
|
|
|
|
switch (b_aniso_node.distribution()) {
|
|
|
|
case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
|
|
|
|
aniso->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
|
|
|
|
aniso->distribution = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfAnisotropic::distribution_MULTI_GGX:
|
|
|
|
aniso->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
|
|
|
|
aniso->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
node = aniso;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
|
|
|
|
node = new DiffuseBsdfNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
|
|
|
|
BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
|
|
|
|
|
|
|
|
SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
|
|
|
|
|
|
|
|
switch (b_subsurface_node.falloff()) {
|
|
|
|
case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
|
|
|
|
subsurface->falloff = CLOSURE_BSSRDF_CUBIC_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
|
|
|
|
subsurface->falloff = CLOSURE_BSSRDF_GAUSSIAN_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
|
|
|
|
subsurface->falloff = CLOSURE_BSSRDF_BURLEY_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK:
|
|
|
|
subsurface->falloff = CLOSURE_BSSRDF_RANDOM_WALK_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
node = subsurface;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
|
|
|
|
BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
|
|
|
|
GlossyBsdfNode *glossy = new GlossyBsdfNode();
|
|
|
|
|
|
|
|
switch (b_glossy_node.distribution()) {
|
|
|
|
case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
|
|
|
|
glossy->distribution = CLOSURE_BSDF_REFLECTION_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
|
|
|
|
glossy->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlossy::distribution_GGX:
|
|
|
|
glossy->distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
|
|
|
|
glossy->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlossy::distribution_MULTI_GGX:
|
|
|
|
glossy->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = glossy;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
|
|
|
|
BL::ShaderNodeBsdfGlass b_glass_node(b_node);
|
|
|
|
GlassBsdfNode *glass = new GlassBsdfNode();
|
|
|
|
switch (b_glass_node.distribution()) {
|
|
|
|
case BL::ShaderNodeBsdfGlass::distribution_SHARP:
|
|
|
|
glass->distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
|
|
|
|
glass->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlass::distribution_GGX:
|
|
|
|
glass->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfGlass::distribution_MULTI_GGX:
|
|
|
|
glass->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = glass;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
|
|
|
|
BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
|
|
|
|
RefractionBsdfNode *refraction = new RefractionBsdfNode();
|
|
|
|
switch (b_refraction_node.distribution()) {
|
|
|
|
case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
|
|
|
|
refraction->distribution = CLOSURE_BSDF_REFRACTION_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
|
|
|
|
refraction->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfRefraction::distribution_GGX:
|
|
|
|
refraction->distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = refraction;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
|
|
|
|
BL::ShaderNodeBsdfToon b_toon_node(b_node);
|
|
|
|
ToonBsdfNode *toon = new ToonBsdfNode();
|
|
|
|
switch (b_toon_node.component()) {
|
|
|
|
case BL::ShaderNodeBsdfToon::component_DIFFUSE:
|
|
|
|
toon->component = CLOSURE_BSDF_DIFFUSE_TOON_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfToon::component_GLOSSY:
|
|
|
|
toon->component = CLOSURE_BSDF_GLOSSY_TOON_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = toon;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
|
|
|
|
BL::ShaderNodeBsdfHair b_hair_node(b_node);
|
|
|
|
HairBsdfNode *hair = new HairBsdfNode();
|
|
|
|
switch (b_hair_node.component()) {
|
|
|
|
case BL::ShaderNodeBsdfHair::component_Reflection:
|
|
|
|
hair->component = CLOSURE_BSDF_HAIR_REFLECTION_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfHair::component_Transmission:
|
|
|
|
hair->component = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = hair;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfHairPrincipled)) {
|
|
|
|
BL::ShaderNodeBsdfHairPrincipled b_principled_hair_node(b_node);
|
|
|
|
PrincipledHairBsdfNode *principled_hair = new PrincipledHairBsdfNode();
|
|
|
|
principled_hair->parametrization = (NodePrincipledHairParametrization)get_enum(
|
|
|
|
b_principled_hair_node.ptr,
|
|
|
|
"parametrization",
|
|
|
|
NODE_PRINCIPLED_HAIR_NUM,
|
|
|
|
NODE_PRINCIPLED_HAIR_REFLECTANCE);
|
|
|
|
node = principled_hair;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfPrincipled)) {
|
|
|
|
BL::ShaderNodeBsdfPrincipled b_principled_node(b_node);
|
|
|
|
PrincipledBsdfNode *principled = new PrincipledBsdfNode();
|
|
|
|
switch (b_principled_node.distribution()) {
|
|
|
|
case BL::ShaderNodeBsdfPrincipled::distribution_GGX:
|
|
|
|
principled->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfPrincipled::distribution_MULTI_GGX:
