void InputBinder::build_assembly_symbol_table( const Assembly& assembly, SymbolTable& symbols) { try { insert_entities(symbols, assembly.colors(), SymbolTable::SymbolColor); insert_entities(symbols, assembly.textures(), SymbolTable::SymbolTexture); insert_entities(symbols, assembly.texture_instances(), SymbolTable::SymbolTextureInstance); insert_entities(symbols, assembly.bsdfs(), SymbolTable::SymbolBSDF); insert_entities(symbols, assembly.bssrdfs(), SymbolTable::SymbolBSSRDF); insert_entities(symbols, assembly.edfs(), SymbolTable::SymbolEDF); #ifdef APPLESEED_WITH_OSL insert_entities(symbols, assembly.shader_groups(), SymbolTable::SymbolShaderGroup); #endif insert_entities(symbols, assembly.surface_shaders(), SymbolTable::SymbolSurfaceShader); insert_entities(symbols, assembly.materials(), SymbolTable::SymbolMaterial); insert_entities(symbols, assembly.lights(), SymbolTable::SymbolLight); insert_entities(symbols, assembly.objects(), SymbolTable::SymbolObject); insert_entities(symbols, assembly.object_instances(), SymbolTable::SymbolObjectInstance); } catch (const SymbolTable::ExceptionDuplicateSymbol& e) { RENDERER_LOG_ERROR("duplicate entity \"%s\".", e.string()); ++m_error_count; } }
AssemblyItem::AssemblyItem( Assembly& assembly, BaseGroup& parent, BaseGroupItem* parent_item, ProjectBuilder& project_builder, ParamArray& settings) : BaseGroupItem(g_class_uid, assembly, project_builder, settings) , m_assembly(assembly) , m_parent(parent) , m_parent_item(parent_item) , m_project_builder(project_builder) { set_title(QString::fromAscii(assembly.get_name())); set_allow_edition(false); insertChild( 3, m_bsdf_collection_item = add_multi_model_collection_item<BSDF>(assembly.bsdfs())); insertChild( 4, m_edf_collection_item = add_multi_model_collection_item<EDF>(assembly.edfs())); insertChild( 5, m_surface_shader_collection_item = add_multi_model_collection_item<SurfaceShader>(assembly.surface_shaders())); insertChild( 6, m_material_collection_item = add_multi_model_collection_item<Material>(assembly.materials())); insertChild( 7, m_light_collection_item = add_multi_model_collection_item<Light>(assembly.lights())); insertChild( 8, m_object_collection_item = new ObjectCollectionItem( assembly.objects(), assembly, this, project_builder, settings)); insertChild( 9, m_object_instance_collection_item = new ObjectInstanceCollectionItem( new_guid(), EntityTraits<ObjectInstance>::get_human_readable_collection_type_name(), assembly, project_builder)); m_object_instance_collection_item->add_items(assembly.object_instances()); }
StringDictionary EntityBrowser<Assembly>::get_entities(const Assembly& assembly, const string& type) const { StringDictionary entities; if (type == "bsdf") { entities = build_entity_dictionary(assembly.bsdfs()); } else if (type == "edf") { entities = build_entity_dictionary(assembly.edfs()); } else if (type == "material") { entities = build_entity_dictionary(assembly.materials()); } else if (type == "surface_shader") { entities = build_entity_dictionary(assembly.surface_shaders()); } else if (type == "environment_edf") { entities = build_entity_dictionary(get_parent_scene(&assembly)->environment_edfs()); } else if (type == "environment_shader") { entities = build_entity_dictionary(get_parent_scene(&assembly)->environment_shaders()); } else { entities = EntityBrowser<BaseGroup>::get_entities(type); } const Assembly* parent_assembly = dynamic_cast<const Assembly*>(assembly.get_parent()); if (parent_assembly) { merge_dictionary(entities, get_entities(*parent_assembly, type)); } else { const Scene* parent_scene = dynamic_cast<const Scene*>(assembly.get_parent()); assert(parent_scene); merge_dictionary(entities, EntityBrowser<Scene>(*parent_scene).get_entities(type)); } return entities; }
