IECore::ObjectVectorPtr AppleseedLight::computeLight( const Gaffer::Context *context ) const { IECoreScene::ShaderPtr result = new IECoreScene::Shader( modelPlug()->getValue(), "as:light" ); for( InputValuePlugIterator it( parametersPlug() ); !it.done(); ++it ) { result->parameters()[(*it)->getName()] = CompoundDataPlug::extractDataFromPlug( it->get() ); } IECore::ObjectVectorPtr resultVector = new IECore::ObjectVector(); resultVector->members().push_back( result ); return resultVector; }
IECore::InternedString handle( const Shader *shaderNode ) { assert( shaderNode ); assert( shaderNode->enabledPlug()->getValue() ); CycleDetector cycleDetector( m_downstreamShaders, shaderNode ); HandleAndHash &handleAndHash = m_shaders[shaderNode]; if( !handleAndHash.handle.string().empty() ) { return handleAndHash.handle; } std::string type = shaderNode->typePlug()->getValue(); if( shaderNode != m_output->node() && !boost::ends_with( type, "shader" ) ) { // Some renderers (Arnold for one) allow surface shaders to be connected // as inputs to other shaders, so we may need to change the shader type to // convert it into a standard shader. We must take care to preserve any // renderer specific prefix when doing this. size_t i = type.find_first_of( ":" ); if( i != std::string::npos ) { type = type.substr( 0, i + 1 ) + "shader"; } else { type = "shader"; } } IECoreScene::ShaderPtr shader = new IECoreScene::Shader( shaderNode->namePlug()->getValue(), type ); const std::string nodeName = shaderNode->nodeNamePlug()->getValue(); shader->blindData()->writable()["gaffer:nodeName"] = new IECore::StringData( nodeName ); shader->blindData()->writable()["gaffer:nodeColor"] = new IECore::Color3fData( shaderNode->nodeColorPlug()->getValue() ); vector<IECoreScene::ShaderNetwork::Connection> inputConnections; addParameterWalk( shaderNode->parametersPlug(), IECore::InternedString(), shader.get(), inputConnections ); handleAndHash.handle = m_network->addShader( nodeName, std::move( shader ) ); for( const auto &c : inputConnections ) { m_network->addConnection( { c.source, { handleAndHash.handle, c.destination.name } } ); } return handleAndHash.handle; }
IECore::ObjectVectorPtr ArnoldLight::computeLight( const Gaffer::Context *context ) const { IECore::ObjectVectorPtr result = new IECore::ObjectVector; IECoreScene::ShaderPtr lightShader = new IECoreScene::Shader( shaderNamePlug()->getValue(), "ai:light" ); for( InputPlugIterator it( parametersPlug() ); !it.done(); ++it ) { if( const Shader *shader = (*it)->source<Plug>()->ancestor<Shader>() ) { /// \todo We should generalise Shader::NetworkBuilder so we can /// use it directly to do the whole of the light generation, instead /// of dealing with input networks manually one by one here. Alternatively /// we could take the approach that OSLLight takes, and use an internal /// ArnoldShader to do all the shader loading and network generation. /// This would avoid exposing any Shader internals, and would generalise /// nicely to the other Light subclasses too. IECore::ConstCompoundObjectPtr inputAttributes = shader->attributes(); const IECore::ObjectVector *inputNetwork = inputAttributes->member<const IECore::ObjectVector>( "ai:surface" ); if( !inputNetwork || inputNetwork->members().empty() ) { continue; } // Add input network into our result. result->members().insert( result->members().end(), inputNetwork->members().begin(), inputNetwork->members().end() ); // Update endpoint of network with a handle we can refer to it with. result->members().back() = result->members().back()->copy(); IECoreScene::Shader *endpoint = static_cast<IECoreScene::Shader *>( result->members().back().get() ); endpoint->parameters()["__handle"] = new IECore::StringData( (*it)->getName() ); // Add a parameter value linking to the input network. lightShader->parameters()[(*it)->getName()] = new IECore::StringData( "link:" + (*it)->getName().string() ); } else if( ValuePlug *valuePlug = IECore::runTimeCast<ValuePlug>( it->get() ) ) { lightShader->parameters()[valuePlug->getName()] = CompoundDataPlug::extractDataFromPlug( valuePlug ); } } result->members().push_back( lightShader ); return result; }