Expose object node in XML API #8
65
examples/scene_caustics.xml
Normal file
65
examples/scene_caustics.xml
Normal file
@ -0,0 +1,65 @@
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<cycles>
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<integrator
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caustics_reflective="true"
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caustics_refractive="true"
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/>
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<!--Camera-->
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<transform
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rotate="65.75944715 0.93999645 0.10960667 0.32309913"
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translate="3 -12 5"
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scale="1 1 -1" >
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<camera
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type="perspective"
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fov="0.78539819"
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full_width="800"
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full_height="600"
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/>
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</transform>
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<!--PointLight-->
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<shader name="PointLight_shader">
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<emission
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name="PointLight_emit"
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color="1.0 1.0 1.0"
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strength="1000"
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/>
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<connect from="PointLight_emit emission" to="output surface"/>
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</shader>
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<state shader="PointLight_shader">
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<light
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name="PointLight"
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light_type="point"
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strength="1 1 1"
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tfm="1 0 0 4 0 1 0 0 0 0 1 4"
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use_caustics="true"
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/>
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</state>
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<!--Suzanne-->
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<shader name="Suzanne">
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<glass_bsdf name="Suzanne_bsdf" IOR="1.5" color="1.0 1.0 1.0" />
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<connect from="Suzanne_bsdf bsdf" to="output surface"/>
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</shader>
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<transform
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rotate="90.0 0.0 0.0 1.0"
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translate="0.0 0.0 1.0"
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>
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<object name="Suzanne" is_caustics_caster="true"/>
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<state interpolation="smooth" shader="Suzanne" object="Suzanne">
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<include src="objects/suzanne.xml"/>
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</state>
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</transform>
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<!--Ground-->
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<shader name="Ground">
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<diffuse_bsdf name="Ground_bsdf" color="0.60 0.60 0.60"/>
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<connect from="Ground_bsdf bsdf" to="output surface"/>
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</shader>
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<object name="Ground" is_caustics_receiver="true" />
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<state interpolation="smooth" shader="Ground" object="Ground">
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<mesh P="-6 6 0 6 6 0 6 -6 0 -6 -6 0" nverts="4" verts="0 1 2 3" />
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</state>
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</cycles>
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@ -46,8 +46,9 @@ struct XMLReadState : public XMLReader {
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Shader *shader; /* Current shader. */
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string base; /* Base path to current file. */
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float dicing_rate; /* Current dicing rate. */
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Object *object; /* Current object. */
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XMLReadState() : scene(NULL), smooth(false), shader(NULL), dicing_rate(1.0f)
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XMLReadState() : scene(NULL), smooth(false), shader(NULL), dicing_rate(1.0f), object(NULL)
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{
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tfm = transform_identity();
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}
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@ -405,25 +406,33 @@ static void xml_read_background(XMLReadState &state, xml_node node)
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/* Mesh */
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static Mesh *xml_add_mesh(Scene *scene, const Transform &tfm)
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static Mesh *xml_add_mesh(Scene *scene, const Transform &tfm, Object *object)
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{
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/* create mesh */
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Mesh *mesh = new Mesh();
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scene->geometry.push_back(mesh);
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if (object && object->get_geometry()->is_mesh()) {
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/* Use existing object and mesh */
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object->set_tfm(tfm);
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Geometry *geometry = object->get_geometry();
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return static_cast<Mesh *>(geometry);
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}
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else {
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/* Create mesh */
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Mesh *mesh = new Mesh();
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scene->geometry.push_back(mesh);
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/* Create object. */
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Object *object = new Object();
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object->set_geometry(mesh);
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object->set_tfm(tfm);
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scene->objects.push_back(object);
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/* Create object. */
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Object *object = new Object();
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object->set_geometry(mesh);
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object->set_tfm(tfm);
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scene->objects.push_back(object);
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return mesh;
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return mesh;
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}
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}
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static void xml_read_mesh(const XMLReadState &state, xml_node node)
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{
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/* add mesh */
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Mesh *mesh = xml_add_mesh(state.scene, state.tfm);
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Mesh *mesh = xml_add_mesh(state.scene, state.tfm, state.object);
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array<Node *> used_shaders = mesh->get_used_shaders();
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used_shaders.push_back_slow(state.shader);
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mesh->set_used_shaders(used_shaders);
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@ -613,7 +622,7 @@ static void xml_read_transform(xml_node node, Transform &tfm)
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static void xml_read_state(XMLReadState &state, xml_node node)
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{
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/* read shader */
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/* Read shader */
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string shadername;
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if (xml_read_string(&shadername, node, "shader")) {
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@ -632,6 +641,25 @@ static void xml_read_state(XMLReadState &state, xml_node node)
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}
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}
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/* Read object */
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string objectname;
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if (xml_read_string(&objectname, node, "object")) {
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bool found = false;
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foreach (Object *object, state.scene->objects) {
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if (object->name == objectname) {
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state.object = object;
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found = true;
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break;
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}
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}
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if (!found) {
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fprintf(stderr, "Unknown object \"%s\".\n", objectname.c_str());
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}
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}
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xml_read_float(&state.dicing_rate, node, "dicing_rate");
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/* read smooth/flat */
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@ -643,6 +671,26 @@ static void xml_read_state(XMLReadState &state, xml_node node)
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}
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}
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/* Object */
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static void xml_read_object(XMLReadState &state, xml_node node)
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{
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Scene *scene = state.scene;
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/* create mesh */
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Mesh *mesh = new Mesh();
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scene->geometry.push_back(mesh);
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/* create object */
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Object *object = new Object();
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object->set_geometry(mesh);
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object->set_tfm(state.tfm);
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xml_read_node(state, object, node);
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scene->objects.push_back(object);
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}
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/* Scene */
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static void xml_read_include(XMLReadState &state, const string &src);
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@ -690,6 +738,12 @@ static void xml_read_scene(XMLReadState &state, xml_node scene_node)
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xml_read_include(state, src);
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}
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}
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else if (string_iequals(node.name(), "object")) {
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XMLReadState substate = state;
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xml_read_object(substate, node);
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xml_read_scene(substate, node);
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}
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#ifdef WITH_ALEMBIC
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else if (string_iequals(node.name(), "alembic")) {
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xml_read_alembic(state, node);
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