コード例 #1
0
static bt_status_t btsock_listen(btsock_type_t type, const char* service_name,
        const uint8_t* service_uuid, int channel, int* sock_fd, int flags)
{
	kal_uint8 jbt_type;
	BT_BOOL ret;
	kal_uint8 *name = (kal_uint8 *)service_name;
	kal_uint8 *uuid_128 = (kal_uint8 *)service_uuid;
	kal_uint16 mtu = JSR82_SESSION_PS_RFCOMM_MTU;
    bt_status_t status = BT_STATUS_FAIL;
	
	if((service_uuid == NULL && channel <= 0) || sock_fd == NULL)
    {
    	bt_ext_log("[BTSOCK]btsock_listen invalid param");
        return BT_STATUS_PARM_INVALID;
    }
    *sock_fd = -1;
	ret = btmtk_jsr82_session_service_registration(
										            convert_socket_type(type),
										            uuid_128,
										            name,            
										            0,
										            JSR82_SESSION_PS_RFCOMM_MTU,
										            convert_security(flags),
										            0,
										            (kal_int32 *)sock_fd);
	if (ret)
	{
		status = BT_STATUS_SUCCESS;
	}
    return status;
}
コード例 #2
0
static bt_status_t btsock_connect(const bt_bdaddr_t *bd_addr, btsock_type_t type,
        const uint8_t* uuid, int channel, int* sock_fd, int flags)
{
    if((uuid == NULL && channel <= 0) || bd_addr == NULL || sock_fd == NULL)
    {
    	bt_ext_log("[BTSOCK]btsock_listen invalid param");
        return BT_STATUS_PARM_INVALID;
    }
    *sock_fd = -1;
    bt_status_t status = BT_STATUS_FAIL;
    BT_BOOL ret;
	kal_uint8 *addr = (kal_uint8 *)bd_addr;
	kal_uint8 *uuid_128 = (kal_uint8 *)uuid;
	ret = btmtk_jsr82_session_connect_req(
								            0,
								            addr,
								            uuid_128,
								            convert_socket_type(type),
								            channel,
								            JSR82_SESSION_PS_RFCOMM_MTU,
								            convert_security(flags),
								            (kal_int32 *)sock_fd);
	if (ret)
	{
		status = BT_STATUS_SUCCESS;
	}
	bt_ext_log("[BTSOCK]btsock_connect ret[%d], fd[%d]", ret, *sock_fd);
    return status;
}
コード例 #3
0
ファイル: blender_shader.cpp プロジェクト: DrangPo/blender
static ShaderSocketType convert_osl_socket_type(OSL::OSLQuery& query,
                                                BL::NodeSocket& b_socket)
{
	ShaderSocketType socket_type = convert_socket_type(b_socket);
	if(socket_type == SHADER_SOCKET_VECTOR) {
		/* TODO(sergey): Do we need compatible_name() here? */
		const OSL::OSLQuery::Parameter *param = query.getparam(b_socket.name());
		assert(param != NULL);
		if(param != NULL) {
			if(param->type.vecsemantics == TypeDesc::POINT) {
				socket_type = SHADER_SOCKET_POINT;
			}
			else if(param->type.vecsemantics == TypeDesc::NORMAL) {
				socket_type = SHADER_SOCKET_NORMAL;
			}
		}
	}

	return socket_type;
}
コード例 #4
0
static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree,
                      const ProxyMap &proxy_input_map, const ProxyMap &proxy_output_map)
{
	/* add nodes */
	BL::ShaderNodeTree::nodes_iterator b_node;
	PtrInputMap input_map;
	PtrOutputMap output_map;
	
	BL::Node::inputs_iterator b_input;
	BL::Node::outputs_iterator b_output;

	/* find the node to use for output if there are multiple */
	bool found_active_output = false;
	BL::ShaderNode output_node(PointerRNA_NULL);

	for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
		if (is_output_node(*b_node)) {
			BL::ShaderNodeOutputMaterial b_output_node(*b_node);

			if(b_output_node.is_active_output()) {
				output_node = b_output_node;
				found_active_output = true;
				break;
			}
			else if(!output_node.ptr.data && !found_active_output) {
				output_node = b_output_node;
			}
		}
	}

	/* add nodes */
	for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
		if (b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
			/* replace muted node with internal links */
			BL::Node::internal_links_iterator b_link;
			for (b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
				ProxyNode *proxy = new ProxyNode(convert_socket_type(b_link->to_socket()));
				
				input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
				output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
				
				graph->add(proxy);
			}
		}
		else if (b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup)) {
			
			BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
			if (b_node->is_a(&RNA_ShaderNodeGroup))
				b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
			else
				b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
			ProxyMap group_proxy_input_map, group_proxy_output_map;
			
			/* Add a proxy node for each socket
			 * Do this even if the node group has no internal tree,
			 * so that links have something to connect to and assert won't fail.
			 */
			for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
				ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_input));
				graph->add(proxy);
				
				/* register the proxy node for internal binding */
				group_proxy_input_map[b_input->identifier()] = proxy;
				
				input_map[b_input->ptr.data] = proxy->inputs[0];
				
				set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
			}
			for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
				ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_output));
				graph->add(proxy);
				
