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Diffstat (limited to 'intern/cycles/blender/shader.cpp')
-rw-r--r--intern/cycles/blender/shader.cpp1589
1 files changed, 1589 insertions, 0 deletions
diff --git a/intern/cycles/blender/shader.cpp b/intern/cycles/blender/shader.cpp
new file mode 100644
index 00000000000..0cd9052b47a
--- /dev/null
+++ b/intern/cycles/blender/shader.cpp
@@ -0,0 +1,1589 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "scene/shader.h"
+#include "scene/background.h"
+#include "scene/colorspace.h"
+#include "scene/integrator.h"
+#include "scene/light.h"
+#include "scene/osl.h"
+#include "scene/scene.h"
+#include "scene/shader_graph.h"
+#include "scene/shader_nodes.h"
+
+#include "blender/image.h"
+#include "blender/sync.h"
+#include "blender/texture.h"
+#include "blender/util.h"
+
+#include "util/debug.h"
+#include "util/foreach.h"
+#include "util/set.h"
+#include "util/string.h"
+#include "util/task.h"
+
+CCL_NAMESPACE_BEGIN
+
+typedef map<void *, ShaderInput *> PtrInputMap;
+typedef map<void *, ShaderOutput *> PtrOutputMap;
+typedef map<string, ConvertNode *> ProxyMap;
+
+/* Find */
+
+void BlenderSync::find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader)
+{
+ Shader *shader = (id) ? shader_map.find(id) : default_shader;
+
+ used_shaders.push_back_slow(shader);
+ shader->tag_used(scene);
+}
+
+/* RNA translation utilities */
+
+static VolumeSampling get_volume_sampling(PointerRNA &ptr)
+{
+ return (VolumeSampling)get_enum(
+ ptr, "volume_sampling", VOLUME_NUM_SAMPLING, VOLUME_SAMPLING_DISTANCE);
+}
+
+static VolumeInterpolation get_volume_interpolation(PointerRNA &ptr)
+{
+ return (VolumeInterpolation)get_enum(
+ ptr, "volume_interpolation", VOLUME_NUM_INTERPOLATION, VOLUME_INTERPOLATION_LINEAR);
+}
+
+static DisplacementMethod get_displacement_method(PointerRNA &ptr)
+{
+ return (DisplacementMethod)get_enum(
+ ptr, "displacement_method", DISPLACE_NUM_METHODS, DISPLACE_BUMP);
+}
+
+static int validate_enum_value(int value, int num_values, int default_value)
+{
+ if (value >= num_values) {
+ return default_value;
+ }
+ return value;
+}
+
+template<typename NodeType> static InterpolationType get_image_interpolation(NodeType &b_node)
+{
+ int value = b_node.interpolation();
+ return (InterpolationType)validate_enum_value(
+ value, INTERPOLATION_NUM_TYPES, INTERPOLATION_LINEAR);
+}
+
+template<typename NodeType> static ExtensionType get_image_extension(NodeType &b_node)
+{
+ int value = b_node.extension();
+ return (ExtensionType)validate_enum_value(value, EXTENSION_NUM_TYPES, EXTENSION_REPEAT);
+}
+
+static ImageAlphaType get_image_alpha_type(BL::Image &b_image)
+{
+ int value = b_image.alpha_mode();
+ return (ImageAlphaType)validate_enum_value(value, IMAGE_ALPHA_NUM_TYPES, IMAGE_ALPHA_AUTO);
+}
+
+/* Attribute name translation utilities */
+
+/* Since Eevee needs to know whether the attribute is uniform or varying
+ * at the time it compiles the shader for the material, Blender had to
+ * introduce different namespaces (types) in its attribute node. However,
+ * Cycles already has object attributes that form a uniform namespace with
+ * the more common varying attributes. Without completely reworking the
+ * attribute handling in Cycles to introduce separate namespaces (this could
+ * be especially hard for OSL which directly uses the name string), the
+ * space identifier has to be added to the attribute name as a prefix.
+ *
+ * The prefixes include a control character to ensure the user specified
+ * name can't accidentally include a special prefix.
+ */
+
+static const string_view object_attr_prefix("\x01object:");
+static const string_view instancer_attr_prefix("\x01instancer:");
+
+static ustring blender_attribute_name_add_type(const string &name, BlenderAttributeType type)
+{
+ switch (type) {
+ case BL::ShaderNodeAttribute::attribute_type_OBJECT:
+ return ustring::concat(object_attr_prefix, name);
+ case BL::ShaderNodeAttribute::attribute_type_INSTANCER:
+ return ustring::concat(instancer_attr_prefix, name);
+ default:
+ return ustring(name);
+ }
+}
+
+BlenderAttributeType blender_attribute_name_split_type(ustring name, string *r_real_name)
+{
+ string_view sname(name);
+
+ if (sname.substr(0, object_attr_prefix.size()) == object_attr_prefix) {
+ *r_real_name = sname.substr(object_attr_prefix.size());
+ return BL::ShaderNodeAttribute::attribute_type_OBJECT;
+ }
+
+ if (sname.substr(0, instancer_attr_prefix.size()) == instancer_attr_prefix) {
+ *r_real_name = sname.substr(instancer_attr_prefix.size());
+ return BL::ShaderNodeAttribute::attribute_type_INSTANCER;
+ }
+
+ return BL::ShaderNodeAttribute::attribute_type_GEOMETRY;
+}
+
+/* Graph */
+
+static BL::NodeSocket get_node_output(BL::Node &b_node, const string &name)
+{
+ for (BL::NodeSocket &b_out : b_node.outputs) {
+ if (b_out.identifier() == name) {
+ return b_out;
+ }
+ }
+ assert(0);
+ return *b_node.outputs.begin();
+}
+
+static float3 get_node_output_rgba(BL::Node &b_node, const string &name)
+{
+ BL::NodeSocket b_sock = get_node_output(b_node, name);
+ float value[4];
+ RNA_float_get_array(&b_sock.ptr, "default_value", value);
+ return make_float3(value[0], value[1], value[2]);
+}
+
+static float get_node_output_value(BL::Node &b_node, const string &name)
+{
+ BL::NodeSocket b_sock = get_node_output(b_node, name);
+ return RNA_float_get(&b_sock.ptr, "default_value");
+}
+
+static float3 get_node_output_vector(BL::Node &b_node, const string &name)
+{
+ BL::NodeSocket b_sock = get_node_output(b_node, name);
+ float value[3];
+ RNA_float_get_array(&b_sock.ptr, "default_value", value);
+ return make_float3(value[0], value[1], value[2]);
+}
+
+static SocketType::Type convert_socket_type(BL::NodeSocket &b_socket)
+{
+ switch (b_socket.type()) {
+ case BL::NodeSocket::type_VALUE:
+ return SocketType::FLOAT;
+ case BL::NodeSocket::type_INT:
+ return SocketType::INT;
+ case BL::NodeSocket::type_VECTOR:
+ return SocketType::VECTOR;
+ case BL::NodeSocket::type_RGBA:
+ return SocketType::COLOR;
+ case BL::NodeSocket::type_STRING:
+ return SocketType::STRING;
+ case BL::NodeSocket::type_SHADER:
+ return SocketType::CLOSURE;
+
+ default:
+ return SocketType::UNDEFINED;
+ }
+}
+
+static void set_default_value(ShaderInput *input,
+ BL::NodeSocket &b_sock,
+ BL::BlendData &b_data,
+ BL::ID &b_id)
+{
+ Node *node = input->parent;
+ const SocketType &socket = input->socket_type;
+
+ /* copy values for non linked inputs */
+ switch (input->type()) {
+ case SocketType::FLOAT: {
+ node->set(socket, get_float(b_sock.ptr, "default_value"));
+ break;
+ }
+ case SocketType::INT: {
+ if (b_sock.type() == BL::NodeSocket::type_BOOLEAN) {
+ node->set(socket, get_boolean(b_sock.ptr, "default_value"));
+ }
+ else {
+ node->set(socket, get_int(b_sock.ptr, "default_value"));
+ }
+ break;
+ }
+ case SocketType::COLOR: {
+ node->set(socket, float4_to_float3(get_float4(b_sock.ptr, "default_value")));
+ break;
+ }
+ case SocketType::NORMAL:
+ case SocketType::POINT:
+ case SocketType::VECTOR: {
+ node->set(socket, get_float3(b_sock.ptr, "default_value"));
