Imath::M44f CompoundObjectSource::computeTransform( const ScenePath &path, const Gaffer::Context *context, const GafferScene::ScenePlug *parent ) const { ConstM44fDataPtr transform = entryForPath( path )->member<M44fData>( "transform" ); if( transform ) { return transform->readable(); } return Imath::M44f(); }
IECoreGL::ConstRenderablePtr StandardLightVisualiser::visualise( const IECore::InternedString &attributeName, const IECore::ObjectVector *shaderVector, IECoreGL::ConstStatePtr &state ) const { if( !shaderVector || shaderVector->members().size() == 0 ) { return NULL; } IECore::InternedString metadataTarget; const IECore::CompoundData *shaderParameters = NULL; if( const IECore::Shader *shader = IECore::runTimeCast<const IECore::Shader>( shaderVector->members().back().get() ) ) { metadataTarget = attributeName.string() + ":" + shader->getName(); shaderParameters = shader->parametersData(); } else if( const IECore::Light *light = IECore::runTimeCast<const IECore::Light>( shaderVector->members().back().get() ) ) { /// \todo Remove once all Light node derived classes are /// creating only shaders. metadataTarget = attributeName.string() + ":" + light->getName(); shaderParameters = light->parametersData().get(); } if( !shaderParameters ) { return NULL; } ConstStringDataPtr type = Metadata::value<StringData>( metadataTarget, "type" ); ConstM44fDataPtr orientation = Metadata::value<M44fData>( metadataTarget, "visualiserOrientation" ); const Color3f color = parameter<Color3f>( metadataTarget, shaderParameters, "colorParameter", Color3f( 1.0f ) ); const float intensity = parameter<float>( metadataTarget, shaderParameters, "intensityParameter", 1 ); const float exposure = parameter<float>( metadataTarget, shaderParameters, "exposureParameter", 0 ); const Color3f finalColor = color * intensity * pow( 2.0f, exposure ); if( type && type->readable() == "area" ) { const std::string textureName = parameter<std::string>( metadataTarget, shaderParameters, "textureNameParameter", "" ); const bool flipNormal = parameter<bool>( metadataTarget, shaderParameters, "flipNormalParameter", 0 ); const bool doubleSided = parameter<bool>( metadataTarget, shaderParameters, "doubleSidedParameter", 0 ); const bool sphericalProjection = parameter<bool>( metadataTarget, shaderParameters, "sphericalProjectionParameter", 0 ); M44f projectionTransform = parameter<M44f>( metadataTarget, shaderParameters, "projectionTransformParameter", M44f() ); const std::vector<float> projectionTransformVector = parameter<std::vector<float> >( metadataTarget, shaderParameters, "projectionTransformParameter", std::vector<float>() ); if( projectionTransformVector.size() == 16 ) { projectionTransform = M44f( (float(*)[4])(&projectionTransformVector[0]) ); } addAreaLightVisualiser( state, finalColor, textureName, flipNormal, doubleSided, sphericalProjection, projectionTransform ); return NULL; } GroupPtr result = new Group; const float locatorScale = parameter<float>( metadataTarget, shaderParameters, "locatorScaleParameter", 1 ); Imath::M44f topTrans; if( orientation ) { topTrans = orientation->readable(); } topTrans.scale( V3f( locatorScale ) ); result->setTransform( topTrans ); if( type && type->readable() == "environment" ) { const std::string textureName = parameter<std::string>( metadataTarget, shaderParameters, "textureNameParameter", "" ); addEnvLightVisualiser( result, finalColor, textureName ); } else { float coneAngle = parameter<float>( metadataTarget, shaderParameters, "coneAngleParameter", 0.0f ); float penumbraAngle = parameter<float>( metadataTarget, shaderParameters, "penumbraAngleParameter", 0.0f ); if( ConstStringDataPtr angleUnit = Metadata::value<StringData>( metadataTarget, "angleUnit" ) ) { if( angleUnit->readable() == "radians" ) { coneAngle *= 180.0 / M_PI; penumbraAngle *= 180 / M_PI; } } const std::string *penumbraType = NULL; ConstStringDataPtr penumbraTypeData = Metadata::value<StringData>( metadataTarget, "penumbraType" ); if( penumbraTypeData ) { penumbraType = &penumbraTypeData->readable(); } float lensRadius = 0.0f; if( parameter<bool>( metadataTarget, shaderParameters, "lensRadiusEnableParameter", true ) ) { lensRadius = parameter<float>( metadataTarget, shaderParameters, "lensRadiusParameter", 0.0f ); } addBasicLightVisualiser( type, result, finalColor, coneAngle, penumbraAngle, penumbraType, lensRadius / locatorScale ); } return result; }