				/* register the proxy node for internal binding */
				group_proxy_output_map[b_output->identifier()] = proxy;
				
				output_map[b_output->ptr.data] = proxy->outputs[0];
			}
			
			if (b_group_ntree)
				add_nodes(scene, b_data, b_scene, graph, b_group_ntree, group_proxy_input_map, group_proxy_output_map);
		}
		else if (b_node->is_a(&RNA_NodeGroupInput)) {
			/* map each socket to a proxy node */
			for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
				ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
				if (proxy_it != proxy_input_map.end()) {
					ProxyNode *proxy = proxy_it->second;
					
					output_map[b_output->ptr.data] = proxy->outputs[0];
				}
			}
		}
		else if (b_node->is_a(&RNA_NodeGroupOutput)) {
			BL::NodeGroupOutput b_output_node(*b_node);
			/* only the active group output is used */
			if (b_output_node.is_active_output()) {
				/* map each socket to a proxy node */
				for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
					ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
					if (proxy_it != proxy_output_map.end()) {
						ProxyNode *proxy = proxy_it->second;
						
						input_map[b_input->ptr.data] = proxy->inputs[0];
						
						set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
					}
				}
			}
		}
		else {
			ShaderNode *node = NULL;

			if (is_output_node(*b_node)) {
				if (b_node->ptr.data == output_node.ptr.data) {
					node = graph->output();
				}
			}
			else {
				node = add_node(scene, b_data, b_scene, graph, b_ntree, BL::ShaderNode(*b_node));
			}
			
			if(node) {
				/* map node sockets for linking */
				for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
					ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
					input_map[b_input->ptr.data] = input;
					
					set_default_value(input, *b_node, *b_input, b_data, b_ntree);
				}
				for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
					ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
					output_map[b_output->ptr.data] = output;
				}
			}
		}
	}

	/* connect nodes */
	BL::NodeTree::links_iterator b_link;

	for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
		/* get blender link data */
		BL::NodeSocket b_from_sock = b_link->from_socket();
		BL::NodeSocket b_to_sock = b_link->to_socket();

		ShaderOutput *output = 0;
		ShaderInput *input = 0;
		
		PtrOutputMap::iterator output_it = output_map.find(b_from_sock.ptr.data);
		if (output_it != output_map.end())
			output = output_it->second;
		PtrInputMap::iterator input_it = input_map.find(b_to_sock.ptr.data);
		if (input_it != input_map.end())
			input = input_it->second;

		/* either node may be NULL when the node was not exported, typically
		 * because the node type is not supported */
		if(output && input)
			graph->connect(output, input);
	}
}
コード例 #5
0
static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, BL::ShaderNode b_node)
{
	ShaderNode *node = NULL;

	/* existing blender nodes */
	if (b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
		BL::ShaderNodeRGBCurve b_curve_node(b_node);
		RGBCurvesNode *curves = new RGBCurvesNode();
		curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, true);
		node = curves;
	}
	if (b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
		BL::ShaderNodeVectorCurve b_curve_node(b_node);
		VectorCurvesNode *curves = new VectorCurvesNode();
		curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, false);
		node = curves;
	}
	else if (b_node.is_a(&RNA_ShaderNodeValToRGB)) {
		RGBRampNode *ramp = new RGBRampNode();
		BL::ShaderNodeValToRGB b_ramp_node(b_node);
		colorramp_to_array(b_ramp_node.color_ramp(), ramp->ramp, RAMP_TABLE_SIZE);
		ramp->interpolate = b_ramp_node.color_ramp().interpolation() != BL::ColorRamp::interpolation_CONSTANT;
		node = ramp;
	}
	else if (b_node.is_a(&RNA_ShaderNodeRGB)) {
		ColorNode *color = new ColorNode();
		color->value = get_node_output_rgba(b_node, "Color");
		node = color;
	}
	else if (b_node.is_a(&RNA_ShaderNodeValue)) {
		ValueNode *value = new ValueNode();
		value->value = get_node_output_value(b_node, "Value");
		node = value;
	}
	else if (b_node.is_a(&RNA_ShaderNodeCameraData)) {
		node = new CameraNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeInvert)) {
		node = new InvertNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeGamma)) {
		node = new GammaNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
		node = new BrightContrastNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeMixRGB)) {
		BL::ShaderNodeMixRGB b_mix_node(b_node);
		MixNode *mix = new MixNode();
		mix->type = MixNode::type_enum[b_mix_node.blend_type()];
			mix->use_clamp = b_mix_node.use_clamp();
		node = mix;
	}
	else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
		node = new SeparateRGBNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
		node = new CombineRGBNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
		node = new SeparateHSVNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
		node = new CombineHSVNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
		node = new HSVNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
		node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
	}
	else if (b_node.is_a(&RNA_ShaderNodeMath)) {
		BL::ShaderNodeMath b_math_node(b_node);
		MathNode *math = new MathNode();
		math->type = MathNode::type_enum[b_math_node.operation()];
			math->use_clamp = b_math_node.use_clamp();
		node = math;
	}
	else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
		BL::ShaderNodeVectorMath b_vector_math_node(b_node);
		VectorMathNode *vmath = new VectorMathNode();
		vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
		node = vmath;
	}
	else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
		BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
		VectorTransformNode *vtransform = new VectorTransformNode();
		vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.type()];
		vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
		vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
		node = vtransform;
	}
	else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
		BL::Node::outputs_iterator out_it;
		b_node.outputs.begin(out_it);
		
