This commit implements point density texture for Cycles shading nodes. It's done via creating voxel texture at shader compilation time, Not totally memory efficient, but avoids adding sampling code to kernel (which keeps render time as low as possible), In the future this will be compensated by using OpenVDB for more efficient storage of sparse volume data. Sampling of the voxel texture is happening at blender side and the same code is used as for Blender Internal's renderer. This texture is controlled by only object, particle system and radius. Linear falloff is used and there's no turbulence. This is because falloff is expected to happen using Curve Mapping node. Turbulence will be done as a distortion on the input coordinate. It's already possible to fake it using nose textures and in the future we can add more proper turbulence distortion node, which then could also be used for 2D texture mapping. Particle color support is done by Lukas, thanks!
1259 lines
40 KiB
C++
1259 lines
40 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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* limitations under the License.
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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 "osl.h"
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#include "scene.h"
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#include "shader.h"
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#include "blender_texture.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*, ShaderInput*> PtrInputMap;
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typedef map<void*, ShaderOutput*> PtrOutputMap;
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typedef map<std::string, ProxyNode*> ProxyMap;
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/* Find */
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void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders, int default_shader)
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{
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Shader *shader = (id)? shader_map.find(id): scene->shaders[default_shader];
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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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scene->shaders[i]->tag_used(scene);
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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_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_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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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::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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}
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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::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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}
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static float3 get_node_output_vector(BL::Node b_node, const string& name)
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{
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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]);
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}
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static ShaderSocketType convert_socket_type(BL::NodeSocket b_socket)
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{
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switch (b_socket.type()) {
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case BL::NodeSocket::type_VALUE:
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return SHADER_SOCKET_FLOAT;
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case BL::NodeSocket::type_INT:
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return SHADER_SOCKET_INT;
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case BL::NodeSocket::type_VECTOR:
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return SHADER_SOCKET_VECTOR;
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case BL::NodeSocket::type_RGBA:
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return SHADER_SOCKET_COLOR;
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case BL::NodeSocket::type_STRING:
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return SHADER_SOCKET_STRING;
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case BL::NodeSocket::type_SHADER:
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return SHADER_SOCKET_CLOSURE;
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default:
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return SHADER_SOCKET_UNDEFINED;
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}
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}
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static void set_default_value(ShaderInput *input, BL::NodeSocket b_sock, BL::BlendData b_data, BL::ID b_id)
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{
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/* copy values for non linked inputs */
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switch(input->type) {
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case SHADER_SOCKET_FLOAT: {
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input->set(get_float(b_sock.ptr, "default_value"));
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break;
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}
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case SHADER_SOCKET_INT: {
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input->set((float)get_int(b_sock.ptr, "default_value"));
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break;
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}
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case SHADER_SOCKET_COLOR: {
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input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
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break;
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}
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case SHADER_SOCKET_NORMAL:
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case SHADER_SOCKET_POINT:
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case SHADER_SOCKET_VECTOR: {
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input->set(get_float3(b_sock.ptr, "default_value"));
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break;
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}
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case SHADER_SOCKET_STRING: {
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input->set((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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case SHADER_SOCKET_CLOSURE:
