Beispiel #1
0
AtomicPtr LoaderDFF::readAtomic(FrameList &framelist,
                                GeometryList &geometrylist,
                                const RWBStream &stream) {
    auto atomicStream = stream.getInnerStream();

    auto atomicStructID = atomicStream.getNextChunk();
    if (atomicStructID != CHUNK_STRUCT) {
        throw DFFLoaderException("Atomic missing struct chunk");
    }

    auto data = atomicStream.getCursor();
    auto frame = *(std::uint32_t *)data;
    data += sizeof(std::uint32_t);
    auto geometry = *(std::uint32_t *)data;
    data += sizeof(std::uint32_t);
    auto flags = *(std::uint32_t *) data;

    // Verify the atomic's particulars
    RW_CHECK(frame < framelist.size(), "atomic frame " << frame
                                                       << " out of bounds");
    RW_CHECK(geometry < geometrylist.size(),
             "atomic geometry " << geometry << " out of bounds");

    auto atomic = std::make_shared<Atomic>();
    if (geometry < geometrylist.size()) {
        atomic->setGeometry(geometrylist[geometry]);
    }
    if (frame < framelist.size()) {
        atomic->setFrame(framelist[frame]);
    }
    atomic->setFlags(flags);

    return atomic;
}
	void modify_geometry(int obj, Scene& scene, GeometryList& out)
	{
		// Call the engine on all the caches:
		for (unsigned i = 0; i < out.objects(); i++) {
			GeoInfo& info = out[i];
			
			// Copy over old UV attributes
			keep_uvs(i, info, out);
			
			// Reusable pointer for the attribute we are going to be writing to
			Attribute* uv;
			
			// Copy over pt attributes
			uv = out.writable_attribute(i, Group_Points, uv_attrib_name, VECTOR4_ATTRIB);
			transform_each_element_in_attribute(uv, info.points());
			
			// If the previously detected group type is vertex attribute we need to modify it as well
			// since vertex attribs take precedence and say a Sphere in Nuke has vertex attribs
			// as opposed to point attribs :-( so justified double work here
			if(t_group_type == Group_Vertices) {
				uv = out.writable_attribute(i, Group_Vertices, uv_attrib_name, VECTOR4_ATTRIB);
				transform_each_element_in_attribute(uv, info.vertices()); // Copy over vertex attributes
			}
		}
	}
void ToNukeGeometryConverter::convert( GeometryList &geoList ) const
{
	int objIndex = m_objIndexParameter->getNumericValue();
	if ( objIndex == -1 )
	{
		objIndex = (int)geoList.objects();
	}
	geoList.add_object(objIndex);

	ConstCompoundObjectPtr operands = parameters()->getTypedValidatedValue<CompoundObject>();
	doConversion( srcParameter()->getValidatedValue(), geoList, objIndex, operands.get() );
}
Beispiel #4
0
	// This is needed to preserve UVs which are already there
	void keep_uvs(int index, GeoInfo& info, GeometryList& out)
	{
		
		// get the original uv attribute used to restore untouched uv coordinate
		const AttribContext* context = info.get_attribcontext(uv_attrib_name);
		AttributePtr uv_original = context ? context->attribute : AttributePtr();

		if(!uv_original){
			Op::error( "Missing \"%s\" channel from geometry", uv_attrib_name );
			return;
		}

		DD::Image::GroupType t_group_type = context->group; // texture coordinate group type

		// we have two possibilities:
		// the uv coordinate are stored in Group_Points or in Group_Vertices way
		// sanity check
		assert(t_group_type == Group_Points || t_group_type == Group_Vertices);

		// create a buffer to write on it
		Attribute* uv = out.writable_attribute(index, t_group_type, uv_attrib_name, VECTOR4_ATTRIB);
		assert(uv);

		// copy all original texture coordinate if available
		if (uv_original){

			// sanity check
			assert(uv->size() == uv_original->size());

			for (unsigned i = 0; i < uv->size(); i++) {
				uv->vector4(i) = uv_original->vector4(i);
			}
		}
	}
Beispiel #5
0
	void modify_geometry(int obj, Scene& scene, GeometryList& out)
	{
		const char* uv_attrib_name = "uv";
		// Call the engine on all the caches:
		for (unsigned i = 0; i < out.objects(); i++) {
			GeoInfo& info = out[i];
			