+ break;
+ }
+ case SocketType::STRING: {
+ node->set(
+ socket,
+ (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+static void get_tex_mapping(TextureNode *mapping, BL::TexMapping &b_mapping)
+{
+ if (!b_mapping)
+ return;
+
+ mapping->set_tex_mapping_translation(get_float3(b_mapping.translation()));
+ mapping->set_tex_mapping_rotation(get_float3(b_mapping.rotation()));
+ mapping->set_tex_mapping_scale(get_float3(b_mapping.scale()));
+ mapping->set_tex_mapping_type((TextureMapping::Type)b_mapping.vector_type());
+
+ mapping->set_tex_mapping_x_mapping((TextureMapping::Mapping)b_mapping.mapping_x());
+ mapping->set_tex_mapping_y_mapping((TextureMapping::Mapping)b_mapping.mapping_y());
+ mapping->set_tex_mapping_z_mapping((TextureMapping::Mapping)b_mapping.mapping_z());
+}
+
+static ShaderNode *add_node(Scene *scene,
+ BL::RenderEngine &b_engine,
+ BL::BlendData &b_data,
+ BL::Depsgraph &b_depsgraph,
+ BL::Scene &b_scene,
+ ShaderGraph *graph,
+ BL::ShaderNodeTree &b_ntree,
+ BL::ShaderNode &b_node)
+{
+ ShaderNode *node = NULL;
+
+ /* existing blender nodes */
+ if (b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
+ BL::ShaderNodeRGBCurve b_curve_node(b_node);
+ BL::CurveMapping mapping(b_curve_node.mapping());
+ RGBCurvesNode *curves = graph->create_node<RGBCurvesNode>();
+ array<float3> curve_mapping_curves;
+ float min_x, max_x;
+ curvemapping_color_to_array(mapping, curve_mapping_curves, RAMP_TABLE_SIZE, true);
+ curvemapping_minmax(mapping, 4, &min_x, &max_x);
+ curves->set_min_x(min_x);
+ curves->set_max_x(max_x);
+ curves->set_curves(curve_mapping_curves);
+ node = curves;
+ }
+ if (b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
+ BL::ShaderNodeVectorCurve b_curve_node(b_node);
+ BL::CurveMapping mapping(b_curve_node.mapping());
+ VectorCurvesNode *curves = graph->create_node<VectorCurvesNode>();
+ array<float3> curve_mapping_curves;
+ float min_x, max_x;
+ curvemapping_color_to_array(mapping, curve_mapping_curves, RAMP_TABLE_SIZE, false);
+ curvemapping_minmax(mapping, 3, &min_x, &max_x);
+ curves->set_min_x(min_x);
+ curves->set_max_x(max_x);
+ curves->set_curves(curve_mapping_curves);
+ node = curves;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeFloatCurve)) {
+ BL::ShaderNodeFloatCurve b_curve_node(b_node);
+ BL::CurveMapping mapping(b_curve_node.mapping());
+ FloatCurveNode *curve = graph->create_node<FloatCurveNode>();
+ array<float> curve_mapping_curve;
+ float min_x, max_x;
+ curvemapping_float_to_array(mapping, curve_mapping_curve, RAMP_TABLE_SIZE);
+ curvemapping_minmax(mapping, 1, &min_x, &max_x);
+ curve->set_min_x(min_x);
+ curve->set_max_x(max_x);
+ curve->set_curve(curve_mapping_curve);
+ node = curve;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeValToRGB)) {
+ RGBRampNode *ramp = graph->create_node<RGBRampNode>();
+ BL::ShaderNodeValToRGB b_ramp_node(b_node);
+ BL::ColorRamp b_color_ramp(b_ramp_node.color_ramp());
+ array<float3> ramp_values;
+ array<float> ramp_alpha;
+ colorramp_to_array(b_color_ramp, ramp_values, ramp_alpha, RAMP_TABLE_SIZE);
+ ramp->set_ramp(ramp_values);
+ ramp->set_ramp_alpha(ramp_alpha);
+ ramp->set_interpolate(b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT);
+ node = ramp;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeRGB)) {
+ ColorNode *color = graph->create_node<ColorNode>();
+ color->set_value(get_node_output_rgba(b_node, "Color"));
+ node = color;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeValue)) {
+ ValueNode *value = graph->create_node<ValueNode>();
+ value->set_value(get_node_output_value(b_node, "Value"));
+ node = value;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeCameraData)) {
+ node = graph->create_node<CameraNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeInvert)) {
+ node = graph->create_node<InvertNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeGamma)) {
+ node = graph->create_node<GammaNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
+ node = graph->create_node<BrightContrastNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeMixRGB)) {
+ BL::ShaderNodeMixRGB b_mix_node(b_node);
+ MixNode *mix = graph->create_node<MixNode>();
+ mix->set_mix_type((NodeMix)b_mix_node.blend_type());
+ mix->set_use_clamp(b_mix_node.use_clamp());
+ node = mix;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
+ node = graph->create_node<SeparateRGBNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
+ node = graph->create_node<CombineRGBNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
+ node = graph->create_node<SeparateHSVNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
+ node = graph->create_node<CombineHSVNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
+ node = graph->create_node<SeparateXYZNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
+ node = graph->create_node<CombineXYZNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
+ node = graph->create_node<HSVNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
+ node = graph->create_node<RGBToBWNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeMapRange)) {
+ BL::ShaderNodeMapRange b_map_range_node(b_node);
+ MapRangeNode *map_range_node = graph->create_node<MapRangeNode>();
+ map_range_node->set_clamp(b_map_range_node.clamp());
+ map_range_node->set_range_type((NodeMapRangeType)b_map_range_node.interpolation_type());
+ node = map_range_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeClamp)) {
+ BL::ShaderNodeClamp b_clamp_node(b_node);
+ ClampNode *clamp_node = graph->create_node<ClampNode>();
+ clamp_node->set_clamp_type((NodeClampType)b_clamp_node.clamp_type());
+ node = clamp_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeMath)) {
+ BL::ShaderNodeMath b_math_node(b_node);
+ MathNode *math_node = graph->create_node<MathNode>();
+ math_node->set_math_type((NodeMathType)b_math_node.operation());
+ math_node->set_use_clamp(b_math_node.use_clamp());
+ node = math_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
+ BL::ShaderNodeVectorMath b_vector_math_node(b_node);
+ VectorMathNode *vector_math_node = graph->create_node<VectorMathNode>();
+ vector_math_node->set_math_type((NodeVectorMathType)b_vector_math_node.operation());
+ node = vector_math_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVectorRotate)) {
+ BL::ShaderNodeVectorRotate b_vector_rotate_node(b_node);
+ VectorRotateNode *vector_rotate_node = graph->create_node<VectorRotateNode>();
+ vector_rotate_node->set_rotate_type(
+ (NodeVectorRotateType)b_vector_rotate_node.rotation_type());
+ vector_rotate_node->set_invert(b_vector_rotate_node.invert());
+ node = vector_rotate_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
+ BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
+ VectorTransformNode *vtransform = graph->create_node<VectorTransformNode>();
+ vtransform->set_transform_type((NodeVectorTransformType)b_vector_transform_node.vector_type());
+ vtransform->set_convert_from(
+ (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_from());
+ vtransform->set_convert_to(