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case SHADER_SOCKET_UNDEFINED:
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break;
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}
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}
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static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping b_mapping)
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{
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if(!b_mapping)
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return;
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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();
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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();
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}
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static void get_tex_mapping(TextureMapping *mapping, BL::ShaderNodeMapping b_mapping)
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{
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if(!b_mapping)
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return;
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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();
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mapping->use_minmax = b_mapping.use_min() || b_mapping.use_max();
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if(b_mapping.use_min())
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mapping->min = get_float3(b_mapping.min());
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if(b_mapping.use_max())
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mapping->max = get_float3(b_mapping.max());
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}
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static bool is_output_node(BL::Node b_node)
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{
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return (b_node.is_a(&RNA_ShaderNodeOutputMaterial)
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|| b_node.is_a(&RNA_ShaderNodeOutputWorld)
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|| b_node.is_a(&RNA_ShaderNodeOutputLamp));
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}
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static ShaderNode *add_node(Scene *scene,
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BL::RenderEngine b_engine,
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BL::BlendData b_data,
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BL::Scene b_scene,
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ShaderGraph *graph,
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BL::ShaderNodeTree b_ntree,
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BL::ShaderNode b_node)
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{
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ShaderNode *node = NULL;
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/* existing blender nodes */
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if(b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
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BL::ShaderNodeRGBCurve b_curve_node(b_node);
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RGBCurvesNode *curves = new RGBCurvesNode();
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curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, true);
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node = curves;
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}
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if(b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
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BL::ShaderNodeVectorCurve b_curve_node(b_node);
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VectorCurvesNode *curves = new VectorCurvesNode();
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curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, false);
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node = curves;
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}
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else if(b_node.is_a(&RNA_ShaderNodeValToRGB)) {
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RGBRampNode *ramp = new RGBRampNode();
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BL::ShaderNodeValToRGB b_ramp_node(b_node);
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colorramp_to_array(b_ramp_node.color_ramp(), ramp->ramp, RAMP_TABLE_SIZE);
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ramp->interpolate = b_ramp_node.color_ramp().interpolation() != BL::ColorRamp::interpolation_CONSTANT;
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node = ramp;
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}
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else if(b_node.is_a(&RNA_ShaderNodeRGB)) {
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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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}
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else if(b_node.is_a(&RNA_ShaderNodeValue)) {
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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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}
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else if(b_node.is_a(&RNA_ShaderNodeCameraData)) {
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node = new CameraNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeInvert)) {
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node = new InvertNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeGamma)) {
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node = new GammaNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
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node = new BrightContrastNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeMixRGB)) {
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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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/* Tag if it's Mix */
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if(b_mix_node.blend_type() == 0)
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mix->special_type = SHADER_SPECIAL_TYPE_MIX_RGB;
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mix->use_clamp = b_mix_node.use_clamp();
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node = mix;
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}
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else if(b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