			// Copy over old UV attributes
			keep_uvs(i, info, out);
			
			// TODO: investigate difference between vertex and point UVs
			
			// Create a point attribute
			Attribute* uv = out.writable_attribute(i, Group_Points, uv_attrib_name, VECTOR4_ATTRIB);
			if(!uv) return;
			
			for (unsigned p = 0; p < info.points(); p++) {
				distorter.distort_uv(uv->vector4(p));
			}
		}
	}
 void modify_geometry(int obj, Scene& scene, GeometryList& out)
 {
   PointList* points = out.writable_points(obj);
   const unsigned n = points->size();
   // Transform points:
   if (swap) {
     // POW
     for (unsigned i = 0; i < n; i++) {
       Vector3& v = (*points)[i];
       if (clamp_black) {
         if (v.x <= 0.0f)
           v.x = 0;
         else
           v.x = pow(v.x, log.x);
         if (v.y <= 0.0f)
           v.y = 0;
         else
           v.y = pow(v.y, log.y);
         if (v.z <= 0.0f)
           v.z = 0;
         else
           v.z = pow(v.z, log.z);
       }
       else {
         v.x = (v.x > 0.0f) ? pow(v.x, log.x) : -pow(-v.x, log.x);
         v.y = (v.y > 0.0f) ? pow(v.y, log.y) : -pow(-v.y, log.y);
         v.z = (v.z > 0.0f) ? pow(v.z, log.z) : -pow(-v.z, log.z);
       }
     }
   }
   else {
     // LOG
     for (unsigned i = 0; i < n; i++) {
       Vector3& v = (*points)[i];
       v.x = pow(log.x, v.x) - 1.0f;
       v.y = pow(log.y, v.y) - 1.0f;
       v.z = pow(log.z, v.z) - 1.0f;
     }
   }
 }
void MeshToNukeGeometryConverter::doConversion( const IECore::Object *from, GeometryList &to, int objIndex, const IECore::CompoundObject *operands ) const
{
	assert( from );
	const MeshPrimitive *mesh = static_cast<const MeshPrimitive *>( from );

	const std::vector<int> &vertPerFace = mesh->verticesPerFace()->readable();
	const std::vector<int> &vertIds = mesh->vertexIds()->readable();
	std::vector<int>::const_iterator ids = vertIds.begin();

	// create polygons
	for ( std::vector<int>::const_iterator vpf = vertPerFace.begin(); vpf != vertPerFace.end(); vpf++ )
	{
		Polygon *p = new Polygon( *vpf, true );
		for ( int v = 0; v < *vpf; v++, ids++ )
		{
			p->vertex(v) = *ids;
		}
		to.add_primitive( objIndex, p );
	}

	// get points
	// \todo: add parameters for standard prim vars
	const V3fVectorData *meshPoints = mesh->variableData< V3fVectorData >( "P", PrimitiveVariable::Vertex );
	if ( meshPoints )
	{
		unsigned numPoints = meshPoints->readable().size();
		PointList* points = to.writable_points( objIndex );
		points->resize( numPoints );
		std::transform( meshPoints->readable().begin(), meshPoints->readable().end(), points->begin(), IECore::convert< DD::Image::Vector3, Imath::V3f > );
	}

	// get normals
	const V3fVectorData *meshNormals = mesh->variableData< V3fVectorData >( "N", PrimitiveVariable::Vertex );
	if ( meshNormals )
	{
		Attribute* N = to.writable_attribute( objIndex, Group_Points, "N", NORMAL_ATTRIB);
		unsigned p = 0;
		for ( std::vector< Imath::V3f >::const_iterator nIt = meshNormals->readable().begin(); nIt < meshNormals->readable().end(); nIt++, p++)
		{
			N->normal(p) = IECore::convert< Vector3, Imath::V3f >( *nIt );
		}
	}