+ (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to());
+ node = vtransform;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
+ BL::Node::outputs_iterator out_it;
+ b_node.outputs.begin(out_it);
+
+ NormalNode *norm = graph->create_node<NormalNode>();
+ norm->set_direction(get_node_output_vector(b_node, "Normal"));
+ node = norm;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
+ BL::ShaderNodeMapping b_mapping_node(b_node);
+ MappingNode *mapping = graph->create_node<MappingNode>();
+ mapping->set_mapping_type((NodeMappingType)b_mapping_node.vector_type());
+ node = mapping;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
+ node = graph->create_node<FresnelNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
+ node = graph->create_node<LayerWeightNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeAddShader)) {
+ node = graph->create_node<AddClosureNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeMixShader)) {
+ node = graph->create_node<MixClosureNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
+ BL::ShaderNodeAttribute b_attr_node(b_node);
+ AttributeNode *attr = graph->create_node<AttributeNode>();
+ attr->set_attribute(blender_attribute_name_add_type(b_attr_node.attribute_name(),
+ b_attr_node.attribute_type()));
+ node = attr;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
+ node = graph->create_node<BackgroundNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeHoldout)) {
+ node = graph->create_node<HoldoutNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
+ BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
+ AnisotropicBsdfNode *aniso = graph->create_node<AnisotropicBsdfNode>();
+
+ switch (b_aniso_node.distribution()) {
+ case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
+ aniso->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
+ break;
+ case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
+ aniso->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_ID);
+ break;
+ case BL::ShaderNodeBsdfAnisotropic::distribution_MULTI_GGX:
+ aniso->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
+ break;
+ case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
+ aniso->set_distribution(CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
+ break;
+ }
+
+ node = aniso;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
+ node = graph->create_node<DiffuseBsdfNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
+ BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
+
+ SubsurfaceScatteringNode *subsurface = graph->create_node<SubsurfaceScatteringNode>();
+
+ switch (b_subsurface_node.falloff()) {
+ case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
+ subsurface->set_method(CLOSURE_BSSRDF_BURLEY_ID);
+ break;
+ case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK_FIXED_RADIUS:
+ subsurface->set_method(CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
+ break;
+ case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK:
+ subsurface->set_method(CLOSURE_BSSRDF_RANDOM_WALK_ID);
+ break;
+ }
+
+ node = subsurface;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
+ BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
+ GlossyBsdfNode *glossy = graph->create_node<GlossyBsdfNode>();
+
+ switch (b_glossy_node.distribution()) {
+ case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
+ glossy->set_distribution(CLOSURE_BSDF_REFLECTION_ID);
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
+ glossy->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_GGX:
+ glossy->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_ID);
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
+ glossy->set_distribution(CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_MULTI_GGX:
+ glossy->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
+ break;
+ }
+ node = glossy;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
+ BL::ShaderNodeBsdfGlass b_glass_node(b_node);
+ GlassBsdfNode *glass = graph->create_node<GlassBsdfNode>();
+ switch (b_glass_node.distribution()) {
+ case BL::ShaderNodeBsdfGlass::distribution_SHARP:
+ glass->set_distribution(CLOSURE_BSDF_SHARP_GLASS_ID);
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
+ glass->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_GGX:
+ glass->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_MULTI_GGX:
+ glass->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
+ break;
+ }
+ node = glass;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
+ BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
+ RefractionBsdfNode *refraction = graph->create_node<RefractionBsdfNode>();
+ switch (b_refraction_node.distribution()) {
+ case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
+ refraction->set_distribution(CLOSURE_BSDF_REFRACTION_ID);
+ break;
+ case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
+ refraction->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
+ break;
+ case BL::ShaderNodeBsdfRefraction::distribution_GGX:
+ refraction->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
+ break;
+ }
+ node = refraction;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
+ BL::ShaderNodeBsdfToon b_toon_node(b_node);
+ ToonBsdfNode *toon = graph->create_node<ToonBsdfNode>();
+ switch (b_toon_node.component()) {
+ case BL::ShaderNodeBsdfToon::component_DIFFUSE:
+ toon->set_component(CLOSURE_BSDF_DIFFUSE_TOON_ID);
+ break;
+ case BL::ShaderNodeBsdfToon::component_GLOSSY:
+ toon->set_component(CLOSURE_BSDF_GLOSSY_TOON_ID);
+ break;
+ }
+ node = toon;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
+ BL::ShaderNodeBsdfHair b_hair_node(b_node);
+ HairBsdfNode *hair = graph->create_node<HairBsdfNode>();
+ switch (b_hair_node.component()) {
+ case BL::ShaderNodeBsdfHair::component_Reflection:
+ hair->set_component(CLOSURE_BSDF_HAIR_REFLECTION_ID);
+ break;
+ case BL::ShaderNodeBsdfHair::component_Transmission:
+ hair->set_component(CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
+ break;
+ }
+ node = hair;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfHairPrincipled)) {
+ BL::ShaderNodeBsdfHairPrincipled b_principled_hair_node(b_node);
+ PrincipledHairBsdfNode *principled_hair = graph->create_node<PrincipledHairBsdfNode>();
+ principled_hair->set_parametrization(
+ (NodePrincipledHairParametrization)get_enum(b_principled_hair_node.ptr,
+ "parametrization",
+ NODE_PRINCIPLED_HAIR_NUM,
+ NODE_PRINCIPLED_HAIR_REFLECTANCE));
+ node = principled_hair;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfPrincipled)) {
+ BL::ShaderNodeBsdfPrincipled b_principled_node(b_node);
+ PrincipledBsdfNode *principled = graph->create_node<PrincipledBsdfNode>();
+ switch (b_principled_node.distribution()) {
+ case BL::ShaderNodeBsdfPrincipled::distribution_GGX:
+ principled->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
+ break;
+ case BL::ShaderNodeBsdfPrincipled::distribution_MULTI_GGX:
+ principled->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
+ break;
+ }
+ switch (b_principled_node.subsurface_method()) {
+ case BL::ShaderNodeBsdfPrincipled::subsurface_method_BURLEY:
