blender/intern/cycles/app/cycles_xml.cpp
Karsten Schwenk 8ce1090d4e Cycles: Ashikhmin-Shirley anisotropic BSDF
* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions

Reviewers: brecht, dingto

Differential Revision: https://developer.blender.org/D549
2014-06-14 13:49:57 +02:00

1190 lines
34 KiB
C++

/*
* 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 <stdio.h>
#include <sstream>
#include <algorithm>
#include <iterator>
#include "camera.h"
#include "film.h"
#include "graph.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "object.h"
#include "shader.h"
#include "scene.h"
#include "subd_mesh.h"
#include "subd_patch.h"
#include "subd_split.h"
#include "util_debug.h"
#include "util_foreach.h"
#include "util_path.h"
#include "util_transform.h"
#include "util_xml.h"
#include "cycles_xml.h"
CCL_NAMESPACE_BEGIN
/* XML reading state */
struct XMLReadState {
Scene *scene; /* scene pointer */
Transform tfm; /* current transform state */
bool smooth; /* smooth normal state */
int shader; /* current shader */
string base; /* base path to current file*/
float dicing_rate; /* current dicing rate */
Mesh::DisplacementMethod displacement_method;
};
/* Attribute Reading */
static bool xml_read_bool(bool *value, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
*value = (string_iequals(attr.value(), "true")) || (atoi(attr.value()) != 0);
return true;
}
return false;
}
static bool xml_read_int(int *value, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
*value = atoi(attr.value());
return true;
}
return false;
}
static bool xml_read_int_array(vector<int>& value, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
vector<string> 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, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
*value = (float)atof(attr.value());
return true;
}
return false;
}
static bool xml_read_float_array(vector<float>& value, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
vector<string> 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, pugi::xml_node node, const char *name)
{
vector<float> 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<float3>& value, pugi::xml_node node, const char *name)
{
vector<float> 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, pugi::xml_node node, const char *name)
{
vector<float> 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, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
*str = attr.value();
return true;
}
return false;
}
static bool xml_read_ustring(ustring *str, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
*str = ustring(attr.value());
return true;
}
return false;
}
static bool xml_equal_string(pugi::xml_node node, const char *name, const char *value)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr)
return string_iequals(attr.value(), value);
return false;
}
static bool xml_read_enum(ustring *str, ShaderEnum& enm, pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
ustring ustr(attr.value());
if(enm.exists(ustr)) {
*str = ustr;
return true;
}
else
fprintf(stderr, "Unknown value \"%s\" for attribute \"%s\".\n", ustr.c_str(), name);
}
return false;
}
static ShaderSocketType xml_read_socket_type(pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
string value = attr.value();
if (string_iequals(value, "float"))
return SHADER_SOCKET_FLOAT;
else if (string_iequals(value, "int"))
return SHADER_SOCKET_INT;
else if (string_iequals(value, "color"))
return SHADER_SOCKET_COLOR;
else if (string_iequals(value, "vector"))
return SHADER_SOCKET_VECTOR;
else if (string_iequals(value, "point"))
return SHADER_SOCKET_POINT;
else if (string_iequals(value, "normal"))
return SHADER_SOCKET_NORMAL;
