Example #1
0
void AddSFColor(float color[3])
{
    switch (GetCurrentNodeType()) {
	case VRML_NODETYPE_COLOR:
		{
			((ColorNode *)GetCurrentNodeObject())->addColor(color);
		}
		break;
    case VRML_NODETYPE_BACKGROUND_GROUNDCOLOR:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addGroundColor(color);
		}		
	    break;
    case VRML_NODETYPE_BACKGROUND_SKYCOLOR:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addSkyColor(color);
		}		
	    break;
	case VRML_NODETYPE_INTERPOLATOR_KEYVALUE:
		switch (GetPrevNodeType()) {
		case VRML_NODETYPE_COLORINTERPOLATOR:
			{
				ColorInterpolatorNode *colorInterp = (ColorInterpolatorNode *)GetCurrentNodeObject();
				colorInterp->addKeyValue(color);
			}
			break;
		}
		break;
    }
}
void CyberX3D::AddSFColor(float color[3])
{
    switch (ParserGetCurrentNodeType()) {
	case VRML97_COLOR:
		{
			((ColorNode *)ParserGetCurrentNode())->addColor(color);
		}
		break;
    case VRML97_BACKGROUND_GROUNDCOLOR:
		{
			BackgroundNode *bg = (BackgroundNode *)ParserGetCurrentNode();
			bg->addGroundColor(color);
		}		
	    break;
    case VRML97_BACKGROUND_SKYCOLOR:
		{
			BackgroundNode *bg = (BackgroundNode *)ParserGetCurrentNode();
			bg->addSkyColor(color);
		}		
	    break;
	case VRML97_INTERPOLATOR_KEYVALUE:
		switch (ParserGetParentNodeType()) {
		case VRML97_COLORINTERPOLATOR:
			{
				ColorInterpolatorNode *colorInterp = (ColorInterpolatorNode *)ParserGetCurrentNode();
				colorInterp->addKeyValue(color);
			}
			break;
		}
		break;
    }
}
Example #3
0
BackgroundNode *SceneGraph::findBackgroundNode(char *name) {
	if (!name || strlen(name) <= 0)
		return NULL;
	for (BackgroundNode *node = findBackgroundNode(); node; node = node->nextTraversal()) {
		const char *nodeName = node->getName();
		if (nodeName && strlen(nodeName)) {
			if (!strcmp(name, nodeName))
				return node;
		}
	}
	return NULL;
}
Example #4
0
void Background::Init()
{
	SetObjectType(Object::eTYPE_BACKGROUND);

	m_pGameCamera			= 0;
	m_bRecalculate			= false;
	m_fScrollSpeed			= 5.75f;

