static void xml_read_film(const XMLReadState& state, pugi::xml_node node) { Camera *cam = state.scene->camera; xml_read_int(&cam->width, node, "width"); xml_read_int(&cam->height, node, "height"); float aspect = (float)cam->width/(float)cam->height; if(cam->width >= cam->height) { cam->left = -aspect; cam->right = aspect; cam->bottom = -1.0f; cam->top = 1.0f; } else { cam->left = -1.0f; cam->right = 1.0f; cam->bottom = -1.0f/aspect; cam->top = 1.0f/aspect; } cam->need_update = true; cam->update(); }
static void xml_read_camera(const XMLReadState& state, pugi::xml_node node) { Camera *cam = state.scene->camera; xml_read_int(&cam->width, node, "width"); xml_read_int(&cam->height, node, "height"); if(xml_read_float(&cam->fov, node, "fov")) cam->fov = DEG2RADF(cam->fov); xml_read_float(&cam->nearclip, node, "nearclip"); xml_read_float(&cam->farclip, node, "farclip"); xml_read_float(&cam->aperturesize, node, "aperturesize"); // 0.5*focallength/fstop xml_read_float(&cam->focaldistance, node, "focaldistance"); xml_read_float(&cam->shuttertime, node, "shuttertime"); xml_read_float(&cam->aperture_ratio, node, "aperture_ratio"); if(xml_equal_string(node, "type", "orthographic")) cam->type = CAMERA_ORTHOGRAPHIC; else if(xml_equal_string(node, "type", "perspective")) cam->type = CAMERA_PERSPECTIVE; else if(xml_equal_string(node, "type", "panorama")) cam->type = CAMERA_PANORAMA; if(xml_equal_string(node, "panorama_type", "equirectangular")) cam->panorama_type = PANORAMA_EQUIRECTANGULAR; else if(xml_equal_string(node, "panorama_type", "fisheye_equidistant")) cam->panorama_type = PANORAMA_FISHEYE_EQUIDISTANT; else if(xml_equal_string(node, "panorama_type", "fisheye_equisolid")) cam->panorama_type = PANORAMA_FISHEYE_EQUISOLID; xml_read_float(&cam->fisheye_fov, node, "fisheye_fov"); xml_read_float(&cam->fisheye_lens, node, "fisheye_lens"); xml_read_float(&cam->sensorwidth, node, "sensorwidth"); xml_read_float(&cam->sensorheight, node, "sensorheight"); cam->matrix = state.tfm; cam->need_update = true; cam->update(); }
static void xml_read_integrator(const XMLReadState& state, pugi::xml_node node) { Integrator *integrator = state.scene->integrator; xml_read_int(&integrator->min_bounce, node, "min_bounce"); xml_read_int(&integrator->max_bounce, node, "max_bounce"); xml_read_int(&integrator->max_diffuse_bounce, node, "max_diffuse_bounce"); xml_read_int(&integrator->max_glossy_bounce, node, "max_glossy_bounce"); xml_read_int(&integrator->max_transmission_bounce, node, "max_transmission_bounce"); xml_read_int(&integrator->transparent_min_bounce, node, "transparent_min_bounce"); xml_read_int(&integrator->transparent_max_bounce, node, "transparent_max_bounce"); xml_read_bool(&integrator->transparent_shadows, node, "transparent_shadows"); xml_read_bool(&integrator->no_caustics, node, "no_caustics"); xml_read_int(&integrator->seed, node, "seed"); }
static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pugi::xml_node graph_node) { ShaderGraph *graph = new ShaderGraph(); map<string, ShaderNode*> nodemap; nodemap["output"] = graph->output(); for(pugi::xml_node node = graph_node.first_child(); node; node = node.next_sibling()) { ShaderNode *snode = NULL; if(string_iequals(node.name(), "image_texture")) { ImageTextureNode *img = new ImageTextureNode(); xml_read_string(&img->filename, node, "src"); img->filename = path_join(state.base, img->filename); xml_read_enum(&img->color_space, ImageTextureNode::color_space_enum, node, "color_space"); xml_read_enum(&img->projection, ImageTextureNode::projection_enum, node, "projection"); xml_read_float(&img->projection_blend, node, "projection_blend"); snode = img; } else if(string_iequals(node.name(), "environment_texture")) { EnvironmentTextureNode *env = new EnvironmentTextureNode(); xml_read_string(&env->filename, node, "src"); env->filename = path_join(state.base, env->filename); xml_read_enum(&env->color_space, EnvironmentTextureNode::color_space_enum, node, "color_space"); xml_read_enum(&env->projection, EnvironmentTextureNode::projection_enum, node, "projection"); snode = env; } else if(string_iequals(node.name(), "osl_shader")) { OSLScriptNode *osl = new OSLScriptNode(); /* Source */ xml_read_string(&osl->filepath, node, "src"); if(path_is_relative(osl->filepath)) { osl->filepath = path_join(state.base, osl->filepath); } /* Generate inputs/outputs from node sockets * * Note: ShaderInput/ShaderOutput store shallow string copies only! * Socket names must be stored in the extra lists instead. */ /* read input values */ for(pugi::xml_node param = node.first_child(); param; param = param.next_sibling()) { if (string_iequals(param.name(), "input")) { string name; if (!xml_read_string(&name, param, "name")) continue; ShaderSocketType type = xml_read_socket_type(param, "type"); if (type == SHADER_SOCKET_UNDEFINED) continue; osl->input_names.push_back(ustring(name)); osl->add_input(osl->input_names.back().c_str(), type); } else if (string_iequals(param.name(), "output")) { string name; if (!xml_read_string(&name, param, "name")) continue; ShaderSocketType type = xml_read_socket_type(param, "type"); if (type == SHADER_SOCKET_UNDEFINED) continue; osl->output_names.push_back(ustring(name)); osl->add_output(osl->output_names.back().c_str(), type); } } snode = osl; } else if(string_iequals(node.name(), "sky_texture")) { SkyTextureNode *sky = new SkyTextureNode(); xml_read_enum(&sky->type, SkyTextureNode::type_enum, node, "type"); xml_read_float3(&sky->sun_direction, node, "sun_direction"); xml_read_float(&sky->turbidity, node, "turbidity"); xml_read_float(&sky->ground_albedo, node, "ground_albedo"); snode = sky; } else if(string_iequals(node.name(), "noise_texture")) { snode = new NoiseTextureNode(); } else if(string_iequals(node.name(), "checker_texture")) { snode = new CheckerTextureNode(); } else if(string_iequals(node.name(), "brick_texture")) { BrickTextureNode *brick = new BrickTextureNode(); xml_read_float(&brick->offset, node, "offset"); xml_read_int(&brick->offset_frequency, node, "offset_frequency"); xml_read_float(&brick->squash, node, "squash"); xml_read_int(&brick->squash_frequency, node, "squash_frequency"); snode = brick; } else if(string_iequals(node.name(), "gradient_texture")) { GradientTextureNode *blend = new GradientTextureNode(); xml_read_enum(&blend->type, GradientTextureNode::type_enum, node, "type"); snode = blend; } else if(string_iequals(node.name(), "voronoi_texture")) { VoronoiTextureNode *voronoi = new VoronoiTextureNode(); xml_read_enum(&voronoi->coloring, VoronoiTextureNode::coloring_enum, node, "coloring"); snode = voronoi; } else if(string_iequals(node.name(), "musgrave_texture")) { MusgraveTextureNode *musgrave = new MusgraveTextureNode(); xml_read_enum(&musgrave->type, MusgraveTextureNode::type_enum, node, "type"); snode = musgrave; } else if(string_iequals(node.name(), "magic_texture")) { MagicTextureNode *magic = new MagicTextureNode(); xml_read_int(&magic->depth, node, "depth"); snode = magic; } else if(string_iequals(node.name(), "noise_texture")) { NoiseTextureNode *dist = new NoiseTextureNode(); snode = dist; } else if(string_iequals(node.name(), "wave_texture")) { WaveTextureNode *wave = new WaveTextureNode(); xml_read_enum(&wave->type, WaveTextureNode::type_enum, node, "type"); snode = wave; } else if(string_iequals(node.name(), "normal")) { NormalNode *normal = new NormalNode(); xml_read_float3(&normal->direction, node, "direction"); snode = normal; } else if(string_iequals(node.name(), "mapping")) { snode = new MappingNode(); } else if(string_iequals(node.name(), "ward_bsdf")) { snode = new WardBsdfNode(); } else