		NormalNode *norm = new NormalNode();
		norm->direction = get_node_output_vector(b_node, "Normal");
		node = norm;
	}
	else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
		BL::ShaderNodeMapping b_mapping_node(b_node);
		MappingNode *mapping = new MappingNode();
		
		get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
		
		node = mapping;
	}
	else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
		node = new FresnelNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
		node = new LayerWeightNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeAddShader)) {
		node = new AddClosureNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeMixShader)) {
		node = new MixClosureNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
		BL::ShaderNodeAttribute b_attr_node(b_node);
		AttributeNode *attr = new AttributeNode();
		attr->attribute = b_attr_node.attribute_name();
		node = attr;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
		node = new BackgroundNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeHoldout)) {
		node = new HoldoutNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
		node = new WardBsdfNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
		node = new DiffuseBsdfNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
		BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);

		SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();

		switch(b_subsurface_node.falloff()) {
		case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
			subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
			break;
		case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
			subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
			break;
		}

		node = subsurface;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
		BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
		GlossyBsdfNode *glossy = new GlossyBsdfNode();
		
		switch(b_glossy_node.distribution()) {
		case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
			glossy->distribution = ustring("Sharp");
			break;
		case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
			glossy->distribution = ustring("Beckmann");
			break;
		case BL::ShaderNodeBsdfGlossy::distribution_GGX:
			glossy->distribution = ustring("GGX");
			break;
		}
		node = glossy;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
		BL::ShaderNodeBsdfGlass b_glass_node(b_node);
		GlassBsdfNode *glass = new GlassBsdfNode();
		switch(b_glass_node.distribution()) {
		case BL::ShaderNodeBsdfGlass::distribution_SHARP:
			glass->distribution = ustring("Sharp");
			break;
		case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
			glass->distribution = ustring("Beckmann");
			break;
		case BL::ShaderNodeBsdfGlass::distribution_GGX:
			glass->distribution = ustring("GGX");
			break;
		}
		node = glass;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
		BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
		RefractionBsdfNode *refraction = new RefractionBsdfNode();
		switch(b_refraction_node.distribution()) {
			case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
				refraction->distribution = ustring("Sharp");
				break;
			case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
				refraction->distribution = ustring("Beckmann");
				break;
			case BL::ShaderNodeBsdfRefraction::distribution_GGX:
				refraction->distribution = ustring("GGX");
				break;
		}
		node = refraction;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
		BL::ShaderNodeBsdfToon b_toon_node(b_node);
		ToonBsdfNode *toon = new ToonBsdfNode();
		switch(b_toon_node.component()) {
			case BL::ShaderNodeBsdfToon::component_DIFFUSE:
				toon->component = ustring("Diffuse");
				break;
			case BL::ShaderNodeBsdfToon::component_GLOSSY:
				toon->component = ustring("Glossy");
				break;
		}
		node = toon;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
		BL::ShaderNodeBsdfHair b_hair_node(b_node);
		HairBsdfNode *hair = new HairBsdfNode();
		switch(b_hair_node.component()) {
			case BL::ShaderNodeBsdfHair::component_Reflection:
				hair->component = ustring("Reflection");
				break;
			case BL::ShaderNodeBsdfHair::component_Transmission:
				hair->component = ustring("Transmission");
				break;
		}
		node = hair;
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
		node = new TranslucentBsdfNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
		node = new TransparentBsdfNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
		node = new VelvetBsdfNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeEmission)) {
		node = new EmissionNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
		node = new AmbientOcclusionNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
		node = new ScatterVolumeNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
		node = new AbsorptionVolumeNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
		node = new GeometryNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
		BL::ShaderNodeWireframe b_wireframe_node(b_node);
		WireframeNode *wire = new WireframeNode();
		wire->use_pixel_size = b_wireframe_node.use_pixel_size();
		node = wire;
	}
	else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
		node = new WavelengthNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBlackbody)) {
		node = new BlackbodyNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
		node = new LightPathNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
		node = new LightFalloffNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
		node = new ObjectInfoNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
		node = new ParticleInfoNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
		node = new HairInfoNode();
	}
	else if (b_node.is_a(&RNA_ShaderNodeBump)) {
		BL::ShaderNodeBump b_bump_node(b_node);
		BumpNode *bump = new BumpNode();
		bump->invert = b_bump_node.invert();
		node = bump;
	}
	else if (b_node.is_a(&RNA_ShaderNodeScript)) {
#ifdef WITH_OSL
		if(scene->shader_manager->use_osl()) {
			/* create script node */
			BL::ShaderNodeScript b_script_node(b_node);
			OSLScriptNode *script_node = new OSLScriptNode();
			
			/* Generate inputs/outputs from node sockets
			 *
			 * Note: the node sockets are generated from OSL parameters,
			 * so the names match those of the corresponding parameters exactly.
			 *
			 * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
			 * Socket names must be stored in the extra lists instead. */
			BL::Node::inputs_iterator b_input;
			
			for (b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
				script_node->input_names.push_back(ustring(b_input->name()));
				ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
				                                            convert_socket_type(*b_input));
				set_default_value(input, b_node, *b_input, b_data, b_ntree);
			}
			
			BL::Node::outputs_iterator b_output;
			
			for (b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
				script_node->output_names.push_back(ustring(b_output->name()));
				script_node->add_output(script_node->output_names.back().c_str(),
				                        convert_socket_type(*b_output));
			}
			