+ principled->set_subsurface_method(CLOSURE_BSSRDF_BURLEY_ID);
+ break;
+ case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK_FIXED_RADIUS:
+ principled->set_subsurface_method(CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
+ break;
+ case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK:
+ principled->set_subsurface_method(CLOSURE_BSSRDF_RANDOM_WALK_ID);
+ break;
+ }
+ node = principled;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
+ node = graph->create_node<TranslucentBsdfNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
+ node = graph->create_node<TransparentBsdfNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
+ node = graph->create_node<VelvetBsdfNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeEmission)) {
+ node = graph->create_node<EmissionNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
+ BL::ShaderNodeAmbientOcclusion b_ao_node(b_node);
+ AmbientOcclusionNode *ao = graph->create_node<AmbientOcclusionNode>();
+ ao->set_samples(b_ao_node.samples());
+ ao->set_inside(b_ao_node.inside());
+ ao->set_only_local(b_ao_node.only_local());
+ node = ao;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
+ node = graph->create_node<ScatterVolumeNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
+ node = graph->create_node<AbsorptionVolumeNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVolumePrincipled)) {
+ PrincipledVolumeNode *principled = graph->create_node<PrincipledVolumeNode>();
+ node = principled;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
+ node = graph->create_node<GeometryNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
+ BL::ShaderNodeWireframe b_wireframe_node(b_node);
+ WireframeNode *wire = graph->create_node<WireframeNode>();
+ wire->set_use_pixel_size(b_wireframe_node.use_pixel_size());
+ node = wire;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
+ node = graph->create_node<WavelengthNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBlackbody)) {
+ node = graph->create_node<BlackbodyNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
+ node = graph->create_node<LightPathNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
+ node = graph->create_node<LightFalloffNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
+ node = graph->create_node<ObjectInfoNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
+ node = graph->create_node<ParticleInfoNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
+ node = graph->create_node<HairInfoNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVolumeInfo)) {
+ node = graph->create_node<VolumeInfoNode>();
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVertexColor)) {
+ BL::ShaderNodeVertexColor b_vertex_color_node(b_node);
+ VertexColorNode *vertex_color_node = graph->create_node<VertexColorNode>();
+ vertex_color_node->set_layer_name(ustring(b_vertex_color_node.layer_name()));
+ node = vertex_color_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBump)) {
+ BL::ShaderNodeBump b_bump_node(b_node);
+ BumpNode *bump = graph->create_node<BumpNode>();
+ bump->set_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);
+
+ ShaderManager *manager = scene->shader_manager;
+ string bytecode_hash = b_script_node.bytecode_hash();
+
+ if (!bytecode_hash.empty()) {
+ node = OSLShaderManager::osl_node(
+ graph, manager, "", bytecode_hash, b_script_node.bytecode());
+ }
+ else {
+ string absolute_filepath = blender_absolute_path(
+ b_data, b_ntree, b_script_node.filepath());
+ node = OSLShaderManager::osl_node(graph, manager, absolute_filepath, "");
+ }
+ }
+#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());
+ BL::ImageUser b_image_user(b_image_node.image_user());
+ ImageTextureNode *image = graph->create_node<ImageTextureNode>();
+
+ image->set_interpolation(get_image_interpolation(b_image_node));
+ image->set_extension(get_image_extension(b_image_node));
+ image->set_projection((NodeImageProjection)b_image_node.projection());
+ image->set_projection_blend(b_image_node.projection_blend());
+ BL::TexMapping b_texture_mapping(b_image_node.texture_mapping());
+ get_tex_mapping(image, b_texture_mapping);
+
+ if (b_image) {
+ PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
+ image->set_colorspace(ustring(get_enum_identifier(colorspace_ptr, "name")));
+
+ image->set_animated(b_image_node.image_user().use_auto_refresh());
+ image->set_alpha_type(get_image_alpha_type(b_image));
+
+ array<int> tiles;
+ for (BL::UDIMTile &b_tile : b_image.tiles) {
+ tiles.push_back_slow(b_tile.number());
+ }
+ image->set_tiles(tiles);
+
+ /* builtin images will use callback-based reading because
+ * they could only be loaded correct from blender side
+ */
+ bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
+ b_image.source() == BL::Image::source_MOVIE ||
+ (b_engine.is_preview() && b_image.source() != BL::Image::source_SEQUENCE);
+
+ if (is_builtin) {
+ /* for builtin images we're using image datablock name to find an image to
+ * read pixels from later
+ *
+ * also store frame number as well, so there's no differences in handling
+ * builtin names for packed images and movies
+ */
+ int scene_frame = b_scene.frame_current();
+ int image_frame = image_user_frame_number(b_image_user, b_image, scene_frame);
+ image->handle = scene->image_manager->add_image(
+ new BlenderImageLoader(b_image, image_frame), image->image_params());
+ }
+ else {
+ ustring filename = ustring(
+ image_user_file_path(b_image_user, b_image, b_scene.frame_current(), true));
+ image->set_filename(filename);
+ }
+ }
+ node = image;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
+ BL::ShaderNodeTexEnvironment b_env_node(b_node);
+ BL::Image b_image(b_env_node.image());
+ BL::ImageUser b_image_user(b_env_node.image_user());
+ EnvironmentTextureNode *env = graph->create_node<EnvironmentTextureNode>();
+
+ env->set_interpolation(get_image_interpolation(b_env_node));
+ env->set_projection((NodeEnvironmentProjection)b_env_node.projection());
+ BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
+ get_tex_mapping(env, b_texture_mapping);
+
+ if (b_image) {
+ PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
+ env->set_colorspace(ustring(get_enum_identifier(colorspace_ptr, "name")));
+
+ env->set_animated(b_env_node.image_user().use_auto_refresh());
+ env->set_alpha_type(get_image_alpha_type(b_image));
+
+ bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
+ b_image.source() == BL::Image::source_MOVIE ||
+ (b_engine.is_preview() && b_image.source() != BL::Image::source_SEQUENCE);
+
+ if (is_builtin) {
+ int scene_frame = b_scene.frame_current();
+ int image_frame = image_user_frame_number(b_image_user, b_image, scene_frame);
+ env->handle = scene->image_manager->add_image(new BlenderImageLoader(b_image, image_frame),
+ env->image_params());
+ }
+ else {
+ env->set_filename(
+ ustring(image_user_file_path(b_image_user, b_image, b_scene.frame_current(), false)));
+ }
+ }
+ node = env;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
+ BL::ShaderNodeTexGradient b_gradient_node(b_node);