if(string_iequals(node.name(), "diffuse_bsdf")) { snode = new DiffuseBsdfNode(); } else if(string_iequals(node.name(), "translucent_bsdf")) { snode = new TranslucentBsdfNode(); } else if(string_iequals(node.name(), "transparent_bsdf")) { snode = new TransparentBsdfNode(); } else if(string_iequals(node.name(), "velvet_bsdf")) { snode = new VelvetBsdfNode(); } else if(string_iequals(node.name(), "toon_bsdf")) { ToonBsdfNode *toon = new ToonBsdfNode(); xml_read_enum(&toon->component, ToonBsdfNode::component_enum, node, "component"); snode = toon; } else if(string_iequals(node.name(), "glossy_bsdf")) { GlossyBsdfNode *glossy = new GlossyBsdfNode(); xml_read_enum(&glossy->distribution, GlossyBsdfNode::distribution_enum, node, "distribution"); snode = glossy; } else if(string_iequals(node.name(), "glass_bsdf")) { GlassBsdfNode *diel = new GlassBsdfNode(); xml_read_enum(&diel->distribution, GlassBsdfNode::distribution_enum, node, "distribution"); snode = diel; } else if(string_iequals(node.name(), "refraction_bsdf")) { RefractionBsdfNode *diel = new RefractionBsdfNode(); xml_read_enum(&diel->distribution, RefractionBsdfNode::distribution_enum, node, "distribution"); snode = diel; } else if(string_iequals(node.name(), "hair_bsdf")) { HairBsdfNode *hair = new HairBsdfNode(); xml_read_enum(&hair->component, HairBsdfNode::component_enum, node, "component"); snode = hair; } else if(string_iequals(node.name(), "emission")) { EmissionNode *emission = new EmissionNode(); xml_read_bool(&emission->total_power, node, "total_power"); snode = emission; } else if(string_iequals(node.name(), "ambient_occlusion")) { snode = new AmbientOcclusionNode(); } else if(string_iequals(node.name(), "background")) { snode = new BackgroundNode(); } else if(string_iequals(node.name(), "absorption_volume")) { snode = new AbsorptionVolumeNode(); } else if(string_iequals(node.name(), "scatter_volume")) { snode = new ScatterVolumeNode(); } else if(string_iequals(node.name(), "subsurface_scattering")) { SubsurfaceScatteringNode *sss = new SubsurfaceScatteringNode(); //xml_read_enum(&sss->falloff, SubsurfaceScatteringNode::falloff_enum, node, "falloff"); snode = sss; } else if(string_iequals(node.name(), "geometry")) { snode = new GeometryNode(); } else if(string_iequals(node.name(), "texture_coordinate")) { snode = new TextureCoordinateNode(); } else if(string_iequals(node.name(), "light_path")) { snode = new LightPathNode(); } else if(string_iequals(node.name(), "light_falloff")) { snode = new LightFalloffNode(); } else if(string_iequals(node.name(), "object_info")) { snode = new ObjectInfoNode(); } else if(string_iequals(node.name(), "particle_info")) { snode = new ParticleInfoNode(); } else if(string_iequals(node.name(), "hair_info")) { snode = new HairInfoNode(); } else if(string_iequals(node.name(), "value")) { ValueNode *value = new ValueNode(); xml_read_float(&value->value, node, "value"); snode = value; } else if(string_iequals(node.name(), "color")) { ColorNode *color = new ColorNode(); xml_read_float3(&color->value, node, "value"); snode = color; } else if(string_iequals(node.name(), "mix_closure")) { snode = new MixClosureNode(); } else if(string_iequals(node.name(), "add_closure")) { snode = new AddClosureNode(); } else if(string_iequals(node.name(), "invert")) { snode = new InvertNode(); } else if(string_iequals(node.name(), "mix")) { MixNode *mix = new MixNode(); xml_read_enum(&mix->type, MixNode::type_enum, node, "type"); xml_read_bool(&mix->use_clamp, node, "use_clamp"); snode = mix; } else if(string_iequals(node.name(), "gamma")) { snode = new GammaNode(); } else if(string_iequals(node.name(), "brightness")) { snode = new BrightContrastNode(); } else if(string_iequals(node.name(), "combine_rgb")) { snode = new CombineRGBNode(); } else