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node = new SeparateRGBNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
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node = new CombineRGBNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
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node = new SeparateHSVNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
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node = new CombineHSVNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
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node = new SeparateXYZNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
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node = new CombineXYZNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
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node = new HSVNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
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node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
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}
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else if(b_node.is_a(&RNA_ShaderNodeMath)) {
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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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math->use_clamp = b_math_node.use_clamp();
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node = math;
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}
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else if(b_node.is_a(&RNA_ShaderNodeVectorMath)) {
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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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}
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else if(b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
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BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
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VectorTransformNode *vtransform = new VectorTransformNode();
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vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.type()];
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vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
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vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
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node = vtransform;
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}
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else if(b_node.is_a(&RNA_ShaderNodeNormal)) {
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BL::Node::outputs_iterator out_it;
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b_node.outputs.begin(out_it);
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NormalNode *norm = new NormalNode();
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norm->direction = get_node_output_vector(b_node, "Normal");
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node = norm;
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}
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else if(b_node.is_a(&RNA_ShaderNodeMapping)) {
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BL::ShaderNodeMapping b_mapping_node(b_node);
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MappingNode *mapping = new MappingNode();
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get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
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node = mapping;
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}
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else if(b_node.is_a(&RNA_ShaderNodeFresnel)) {
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node = new FresnelNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
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node = new LayerWeightNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeAddShader)) {
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node = new AddClosureNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeMixShader)) {
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node = new MixClosureNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeAttribute)) {
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BL::ShaderNodeAttribute b_attr_node(b_node);
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AttributeNode *attr = new AttributeNode();
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attr->attribute = b_attr_node.attribute_name();
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node = attr;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBackground)) {
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node = new BackgroundNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeHoldout)) {
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node = new HoldoutNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
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BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
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AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();
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switch (b_aniso_node.distribution())
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{
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case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
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aniso->distribution = ustring("Beckmann");
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break;
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case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
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aniso->distribution = ustring("GGX");
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break;
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case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
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aniso->distribution = ustring("Ashikhmin-Shirley");
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break;
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}
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node = aniso;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
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node = new DiffuseBsdfNode();
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}
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else if(b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
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BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
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SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
