da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
937 lines
25 KiB
C++
937 lines
25 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include <stdio.h>
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#include <sstream>
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#include <algorithm>
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#include <iterator>
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#include "camera.h"
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#include "film.h"
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#include "graph.h"
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#include "integrator.h"
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#include "light.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "object.h"
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#include "shader.h"
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#include "scene.h"
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#include "subd_mesh.h"
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#include "subd_patch.h"
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#include "subd_split.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_path.h"
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#include "util_transform.h"
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#include "util_xml.h"
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#include "cycles_xml.h"
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CCL_NAMESPACE_BEGIN
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/* XML reading state */
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struct XMLReadState {
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Scene *scene; /* scene pointer */
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Transform tfm; /* current transform state */
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bool smooth; /* smooth normal state */
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int shader; /* current shader */
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string base; /* base path to current file*/
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float dicing_rate; /* current dicing rate */
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Mesh::DisplacementMethod displacement_method;
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};
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/* Attribute Reading */
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static bool xml_read_bool(bool *value, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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*value = (string_iequals(attr.value(), "true")) || (atoi(attr.value()) != 0);
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return true;
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}
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return false;
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}
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static bool xml_read_int(int *value, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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*value = atoi(attr.value());
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return true;
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}
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return false;
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}
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static bool xml_read_int_array(vector<int>& value, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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vector<string> tokens;
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string_split(tokens, attr.value());
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foreach(const string& token, tokens)
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value.push_back(atoi(token.c_str()));
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return true;
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}
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return false;
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}
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static bool xml_read_float(float *value, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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*value = atof(attr.value());
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return true;
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}
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return false;
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}
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static bool xml_read_float_array(vector<float>& value, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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vector<string> tokens;
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string_split(tokens, attr.value());
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foreach(const string& token, tokens)
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value.push_back(atof(token.c_str()));
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return true;
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}
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return false;
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}
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static bool xml_read_float3(float3 *value, pugi::xml_node node, const char *name)
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{
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vector<float> array;
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if(xml_read_float_array(array, node, name) && array.size() == 3) {
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*value = make_float3(array[0], array[1], array[2]);
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return true;
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}
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return false;
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}
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static bool xml_read_float3_array(vector<float3>& value, pugi::xml_node node, const char *name)
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{
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vector<float> array;
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if(xml_read_float_array(array, node, name)) {
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for(size_t i = 0; i < array.size(); i += 3)
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value.push_back(make_float3(array[i+0], array[i+1], array[i+2]));
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return true;
