Esempio n. 1
0
IECore::ConstCompoundObjectPtr DeleteGlobals::computeProcessedGlobals( const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputGlobals ) const
{
	if( inputGlobals->members().empty() )
	{
		return inputGlobals;
	}

	const std::string names = namesPlug()->getValue();
	const bool invert = invertNamesPlug()->getValue();
	if( !invert && !names.size() )
	{
		return inputGlobals;
	}

	const std::string prefix = namePrefix();

	IECore::CompoundObjectPtr result = new IECore::CompoundObject;
	for( IECore::CompoundObject::ObjectMap::const_iterator it = inputGlobals->members().begin(), eIt = inputGlobals->members().end(); it != eIt; ++it )
	{
		bool keep = true;
		if( boost::starts_with( it->first.c_str(), prefix ) )
		{
			if( matchMultiple( it->first.c_str() + prefix.size(), names.c_str() ) != invert )
			{
				keep = false;
			}
		}
		if( keep )
		{
			result->members()[it->first] = it->second;
		}
	}

	return result;
}
Esempio n. 2
0
IECore::ConstCompoundObjectPtr AttributeProcessor::computeProcessedAttributes( const ScenePath &path, const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputAttributes ) const
{
	if( inputAttributes->members().empty() )
	{
		return inputAttributes;
	}

	const std::string names = namesPlug()->getValue();
	const bool invert = invertNamesPlug()->getValue();

	CompoundObjectPtr result = new CompoundObject;
	for( CompoundObject::ObjectMap::const_iterator it = inputAttributes->members().begin(), eIt = inputAttributes->members().end(); it != eIt; ++it )
	{
		ConstObjectPtr attribute = it->second;
		if( matchMultiple( it->first, names ) != invert )
		{
			attribute = processAttribute( path, context, it->first, attribute.get() );
		}

		if( attribute )
		{
			result->members().insert(
				CompoundObject::ObjectMap::value_type(
					it->first,
					// cast is ok - result is const immediately on
					// returning from this function, and attribute will
					// therefore not be modified.
					boost::const_pointer_cast<Object>( attribute )
				)
			);
		}
	}

	return result;
}
Esempio n. 3
0
IECore::ConstCompoundObjectPtr Options::computeProcessedGlobals( const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputGlobals ) const
{
	const CompoundDataPlug *p = optionsPlug();
	if( !p->children().size() )
	{
		return inputGlobals;
	}

	IECore::CompoundObjectPtr result = new IECore::CompoundObject;
	// Since we're not going to modify any existing members (only add new ones),
	// and our result becomes const on returning it, we can directly reference
	// the input members in our result without copying. Be careful not to modify
	// them though!
	result->members() = inputGlobals->members();

	const std::string prefix = computePrefix( context );

	std::string name;
	for( NameValuePlugIterator it( p ); !it.done(); ++it )
	{
		IECore::DataPtr d = p->memberDataAndName( it->get(), name );
		if( d )
		{
			result->members()[prefix + name] = d;
		}
	}

	return result;
}
Esempio n. 4
0
IECore::CompoundObjectPtr ScenePlug::fullAttributes( const ScenePath &scenePath ) const
{
	ContextPtr tmpContext = new Context( *Context::current(), Context::Borrowed );
	Context::Scope scopedContext( tmpContext.get() );

	IECore::CompoundObjectPtr result = new IECore::CompoundObject;
	IECore::CompoundObject::ObjectMap &resultMembers = result->members();
	ScenePath path( scenePath );
	while( path.size() )
	{
		tmpContext->set( scenePathContextName, path );
		IECore::ConstCompoundObjectPtr a = attributesPlug()->getValue();
		const IECore::CompoundObject::ObjectMap &aMembers = a->members();
		for( IECore::CompoundObject::ObjectMap::const_iterator it = aMembers.begin(), eIt = aMembers.end(); it != eIt; it++ )
		{
			if( resultMembers.find( it->first ) == resultMembers.end() )
			{
				resultMembers.insert( *it );
			}
		}		
		path.pop_back();
	}
	
	return result;
}
Esempio n. 5
0
IECore::ConstCompoundObjectPtr Set::computeProcessedGlobals( const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputGlobals ) const
{
	std::string name = namePlug()->getValue();
	if( !name.size() )
	{
		return inputGlobals;
	}