|
|
|
|
principled->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
switch (b_principled_node.subsurface_method()) {
|
|
|
|
case BL::ShaderNodeBsdfPrincipled::subsurface_method_BURLEY:
|
|
|
|
principled->subsurface_method = CLOSURE_BSSRDF_PRINCIPLED_ID;
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK:
|
|
|
|
principled->subsurface_method = CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = principled;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
|
|
|
|
node = new TranslucentBsdfNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
|
|
|
|
node = new TransparentBsdfNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
|
|
|
|
node = new VelvetBsdfNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeEmission)) {
|
|
|
|
node = new EmissionNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
|
|
|
|
BL::ShaderNodeAmbientOcclusion b_ao_node(b_node);
|
|
|
|
AmbientOcclusionNode *ao = new AmbientOcclusionNode();
|
|
|
|
ao->samples = b_ao_node.samples();
|
|
|
|
ao->inside = b_ao_node.inside();
|
|
|
|
ao->only_local = b_ao_node.only_local();
|
|
|
|
node = ao;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
|
|
|
|
node = new ScatterVolumeNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
|
|
|
|
node = new AbsorptionVolumeNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeVolumePrincipled)) {
|
|
|
|
PrincipledVolumeNode *principled = new PrincipledVolumeNode();
|
|
|
|
node = principled;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
|
|
|
|
node = new GeometryNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
|
|
|
|
BL::ShaderNodeWireframe b_wireframe_node(b_node);
|
|
|
|
WireframeNode *wire = new WireframeNode();
|
|
|
|
wire->use_pixel_size = b_wireframe_node.use_pixel_size();
|
|
|
|
node = wire;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
|
|
|
|
node = new WavelengthNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBlackbody)) {
|
|
|
|
node = new BlackbodyNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
|
|
|
|
node = new LightPathNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
|
|
|
|
node = new LightFalloffNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
|
|
|
|
node = new ObjectInfoNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
|
|
|
|
node = new ParticleInfoNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
|
|
|
|
node = new HairInfoNode();
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBump)) {
|
|
|
|
BL::ShaderNodeBump b_bump_node(b_node);
|
|
|
|
BumpNode *bump = new BumpNode();
|
|
|
|
bump->invert = b_bump_node.invert();
|
|
|
|
node = bump;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeScript)) {
|
2012-11-03 14:32:35 +00:00
|
|
|
#ifdef WITH_OSL
|
2019-04-17 06:17:24 +02:00
|
|
|
if (scene->shader_manager->use_osl()) {
|
|
|
|
/* create script node */
|
|
|
|
BL::ShaderNodeScript b_script_node(b_node);
|
|
|
|
|
|
|
|
OSLShaderManager *manager = (OSLShaderManager *)scene->shader_manager;
|
|
|
|
string bytecode_hash = b_script_node.bytecode_hash();
|
|
|
|
|
|
|
|
if (!bytecode_hash.empty()) {
|
|
|
|
node = manager->osl_node("", bytecode_hash, b_script_node.bytecode());
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
string absolute_filepath = blender_absolute_path(
|
|
|
|
b_data, b_ntree, b_script_node.filepath());
|
|
|
|
node = manager->osl_node(absolute_filepath, "");
|
|
|
|
}
|
|
|
|
}
|
2015-03-27 19:09:41 +05:00
|
|
|
#else
|
2019-04-17 06:17:24 +02:00
|
|
|
(void)b_data;
|
|
|
|
(void)b_ntree;
|
2013-03-18 16:34:57 +00:00
|
|
|
#endif
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexImage)) {
|
|
|
|
BL::ShaderNodeTexImage b_image_node(b_node);
|
|
|
|
BL::Image b_image(b_image_node.image());
|
|
|
|
BL::ImageUser b_image_user(b_image_node.image_user());
|
|
|
|
ImageTextureNode *image = new ImageTextureNode();
|
|
|
|
if (b_image) {
|
|
|
|
/* builtin images will use callback-based reading because
|
|
|
|
* they could only be loaded correct from blender side
|
|
|
|
*/
|
|
|
|
bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
|
|
|
|
b_image.source() == BL::Image::source_MOVIE ||
|
|
|
|
(b_engine.is_preview() && b_image.source() != BL::Image::source_SEQUENCE);
|
|
|
|
|
|
|
|
if (is_builtin) {
|
|
|
|
/* for builtin images we're using image datablock name to find an image to
|
|
|
|
* read pixels from later
|
|
|
|
*
|
|
|
|
* also store frame number as well, so there's no differences in handling
|
|
|
|
* builtin names for packed images and movies
|
|
|
|
*/
|
|
|
|
int scene_frame = b_scene.frame_current();
|
|
|
|
int image_frame = image_user_frame_number(b_image_user, scene_frame);
|
|
|
|
image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
|
|
|
|
image->builtin_data = b_image.ptr.data;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
image->filename = image_user_file_path(b_image_user, b_image, b_scene.frame_current());
|
|
|
|
image->builtin_data = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
image->animated = b_image_node.image_user().use_auto_refresh();
|
|
|
|
image->use_alpha = b_image.use_alpha();
