예제 #1
0
IECore::ConstObjectPtr OSLObject::computeProcessedObject( const ScenePath &path, const Gaffer::Context *context, IECore::ConstObjectPtr inputObject ) const
{
    const Primitive *inputPrimitive = runTimeCast<const Primitive>( inputObject.get() );
    if( !inputPrimitive )
    {
        return inputObject;
    }

    if( !inputPrimitive->variableData<V3fVectorData>( "P", PrimitiveVariable::Vertex ) )
    {
        return inputObject;
    }

    ConstOSLShaderPtr shader = runTimeCast<const OSLShader>( shaderPlug()->source<Plug>()->node() );
    ConstShadingEnginePtr shadingEngine = shader ? shader->shadingEngine() : NULL;

    if( !shadingEngine )
    {
        return inputObject;
    }

    CompoundDataPtr shadingPoints = new CompoundData;
    for( PrimitiveVariableMap::const_iterator it = inputPrimitive->variables.begin(), eIt = inputPrimitive->variables.end(); it != eIt; ++it )
    {
        if( it->second.interpolation == PrimitiveVariable::Vertex )
        {
            // cast is ok - we're only using it to be able to reference the data from the shadingPoints,
            // but nothing will modify the data itself.
            shadingPoints->writable()[it->first] = boost::const_pointer_cast<Data>( it->second.data );
        }
    }

    PrimitivePtr outputPrimitive = inputPrimitive->copy();

    ShadingEngine::Transforms transforms;

    transforms[ g_world ] = ShadingEngine::Transform( inPlug()->fullTransform( path ));

    CompoundDataPtr shadedPoints = shadingEngine->shade( shadingPoints.get(), transforms );
    for( CompoundDataMap::const_iterator it = shadedPoints->readable().begin(), eIt = shadedPoints->readable().end(); it != eIt; ++it )
    {
        if( it->first != "Ci" )
        {
            outputPrimitive->variables[it->first] = PrimitiveVariable( PrimitiveVariable::Vertex, it->second );
        }
    }

    return outputPrimitive;
}
예제 #2
0
void OSLObject::hashProcessedObject( const ScenePath &path, const Gaffer::Context *context, IECore::MurmurHash &h ) const
{
	const OSLShader *shader = runTimeCast<const OSLShader>( shaderPlug()->source()->node() );
	ConstShadingEnginePtr shadingEngine = shader ? shader->shadingEngine() : nullptr;

	if( !shadingEngine )
	{
		return;
	}

	shadingEngine->hash( h );
	interpolationPlug()->hash( h );
	h.append( inPlug()->fullTransformHash( path ) );
	h.append( resampledInPlug()->objectPlug()->hash() );
}
예제 #3
0
IECore::ConstObjectPtr OSLObject::computeProcessedObject( const ScenePath &path, const Gaffer::Context *context, IECore::ConstObjectPtr inputObject ) const
{
	const Primitive *inputPrimitive = runTimeCast<const Primitive>( inputObject.get() );
	if( !inputPrimitive )
	{
		return inputObject;
	}

	const OSLShader *shader = runTimeCast<const OSLShader>( shaderPlug()->source()->node() );
	ConstShadingEnginePtr shadingEngine = shader ? shader->shadingEngine() : nullptr;

	if( !shadingEngine )
	{
		return inputObject;
	}

	PrimitiveVariable::Interpolation interpolation = static_cast<PrimitiveVariable::Interpolation>( interpolationPlug()->getValue() );

	IECoreScene::ConstPrimitivePtr resampledObject = IECore::runTimeCast<const IECoreScene::Primitive>( resampledInPlug()->objectPlug()->getValue() );
	CompoundDataPtr shadingPoints = prepareShadingPoints( resampledObject.get(), shadingEngine.get() );

	PrimitivePtr outputPrimitive = inputPrimitive->copy();

	ShadingEngine::Transforms transforms;

	transforms[ g_world ] = ShadingEngine::Transform( inPlug()->fullTransform( path ));

	CompoundDataPtr shadedPoints = shadingEngine->shade( shadingPoints.get(), transforms );
	for( CompoundDataMap::const_iterator it = shadedPoints->readable().begin(), eIt = shadedPoints->readable().end(); it != eIt; ++it )
	{