if(string_iequals(node.name(), "separate_rgb")) { snode = new SeparateRGBNode(); } else if(string_iequals(node.name(), "combine_hsv")) { snode = new CombineHSVNode(); } else if(string_iequals(node.name(), "separate_hsv")) { snode = new SeparateHSVNode(); } else if(string_iequals(node.name(), "hsv")) { snode = new HSVNode(); } else if(string_iequals(node.name(), "wavelength")) { snode = new WavelengthNode(); } else if(string_iequals(node.name(), "blackbody")) { snode = new BlackbodyNode(); } else if(string_iequals(node.name(), "attribute")) { AttributeNode *attr = new AttributeNode(); xml_read_ustring(&attr->attribute, node, "attribute"); snode = attr; } else if(string_iequals(node.name(), "camera")) { snode = new CameraNode(); } else if(string_iequals(node.name(), "fresnel")) { snode = new FresnelNode(); } else if(string_iequals(node.name(), "layer_weight")) { snode = new LayerWeightNode(); } else if(string_iequals(node.name(), "wireframe")) { WireframeNode *wire = new WireframeNode; xml_read_bool(&wire->use_pixel_size, node, "use_pixel_size"); snode = wire; } else if(string_iequals(node.name(), "normal_map")) { NormalMapNode *nmap = new NormalMapNode; xml_read_ustring(&nmap->attribute, node, "attribute"); xml_read_enum(&nmap->space, NormalMapNode::space_enum, node, "space"); snode = nmap; } else if(string_iequals(node.name(), "tangent")) { TangentNode *tangent = new TangentNode; xml_read_ustring(&tangent->attribute, node, "attribute"); xml_read_enum(&tangent->direction_type, TangentNode::direction_type_enum, node, "direction_type"); xml_read_enum(&tangent->axis, TangentNode::axis_enum, node, "axis"); snode = tangent; } else if(string_iequals(node.name(), "math")) { MathNode *math = new MathNode(); xml_read_enum(&math->type, MathNode::type_enum, node, "type"); xml_read_bool(&math->use_clamp, node, "use_clamp"); snode = math; } else if(string_iequals(node.name(), "vector_math")) { VectorMathNode *vmath = new VectorMathNode(); xml_read_enum(&vmath->type, VectorMathNode::type_enum, node, "type"); snode = vmath; } else if(string_iequals(node.name(), "vector_transform")) { VectorTransformNode *vtransform = new VectorTransformNode(); xml_read_enum(&vtransform->type, VectorTransformNode::type_enum, node, "type"); xml_read_enum(&vtransform->convert_from, VectorTransformNode::convert_space_enum, node, "convert_from"); xml_read_enum(&vtransform->convert_to, VectorTransformNode::convert_space_enum, node, "convert_to"); snode = vtransform; } else if(string_iequals(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) { /* find nodes and sockets */ ShaderOutput *output = NULL; ShaderInput *input = NULL; if(nodemap.find(from_tokens[0]) != nodemap.end()) { ShaderNode *fromnode = nodemap[from_tokens[0]]; foreach(ShaderOutput *out, fromnode->outputs) if(string_iequals(xml_socket_name(out->name), from_tokens[1])) output = out; if(!output) fprintf(stderr, "Unknown output socket name \"%s\" on \"%s\".\n", from_tokens[1].c_str(), from_tokens[0].c_str()); } else
static void xml_read_integrator(const XMLReadState& state, pugi::xml_node node) { Integrator *integrator = state.scene->integrator; /* Branched Path */ bool branched = false; xml_read_bool(&branched, node, "branched"); if(branched) { integrator->method = Integrator::BRANCHED_PATH; xml_read_int(&integrator->diffuse_samples, node, "diffuse_samples"); xml_read_int(&integrator->glossy_samples, node, "glossy_samples"); xml_read_int(&integrator->transmission_samples, node, "transmission_samples"); xml_read_int(&integrator->ao_samples, node, "ao_samples"); xml_read_int(&integrator->mesh_light_samples, node, "mesh_light_samples"); xml_read_int(&integrator->subsurface_samples, node, "subsurface_samples"); xml_read_int(&integrator->volume_samples, node, "volume_samples"); } /* Bounces */ xml_read_int(&integrator->min_bounce, node, "min_bounce"); xml_read_int(&integrator->max_bounce, node, "max_bounce"); xml_read_int(&integrator->max_diffuse_bounce, node, "max_diffuse_bounce"); xml_read_int(&integrator->max_glossy_bounce, node, "max_glossy_bounce"); xml_read_int(&integrator->max_transmission_bounce, node, "max_transmission_bounce"); xml_read_int(&integrator->max_volume_bounce, node, "max_volume_bounce"); /* Transparency */ xml_read_int(&integrator->transparent_min_bounce, node, "transparent_min_bounce"); xml_read_int(&integrator->transparent_max_bounce, node, "transparent_max_bounce"); xml_read_bool(&integrator->transparent_shadows, node, "transparent_shadows"); /* Volume */ xml_read_int(&integrator->volume_homogeneous_sampling, node, "volume_homogeneous_sampling"); xml_read_float(&integrator->volume_step_size, node, "volume_step_size"); xml_read_int(&integrator->volume_max_steps, node, "volume_max_steps"); /* Various Settings */ xml_read_bool(&integrator->no_caustics, node, "no_caustics"); xml_read_float(&integrator->filter_glossy, node, "filter_glossy"); xml_read_int(&integrator->seed, node, "seed"); xml_read_float(&integrator->sample_clamp_direct, node, "sample_clamp_direct"); xml_read_float(&integrator->sample_clamp_indirect, node, "sample_clamp_indirect"); }
static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pugi::xml_node graph_node) { ShaderGraph *graph = new ShaderGraph(); map<string, ShaderNode*> nodemap; nodemap["output"] = graph->output(); for(pugi::xml_node node = graph_node.first_child(); node; node = node.next_sibling()) { ShaderNode *snode = NULL; if(string_iequals(node.name(), "image_texture")) { ImageTextureNode *img = new ImageTextureNode(); xml_read_string(&img->filename, node, "src"); img->filename = path_join(state.base, img->filename); snode = img; } else if(string_iequals(node.name(), "environment_texture")) { EnvironmentTextureNode *env = new EnvironmentTextureNode(); xml_read_string(&env->filename, node, "src"); env->filename = path_join(state.base, env->filename); snode = env; } else if(string_iequals(node.name(), "sky_texture")) { SkyTextureNode *sky = new SkyTextureNode(); xml_read_float3(&sky->sun_direction, node, "sun_direction"); xml_read_float(&sky->turbidity, node, "turbidity"); snode = sky; } else if(string_iequals(node.name(), "noise_texture")) { snode = new NoiseTextureNode(); } else if(string_iequals(node.name(), "checker_texture")) { snode = new CheckerTextureNode(); } else if(string_iequals(node.name(), "gradient_texture")) { GradientTextureNode *blend = new GradientTextureNode(); xml_read_enum(&blend->type, GradientTextureNode::type_enum, node, "type"); snode = blend; } else if(string_iequals(node.name(), "voronoi_texture")) { VoronoiTextureNode *voronoi = new VoronoiTextureNode(); xml_read_enum(&voronoi->coloring, VoronoiTextureNode::coloring_enum, node, "coloring"); snode = voronoi; } else if(string_iequals(node.name(), "musgrave_texture")) { MusgraveTextureNode *musgrave = new MusgraveTextureNode(); xml_read_enum(&musgrave->type, MusgraveTextureNode::type_enum, node, "type"); snode = musgrave; } else if(string_iequals(node.name(), "magic_texture")) { MagicTextureNode *magic = new MagicTextureNode(); xml_read_int(&magic->depth, node, "depth"); snode = magic; } else if(string_iequals(node.name(), "noise_texture")) { NoiseTextureNode *dist = new NoiseTextureNode(); snode = dist; } else if(string_iequals(node.name(), "wave_texture")) { WaveTextureNode *wood = new WaveTextureNode(); xml_read_enum(&wood->type, WaveTextureNode::type_enum, node, "type"); snode = wood; } else if(string_iequals(node.name(), "normal")) { snode = new NormalNode(); } else if(string_iequals(node.name(), "mapping")) { snode = new MappingNode(); } else if(string_iequals(node.name(), "ward_bsdf")) { snode = new WardBsdfNode(); } else