else if (string_iequals(value, "closure color"))
return SHADER_SOCKET_CLOSURE;
else if (string_iequals(value, "string"))
return SHADER_SOCKET_STRING;
else
fprintf(stderr, "Unknown shader socket type \"%s\" for attribute \"%s\".\n", value.c_str(), name);
}
return SHADER_SOCKET_UNDEFINED;
}
/* Film */
static void xml_read_film(const XMLReadState& state, pugi::xml_node node)
{
Film *film = state.scene->film;
xml_read_float(&film->exposure, node, "exposure");
/* ToDo: Filter Type */
xml_read_float(&film->filter_width, node, "filter_width");
}
/* Integrator */
static void xml_read_integrator(const XMLReadState& state, pugi::xml_node node)
{
Integrator *integrator = state.scene->integrator;
/* Branched Path */
bool branched = false;
xml_read_bool(&branched, node, "branched");
if(branched) {
integrator->method = Integrator::BRANCHED_PATH;
xml_read_int(&integrator->diffuse_samples, node, "diffuse_samples");
xml_read_int(&integrator->glossy_samples, node, "glossy_samples");
xml_read_int(&integrator->transmission_samples, node, "transmission_samples");
xml_read_int(&integrator->ao_samples, node, "ao_samples");
xml_read_int(&integrator->mesh_light_samples, node, "mesh_light_samples");
xml_read_int(&integrator->subsurface_samples, node, "subsurface_samples");
xml_read_int(&integrator->volume_samples, node, "volume_samples");
xml_read_bool(&integrator->sample_all_lights_direct, node, "sample_all_lights_direct");
xml_read_bool(&integrator->sample_all_lights_indirect, node, "sample_all_lights_indirect");
}
/* Bounces */
xml_read_int(&integrator->min_bounce, node, "min_bounce");
xml_read_int(&integrator->max_bounce, node, "max_bounce");
xml_read_int(&integrator->max_diffuse_bounce, node, "max_diffuse_bounce");
xml_read_int(&integrator->max_glossy_bounce, node, "max_glossy_bounce");
xml_read_int(&integrator->max_transmission_bounce, node, "max_transmission_bounce");
xml_read_int(&integrator->max_volume_bounce, node, "max_volume_bounce");
/* Transparency */
xml_read_int(&integrator->transparent_min_bounce, node, "transparent_min_bounce");
xml_read_int(&integrator->transparent_max_bounce, node, "transparent_max_bounce");
xml_read_bool(&integrator->transparent_shadows, node, "transparent_shadows");
/* Volume */
xml_read_int(&integrator->volume_homogeneous_sampling, node, "volume_homogeneous_sampling");
xml_read_float(&integrator->volume_step_size, node, "volume_step_size");
xml_read_int(&integrator->volume_max_steps, node, "volume_max_steps");
/* Various Settings */
xml_read_bool(&integrator->no_caustics, node, "no_caustics");
xml_read_float(&integrator->filter_glossy, node, "filter_glossy");
xml_read_int(&integrator->seed, node, "seed");
xml_read_float(&integrator->sample_clamp_direct, node, "sample_clamp_direct");
xml_read_float(&integrator->sample_clamp_indirect, node, "sample_clamp_indirect");
}
/* Camera */
static void xml_read_camera(const XMLReadState& state, pugi::xml_node node)
{
Camera *cam = state.scene->camera;
xml_read_int(&cam->width, node, "width");
xml_read_int(&cam->height, node, "height");
if(xml_read_float(&cam->fov, node, "fov"))
cam->fov = DEG2RADF(cam->fov);
xml_read_float(&cam->nearclip, node, "nearclip");
xml_read_float(&cam->farclip, node, "farclip");
xml_read_float(&cam->aperturesize, node, "aperturesize"); // 0.5*focallength/fstop
xml_read_float(&cam->focaldistance, node, "focaldistance");
xml_read_float(&cam->shuttertime, node, "shuttertime");
if(xml_equal_string(node, "type", "orthographic"))
cam->type = CAMERA_ORTHOGRAPHIC;
else if(xml_equal_string(node, "type", "perspective"))
cam->type = CAMERA_PERSPECTIVE;
else if(xml_equal_string(node, "type", "panorama"))
cam->type = CAMERA_PANORAMA;
