/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include #include #include #include #include "graph/node_xml.h" #include "scene/alembic.h" #include "scene/background.h" #include "scene/camera.h" #include "scene/film.h" #include "scene/integrator.h" #include "scene/light.h" #include "scene/mesh.h" #include "scene/object.h" #include "scene/osl.h" #include "scene/scene.h" #include "scene/shader.h" #include "scene/shader_graph.h" #include "scene/shader_nodes.h" #include "subd/patch.h" #include "subd/split.h" #include "util/foreach.h" #include "util/path.h" #include "util/projection.h" #include "util/transform.h" #include "util/xml.h" #include "app/cycles_xml.h" CCL_NAMESPACE_BEGIN /* XML reading state */ struct XMLReadState : public XMLReader { Scene *scene; /* Scene pointer. */ Transform tfm; /* Current transform state. */ bool smooth; /* Smooth normal state. */ Shader *shader; /* Current shader. */ string base; /* Base path to current file. */ float dicing_rate; /* Current dicing rate. */ XMLReadState() : scene(NULL), smooth(false), shader(NULL), dicing_rate(1.0f) { tfm = transform_identity(); } }; /* Attribute Reading */ static bool xml_read_int(int *value, xml_node node, const char *name) { xml_attribute attr = node.attribute(name); if (attr) { *value = atoi(attr.value()); return true; } return false; } static bool xml_read_int_array(vector &value, xml_node node, const char *name) { xml_attribute attr = node.attribute(name); if (attr) { vector tokens; string_split(tokens, attr.value()); foreach (const string &token, tokens) value.push_back(atoi(token.c_str())); return true; } return false; } static bool xml_read_float(float *value, xml_node node, const char *name) { xml_attribute attr = node.attribute(name); if (attr) { *value = (float)atof(attr.value()); return true; } return false; } static bool xml_read_float_array(vector &value, xml_node node, const char *name) { xml_attribute attr = node.attribute(name); if (attr) { vector tokens; string_split(tokens, attr.value()); foreach (const string &token, tokens) value.push_back((float)atof(token.c_str())); return true; } return false; } static bool xml_read_float3(float3 *value, xml_node node, const char *name) { vector array; if (xml_read_float_array(array, node, name) && array.size() == 3) { *value = make_float3(array[0], array[1], array[2]); return true; } return false; } static bool xml_read_float3_array(vector &value, xml_node node, const char *name) { vector array; if (xml_read_float_array(array, node, name)) { for (size_t i = 0; i < array.size(); i += 3) value.push_back(make_float3(array[i + 0], array[i + 1], array[i + 2])); return true; } return false; } static bool xml_read_float4(float4 *value, xml_node node, const char *name) { vector array; if (xml_read_float_array(array, node, name) && array.size() == 4) { *value = make_float4(array[0], array[1], array[2], array[3]); return true; } return false; } static bool xml_read_string(string *str, xml_node node, const char *name) { xml_attribute attr = node.attribute(name); if (attr) { *str = attr.value(); return true; } return false; } static bool xml_equal_string(xml_node node, const char *name, const char *value) { xml_attribute attr = node.attribute(name); if (attr) return string_iequals(attr.value(), value); return false; } /* Camera */ static void xml_read_camera(XMLReadState &state, xml_node node) { Camera *cam = state.scene->camera; int width = -1, height = -1; xml_read_int(&width, node, "width"); xml_read_int(&height, node, "height"); cam->set_full_width(width); cam->set_full_height(height); xml_read_node(state, cam, node); cam->set_matrix(state.tfm); cam->need_flags_update = true; cam->update(state.scene); } /* Alembic */ #ifdef WITH_ALEMBIC static void xml_read_alembic(XMLReadState &state, xml_node graph_node) { AlembicProcedural *proc = state.scene->create_node(); xml_read_node(state, proc, graph_node); for (xml_node node = graph_node.first_child(); node; node = node.next_sibling()) { if (string_iequals(node.name(), "object")) { string path; if (xml_read_string(&path, node, "path")) { ustring object_path(path, 0); AlembicObject *object = static_cast( proc->get_or_create_object(object_path)); array