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Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp629
1 files changed, 629 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
new file mode 100644
index 00000000000..c6dbfc630ab
--- /dev/null
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -0,0 +1,629 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "background.h"
+#include "graph.h"
+#include "light.h"
+#include "nodes.h"
+#include "scene.h"
+#include "shader.h"
+
+#include "blender_sync.h"
+#include "blender_util.h"
+
+#include "util_debug.h"
+
+CCL_NAMESPACE_BEGIN
+
+typedef map<void*, ShaderNode*> PtrNodeMap;
+typedef pair<ShaderNode*, std::string> SocketPair;
+typedef map<void*, SocketPair> PtrSockMap;
+
+/* Find */
+
+void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders)
+{
+ Shader *shader = shader_map.find(id);
+
+ for(size_t i = 0; i < scene->shaders.size(); i++) {
+ if(scene->shaders[i] == shader) {
+ used_shaders.push_back(i);
+ break;
+ }
+ }
+}
+
+/* Graph */
+
+static BL::NodeSocket get_node_input(BL::Node *b_group_node, BL::Node b_node, const string& name)
+{
+ BL::Node::inputs_iterator b_in;
+
+ for(b_in = b_node.inputs.begin(); b_in != b_node.inputs.end(); ++b_in) {
+ if(b_in->name() == name) {
+ if(b_group_node) {
+
+ BL::NodeTree b_ntree = BL::NodeGroup(*b_group_node).node_tree();
+ BL::NodeTree::links_iterator b_link;
+
+ for(b_link = b_ntree.links.begin(); b_link != b_ntree.links.end(); ++b_link) {
+ if(b_link->to_socket().ptr.data == b_in->ptr.data) {
+ BL::Node::inputs_iterator b_gin;
+
+ for(b_gin = b_group_node->inputs.begin(); b_gin != b_group_node->inputs.end(); ++b_gin)
+ if(b_gin->group_socket().ptr.data == b_link->from_socket().ptr.data)
+ return *b_gin;
+
+ }
+ }
+ }
+
+ return *b_in;
+ }
+ }
+
+ assert(0);
+
+ return *b_in;
+}
+
+static BL::NodeSocket get_node_output(BL::Node b_node, const string& name)
+{
+ BL::Node::outputs_iterator b_out;
+
+ for(b_out = b_node.outputs.begin(); b_out != b_node.outputs.end(); ++b_out)
+ if(b_out->name() == name)
+ return *b_out;
+
+ assert(0);
+
+ return *b_out;
+}
+
+static float3 get_node_output_rgba(BL::Node b_node, const string& name)
+{
+ BL::RGBANodeSocket sock(get_node_output(b_node, name));
+ return get_float3(sock.default_value());
+}
+
+static float get_node_output_value(BL::Node b_node, const string& name)
+{
+ BL::ValueNodeSocket sock(get_node_output(b_node, name));
+ return sock.default_value()[0];
+}
+
+static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *b_group_node, BL::ShaderNode b_node)
+{
+ ShaderNode *node = NULL;
+
+ switch(b_node.type()) {
+ /* not supported */
+ case BL::ShaderNode::type_CAMERA: break;
+ case BL::ShaderNode::type_COMBRGB: break;
+ case BL::ShaderNode::type_CURVE_RGB: break;
+ case BL::ShaderNode::type_CURVE_VEC: break;
+ case BL::ShaderNode::type_GEOM: break;
+ case BL::ShaderNode::type_HUE_SAT: break;
+ case BL::ShaderNode::type_INVERT: break;
+ case BL::ShaderNode::type_MATERIAL: break;
+ case BL::ShaderNode::type_MATERIAL_EXT: break;
+ case BL::ShaderNode::type_NORMAL: break;
+ case BL::ShaderNode::type_OUTPUT: break;
+ case BL::ShaderNode::type_SCRIPT: break;
+ case BL::ShaderNode::type_SEPRGB: break;
+ case BL::ShaderNode::type_SQUEEZE: break;
+ case BL::ShaderNode::type_TEXTURE: break;
+ case BL::ShaderNode::type_VALTORGB: break;
+ /* handled outside this function */
+ case BL::ShaderNode::type_GROUP: break;
+ /* existing blender nodes */
+ case BL::ShaderNode::type_RGB: {
+ ColorNode *color = new ColorNode();
+ color->value = get_node_output_rgba(b_node, "Color");
+ node = color;