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}
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return false;
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}
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static bool xml_read_float4(float4 *value, pugi::xml_node node, const char *name)
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{
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vector<float> array;
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if(xml_read_float_array(array, node, name) && array.size() == 4) {
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*value = make_float4(array[0], array[1], array[2], array[3]);
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return true;
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}
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return false;
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}
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static bool xml_read_string(string *str, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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*str = attr.value();
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return true;
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}
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return false;
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}
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static bool xml_read_ustring(ustring *str, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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*str = ustring(attr.value());
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return true;
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}
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return false;
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}
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static bool xml_equal_string(pugi::xml_node node, const char *name, const char *value)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr)
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return string_iequals(attr.value(), value);
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return false;
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}
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static bool xml_read_enum(ustring *str, ShaderEnum& enm, pugi::xml_node node, const char *name)
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{
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pugi::xml_attribute attr = node.attribute(name);
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if(attr) {
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ustring ustr(attr.value());
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if(enm.exists(ustr)) {
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*str = ustr;
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return true;
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}
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else
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fprintf(stderr, "Unknown value \"%s\" for attribute \"%s\".\n", ustr.c_str(), name);
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}
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return false;
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}
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/* Film */
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static void xml_read_film(const XMLReadState& state, pugi::xml_node node)
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{
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Camera *cam = state.scene->camera;
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xml_read_int(&cam->width, node, "width");
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xml_read_int(&cam->height, node, "height");
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float aspect = (float)cam->width/(float)cam->height;
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if(cam->width >= cam->height) {
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cam->left = -aspect;
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cam->right = aspect;
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cam->bottom = -1.0f;
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cam->top = 1.0f;
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}
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else {
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cam->left = -1.0f;
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cam->right = 1.0f;
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cam->bottom = -1.0f/aspect;
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cam->top = 1.0f/aspect;
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}
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cam->need_update = true;
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cam->update();
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}
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/* Integrator */
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static void xml_read_integrator(const XMLReadState& state, pugi::xml_node node)
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{
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Integrator *integrator = state.scene->integrator;
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xml_read_int(&integrator->minbounce, node, "min_bounce");
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xml_read_int(&integrator->maxbounce, node, "max_bounce");
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xml_read_bool(&integrator->no_caustics, node, "no_caustics");
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xml_read_float(&integrator->blur_caustics, node, "blur_caustics");
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}
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/* Camera */
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static void xml_read_camera(const XMLReadState& state, pugi::xml_node node)
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{
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Camera *cam = state.scene->camera;
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if(xml_read_float(&cam->fov, node, "fov"))
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cam->fov *= M_PI/180.0f;
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xml_read_float(&cam->nearclip, node, "nearclip");
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xml_read_float(&cam->farclip, node, "farclip");
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xml_read_float(&cam->lensradius, node, "lensradius"); // 0.5*focallength/fstop
