Files
test/intern/cycles/app/cycles_xml.cpp
howetuft 5e40dcc95d Cycles: Expose object node in XML API
The Object node is not currently exposed in the XML API, but rather
implicitly created along with Mesh nodes. This prevents accessing
features that are dependent on this node, like caustics settings.

Pull Request: https://projects.blender.org/blender/cycles/pulls/8
2024-06-26 20:39:03 +02:00

871 lines
23 KiB
C++

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