used_shaders = object->get_used_shaders(); used_shaders.push_back_slow(state.shader); object->set_used_shaders(used_shaders); } } } } #endif /* Shader */ static void xml_read_shader_graph(XMLReadState &state, Shader *shader, xml_node graph_node) { xml_read_node(state, shader, graph_node); ShaderGraph *graph = new ShaderGraph(); /* local state, shader nodes can't link to nodes outside the shader graph */ XMLReader graph_reader; graph_reader.node_map[ustring("output")] = graph->output(); for (xml_node node = graph_node.first_child(); node; node = node.next_sibling()) { ustring node_name(node.name()); if (node_name == "connect") { /* connect nodes */ vector from_tokens, to_tokens; string_split(from_tokens, node.attribute("from").value()); string_split(to_tokens, node.attribute("to").value()); if (from_tokens.size() == 2 && to_tokens.size() == 2) { ustring from_node_name(from_tokens[0]); ustring from_socket_name(from_tokens[1]); ustring to_node_name(to_tokens[0]); ustring to_socket_name(to_tokens[1]); /* find nodes and sockets */ ShaderOutput *output = NULL; ShaderInput *input = NULL; if (graph_reader.node_map.find(from_node_name) != graph_reader.node_map.end()) { ShaderNode *fromnode = (ShaderNode *)graph_reader.node_map[from_node_name]; foreach (ShaderOutput *out, fromnode->outputs) if (string_iequals(out->socket_type.name.string(), from_socket_name.string())) output = out; if (!output) fprintf(stderr, "Unknown output socket name \"%s\" on \"%s\".\n", from_node_name.c_str(), from_socket_name.c_str()); } else fprintf(stderr, "Unknown shader node name \"%s\".\n", from_node_name.c_str()); if (graph_reader.node_map.find(to_node_name) != graph_reader.node_map.end()) { ShaderNode *tonode = (ShaderNode *)graph_reader.node_map[to_node_name]; foreach (ShaderInput *in, tonode->inputs) if (string_iequals(in->socket_type.name.string(), to_socket_name.string())) input = in; if (!input) fprintf(stderr, "Unknown input socket name \"%s\" on \"%s\".\n", to_socket_name.c_str(), to_node_name.c_str()); } else fprintf(stderr, "Unknown shader node name \"%s\".\n", to_node_name.c_str()); /* connect */ if (output && input) graph->connect(output, input); } else fprintf(stderr, "Invalid from or to value for connect node.\n"); continue; } ShaderNode *snode = NULL; #ifdef WITH_OSL if (node_name == "osl_shader") { ShaderManager *manager = state.scene->shader_manager; if (manager->use_osl()) { std::string filepath; if (xml_read_string(&filepath, node, "src")) { if (path_is_relative(filepath)) { filepath = path_join(state.base, filepath); } snode = OSLShaderManager::osl_node(graph, manager, filepath, ""); if (!snode) { fprintf(stderr, "Failed to create OSL node from \"%s\".\n", filepath.c_str()); continue; } } else { fprintf(stderr, "OSL node missing \"src\" attribute.\n"); continue; } } else { fprintf(stderr, "OSL node without using --shadingsys osl.\n"); continue; } } else #endif { /* exception for name collision */ if (node_name == "background") node_name = "background_shader"; const NodeType *node_type = NodeType::find(node_name); if (!node_type) { fprintf(stderr, "Unknown shader node \"%s\".\n", node.name()); continue; } else if (node_type->type != NodeType::SHADER) { fprintf(stderr, "Node type \"%s\" is not a shader node.\n", node_type->name.c_str()); continue; } else if (node_type->create == NULL) { fprintf(stderr, "Can't create abstract node type \"%s\".\n", node_type->name.c_str()); continue; } snode = (ShaderNode *)node_type->create(node_type); snode->set_owner(graph); } xml_read_node(graph_reader, snode, node); if (node_name == "image_texture") { ImageTextureNode *img = (ImageTextureNode *)snode; ustring filename(path_join(state.base, img->get_filename().string())); img->set_filename(filename); } else if (node_name == "environment_texture") { EnvironmentTextureNode *env = (EnvironmentTextureNode *)snode; ustring filename(path_join(state.base, env->get_filename().string())); env->set_filename(filename); } if (snode) { /* add to graph */ graph->add(snode); } } shader->set_graph(graph); shader->tag_update(state.scene); } static void xml_read_shader(XMLReadState &state, xml_node node) { Shader *shader = new