|
|
|
|
|
|
|
|
/* TODO: restore */
|
|
|
|
/* TODO(sergey): Does not work properly when we change builtin type. */
|
2018-05-30 15:21:21 +02:00
|
|
|
#if 0
|
2019-04-17 06:17:24 +02:00
|
|
|
if(b_image.is_updated()) {
|
|
|
|
scene->image_manager->tag_reload_image(
|
|
|
|
image->filename.string(),
|
|
|
|
image->builtin_data,
|
|
|
|
get_image_interpolation(b_image_node),
|
|
|
|
get_image_extension(b_image_node),
|
|
|
|
image->use_alpha);
|
|
|
|
}
|
2018-05-30 15:21:21 +02:00
|
|
|
#endif
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
image->color_space = (NodeImageColorSpace)b_image_node.color_space();
|
|
|
|
image->projection = (NodeImageProjection)b_image_node.projection();
|
|
|
|
image->interpolation = get_image_interpolation(b_image_node);
|
|
|
|
image->extension = get_image_extension(b_image_node);
|
|
|
|
image->projection_blend = b_image_node.projection_blend();
|
|
|
|
BL::TexMapping b_texture_mapping(b_image_node.texture_mapping());
|
|
|
|
get_tex_mapping(&image->tex_mapping, b_texture_mapping);
|
|
|
|
node = image;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
|
|
|
|
BL::ShaderNodeTexEnvironment b_env_node(b_node);
|
|
|
|
BL::Image b_image(b_env_node.image());
|
|
|
|
BL::ImageUser b_image_user(b_env_node.image_user());
|
|
|
|
EnvironmentTextureNode *env = new EnvironmentTextureNode();
|
|
|
|
if (b_image) {
|
|
|
|
bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
|
|
|
|
b_image.source() == BL::Image::source_MOVIE ||
|
|
|
|
(b_engine.is_preview() && b_image.source() != BL::Image::source_SEQUENCE);
|
|
|
|
|
|
|
|
if (is_builtin) {
|
|
|
|
int scene_frame = b_scene.frame_current();
|
|
|
|
int image_frame = image_user_frame_number(b_image_user, scene_frame);
|
|
|
|
env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
|
|
|
|
env->builtin_data = b_image.ptr.data;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
env->filename = image_user_file_path(b_image_user, b_image, b_scene.frame_current());
|
|
|
|
env->builtin_data = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
env->animated = b_env_node.image_user().use_auto_refresh();
|
|
|
|
env->use_alpha = b_image.use_alpha();
|
|
|
|
|
|
|
|
/* TODO: restore */
|
|
|
|
/* TODO(sergey): Does not work properly when we change builtin type. */
|
2018-05-30 15:21:21 +02:00
|
|
|
#if 0
|
2019-04-17 06:17:24 +02:00
|
|
|
if(b_image.is_updated()) {
|
|
|
|
scene->image_manager->tag_reload_image(
|
|
|
|
env->filename.string(),
|
|
|
|
env->builtin_data,
|
|
|
|
get_image_interpolation(b_env_node),
|
|
|
|
EXTENSION_REPEAT,
|
|
|
|
env->use_alpha);
|
|
|
|
}
|
2018-05-30 15:21:21 +02:00
|
|
|
#endif
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
env->color_space = (NodeImageColorSpace)b_env_node.color_space();
|
|
|
|
env->interpolation = get_image_interpolation(b_env_node);
|
|
|
|
env->projection = (NodeEnvironmentProjection)b_env_node.projection();
|
|
|
|
BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
|
|
|
|
get_tex_mapping(&env->tex_mapping, b_texture_mapping);
|
|
|
|
node = env;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
|
|
|
|
BL::ShaderNodeTexGradient b_gradient_node(b_node);
|
|
|
|
GradientTextureNode *gradient = new GradientTextureNode();
|
|
|
|
gradient->type = (NodeGradientType)b_gradient_node.gradient_type();
|
|
|
|
BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
|
|
|
|
get_tex_mapping(&gradient->tex_mapping, b_texture_mapping);
|
|
|
|
node = gradient;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
|
|
|
|
BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
|
|
|
|
VoronoiTextureNode *voronoi = new VoronoiTextureNode();
|
|
|
|
voronoi->coloring = (NodeVoronoiColoring)b_voronoi_node.coloring();
|
|
|
|
voronoi->metric = (NodeVoronoiDistanceMetric)b_voronoi_node.distance();
|
|
|
|
voronoi->feature = (NodeVoronoiFeature)b_voronoi_node.feature();
|
|
|
|
BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
|
|
|
|
get_tex_mapping(&voronoi->tex_mapping, b_texture_mapping);
|
|
|
|
node = voronoi;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
|
|
|
|
BL::ShaderNodeTexMagic b_magic_node(b_node);
|
|
|
|
MagicTextureNode *magic = new MagicTextureNode();
|
|
|
|
magic->depth = b_magic_node.turbulence_depth();
|
|
|
|
BL::TexMapping b_texture_mapping(b_magic_node.texture_mapping());
|
|
|
|
get_tex_mapping(&magic->tex_mapping, b_texture_mapping);
|
|
|
|
node = magic;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
|
|
|
|
BL::ShaderNodeTexWave b_wave_node(b_node);
|
|
|
|
WaveTextureNode *wave = new WaveTextureNode();
|
|
|
|
wave->type = (NodeWaveType)b_wave_node.wave_type();
|
|
|
|
wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
|
|
|
|
BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
|
|
|
|
get_tex_mapping(&wave->tex_mapping, b_texture_mapping);
|
|
|
|
node = wave;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
|
|
|
|
BL::ShaderNodeTexChecker b_checker_node(b_node);
|
|
|
|
CheckerTextureNode *checker = new CheckerTextureNode();
|
|
|
|
BL::TexMapping b_texture_mapping(b_checker_node.texture_mapping());
|
|
|
|
