blender/intern/cycles/blender/blender_shader.cpp
Thomas Dinges 72c668a84a Cycles:
* Add back a break, which was deleted in r47773.
2012-06-12 19:04:12 +00:00

828 lines
24 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "background.h"
#include "graph.h"
#include "light.h"
#include "nodes.h"
#include "scene.h"
#include "shader.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_debug.h"
CCL_NAMESPACE_BEGIN
typedef map<void*, ShaderNode*> PtrNodeMap;
typedef pair<ShaderNode*, std::string> SocketPair;
typedef map<void*, SocketPair> PtrSockMap;
/* Find */
void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders, int default_shader)
{
Shader *shader = (id)? shader_map.find(id): scene->shaders[default_shader];
for(size_t i = 0; i < scene->shaders.size(); i++) {
if(scene->shaders[i] == shader) {
used_shaders.push_back(i);
break;
}
}
}
/* Graph */
static BL::NodeSocket get_node_output(BL::Node b_node, const string& name)
{
BL::Node::outputs_iterator b_out;
for(b_node.outputs.begin(b_out); b_out != b_node.outputs.end(); ++b_out)
if(b_out->name() == name)
return *b_out;
assert(0);
return *b_out;
}
static float3 get_node_output_rgba(BL::Node b_node, const string& name)
{
BL::NodeSocketRGBA sock(get_node_output(b_node, name));
return get_float3(sock.default_value());
}
static float get_node_output_value(BL::Node b_node, const string& name)
{
BL::NodeSocketFloatNone sock(get_node_output(b_node, name));
return sock.default_value();
}
static ShaderSocketType convert_socket_type(BL::NodeSocket::type_enum b_type)
{
switch (b_type) {
case BL::NodeSocket::type_VALUE:
return SHADER_SOCKET_FLOAT;
case BL::NodeSocket::type_VECTOR:
return SHADER_SOCKET_VECTOR;
case BL::NodeSocket::type_RGBA:
return SHADER_SOCKET_COLOR;
case BL::NodeSocket::type_SHADER:
return SHADER_SOCKET_CLOSURE;
case BL::NodeSocket::type_BOOLEAN:
case BL::NodeSocket::type_MESH:
case BL::NodeSocket::type_INT:
default:
return SHADER_SOCKET_FLOAT;
}
}
static void set_default_value(ShaderInput *input, BL::NodeSocket sock)
{
/* copy values for non linked inputs */
switch(input->type) {
case SHADER_SOCKET_FLOAT: {
BL::NodeSocketFloatNone value_sock(sock);
input->set(value_sock.default_value());
break;
}
case SHADER_SOCKET_COLOR: {
BL::NodeSocketRGBA rgba_sock(sock);
input->set(get_float3(rgba_sock.default_value()));
break;
}
case SHADER_SOCKET_NORMAL:
case SHADER_SOCKET_POINT:
case SHADER_SOCKET_VECTOR: {
BL::NodeSocketVectorNone vec_sock(sock);
input->set(get_float3(vec_sock.default_value()));
break;
}
case SHADER_SOCKET_CLOSURE:
break;
}
}
static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping b_mapping)
{
if(!b_mapping)
return;
mapping->translation = get_float3(b_mapping.translation());
mapping->rotation = get_float3(b_mapping.rotation());
mapping->scale = get_float3(b_mapping.scale());
mapping->x_mapping = (TextureMapping::Mapping)b_mapping.mapping_x();
mapping->y_mapping = (TextureMapping::Mapping)b_mapping.mapping_y();
mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
}
static void get_tex_mapping(TextureMapping *mapping, BL::ShaderNodeMapping b_mapping)
{
if(!b_mapping)
return;
mapping->translation = get_float3(b_mapping.translation());
mapping->rotation = get_float3(b_mapping.rotation());
mapping->scale = get_float3(b_mapping.scale());
mapping->use_minmax = b_mapping.use_min() || b_mapping.use_max();
if(b_mapping.use_min())
mapping->min = get_float3(b_mapping.min());
if(b_mapping.use_max())