	// get uvs
	PrimitiveVariableMap::const_iterator uvIt = mesh->variables.find( "uv" );
	if( uvIt != mesh->variables.end() && uvIt->second.interpolation == PrimitiveVariable::FaceVarying && uvIt->second.data->typeId() == V2fVectorDataTypeId )
	{
		Attribute* uv = to.writable_attribute( objIndex, Group_Vertices, "uv", VECTOR4_ATTRIB );
		if( uvIt->second.indices )
		{
			const std::vector<Imath::V2f> &uvs = runTimeCast<V2fVectorData>( uvIt->second.data )->readable();
			const std::vector<int> &indices = uvIt->second.indices->readable();

			for( size_t i = 0; i < indices.size() ; ++i )
			{
				// as of Cortex 10, we take a UDIM centric approach
				// to UVs, which clashes with Nuke, so we must flip
				// the v values during conversion.
				uv->vector4( i ).set( uvs[indices[i]][0], 1.0 - uvs[indices[i]][1], 0.0f, 1.0f );
			}
		}
		else
		{
			const std::vector<Imath::V2f> &uvs = runTimeCast<V2fVectorData>( uvIt->second.data )->readable();

			for( size_t i = 0; i < uvs.size() ; ++i )
			{
				// as of Cortex 10, we take a UDIM centric approach
				// to UVs, which clashes with Nuke, so we must flip
				// the v values during conversion.
				uv->vector4( i ).set( uvs[i][0], 1.0 - uvs[i][1], 0.0f, 1.0f );
			}
		}
	}

	// get colours
	const Color3fVectorData *meshColours = mesh->variableData< Color3fVectorData >( "Cs", PrimitiveVariable::FaceVarying );
	if ( meshColours )
	{
		Attribute *Cf = to.writable_attribute( objIndex, Group_Vertices, "Cf", VECTOR4_ATTRIB );
		unsigned v = 0;
		for ( std::vector< Imath::Color3f >::const_iterator cIt = meshColours->readable().begin(); cIt < meshColours->readable().end(); cIt++, v++)
		{
			Cf->vector4( v ).set( (*cIt)[0], (*cIt)[1], (*cIt)[2], 1 );
		}
	}

	// \todo Implement custom prim vars...
}
Beispiel #8
0
// Generates the geometry required to render a single line of text.
int FontFaceHandle::GenerateString(GeometryList& geometry, const WString& string, const Vector2f& position, const Colourb& colour, int layer_configuration_index, word default_character) const
{
	int geometry_index = 0;
	int line_width = 0;

	ROCKET_ASSERT(layer_configuration_index >= 0);
	ROCKET_ASSERT(layer_configuration_index < (int) layer_configurations.size());

	// Fetch the requested configuration and generate the geometry for each one.
	const LayerConfiguration& layer_configuration = layer_configurations[layer_configuration_index];
	for (size_t i = 0; i < layer_configuration.size(); ++i)
	{
		FontFaceLayer* layer = layer_configuration[i];

		Colourb layer_colour;
		if (layer == base_layer)
			layer_colour = colour;
		else
			layer_colour = layer->GetColour();

		// Resize the geometry list if required.
		if ((int) geometry.size() < geometry_index + layer->GetNumTextures())
			geometry.resize(geometry_index + layer->GetNumTextures());

		// Bind the textures to the geometries.
		for (int i = 0; i < layer->GetNumTextures(); ++i)
			geometry[geometry_index + i].SetTexture(layer->GetTexture(i));

		line_width = 0;
		word prior_character = 0;

		const word* string_iterator = string.CString();
		const word* string_end = string.CString() + string.Length();
		word final_character;

		for (; string_iterator != string_end; string_iterator++)
		{
			final_character = *string_iterator;
			FontGlyphMap::const_iterator iterator = glyphs.find(*string_iterator);

			if (iterator == glyphs.end())
			{
				if (default_character >= 32)
				{
					iterator = glyphs.find(default_character);
					if (iterator == glyphs.end())
					{
						continue;
					}
					else
					{
						final_character = default_character;
					}
				}
				else
				{
					continue;
				}
			}