			/* load bytecode or filepath */
			OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
			string bytecode_hash = b_script_node.bytecode_hash();
			
			if(!bytecode_hash.empty()) {
				/* loaded bytecode if not already done */
				if(!manager->shader_test_loaded(bytecode_hash))
					manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());
				
				script_node->bytecode_hash = bytecode_hash;
			}
			else {
				/* set filepath */
				script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
			}
			
			node = script_node;
		}
#endif
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexImage)) {
		BL::ShaderNodeTexImage b_image_node(b_node);
		BL::Image b_image(b_image_node.image());
		ImageTextureNode *image = new ImageTextureNode();
		if(b_image) {
			/* builtin images will use callback-based reading because
			 * they could only be loaded correct from blender side
			 */
			bool is_builtin = b_image.packed_file() ||
			                  b_image.source() == BL::Image::source_GENERATED ||
			                  b_image.source() == BL::Image::source_MOVIE;

			if(is_builtin) {
				/* for builtin images we're using image datablock name to find an image to
				 * read pixels from later
				 *
				 * also store frame number as well, so there's no differences in handling
				 * builtin names for packed images and movies
				 */
				int scene_frame = b_scene.frame_current();
				int image_frame = image_user_frame_number(b_image_node.image_user(), scene_frame);
				image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
				image->builtin_data = b_image.ptr.data;
			}
			else {
				image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
				image->builtin_data = NULL;
			}

			image->animated = b_image_node.image_user().use_auto_refresh();
		}
		image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
		image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
		image->projection_blend = b_image_node.projection_blend();
		get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
		node = image;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
		BL::ShaderNodeTexEnvironment b_env_node(b_node);
		BL::Image b_image(b_env_node.image());
		EnvironmentTextureNode *env = new EnvironmentTextureNode();
		if(b_image) {
			bool is_builtin = b_image.packed_file() ||
			                  b_image.source() == BL::Image::source_GENERATED ||
			                  b_image.source() == BL::Image::source_MOVIE;

			if(is_builtin) {
				int scene_frame = b_scene.frame_current();
				int image_frame = image_user_frame_number(b_env_node.image_user(), scene_frame);
				env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
				env->builtin_data = b_image.ptr.data;
			}
			else {
				env->filename = image_user_file_path(b_env_node.image_user(), b_image, b_scene.frame_current());
				env->animated = b_env_node.image_user().use_auto_refresh();
				env->builtin_data = NULL;
			}
		}
		env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
		env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
		get_tex_mapping(&env->tex_mapping, b_env_node.texture_mapping());
		node = env;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
		BL::ShaderNodeTexGradient b_gradient_node(b_node);
		GradientTextureNode *gradient = new GradientTextureNode();
		gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
		get_tex_mapping(&gradient->tex_mapping, b_gradient_node.texture_mapping());
		node = gradient;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
		BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
		VoronoiTextureNode *voronoi = new VoronoiTextureNode();
		voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
		get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.texture_mapping());
		node = voronoi;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
		BL::ShaderNodeTexMagic b_magic_node(b_node);
		MagicTextureNode *magic = new MagicTextureNode();
		magic->depth = b_magic_node.turbulence_depth();
		get_tex_mapping(&magic->tex_mapping, b_magic_node.texture_mapping());
		node = magic;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
		BL::ShaderNodeTexWave b_wave_node(b_node);
		WaveTextureNode *wave = new WaveTextureNode();
		wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
		get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
		node = wave;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
		BL::ShaderNodeTexChecker b_checker_node(b_node);
		CheckerTextureNode *checker = new CheckerTextureNode();
		get_tex_mapping(&checker->tex_mapping, b_checker_node.texture_mapping());
		node = checker;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
		BL::ShaderNodeTexBrick b_brick_node(b_node);
		BrickTextureNode *brick = new BrickTextureNode();
		brick->offset = b_brick_node.offset();
		brick->offset_frequency = b_brick_node.offset_frequency();
		brick->squash = b_brick_node.squash();
		brick->squash_frequency = b_brick_node.squash_frequency();
		get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
		node = brick;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
		BL::ShaderNodeTexNoise b_noise_node(b_node);
		NoiseTextureNode *noise = new NoiseTextureNode();
		get_tex_mapping(&noise->tex_mapping, b_noise_node.texture_mapping());
		node = noise;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
		BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
		MusgraveTextureNode *musgrave = new MusgraveTextureNode();
		musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
		get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.texture_mapping());
		node = musgrave;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
		BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
		TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
		tex_coord->from_dupli = b_tex_coord_node.from_dupli();
		node = tex_coord;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTexSky)) {
		BL::ShaderNodeTexSky b_sky_node(b_node);
		SkyTextureNode *sky = new SkyTextureNode();
		sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()];
		sky->sun_direction = get_float3(b_sky_node.sun_direction());
		sky->turbidity = b_sky_node.turbidity();
		sky->ground_albedo = b_sky_node.ground_albedo();
		get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
		node = sky;
	}
	else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
		BL::ShaderNodeNormalMap b_normal_map_node(b_node);
		NormalMapNode *nmap = new NormalMapNode();
		nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
		nmap->attribute = b_normal_map_node.uv_map();
		node = nmap;
	}
	else if (b_node.is_a(&RNA_ShaderNodeTangent)) {
		BL::ShaderNodeTangent b_tangent_node(b_node);
		TangentNode *tangent = new TangentNode();
		tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
		tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
		tangent->attribute = b_tangent_node.uv_map();
		node = tangent;
	}

	if(node)
		graph->add(node);

	return node;
}
コード例 #6
0
static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, PtrSockMap& sockets_map)
{
	/* add nodes */
	BL::ShaderNodeTree::nodes_iterator b_node;
	PtrNodeMap node_map;
	PtrSockMap proxy_map;

	for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
		if(b_node->mute()) {
			BL::Node::inputs_iterator b_input;
			BL::Node::outputs_iterator b_output;
			bool found_match = false;