Shader(); xml_read_shader_graph(state, shader, node); state.scene->shaders.push_back(shader); } /* Background */ static void xml_read_background(XMLReadState &state, xml_node node) { /* Background Settings */ xml_read_node(state, state.scene->background, node); /* Background Shader */ Shader *shader = state.scene->default_background; xml_read_shader_graph(state, shader, node); } /* Mesh */ static Mesh *xml_add_mesh(Scene *scene, const Transform &tfm) { /* create mesh */ Mesh *mesh = new Mesh(); scene->geometry.push_back(mesh); /* Create object. */ Object *object = new Object(); object->set_geometry(mesh); object->set_tfm(tfm); scene->objects.push_back(object); return mesh; } static void xml_read_mesh(const XMLReadState &state, xml_node node) { /* add mesh */ Mesh *mesh = xml_add_mesh(state.scene, state.tfm); array used_shaders = mesh->get_used_shaders(); used_shaders.push_back_slow(state.shader); mesh->set_used_shaders(used_shaders); /* read state */ int shader = 0; bool smooth = state.smooth; /* read vertices and polygons */ vector P; vector UV; vector verts, nverts; xml_read_float3_array(P, node, "P"); xml_read_int_array(verts, node, "verts"); xml_read_int_array(nverts, node, "nverts"); if (xml_equal_string(node, "subdivision", "catmull-clark")) { mesh->set_subdivision_type(Mesh::SUBDIVISION_CATMULL_CLARK); } else if (xml_equal_string(node, "subdivision", "linear")) { mesh->set_subdivision_type(Mesh::SUBDIVISION_LINEAR); } array P_array; P_array = P; if (mesh->get_subdivision_type() == Mesh::SUBDIVISION_NONE) { /* create vertices */ mesh->set_verts(P_array); size_t num_triangles = 0; for (size_t i = 0; i < nverts.size(); i++) num_triangles += nverts[i] - 2; mesh->reserve_mesh(mesh->get_verts().size(), num_triangles); /* create triangles */ int index_offset = 0; for (size_t i = 0; i < nverts.size(); i++) { for (int j = 0; j < nverts[i] - 2; j++) { int v0 = verts[index_offset]; int v1 = verts[index_offset + j + 1]; int v2 = verts[index_offset + j + 2]; assert(v0 < (int)P.size()); assert(v1 < (int)P.size()); assert(v2 < (int)P.size()); mesh->add_triangle(v0, v1, v2, shader, smooth); } index_offset += nverts[i]; } if (xml_read_float_array(UV, node, "UV")) { ustring name = ustring("UVMap"); Attribute *attr = mesh->attributes.add(ATTR_STD_UV, name); float2 *fdata = attr->data_float2(); /* loop over the triangles */ index_offset = 0; for (size_t i = 0; i < nverts.size(); i++) { for (int j = 0; j < nverts[i] - 2; j++) { int v0 = index_offset; int v1 = index_offset + j + 1; int v2 = index_offset + j + 2; assert(v0 * 2 + 1 < (int)UV.size()); assert(v1 * 2 + 1 < (int)UV.size()); assert(v2 * 2 + 1 < (int)UV.size()); fdata[0] = make_float2(UV[v0 * 2], UV[v0 * 2 + 1]); fdata[1] = make_float2(UV[v1 * 2], UV[v1 * 2 + 1]); fdata[2] = make_float2(UV[v2 * 2], UV[v2 * 2 + 1]); fdata += 3; } index_offset += nverts[i]; } } } else { /* create vertices */ mesh->set_verts(P_array); size_t num_ngons = 0; size_t num_corners = 0; for (size_t i = 0; i < nverts.size(); i++) { num_ngons += (nverts[i] == 4) ? 0 : 1; num_corners += nverts[i]; } mesh->reserve_subd_faces(nverts.size(), num_ngons, num_corners); /* create subd_faces */ int index_offset = 0; for (size_t i = 0; i < nverts.size(); i++) { mesh->add_subd_face(&verts[index_offset], nverts[i], shader, smooth); index_offset += nverts[i]; } /* uv map */ if (xml_read_float_array(UV, node, "UV")) { ustring name = ustring("UVMap"); Attribute *attr = mesh->subd_attributes.add(ATTR_STD_UV, name); float3 *fdata = attr->data_float3(); #if 0 if (subdivide_uvs) { attr->flags |= ATTR_SUBDIVIDED; } #endif index_offset = 0; for (size_t i = 0; i < nverts.size(); i++) { for (int j = 0; j < nverts[i]; j++) { *(fdata++) = make_float3(UV[index_offset++]); } } } /* setup subd params */ float dicing_rate = state.dicing_rate; xml_read_float(&dicing_rate, node, "dicing_rate"); dicing_rate = std::max(0.1f, dicing_rate); mesh->set_subd_dicing_rate(dicing_rate); mesh->set_subd_objecttoworld(state.tfm); } /* we don't yet support arbitrary attributes, for now add vertex * coordinates as generated coordinates if requested */ if (mesh->need_attribute(state.scene, ATTR_STD_GENERATED)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); memcpy( attr->data_float3(), mesh->get_verts().data(), sizeof(float3) * mesh->get_verts().size()); } } /* Light */ static void xml_read_light(XMLReadState &state, xml_node node) { Light *light = new Light(); light->set_shader(state.shader); xml_read_node(state, light, node); state.scene->lights.push_back(light); } /* Transform */ static void xml_read_transform(xml_node node, Transform &tfm) { if (node.attribute("matrix")) { vector matrix; if (xml_read_float_array(matrix, node, "matrix") && matrix.size() == 16) { ProjectionTransform projection = *(ProjectionTransform *)&matrix[0]; tfm = tfm * projection_to_transform(projection_transpose(projection)); } } if (node.attribute("translate")) { float3 translate = zero_float3(); xml_read_float3(&translate, node, "translate"); tfm = tfm * transform_translate(translate); } if (node.attribute("rotate")) { float4 rotate = zero_float4(); xml_read_float4(&rotate, node, "rotate"); tfm = tfm * transform_rotate(DEG2RADF(rotate.x), make_float3(rotate.y, rotate.z, rotate.w)); } if (node.attribute("scale")) { float3 scale = zero_float3(); xml_read_float3(&scale, node, "scale"); tfm = tfm * transform_scale(scale); } } /* State */ static void xml_read_state(XMLReadState &state, xml_node node) { /* read shader */ string shadername; if (xml_read_string(&shadername, node, "shader")) { bool found = false; foreach (Shader *shader, state.scene->shaders) { if (shader->name == shadername) { state.shader = shader; found = true; break; } } if (!found) fprintf(stderr, "Unknown shader \"%s\".\n", shadername.c_str()); } xml_read_float(&state.dicing_rate, node, "dicing_rate"); /* read smooth/flat */ if (xml_equal_string(node, "interpolation", "smooth")) state.smooth = true; else if (xml_equal_string(node, "interpolation", "flat")) state.smooth = false; } /* Scene */ static void xml_read_include(XMLReadState &state, const string &src); static void xml_read_scene(XMLReadState &state, xml_node scene_node) { for (xml_node node = scene_node.first_child(); node; node = node.next_sibling()) { if (string_iequals(node.name(), "film")) { xml_read_node(state, state.scene->film, node); } else if (string_iequals(node.name(), "integrator")) { xml_read_node(state, state.scene->integrator, node); } else if (string_iequals(node.name(), "camera")) { xml_read_camera(state, node); } else if (string_iequals(node.name(), "shader")) { xml_read_shader(state, node); } else if (string_iequals(node.name(), "background")) { xml_read_background(state, node); } else if (string_iequals(node.name(), "mesh")) { xml_read_mesh(state, node); } else if (string_iequals(node.name(), "light")) { xml_read_light(state, node); } else if (string_iequals(node.name(), "transform")) { XMLReadState substate = state; xml_read_transform(node, substate.tfm); xml_read_scene(substate, node); } else if (string_iequals(node.name(), "state")) { XMLReadState substate = state; xml_read_state(substate, node); xml_read_scene(substate, node); } else if (string_iequals(node.name(), "include")) { string src; if (xml_read_string(&src, node, "src")) xml_read_include(state, src); } #ifdef WITH_ALEMBIC else if (string_iequals(node.name(), "alembic")) { xml_read_alembic(state, node); } #endif else fprintf(stderr, "Unknown node \"%s\".\n", node.name()); } } /* Include */ static void xml_read_include(XMLReadState &state, const string &src) { /* open XML document */ xml_document doc; xml_parse_result parse_result; string path = path_join(state.base, src); parse_result = doc.load_file(path.c_str()); if (parse_result) { XMLReadState substate = state; substate.base = path_dirname(path); xml_node cycles = doc.child("cycles"); xml_read_scene(substate, cycles); } else { fprintf(stderr, "%s read error: %s\n", src.c_str(), parse_result.description()); exit(EXIT_FAILURE); } } /* File */ void xml_read_file(Scene *scene, const char *filepath) { XMLReadState state; state.scene = scene; state.tfm = transform_identity(); state.shader = scene->default_surface; state.smooth = false; state.dicing_rate = 1.0f; state.base = path_dirname(filepath); xml_read_include(state, path_filename(filepath)); scene->params.bvh_type = BVH_TYPE_STATIC; } CCL_NAMESPACE_END