			// Adjust the cursor for the kerning between this character and the previous one.
			if (prior_character != 0)
				line_width += GetKerning(prior_character, final_character);

			layer->GenerateGeometry(&geometry[geometry_index], final_character, Vector2f(position.x + line_width, position.y), layer_colour);

			line_width += iterator->second.advance;
			prior_character = final_character;
		}

		geometry_index += layer->GetNumTextures();
	}

	// Cull any excess geometry from a previous generation.
	geometry.resize(geometry_index);

	return line_width;
}
Beispiel #9
0
/*virtual*/
void ABCReadGeo::create_geometry(Scene& scene, GeometryList& out)
{

	if (filename()[0] == '\0') {
		out.delete_objects();
		return;
	}

	IArchive archive( Alembic::AbcCoreHDF5::ReadArchive(),
			filename(),//archiveName,
			Abc::ErrorHandler::kQuietNoopPolicy );

	if (!archive.valid()) {
		std::cout << "error reading archive" << std::endl;
		error("Unable to read file");
		return;
	}

	IObject archiveTop = archive.getTop();

	std::vector<Alembic::AbcGeom::IObject>  _objs;
	getABCGeos(archiveTop, _objs);

	// current Time to sample from
	chrono_t curTime = m_sampleFrame  / _FPS;

	if ( rebuild(Mask_Primitives)) {
		out.delete_objects();
	}

	int obj = 0;
	for( std::vector<Alembic::AbcGeom::IObject>::const_iterator iObj( _objs.begin() ); iObj != _objs.end(); ++iObj ) {


		// Leave an empty obj if knob is unchecked
		if (!active_objs[obj] ) {
			out.add_object(obj);
			PointList& points = *out.writable_points(obj);
			points.resize(0);
			out[obj].delete_group_attribute(Group_Vertices,kUVAttrName, VECTOR4_ATTRIB);
			obj++;
			continue;
		}


		if ( rebuild(Mask_Primitives)) {

			out.add_object(obj);

			if (bbox_objs[obj]) { //(bbox_mode) {
				buildBboxPrimitives(out, obj);
			}
			else {
				buildABCPrimitives(out, obj, *iObj, curTime);
			}
		}


		if ( rebuild(Mask_Points)) {

			PointList& points = *out.writable_points(obj);

			if (bbox_objs[obj]) { //(bbox_mode) {
				Imath::Box3d bbox = getBounds(*iObj, curTime);

				points.resize(8);

				IObject iObj_copy(*iObj);
				Matrix4 xf = getConcatMatrix(iObj_copy,curTime, interpolate !=0); // for some reason getParent() won't take a const IObject, hence the copy...

				// Add bbox corners
				for (unsigned i = 0; i < 8; i++) {
					Vector3 pt((i&4)>>2 ? bbox.max.x : bbox.min.x, (i&2)>>1 ? bbox.max.y : bbox.min.y, (i%2) ? bbox.max.z : bbox.min.z );
					points[i] = xf.transform(pt);
				}
			}

			else{
				writePoints(*iObj, points, curTime, interpolate !=0);
			}

		}



		if ( rebuild(Mask_Attributes)) {

			if (bbox_objs[obj]) { //(bbox_mode)
				out[obj].delete_group_attribute(Group_Vertices,kUVAttrName, VECTOR4_ATTRIB);
			}
			else {
				// set UVs
				Attribute* UV = out.writable_attribute(obj, Group_Vertices, kUVAttrName, VECTOR4_ATTRIB);
				IV2fGeomParam uvParam = getUVsParam(*iObj);
				setUVs(out[obj], uvParam, UV, curTime);

				// set Normals
				IN3fGeomParam nParam = getNsParam(*iObj);
				if (nParam.valid()) {
					Attribute* N = out.writable_attribute(obj, Group_Vertices, kNormalAttrName, NORMAL_ATTRIB);
					setNormals(out[obj], nParam, N, curTime);
				}
			}
		}

		obj++;
	}