	IECore::CompoundObjectPtr result = new IECore::CompoundObject;
	// Since we're not going to modify any existing members other than the sets,
	// and our result becomes const on returning it, we can directly reference
	// the input members in our result without copying. We have to be careful not
	// to modify the input sets though.
	result->members() = inputGlobals->members();

	CompoundDataPtr sets = new CompoundData;
	if( const CompoundData *inputSets = inputGlobals->member<CompoundData>( "gaffer:sets" ) )
	{
		sets->writable() = inputSets->readable();
	}
	result->members()["gaffer:sets"] = sets;

	ConstObjectPtr set = pathMatcherPlug()->getValue();
	// const cast is acceptable because we're just using it to place a const object into a
	// container that will be treated as const everywhere immediately after return from this method.
	sets->writable()[name] = const_cast<Data *>( static_cast<const Data *>( set.get() ) );

	return result;
}
Esempio n. 6
0
IECore::ConstCompoundObjectPtr Attributes::computeProcessedAttributes( const ScenePath &path, const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputAttributes ) const
{
	const CompoundDataPlug *ap = attributesPlug();
	if( !ap->children().size() )
	{
		return inputAttributes;
	}

	/// \todo You might think that we wouldn't have to check this again
	/// because the base class would have used processesAttributes()
	/// to avoid even calling this function. But that isn't the case for
	/// some reason.
	if( globalPlug()->getValue() )
	{
		return inputAttributes;
	}

	CompoundObjectPtr result = new CompoundObject;
	// Since we're not going to modify any existing members (only add new ones),
	// and our result becomes const on returning it, we can directly reference
	// the input members in our result without copying. Be careful not to modify
	// them though!
	result->members() = inputAttributes->members();

	ap->fillCompoundObject( result->members() );

	return result;
}
Esempio n. 7
0
IECore::ConstCompoundObjectPtr AttributeProcessor::computeProcessedAttributes( const ScenePath &path, const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputAttributes ) const
{
	if( inputAttributes->members().empty() )
	{
		return inputAttributes;
	}
		
	/// \todo See todos about name matching in PrimitiveVariableProcessor.
	typedef boost::tokenizer<boost::char_separator<char> > Tokenizer;
	std::string namesValue = namesPlug()->getValue();
	Tokenizer names( namesValue, boost::char_separator<char>( " " ) );
		
	bool invert = invertNamesPlug()->getValue();

	CompoundObjectPtr result = new CompoundObject;
	IECore::PrimitiveVariableMap::iterator next;
	for( CompoundObject::ObjectMap::const_iterator it = inputAttributes->members().begin(), eIt = inputAttributes->members().end(); it != eIt; ++it )
	{
		ConstObjectPtr attribute = it->second;
		bool found = std::find( names.begin(), names.end(), it->first.string() ) != names.end();
		if( found != invert )
		{
			attribute = processAttribute( path, context, it->first, attribute.get() );
		}
		if( attribute )
		{
			result->members().insert(
				CompoundObject::ObjectMap::value_type(
					it->first,
					// cast is ok - result is const immediately on
					// returning from this function, and attribute will
					// therefore not be modified.
					constPointerCast<Object>( attribute )
				)
			);
		}
	}
	
	return result;
}
Esempio n. 8
0
IECore::ConstCompoundObjectPtr Outputs::computeProcessedGlobals( const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputGlobals ) const
{
	const CompoundPlug *dsp = outputsPlug();
	if( !dsp->children().size() )
	{
		return inputGlobals;
	}

	IECore::CompoundObjectPtr result = new IECore::CompoundObject;
	// Since we're not going to modify any existing members (only add new ones),
	// and our result becomes const on returning it, we can directly reference
	// the input members in our result without copying. Be careful not to modify
	// them though!
	result->members() = inputGlobals->members();