get_tex_mapping(&checker->tex_mapping, b_texture_mapping);
|
|
|
|
node = checker;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
|
|
|
|
BL::ShaderNodeTexBrick b_brick_node(b_node);
|
|
|
|
BrickTextureNode *brick = new BrickTextureNode();
|
|
|
|
brick->offset = b_brick_node.offset();
|
|
|
|
brick->offset_frequency = b_brick_node.offset_frequency();
|
|
|
|
brick->squash = b_brick_node.squash();
|
|
|
|
brick->squash_frequency = b_brick_node.squash_frequency();
|
|
|
|
BL::TexMapping b_texture_mapping(b_brick_node.texture_mapping());
|
|
|
|
get_tex_mapping(&brick->tex_mapping, b_texture_mapping);
|
|
|
|
node = brick;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
|
|
|
|
BL::ShaderNodeTexNoise b_noise_node(b_node);
|
|
|
|
NoiseTextureNode *noise = new NoiseTextureNode();
|
|
|
|
BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
|
|
|
|
get_tex_mapping(&noise->tex_mapping, b_texture_mapping);
|
|
|
|
node = noise;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
|
|
|
|
BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
|
|
|
|
MusgraveTextureNode *musgrave = new MusgraveTextureNode();
|
|
|
|
musgrave->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
|
|
|
|
BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
|
|
|
|
get_tex_mapping(&musgrave->tex_mapping, b_texture_mapping);
|
|
|
|
node = musgrave;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
|
|
|
|
BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
|
|
|
|
TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
|
|
|
|
tex_coord->from_dupli = b_tex_coord_node.from_instancer();
|
|
|
|
if (b_tex_coord_node.object()) {
|
|
|
|
tex_coord->use_transform = true;
|
|
|
|
tex_coord->ob_tfm = get_transform(b_tex_coord_node.object().matrix_world());
|
|
|
|
}
|
|
|
|
node = tex_coord;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexSky)) {
|
|
|
|
BL::ShaderNodeTexSky b_sky_node(b_node);
|
|
|
|
SkyTextureNode *sky = new SkyTextureNode();
|
|
|
|
sky->type = (NodeSkyType)b_sky_node.sky_type();
|
|
|
|
sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
|
|
|
|
sky->turbidity = b_sky_node.turbidity();
|
|
|
|
sky->ground_albedo = b_sky_node.ground_albedo();
|
|
|
|
BL::TexMapping b_texture_mapping(b_sky_node.texture_mapping());
|
|
|
|
get_tex_mapping(&sky->tex_mapping, b_texture_mapping);
|
|
|
|
node = sky;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexIES)) {
|
|
|
|
BL::ShaderNodeTexIES b_ies_node(b_node);
|
|
|
|
IESLightNode *ies = new IESLightNode();
|
|
|
|
switch (b_ies_node.mode()) {
|
|
|
|
case BL::ShaderNodeTexIES::mode_EXTERNAL:
|
|
|
|
ies->filename = blender_absolute_path(b_data, b_ntree, b_ies_node.filepath());
|
|
|
|
break;
|
|
|
|
case BL::ShaderNodeTexIES::mode_INTERNAL:
|
|
|
|
ies->ies = get_text_datablock_content(b_ies_node.ies().ptr);
|
|
|
|
if (ies->ies.empty()) {
|
|
|
|
ies->ies = "\n";
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
node = ies;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
|
|
|
|
BL::ShaderNodeNormalMap b_normal_map_node(b_node);
|
|
|
|
NormalMapNode *nmap = new NormalMapNode();
|
|
|
|
nmap->space = (NodeNormalMapSpace)b_normal_map_node.space();
|
|
|
|
nmap->attribute = b_normal_map_node.uv_map();
|
|
|
|
node = nmap;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTangent)) {
|
|
|
|
BL::ShaderNodeTangent b_tangent_node(b_node);
|
|
|
|
TangentNode *tangent = new TangentNode();
|
|
|
|
tangent->direction_type = (NodeTangentDirectionType)b_tangent_node.direction_type();
|
|
|
|
tangent->axis = (NodeTangentAxis)b_tangent_node.axis();
|
|
|
|
tangent->attribute = b_tangent_node.uv_map();
|
|
|
|
node = tangent;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeUVMap)) {
|
|
|
|
BL::ShaderNodeUVMap b_uvmap_node(b_node);
|
|
|
|
UVMapNode *uvm = new UVMapNode();
|
|
|
|
uvm->attribute = b_uvmap_node.uv_map();
|
|
|
|
uvm->from_dupli = b_uvmap_node.from_instancer();
|
|
|
|
node = uvm;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
|
|
|
|
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
|
|
|
|
PointDensityTextureNode *point_density = new PointDensityTextureNode();
|
|
|
|
point_density->filename = b_point_density_node.name();
|
|
|
|
point_density->space = (NodeTexVoxelSpace)b_point_density_node.space();
|
|
|
|
point_density->interpolation = get_image_interpolation(b_point_density_node);
|
|
|
|
point_density->builtin_data = b_point_density_node.ptr.data;
|
|
|
|
point_density->image_manager = scene->image_manager;
|
|
|
|
|
|
|
|
/* TODO(sergey): Use more proper update flag. */
|
|
|
|
if (true) {
|
|
|
|
point_density->add_image();
|
|
|
|
b_point_density_node.cache_point_density(b_depsgraph);
|
|
|
|
scene->image_manager->tag_reload_image(point_density->filename.string(),
|
|
|
|
point_density->builtin_data,
|
|
|
|
point_density->interpolation,
|
|
|
|
EXTENSION_CLIP,
|
|
|
|
true);
|
|
|
|
}
|
|
|
|
node = point_density;
|
|
|
|
|
|
|
|
/* Transformation form world space to texture space.
|
|
|
|
*
|
|
|
|
* NOTE: Do this after the texture is cached, this is because getting
|
|
|
|
* min/max will need to access this cache.