			/* this is slightly different than blender logic, we just connect a
			 * single pair for of input/output, but works ok for the node we have */
			for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
				if(b_input->is_linked()) {
					for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
						if(b_output->is_linked() && b_input->type() == b_output->type()) {
							ProxyNode *proxy = new ProxyNode(convert_socket_type(b_input->type()), convert_socket_type(b_output->type()));
							graph->add(proxy);

							proxy_map[b_input->ptr.data] = SocketPair(proxy, proxy->inputs[0]->name);
							proxy_map[b_output->ptr.data] = SocketPair(proxy, proxy->outputs[0]->name);
							found_match = true;

							break;
						}
					}
				}

				if(found_match)
					break;
			}
		}
		else if(b_node->is_a(&RNA_NodeGroup)) {
			/* add proxy converter nodes for inputs and outputs */
			BL::NodeGroup b_gnode(*b_node);
			BL::ShaderNodeTree b_group_ntree(b_gnode.node_tree());
			if (!b_group_ntree)
				continue;

			BL::Node::inputs_iterator b_input;
			BL::Node::outputs_iterator b_output;
			
			PtrSockMap group_sockmap;
			
			for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
				ShaderSocketType extern_type = convert_socket_type(b_input->type());
				ShaderSocketType intern_type = convert_socket_type(b_input->group_socket().type());
				ShaderNode *proxy = graph->add(new ProxyNode(extern_type, intern_type));
				
				/* map the external node socket to the proxy node socket */
				proxy_map[b_input->ptr.data] = SocketPair(proxy, proxy->inputs[0]->name);
				/* map the internal group socket to the proxy node socket */
				group_sockmap[b_input->group_socket().ptr.data] = SocketPair(proxy, proxy->outputs[0]->name);
				
				/* default input values of the group node */
				set_default_value(proxy->inputs[0], *b_input, b_data, b_group_ntree);
			}
			
			for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
				ShaderSocketType extern_type = convert_socket_type(b_output->type());
				ShaderSocketType intern_type = convert_socket_type(b_output->group_socket().type());
				ShaderNode *proxy = graph->add(new ProxyNode(intern_type, extern_type));
				
				/* map the external node socket to the proxy node socket */
				proxy_map[b_output->ptr.data] = SocketPair(proxy, proxy->outputs[0]->name);
				/* map the internal group socket to the proxy node socket */
				group_sockmap[b_output->group_socket().ptr.data] = SocketPair(proxy, proxy->inputs[0]->name);
				
				/* default input values of internal, unlinked group outputs */
				set_default_value(proxy->inputs[0], b_output->group_socket(), b_data, b_group_ntree);
			}
			
			add_nodes(scene, b_data, b_scene, graph, b_group_ntree, group_sockmap);
		}
		else {
			ShaderNode *node = add_node(scene, b_data, b_scene, graph, b_ntree, BL::ShaderNode(*b_node));
			
			if(node) {
				BL::Node::inputs_iterator b_input;
				
				node_map[b_node->ptr.data] = node;
				
				for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
					SocketPair pair = node_socket_map_pair(node_map, *b_node, *b_input);
					ShaderInput *input = pair.first->input(pair.second.c_str());
					
					assert(input);
					
					/* copy values for non linked inputs */
					set_default_value(input, *b_input, b_data, b_ntree);
				}
			}
		}
	}

	/* connect nodes */
	BL::NodeTree::links_iterator b_link;

	for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
		/* get blender link data */
		BL::Node b_from_node = b_link->from_node();
		BL::Node b_to_node = b_link->to_node();

		BL::NodeSocket b_from_sock = b_link->from_socket();
		BL::NodeSocket b_to_sock = b_link->to_socket();

		SocketPair from_pair, to_pair;

		/* links without a node pointer are connections to group inputs/outputs */

		/* from sock */
		if(b_from_node) {
			if (b_from_node.mute() || b_from_node.is_a(&RNA_NodeGroup))
				from_pair = proxy_map[b_from_sock.ptr.data];
			else
				from_pair = node_socket_map_pair(node_map, b_from_node, b_from_sock);
		}
		else
			from_pair = sockets_map[b_from_sock.ptr.data];

		/* to sock */
		if(b_to_node) {
			if (b_to_node.mute() || b_to_node.is_a(&RNA_NodeGroup))
				to_pair = proxy_map[b_to_sock.ptr.data];
			else
				to_pair = node_socket_map_pair(node_map, b_to_node, b_to_sock);
		}
		else
			to_pair = sockets_map[b_to_sock.ptr.data];

		/* either node may be NULL when the node was not exported, typically
		 * because the node type is not supported */
		if(from_pair.first && to_pair.first) {
			ShaderOutput *output = from_pair.first->output(from_pair.second.c_str());
			ShaderInput *input = to_pair.first->input(to_pair.second.c_str());

			graph->connect(output, input);
		}
	}
}
コード例 #7
0
static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, BL::ShaderNode b_node)
{
	ShaderNode *node = NULL;