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xml_read_float(&cam->focaldistance, node, "focaldistance");
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xml_read_float(&cam->shutteropen, node, "shutteropen");
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xml_read_float(&cam->shutterclose, node, "shutterclose");
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if(xml_equal_string(node, "type", "orthographic"))
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cam->ortho = true;
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else if(xml_equal_string(node, "type", "perspective"))
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cam->ortho = false;
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cam->matrix = state.tfm;
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cam->need_update = true;
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cam->update();
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}
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/* Shader */
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static string xml_socket_name(const char *name)
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{
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string sname = name;
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size_t i;
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while((i = sname.find(" ")) != string::npos)
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sname.replace(i, 1, "");
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return sname;
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}
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static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pugi::xml_node graph_node)
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{
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ShaderGraph *graph = new ShaderGraph();
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map<string, ShaderNode*> nodemap;
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nodemap["output"] = graph->output();
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for(pugi::xml_node node = graph_node.first_child(); node; node = node.next_sibling()) {
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ShaderNode *snode = NULL;
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if(string_iequals(node.name(), "image_texture")) {
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ImageTextureNode *img = new ImageTextureNode();
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xml_read_string(&img->filename, node, "src");
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img->filename = path_join(state.base, img->filename);
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snode = img;
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}
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else if(string_iequals(node.name(), "environment_texture")) {
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EnvironmentTextureNode *env = new EnvironmentTextureNode();
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xml_read_string(&env->filename, node, "src");
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env->filename = path_join(state.base, env->filename);
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snode = env;
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}
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else if(string_iequals(node.name(), "sky_texture")) {
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SkyTextureNode *sky = new SkyTextureNode();
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xml_read_float3(&sky->sun_direction, node, "sun_direction");
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xml_read_float(&sky->turbidity, node, "turbidity");
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snode = sky;
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}
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else if(string_iequals(node.name(), "noise_texture")) {
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snode = new NoiseTextureNode();
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}
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else if(string_iequals(node.name(), "blend_texture")) {
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BlendTextureNode *blend = new BlendTextureNode();
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xml_read_enum(&blend->progression, BlendTextureNode::progression_enum, node, "progression");
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xml_read_enum(&blend->axis, BlendTextureNode::axis_enum, node, "axis");
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snode = blend;
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}
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else if(string_iequals(node.name(), "clouds_texture")) {
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CloudsTextureNode *clouds = new CloudsTextureNode();
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xml_read_bool(&clouds->hard, node, "hard");
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xml_read_int(&clouds->depth, node, "depth");
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xml_read_enum(&clouds->basis, CloudsTextureNode::basis_enum, node, "basis");
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snode = clouds;
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}
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else if(string_iequals(node.name(), "voronoi_texture")) {
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VoronoiTextureNode *voronoi = new VoronoiTextureNode();
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xml_read_enum(&voronoi->distance_metric, VoronoiTextureNode::distance_metric_enum, node, "distance_metric");
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xml_read_enum(&voronoi->coloring, VoronoiTextureNode::coloring_enum, node, "coloring");
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snode = voronoi;
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}
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else if(string_iequals(node.name(), "musgrave_texture")) {
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MusgraveTextureNode *musgrave = new MusgraveTextureNode();
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xml_read_enum(&musgrave->type, MusgraveTextureNode::type_enum, node, "type");
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xml_read_enum(&musgrave->basis, MusgraveTextureNode::basis_enum, node, "basis");
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snode = musgrave;
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}
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else if(string_iequals(node.name(), "marble_texture")) {