|
|
|
|
*/
|
|
|
|
BL::Object b_ob(b_point_density_node.object());
|
|
|
|
if (b_ob) {
|
|
|
|
float3 loc, size;
|
|
|
|
point_density_texture_space(b_depsgraph, b_point_density_node, loc, size);
|
|
|
|
point_density->tfm = transform_translate(-loc) * transform_scale(size) *
|
|
|
|
transform_inverse(get_transform(b_ob.matrix_world()));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeBevel)) {
|
|
|
|
BL::ShaderNodeBevel b_bevel_node(b_node);
|
|
|
|
BevelNode *bevel = new BevelNode();
|
|
|
|
bevel->samples = b_bevel_node.samples();
|
|
|
|
node = bevel;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeDisplacement)) {
|
|
|
|
BL::ShaderNodeDisplacement b_disp_node(b_node);
|
|
|
|
DisplacementNode *disp = new DisplacementNode();
|
|
|
|
disp->space = (NodeNormalMapSpace)b_disp_node.space();
|
|
|
|
node = disp;
|
|
|
|
}
|
|
|
|
else if (b_node.is_a(&RNA_ShaderNodeVectorDisplacement)) {
|
|
|
|
BL::ShaderNodeVectorDisplacement b_disp_node(b_node);
|
|
|
|
VectorDisplacementNode *disp = new VectorDisplacementNode();
|
|
|
|
disp->space = (NodeNormalMapSpace)b_disp_node.space();
|
|
|
|
disp->attribute = "";
|
|
|
|
node = disp;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (node) {
|
|
|
|
node->name = b_node.name();
|
|
|
|
graph->add(node);
|
|
|
|
}
|
|
|
|
|
|
|
|
return node;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2013-10-30 11:21:31 +00:00
|
|
|
static bool node_use_modified_socket_name(ShaderNode *node)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (node->special_type == SHADER_SPECIAL_TYPE_SCRIPT)
|
|
|
|
return false;
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return true;
|
2013-10-30 11:21:31 +00:00
|
|
|
}
|
|
|
|
|
2016-01-30 14:18:29 +01:00
|
|
|
static ShaderInput *node_find_input_by_name(ShaderNode *node,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::Node &b_node,
|
|
|
|
BL::NodeSocket &b_socket)
|
2011-09-16 13:14:02 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
string name = b_socket.name();
|
2018-07-06 10:17:58 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (node_use_modified_socket_name(node)) {
|
|
|
|
BL::Node::inputs_iterator b_input;
|
|
|
|
bool found = false;
|
|
|
|
int counter = 0, total = 0;
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
for (b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
|
|
|
|
if (b_input->name() == name) {
|
|
|
|
if (!found)
|
|
|
|
counter++;
|
|
|
|
total++;
|
|
|
|
}
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (b_input->ptr.data == b_socket.ptr.data)
|
|
|
|
found = true;
|
|
|
|
}
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* rename if needed */
|
|
|
|
if (name == "Shader")
|
|
|
|
name = "Closure";
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (total > 1)
|
|
|
|
name = string_printf("%s%d", name.c_str(), counter);
|
|
|
|
}
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return node->input(name.c_str());
|
2013-03-18 16:34:57 +00:00
|
|
|
}
|
2011-09-16 13:14:02 +00:00
|
|
|
|
2016-01-30 14:18:29 +01:00
|
|
|
static ShaderOutput *node_find_output_by_name(ShaderNode *node,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::Node &b_node,
|
|
|
|
BL::NodeSocket &b_socket)
|
2013-03-18 16:34:57 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
string name = b_socket.name();
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (node_use_modified_socket_name(node)) {
|
|
|
|
BL::Node::outputs_iterator b_output;
|
|
|
|
bool found = false;
|
|
|
|
int counter = 0, total = 0;
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
for (b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
|
|
|
|
if (b_output->name() == name) {
|
|
|
|
if (!found)
|
|
|
|
counter++;
|
|
|
|
total++;
|
|
|
|
}
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (b_output->ptr.data == b_socket.ptr.data)
|
|
|
|
found = true;
|
|
|
|
}
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* rename if needed */
|
|
|
|
if (name == "Shader")
|
|
|
|
name = "Closure";
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (total > 1)
|
|
|
|
name = string_printf("%s%d", name.c_str(), counter);
|
|
|
|
}
|
2014-09-19 12:57:09 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return node->output(name.c_str());
|
2011-09-16 13:14:02 +00:00
|
|
|
}
|
|
|
|
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
static void add_nodes(Scene *scene,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::RenderEngine &b_engine,
|
|
|
|
BL::BlendData &b_data,
|
|
|
|
BL::Depsgraph &b_depsgraph,
|
|
|
|
BL::Scene &b_scene,
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
ShaderGraph *graph,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::ShaderNodeTree &b_ntree,
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
const ProxyMap &proxy_input_map,
|
|
|
|
const ProxyMap &proxy_output_map)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
/* add nodes */
|
|
|
|
BL::ShaderNodeTree::nodes_iterator b_node;
|
|
|
|
PtrInputMap input_map;
|
|
|
|
PtrOutputMap output_map;
|
|
|
|
|
|
|
|
BL::Node::inputs_iterator b_input;
|
|
|
|
BL::Node::outputs_iterator b_output;
|
|
|
|
|
|
|
|
/* find the node to use for output if there are multiple */
|
|
|
|
BL::ShaderNode output_node = b_ntree.get_output_node(
|
|
|
|
BL::ShaderNodeOutputMaterial::target_CYCLES);
|
|
|
|
|
|
|
|
/* add nodes */
|
|
|
|
for (b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
|
|
|
|
if (b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
|
|
|
|
/* replace muted node with internal links */
|
|
|
|
BL::Node::internal_links_iterator b_link;
|
|
|
|
for (b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end();
|
|
|
|
++b_link) {
|
|
|
|
BL::NodeSocket to_socket(b_link->to_socket());
|
|
|
|
SocketType::Type to_socket_type = convert_socket_type(to_socket);
|
|
|
|
if (to_socket_type == SocketType::UNDEFINED) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
|
|
|
|
|
|
|
|
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
|
|
|
|
output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
|
|
|
|
|
|
|
|
graph->add(proxy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup) ||
|
|
|
|
b_node->is_a(&RNA_ShaderNodeCustomGroup)) {
|
|
|
|
|
|
|
|
BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
|
|
|
|
if (b_node->is_a(&RNA_ShaderNodeGroup))
|
|
|
|
b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
|
|
|
|
else if (b_node->is_a(&RNA_NodeCustomGroup))
|
|
|
|
b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
|
|
|
|
else
|
|
|
|
b_group_ntree = BL::ShaderNodeTree(((BL::ShaderNodeCustomGroup)(*b_node)).node_tree());
|
|
|
|
|
|
|
|
ProxyMap group_proxy_input_map, group_proxy_output_map;
|
|
|
|
|
|
|
|
/* Add a proxy node for each socket
|
|
|
|
* Do this even if the node group has no internal tree,
|
|
|
|
* so that links have something to connect to and assert won't fail.