	//setup background node
	BackgroundNode *pNode	= new BackgroundNode();
	pNode->SetVisual("data\\visuals\\test_background.3ds");
	SetNode(pNode);
	pNode->Release();
}
Example #5
0
void AddSFString(char *string)
{	
	switch (GetCurrentNodeType()) {
	case VRML_NODETYPE_ANCHOR_PARAMETER:
		{
			((AnchorNode *)GetCurrentNodeObject())->addParameter(string);
		}
		break;
	case VRML_NODETYPE_ANCHOR_URL:
		{
			((AnchorNode *)GetCurrentNodeObject())->addUrl(string);
		}
		break;
	case VRML_NODETYPE_INLINE_URL:
		{
			((InlineNode *)GetCurrentNodeObject())->addUrl(string);
		}
		break;
	case VRML_NODETYPE_AUDIOCLIP_URL:
		{
			AudioClipNode *aclip = (AudioClipNode *)GetCurrentNodeObject();
			aclip->addUrl(string);
		}
		break;
	case VRML_NODETYPE_BACKGROUND_BACKURL:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addBackUrl(string);
		}
		break;
	case VRML_NODETYPE_BACKGROUND_BOTTOMURL:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addBottomUrl(string);
		}
		break;
	case VRML_NODETYPE_BACKGROUND_FRONTURL:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addFrontUrl(string);
		}
		break;
	case VRML_NODETYPE_BACKGROUND_LEFTURL:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addLeftUrl(string);
		}
		break;
	case VRML_NODETYPE_BACKGROUND_RIGHTURL:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addRightUrl(string);
		}
		break;
	case VRML_NODETYPE_BACKGROUND_TOPURL:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addTopUrl(string);
		}
		break;
	case VRML_NODETYPE_FONTSTYLE_JUSTIFY:
		{
			FontStyleNode *fs = (FontStyleNode *)GetCurrentNodeObject();
			fs->addJustify(string);
		}
		break;
	case VRML_NODETYPE_IMAGETEXTURE_URL:
		{
			ImageTextureNode *image = (ImageTextureNode *)GetCurrentNodeObject();
			image->addUrl(string);
		}
		break;
	case VRML_NODETYPE_MOVIETEXTURE_URL:
		{
			MovieTextureNode *image = (MovieTextureNode *)GetCurrentNodeObject();
			image->addUrl(string);
		}
		break;
	case VRML_NODETYPE_NAVIGATIONINFO_TYPE:
		{
			NavigationInfoNode *navInfo = (NavigationInfoNode *)GetCurrentNodeObject();
			navInfo->addType(string);
		}
		break;
	case VRML_NODETYPE_SCRIPT_URL:
		{
			ScriptNode *script = (ScriptNode *)GetCurrentNodeObject();
			script->addUrl(string);
		}
		break;
	case VRML_NODETYPE_TEXT_STRING:
		{
			TextNode *text = (TextNode *)GetCurrentNodeObject();
			text->addString(string);
		}
		break;
	case VRML_NODETYPE_WORLDINFO_INFO:
		{
			WorldInfoNode *worldInfo = (WorldInfoNode *)GetCurrentNodeObject();
			worldInfo->addInfo(string);
		}
		break;
	}
}
Example #6
0
void AddSFFloat(float value)
{	
    switch (GetCurrentNodeType()) {
	case VRML_NODETYPE_ELEVATIONGRID_HEIGHT:
		{
			ElevationGridNode *elev = (ElevationGridNode *)GetCurrentNodeObject();
			elev->addHeight(value);
		}
		break;
    case VRML_NODETYPE_BACKGROUND_GROUNDANGLE:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addGroundAngle(value);
		}		
	    break;
    case VRML_NODETYPE_BACKGROUND_SKYANGLE:
		{
			BackgroundNode *bg = (BackgroundNode *)GetCurrentNodeObject();
			bg->addSkyAngle(value);
		}		
	    break;
	case VRML_NODETYPE_INTERPOLATOR_KEY:
		switch (GetPrevNodeType()) {
		case VRML_NODETYPE_COLORINTERPOLATOR:
			{
				ColorInterpolatorNode *colorInterp = (ColorInterpolatorNode *)GetCurrentNodeObject();
				colorInterp->addKey(value);
			}
			break;
		case VRML_NODETYPE_COORDINATEINTERPOLATOR:
			{
				CoordinateInterpolatorNode *coordInterp = (CoordinateInterpolatorNode *)GetCurrentNodeObject();
				coordInterp->addKey(value);
			}
			break;
		case VRML_NODETYPE_NORMALINTERPOLATOR:
			{
				NormalInterpolatorNode *normInterp = (NormalInterpolatorNode *)GetCurrentNodeObject();
				normInterp->addKey(value);
			}
			break;
		case VRML_NODETYPE_ORIENTATIONINTERPOLATOR:
			{
				OrientationInterpolatorNode *oriInterp = (OrientationInterpolatorNode *)GetCurrentNodeObject();
				oriInterp->addKey(value);
			}
			break;
		case VRML_NODETYPE_POSITIONINTERPOLATOR:
			{
				PositionInterpolatorNode *posInterp = (PositionInterpolatorNode *)GetCurrentNodeObject();
				posInterp->addKey(value);
			}
			break;
		case VRML_NODETYPE_SCALARINTERPOLATOR:
			{
				ScalarInterpolatorNode *scalarInterp = (ScalarInterpolatorNode *)GetCurrentNodeObject();
				scalarInterp->addKey(value);
			}
			break;
		}
		break;
	case VRML_NODETYPE_INTERPOLATOR_KEYVALUE:
		switch (GetPrevNodeType()) {
		case VRML_NODETYPE_SCALARINTERPOLATOR:
			{
				ScalarInterpolatorNode *scalarInterp = (ScalarInterpolatorNode *)GetCurrentNodeObject();
				scalarInterp->addKeyValue(value);
			}
			break;
		}
		break;
	case VRML_NODETYPE_LOD_RANGE:
		{
			((LodNode *)GetCurrentNodeObject())->addRange(value);
		}
		break;
	case VRML_NODETYPE_NAVIGATIONINFO_AVATARSIZE:
		{
			NavigationInfoNode *navInfo = (NavigationInfoNode *)GetCurrentNodeObject();
			navInfo->addAvatarSize(value);
		}
		break;
	case VRML_NODETYPE_TEXT_LENGTH:
		{
			TextNode *text = (TextNode *)GetCurrentNodeObject();
			text->addLength(value);
		}
		break;
    }
}
void BlenderSync::sync_world(bool update_all)
{
	Background *background = scene->background;
	Background prevbackground = *background;

	BL::World b_world = b_scene.world();

	if(world_recalc || update_all || b_world.ptr.data != world_map) {
		Shader *shader = scene->default_background;
		ShaderGraph *graph = new ShaderGraph();

		/* create nodes */
		if(b_world && b_world.use_nodes() && b_world.node_tree()) {
			BL::ShaderNodeTree b_ntree(b_world.node_tree());

			add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);

			/* volume */
			PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
			shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
			shader->volume_sampling_method = get_volume_sampling(cworld);
			shader->volume_interpolation_method = get_volume_interpolation(cworld);
		}
		else if(b_world) {
			BackgroundNode *background = new BackgroundNode();
			background->color = get_float3(b_world.horizon_color());
			graph->add(background);

			ShaderNode *out = graph->output();
			graph->connect(background->output("Background"), out->input("Surface"));
		}

		if(b_world) {
			/* AO */
			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();

			/* visibility */
			PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
			uint visibility = 0;

			visibility |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
			visibility |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
			visibility |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
			visibility |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
			visibility |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;

			background->visibility = visibility;
		}
		else {
			background->ao_factor = 0.0f;
			background->ao_distance = FLT_MAX;
		}

		shader->set_graph(graph);
		shader->tag_update(scene);
		background->tag_update(scene);
	}

	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

	/* when doing preview render check for BI's transparency settings,
	 * this is so because Blender's preview render routines are not able
	 * to tweak all cycles's settings depending on different circumstances
	 */
	if(b_engine.is_preview() == false)
		background->transparent = get_boolean(cscene, "film_transparent");
	else
		background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;

	background->use_shader = render_layer.use_background_shader;
	background->use_ao = render_layer.use_background_ao;

	if(background->modified(prevbackground))
		background->tag_update(scene);
}