+ break;
+ }
+ case BL::ShaderNode::type_VALUE: {
+ ValueNode *value = new ValueNode();
+ value->value = get_node_output_value(b_node, "Value");
+ node = value;
+ break;
+ }
+ case BL::ShaderNode::type_MIX_RGB: {
+ BL::ShaderNodeMixRGB b_mix_node(b_node);
+ MixNode *mix = new MixNode();
+ mix->type = MixNode::type_enum[b_mix_node.blend_type()];
+ node = mix;
+ break;
+ }
+ case BL::ShaderNode::type_RGBTOBW: {
+ node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
+ break;
+ }
+ case BL::ShaderNode::type_MATH: {
+ BL::ShaderNodeMath b_math_node(b_node);
+ MathNode *math = new MathNode();
+ math->type = MathNode::type_enum[b_math_node.operation()];
+ node = math;
+ break;
+ }
+ case BL::ShaderNode::type_VECT_MATH: {
+ BL::ShaderNodeVectorMath b_vector_math_node(b_node);
+ VectorMathNode *vmath = new VectorMathNode();
+ vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
+ node = vmath;
+ break;
+ }
+ case BL::ShaderNode::type_MAPPING: {
+ BL::ShaderNodeMapping b_mapping_node(b_node);
+ MappingNode *mapping = new MappingNode();
+ mapping->translation = get_float3(b_mapping_node.location());
+ mapping->rotation = get_float3(b_mapping_node.rotation());
+ mapping->scale = get_float3(b_mapping_node.scale());
+ node = mapping;
+ break;
+ }
+
+ /* new nodes */
+ case BL::ShaderNode::type_OUTPUT_MATERIAL:
+ case BL::ShaderNode::type_OUTPUT_WORLD:
+ case BL::ShaderNode::type_OUTPUT_LAMP: {
+ node = graph->output();
+ break;
+ }
+ case BL::ShaderNode::type_FRESNEL: {
+ node = new FresnelNode();
+ break;
+ }
+ case BL::ShaderNode::type_ADD_CLOSURE: {
+ node = new AddClosureNode();
+ break;
+ }
+ case BL::ShaderNode::type_MIX_CLOSURE: {
+ node = new MixClosureNode();
+ break;
+ }
+ case BL::ShaderNode::type_ATTRIBUTE: {
+ AttributeNode *attr = new AttributeNode();
+ attr->attribute = "";
+ node = attr;
+ break;
+ }
+ case BL::ShaderNode::type_BACKGROUND: {
+ node = new BackgroundNode();
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_ANISOTROPIC: {
+ node = new WardBsdfNode();
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_DIFFUSE: {
+ node = new DiffuseBsdfNode();
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_GLOSSY: {
+ BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
+ GlossyBsdfNode *glossy = new GlossyBsdfNode();
+
+ switch(b_glossy_node.distribution()) {
+ case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
+ glossy->distribution = ustring("Sharp");
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
+ glossy->distribution = ustring("Beckmann");
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_GGX:
+ glossy->distribution = ustring("GGX");
+ break;
+ }
+ node = glossy;
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_GLASS: {
+ BL::ShaderNodeBsdfGlass b_glass_node(b_node);
+ GlassBsdfNode *glass = new GlassBsdfNode();
+ switch(b_glass_node.distribution()) {
+ case BL::ShaderNodeBsdfGlass::distribution_SHARP:
+ glass->distribution = ustring("Sharp");
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
+ glass->distribution = ustring("Beckmann");
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_GGX:
+ glass->distribution = ustring("GGX");
+ break;
+ }
+ node = glass;
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_TRANSLUCENT: {
+ node = new TranslucentBsdfNode();
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_TRANSPARENT: {
+ node = new TransparentBsdfNode();
+ break;
+ }
+ case BL::ShaderNode::type_BSDF_VELVET: {
+ node = new VelvetBsdfNode();
+ break;
+ }
+ case BL::ShaderNode::type_EMISSION: {
+ node = new EmissionNode();
+ break;
+ }