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MarbleTextureNode *marble = new MarbleTextureNode();
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xml_read_enum(&marble->type, MarbleTextureNode::type_enum, node, "type");
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xml_read_enum(&marble->wave, MarbleTextureNode::wave_enum, node, "wave");
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xml_read_enum(&marble->basis, MarbleTextureNode::basis_enum, node, "basis");
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xml_read_bool(&marble->hard, node, "hard");
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xml_read_int(&marble->depth, node, "depth");
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snode = marble;
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}
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else if(string_iequals(node.name(), "magic_texture")) {
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MagicTextureNode *magic = new MagicTextureNode();
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xml_read_int(&magic->depth, node, "depth");
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snode = magic;
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}
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else if(string_iequals(node.name(), "stucci_texture")) {
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StucciTextureNode *stucci = new StucciTextureNode();
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xml_read_enum(&stucci->type, StucciTextureNode::type_enum, node, "type");
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xml_read_enum(&stucci->basis, StucciTextureNode::basis_enum, node, "basis");
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xml_read_bool(&stucci->hard, node, "hard");
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snode = stucci;
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}
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else if(string_iequals(node.name(), "distorted_noise_texture")) {
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DistortedNoiseTextureNode *dist = new DistortedNoiseTextureNode();
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xml_read_enum(&dist->basis, DistortedNoiseTextureNode::basis_enum, node, "basis");
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xml_read_enum(&dist->distortion_basis, DistortedNoiseTextureNode::basis_enum, node, "distortion_basis");
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snode = dist;
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}
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else if(string_iequals(node.name(), "wood_texture")) {
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WoodTextureNode *wood = new WoodTextureNode();
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xml_read_enum(&wood->type, WoodTextureNode::type_enum, node, "type");
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xml_read_enum(&wood->wave, WoodTextureNode::wave_enum, node, "wave");
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xml_read_enum(&wood->basis, WoodTextureNode::basis_enum, node, "basis");
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xml_read_bool(&wood->hard, node, "hard");
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snode = wood;
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}
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else if(string_iequals(node.name(), "mapping")) {
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snode = new MappingNode();
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}
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else if(string_iequals(node.name(), "ward_bsdf")) {
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snode = new WardBsdfNode();
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}
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else if(string_iequals(node.name(), "diffuse_bsdf")) {
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snode = new DiffuseBsdfNode();
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}
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else if(string_iequals(node.name(), "translucent_bsdf")) {
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snode = new TranslucentBsdfNode();
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}
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else if(string_iequals(node.name(), "transparent_bsdf")) {
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snode = new TransparentBsdfNode();
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}
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else if(string_iequals(node.name(), "velvet_bsdf")) {
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snode = new VelvetBsdfNode();
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}
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else if(string_iequals(node.name(), "glossy_bsdf")) {
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GlossyBsdfNode *glossy = new GlossyBsdfNode();
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xml_read_enum(&glossy->distribution, GlossyBsdfNode::distribution_enum, node, "distribution");
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snode = glossy;
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}
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else if(string_iequals(node.name(), "glass_bsdf")) {
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GlassBsdfNode *diel = new GlassBsdfNode();
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xml_read_enum(&diel->distribution, GlassBsdfNode::distribution_enum, node, "distribution");
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snode = diel;
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}
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else if(string_iequals(node.name(), "emission")) {
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EmissionNode *emission = new EmissionNode();
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xml_read_bool(&emission->total_power, node, "total_power");
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snode = emission;
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}
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else if(string_iequals(node.name(), "background")) {
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snode = new BackgroundNode();
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}
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else if(string_iequals(node.name(), "geometry")) {
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snode = new GeometryNode();
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}
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else if(string_iequals(node.name(), "texture_coordinate")) {
