Exemple #1
0
void InputBinder::bind(const Scene& scene)
{
    try
    {
        // Build the symbol table of the scene.
        SymbolTable scene_symbols;
        build_scene_symbol_table(scene, scene_symbols);

        // Bind all inputs of all entities in the scene.
        bind_scene_entities_inputs(scene, scene_symbols);

        // Bind all inputs of all entities in all assemblies.
        for (const_each<AssemblyContainer> i = scene.assemblies(); i; ++i)
        {
            assert(m_assembly_info.empty());
            bind_assembly_entities_inputs(scene, scene_symbols, *i);
        }
    }
    catch (const ExceptionUnknownEntity& e)
    {
        RENDERER_LOG_ERROR(
            "while binding inputs of \"%s\": could not locate entity \"%s\".",
            e.get_context_path().c_str(),
            e.string());
        ++m_error_count;
    }
}
Exemple #2
0
void InputBinder::bind(const Scene& scene)
{
    // Build the symbol table of the scene.
    SymbolTable scene_symbols;
    build_scene_symbol_table(
        scene,
        scene_symbols);

    // Bind all inputs of all entities in the scene.
    bind_scene_entities_inputs(
        scene,
        scene_symbols);

    // Bind inputs of all entities in assemblies.
    for (const_each<AssemblyContainer> i = scene.assemblies(); i; ++i)
    {
        // Retrieve the assembly.
        const Assembly& assembly = *i;

        // Build the symbol table of the assembly.
        SymbolTable assembly_symbols;
        build_assembly_symbol_table(
            assembly,
            assembly_symbols);

        // Bind all inputs of all entities in the assembly.
        bind_assembly_entities_inputs(
            scene,
            scene_symbols,
            assembly,
            assembly_symbols);
    }
}
Exemple #3
0
void InputBinder::bind_assembly_entities_inputs(
    const Scene&                    scene,
    const SymbolTable&              scene_symbols,
    const Assembly&                 assembly)
{
    // Build the symbol table of the assembly.
    SymbolTable assembly_symbols;
    build_assembly_symbol_table(assembly, assembly_symbols);

    // Push the assembly and its symbol table to the stack.
    AssemblyInfo info;
    info.m_assembly = &assembly;
    info.m_assembly_symbols = &assembly_symbols;
    m_assembly_info.push_back(info);

    // Bind textures to texture instances.
    // Other entities might need to access the textures bound to texture instances,
    // so binding of textures to texture instances must come first.
    for (each<TextureInstanceContainer> i = assembly.texture_instances(); i; ++i)
    {
        i->unbind_texture();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_texture(j->m_assembly->textures());

        i->bind_texture(scene.textures());

        i->check_texture();
    }

    // Bind BSDFs inputs.
    for (each<BSDFContainer> i = assembly.bsdfs(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolBSDF),
            *i);
    }

    // Bind BSSRDFs inputs.
    for (each<BSSRDFContainer> i = assembly.bssrdfs(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolBSSRDF),
            *i);
    }

    // Bind EDFs inputs.
    for (each<EDFContainer> i = assembly.edfs(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolEDF),
            *i);
    }

#ifdef APPLESEED_WITH_OSL
    // Bind ShaderGroups inputs.
    for (each<ShaderGroupContainer> i = assembly.shader_groups(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolShaderGroup),
            *i);
    }
#endif

    // Bind surface shaders inputs.
    for (each<SurfaceShaderContainer> i = assembly.surface_shaders(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolSurfaceShader),
            *i);
    }

    // Bind materials inputs.
    for (each<MaterialContainer> i = assembly.materials(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolMaterial),
            *i);
    }

    // Bind lights inputs.
    for (each<LightContainer> i = assembly.lights(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolLight),
            *i);
    }

    // Bind objects inputs.
    for (each<ObjectContainer> i = assembly.objects(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolObject),
            *i);
    }

    // Bind objects to object instances. This must be done before binding materials.
    for (each<ObjectInstanceContainer> i = assembly.object_instances(); i; ++i)
    {
        i->unbind_object();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_object(j->m_assembly->objects());

        i->check_object();
    }

    // Bind materials to object instances.
    for (each<ObjectInstanceContainer> i = assembly.object_instances(); i; ++i)
    {
        i->unbind_materials();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_materials(j->m_assembly->materials());

        i->check_materials();
    }

    // Bind assemblies to assembly instances.
    for (each<AssemblyInstanceContainer> i = assembly.assembly_instances(); i; ++i)
    {
        i->unbind_assembly();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_assembly(j->m_assembly->assemblies());

        i->bind_assembly(scene.assemblies());

        i->check_assembly();
    }

    // Recurse into child assemblies.
    for (const_each<AssemblyContainer> i = assembly.assemblies(); i; ++i)
        bind_assembly_entities_inputs(scene, scene_symbols, *i);

    // Pop the information about this assembly from the stack.
    m_assembly_info.pop_back();
}