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switch(b_subsurface_node.falloff()) {
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case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
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subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
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break;
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case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
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subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
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break;
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}
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node = subsurface;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
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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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case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
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glossy->distribution = ustring("Ashikhmin-Shirley");
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break;
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}
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node = glossy;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
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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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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
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BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
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RefractionBsdfNode *refraction = new RefractionBsdfNode();
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switch(b_refraction_node.distribution()) {
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case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
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refraction->distribution = ustring("Sharp");
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break;
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case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
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refraction->distribution = ustring("Beckmann");
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break;
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case BL::ShaderNodeBsdfRefraction::distribution_GGX:
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refraction->distribution = ustring("GGX");
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break;
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}
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node = refraction;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
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BL::ShaderNodeBsdfToon b_toon_node(b_node);
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ToonBsdfNode *toon = new ToonBsdfNode();
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switch(b_toon_node.component()) {
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case BL::ShaderNodeBsdfToon::component_DIFFUSE:
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toon->component = ustring("Diffuse");
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break;
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case BL::ShaderNodeBsdfToon::component_GLOSSY:
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toon->component = ustring("Glossy");
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break;
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}
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node = toon;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
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BL::ShaderNodeBsdfHair b_hair_node(b_node);
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HairBsdfNode *hair = new HairBsdfNode();
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switch(b_hair_node.component()) {
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case BL::ShaderNodeBsdfHair::component_Reflection:
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hair->component = ustring("Reflection");
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break;
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case BL::ShaderNodeBsdfHair::component_Transmission:
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hair->component = ustring("Transmission");
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break;
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}
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node = hair;
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}
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else if(b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
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node = new TranslucentBsdfNode();
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}
|
|
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)) {
|
|
node = new AmbientOcclusionNode();
|
|
}
|
|
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_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)) {
|
|
#ifdef WITH_OSL
|
|
if(scene->shader_manager->use_osl()) {
|
|
/* create script node */
|
|
BL::ShaderNodeScript b_script_node(b_node);
|
|
OSLScriptNode *script_node = new OSLScriptNode();
|
|
|
|
/* Generate inputs/outputs from node sockets
|
|
*
|
|
* Note: the node sockets are generated from OSL parameters,
|
|
* so the names match those of the corresponding parameters exactly.
|
|
*
|
|
* Note 2: ShaderInput/ShaderOutput store shallow string copies only!
|
|
* Socket names must be stored in the extra lists instead. */
|
|
BL::Node::inputs_iterator b_input;
|
|
|
|
for(b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
|
|
script_node->input_names.push_back(ustring(b_input->name()));
|
|
ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
|
|
convert_socket_type(*b_input));
|
|
set_default_value(input, *b_input, b_data, b_ntree);
|
|
}
|
|
|
|
BL::Node::outputs_iterator b_output;
|
|
|
|
for(b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
|
|
script_node->output_names.push_back(ustring(b_output->name()));
|
|
script_node->add_output(script_node->output_names.back().c_str(),
|
|
convert_socket_type(*b_output));
|
|
}
|
|
|
|
/* load bytecode or filepath */
|
|
OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
|
|
string bytecode_hash = b_script_node.bytecode_hash();
|
|
|
|
if(!bytecode_hash.empty()) {
|
|
/* loaded bytecode if not already done */
|
|
if(!manager->shader_test_loaded(bytecode_hash))
|
|
manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());
|
|
|
|
script_node->bytecode_hash = bytecode_hash;
|
|
}
|
|
else {
|
|
/* set filepath */
|
|
script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
|
|
}
|
|
|
|
node = script_node;
|
|
}
|
|
#else
|
|
(void)b_data;
|
|
(void)b_ntree;
|
|
#endif
|
|
}
|
|
else if(b_node.is_a(&RNA_ShaderNodeTexImage)) {
|
|
BL::ShaderNodeTexImage b_image_node(b_node);
|
|
BL::Image b_image(b_image_node.image());
|
|
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();
|
|
|
|
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_node.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_node.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(sergey): Does not work properly when we change builtin type. */
|
|
if(b_image.is_updated()) {
|
|
scene->image_manager->tag_reload_image(image->filename,
|
|
image->builtin_data,
|
|
(InterpolationType)b_image_node.interpolation());
|
|
}
|
|
}
|
|
image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
|
|
image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
|
|
image->interpolation = (InterpolationType)b_image_node.interpolation();
|
|
image->projection_blend = b_image_node.projection_blend();
|
|
get_tex_mapping(&image->tex_mapping, b_image_node.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());
|
|
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();
|
|
|
|
if(is_builtin) {
|
|
int scene_frame = b_scene.frame_current();
|
|
int image_frame = image_user_frame_number(b_env_node.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_env_node.image_user(), b_image, b_scene.frame_current());
|
|
env->animated = b_env_node.image_user().use_auto_refresh();
|
|
env->builtin_data = NULL;
|
|
}
|
|
|
|
env->use_alpha = b_image.use_alpha();
|
|
|
|
/* TODO(sergey): Does not work properly when we change builtin type. */
|
|
if(b_image.is_updated()) {
|
|
scene->image_manager->tag_reload_image(env->filename,
|
|
env->builtin_data,
|
|
INTERPOLATION_LINEAR);
|
|
}
|
|
}
|
|
env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
|
|
env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
|
|
get_tex_mapping(&env->tex_mapping, b_env_node.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 = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
|
|
get_tex_mapping(&gradient->tex_mapping, b_gradient_node.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 = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
|
|
get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.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();
|
|
get_tex_mapping(&magic->tex_mapping, b_magic_node.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 = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
|
|
get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
|
|
node = wave;
|
|
}
|
|
else if(b_node.is_a(&RNA_ShaderNodeTexChecker)) {
|
|
BL::ShaderNodeTexChecker b_checker_node(b_node);
|
|
CheckerTextureNode *checker = new CheckerTextureNode();
|
|
get_tex_mapping(&checker->tex_mapping, b_checker_node.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();
|
|
get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
|
|
node = brick;
|
|
}
|
|
else if(b_node.is_a(&RNA_ShaderNodeTexNoise)) {
|
|
BL::ShaderNodeTexNoise b_noise_node(b_node);
|
|
NoiseTextureNode *noise = new NoiseTextureNode();
|
|
get_tex_mapping(&noise->tex_mapping, b_noise_node.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 = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
|
|
get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.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_dupli();
|
|
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 = SkyTextureNode::type_enum[(int)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();
|
|
get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
|
|
node = sky;
|
|
}
|
|
else if(b_node.is_a(&RNA_ShaderNodeNormalMap)) {
|
|
BL::ShaderNodeNormalMap b_normal_map_node(b_node);
|
|
NormalMapNode *nmap = new NormalMapNode();
|
|
nmap->space = NormalMapNode::space_enum[(int)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 = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
|
|
tangent->axis = TangentNode::axis_enum[(int)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_dupli();
|
|
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 =
|
|
PointDensityTextureNode::space_enum[(int)b_point_density_node.space()];
|
|
point_density->interpolation =
|
|
(InterpolationType)b_point_density_node.interpolation();
|
|
point_density->builtin_data = b_point_density_node.ptr.data;
|
|
|
|
/* Transformation form world space to texture space. */
|
|
BL::Object b_ob(b_point_density_node.object());
|
|
if(b_ob) {
|
|
float3 loc, size;
|
|
point_density_texture_space(b_point_density_node, loc, size);
|
|
point_density->tfm =
|
|
transform_translate(-loc) * transform_scale(size) *
|
|
transform_inverse(get_transform(b_ob.matrix_world()));
|
|
}
|
|
|
|
/* TODO(sergey): Use more proper update flag. */
|
|
if(true) {
|
|
scene->image_manager->tag_reload_image(point_density->filename,
|
|
point_density->builtin_data,
|
|
point_density->interpolation);
|
|
}
|
|
node = point_density;
|
|
}
|
|
|
|
if(node)
|
|
graph->add(node);
|
|
|
|
return node;
|
|
}
|
|
|
|
static bool node_use_modified_socket_name(ShaderNode *node)
|
|
{
|
|
if(node->special_type == SHADER_SPECIAL_TYPE_SCRIPT)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::Node b_node, BL::NodeSocket b_socket)
|
|
{
|
|
string name = b_socket.name();
|
|
|
|
if(node_use_modified_socket_name(node)) {
|
|
BL::Node::inputs_iterator b_input;
|
|
bool found = false;
|
|
int counter = 0, total = 0;
|
|
|
|
for(b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
|
|
if(b_input->name() == name) {
|
|
if(!found)
|
|
counter++;
|
|
total++;
|
|
}
|
|
|
|
if(b_input->ptr.data == b_socket.ptr.data)
|
|
found = true;
|
|
}
|
|
|
|
/* rename if needed */
|
|
if(name == "Shader")
|
|
name = "Closure";
|
|
|
|
if(total > 1)
|
|
name = string_printf("%s%d", name.c_str(), counter);
|
|
}
|
|
|
|
return node->input(name.c_str());
|
|
}
|
|
|
|
static ShaderOutput *node_find_output_by_name(ShaderNode *node, BL::Node b_node, BL::NodeSocket b_socket)
|
|
{
|
|
string name = b_socket.name();
|
|
|
|
if(node_use_modified_socket_name(node)) {
|
|
BL::Node::outputs_iterator b_output;
|
|
bool found = false;
|
|
int counter = 0, total = 0;
|
|
|
|
for(b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
|
|
if(b_output->name() == name) {
|
|
if(!found)
|
|
counter++;
|
|
total++;
|
|
}
|
|
|
|
if(b_output->ptr.data == b_socket.ptr.data)
|
|
found = true;
|
|
}
|
|
|
|
/* rename if needed */
|
|
if(name == "Shader")
|
|
name = "Closure";
|
|
|
|
if(total > 1)
|
|
name = string_printf("%s%d", name.c_str(), counter);
|
|
}
|
|
|
|
return node->output(name.c_str());