	switch(b_node.type()) {
		/* not supported */
		case BL::ShaderNode::type_GEOMETRY: break;
		case BL::ShaderNode::type_MATERIAL: break;
		case BL::ShaderNode::type_MATERIAL_EXT: break;
		case BL::ShaderNode::type_OUTPUT: break;
		case BL::ShaderNode::type_SQUEEZE: break;
		case BL::ShaderNode::type_TEXTURE: break;
		case BL::ShaderNode::type_FRAME: break;
		/* handled outside this function */
		case BL::ShaderNode::type_GROUP: break;
		/* existing blender nodes */
		case BL::ShaderNode::type_REROUTE: {
			BL::Node::inputs_iterator b_input;
			b_node.inputs.begin(b_input);
			BL::Node::outputs_iterator b_output;
			b_node.outputs.begin(b_output);
			ProxyNode *proxy = new ProxyNode(convert_socket_type(b_input->type()), convert_socket_type(b_output->type()));
			node = proxy;
			break;
		}
		case BL::ShaderNode::type_CURVE_VEC: {
			BL::ShaderNodeVectorCurve b_curve_node(b_node);
			VectorCurvesNode *curves = new VectorCurvesNode();
			curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, false);
			node = curves;
			break;
		}
		case BL::ShaderNode::type_CURVE_RGB: {
			BL::ShaderNodeRGBCurve b_curve_node(b_node);
			RGBCurvesNode *curves = new RGBCurvesNode();
			curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, true);
			node = curves;
			break;
		}
		case BL::ShaderNode::type_VALTORGB: {
			RGBRampNode *ramp = new RGBRampNode();
			BL::ShaderNodeValToRGB b_ramp_node(b_node);
			colorramp_to_array(b_ramp_node.color_ramp(), ramp->ramp, RAMP_TABLE_SIZE);
			node = ramp;
			break;
		}
		case BL::ShaderNode::type_RGB: {
			ColorNode *color = new ColorNode();
			color->value = get_node_output_rgba(b_node, "Color");
			node = color;
			break;
		}
		case BL::ShaderNode::type_VALUE: {
			ValueNode *value = new ValueNode();
			value->value = get_node_output_value(b_node, "Value");
			node = value;
			break;
		}
		case BL::ShaderNode::type_CAMERA: {
			node = new CameraNode();
			break;
		}
		case BL::ShaderNode::type_INVERT: {
			node = new InvertNode();
			break;
		}
		case BL::ShaderNode::type_GAMMA: {
			node = new GammaNode();
			break;
		}
		case BL::ShaderNode::type_BRIGHTCONTRAST: {
			node = new BrightContrastNode();
			break;
		}
		case BL::ShaderNode::type_MIX_RGB: {
			BL::ShaderNodeMixRGB b_mix_node(b_node);
			MixNode *mix = new MixNode();
			mix->type = MixNode::type_enum[b_mix_node.blend_type()];
			mix->use_clamp = b_mix_node.use_clamp();
			node = mix;
			break;
		}
		case BL::ShaderNode::type_SEPRGB: {
			node = new SeparateRGBNode();
			break;
		}
		case BL::ShaderNode::type_COMBRGB: {
			node = new CombineRGBNode();
			break;
		}
		case BL::ShaderNode::type_HUE_SAT: {
			node = new HSVNode();
			break;
		}
		case BL::ShaderNode::type_RGBTOBW: {
			node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
			break;
		}
		case BL::ShaderNode::type_MATH: {
			BL::ShaderNodeMath b_math_node(b_node);
			MathNode *math = new MathNode();
			math->type = MathNode::type_enum[b_math_node.operation()];
			math->use_clamp = b_math_node.use_clamp();
			node = math;
			break;
		}
		case BL::ShaderNode::type_VECT_MATH: {
			BL::ShaderNodeVectorMath b_vector_math_node(b_node);
			VectorMathNode *vmath = new VectorMathNode();
			vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
			node = vmath;
			break;
		}
		case BL::ShaderNode::type_NORMAL: {
			BL::Node::outputs_iterator out_it;
			b_node.outputs.begin(out_it);
			BL::NodeSocketVectorNone vec_sock(*out_it);

			NormalNode *norm = new NormalNode();
			norm->direction = get_float3(vec_sock.default_value());

			node = norm;
			break;
		}
		case BL::ShaderNode::type_MAPPING: {
			BL::ShaderNodeMapping b_mapping_node(b_node);
			MappingNode *mapping = new MappingNode();

			get_tex_mapping(&mapping->tex_mapping, b_mapping_node);

			node = mapping;
			break;
		}

		/* new nodes */
		case BL::ShaderNode::type_OUTPUT_MATERIAL:
		case BL::ShaderNode::type_OUTPUT_WORLD:
		case BL::ShaderNode::type_OUTPUT_LAMP: {
			node = graph->output();
			break;
		}
		case BL::ShaderNode::type_FRESNEL: {
			node = new FresnelNode();
			break;
		}
		case BL::ShaderNode::type_LAYER_WEIGHT: {
			node = new LayerWeightNode();
			break;
		}
		case BL::ShaderNode::type_ADD_SHADER: {
			node = new AddClosureNode();
			break;
		}
		case BL::ShaderNode::type_MIX_SHADER: {
			node = new MixClosureNode();
			break;
		}
		case BL::ShaderNode::type_ATTRIBUTE: {
			BL::ShaderNodeAttribute b_attr_node(b_node);
			AttributeNode *attr = new AttributeNode();
			attr->attribute = b_attr_node.attribute_name();
			node = attr;
			break;
		}
		case BL::ShaderNode::type_BACKGROUND: {
			node = new BackgroundNode();
			break;
		}
		case BL::ShaderNode::type_HOLDOUT: {
			node = new HoldoutNode();
			break;
		}
		case BL::ShaderNode::type_BSDF_ANISOTROPIC: {
			node = new WardBsdfNode();
			break;
		}
		case BL::ShaderNode::type_BSDF_DIFFUSE: {
			node = new DiffuseBsdfNode();
			break;
		}
		case BL::ShaderNode::type_BSDF_GLOSSY: {
			BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
			GlossyBsdfNode *glossy = new GlossyBsdfNode();