		// Ignore the output color closure as the debug closures are used to define what is 'exported' from the shader
		if( it->first != "Ci" )
		{
			outputPrimitive->variables[it->first] = PrimitiveVariable( interpolation, it->second );
		}
	}

	return outputPrimitive;
}
예제 #4
0
void OSLObject::compute( Gaffer::ValuePlug *output, const Gaffer::Context *context ) const
{
	if( output == resampledNamesPlug() )
	{
		ConstPrimitivePtr prim = runTimeCast<const IECoreScene::Primitive>( inPlug()->objectPlug()->getValue() );

		if (!prim)
		{
			static_cast<StringPlug *>( output )->setToDefault();
			return;
		}

		std::string primitiveVariablesToResample;

		const OSLShader *shader = runTimeCast<const OSLShader>( shaderPlug()->source()->node() );
		ConstShadingEnginePtr shadingEngine = shader ? shader->shadingEngine() : nullptr;

		for( PrimitiveVariableMap::const_iterator it = prim->variables.begin(); it != prim->variables.end(); ++it )
		{
			if( it->second.interpolation == PrimitiveVariable::Constant )
			{
				continue;
			}

			if( shadingEngine && !shadingEngine->needsAttribute( it->first ) )
			{
				continue;
			}

			primitiveVariablesToResample += " " + it->first;
		}

		static_cast<StringPlug *>( output )->setValue( primitiveVariablesToResample );
		return;
	}

	SceneElementProcessor::compute( output, context );
}
예제 #5
0
파일: OSLImage.cpp 프로젝트: hradec/gaffer
IECore::ConstCompoundDataPtr OSLImage::computeShading( const Gaffer::Context *context ) const
{
	ConstShadingEnginePtr shadingEngine;
	if( const OSLShader *shader = runTimeCast<const OSLShader>( shaderPlug()->source<Plug>()->node() ) )
	{
		shadingEngine = shader->shadingEngine();
	}

	if( !shadingEngine )
	{
		return static_cast<const CompoundData *>( shadingPlug()->defaultValue() );
	}

	const V2i tileOrigin = context->get<V2i>( ImagePlug::tileOriginContextName );
	const Format format = inPlug()->formatPlug()->getValue();

	CompoundDataPtr shadingPoints = new CompoundData();

	V3fVectorDataPtr pData = new V3fVectorData;
	FloatVectorDataPtr uData = new FloatVectorData;
	FloatVectorDataPtr vData = new FloatVectorData;

	vector<V3f> &pWritable = pData->writable();
	vector<float> &uWritable = uData->writable();
	vector<float> &vWritable = vData->writable();

	const size_t tileSize = ImagePlug::tileSize();
	pWritable.reserve( tileSize * tileSize );
	uWritable.reserve( tileSize * tileSize );
	vWritable.reserve( tileSize * tileSize );

	/// \todo Non-zero display window origins - do we have those?
	const float uStep = 1.0f / format.width();
	const float uMin = 0.5f * uStep;

	const float vStep = 1.0f / format.height();
	const float vMin = 0.5f * vStep;

	const size_t xMax = tileOrigin.x + tileSize;
	const size_t yMax = tileOrigin.y + tileSize;
	for( size_t y = tileOrigin.y; y < yMax; ++y )
	{
		const float v = vMin + y * vStep;
		for( size_t x = tileOrigin.x; x < xMax; ++x )
		{
			uWritable.push_back( uMin + x * uStep );
			vWritable.push_back( v );
			pWritable.push_back( V3f( x, y, 0.0f ) );
		}
	}

	shadingPoints->writable()["P"] = pData;
	shadingPoints->writable()["u"] = uData;
	shadingPoints->writable()["v"] = vData;

	ConstStringVectorDataPtr channelNamesData = inPlug()->channelNamesPlug()->getValue();
	const vector<string> &channelNames = channelNamesData->readable();
	for( vector<string>::const_iterator it = channelNames.begin(), eIt = channelNames.end(); it != eIt; ++it )
	{
		shadingPoints->writable()[*it] = boost::const_pointer_cast<FloatVectorData>( inPlug()->channelData( *it, tileOrigin ) );
	}

	CompoundDataPtr result = shadingEngine->shade( shadingPoints.get() );

	// remove results that aren't suitable to become channels
	for( CompoundDataMap::iterator it = result->writable().begin(); it != result->writable().end();  )
	{
		CompoundDataMap::iterator nextIt = it; nextIt++;
		if( !runTimeCast<FloatVectorData>( it->second ) )
		{
			result->writable().erase( it );
		}
		it = nextIt;
	}

	return result;
}