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snode = new TextureCoordinateNode();
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}
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else if(string_iequals(node.name(), "lightPath")) {
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snode = new LightPathNode();
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}
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else if(string_iequals(node.name(), "value")) {
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ValueNode *value = new ValueNode();
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xml_read_float(&value->value, node, "value");
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snode = value;
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}
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else if(string_iequals(node.name(), "color")) {
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ColorNode *color = new ColorNode();
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xml_read_float3(&color->value, node, "value");
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snode = color;
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}
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else if(string_iequals(node.name(), "mix_closure")) {
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snode = new MixClosureNode();
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}
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else if(string_iequals(node.name(), "add_closure")) {
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snode = new AddClosureNode();
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}
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else if(string_iequals(node.name(), "mix")) {
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MixNode *mix = new MixNode();
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xml_read_enum(&mix->type, MixNode::type_enum, node, "type");
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snode = mix;
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}
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else if(string_iequals(node.name(), "attribute")) {
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AttributeNode *attr = new AttributeNode();
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xml_read_ustring(&attr->attribute, node, "attribute");
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snode = attr;
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}
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else if(string_iequals(node.name(), "fresnel")) {
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snode = new FresnelNode();
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}
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else if(string_iequals(node.name(), "math")) {
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MathNode *math = new MathNode();
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xml_read_enum(&math->type, MathNode::type_enum, node, "type");
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snode = math;
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}
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else if(string_iequals(node.name(), "vector_math")) {
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VectorMathNode *vmath = new VectorMathNode();
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xml_read_enum(&vmath->type, VectorMathNode::type_enum, node, "type");
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snode = vmath;
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}
|
|
else if(string_iequals(node.name(), "connect")) {
|
|
/* connect nodes */
|
|
vector<string> 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) {
|
|
/* find nodes and sockets */
|
|
ShaderOutput *output = NULL;
|
|
ShaderInput *input = NULL;
|
|
|
|
if(nodemap.find(from_tokens[0]) != nodemap.end()) {
|
|
ShaderNode *fromnode = nodemap[from_tokens[0]];
|
|
|
|
foreach(ShaderOutput *out, fromnode->outputs)
|
|
if(string_iequals(xml_socket_name(out->name), from_tokens[1]))
|
|
output = out;
|
|
|
|
if(!output)
|
|
fprintf(stderr, "Unknown output socket name \"%s\" on \"%s\".\n", from_tokens[1].c_str(), from_tokens[0].c_str());
|
|
}
|
|
else
|
|
fprintf(stderr, "Unknown shader node name \"%s\".\n", from_tokens[0].c_str());
|
|
|
|
if(nodemap.find(to_tokens[0]) != nodemap.end()) {
|
|
ShaderNode *tonode = nodemap[to_tokens[0]];
|
|
|
|
foreach(ShaderInput *in, tonode->inputs)
|
|
if(string_iequals(xml_socket_name(in->name), to_tokens[1]))
|
|
input = in;
|
|
|
|
if(!input)
|
|
fprintf(stderr, "Unknown input socket name \"%s\" on \"%s\".\n", to_tokens[1].c_str(), to_tokens[0].c_str());
|
|
}
|
|
else
|
|
fprintf(stderr, "Unknown shader node name \"%s\".\n", to_tokens[0].c_str());
|
|
|
|
/* connect */
|
|
if(output && input)
|
|
graph->connect(output, input);
|
|
}
|
|
else
|
|
fprintf(stderr, "Invalid from or to value for connect node.\n");
|
|
}
|
|
else
|
|
fprintf(stderr, "Unknown shader node \"%s\".\n", node.name());
|
|
|
|
if(snode) {
|
|
/* add to graph */
|
|
graph->add(snode);
|
|
|
|
/* add to map for name lookups */
|
|
string name = "";
|
|
xml_read_string(&name, node, "name");
|
|
|
|
nodemap[name] = snode;
|
|
|
|
/* read input values */
|
|
for(pugi::xml_attribute attr = node.first_attribute(); attr; attr = attr.next_attribute()) {
|
|
foreach(ShaderInput *in, snode->inputs) {
|
|
if(string_iequals(in->name, attr.name())) {
|
|
switch(in->type) {
|
|
case SHADER_SOCKET_FLOAT:
|
|
xml_read_float(&in->value.x, node, attr.name());
|
|
break;
|
|
case SHADER_SOCKET_COLOR:
|
|
case SHADER_SOCKET_VECTOR:
|
|
case SHADER_SOCKET_POINT:
|
|
case SHADER_SOCKET_NORMAL:
|
|
xml_read_float3(&in->value, node, attr.name());
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
shader->set_graph(graph);
|
|
shader->tag_update(state.scene);
|
|
}
|
|
|
|
static void xml_read_shader(const XMLReadState& state, pugi::xml_node node)
|
|
{
|
|
Shader *shader = new Shader();
|
|
xml_read_string(&shader->name, node, "name");
|
|
xml_read_shader_graph(state, shader, node);
|
|
state.scene->shaders.push_back(shader);
|
|
}
|
|
|
|
/* Background */
|
|
|
|
static void xml_read_background(const XMLReadState& state, pugi::xml_node node)
|
|
{
|
|
Shader *shader = state.scene->shaders[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->meshes.push_back(mesh);
|
|
|
|
/* create object*/
|
|
Object *object = new Object();
|
|
object->mesh = mesh;
|
|
object->tfm = tfm;
|
|
scene->objects.push_back(object);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node)
|
|
{
|
|
/* add mesh */
|
|
Mesh *mesh = xml_add_mesh(state.scene, state.tfm);
|
|
