示例#1
0
void BlenderSync::sync_world(bool update_all)
{
	Background *background = scene->background;
	Background prevbackground = *background;

	BL::World b_world = b_scene.world();

	if(world_recalc || update_all || b_world.ptr.data != world_map) {
		Shader *shader = scene->shaders[scene->default_background];
		ShaderGraph *graph = new ShaderGraph();

		/* create nodes */
		if(b_world && b_world.use_nodes() && b_world.node_tree()) {
			BL::ShaderNodeTree b_ntree(b_world.node_tree());

			add_nodes(scene, b_data, b_scene, graph, b_ntree);
		}
		else if(b_world) {
			ShaderNode *closure, *out;

			closure = graph->add(new BackgroundNode());
			closure->input("Color")->value = get_float3(b_world.horizon_color());
			out = graph->output();

			graph->connect(closure->output("Background"), out->input("Surface"));
		}

		/* AO */
		if(b_world) {
			BL::WorldLighting b_light = b_world.light_settings();

			if(b_light.use_ambient_occlusion())
				background->ao_factor = b_light.ao_factor();
			else
				background->ao_factor = 0.0f;

			background->ao_distance = b_light.distance();
		}

		shader->set_graph(graph);
		shader->tag_update(scene);
	}

	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

	/* when doing preview render check for BI's transparency settings,
	 * this is so because bledner's preview render routines are not able
	 * to tweak all cycles's settings depending on different circumstances
	 */
	if(b_engine.is_preview() == false)
		background->transparent = get_boolean(cscene, "film_transparent");
	else
		background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;

	background->use = render_layer.use_background;

	if(background->modified(prevbackground))
		background->tag_update(scene);
}
void BlenderSync::sync_world(bool update_all)
{
	Background *background = scene->background;
	Background prevbackground = *background;

	BL::World b_world = b_scene.world();

	if(world_recalc || update_all || b_world.ptr.data != world_map) {
		Shader *shader = scene->shaders[scene->default_background];
		ShaderGraph *graph = new ShaderGraph();

		/* create nodes */
		if(b_world && b_world.use_nodes() && b_world.node_tree()) {
			PtrSockMap sock_to_node;
			BL::ShaderNodeTree b_ntree(b_world.node_tree());

			add_nodes(scene, b_data, b_scene, graph, b_ntree, sock_to_node);
		}
		else if(b_world) {
			ShaderNode *closure, *out;

			closure = graph->add(new BackgroundNode());
			closure->input("Color")->value = get_float3(b_world.horizon_color());
			out = graph->output();

			graph->connect(closure->output("Background"), out->input("Surface"));
		}

		/* AO */
		if(b_world) {
			BL::WorldLighting b_light = b_world.light_settings();

			if(b_light.use_ambient_occlusion())
				background->ao_factor = b_light.ao_factor();
			else
				background->ao_factor = 0.0f;

			background->ao_distance = b_light.distance();
		}

		shader->set_graph(graph);
		shader->tag_update(scene);
	}

	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
	background->transparent = get_boolean(cscene, "film_transparent");
	background->use = render_layer.use_background;

	if(background->modified(prevbackground))
		background->tag_update(scene);
}
void BlenderSync::sync_lamps(bool update_all)
{
	shader_map.set_default(scene->shaders[scene->default_light]);

	/* lamp loop */
	BL::BlendData::lamps_iterator b_lamp;

	for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
		Shader *shader;
		
		/* test if we need to sync */
		if(shader_map.sync(&shader, *b_lamp) || update_all) {
			ShaderGraph *graph = new ShaderGraph();

			/* create nodes */
			if(b_lamp->use_nodes() && b_lamp->node_tree()) {
				shader->name = b_lamp->name().c_str();

				PtrSockMap sock_to_node;
				BL::ShaderNodeTree b_ntree(b_lamp->node_tree());

				add_nodes(scene, b_data, b_scene, graph, b_ntree, sock_to_node);
			}
			else {
				ShaderNode *closure, *out;
				float strength = 1.0f;

				if(b_lamp->type() == BL::Lamp::type_POINT ||
				   b_lamp->type() == BL::Lamp::type_SPOT ||
				   b_lamp->type() == BL::Lamp::type_AREA)
				{
					strength = 100.0f;
				}

				closure = graph->add(new EmissionNode());
				closure->input("Color")->value = get_float3(b_lamp->color());
				closure->input("Strength")->value.x = strength;
				out = graph->output();

				graph->connect(closure->output("Emission"), out->input("Surface"));
			}

			shader->set_graph(graph);
			shader->tag_update(scene);
		}
	}
}
示例#4
0
void BlenderSync::sync_materials(bool update_all)
{
	shader_map.set_default(scene->shaders[scene->default_surface]);

