Files
test/intern/cycles/blender/blender_shader.cpp
Brecht Van Lommel 6f73e351ee Cycles:
* Fix #29354: crash on branch file. Note that for best compatibility, you need
  to save your files with one of the latest branch builds, since not all version
  patching code was moved to trunk.
* Rename "Cycles" to "Cycles Render" in info header menu.
* Code tweaks to try to fix #29301. It's not a real solution though, I'm thinking
  cause is extended precision for floats on some cpu's, used in one case but not
  in the other, leading to bounding box intersection issue...
2011-11-21 16:28:19 +00:00

716 lines
20 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)
{
Shader *shader = shader_map.find(id);
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_input(BL::Node *b_group_node, BL::NodeSocket b_in)
{
if(b_group_node) {
BL::NodeTree b_ntree = BL::NodeGroup(*b_group_node).node_tree();
BL::NodeTree::links_iterator b_link;
for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
if(b_link->to_socket().ptr.data == b_in.ptr.data) {
BL::Node::inputs_iterator b_gin;
for(b_group_node->inputs.begin(b_gin); b_gin != b_group_node->inputs.end(); ++b_gin)
if(b_gin->group_socket().ptr.data == b_link->from_socket().ptr.data)
return *b_gin;
}
}
}
return b_in;
}
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 void get_tex_mapping(TextureMapping *mapping, BL::TexMapping b_mapping)
{
if(!b_mapping)
return;
mapping->translation = get_float3(b_mapping.location());
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.location());
mapping->rotation = get_float3(b_mapping.rotation());
mapping->scale = get_float3(b_mapping.scale());
}
static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *b_group_node, BL::ShaderNode b_node)
{
ShaderNode *node = NULL;
switch(b_node.type()) {
/* not supported */
case BL::ShaderNode::type_CAMERA: break;
case BL::ShaderNode::type_COMBRGB: break;
case BL::ShaderNode::type_CURVE_RGB: break;
case BL::ShaderNode::type_CURVE_VEC: break;
case BL::ShaderNode::type_GEOMETRY: break;
case BL::ShaderNode::type_HUE_SAT: break;
case BL::ShaderNode::type_INVERT: break;
case BL::ShaderNode::type_MATERIAL: break;
case BL::ShaderNode::type_MATERIAL_EXT: break;
case BL::ShaderNode::type_NORMAL: break;
case BL::ShaderNode::type_OUTPUT: break;
case BL::ShaderNode::type_SCRIPT: break;
case BL::ShaderNode::type_SEPRGB: break;
case BL::ShaderNode::type_SQUEEZE: break;
case BL::ShaderNode::type_TEXTURE: break;
case BL::ShaderNode::type_VALTORGB: break;
/* handled outside this function */
case BL::ShaderNode::type_GROUP: break;
/* existing blender nodes */
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_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_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_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_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 = blender_absolute_path(b_data, b_image, b_image.filepath());
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 = blender_absolute_path(b_data, b_image, b_image.filepath());
env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
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_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, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, BL::Node *b_group_node, PtrSockMap& sockets_map)
{
/* add nodes */
BL::ShaderNodeTree::nodes_iterator b_node;
PtrNodeMap node_map;
map<void*, PtrSockMap> node_groups;
for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
if(b_node->is_a(&RNA_NodeGroup)) {
BL::NodeGroup b_gnode(*b_node);
BL::ShaderNodeTree b_group_ntree(b_gnode.node_tree());
node_groups[b_node->ptr.data] = PtrSockMap();
add_nodes(b_data, graph, b_group_ntree, &b_gnode, node_groups[b_node->ptr.data]);
}
else {
ShaderNode *node = add_node(b_data, graph, b_group_node, BL::ShaderNode(*b_node));
if(node) {
BL::Node::inputs_iterator b_input;
BL::Node::outputs_iterator b_output;
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());
BL::NodeSocket sock(get_node_input(b_group_node, *b_input));
assert(input);
/* 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;
}
}
}
}
}
/* 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();
/* if link with group socket, add to map so we can connect it later */
if(b_group_node) {
if(!b_from_node) {
sockets_map[b_from_sock.ptr.data] =
node_socket_map_pair(node_map, b_to_node, b_to_sock);
continue;
}
else if(!b_to_node) {
sockets_map[b_to_sock.ptr.data] =
node_socket_map_pair(node_map, b_from_node, b_from_sock);
continue;
}
}
SocketPair from_pair, to_pair;
/* from sock */
if(b_from_node.is_a(&RNA_NodeGroup)) {
/* group node */
BL::NodeSocket group_sock = b_from_sock.group_socket();
from_pair = node_groups[b_from_node.ptr.data][group_sock.ptr.data];
}
else {
/* regular node */
from_pair = node_socket_map_pair(node_map, b_from_node, b_from_sock);
}
/* to sock */
if(b_to_node.is_a(&RNA_NodeGroup)) {
/* group node */
BL::NodeSocket group_sock = b_to_sock.group_socket();
to_pair = node_groups[b_to_node.ptr.data][group_sock.ptr.data];
}
else {
/* regular node */
to_pair = node_socket_map_pair(node_map, b_to_node, b_to_sock);
}
/* in case of groups there may not actually be a node inside the group
that the group socket connects to, so from_node or to_node may be NULL */
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();
/* 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, graph, b_ntree, NULL, 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, graph, b_ntree, NULL, 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"));
}
shader->set_graph(graph);
shader->tag_update(scene);
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
background->transparent = get_boolean(cscene, "film_transparent");
if(background->modified(prevbackground))
background->tag_update(scene);
world_map = b_world.ptr.data;
world_recalc = false;
}
/* 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, graph, b_ntree, NULL, 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