if(string_iequals(node.name(), "diffuse_bsdf")) { snode = new DiffuseBsdfNode(); } else if(string_iequals(node.name(), "translucent_bsdf")) { snode = new TranslucentBsdfNode(); } else if(string_iequals(node.name(), "transparent_bsdf")) { snode = new TransparentBsdfNode(); } else if(string_iequals(node.name(), "velvet_bsdf")) { snode = new VelvetBsdfNode(); } else if(string_iequals(node.name(), "glossy_bsdf")) { GlossyBsdfNode *glossy = new GlossyBsdfNode(); xml_read_enum(&glossy->distribution, GlossyBsdfNode::distribution_enum, node, "distribution"); snode = glossy; } else if(string_iequals(node.name(), "glass_bsdf")) { GlassBsdfNode *diel = new GlassBsdfNode(); xml_read_enum(&diel->distribution, GlassBsdfNode::distribution_enum, node, "distribution"); snode = diel; } else if(string_iequals(node.name(), "emission")) { EmissionNode *emission = new EmissionNode(); xml_read_bool(&emission->total_power, node, "total_power"); snode = emission; } else if(string_iequals(node.name(), "background")) { snode = new BackgroundNode(); } else if(string_iequals(node.name(), "transparent_volume")) { snode = new TransparentVolumeNode(); } else if(string_iequals(node.name(), "isotropic_volume")) { snode = new IsotropicVolumeNode(); } else if(string_iequals(node.name(), "geometry")) { snode = new GeometryNode(); } else if(string_iequals(node.name(), "texture_coordinate")) { snode = new TextureCoordinateNode(); } else if(string_iequals(node.name(), "lightPath")) { snode = new LightPathNode(); } else if(string_iequals(node.name(), "value")) { ValueNode *value = new ValueNode(); xml_read_float(&value->value, node, "value"); snode = value; } else if(string_iequals(node.name(), "color")) { ColorNode *color = new ColorNode(); xml_read_float3(&color->value, node, "value"); snode = color; } else if(string_iequals(node.name(), "mix_closure")) { snode = new MixClosureNode(); } else if(string_iequals(node.name(), "add_closure")) { snode = new AddClosureNode(); } else if(string_iequals(node.name(), "invert")) { snode = new InvertNode(); } else if(string_iequals(node.name(), "mix")) { MixNode *mix = new MixNode(); xml_read_enum(&mix->type, MixNode::type_enum, node, "type"); snode = mix; } else if(string_iequals(node.name(), "gamma")) { snode = new GammaNode(); } else if(string_iequals(node.name(), "brightness")) { snode = new BrightContrastNode(); } else if(string_iequals(node.name(), "combine_rgb")) { snode = new CombineRGBNode(); } else if(string_iequals(node.name(), "separate_rgb")) { snode = new SeparateRGBNode(); } else if(string_iequals(node.name(), "hsv")) { snode = new HSVNode(); } else if(string_iequals(node.name(), "attribute")) { AttributeNode *attr = new AttributeNode(); xml_read_ustring(&attr->attribute, node, "attribute"); snode = attr; } else if(string_iequals(node.name(), "camera")) { snode = new CameraNode(); } else if(string_iequals(node.name(), "fresnel")) { snode = new FresnelNode(); } else if(string_iequals(node.name(), "math")) { MathNode *math = new MathNode(); xml_read_enum(&math->type, MathNode::type_enum, node, "type"); snode = math; } else if(string_iequals(node.name(), "vector_math")) { VectorMathNode *vmath = new VectorMathNode(); xml_read_enum(&vmath->type, VectorMathNode::type_enum, node, "type"); snode = vmath; } else if(string_iequals(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) { /* find nodes and sockets */ ShaderOutput *output = NULL; ShaderInput *input = NULL; if(nodemap.find(from_tokens[0]) != nodemap.end()) { ShaderNode *fromnode = nodemap[from_tokens[0]]; foreach(ShaderOutput *out, fromnode->outputs) if(string_iequals(xml_socket_name(out->name), from_tokens[1])) output = out; if(!output) fprintf(stderr, "Unknown output socket name \"%s\" on \"%s\".\n", from_tokens[1].c_str(), from_tokens[0].c_str()); } else