void collect_relations_from_assembly(Assembly& assembly) { collect_relations_from(assembly.colors()); collect_relations_from(assembly.textures()); collect_relations_from(assembly.texture_instances()); collect_relations_from(assembly.shader_groups()); collect_relations_from(assembly.assembly_instances()); collect_relations_from(assembly.bsdfs()); collect_relations_from(assembly.bssrdfs()); collect_relations_from(assembly.edfs()); collect_relations_from(assembly.surface_shaders()); collect_relations_from(assembly.materials()); collect_relations_from(assembly.lights()); collect_relations_from(assembly.objects()); collect_relations_from(assembly.object_instances()); collect_relations_from(assembly.volumes()); for (auto& child_assembly : assembly.assemblies()) collect_relations_from_assembly(child_assembly); // Lights are implicitly referenced by their parent assembly. for (auto& light : assembly.lights()) { const InputBinder::ReferencedEntity referenced_entity(assembly.lights(), &light); insert_relation(referenced_entity, assembly); } // Object instances are implicitly referenced by their parent assembly. for (auto& object_instance : assembly.object_instances()) { const InputBinder::ReferencedEntity referenced_entity(assembly.object_instances(), &object_instance); insert_relation(referenced_entity, assembly); } // Assembly instances are implicitly referenced by their parent assembly. for (auto& assembly_instance : assembly.assembly_instances()) { const InputBinder::ReferencedEntity referenced_entity(assembly.assembly_instances(), &assembly_instance); insert_relation(referenced_entity, assembly); } }
void remove_unused_entities_from_assembly(Assembly& assembly) { remove_unused_entities_from(assembly.colors()); remove_unused_entities_from(assembly.textures()); remove_unused_entities_from(assembly.texture_instances()); remove_unused_entities_from(assembly.shader_groups()); remove_unused_entities_from(assembly.assembly_instances()); remove_unused_entities_from(assembly.bsdfs()); remove_unused_entities_from(assembly.bssrdfs()); remove_unused_entities_from(assembly.edfs()); remove_unused_entities_from(assembly.surface_shaders()); remove_unused_entities_from(assembly.materials()); remove_unused_entities_from(assembly.lights()); remove_unused_entities_from(assembly.objects()); remove_unused_entities_from(assembly.object_instances()); remove_unused_entities_from(assembly.volumes()); for (auto& child_assembly : assembly.assemblies()) remove_unused_entities_from_assembly(child_assembly); }
bool InputBinder::try_bind_assembly_entity_to_input( const Scene& scene, const SymbolTable& scene_symbols, const Assembly& assembly, const SymbolTable& assembly_symbols, const char* entity_type, const char* entity_name, const char* param_value, InputArray::iterator& input) { if (input.format() == InputFormatEntity) { #define BIND(symbol, collection) \ case symbol: \ input.bind(collection.get_by_name(param_value)); \ return true switch (assembly_symbols.lookup(param_value)) { BIND(SymbolTable::SymbolColor, assembly.colors()); BIND(SymbolTable::SymbolTexture, assembly.textures()); BIND(SymbolTable::SymbolTextureInstance, assembly.texture_instances()); BIND(SymbolTable::SymbolBSDF, assembly.bsdfs()); BIND(SymbolTable::SymbolBSSRDF, assembly.bssrdfs()); BIND(SymbolTable::SymbolEDF, assembly.edfs()); #ifdef APPLESEED_WITH_OSL BIND(SymbolTable::SymbolShaderGroup, assembly.shader_groups()); #endif BIND(SymbolTable::SymbolSurfaceShader, assembly.surface_shaders()); BIND(SymbolTable::SymbolMaterial, assembly.materials()); BIND(SymbolTable::SymbolLight, assembly.lights()); BIND(SymbolTable::SymbolObject, assembly.objects()); BIND(SymbolTable::SymbolObjectInstance, assembly.object_instances()); } #undef BIND } else { switch (assembly_symbols.lookup(param_value)) { case SymbolTable::SymbolColor: bind_color_to_input( assembly.colors(), param_value, input); return true; case SymbolTable::SymbolTextureInstance: bind_texture_instance_to_input( assembly.texture_instances(), assembly.get_uid(), entity_type, entity_name, param_value, input); return true; } } return false; }