+ GradientTextureNode *gradient = graph->create_node<GradientTextureNode>();
+ gradient->set_gradient_type((NodeGradientType)b_gradient_node.gradient_type());
+ BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
+ get_tex_mapping(gradient, b_texture_mapping);
+ node = gradient;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
+ BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
+ VoronoiTextureNode *voronoi = graph->create_node<VoronoiTextureNode>();
+ voronoi->set_dimensions(b_voronoi_node.voronoi_dimensions());
+ voronoi->set_feature((NodeVoronoiFeature)b_voronoi_node.feature());
+ voronoi->set_metric((NodeVoronoiDistanceMetric)b_voronoi_node.distance());
+ BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
+ get_tex_mapping(voronoi, b_texture_mapping);
+ node = voronoi;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
+ BL::ShaderNodeTexMagic b_magic_node(b_node);
+ MagicTextureNode *magic = graph->create_node<MagicTextureNode>();
+ magic->set_depth(b_magic_node.turbulence_depth());
+ BL::TexMapping b_texture_mapping(b_magic_node.texture_mapping());
+ get_tex_mapping(magic, b_texture_mapping);
+ node = magic;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
+ BL::ShaderNodeTexWave b_wave_node(b_node);
+ WaveTextureNode *wave = graph->create_node<WaveTextureNode>();
+ wave->set_wave_type((NodeWaveType)b_wave_node.wave_type());
+ wave->set_bands_direction((NodeWaveBandsDirection)b_wave_node.bands_direction());
+ wave->set_rings_direction((NodeWaveRingsDirection)b_wave_node.rings_direction());
+ wave->set_profile((NodeWaveProfile)b_wave_node.wave_profile());
+ BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
+ get_tex_mapping(wave, b_texture_mapping);
+ node = wave;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
+ BL::ShaderNodeTexChecker b_checker_node(b_node);
+ CheckerTextureNode *checker = graph->create_node<CheckerTextureNode>();
+ BL::TexMapping b_texture_mapping(b_checker_node.texture_mapping());
+ get_tex_mapping(checker, b_texture_mapping);
+ node = checker;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
+ BL::ShaderNodeTexBrick b_brick_node(b_node);
+ BrickTextureNode *brick = graph->create_node<BrickTextureNode>();
+ brick->set_offset(b_brick_node.offset());
+ brick->set_offset_frequency(b_brick_node.offset_frequency());
+ brick->set_squash(b_brick_node.squash());
+ brick->set_squash_frequency(b_brick_node.squash_frequency());
+ BL::TexMapping b_texture_mapping(b_brick_node.texture_mapping());
+ get_tex_mapping(brick, b_texture_mapping);
+ node = brick;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
+ BL::ShaderNodeTexNoise b_noise_node(b_node);
+ NoiseTextureNode *noise = graph->create_node<NoiseTextureNode>();
+ noise->set_dimensions(b_noise_node.noise_dimensions());
+ BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
+ get_tex_mapping(noise, b_texture_mapping);
+ node = noise;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
+ BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
+ MusgraveTextureNode *musgrave_node = graph->create_node<MusgraveTextureNode>();
+ musgrave_node->set_musgrave_type((NodeMusgraveType)b_musgrave_node.musgrave_type());
+ musgrave_node->set_dimensions(b_musgrave_node.musgrave_dimensions());
+ BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
+ get_tex_mapping(musgrave_node, b_texture_mapping);
+ node = musgrave_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
+ BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
+ TextureCoordinateNode *tex_coord = graph->create_node<TextureCoordinateNode>();
+ tex_coord->set_from_dupli(b_tex_coord_node.from_instancer());
+ if (b_tex_coord_node.object()) {
+ tex_coord->set_use_transform(true);
+ tex_coord->set_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 = graph->create_node<SkyTextureNode>();
+ sky->set_sky_type((NodeSkyType)b_sky_node.sky_type());
+ sky->set_sun_direction(normalize(get_float3(b_sky_node.sun_direction())));
+ sky->set_turbidity(b_sky_node.turbidity());
+ sky->set_ground_albedo(b_sky_node.ground_albedo());
+ sky->set_sun_disc(b_sky_node.sun_disc());
+ sky->set_sun_size(b_sky_node.sun_size());
+ sky->set_sun_intensity(b_sky_node.sun_intensity());
+ sky->set_sun_elevation(b_sky_node.sun_elevation());
+ sky->set_sun_rotation(b_sky_node.sun_rotation());
+ sky->set_altitude(b_sky_node.altitude());
+ sky->set_air_density(b_sky_node.air_density());
+ sky->set_dust_density(b_sky_node.dust_density());
+ sky->set_ozone_density(b_sky_node.ozone_density());
+ BL::TexMapping b_texture_mapping(b_sky_node.texture_mapping());
+ get_tex_mapping(sky, b_texture_mapping);
+ node = sky;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexIES)) {
+ BL::ShaderNodeTexIES b_ies_node(b_node);
+ IESLightNode *ies = graph->create_node<IESLightNode>();
+ switch (b_ies_node.mode()) {
+ case BL::ShaderNodeTexIES::mode_EXTERNAL:
+ ies->set_filename(ustring(blender_absolute_path(b_data, b_ntree, b_ies_node.filepath())));
+ break;
+ case BL::ShaderNodeTexIES::mode_INTERNAL:
+ ustring ies_content = ustring(get_text_datablock_content(b_ies_node.ies().ptr));
+ if (ies_content.empty()) {
+ ies_content = "\n";
+ }
+ ies->set_ies(ies_content);
+ break;
+ }
+ node = ies;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexWhiteNoise)) {
+ BL::ShaderNodeTexWhiteNoise b_tex_white_noise_node(b_node);
+ WhiteNoiseTextureNode *white_noise_node = graph->create_node<WhiteNoiseTextureNode>();
+ white_noise_node->set_dimensions(b_tex_white_noise_node.noise_dimensions());
+ node = white_noise_node;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
+ BL::ShaderNodeNormalMap b_normal_map_node(b_node);
+ NormalMapNode *nmap = graph->create_node<NormalMapNode>();
+ nmap->set_space((NodeNormalMapSpace)b_normal_map_node.space());
+ nmap->set_attribute(ustring(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 = graph->create_node<TangentNode>();
+ tangent->set_direction_type((NodeTangentDirectionType)b_tangent_node.direction_type());
+ tangent->set_axis((NodeTangentAxis)b_tangent_node.axis());
+ tangent->set_attribute(ustring(b_tangent_node.uv_map()));
+ node = tangent;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeUVMap)) {
+ BL::ShaderNodeUVMap b_uvmap_node(b_node);
+ UVMapNode *uvm = graph->create_node<UVMapNode>();
+ uvm->set_attribute(ustring(b_uvmap_node.uv_map()));
+ uvm->set_from_dupli(b_uvmap_node.from_instancer());
+ node = uvm;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
+ BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
+ PointDensityTextureNode *point_density = graph->create_node<PointDensityTextureNode>();
+ point_density->set_space((NodeTexVoxelSpace)b_point_density_node.space());
+ point_density->set_interpolation(get_image_interpolation(b_point_density_node));
+ point_density->handle = scene->image_manager->add_image(
+ new BlenderPointDensityLoader(b_depsgraph, b_point_density_node),
+ point_density->image_params());
+
+ b_point_density_node.cache_point_density(b_depsgraph);
+ node = point_density;
+
+ /* Transformation form world space to texture space.