mapping->max = get_float3(b_mapping.max());
}
static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNode b_node)
{
ShaderNode *node = NULL;
switch(b_node.type()) {
/* not supported */
case BL::ShaderNode::type_CURVE_VEC: break;
case BL::ShaderNode::type_GEOMETRY: break;
case BL::ShaderNode::type_MATERIAL: break;
case BL::ShaderNode::type_MATERIAL_EXT: break;
case BL::ShaderNode::type_OUTPUT: break;
case BL::ShaderNode::type_SQUEEZE: break;
case BL::ShaderNode::type_TEXTURE: break;
/* handled outside this function */
case BL::ShaderNode::type_GROUP: break;
/* existing blender nodes */
case BL::ShaderNode::type_REROUTE: {
BL::Node::inputs_iterator b_input;
b_node.inputs.begin(b_input);
BL::Node::outputs_iterator b_output;
b_node.outputs.begin(b_output);
ProxyNode *proxy = new ProxyNode(convert_socket_type(b_input->type()), convert_socket_type(b_output->type()));
node = proxy;
break;
}
case BL::ShaderNode::type_CURVE_RGB: {
RGBCurvesNode *ramp = new RGBCurvesNode();
node = ramp;
break;
}
case BL::ShaderNode::type_VALTORGB: {
RGBRampNode *ramp = new RGBRampNode();
BL::ShaderNodeValToRGB b_ramp_node(b_node);
colorramp_to_array(b_ramp_node.color_ramp(), ramp->ramp, RAMP_TABLE_SIZE);
node = ramp;
break;
}
case BL::ShaderNode::type_RGB: {
ColorNode *color = new ColorNode();
color->value = get_node_output_rgba(b_node, "Color");
node = color;
break;
}
case BL::ShaderNode::type_VALUE: {
ValueNode *value = new ValueNode();
value->value = get_node_output_value(b_node, "Value");
node = value;
break;
}
case BL::ShaderNode::type_CAMERA: {
node = new CameraNode();
break;
}
case BL::ShaderNode::type_INVERT: {
node = new InvertNode();
break;
}
case BL::ShaderNode::type_GAMMA: {
node = new GammaNode();
break;
}
case BL::ShaderNode::type_BRIGHTCONTRAST: {
node = new BrightContrastNode();
break;
}
case BL::ShaderNode::type_MIX_RGB: {
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = new MixNode();
mix->type = MixNode::type_enum[b_mix_node.blend_type()];
node = mix;
break;
}
case BL::ShaderNode::type_SEPRGB: {
node = new SeparateRGBNode();
break;
}
case BL::ShaderNode::type_COMBRGB: {
node = new CombineRGBNode();
break;
}
case BL::ShaderNode::type_HUE_SAT: {
node = new HSVNode();
break;
}
case BL::ShaderNode::type_RGBTOBW: {
node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
break;
}
case BL::ShaderNode::type_MATH: {
BL::ShaderNodeMath b_math_node(b_node);
MathNode *math = new MathNode();
math->type = MathNode::type_enum[b_math_node.operation()];
node = math;
break;
}
case BL::ShaderNode::type_VECT_MATH: {
BL::ShaderNodeVectorMath b_vector_math_node(b_node);
VectorMathNode *vmath = new VectorMathNode();
vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
node = vmath;
break;
}
case BL::ShaderNode::type_NORMAL: {
BL::Node::outputs_iterator out_it;
b_node.outputs.begin(out_it);
BL::NodeSocketVectorNone vec_sock(*out_it);
NormalNode *norm = new NormalNode();
norm->direction = get_float3(vec_sock.default_value());
node = norm;
break;
}
case BL::ShaderNode::type_MAPPING: {
BL::ShaderNodeMapping b_mapping_node(b_node);
MappingNode *mapping = new MappingNode();
get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
node = mapping;
break;
}
/* new nodes */
case BL::ShaderNode::type_OUTPUT_MATERIAL:
case BL::ShaderNode::type_OUTPUT_WORLD:
case BL::ShaderNode::type_OUTPUT_LAMP: {
node = graph->output();
break;
}
case BL::ShaderNode::type_FRESNEL: {
node = new FresnelNode();
break;
}
case BL::ShaderNode::type_LAYER_WEIGHT: {