if(xml_equal_string(node, "panorama_type", "equirectangular"))
cam->panorama_type = PANORAMA_EQUIRECTANGULAR;
else if(xml_equal_string(node, "panorama_type", "fisheye_equidistant"))
cam->panorama_type = PANORAMA_FISHEYE_EQUIDISTANT;
else if(xml_equal_string(node, "panorama_type", "fisheye_equisolid"))
cam->panorama_type = PANORAMA_FISHEYE_EQUISOLID;
xml_read_float(&cam->fisheye_fov, node, "fisheye_fov");
xml_read_float(&cam->fisheye_lens, node, "fisheye_lens");
xml_read_float(&cam->sensorwidth, node, "sensorwidth");
xml_read_float(&cam->sensorheight, node, "sensorheight");
cam->matrix = state.tfm;
cam->need_update = true;
cam->update();
}
/* Shader */
static string xml_socket_name(const char *name)
{
string sname = name;
size_t i;
while((i = sname.find(" ")) != string::npos)
sname.replace(i, 1, "");
return sname;
}
static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pugi::xml_node graph_node)
{
ShaderGraph *graph = new ShaderGraph();
map<string, ShaderNode*> nodemap;
nodemap["output"] = graph->output();
for(pugi::xml_node node = graph_node.first_child(); node; node = node.next_sibling()) {
ShaderNode *snode = NULL;
if(string_iequals(node.name(), "image_texture")) {
ImageTextureNode *img = new ImageTextureNode();
xml_read_string(&img->filename, node, "src");
img->filename = path_join(state.base, img->filename);
xml_read_enum(&img->color_space, ImageTextureNode::color_space_enum, node, "color_space");
xml_read_enum(&img->projection, ImageTextureNode::projection_enum, node, "projection");
xml_read_float(&img->projection_blend, node, "projection_blend");
snode = img;
}
else if(string_iequals(node.name(), "environment_texture")) {
EnvironmentTextureNode *env = new EnvironmentTextureNode();
xml_read_string(&env->filename, node, "src");
env->filename = path_join(state.base, env->filename);
xml_read_enum(&env->color_space, EnvironmentTextureNode::color_space_enum, node, "color_space");
xml_read_enum(&env->projection, EnvironmentTextureNode::projection_enum, node, "projection");
snode = env;
}
else if(string_iequals(node.name(), "osl_shader")) {
OSLScriptNode *osl = new OSLScriptNode();
/* Source */
xml_read_string(&osl->filepath, node, "src");
if(path_is_relative(osl->filepath)) {
osl->filepath = path_join(state.base, osl->filepath);
}
/* Generate inputs/outputs from node sockets
*
* Note: ShaderInput/ShaderOutput store shallow string copies only!
* Socket names must be stored in the extra lists instead. */
/* read input values */
for(pugi::xml_node param = node.first_child(); param; param = param.next_sibling()) {
if (string_iequals(param.name(), "input")) {
string name;
if (!xml_read_string(&name, param, "name"))
continue;
ShaderSocketType type = xml_read_socket_type(param, "type");
if (type == SHADER_SOCKET_UNDEFINED)
continue;
osl->input_names.push_back(ustring(name));
osl->add_input(osl->input_names.back().c_str(), type);
}
else if (string_iequals(param.name(), "output")) {
string name;
if (!xml_read_string(&name, param, "name"))
continue;
ShaderSocketType type = xml_read_socket_type(param, "type");
if (type == SHADER_SOCKET_UNDEFINED)
continue;
osl->output_names.push_back(ustring(name));
osl->add_output(osl->output_names.back().c_str(), type);
}
}
snode = osl;
}
else if(string_iequals(node.name(), "sky_texture")) {
SkyTextureNode *sky = new SkyTextureNode();
xml_read_enum(&sky->type, SkyTextureNode::type_enum, node, "type");
xml_read_float3(&sky->sun_direction, node, "sun_direction");
xml_read_float(&sky->turbidity, node, "turbidity");
xml_read_float(&sky->ground_albedo, node, "ground_albedo");
snode = sky;
}
else if(string_iequals(node.name(), "noise_texture")) {
snode = new NoiseTextureNode();