+ *
+ * NOTE: Do this after the texture is cached, this is because getting
+ * min/max will need to access this cache.
+ */
+ BL::Object b_ob(b_point_density_node.object());
+ if (b_ob) {
+ float3 loc, size;
+ point_density_texture_space(b_depsgraph, b_point_density_node, loc, size);
+ point_density->set_tfm(transform_translate(-loc) * transform_scale(size) *
+ transform_inverse(get_transform(b_ob.matrix_world())));
+ }
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeBevel)) {
+ BL::ShaderNodeBevel b_bevel_node(b_node);
+ BevelNode *bevel = graph->create_node<BevelNode>();
+ bevel->set_samples(b_bevel_node.samples());
+ node = bevel;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeDisplacement)) {
+ BL::ShaderNodeDisplacement b_disp_node(b_node);
+ DisplacementNode *disp = graph->create_node<DisplacementNode>();
+ disp->set_space((NodeNormalMapSpace)b_disp_node.space());
+ node = disp;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeVectorDisplacement)) {
+ BL::ShaderNodeVectorDisplacement b_disp_node(b_node);
+ VectorDisplacementNode *disp = graph->create_node<VectorDisplacementNode>();
+ disp->set_space((NodeNormalMapSpace)b_disp_node.space());
+ disp->set_attribute(ustring(""));
+ node = disp;
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeOutputAOV)) {
+ BL::ShaderNodeOutputAOV b_aov_node(b_node);
+ OutputAOVNode *aov = graph->create_node<OutputAOVNode>();
+ aov->set_name(ustring(b_aov_node.name()));
+ node = aov;
+ }
+
+ if (node) {
+ node->name = b_node.name();
+ graph->add(node);
+ }
+
+ return node;
+}
+
+static bool node_use_modified_socket_name(ShaderNode *node)
+{
+ if (node->special_type == SHADER_SPECIAL_TYPE_OSL)
+ return false;
+
+ return true;
+}
+
+static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::NodeSocket &b_socket)
+{
+ string name = b_socket.identifier();
+ ShaderInput *input = node->input(name.c_str());
+
+ if (!input && node_use_modified_socket_name(node)) {
+ /* Different internal name for shader. */
+ if (string_startswith(name, "Shader")) {
+ string_replace(name, "Shader", "Closure");
+ }
+ input = node->input(name.c_str());
+
+ if (!input) {
+ /* Different internal numbering of two sockets with same name.
+ * Note that the Blender convention for unique socket names changed
+ * from . to _ at some point, so we check both to handle old files. */
+ if (string_endswith(name, "_001")) {
+ string_replace(name, "_001", "2");
+ }
+ else if (string_endswith(name, ".001")) {
+ string_replace(name, ".001", "2");
+ }
+ else if (string_endswith(name, "_002")) {
+ string_replace(name, "_002", "3");
+ }
+ else if (string_endswith(name, ".002")) {
+ string_replace(name, ".002", "3");
+ }
+ else {
+ name += "1";
+ }
+
+ input = node->input(name.c_str());
+ }
+ }
+
+ return input;
+}
+
+static ShaderOutput *node_find_output_by_name(ShaderNode *node, BL::NodeSocket &b_socket)
+{
+ string name = b_socket.identifier();
+ ShaderOutput *output = node->output(name.c_str());
+
+ if (!output && node_use_modified_socket_name(node)) {
+ /* Different internal name for shader. */
+ if (name == "Shader") {
+ name = "Closure";
+ output = node->output(name.c_str());
+ }
+ }
+
+ return output;
+}
+
+static void add_nodes(Scene *scene,
+ BL::RenderEngine &b_engine,
+ BL::BlendData &b_data,
+ BL::Depsgraph &b_depsgraph,
+ BL::Scene &b_scene,
+ ShaderGraph *graph,
+ BL::ShaderNodeTree &b_ntree,
+ const ProxyMap &proxy_input_map,
+ const ProxyMap &proxy_output_map)
+{
+ /* add nodes */
+ PtrInputMap input_map;
+ PtrOutputMap output_map;
+
+ /* find the node to use for output if there are multiple */
+ BL::ShaderNode output_node = b_ntree.get_output_node(
+ BL::ShaderNodeOutputMaterial::target_CYCLES);
+
+ /* add nodes */
+ for (BL::Node &b_node : b_ntree.nodes) {
+ if (b_node.mute() || b_node.is_a(&RNA_NodeReroute)) {
+ /* replace muted node with internal links */
+ for (BL::NodeLink &b_link : b_node.internal_links) {
+ BL::NodeSocket to_socket(b_link.to_socket());
+ SocketType::Type to_socket_type = convert_socket_type(to_socket);
+ if (to_socket_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
+ ConvertNode *proxy = graph->create_node<ConvertNode>(to_socket_type, to_socket_type, true);
+
+ input_map[b_link.from_socket().ptr.data] = proxy->inputs[0];
+ output_map[b_link.to_socket().ptr.data] = proxy->outputs[0];
+
+ graph->add(proxy);
+ }
+ }
+ else if (b_node.is_a(&RNA_ShaderNodeGroup) || b_node.is_a(&RNA_NodeCustomGroup) ||
+ b_node.is_a(&RNA_ShaderNodeCustomGroup)) {
+
+ BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
+ if (b_node.is_a(&RNA_ShaderNodeGroup))
+ b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(b_node)).node_tree());
+ else if (b_node.is_a(&RNA_NodeCustomGroup))
+ b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(b_node)).node_tree());
+ else
+ b_group_ntree = BL::ShaderNodeTree(((BL::ShaderNodeCustomGroup)(b_node)).node_tree());
+
+ ProxyMap group_proxy_input_map, group_proxy_output_map;
+
+ /* Add a proxy node for each socket
+ * Do this even if the node group has no internal tree,
+ * so that links have something to connect to and assert won't fail.
