diff options
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 629 |
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 + |