}
else if(string_iequals(node.name(), "checker_texture")) {
snode = new CheckerTextureNode();
}
else if(string_iequals(node.name(), "brick_texture")) {
BrickTextureNode *brick = new BrickTextureNode();
xml_read_float(&brick->offset, node, "offset");
xml_read_int(&brick->offset_frequency, node, "offset_frequency");
xml_read_float(&brick->squash, node, "squash");
xml_read_int(&brick->squash_frequency, node, "squash_frequency");
snode = brick;
}
else if(string_iequals(node.name(), "gradient_texture")) {
GradientTextureNode *blend = new GradientTextureNode();
xml_read_enum(&blend->type, GradientTextureNode::type_enum, node, "type");
snode = blend;
}
else if(string_iequals(node.name(), "voronoi_texture")) {
VoronoiTextureNode *voronoi = new VoronoiTextureNode();
xml_read_enum(&voronoi->coloring, VoronoiTextureNode::coloring_enum, node, "coloring");
snode = voronoi;
}
else if(string_iequals(node.name(), "musgrave_texture")) {
MusgraveTextureNode *musgrave = new MusgraveTextureNode();
xml_read_enum(&musgrave->type, MusgraveTextureNode::type_enum, node, "type");
snode = musgrave;
}
else if(string_iequals(node.name(), "magic_texture")) {
MagicTextureNode *magic = new MagicTextureNode();
xml_read_int(&magic->depth, node, "depth");
snode = magic;
}
else if(string_iequals(node.name(), "noise_texture")) {
NoiseTextureNode *dist = new NoiseTextureNode();
snode = dist;
}
else if(string_iequals(node.name(), "wave_texture")) {
WaveTextureNode *wave = new WaveTextureNode();
xml_read_enum(&wave->type, WaveTextureNode::type_enum, node, "type");
snode = wave;
}
else if(string_iequals(node.name(), "normal")) {
NormalNode *normal = new NormalNode();
xml_read_float3(&normal->direction, node, "direction");
snode = normal;
}
else if(string_iequals(node.name(), "mapping")) {
snode = new MappingNode();
}
else if(string_iequals(node.name(), "anisotropic_bsdf")) {
AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();
xml_read_enum(&aniso->distribution, AnisotropicBsdfNode::distribution_enum, node, "distribution");
snode = aniso;
}
else if(string_iequals(node.name(), "diffuse_bsdf")) {
snode = new DiffuseBsdfNode();
}
else if(string_iequals(node.name(), "translucent_bsdf")) {
snode = new TranslucentBsdfNode();
}
else if(string_iequals(node.name(), "transparent_bsdf")) {
snode = new TransparentBsdfNode();
}
else if(string_iequals(node.name(), "velvet_bsdf")) {
snode = new VelvetBsdfNode();
}
else if(string_iequals(node.name(), "toon_bsdf")) {
ToonBsdfNode *toon = new ToonBsdfNode();
xml_read_enum(&toon->component, ToonBsdfNode::component_enum, node, "component");
snode = toon;
}
else if(string_iequals(node.name(), "glossy_bsdf")) {
GlossyBsdfNode *glossy = new GlossyBsdfNode();
xml_read_enum(&glossy->distribution, GlossyBsdfNode::distribution_enum, node, "distribution");
snode = glossy;
}
else if(string_iequals(node.name(), "glass_bsdf")) {
GlassBsdfNode *diel = new GlassBsdfNode();
xml_read_enum(&diel->distribution, GlassBsdfNode::distribution_enum, node, "distribution");
snode = diel;
}
else if(string_iequals(node.name(), "refraction_bsdf")) {
RefractionBsdfNode *diel = new RefractionBsdfNode();
xml_read_enum(&diel->distribution, RefractionBsdfNode::distribution_enum, node, "distribution");
snode = diel;
}
else if(string_iequals(node.name(), "hair_bsdf")) {
HairBsdfNode *hair = new HairBsdfNode();
xml_read_enum(&hair->component, HairBsdfNode::component_enum, node, "component");
snode = hair;
}
else if(string_iequals(node.name(), "emission")) {
snode = new EmissionNode();
}
else if(string_iequals(node.name(), "ambient_occlusion")) {
snode = new AmbientOcclusionNode();
}
else if(string_iequals(node.name(), "background")) {