			switch(b_glossy_node.distribution()) {
				case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
					glossy->distribution = ustring("Sharp");
					break;
				case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
					glossy->distribution = ustring("Beckmann");
					break;
				case BL::ShaderNodeBsdfGlossy::distribution_GGX:
					glossy->distribution = ustring("GGX");
					break;
			}
			node = glossy;
			break;
		}
		case BL::ShaderNode::type_BSDF_GLASS: {
			BL::ShaderNodeBsdfGlass b_glass_node(b_node);
			GlassBsdfNode *glass = new GlassBsdfNode();
			switch(b_glass_node.distribution()) {
				case BL::ShaderNodeBsdfGlass::distribution_SHARP:
					glass->distribution = ustring("Sharp");
					break;
				case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
					glass->distribution = ustring("Beckmann");
					break;
				case BL::ShaderNodeBsdfGlass::distribution_GGX:
					glass->distribution = ustring("GGX");
					break;
			}
			node = glass;
			break;
		}
		case BL::ShaderNode::type_BSDF_REFRACTION: {
			BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
			RefractionBsdfNode *refraction = new RefractionBsdfNode();
			switch(b_refraction_node.distribution()) {
				case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
					refraction->distribution = ustring("Sharp");
					break;
				case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
					refraction->distribution = ustring("Beckmann");
					break;
				case BL::ShaderNodeBsdfRefraction::distribution_GGX:
					refraction->distribution = ustring("GGX");
					break;
			}
			node = refraction;
			break;
		}
		case BL::ShaderNode::type_BSDF_TRANSLUCENT: {
			node = new TranslucentBsdfNode();
			break;
		}
		case BL::ShaderNode::type_BSDF_TRANSPARENT: {
			node = new TransparentBsdfNode();
			break;
		}
		case BL::ShaderNode::type_BSDF_VELVET: {
			node = new VelvetBsdfNode();
			break;
		}
		case BL::ShaderNode::type_EMISSION: {
			node = new EmissionNode();
			break;
		}
		case BL::ShaderNode::type_AMBIENT_OCCLUSION: {
			node = new AmbientOcclusionNode();
			break;
		}
		case BL::ShaderNode::type_VOLUME_ISOTROPIC: {
			node = new IsotropicVolumeNode();
			break;
		}
		case BL::ShaderNode::type_VOLUME_TRANSPARENT: {
			node = new TransparentVolumeNode();
			break;
		}
		case BL::ShaderNode::type_NEW_GEOMETRY: {
			node = new GeometryNode();
			break;
		}
		case BL::ShaderNode::type_LIGHT_PATH: {
			node = new LightPathNode();
			break;
		}
		case BL::ShaderNode::type_LIGHT_FALLOFF: {
			node = new LightFalloffNode();
			break;
		}
		case BL::ShaderNode::type_OBJECT_INFO: {
			node = new ObjectInfoNode();
			break;
		}
		case BL::ShaderNode::type_PARTICLE_INFO: {
			node = new ParticleInfoNode();
			break;
		}
		case BL::ShaderNode::type_HAIR_INFO: {
			node = new HairInfoNode();
			break;
		}
		case BL::ShaderNode::type_BUMP: {
			node = new BumpNode();
			break;
		}
		case BL::ShaderNode::type_SCRIPT: {
#ifdef WITH_OSL
			if(!scene->shader_manager->use_osl())
				break;

			/* create script node */
			BL::ShaderNodeScript b_script_node(b_node);
			OSLScriptNode *script_node = new OSLScriptNode();
			
			/* Generate inputs/outputs from node sockets
			 *
			 * Note: the node sockets are generated from OSL parameters,
			 * so the names match those of the corresponding parameters exactly.
			 *
			 * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
			 * Socket names must be stored in the extra lists instead. */
			BL::Node::inputs_iterator b_input;

			for (b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
				script_node->input_names.push_back(ustring(b_input->name()));
				ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(), convert_socket_type(b_input->type()));
				set_default_value(input, *b_input, b_data, b_ntree);
			}

			BL::Node::outputs_iterator b_output;

			for (b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
				script_node->output_names.push_back(ustring(b_output->name()));
				script_node->add_output(script_node->output_names.back().c_str(), convert_socket_type(b_output->type()));
			}

			/* load bytecode or filepath */
			OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
			string bytecode_hash = b_script_node.bytecode_hash();

			if(!bytecode_hash.empty()) {
				/* loaded bytecode if not already done */
				if(!manager->shader_test_loaded(bytecode_hash))
					manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());

				script_node->bytecode_hash = bytecode_hash;
			}
			else {
				/* set filepath */
				script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
			}
			
			node = script_node;
#endif

			break;
		}
		case BL::ShaderNode::type_TEX_IMAGE: {
			BL::ShaderNodeTexImage b_image_node(b_node);
			BL::Image b_image(b_image_node.image());
			ImageTextureNode *image = new ImageTextureNode();
			if(b_image) {
				/* builtin images will use callback-based reading because
				 * they could only be loaded correct from blender side
				 */
				bool is_builtin = b_image.packed_file() ||
				                  b_image.source() == BL::Image::source_GENERATED ||
				                  b_image.source() == BL::Image::source_MOVIE;