	// add our outputs to the result
	for( InputCompoundPlugIterator it( dsp ); it != it.end(); it++ )
	{
		const CompoundPlug *outputPlug = it->get();
		if( outputPlug->getChild<BoolPlug>( "active" )->getValue() )
		{
			// backwards compatibility with old plug layout
			const StringPlug *namePlug = outputPlug->getChild<StringPlug>( "label" );
			if( !namePlug )
			{
				namePlug = outputPlug->getChild<StringPlug>( "name" );
			}
			const std::string name = namePlug->getValue();

			const StringPlug *fileNamePlug = outputPlug->getChild<StringPlug>( "fileName" );
			if( !fileNamePlug )
			{
				// backwards compatibility with old plug layout
				fileNamePlug = outputPlug->getChild<StringPlug>( "name" );
			}
			const std::string fileName = fileNamePlug->getValue();

			const std::string type = outputPlug->getChild<StringPlug>( "type" )->getValue();
			const std::string data = outputPlug->getChild<StringPlug>( "data" )->getValue();
			if( name.size() && fileName.size() && type.size() && data.size() )
			{
				DisplayPtr d = new Display( fileName, type, data );
				outputPlug->getChild<CompoundDataPlug>( "parameters" )->fillCompoundData( d->parameters() );
				result->members()["output:" + name] = d;
			}
		}
	}

	return result;
}
Esempio n. 9
0
IECore::ConstCompoundObjectPtr AttributeVisualiser::computeProcessedAttributes( const ScenePath &path, const Gaffer::Context *context, IECore::ConstCompoundObjectPtr inputAttributes ) const
{
	const std::string attributeName = attributeNamePlug()->getValue();
	if( !attributeName.size() )
	{
		return inputAttributes;
	}

	const std::string shaderType = shaderTypePlug()->getValue();
	if( !shaderType.size() )
	{
		return inputAttributes;
	}

	const Object *attribute = inputAttributes->member<Object>( attributeName );
	if( !attribute )
	{
		if( !inputAttributes->member<Object>( shaderType ) )
		{
			return inputAttributes;
		}
	}

	CompoundObjectPtr result = new CompoundObject;
	// Since we're not going to modify any existing members (only add a new one),
	// and our result becomes const on returning it, we can directly reference
	// the input members in our result without copying. Be careful not to modify
	// them though!
	result->members() = inputAttributes->members();

	if( !attribute )
	{
		result->members().erase( shaderType );
		return result;
	}

	// Compute our colour.

	Color3f color( 0.0f );
	const Mode mode = (Mode)modePlug()->getValue();
	if( mode == Random )
	{
		Rand32 r( tbb_hasher( attribute->hash() ) );
		for( int i = 0; i < 3; ++i )
		{
			color[i] = r.nextf();
		}
	}
	else if( mode == ShaderNodeColor )
	{
		const Shader *shader = runTimeCast<const Shader>( attribute );
		if( !shader )
		{
			if( const ShaderNetwork *network = runTimeCast<const ShaderNetwork>( attribute ) )
			{
				shader = network->outputShader();
			}
		}
		if( shader )
		{
			const Color3fData *colorData = shader->blindData()->member<const Color3fData>( "gaffer:nodeColor" );
			if( colorData )
			{
				color = colorData->readable();
			}
		}
	}
	else
	{
		// Color or FalseColor
		switch( attribute->typeId() )
		{
			case FloatDataTypeId :
				color = Color3f( static_cast<const FloatData *>( attribute )->readable() );
				break;
			case DoubleDataTypeId :
				color = Color3f( static_cast<const DoubleData *>( attribute )->readable() );
				break;
			case IntDataTypeId :
				color = Color3f( static_cast<const IntData *>( attribute )->readable() );
				break;
			case BoolDataTypeId :
				color = Color3f( static_cast<const BoolData *>( attribute )->readable() );
				break;
			case Color3fDataTypeId :
				color = static_cast<const Color3fData *>( attribute )->readable();
				break;
			default :
				throw IECore::Exception( boost::str(
					boost::format( "Unsupported attribute data type \"%s\"" ) % attribute->typeName()
				) );
		}
		const Color3f min( minPlug()->getValue() );
		const Color3f max( maxPlug()->getValue() );
		color = ( color - min ) / ( max - min );
		if( mode == FalseColor )
		{
			const SplinefColor3f ramp = rampPlug()->getValue().spline();
			color = ramp( color[0] );
		}
	}

	// Apply the colour using a shader.

	ShaderPtr shader = new Shader( shaderNamePlug()->getValue(), shaderType );
	shader->parameters()[shaderParameterPlug()->getValue()] = new Color3fData( color );
	ShaderNetworkPtr shaderNetwork = new ShaderNetwork;
	const InternedString handle = shaderNetwork->addShader( "surface", std::move( shader ) );
	shaderNetwork->setOutput( handle );

	result->members()[shaderType] = shaderNetwork;

	return result;
}