+ */
+ for (BL::NodeSocket &b_input : b_node.inputs) {
+ SocketType::Type input_type = convert_socket_type(b_input);
+ if (input_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
+ ConvertNode *proxy = graph->create_node<ConvertNode>(input_type, input_type, true);
+ graph->add(proxy);
+
+ /* register the proxy node for internal binding */
+ group_proxy_input_map[b_input.identifier()] = proxy;
+
+ input_map[b_input.ptr.data] = proxy->inputs[0];
+
+ set_default_value(proxy->inputs[0], b_input, b_data, b_ntree);
+ }
+ for (BL::NodeSocket &b_output : b_node.outputs) {
+ SocketType::Type output_type = convert_socket_type(b_output);
+ if (output_type == SocketType::UNDEFINED) {
+ continue;
+ }
+
+ ConvertNode *proxy = graph->create_node<ConvertNode>(output_type, output_type, true);
+ graph->add(proxy);
+
+ /* register the proxy node for internal binding */
+ group_proxy_output_map[b_output.identifier()] = proxy;
+
+ output_map[b_output.ptr.data] = proxy->outputs[0];
+ }
+
+ if (b_group_ntree) {
+ add_nodes(scene,
+ b_engine,
+ b_data,
+ b_depsgraph,
+ b_scene,
+ graph,
+ b_group_ntree,
+ group_proxy_input_map,
+ group_proxy_output_map);
+ }
+ }
+ else if (b_node.is_a(&RNA_NodeGroupInput)) {
+ /* map each socket to a proxy node */
+ for (BL::NodeSocket &b_output : b_node.outputs) {
+ ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output.identifier());
+ if (proxy_it != proxy_input_map.end()) {
+ ConvertNode *proxy = proxy_it->second;
+
+ output_map[b_output.ptr.data] = proxy->outputs[0];
+ }
+ }
+ }
+ else if (b_node.is_a(&RNA_NodeGroupOutput)) {
+ BL::NodeGroupOutput b_output_node(b_node);
+ /* only the active group output is used */
+ if (b_output_node.is_active_output()) {
+ /* map each socket to a proxy node */
+ for (BL::NodeSocket &b_input : b_node.inputs) {
+ ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input.identifier());
+ if (proxy_it != proxy_output_map.end()) {
+ ConvertNode *proxy = proxy_it->second;
+
+ input_map[b_input.ptr.data] = proxy->inputs[0];
+
+ set_default_value(proxy->inputs[0], b_input, b_data, b_ntree);
+ }
+ }
+ }
+ }
+ else {
+ ShaderNode *node = NULL;
+
+ if (b_node.ptr.data == output_node.ptr.data) {
+ node = graph->output();
+ }
+ else {
+ BL::ShaderNode b_shader_node(b_node);
+ node = add_node(
+ scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree, b_shader_node);
+ }
+
+ if (node) {
+ /* map node sockets for linking */
+ for (BL::NodeSocket &b_input : b_node.inputs) {
+ ShaderInput *input = node_find_input_by_name(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 (BL::NodeSocket &b_output : b_node.outputs) {
+ ShaderOutput *output = node_find_output_by_name(node, b_output);
+ if (!output) {
+ /* XXX should not happen, report error? */
+ continue;
+ }
+ output_map[b_output.ptr.data] = output;
+ }
+ }
+ }
+ }
+
+ /* connect nodes */
+ for (BL::NodeLink &b_link : b_ntree.links) {
+ /* Ignore invalid links to avoid unwanted cycles created in graph.
+ * Also ignore links with unavailable sockets. */
+ if (!(b_link.is_valid() && b_link.from_socket().enabled() && b_link.to_socket().enabled()) ||
+ b_link.is_muted()) {
+ 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::Depsgraph &b_depsgraph,
+ BL::Scene &b_scene,
+ ShaderGraph *graph,
+ BL::ShaderNodeTree &b_ntree)
+{
+ static const ProxyMap empty_proxy_map;
+ add_nodes(scene,
+ b_engine,
+ b_data,
+ b_depsgraph,
+ b_scene,
+ graph,
+ b_ntree,
+ empty_proxy_map,
+ empty_proxy_map);
+}
+
+/* Sync Materials */
+
+void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
+{
+ shader_map.set_default(scene->default_surface);
+
+ TaskPool pool;
+ set<Shader *> updated_shaders;
+
+ for (BL::ID &b_id : b_depsgraph.ids) {
+ if (!b_id.is_a(&RNA_Material)) {
+ continue;
+ }
+
+ BL::Material b_mat(b_id);
+ Shader *shader;
+
+ /* test if we need to sync */
+ if (shader_map.add_or_update(&shader, b_mat) || update_all) {
+ ShaderGraph *graph = new ShaderGraph();
+
+ shader->name = b_mat.name().c_str();
+ shader->set_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_depsgraph, b_scene, graph, b_ntree);
+ }
+ else {
+ DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
+ diffuse->set_color(get_float3(b_mat.diffuse_color()));
+ graph->add(diffuse);
+
+ ShaderNode *out = graph->output();
+ graph->connect(diffuse->output("BSDF"), out->input("Surface"));
+ }
+
+ /* settings */
+ PointerRNA cmat = RNA_pointer_get(&b_mat.ptr, "cycles");
+ shader->set_use_mis(get_boolean(cmat, "sample_as_light"));
+ shader->set_use_transparent_shadow(get_boolean(cmat, "use_transparent_shadow"));
+ shader->set_heterogeneous_volume(!get_boolean(cmat, "homogeneous_volume"));
+ shader->set_volume_sampling_method(get_volume_sampling(cmat));
+ shader->set_volume_interpolation_method(get_volume_interpolation(cmat));
+ shader->set_volume_step_rate(get_float(cmat, "volume_step_rate"));
+ shader->set_displacement_method(get_displacement_method(cmat));
+
+ shader->set_graph(graph);
+
+ /* By simplifying the shader graph as soon as possible, some
+ * redundant shader nodes might be removed which prevents loading
+ * unnecessary attributes later.
+ *
+ * However, since graph simplification also accounts for e.g. mix
+ * weight, this would cause frequent expensive resyncs in interactive
+ * sessions, so for those sessions optimization is only performed
+ * right before compiling.
+ */
+ if (!preview) {
+ pool.push(function_bind(&ShaderGraph::simplify, graph, scene));
+ /* NOTE: Update shaders out of the threads since those routines
+ * are accessing and writing to a global context.
+ */
+ updated_shaders.insert(shader);
+ }
+ else {
+ /* NOTE: Update tagging can access links which are being
+ * optimized out.