+ case BL::ShaderNode::type_GEOMETRY: {
+ node = new GeometryNode();
+ break;
+ }
+ case BL::ShaderNode::type_LIGHT_PATH: {
+ node = new LightPathNode();
+ break;
+ }
+ case BL::ShaderNode::type_TEX_IMAGE: {
+ BL::ShaderNodeTexImage b_image_node(b_node);
+ BL::Image b_image(b_image_node.image());
+ ImageTextureNode *image = new ImageTextureNode();
+ /* todo: handle generated/builtin images */
+ if(b_image)
+ image->filename = blender_absolute_path(b_data, b_image, b_image.filepath());
+ node = image;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_ENVIRONMENT: {
+ BL::ShaderNodeTexEnvironment b_environment_node(b_node);
+ BL::Image b_image(b_environment_node.image());
+ EnvironmentTextureNode *env = new EnvironmentTextureNode();
+ if(b_image)
+ env->filename = blender_absolute_path(b_data, b_image, b_image.filepath());
+ node = env;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_NOISE: {
+ node = new NoiseTextureNode();
+ break;
+ }
+ case BL::ShaderNode::type_TEX_BLEND: {
+ BL::ShaderNodeTexBlend b_blend_node(b_node);
+ BlendTextureNode *blend = new BlendTextureNode();
+ blend->progression = BlendTextureNode::progression_enum[(int)b_blend_node.progression()];
+ blend->axis = BlendTextureNode::axis_enum[(int)b_blend_node.axis()];
+ node = blend;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_VORONOI: {
+ BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
+ VoronoiTextureNode *voronoi = new VoronoiTextureNode();
+ voronoi->distance_metric = VoronoiTextureNode::distance_metric_enum[(int)b_voronoi_node.distance_metric()];
+ voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
+ node = voronoi;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_MAGIC: {
+ BL::ShaderNodeTexMagic b_magic_node(b_node);
+ MagicTextureNode *magic = new MagicTextureNode();
+ magic->depth = b_magic_node.turbulence_depth();
+ node = magic;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_MARBLE: {
+ BL::ShaderNodeTexMarble b_marble_node(b_node);
+ MarbleTextureNode *marble = new MarbleTextureNode();
+ marble->depth = b_marble_node.turbulence_depth();
+ marble->basis = MarbleTextureNode::basis_enum[(int)b_marble_node.noise_basis()];
+ marble->type = MarbleTextureNode::type_enum[(int)b_marble_node.marble_type()];
+ marble->wave = MarbleTextureNode::wave_enum[(int)b_marble_node.wave_type()];
+ marble->hard = b_marble_node.noise_type() == BL::ShaderNodeTexMarble::noise_type_HARD;
+ node = marble;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_CLOUDS: {
+ BL::ShaderNodeTexClouds b_clouds_node(b_node);
+ CloudsTextureNode *clouds = new CloudsTextureNode();
+ clouds->depth = b_clouds_node.turbulence_depth();
+ clouds->basis = CloudsTextureNode::basis_enum[(int)b_clouds_node.noise_basis()];
+ clouds->hard = b_clouds_node.noise_type() == BL::ShaderNodeTexClouds::noise_type_HARD;
+ node = clouds;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_WOOD: {
+ BL::ShaderNodeTexWood b_wood_node(b_node);
+ WoodTextureNode *wood = new WoodTextureNode();
+ wood->type = WoodTextureNode::type_enum[(int)b_wood_node.wood_type()];
+ wood->basis = WoodTextureNode::basis_enum[(int)b_wood_node.noise_basis()];
+ wood->hard = b_wood_node.noise_type() == BL::ShaderNodeTexWood::noise_type_HARD;
+ wood->wave = WoodTextureNode::wave_enum[(int)b_wood_node.wave_type()];
+ node = wood;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_MUSGRAVE: {
+ BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
+ MusgraveTextureNode *musgrave = new MusgraveTextureNode();
+ musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
+ musgrave->basis = MusgraveTextureNode::basis_enum[(int)b_musgrave_node.noise_basis()];