|
|
|
|
*/
|
|
|
|
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
|
|
|
|
SocketType::Type input_type = convert_socket_type(*b_input);
|
|
|
|
if (input_type == SocketType::UNDEFINED) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
|
|
|
|
graph->add(proxy);
|
|
|
|
|
|
|
|
/* register the proxy node for internal binding */
|
|
|
|
group_proxy_input_map[b_input->identifier()] = proxy;
|
|
|
|
|
|
|
|
input_map[b_input->ptr.data] = proxy->inputs[0];
|
|
|
|
|
|
|
|
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
|
|
|
|
}
|
|
|
|
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
|
|
|
|
SocketType::Type output_type = convert_socket_type(*b_output);
|
|
|
|
if (output_type == SocketType::UNDEFINED) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
|
|
|
|
graph->add(proxy);
|
|
|
|
|
|
|
|
/* register the proxy node for internal binding */
|
|
|
|
group_proxy_output_map[b_output->identifier()] = proxy;
|
|
|
|
|
|
|
|
output_map[b_output->ptr.data] = proxy->outputs[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (b_group_ntree) {
|
|
|
|
add_nodes(scene,
|
|
|
|
b_engine,
|
|
|
|
b_data,
|
|
|
|
b_depsgraph,
|
|
|
|
b_scene,
|
|
|
|
graph,
|
|
|
|
b_group_ntree,
|
|
|
|
group_proxy_input_map,
|
|
|
|
group_proxy_output_map);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (b_node->is_a(&RNA_NodeGroupInput)) {
|
|
|
|
/* map each socket to a proxy node */
|
|
|
|
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
|
|
|
|
ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
|
|
|
|
if (proxy_it != proxy_input_map.end()) {
|
|
|
|
ConvertNode *proxy = proxy_it->second;
|
|
|
|
|
|
|
|
output_map[b_output->ptr.data] = proxy->outputs[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (b_node->is_a(&RNA_NodeGroupOutput)) {
|
|
|
|
BL::NodeGroupOutput b_output_node(*b_node);
|
|
|
|
/* only the active group output is used */
|
|
|
|
if (b_output_node.is_active_output()) {
|
|
|
|
/* map each socket to a proxy node */
|
|
|
|
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
|
|
|
|
ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
|
|
|
|
if (proxy_it != proxy_output_map.end()) {
|
|
|
|
ConvertNode *proxy = proxy_it->second;
|
|
|
|
|
|
|
|
input_map[b_input->ptr.data] = proxy->inputs[0];
|
|
|
|
|
|
|
|
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ShaderNode *node = NULL;
|
|
|
|
|
|
|
|
if (b_node->ptr.data == output_node.ptr.data) {
|
|
|
|
node = graph->output();
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BL::ShaderNode b_shader_node(*b_node);
|
|
|
|
node = add_node(
|
|
|
|
scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree, b_shader_node);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (node) {
|
|
|
|
/* map node sockets for linking */
|
|
|
|
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
|
|
|
|
ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
|
|
|
|
if (!input) {
|
|
|
|
/* XXX should not happen, report error? */
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
input_map[b_input->ptr.data] = input;
|
|
|
|
|
|
|
|
set_default_value(input, *b_input, b_data, b_ntree);
|
|
|
|
}
|
|
|
|
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
|
|
|
|
ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
|
|
|
|
if (!output) {
|
|
|
|
/* XXX should not happen, report error? */
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
output_map[b_output->ptr.data] = output;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* connect nodes */
|
|
|
|
BL::NodeTree::links_iterator b_link;
|
|
|
|
|
|
|
|
for (b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
|
|
|
|
/* Ignore invalid links to avoid unwanted cycles created in graph. */
|
|
|
|
if (!b_link->is_valid()) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
/* get blender link data */
|
|
|
|
BL::NodeSocket b_from_sock = b_link->from_socket();
|
|
|
|
BL::NodeSocket b_to_sock = b_link->to_socket();
|
|
|
|
|
|
|
|
ShaderOutput *output = 0;
|
|
|
|
ShaderInput *input = 0;
|
|
|
|
|
|
|
|
PtrOutputMap::iterator output_it = output_map.find(b_from_sock.ptr.data);
|
|
|
|
if (output_it != output_map.end())
|
|
|
|
output = output_it->second;
|
|
|
|
PtrInputMap::iterator input_it = input_map.find(b_to_sock.ptr.data);
|
|
|
|
if (input_it != input_map.end())
|
|
|
|
input = input_it->second;
|
|
|
|
|
|
|
|
/* either node may be NULL when the node was not exported, typically
|
|
|
|
* because the node type is not supported */
|
|
|
|
if (output && input)
|
|
|
|
graph->connect(output, input);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
static void add_nodes(Scene *scene,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::RenderEngine &b_engine,
|
|
|
|
BL::BlendData &b_data,
|
|
|
|
BL::Depsgraph &b_depsgraph,
|
|
|
|
BL::Scene &b_scene,
|
Cycles: Experiment with making previews more interactive
There were two major problems with the interactivity of material previews:
- Beckmann tables were re-generated on every material tweak.
This is because preview scene is not set to be persistent, so re-triggering
the render leads to the full scene re-sync.
- Images could take rather noticeable time to load with OIIO from the disk
on every tweak.
This patch addressed this two issues in the following way:
- Beckmann tables are now static on CPU memory.
They're couple of hundred kilobytes only, so wouldn't expect this to be
an issue. And they're needed for almost every render anyway.