|
|
}
|
|
|
|
static void add_nodes(Scene *scene,
|
|
BL::RenderEngine b_engine,
|
|
BL::BlendData b_data,
|
|
BL::Scene b_scene,
|
|
ShaderGraph *graph,
|
|
BL::ShaderNodeTree b_ntree,
|
|
const ProxyMap &proxy_input_map,
|
|
const ProxyMap &proxy_output_map)
|
|
{
|
|
/* 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 */
|
|
bool found_active_output = false;
|
|
BL::ShaderNode output_node(PointerRNA_NULL);
|
|
|
|
for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
|
|
if(is_output_node(*b_node)) {
|
|
BL::ShaderNodeOutputMaterial b_output_node(*b_node);
|
|
|
|
if(b_output_node.is_active_output()) {
|
|
output_node = b_output_node;
|
|
found_active_output = true;
|
|
break;
|
|
}
|
|
else if(!output_node.ptr.data && !found_active_output) {
|
|
output_node = b_output_node;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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) {
|
|
ProxyNode *proxy = new ProxyNode(convert_socket_type(b_link->to_socket()));
|
|
|
|
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)) {
|
|
|
|
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
|
|
b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*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) {
|
|
ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_input));
|
|
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) {
|
|
ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_output));
|
|
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_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()) {
|
|
ProxyNode *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()) {
|
|
ProxyNode *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(is_output_node(*b_node)) {
|
|
if(b_node->ptr.data == output_node.ptr.data) {
|
|
node = graph->output();
|
|
}
|
|
}
|
|
else {
|
|
node = add_node(scene,
|
|
b_engine,
|
|
b_data,
|
|
b_scene,
|
|
graph,
|
|
b_ntree,
|
|
BL::ShaderNode(*b_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);
|
|
}
|
|
}
|
|
|
|
static void add_nodes(Scene *scene,
|
|
BL::RenderEngine b_engine,
|
|
BL::BlendData b_data,
|
|
BL::Scene b_scene,
|
|
ShaderGraph *graph,
|
|
BL::ShaderNodeTree b_ntree)
|
|
{
|
|
static const ProxyMap empty_proxy_map;
|
|
add_nodes(scene,
|
|
b_engine,
|
|
b_data,
|
|
b_scene,
|
|
graph,
|
|
b_ntree,
|
|
empty_proxy_map,
|
|
empty_proxy_map);
|
|
}
|
|
|
|
/* Sync Materials */
|
|
|
|
void BlenderSync::sync_materials(bool update_all)
|
|
{
|
|
shader_map.set_default(scene->shaders[scene->default_surface]);
|
|
|
|
/* material loop */
|
|
BL::BlendData::materials_iterator b_mat;
|
|
|
|
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
|
|
Shader *shader;
|
|
|
|
/* test if we need to sync */
|
|
if(shader_map.sync(&shader, *b_mat) || update_all) {
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
shader->name = b_mat->name().c_str();
|
|
shader->pass_id = b_mat->pass_index();
|
|
|
|
/* 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_scene, graph, b_ntree);
|
|
}
|
|
else {
|
|
ShaderNode *closure, *out;
|
|
|
|
closure = graph->add(new DiffuseBsdfNode());
|
|
closure->input("Color")->value = get_float3(b_mat->diffuse_color());
|
|
out = graph->output();
|
|
|
|
graph->connect(closure->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 = (VolumeSampling)RNA_enum_get(&cmat, "volume_sampling");
|
|
shader->volume_interpolation_method = (VolumeInterpolation)RNA_enum_get(&cmat, "volume_interpolation");
|
|
|
|
shader->set_graph(graph);
|
|
shader->tag_update(scene);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Sync World */
|
|
|
|
void BlenderSync::sync_world(bool update_all)
|
|
{
|
|
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->shaders[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_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 = (VolumeSampling)RNA_enum_get(&cworld, "volume_sampling");
|
|
shader->volume_interpolation_method = (VolumeInterpolation)RNA_enum_get(&cworld, "volume_interpolation");
|
|
}
|
|
else if(b_world) {
|
|
ShaderNode *closure, *out;
|
|
|
|
closure = graph->add(new BackgroundNode());
|
|
closure->input("Color")->value = get_float3(b_world.horizon_color());
|
|
out = graph->output();
|
|
|
|
graph->connect(closure->output("Background"), out->input("Surface"));
|
|
}
|
|
|
|
if(b_world) {
|
|
/* AO */
|
|
BL::WorldLighting b_light = b_world.light_settings();
|
|
|
|
if(b_light.use_ambient_occlusion())
|
|
background->ao_factor = b_light.ao_factor();
|
|
else
|
|
background->ao_factor = 0.0f;
|
|
|
|
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;
|
|
}
|
|
|
|
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 bledner'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;
|
|
|
|
background->use = render_layer.use_background;
|
|
|
|
if(background->modified(prevbackground))
|
|
background->tag_update(scene);
|
|
}
|
|
|
|
/* Sync Lamps */
|
|
|
|
void BlenderSync::sync_lamps(bool update_all)
|
|
{
|
|
shader_map.set_default(scene->shaders[scene->default_light]);
|
|
|
|
/* lamp loop */
|
|
BL::BlendData::lamps_iterator b_lamp;
|
|
|
|
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
|
|
Shader *shader;
|
|
|
|
/* test if we need to sync */
|
|
if(shader_map.sync(&shader, *b_lamp) || update_all) {
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
/* create nodes */
|
|
if(b_lamp->use_nodes() && b_lamp->node_tree()) {
|
|
shader->name = b_lamp->name().c_str();
|
|
|
|
BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
|
|
|
|
add_nodes(scene, b_engine, b_data, b_scene, graph, b_ntree);
|
|
}
|
|
else {
|
|
ShaderNode *closure, *out;
|
|
float strength = 1.0f;
|
|
|
|
if(b_lamp->type() == BL::Lamp::type_POINT ||
|
|
b_lamp->type() == BL::Lamp::type_SPOT ||
|
|
b_lamp->type() == BL::Lamp::type_AREA)
|
|
{
|
|
strength = 100.0f;
|
|
}
|
|
|
|
closure = graph->add(new EmissionNode());
|
|
closure->input("Color")->value = get_float3(b_lamp->color());
|
|
closure->input("Strength")->value.x = strength;
|
|
out = graph->output();
|
|
|
|
graph->connect(closure->output("Emission"), out->input("Surface"));
|
|
}
|
|
|
|
shader->set_graph(graph);
|
|
shader->tag_update(scene);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BlenderSync::sync_shaders()
|
|
{
|
|
/* for auto refresh images */
|
|
bool auto_refresh_update = false;
|
|
|
|
if(preview) {
|
|
ImageManager *image_manager = scene->image_manager;
|
|
int frame = b_scene.frame_current();
|
|
auto_refresh_update = image_manager->set_animation_frame_update(frame);
|
|
}
|
|
|
|
shader_map.pre_sync();
|
|
|
|
sync_world(auto_refresh_update);
|
|
sync_lamps(auto_refresh_update);
|
|
sync_materials(auto_refresh_update);
|
|
|
|
/* false = don't delete unused shaders, not supported */
|
|
shader_map.post_sync(false);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|