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(); }
void InputBinder::bind_assembly_entities_inputs( const Scene& scene, const SymbolTable& scene_symbols, const Assembly& assembly, const SymbolTable& assembly_symbols) { // Bind BSDFs inputs. for (each<BSDFContainer> i = assembly.bsdfs(); i; ++i) { bind_assembly_entity_inputs( scene, scene_symbols, assembly, assembly_symbols, SymbolTable::symbol_name(SymbolTable::SymbolBSDF), i->get_name(), i->get_parameters(), i->get_inputs()); } // Bind EDFs inputs. for (each<EDFContainer> i = assembly.edfs(); i; ++i) { bind_assembly_entity_inputs( scene, scene_symbols, assembly, assembly_symbols, SymbolTable::symbol_name(SymbolTable::SymbolEDF), i->get_name(), i->get_parameters(), i->get_inputs()); } // Bind surface shaders inputs. for (each<SurfaceShaderContainer> i = assembly.surface_shaders(); i; ++i) { bind_assembly_entity_inputs( scene, scene_symbols, assembly, assembly_symbols, SymbolTable::symbol_name(SymbolTable::SymbolSurfaceShader), i->get_name(), i->get_parameters(), i->get_inputs()); } // Bind materials inputs. for (each<MaterialContainer> i = assembly.materials(); i; ++i) { bind_assembly_entity_inputs( scene, scene_symbols, assembly, assembly_symbols, SymbolTable::symbol_name(SymbolTable::SymbolMaterial), i->get_name(), i->get_parameters(), i->get_inputs()); i->bind_entities( assembly.surface_shaders(), assembly.bsdfs(), assembly.edfs()); } // Bind lights inputs. for (each<LightContainer> i = assembly.lights(); i; ++i) { bind_assembly_entity_inputs( scene, scene_symbols, assembly, assembly_symbols, SymbolTable::symbol_name(SymbolTable::SymbolLight), i->get_name(), i->get_parameters(), i->get_inputs()); } // Bind object instances inputs. for (each<ObjectInstanceContainer> i = assembly.object_instances(); i; ++i) i->bind_entities(assembly.materials()); }
AssemblyItem::AssemblyItem( EntityEditorContext& editor_context, Assembly& assembly, BaseGroup& parent, BaseGroupItem* parent_item) : BaseGroupItem(editor_context, g_class_uid, assembly) , m_assembly(assembly) , m_assembly_uid(assembly.get_uid()) , m_parent(parent) , m_parent_item(parent_item) { set_title(QString::fromAscii(assembly.get_name())); set_allow_edition(false); insertChild( 3, m_bsdf_collection_item = add_multi_model_collection_item<BSDF>(assembly.bsdfs())); insertChild( 4, m_bssrdf_collection_item = add_multi_model_collection_item<BSSRDF>(assembly.bssrdfs())); insertChild( 5, m_edf_collection_item = add_multi_model_collection_item<EDF>(assembly.edfs())); insertChild( 6, m_surface_shader_collection_item = add_multi_model_collection_item<SurfaceShader>(assembly.surface_shaders())); insertChild( 7, m_material_collection_item = new MaterialCollectionItem( m_editor_context, assembly.materials(), assembly, this)); insertChild( 8, m_light_collection_item = add_multi_model_collection_item<Light>(assembly.lights())); insertChild( 9, m_object_collection_item = new ObjectCollectionItem( m_editor_context, assembly.objects(), assembly, this)); insertChild( 10, m_object_instance_collection_item = new ObjectInstanceCollectionItem( m_editor_context, new_guid(), EntityTraits<ObjectInstance>::get_human_readable_collection_type_name(), assembly)); m_object_instance_collection_item->add_items(assembly.object_instances()); insertChild( 11, m_volume_collection_item = add_multi_model_collection_item<Volume>(assembly.volumes())); m_editor_context.m_item_registry.insert(m_assembly, this); }