+ */
+ shader->tag_update(scene);
+ }
+ }
+ }
+
+ pool.wait_work();
+
+ foreach (Shader *shader, updated_shaders) {
+ shader->tag_update(scene);
+ }
+}
+
+/* Sync World */
+
+void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
+{
+ Background *background = scene->background;
+ Integrator *integrator = scene->integrator;
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+
+ BL::World b_world = b_scene.world();
+
+ BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
+
+ if (world_recalc || update_all || b_world.ptr.data != world_map ||
+ viewport_parameters.shader_modified(new_viewport_parameters)) {
+ Shader *shader = scene->default_background;
+ ShaderGraph *graph = new ShaderGraph();
+
+ /* create nodes */
+ if (new_viewport_parameters.use_scene_world && b_world && b_world.use_nodes() &&
+ b_world.node_tree()) {
+ BL::ShaderNodeTree b_ntree(b_world.node_tree());
+
+ add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
+
+ /* volume */
+ PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
+ shader->set_heterogeneous_volume(!get_boolean(cworld, "homogeneous_volume"));
+ shader->set_volume_sampling_method(get_volume_sampling(cworld));
+ shader->set_volume_interpolation_method(get_volume_interpolation(cworld));
+ shader->set_volume_step_rate(get_float(cworld, "volume_step_size"));
+ }
+ else if (new_viewport_parameters.use_scene_world && b_world) {
+ BackgroundNode *background = graph->create_node<BackgroundNode>();
+ background->set_color(get_float3(b_world.color()));
+ graph->add(background);
+
+ ShaderNode *out = graph->output();
+ graph->connect(background->output("Background"), out->input("Surface"));
+ }
+ else if (!new_viewport_parameters.use_scene_world) {
+ float3 world_color;
+ if (b_world) {
+ world_color = get_float3(b_world.color());
+ }
+ else {
+ world_color = zero_float3();
+ }
+
+ BackgroundNode *background = graph->create_node<BackgroundNode>();
+ graph->add(background);
+
+ LightPathNode *light_path = graph->create_node<LightPathNode>();
+ graph->add(light_path);
+
+ MixNode *mix_scene_with_background = graph->create_node<MixNode>();
+ mix_scene_with_background->set_color2(world_color);
+ graph->add(mix_scene_with_background);
+
+ EnvironmentTextureNode *texture_environment = graph->create_node<EnvironmentTextureNode>();
+ texture_environment->set_tex_mapping_type(TextureMapping::VECTOR);
+ float3 rotation_z = texture_environment->get_tex_mapping_rotation();
+ rotation_z[2] = new_viewport_parameters.studiolight_rotate_z;
+ texture_environment->set_tex_mapping_rotation(rotation_z);
+ texture_environment->set_filename(new_viewport_parameters.studiolight_path);
+ graph->add(texture_environment);
+
+ MixNode *mix_intensity = graph->create_node<MixNode>();
+ mix_intensity->set_mix_type(NODE_MIX_MUL);
+ mix_intensity->set_fac(1.0f);
+ mix_intensity->set_color2(make_float3(new_viewport_parameters.studiolight_intensity,
+ new_viewport_parameters.studiolight_intensity,
+ new_viewport_parameters.studiolight_intensity));
+ graph->add(mix_intensity);
+
+ TextureCoordinateNode *texture_coordinate = graph->create_node<TextureCoordinateNode>();
+ graph->add(texture_coordinate);
+
+ MixNode *mix_background_with_environment = graph->create_node<MixNode>();
+ mix_background_with_environment->set_fac(
+ new_viewport_parameters.studiolight_background_alpha);
+ mix_background_with_environment->set_color1(world_color);
+ graph->add(mix_background_with_environment);
+
+ ShaderNode *out = graph->output();
+
+ graph->connect(texture_coordinate->output("Generated"),
+ texture_environment->input("Vector"));
+ graph->connect(texture_environment->output("Color"), mix_intensity->input("Color1"));
+ graph->connect(light_path->output("Is Camera Ray"), mix_scene_with_background->input("Fac"));
+ graph->connect(mix_intensity->output("Color"), mix_scene_with_background->input("Color1"));
+ graph->connect(mix_intensity->output("Color"),
+ mix_background_with_environment->input("Color2"));
+ graph->connect(mix_background_with_environment->output("Color"),
+ mix_scene_with_background->input("Color2"));
+ graph->connect(mix_scene_with_background->output("Color"), background->input("Color"));
+ graph->connect(background->output("Background"), out->input("Surface"));
+ }
+
+ /* Visibility */
+ if (b_world) {
+ 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->set_visibility(visibility);
+ }
+
+ shader->set_graph(graph);
+ shader->tag_update(scene);
+ }
+
+ /* Fast GI */
+ if (b_world) {
+ BL::WorldLighting b_light = b_world.light_settings();
+ enum { FAST_GI_METHOD_REPLACE = 0, FAST_GI_METHOD_ADD = 1, FAST_GI_METHOD_NUM };
+
+ const bool use_fast_gi = get_boolean(cscene, "use_fast_gi");
+ if (use_fast_gi) {
+ const int fast_gi_method = get_enum(
+ cscene, "fast_gi_method", FAST_GI_METHOD_NUM, FAST_GI_METHOD_REPLACE);
+ integrator->set_ao_factor((fast_gi_method == FAST_GI_METHOD_REPLACE) ? b_light.ao_factor() :
+ 0.0f);
+ integrator->set_ao_additive_factor(
+ (fast_gi_method == FAST_GI_METHOD_ADD) ? b_light.ao_factor() : 0.0f);
+ }
+ else {
+ integrator->set_ao_factor(0.0f);
+ integrator->set_ao_additive_factor(0.0f);
+ }
+
+ integrator->set_ao_distance(b_light.distance());
+ }
+ else {
+ integrator->set_ao_factor(0.0f);
+ integrator->set_ao_additive_factor(0.0f);
+ integrator->set_ao_distance(10.0f);
+ }
+
+ background->set_transparent(b_scene.render().film_transparent());
+
+ if (background->get_transparent()) {
+ background->set_transparent_glass(get_boolean(cscene, "film_transparent_glass"));
+ background->set_transparent_roughness_threshold(
+ get_float(cscene, "film_transparent_roughness"));
+ }
+ else {
+ background->set_transparent_glass(false);
+ background->set_transparent_roughness_threshold(0.0f);
+ }
+
+ background->set_use_shader(view_layer.use_background_shader ||
+ viewport_parameters.use_custom_shader());
+
+ background->tag_update(scene);
+}
+
+/* Sync Lights */
+
+void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
+{
+ shader_map.set_default(scene->default_light);
+
+ for (BL::ID &b_id : b_depsgraph.ids) {
+ if (!b_id.is_a(&RNA_Light)) {
+ continue;
+ }
+
+ BL::Light b_light(b_id);
+ Shader *shader;
+
+ /* test if we need to sync */
+ if (shader_map.add_or_update(&shader, b_light) || update_all) {
+ ShaderGraph *graph = new ShaderGraph();
+
+ /* create nodes */
+ if (b_light.use_nodes() && b_light.node_tree()) {
+ shader->name = b_light.name().c_str();
+
+ BL::ShaderNodeTree b_ntree(b_light.node_tree());
+
+ add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
+ }
+ else {
+ EmissionNode *emission = graph->create_node<EmissionNode>();
+ emission->set_color(one_float3());
+ emission->set_strength(1.0f);
+ graph->add(emission);
+
+ ShaderNode *out = graph->output();
+ graph->connect(emission->output("Emission"), out->input("Surface"));
+ }
+
+ shader->set_graph(graph);
+ shader->tag_update(scene);
+ }
+ }
+}
+
+void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
+{
+ /* for auto refresh images */
+ ImageManager *image_manager = scene->image_manager;
+ const int frame = b_scene.frame_current();
+ const bool auto_refresh_update = image_manager->set_animation_frame_update(frame);
+
+ shader_map.pre_sync();
+
+ sync_world(b_depsgraph, b_v3d, auto_refresh_update);
+ sync_lights(b_depsgraph, auto_refresh_update);
+ sync_materials(b_depsgraph, auto_refresh_update);
+}
+
+CCL_NAMESPACE_END