mesh->used_shaders.push_back(state.shader);
|
|
|
|
/* read state */
|
|
int shader = state.shader;
|
|
bool smooth = state.smooth;
|
|
|
|
mesh->displacement_method = state.displacement_method;
|
|
|
|
/* read vertices and polygons, RIB style */
|
|
vector<float3> P;
|
|
vector<int> 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")) {
|
|
/* create subd mesh */
|
|
SubdMesh sdmesh;
|
|
|
|
/* create subd vertices */
|
|
for(size_t i = 0; i < P.size(); i++)
|
|
sdmesh.add_vert(P[i]);
|
|
|
|
/* create subd faces */
|
|
int index_offset = 0;
|
|
|
|
for(size_t i = 0; i < nverts.size(); i++) {
|
|
if(nverts[i] == 4) {
|
|
int v0 = verts[index_offset + 0];
|
|
int v1 = verts[index_offset + 1];
|
|
int v2 = verts[index_offset + 2];
|
|
int v3 = verts[index_offset + 3];
|
|
|
|
sdmesh.add_face(v0, v1, v2, v3);
|
|
}
|
|
else {
|
|
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];;
|
|
|
|
sdmesh.add_face(v0, v1, v2);
|
|
}
|
|
}
|
|
|
|
index_offset += nverts[i];
|
|
}
|
|
|
|
/* finalize subd mesh */
|
|
sdmesh.link_boundary();
|
|
|
|
/* subdivide */
|
|
DiagSplit dsplit;
|
|
//dsplit.camera = state.scene->camera;
|
|
//dsplit.dicing_rate = 5.0f;
|
|
dsplit.dicing_rate = state.dicing_rate;
|
|
xml_read_float(&dsplit.dicing_rate, node, "dicing_rate");
|
|
sdmesh.tesselate(&dsplit, false, mesh, shader, smooth);
|
|
}
|
|
else {
|
|
/* create vertices */
|
|
mesh->verts = P;
|
|
|
|
/* 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];
|
|
}
|
|
}
|
|
|
|
/* temporary for test compatibility */
|
|
mesh->attributes.remove(Attribute::STD_VERTEX_NORMAL);
|
|
}
|
|
|
|
/* Patch */
|
|
|
|
static void xml_read_patch(const XMLReadState& state, pugi::xml_node node)
|
|
{
|
|
/* read patch */
|
|
Patch *patch = NULL;
|
|
|
|
vector<float3> P;
|
|
xml_read_float3_array(P, node, "P");
|
|
|
|
if(xml_equal_string(node, "type", "bilinear")) {
|
|
/* bilinear patch */
|
|
if(P.size() == 4) {
|
|
LinearQuadPatch *bpatch = new LinearQuadPatch();
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
P[i] = transform(&state.tfm, P[i]);
|
|
memcpy(bpatch->hull, &P[0], sizeof(bpatch->hull));
|
|
|
|
patch = bpatch;
|
|
}
|
|
else
|
|
fprintf(stderr, "Invalid number of control points for bilinear patch.\n");
|
|
}
|
|
else if(xml_equal_string(node, "type", "bicubic")) {
|
|
/* bicubic patch */
|
|
if(P.size() == 16) {
|
|
BicubicPatch *bpatch = new BicubicPatch();
|
|
|
|
for(int i = 0; i < 16; i++)
|
|
P[i] = transform(&state.tfm, P[i]);
|
|
memcpy(bpatch->hull, &P[0], sizeof(bpatch->hull));
|
|
|
|
patch = bpatch;
|
|
}
|
|
else
|
|
fprintf(stderr, "Invalid number of control points for bicubic patch.\n");
|
|
}
|
|
else
|
|
fprintf(stderr, "Unknown patch type.\n");
|
|
|
|
if(patch) {
|
|
/* add mesh */
|
|
Mesh *mesh = xml_add_mesh(state.scene, transform_identity());
|
|
|
|
mesh->used_shaders.push_back(state.shader);
|
|
|
|
/* split */
|
|
DiagSplit dsplit;
|
|
//dsplit.camera = state.scene->camera;
|
|
//dsplit.dicing_rate = 5.0f;
|
|
dsplit.dicing_rate = state.dicing_rate;
|
|
xml_read_float(&dsplit.dicing_rate, node, "dicing_rate");
|
|
dsplit.split_quad(mesh, patch, state.shader, state.smooth);
|
|
|
|
delete patch;
|
|
|
|
/* temporary for test compatibility */
|
|
mesh->attributes.remove(Attribute::STD_VERTEX_NORMAL);
|
|
}
|
|
}
|
|
|
|
/* Light */
|
|
|
|
static void xml_read_light(const XMLReadState& state, pugi::xml_node node)
|
|
{
|
|
Light *light = new Light();
|
|
light->shader = state.shader;
|
|
xml_read_float3(&light->co, node, "P");
|
|
light->co = transform(&state.tfm, light->co);
|
|
|
|
state.scene->lights.push_back(light);
|
|
}
|
|
|
|
/* Transform */
|
|
|
|
static void xml_read_transform(pugi::xml_node node, Transform& tfm)
|
|
{
|
|
if(node.attribute("matrix")) {
|
|
vector<float> matrix;
|
|
if(xml_read_float_array(matrix, node, "matrix") && matrix.size() == 16)
|
|
tfm = tfm * transform_transpose((*(Transform*)&matrix[0]));
|
|
}
|
|
|
|
if(node.attribute("translate")) {
|
|
float3 translate = make_float3(0.0f, 0.0f, 0.0f);
|
|
xml_read_float3(&translate, node, "translate");
|
|
tfm = tfm * transform_translate(translate);
|
|
}
|
|
|
|
if(node.attribute("rotate")) {
|
|
float4 rotate = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
xml_read_float4(&rotate, node, "rotate");
|
|
tfm = tfm * transform_rotate(rotate.x*M_PI/180.0f, make_float3(rotate.y, rotate.z, rotate.w));
|
|
}
|
|
|
|
if(node.attribute("scale")) {
|
|
float3 scale = make_float3(0.0f, 0.0f, 0.0f);
|
|
xml_read_float3(&scale, node, "scale");
|
|
tfm = tfm * transform_scale(scale);
|
|
}
|
|
}
|
|
|
|
/* State */
|
|
|
|
static void xml_read_state(XMLReadState& state, pugi::xml_node node)
|
|
{
|
|
/* read shader */
|
|
string shadername;
|
|
|
|
if(xml_read_string(&shadername, node, "shader")) {
|
|
int i = 0;
|
|
bool found = false;
|
|
|
|
foreach(Shader *shader, state.scene->shaders) {
|
|
if(shader->name == shadername) {
|
|
state.shader = i;
|
|
found = true;
|
|
break;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
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;
|
|
|
|
/* read displacement method */
|
|
if(xml_equal_string(node, "displacement_method", "true"))
|
|
state.displacement_method = Mesh::DISPLACE_TRUE;
|
|
else if(xml_equal_string(node, "displacement_method", "bump"))
|
|
state.displacement_method = Mesh::DISPLACE_BUMP;
|
|
else if(xml_equal_string(node, "displacement_method", "both"))
|
|
state.displacement_method = Mesh::DISPLACE_BOTH;
|
|
}
|
|
|
|
/* Scene */
|
|
|
|
static void xml_read_include(const XMLReadState& state, const string& src);
|
|
|
|
static void xml_read_scene(const XMLReadState& state, pugi::xml_node scene_node)
|
|
{
|
|
for(pugi::xml_node node = scene_node.first_child(); node; node = node.next_sibling()) {
|
|
if(string_iequals(node.name(), "film")) {
|
|
xml_read_film(state, node);
|
|
}
|
|
else if(string_iequals(node.name(), "integrator")) {
|
|
xml_read_integrator(state, 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(), "patch")) {
|
|
xml_read_patch(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);
|
|
}
|
|
else
|
|
fprintf(stderr, "Unknown node \"%s\".\n", node.name());
|
|
}
|
|
}
|
|
|
|
/* Include */
|
|
|
|
static void xml_read_include(const XMLReadState& state, const string& src)
|
|
{
|
|
/* open XML document */
|
|
pugi::xml_document doc;
|
|
pugi::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_read_scene(substate, doc);
|
|
}
|
|
else
|
|
fprintf(stderr, "%s read error: %s\n", src.c_str(), parse_result.description());
|
|
}
|
|
|
|
/* 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 = 0.1f;
|
|
state.base = path_dirname(filepath);
|
|
|
|
xml_read_include(state, path_filename(filepath));
|
|
|
|
scene->params.bvh_type = SceneParams::BVH_STATIC;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|