snode = new BackgroundNode();
}
else if(string_iequals(node.name(), "absorption_volume")) {
snode = new AbsorptionVolumeNode();
}
else if(string_iequals(node.name(), "scatter_volume")) {
snode = new ScatterVolumeNode();
}
else if(string_iequals(node.name(), "subsurface_scattering")) {
SubsurfaceScatteringNode *sss = new SubsurfaceScatteringNode();
//xml_read_enum(&sss->falloff, SubsurfaceScatteringNode::falloff_enum, node, "falloff");
snode = sss;
}
else if(string_iequals(node.name(), "geometry")) {
snode = new GeometryNode();
}
else if(string_iequals(node.name(), "texture_coordinate")) {
snode = new TextureCoordinateNode();
}
else if(string_iequals(node.name(), "light_path")) {
snode = new LightPathNode();
}
else if(string_iequals(node.name(), "light_falloff")) {
snode = new LightFalloffNode();
}
else if(string_iequals(node.name(), "object_info")) {
snode = new ObjectInfoNode();
}
else if(string_iequals(node.name(), "particle_info")) {
snode = new ParticleInfoNode();
}
else if(string_iequals(node.name(), "hair_info")) {
snode = new HairInfoNode();
}
else if(string_iequals(node.name(), "value")) {
ValueNode *value = new ValueNode();
xml_read_float(&value->value, node, "value");
snode = value;
}
else if(string_iequals(node.name(), "color")) {
ColorNode *color = new ColorNode();
xml_read_float3(&color->value, node, "value");
snode = color;
}
else if(string_iequals(node.name(), "mix_closure")) {
snode = new MixClosureNode();
}
else if(string_iequals(node.name(), "add_closure")) {
snode = new AddClosureNode();
}
else if(string_iequals(node.name(), "invert")) {
snode = new InvertNode();
}
else if(string_iequals(node.name(), "mix")) {
MixNode *mix = new MixNode();
xml_read_enum(&mix->type, MixNode::type_enum, node, "type");
xml_read_bool(&mix->use_clamp, node, "use_clamp");
snode = mix;
}
else if(string_iequals(node.name(), "gamma")) {
snode = new GammaNode();
}
else if(string_iequals(node.name(), "brightness")) {
snode = new BrightContrastNode();
}
else if(string_iequals(node.name(), "combine_rgb")) {
snode = new CombineRGBNode();
}
else if(string_iequals(node.name(), "separate_rgb")) {
snode = new SeparateRGBNode();
}
else if(string_iequals(node.name(), "combine_hsv")) {
snode = new CombineHSVNode();
}
else if(string_iequals(node.name(), "separate_hsv")) {
snode = new SeparateHSVNode();
}
else if(string_iequals(node.name(), "combine_xyz")) {
snode = new CombineHSVNode();
}
else if(string_iequals(node.name(), "separate_xyz")) {
snode = new SeparateHSVNode();
}
else if(string_iequals(node.name(), "hsv")) {
snode = new HSVNode();
}
else if(string_iequals(node.name(), "wavelength")) {
snode = new WavelengthNode();
}
else if(string_iequals(node.name(), "blackbody")) {
snode = new BlackbodyNode();
}
else if(string_iequals(node.name(), "attribute")) {
AttributeNode *attr = new AttributeNode();
xml_read_ustring(&attr->attribute, node, "attribute");
snode = attr;
}
else if(string_iequals(node.name(), "uv_map")) {
UVMapNode *uvm = new UVMapNode();
xml_read_ustring(&uvm->attribute, node, "uv_map");
snode = uvm;
}
else if(string_iequals(node.name(), "camera")) {
snode = new CameraNode();
}
else if(string_iequals(node.name(), "fresnel")) {
snode = new FresnelNode();
}
else if(string_iequals(node.name(), "layer_weight")) {
snode = new LayerWeightNode();
}
else if(string_iequals(node.name(), "wireframe")) {
WireframeNode *wire = new WireframeNode;
xml_read_bool(&wire->use_pixel_size, node, "use_pixel_size");
snode = wire;
}
else if(string_iequals(node.name(), "normal_map")) {
NormalMapNode *nmap = new NormalMapNode;
xml_read_ustring(&nmap->attribute, node, "attribute");
xml_read_enum(&nmap->space, NormalMapNode::space_enum, node, "space");