node = new LayerWeightNode();
break;
}
case BL::ShaderNode::type_ADD_SHADER: {
node = new AddClosureNode();
break;
}
case BL::ShaderNode::type_MIX_SHADER: {
node = new MixClosureNode();
break;
}
case BL::ShaderNode::type_ATTRIBUTE: {
BL::ShaderNodeAttribute b_attr_node(b_node);
AttributeNode *attr = new AttributeNode();
attr->attribute = b_attr_node.attribute_name();
node = attr;
break;
}
case BL::ShaderNode::type_BACKGROUND: {
node = new BackgroundNode();
break;
}
case BL::ShaderNode::type_HOLDOUT: {
node = new HoldoutNode();
break;
}
case BL::ShaderNode::type_BSDF_DIFFUSE: {
node = new DiffuseBsdfNode();
break;
}
case BL::ShaderNode::type_BSDF_GLOSSY: {
BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
GlossyBsdfNode *glossy = new GlossyBsdfNode();
switch(b_glossy_node.distribution()) {
case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
glossy->distribution = ustring("Sharp");
break;
case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
glossy->distribution = ustring("Beckmann");
break;
case BL::ShaderNodeBsdfGlossy::distribution_GGX:
glossy->distribution = ustring("GGX");
break;
}
node = glossy;
break;
}
case BL::ShaderNode::type_BSDF_GLASS: {
BL::ShaderNodeBsdfGlass b_glass_node(b_node);
GlassBsdfNode *glass = new GlassBsdfNode();
switch(b_glass_node.distribution()) {
case BL::ShaderNodeBsdfGlass::distribution_SHARP:
glass->distribution = ustring("Sharp");
break;
case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
glass->distribution = ustring("Beckmann");
break;
case BL::ShaderNodeBsdfGlass::distribution_GGX:
glass->distribution = ustring("GGX");
break;
}
node = glass;
break;
}
case BL::ShaderNode::type_BSDF_TRANSLUCENT: {
node = new TranslucentBsdfNode();
break;
}
case BL::ShaderNode::type_BSDF_TRANSPARENT: {
node = new TransparentBsdfNode();
break;
}
case BL::ShaderNode::type_BSDF_VELVET: {
node = new VelvetBsdfNode();
break;
}
case BL::ShaderNode::type_EMISSION: {
node = new EmissionNode();
break;
}
case BL::ShaderNode::type_VOLUME_ISOTROPIC: {
node = new IsotropicVolumeNode();
break;
}
case BL::ShaderNode::type_VOLUME_TRANSPARENT: {
node = new TransparentVolumeNode();
break;
}
case BL::ShaderNode::type_NEW_GEOMETRY: {
node = new GeometryNode();
break;
}
case BL::ShaderNode::type_LIGHT_PATH: {
node = new LightPathNode();
break;
}
case BL::ShaderNode::type_LIGHT_FALLOFF: {
node = new LightFalloffNode();
break;
}
case BL::ShaderNode::type_OBJECT_INFO: {
node = new ObjectInfoNode();
break;
}
case BL::ShaderNode::type_PARTICLE_INFO: {
node = new ParticleInfoNode();
break;
}
case BL::ShaderNode::type_TEX_IMAGE: {
BL::ShaderNodeTexImage b_image_node(b_node);
BL::Image b_image(b_image_node.image());
ImageTextureNode *image = new ImageTextureNode();
/* todo: handle generated/builtin images */
if(b_image)
image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
node = image;
break;
}
case BL::ShaderNode::type_TEX_ENVIRONMENT: {
BL::ShaderNodeTexEnvironment b_env_node(b_node);
BL::Image b_image(b_env_node.image());
EnvironmentTextureNode *env = new EnvironmentTextureNode();
if(b_image)
env->filename = image_user_file_path(b_env_node.image_user(), b_image, b_scene.frame_current());
env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
get_tex_mapping(&env->tex_mapping, b_env_node.texture_mapping());
node = env;
break;
}
case BL::ShaderNode::type_TEX_GRADIENT: {
BL::ShaderNodeTexGradient b_gradient_node(b_node);
GradientTextureNode *gradient = new GradientTextureNode();
gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
get_tex_mapping(&gradient->tex_mapping, b_gradient_node.texture_mapping());
node = gradient;
break;
}
case BL::ShaderNode::type_TEX_VORONOI: {
BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
VoronoiTextureNode *voronoi = new VoronoiTextureNode();
voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.texture_mapping());
node = voronoi;
break;
}
case BL::ShaderNode::type_TEX_MAGIC: {
BL::ShaderNodeTexMagic b_magic_node(b_node);
MagicTextureNode *magic = new MagicTextureNode();
magic->depth = b_magic_node.turbulence_depth();
get_tex_mapping(&magic->tex_mapping, b_magic_node.texture_mapping());
node = magic;
break;
}
case BL::ShaderNode::type_TEX_WAVE: {
BL::ShaderNodeTexWave b_wave_node(b_node);
WaveTextureNode *wave = new WaveTextureNode();
wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
node = wave;
break;
}
case BL::ShaderNode::type_TEX_CHECKER: {
BL::ShaderNodeTexChecker b_checker_node(b_node);
CheckerTextureNode *checker = new CheckerTextureNode();
get_tex_mapping(&checker->tex_mapping, b_checker_node.texture_mapping());
node = checker;
break;
}
case BL::ShaderNode::type_TEX_NOISE: {
BL::ShaderNodeTexNoise b_noise_node(b_node);
NoiseTextureNode *noise = new NoiseTextureNode();
get_tex_mapping(&noise->tex_mapping, b_noise_node.texture_mapping());
node = noise;
break;
}
case BL::ShaderNode::type_TEX_MUSGRAVE: {
BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
MusgraveTextureNode *musgrave = new MusgraveTextureNode();
musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.texture_mapping());
node = musgrave;
break;
}
case BL::ShaderNode::type_TEX_COORD: {
node = new TextureCoordinateNode();
break;
}
case BL::ShaderNode::type_TEX_SKY: {
BL::ShaderNodeTexSky b_sky_node(b_node);
SkyTextureNode *sky = new SkyTextureNode();
sky->sun_direction = get_float3(b_sky_node.sun_direction());
sky->turbidity = b_sky_node.turbidity();
get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
node = sky;
break;
}
}
if(node && node != graph->output())
graph->add(node);
return node;
}
static SocketPair node_socket_map_pair(PtrNodeMap& node_map, BL::Node b_node, BL::NodeSocket b_socket)
{
BL::Node::inputs_iterator b_input;
BL::Node::outputs_iterator b_output;
string name = b_socket.name();
bool found = false;
int counter = 0, total = 0;
/* find in inputs */
for(b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
if(b_input->name() == name) {
if(!found)
counter++;
total++;
}
if(b_input->ptr.data == b_socket.ptr.data)
found = true;
}
if(!found) {
/* find in outputs */
found = false;
counter = 0;
total = 0;
for(b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
if(b_output->name() == name) {
if(!found)
counter++;
total++;
}
if(b_output->ptr.data == b_socket.ptr.data)
found = true;
}
}
/* rename if needed */
if(name == "Shader")
name = "Closure";
if(total > 1)
name = string_printf("%s%d", name.c_str(), counter);
return SocketPair(node_map[b_node.ptr.data], name);
}
static void add_nodes(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, PtrSockMap& sockets_map)
{
/* add nodes */
BL::ShaderNodeTree::nodes_iterator b_node;
PtrNodeMap node_map;
PtrSockMap proxy_map;
for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
if(b_node->is_a(&RNA_NodeGroup)) {
/* add proxy converter nodes for inputs and outputs */
BL::NodeGroup b_gnode(*b_node);
BL::ShaderNodeTree b_group_ntree(b_gnode.node_tree());