This actually also makes blackbody table to be static, but it's even smaller
than beckmann table.
Not totally happy with this approach, but others seems to complicate things
quite a bit with all this render engine life time and so..
- For preview rendering all images are considered to be built-in. This means
instead of OIIO which re-loads images on every re-render they're coming
from ImBuf cache which is fully manageable from blender side and unused
images gets freed later.
This would make it impossible to have mipmapping with OSL for now, but we'll
be working on that later anyway and don't think mipmaps are really so crucial
for the material preview.
This seems to be a better alternative to making preview scene persistent,
because of much optimal memory control from blender side.
Reviewers: brecht, juicyfruit, campbellbarton, dingto
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
|
|
|
ShaderGraph *graph,
|
2019-04-17 06:17:24 +02:00
|
|
|
BL::ShaderNodeTree &b_ntree)
|
2013-04-11 09:16:36 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
static const ProxyMap empty_proxy_map;
|
|
|
|
add_nodes(scene,
|
|
|
|
b_engine,
|
|
|
|
b_data,
|
|
|
|
b_depsgraph,
|
|
|
|
b_scene,
|
|
|
|
graph,
|
|
|
|
b_ntree,
|
|
|
|
empty_proxy_map,
|
|
|
|
empty_proxy_map);
|
2013-04-11 09:16:36 +00:00
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* Sync Materials */
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
shader_map.set_default(scene->default_surface);
|
|
|
|
|
|
|
|
TaskPool pool;
|
|
|
|
set<Shader *> updated_shaders;
|
|
|
|
|
|
|
|
BL::Depsgraph::ids_iterator b_id;
|
|
|
|
for (b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
|
|
|
|
if (!b_id->is_a(&RNA_Material)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
BL::Material b_mat(*b_id);
|
|
|
|
Shader *shader;
|
|
|
|
|
|
|
|
/* test if we need to sync */
|
|
|
|
if (shader_map.sync(&shader, b_mat) || shader->need_sync_object || update_all) {
|
|
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
|
|
|
|
shader->name = b_mat.name().c_str();
|
|
|
|
shader->pass_id = b_mat.pass_index();
|
|
|
|
shader->need_sync_object = false;
|
|
|
|
|
|
|
|
/* create nodes */
|
|
|
|
if (b_mat.use_nodes() && b_mat.node_tree()) {
|
|
|
|
BL::ShaderNodeTree b_ntree(b_mat.node_tree());
|
|
|
|
|
|
|
|
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DiffuseBsdfNode *diffuse = new DiffuseBsdfNode();
|
|
|
|
diffuse->color = get_float3(b_mat.diffuse_color());
|
|
|
|
graph->add(diffuse);
|
|
|
|
|
|
|
|
ShaderNode *out = graph->output();
|
|
|
|
graph->connect(diffuse->output("BSDF"), out->input("Surface"));
|
|
|
|
}
|
|
|
|
|
|
|
|
/* settings */
|
|
|
|
PointerRNA cmat = RNA_pointer_get(&b_mat.ptr, "cycles");
|
|
|
|
shader->use_mis = get_boolean(cmat, "sample_as_light");
|
|
|
|
shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
|
|
|
|
shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
|
|
|
|
shader->volume_sampling_method = get_volume_sampling(cmat);
|
|
|
|
shader->volume_interpolation_method = get_volume_interpolation(cmat);
|
|
|
|
shader->displacement_method = get_displacement_method(cmat);
|
|
|
|
|
|
|
|
shader->set_graph(graph);
|
|
|
|
|
|
|
|
/* By simplifying the shader graph as soon as possible, some
|
|
|
|
* redundant shader nodes might be removed which prevents loading
|
|
|
|
* unnecessary attributes later.
|
|
|
|
*
|
|
|
|
* However, since graph simplification also accounts for e.g. mix
|
|
|
|
* weight, this would cause frequent expensive resyncs in interactive
|
|
|
|
* sessions, so for those sessions optimization is only performed
|
|
|
|
* right before compiling.
|
|
|
|
*/
|
|
|
|
if (!preview) {
|
|
|
|
pool.push(function_bind(&ShaderGraph::simplify, graph, scene));
|
|
|
|
/* NOTE: Update shaders out of the threads since those routines
|
|
|
|
* are accessing and writing to a global context.
|
|
|
|
*/
|
|
|
|
updated_shaders.insert(shader);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* NOTE: Update tagging can access links which are being
|
|
|
|
* optimized out.