				if(is_builtin) {
					/* for builtin images we're using image datablock name to find an image to
					 * read pixels from later
					 *
					 * also store frame number as well, so there's no differences in handling
					 * builtin names for packed images and movies
					 */
					int scene_frame = b_scene.frame_current();
					int image_frame = image_user_frame_number(b_image_node.image_user(), scene_frame);
					image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
					image->is_builtin = true;
				}
				else {
					image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
					image->is_builtin = false;
				}

				image->animated = b_image_node.image_user().use_auto_refresh();
			}
			image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
			image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
			image->projection_blend = b_image_node.projection_blend();
			get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
			node = image;
			break;
		}
		case BL::ShaderNode::type_TEX_ENVIRONMENT: {
			BL::ShaderNodeTexEnvironment b_env_node(b_node);
			BL::Image b_image(b_env_node.image());
			EnvironmentTextureNode *env = new EnvironmentTextureNode();
			if(b_image) {
				bool is_builtin = b_image.packed_file() ||
				                  b_image.source() == BL::Image::source_GENERATED ||
				                  b_image.source() == BL::Image::source_MOVIE;

				if(is_builtin) {
					int scene_frame = b_scene.frame_current();
					int image_frame = image_user_frame_number(b_env_node.image_user(), scene_frame);
					env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
					env->is_builtin = true;
				}
				else {
					env->filename = image_user_file_path(b_env_node.image_user(), b_image, b_scene.frame_current());
					env->animated = b_env_node.image_user().use_auto_refresh();
				}
			}
			env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
			env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
			get_tex_mapping(&env->tex_mapping, b_env_node.texture_mapping());
			node = env;
			break;
		}
		case BL::ShaderNode::type_TEX_GRADIENT: {
			BL::ShaderNodeTexGradient b_gradient_node(b_node);
			GradientTextureNode *gradient = new GradientTextureNode();
			gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
			get_tex_mapping(&gradient->tex_mapping, b_gradient_node.texture_mapping());
			node = gradient;
			break;
		}
		case BL::ShaderNode::type_TEX_VORONOI: {
			BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
			VoronoiTextureNode *voronoi = new VoronoiTextureNode();
			voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
			get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.texture_mapping());
			node = voronoi;
			break;
		}
		case BL::ShaderNode::type_TEX_MAGIC: {
			BL::ShaderNodeTexMagic b_magic_node(b_node);
			MagicTextureNode *magic = new MagicTextureNode();
			magic->depth = b_magic_node.turbulence_depth();
			get_tex_mapping(&magic->tex_mapping, b_magic_node.texture_mapping());
			node = magic;
			break;
		}
		case BL::ShaderNode::type_TEX_WAVE: {
			BL::ShaderNodeTexWave b_wave_node(b_node);
			WaveTextureNode *wave = new WaveTextureNode();
			wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
			get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
			node = wave;
			break;
		}
		case BL::ShaderNode::type_TEX_CHECKER: {
			BL::ShaderNodeTexChecker b_checker_node(b_node);
			CheckerTextureNode *checker = new CheckerTextureNode();
			get_tex_mapping(&checker->tex_mapping, b_checker_node.texture_mapping());
			node = checker;
			break;
		}
		case BL::ShaderNode::type_TEX_BRICK: {
			BL::ShaderNodeTexBrick b_brick_node(b_node);
			BrickTextureNode *brick = new BrickTextureNode();
			brick->offset = b_brick_node.offset();
			brick->offset_frequency = b_brick_node.offset_frequency();
			brick->squash = b_brick_node.squash();
			brick->squash_frequency = b_brick_node.squash_frequency();
			get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
			node = brick;
			break;
		}
		case BL::ShaderNode::type_TEX_NOISE: {
			BL::ShaderNodeTexNoise b_noise_node(b_node);
			NoiseTextureNode *noise = new NoiseTextureNode();
			get_tex_mapping(&noise->tex_mapping, b_noise_node.texture_mapping());
			node = noise;
			break;
		}
		case BL::ShaderNode::type_TEX_MUSGRAVE: {
			BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
			MusgraveTextureNode *musgrave = new MusgraveTextureNode();
			musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
			get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.texture_mapping());
			node = musgrave;
			break;
		}
		case BL::ShaderNode::type_TEX_COORD: {
			BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
			TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
			tex_coord->from_dupli = b_tex_coord_node.from_dupli();
			node = tex_coord;
			break;
		}
		case BL::ShaderNode::type_TEX_SKY: {
			BL::ShaderNodeTexSky b_sky_node(b_node);
			SkyTextureNode *sky = new SkyTextureNode();
			sky->sun_direction = get_float3(b_sky_node.sun_direction());
			sky->turbidity = b_sky_node.turbidity();
			get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
			node = sky;
			break;
		}
		case BL::ShaderNode::type_NORMAL_MAP: {
			BL::ShaderNodeNormalMap b_normal_map_node(b_node);
			NormalMapNode *nmap = new NormalMapNode();
			nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
			nmap->attribute = b_normal_map_node.uv_map();
			node = nmap;
			break;
		}
		case BL::ShaderNode::type_TANGENT: {
			BL::ShaderNodeTangent b_tangent_node(b_node);
			TangentNode *tangent = new TangentNode();
			tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
			tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
			tangent->attribute = b_tangent_node.uv_map();
			node = tangent;
			break;
		}
	}

	if(node && node != graph->output())
		graph->add(node);

	return node;
}