if (!b_group_ntree)
continue;
BL::Node::inputs_iterator b_input;
BL::Node::outputs_iterator b_output;
PtrSockMap group_sockmap;
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ShaderSocketType extern_type = convert_socket_type(b_input->type());
ShaderSocketType intern_type = convert_socket_type(b_input->group_socket().type());
ShaderNode *proxy = graph->add(new ProxyNode(extern_type, intern_type));
/* map the external node socket to the proxy node socket */
proxy_map[b_input->ptr.data] = SocketPair(proxy, proxy->inputs[0]->name);
/* map the internal group socket to the proxy node socket */
group_sockmap[b_input->group_socket().ptr.data] = SocketPair(proxy, proxy->outputs[0]->name);
/* default input values of the group node */
set_default_value(proxy->inputs[0], *b_input);
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ShaderSocketType extern_type = convert_socket_type(b_output->type());
ShaderSocketType intern_type = convert_socket_type(b_output->group_socket().type());
ShaderNode *proxy = graph->add(new ProxyNode(intern_type, extern_type));
/* map the external node socket to the proxy node socket */
proxy_map[b_output->ptr.data] = SocketPair(proxy, proxy->outputs[0]->name);
/* map the internal group socket to the proxy node socket */
group_sockmap[b_output->group_socket().ptr.data] = SocketPair(proxy, proxy->inputs[0]->name);
/* default input values of internal, unlinked group outputs */
set_default_value(proxy->inputs[0], b_output->group_socket());
}
add_nodes(b_data, b_scene, graph, b_group_ntree, group_sockmap);
}
else {
ShaderNode *node = add_node(b_data, b_scene, graph, BL::ShaderNode(*b_node));
if(node) {
BL::Node::inputs_iterator b_input;
node_map[b_node->ptr.data] = node;
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
SocketPair pair = node_socket_map_pair(node_map, *b_node, *b_input);
ShaderInput *input = pair.first->input(pair.second.c_str());
assert(input);
/* copy values for non linked inputs */
set_default_value(input, *b_input);
}
}
}
}
/* connect nodes */
BL::NodeTree::links_iterator b_link;
for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
/* get blender link data */
BL::Node b_from_node = b_link->from_node();
BL::Node b_to_node = b_link->to_node();
BL::NodeSocket b_from_sock = b_link->from_socket();
BL::NodeSocket b_to_sock = b_link->to_socket();
SocketPair from_pair, to_pair;
/* links without a node pointer are connections to group inputs/outputs */
/* from sock */
if(b_from_node) {
if (b_from_node.is_a(&RNA_NodeGroup))
from_pair = proxy_map[b_from_sock.ptr.data];
else
from_pair = node_socket_map_pair(node_map, b_from_node, b_from_sock);
}
else
from_pair = sockets_map[b_from_sock.ptr.data];
/* to sock */
if(b_to_node) {
if (b_to_node.is_a(&RNA_NodeGroup))
to_pair = proxy_map[b_to_sock.ptr.data];
else
to_pair = node_socket_map_pair(node_map, b_to_node, b_to_sock);
}
else
to_pair = sockets_map[b_to_sock.ptr.data];
/* either node may be NULL when the node was not exported, typically
* because the node type is not supported */
if(from_pair.first && to_pair.first) {
ShaderOutput *output = from_pair.first->output(from_pair.second.c_str());
ShaderInput *input = to_pair.first->input(to_pair.second.c_str());
graph->connect(output, input);
}
}
}
/* Sync Materials */
void BlenderSync::sync_materials()
{
shader_map.set_default(scene->shaders[scene->default_surface]);
/* material loop */
BL::BlendData::materials_iterator b_mat;