|
|
|
|
*/
|
|
|
|
shader->tag_update(scene);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pool.wait_work();
|
|
|
|
|
|
|
|
foreach (Shader *shader, updated_shaders) {
|
|
|
|
shader->tag_update(scene);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Sync World */
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, bool update_all)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
Background *background = scene->background;
|
|
|
|
Background prevbackground = *background;
|
|
|
|
|
|
|
|
BL::World b_world = b_scene.world();
|
|
|
|
|
|
|
|
if (world_recalc || update_all || b_world.ptr.data != world_map) {
|
|
|
|
Shader *shader = scene->default_background;
|
|
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
|
|
|
|
/* create nodes */
|
|
|
|
if (b_world && b_world.use_nodes() && b_world.node_tree()) {
|
|
|
|
BL::ShaderNodeTree b_ntree(b_world.node_tree());
|
|
|
|
|
|
|
|
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
|
|
|
|
|
|
|
|
/* volume */
|
|
|
|
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
|
|
|
|
shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
|
|
|
|
shader->volume_sampling_method = get_volume_sampling(cworld);
|
|
|
|
shader->volume_interpolation_method = get_volume_interpolation(cworld);
|
|
|
|
}
|
|
|
|
else if (b_world) {
|
|
|
|
BackgroundNode *background = new BackgroundNode();
|
|
|
|
background->color = get_float3(b_world.color());
|
|
|
|
graph->add(background);
|
|
|
|
|
|
|
|
ShaderNode *out = graph->output();
|
|
|
|
graph->connect(background->output("Background"), out->input("Surface"));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (b_world) {
|
|
|
|
/* AO */
|
|
|
|
BL::WorldLighting b_light = b_world.light_settings();
|
|
|
|
|
|
|
|
background->use_ao = b_light.use_ambient_occlusion();
|
|
|
|
background->ao_factor = b_light.ao_factor();
|
|
|
|
background->ao_distance = b_light.distance();
|
|
|
|
|
|
|
|
/* visibility */
|
|
|
|
PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
|
|
|
|
uint visibility = 0;
|
|
|
|
|
|
|
|
visibility |= get_boolean(cvisibility, "camera") ? PATH_RAY_CAMERA : 0;
|
|
|
|
visibility |= get_boolean(cvisibility, "diffuse") ? PATH_RAY_DIFFUSE : 0;
|
|
|
|
visibility |= get_boolean(cvisibility, "glossy") ? PATH_RAY_GLOSSY : 0;
|
|
|
|
visibility |= get_boolean(cvisibility, "transmission") ? PATH_RAY_TRANSMIT : 0;
|
|
|
|
visibility |= get_boolean(cvisibility, "scatter") ? PATH_RAY_VOLUME_SCATTER : 0;
|
|
|
|
|
|
|
|
background->visibility = visibility;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
background->use_ao = false;
|
|
|
|
background->ao_factor = 0.0f;
|
|
|
|
background->ao_distance = FLT_MAX;
|
|
|
|
}
|
|
|
|
|
|
|
|
shader->set_graph(graph);
|
|
|
|
shader->tag_update(scene);
|
|
|
|
background->tag_update(scene);
|
|
|
|
}
|
|
|
|
|
|
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
|
|
|
|
/* when doing preview render check for BI's transparency settings,
|
|
|
|
* this is so because Blender's preview render routines are not able
|
|
|
|
* to tweak all cycles's settings depending on different circumstances
|
|
|
|
*/
|
|
|
|
if (b_engine.is_preview() == false)
|
|
|
|
background->transparent = get_boolean(cscene, "film_transparent");
|
|
|
|
else
|
|
|
|
background->transparent = b_scene.render().alpha_mode() ==
|
|
|
|
BL::RenderSettings::alpha_mode_TRANSPARENT;
|
|
|
|
|
|
|
|
if (background->transparent) {
|
|
|
|
background->transparent_glass = get_boolean(cscene, "film_transparent_glass");
|
|
|
|
background->transparent_roughness_threshold = get_float(cscene, "film_transparent_roughness");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
background->transparent_glass = false;
|
|
|
|
background->transparent_roughness_threshold = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
background->use_shader = view_layer.use_background_shader;
|
|
|
|
background->use_ao = background->use_ao && view_layer.use_background_ao;
|
|
|
|
|
|
|
|
if (background->modified(prevbackground))
|
|
|
|
background->tag_update(scene);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2018-06-27 14:41:53 +02:00
|
|
|
/* Sync Lights */
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
shader_map.set_default(scene->default_light);
|
|
|
|
|
|
|
|
BL::Depsgraph::ids_iterator b_id;
|
|
|
|
for (b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
|
|
|
|
if (!b_id->is_a(&RNA_Light)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
BL::Light b_light(*b_id);
|
|
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Shader *shader;
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|
|
|
|
|
|
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/* test if we need to sync */
|
|
|
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if (shader_map.sync(&shader, b_light) || update_all) {
|
|
|
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ShaderGraph *graph = new ShaderGraph();
|
|
|
|
|
|
|
|
/* create nodes */
|
|
|
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if (b_light.use_nodes() && b_light.node_tree()) {
|
|
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shader->name = b_light.name().c_str();
|
|
|
|
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|
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BL::ShaderNodeTree b_ntree(b_light.node_tree());
|
|
|
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add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
float strength = 1.0f;
|
|
|
|
|
|
|
|
if (b_light.type() == BL::Light::type_POINT || b_light.type() == BL::Light::type_SPOT ||
|
|
|
|
b_light.type() == BL::Light::type_AREA) {
|
|
|
|
strength = 100.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
EmissionNode *emission = new EmissionNode();
|
|
|
|
emission->color = get_float3(b_light.color());
|
|
|
|
emission->strength = strength;
|
|
|
|
graph->add(emission);
|
|
|
|
|
|
|
|
ShaderNode *out = graph->output();
|
|
|
|
graph->connect(emission->output("Emission"), out->input("Surface"));
|
|
|
|
}
|
|
|
|
|
|
|
|
shader->set_graph(graph);
|
|
|
|
shader->tag_update(scene);
|
|
|
|
}
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
/* for auto refresh images */
|
|
|
|
bool auto_refresh_update = false;
|
2012-11-21 13:00:51 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (preview) {
|
|
|
|
ImageManager *image_manager = scene->image_manager;
|
|
|
|
int frame = b_scene.frame_current();
|
|
|
|
auto_refresh_update = image_manager->set_animation_frame_update(frame);
|
|
|
|
}
|
2012-11-21 13:00:51 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
shader_map.pre_sync();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
sync_world(b_depsgraph, auto_refresh_update);
|
|
|
|
sync_lights(b_depsgraph, auto_refresh_update);
|
|
|
|
sync_materials(b_depsgraph, auto_refresh_update);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* false = don't delete unused shaders, not supported */
|
|
|
|
shader_map.post_sync(false);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
CCL_NAMESPACE_END
|