snode = nmap;
}
else if(string_iequals(node.name(), "tangent")) {
TangentNode *tangent = new TangentNode;
xml_read_ustring(&tangent->attribute, node, "attribute");
xml_read_enum(&tangent->direction_type, TangentNode::direction_type_enum, node, "direction_type");
xml_read_enum(&tangent->axis, TangentNode::axis_enum, node, "axis");
snode = tangent;
}
else if(string_iequals(node.name(), "math")) {
MathNode *math = new MathNode();
xml_read_enum(&math->type, MathNode::type_enum, node, "type");
xml_read_bool(&math->use_clamp, node, "use_clamp");
snode = math;
}
else if(string_iequals(node.name(), "vector_math")) {
VectorMathNode *vmath = new VectorMathNode();
xml_read_enum(&vmath->type, VectorMathNode::type_enum, node, "type");
snode = vmath;
}
else if(string_iequals(node.name(), "vector_transform")) {
VectorTransformNode *vtransform = new VectorTransformNode();
xml_read_enum(&vtransform->type, VectorTransformNode::type_enum, node, "type");
xml_read_enum(&vtransform->convert_from, VectorTransformNode::convert_space_enum, node, "convert_from");
xml_read_enum(&vtransform->convert_to, VectorTransformNode::convert_space_enum, node, "convert_to");
snode = vtransform;
}
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:
case SHADER_SOCKET_INT:
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;
case SHADER_SOCKET_STRING:
xml_read_ustring( &in->value_string, 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_bool(&shader->use_mis, node, "use_mis");
xml_read_bool(&shader->use_transparent_shadow, node, "use_transparent_shadow");
xml_read_bool(&shader->heterogeneous_volume, node, "heterogeneous_volume");
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_bool(&shader->heterogeneous_volume, node, "heterogeneous_volume");
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.finish();
/* parameters */
SubdParams sdparams(mesh, shader, smooth);
xml_read_float(&sdparams.dicing_rate, node, "dicing_rate");
DiagSplit dsplit(sdparams);
sdmesh.tessellate(&dsplit);
}
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(ATTR_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_point(&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_point(&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 */
SubdParams sdparams(mesh, state.shader, state.smooth);
xml_read_float(&sdparams.dicing_rate, node, "dicing_rate");
DiagSplit dsplit(sdparams);
dsplit.split_quad(patch);
delete patch;
/* temporary for test compatibility */
mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
}
}
/* Light */
static void xml_read_light(const XMLReadState& state, pugi::xml_node node)
{
Light *light = new Light();
light->shader = state.shader;
/* Light Type
* 0: Point, 1: Sun, 3: Area, 5: Spot */
int type = 0;
xml_read_int(&type, node, "type");
light->type = (LightType)type;
/* Spot Light */
xml_read_float(&light->spot_angle, node, "spot_angle");
xml_read_float(&light->spot_smooth, node, "spot_smooth");
/* Area Light */
xml_read_float(&light->sizeu, node, "sizeu");
xml_read_float(&light->sizev, node, "sizev");
xml_read_float3(&light->axisu, node, "axisu");
xml_read_float3(&light->axisv, node, "axisv");
/* Generic */
xml_read_float(&light->size, node, "size");
xml_read_float3(&light->dir, node, "dir");
xml_read_float3(&light->co, node, "P");
light->co = transform_point(&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(DEG2RADF(rotate.x), 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());
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 = 0.1f;
state.base = path_dirname(filepath);
xml_read_include(state, path_filename(filepath));
scene->params.bvh_type = SceneParams::BVH_STATIC;
}
CCL_NAMESPACE_END