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
Shader *shader;
/* test if we need to sync */
if(shader_map.sync(&shader, *b_mat)) {
ShaderGraph *graph = new ShaderGraph();
shader->name = b_mat->name().c_str();
shader->pass_id = b_mat->pass_index();
/* create nodes */
if(b_mat->use_nodes() && b_mat->node_tree()) {
PtrSockMap sock_to_node;
BL::ShaderNodeTree b_ntree(b_mat->node_tree());
add_nodes(b_data, b_scene, graph, b_ntree, sock_to_node);
}
else {
ShaderNode *closure, *out;
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value = get_float3(b_mat->diffuse_color());
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
}
/* settings */
PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
shader->sample_as_light = get_boolean(cmat, "sample_as_light");
shader->homogeneous_volume = get_boolean(cmat, "homogeneous_volume");
shader->set_graph(graph);
shader->tag_update(scene);
}
}
}
/* Sync World */
void BlenderSync::sync_world()
{
Background *background = scene->background;
Background prevbackground = *background;
BL::World b_world = b_scene.world();
if(world_recalc || b_world.ptr.data != world_map) {
Shader *shader = scene->shaders[scene->default_background];
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if(b_world && b_world.use_nodes() && b_world.node_tree()) {
PtrSockMap sock_to_node;
BL::ShaderNodeTree b_ntree(b_world.node_tree());
add_nodes(b_data, b_scene, graph, b_ntree, sock_to_node);
}
else if(b_world) {
ShaderNode *closure, *out;
closure = graph->add(new BackgroundNode());
closure->input("Color")->value = get_float3(b_world.horizon_color());
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
}
/* AO */
if(b_world) {
BL::WorldLighting b_light = b_world.light_settings();
if(b_light.use_ambient_occlusion())
background->ao_factor = b_light.ao_factor();
else
background->ao_factor = 0.0f;
background->ao_distance = b_light.distance();
}
shader->set_graph(graph);
shader->tag_update(scene);
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
background->transparent = get_boolean(cscene, "film_transparent");
background->use = render_layer.use_background;
if(background->modified(prevbackground))
background->tag_update(scene);
}
/* Sync Lamps */
void BlenderSync::sync_lamps()
{
shader_map.set_default(scene->shaders[scene->default_light]);
/* lamp loop */
BL::BlendData::lamps_iterator b_lamp;
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
Shader *shader;
/* test if we need to sync */
if(shader_map.sync(&shader, *b_lamp)) {
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if(b_lamp->use_nodes() && b_lamp->node_tree()) {
shader->name = b_lamp->name().c_str();
PtrSockMap sock_to_node;
BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
add_nodes(b_data, b_scene, graph, b_ntree, sock_to_node);
}
else {
ShaderNode *closure, *out;
float strength = 1.0f;
if(b_lamp->type() == BL::Lamp::type_POINT ||
b_lamp->type() == BL::Lamp::type_SPOT ||
b_lamp->type() == BL::Lamp::type_AREA)
{
strength = 100.0f;
}
closure = graph->add(new EmissionNode());
closure->input("Color")->value = get_float3(b_lamp->color());
closure->input("Strength")->value.x = strength;
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Surface"));
}
shader->set_graph(graph);
shader->tag_update(scene);
}
}
}
void BlenderSync::sync_shaders()
{
shader_map.pre_sync();
sync_world();
sync_lamps();
sync_materials();
/* false = don't delete unused shaders, not supported */
shader_map.post_sync(false);
}
CCL_NAMESPACE_END