	/* material loop */
	BL::BlendData::materials_iterator b_mat;

	for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
		Shader *shader;

		/* test if we need to sync */
		if(shader_map.sync(&shader, *b_mat) || update_all) {
			ShaderGraph *graph = new ShaderGraph();

			shader->name = b_mat->name().c_str();
			shader->pass_id = b_mat->pass_index();

			/* create nodes */
			if(b_mat->use_nodes() && b_mat->node_tree()) {
				BL::ShaderNodeTree b_ntree(b_mat->node_tree());

				add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
			}
			else {
				ShaderNode *closure, *out;

				closure = graph->add(new DiffuseBsdfNode());
				closure->input("Color")->value = get_float3(b_mat->diffuse_color());
				out = graph->output();

				graph->connect(closure->output("BSDF"), out->input("Surface"));
			}

			/* settings */
			PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
			shader->use_mis = get_boolean(cmat, "sample_as_light");
			shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
			shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
			shader->volume_sampling_method = (VolumeSampling)RNA_enum_get(&cmat, "volume_sampling");
			shader->volume_interpolation_method = (VolumeInterpolation)RNA_enum_get(&cmat, "volume_interpolation");

			shader->set_graph(graph);
			shader->tag_update(scene);
		}
	}
}
void BlenderSync::sync_lamps(bool update_all)
{
	shader_map.set_default(scene->default_light);

	/* lamp loop */
	BL::BlendData::lamps_iterator b_lamp;

	for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
		Shader *shader;

		/* test if we need to sync */
		if(shader_map.sync(&shader, *b_lamp) || update_all) {
			ShaderGraph *graph = new ShaderGraph();

			/* create nodes */
			if(b_lamp->use_nodes() && b_lamp->node_tree()) {
				shader->name = b_lamp->name().c_str();

				BL::ShaderNodeTree b_ntree(b_lamp->node_tree());

				add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
			}
			else {
				float strength = 1.0f;

				if(b_lamp->type() == BL::Lamp::type_POINT ||
				   b_lamp->type() == BL::Lamp::type_SPOT ||
				   b_lamp->type() == BL::Lamp::type_AREA)
				{
					strength = 100.0f;
				}

				EmissionNode *emission = new EmissionNode();
				emission->color = get_float3(b_lamp->color());
				emission->strength = strength;
				graph->add(emission);

				ShaderNode *out = graph->output();
				graph->connect(emission->output("Emission"), out->input("Surface"));
			}

			shader->set_graph(graph);
			shader->tag_update(scene);
		}
	}
}
示例#6
0
void BlenderSync::sync_world(bool update_all)
{
	Background *background = scene->background;
	Background prevbackground = *background;

	BL::World b_world = b_scene.world();

	if(world_recalc || update_all || b_world.ptr.data != world_map) {
		Shader *shader = scene->shaders[scene->default_background];
		ShaderGraph *graph = new ShaderGraph();

		/* create nodes */
		if(b_world && b_world.use_nodes() && b_world.node_tree()) {
			BL::ShaderNodeTree b_ntree(b_world.node_tree());

			add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);

			/* volume */
			PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
			shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
			shader->volume_sampling_method = (VolumeSampling)RNA_enum_get(&cworld, "volume_sampling");
			shader->volume_interpolation_method = (VolumeInterpolation)RNA_enum_get(&cworld, "volume_interpolation");
		}
		else if(b_world) {
			ShaderNode *closure, *out;

			closure = graph->add(new BackgroundNode());
			closure->input("Color")->value = get_float3(b_world.horizon_color());
			out = graph->output();

			graph->connect(closure->output("Background"), out->input("Surface"));
		}

		if(b_world) {
			/* AO */
			BL::WorldLighting b_light = b_world.light_settings();

			if(b_light.use_ambient_occlusion())
				background->ao_factor = b_light.ao_factor();
			else
				background->ao_factor = 0.0f;

			background->ao_distance = b_light.distance();

			/* visibility */
			PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
			uint visibility = 0;

			visibility |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
			visibility |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
			visibility |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
			visibility |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
			visibility |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;

			background->visibility = visibility;
		}
		else {
			background->ao_factor = 0.0f;
			background->ao_distance = FLT_MAX;
		}

		shader->set_graph(graph);
		shader->tag_update(scene);
		background->tag_update(scene);
	}

	PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

	/* when doing preview render check for BI's transparency settings,
	 * this is so because Blender's preview render routines are not able
	 * to tweak all cycles's settings depending on different circumstances
	 */
	if(b_engine.is_preview() == false)
		background->transparent = get_boolean(cscene, "film_transparent");
	else
		background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;

	background->use_shader = render_layer.use_background_shader;
	background->use_ao = render_layer.use_background_ao;

	if(background->modified(prevbackground))
		background->tag_update(scene);
}