+ node = musgrave;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_STUCCI: {
+ BL::ShaderNodeTexStucci b_stucci_node(b_node);
+ StucciTextureNode *stucci = new StucciTextureNode();
+ stucci->type = StucciTextureNode::type_enum[(int)b_stucci_node.stucci_type()];
+ stucci->basis = StucciTextureNode::basis_enum[(int)b_stucci_node.noise_basis()];
+ stucci->hard = b_stucci_node.noise_type() == BL::ShaderNodeTexStucci::noise_type_HARD;
+ node = stucci;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_DISTORTED_NOISE: {
+ BL::ShaderNodeTexDistortedNoise b_distnoise_node(b_node);
+ DistortedNoiseTextureNode *distnoise = new DistortedNoiseTextureNode();
+ distnoise->basis = DistortedNoiseTextureNode::basis_enum[(int)b_distnoise_node.noise_basis()];
+ distnoise->distortion_basis = DistortedNoiseTextureNode::basis_enum[(int)b_distnoise_node.noise_distortion()];
+ node = distnoise;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_COORD: {
+ node = new TextureCoordinateNode();;
+ break;
+ }
+ case BL::ShaderNode::type_TEX_SKY: {
+ BL::ShaderNodeTexSky b_sky_node(b_node);
+ SkyTextureNode *sky = new SkyTextureNode();
+ sky->sun_direction = get_float3(b_sky_node.sun_direction());
+ sky->turbidity = b_sky_node.turbidity();
+ node = sky;
+ break;
+ }
+ }
+
+ if(node != graph->output())
+ graph->add(node);
+
+ return node;
+}
+
+static void add_nodes(BL::BlendData b_data, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, BL::Node *b_group_node, PtrSockMap& sockets_map)
+{
+ /* add nodes */
+ BL::ShaderNodeTree::nodes_iterator b_node;
+ PtrNodeMap node_map;
+ map<void*, PtrSockMap> node_groups;
+
+ for(b_node = b_ntree.nodes.begin(); b_node != b_ntree.nodes.end(); ++b_node) {
+ if(b_node->is_a(&RNA_NodeGroup)) {
+ BL::NodeGroup b_gnode(*b_node);
+ BL::ShaderNodeTree b_group_ntree(b_gnode.node_tree());
+
+ node_groups[b_node->ptr.data] = PtrSockMap();
+ add_nodes(b_data, graph, b_group_ntree, &b_gnode, node_groups[b_node->ptr.data]);
+ }
+ else {
+ ShaderNode *node = add_node(b_data, graph, b_group_node, BL::ShaderNode(*b_node));
+
+ if(node) {
+ BL::Node::inputs_iterator b_input;
+ BL::Node::outputs_iterator b_output;
+
+ node_map[b_node->ptr.data] = node;
+
+ for(b_input = b_node->inputs.begin(); b_input != b_node->inputs.end(); ++b_input) {
+ ShaderInput *input = node->input(b_input->name().c_str());
+ BL::NodeSocket sock(get_node_input(b_group_node, *b_node, b_input->name()));
+
+ assert(input);
+
+ /* copy values for non linked inputs */
+ switch(input->type) {
+ case SHADER_SOCKET_FLOAT: {
+ BL::ValueNodeSocket value_sock(sock);
+ input->set(value_sock.default_value()[0]);
+ break;
+ }
+ case SHADER_SOCKET_COLOR: {
+ BL::RGBANodeSocket rgba_sock(sock);
+ input->set(get_float3(rgba_sock.default_value()));
+ break;
+ }
+ case SHADER_SOCKET_NORMAL:
+ case SHADER_SOCKET_POINT:
+ case SHADER_SOCKET_VECTOR: {
+ BL::VectorNodeSocket vec_sock(sock);
+ input->set(get_float3(vec_sock.default_value()));
+ break;
+ }
+ case SHADER_SOCKET_CLOSURE:
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ /* connect nodes */
+ BL::NodeTree::links_iterator b_link;
+
+ for(b_link = b_ntree.links.begin(); b_link != b_ntree.links.end(); ++b_link) {
+ /* get blender link data */
+ BL::Node b_from_node = b_link->from_node();
+ BL::Node b_to_node = b_link->to_node();
+
+ BL::NodeSocket b_from_sock = b_link->from_socket();
+ BL::NodeSocket b_to_sock = b_link->to_socket();
+
+ /* if link with group socket, add to map so we can connect it later */
+ if(b_group_node) {
+ if(!b_from_node) {
+ sockets_map[b_from_sock.ptr.data] =
+ SocketPair(node_map[b_to_node.ptr.data], b_to_sock.name());
+
+ continue;
+ }
+ else if(!b_to_node) {
+ sockets_map[b_to_sock.ptr.data] =
+ SocketPair(node_map[b_from_node.ptr.data], b_from_sock.name());
+
+ continue;
+ }
+ }
+
+ ShaderNode *from_node, *to_node;
+ string from_name, to_name;
+
+ /* from sock */
+ if(b_from_node.is_a(&RNA_NodeGroup)) {
+ /* group node */
+ BL::NodeSocket group_sock = b_from_sock.group_socket();
+ SocketPair& pair = node_groups[b_from_node.ptr.data][group_sock.ptr.data];
+
+ from_node = pair.first;
+ from_name = pair.second;
+ }
+ else {
+ /* regular node */
+ from_node = node_map[b_from_node.ptr.data];
+ from_name = b_from_sock.name();
+ }
+
+ /* to sock */
+ if(b_to_node.is_a(&RNA_NodeGroup)) {
+ /* group node */
+ BL::NodeSocket group_sock = b_to_sock.group_socket();
+ SocketPair& pair = node_groups[b_to_node.ptr.data][group_sock.ptr.data];
+
+ to_node = pair.first;
+ to_name = pair.second;
+ }
+ else {
+ /* regular node */
+ to_node = node_map[b_to_node.ptr.data];
+ to_name = b_to_sock.name();
+ }
+
+ graph->connect(from_node->output(from_name.c_str()), to_node->input(to_name.c_str()));
+ }
+}
+
+/* Sync Materials */
+
+void BlenderSync::sync_materials()
+{
+ shader_map.set_default(scene->shaders[scene->default_surface]);
+
+ /* material loop */
+ BL::BlendData::materials_iterator b_mat;
+
+ for(b_mat = b_data.materials.begin(); b_mat != b_data.materials.end(); ++b_mat) {
+ Shader *shader;
+
+ /* test if we need to sync */
+ if(shader_map.sync(&shader, *b_mat)) {
+ ShaderGraph *graph = new ShaderGraph();
+
+ /* create nodes */
+ if(b_mat && b_mat->node_tree()) {
+ shader->name = b_mat->name();
+
+ PtrSockMap sock_to_node;
+ BL::ShaderNodeTree b_ntree(b_mat->node_tree());
+
+ add_nodes(b_data, graph, b_ntree, NULL, sock_to_node);
+ }
+
+ shader->set_graph(graph);
+ shader->tag_update(scene);
+ }
+ }
+}
+
+/* Sync World */
+
+void BlenderSync::sync_world()
+{
+ Background *background = scene->background;
+ Background prevbackground = *background;
+
+ BL::World b_world = b_scene.world();
+
+ if(world_recalc || b_world.ptr.data != world_map) {
+ Shader *shader = scene->shaders[scene->default_background];
+ ShaderGraph *graph = new ShaderGraph();
+
+ /* create nodes */
+ if(b_world && b_world.node_tree()) {
+ PtrSockMap sock_to_node;
+ BL::ShaderNodeTree b_ntree(b_world.node_tree());
+
+ add_nodes(b_data, graph, b_ntree, NULL, sock_to_node);
+ }
+
+ shader->set_graph(graph);
+ shader->tag_update(scene);
+ }
+
+ if(background->modified(prevbackground))
+ background->tag_update(scene);
+
+ world_map = b_world.ptr.data;
+ world_recalc = false;
+}
+
+/* Sync Lamps */
+
+void BlenderSync::sync_lamps()
+{
+ shader_map.set_default(scene->shaders[scene->default_light]);
+
+ /* lamp loop */
+ BL::BlendData::lamps_iterator b_lamp;
+
+ for(b_lamp = b_data.lamps.begin(); b_lamp != b_data.lamps.end(); ++b_lamp) {
+ Shader *shader;
+
+ /* test if we need to sync */
+ if(shader_map.sync(&shader, *b_lamp)) {
+ ShaderGraph *graph = new ShaderGraph();
+
+ /* create nodes */
+ if(b_lamp && b_lamp->node_tree()) {
+ shader->name = b_lamp->name();
+
+ PtrSockMap sock_to_node;
+ BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
+
+ add_nodes(b_data, graph, b_ntree, NULL, sock_to_node);
+ }
+
+ shader->set_graph(graph);
+ shader->tag_update(scene);
+ }
+ }
+}
+
+void BlenderSync::sync_shaders()
+{
+ shader_map.pre_sync();
+
+ sync_world();
+ sync_lamps();
+ sync_materials();
+
+ /* false = don't delete unused shaders, not supported */
+ shader_map.post_sync(false);
+}
+
+CCL_NAMESPACE_END
+