2 * Copyright 2011-2013 Blender Foundation
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
17 #include "render/background.h"
18 #include "render/graph.h"
19 #include "render/light.h"
20 #include "render/nodes.h"
21 #include "render/osl.h"
22 #include "render/scene.h"
23 #include "render/shader.h"
25 #include "blender/blender_texture.h"
26 #include "blender/blender_sync.h"
27 #include "blender/blender_util.h"
29 #include "util/util_debug.h"
30 #include "util/util_foreach.h"
31 #include "util/util_string.h"
32 #include "util/util_set.h"
33 #include "util/util_task.h"
37 typedef map<void*, ShaderInput*> PtrInputMap;
38 typedef map<void*, ShaderOutput*> PtrOutputMap;
39 typedef map<string, ConvertNode*> ProxyMap;
43 void BlenderSync::find_shader(BL::ID& id,
44 vector<Shader*>& used_shaders,
45 Shader *default_shader)
47 Shader *shader = (id)? shader_map.find(id): default_shader;
49 used_shaders.push_back(shader);
50 shader->tag_used(scene);
53 /* RNA translation utilities */
55 static VolumeSampling get_volume_sampling(PointerRNA& ptr)
57 return (VolumeSampling)get_enum(ptr,
60 VOLUME_SAMPLING_DISTANCE);
63 static VolumeInterpolation get_volume_interpolation(PointerRNA& ptr)
65 return (VolumeInterpolation)get_enum(ptr,
66 "volume_interpolation",
67 VOLUME_NUM_INTERPOLATION,
68 VOLUME_INTERPOLATION_LINEAR);
71 static DisplacementMethod get_displacement_method(PointerRNA& ptr)
73 return (DisplacementMethod)get_enum(ptr,
74 "displacement_method",
79 static int validate_enum_value(int value, int num_values, int default_value)
81 if(value >= num_values) {
87 template<typename NodeType>
88 static InterpolationType get_image_interpolation(NodeType& b_node)
90 int value = b_node.interpolation();
91 return (InterpolationType)validate_enum_value(value,
92 INTERPOLATION_NUM_TYPES,
93 INTERPOLATION_LINEAR);
96 template<typename NodeType>
97 static ExtensionType get_image_extension(NodeType& b_node)
99 int value = b_node.extension();
100 return (ExtensionType)validate_enum_value(value,
107 static BL::NodeSocket get_node_output(BL::Node& b_node, const string& name)
109 BL::Node::outputs_iterator b_out;
111 for(b_node.outputs.begin(b_out); b_out != b_node.outputs.end(); ++b_out)
112 if(b_out->name() == name)
120 static float3 get_node_output_rgba(BL::Node& b_node, const string& name)
122 BL::NodeSocket b_sock = get_node_output(b_node, name);
124 RNA_float_get_array(&b_sock.ptr, "default_value", value);
125 return make_float3(value[0], value[1], value[2]);
128 static float get_node_output_value(BL::Node& b_node, const string& name)
130 BL::NodeSocket b_sock = get_node_output(b_node, name);
131 return RNA_float_get(&b_sock.ptr, "default_value");
134 static float3 get_node_output_vector(BL::Node& b_node, const string& name)
136 BL::NodeSocket b_sock = get_node_output(b_node, name);
138 RNA_float_get_array(&b_sock.ptr, "default_value", value);
139 return make_float3(value[0], value[1], value[2]);
142 static SocketType::Type convert_socket_type(BL::NodeSocket& b_socket)
144 switch(b_socket.type()) {
145 case BL::NodeSocket::type_VALUE:
146 return SocketType::FLOAT;
147 case BL::NodeSocket::type_INT:
148 return SocketType::INT;
149 case BL::NodeSocket::type_VECTOR:
150 return SocketType::VECTOR;
151 case BL::NodeSocket::type_RGBA:
152 return SocketType::COLOR;
153 case BL::NodeSocket::type_STRING:
154 return SocketType::STRING;
155 case BL::NodeSocket::type_SHADER:
156 return SocketType::CLOSURE;
159 return SocketType::UNDEFINED;
163 static void set_default_value(ShaderInput *input,
164 BL::NodeSocket& b_sock,
165 BL::BlendData& b_data,
168 Node *node = input->parent;
169 const SocketType& socket = input->socket_type;
171 /* copy values for non linked inputs */
172 switch(input->type()) {
173 case SocketType::FLOAT: {
174 node->set(socket, get_float(b_sock.ptr, "default_value"));
177 case SocketType::INT: {
178 node->set(socket, get_int(b_sock.ptr, "default_value"));
181 case SocketType::COLOR: {
182 node->set(socket, float4_to_float3(get_float4(b_sock.ptr, "default_value")));
185 case SocketType::NORMAL:
186 case SocketType::POINT:
187 case SocketType::VECTOR: {
188 node->set(socket, get_float3(b_sock.ptr, "default_value"));
191 case SocketType::STRING: {
192 node->set(socket, (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
200 static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping& b_mapping)
205 mapping->translation = get_float3(b_mapping.translation());
206 mapping->rotation = get_float3(b_mapping.rotation());
207 mapping->scale = get_float3(b_mapping.scale());
208 mapping->type = (TextureMapping::Type)b_mapping.vector_type();
210 mapping->x_mapping = (TextureMapping::Mapping)b_mapping.mapping_x();
211 mapping->y_mapping = (TextureMapping::Mapping)b_mapping.mapping_y();
212 mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
215 static void get_tex_mapping(TextureMapping *mapping,
216 BL::ShaderNodeMapping& b_mapping)
221 mapping->translation = get_float3(b_mapping.translation());
222 mapping->rotation = get_float3(b_mapping.rotation());
223 mapping->scale = get_float3(b_mapping.scale());
224 mapping->type = (TextureMapping::Type)b_mapping.vector_type();
226 mapping->use_minmax = b_mapping.use_min() || b_mapping.use_max();
228 if(b_mapping.use_min())
229 mapping->min = get_float3(b_mapping.min());
230 if(b_mapping.use_max())
231 mapping->max = get_float3(b_mapping.max());
234 static bool is_output_node(BL::Node& b_node)
236 return (b_node.is_a(&RNA_ShaderNodeOutputMaterial)
237 || b_node.is_a(&RNA_ShaderNodeOutputWorld)
238 || b_node.is_a(&RNA_ShaderNodeOutputLamp));
241 static ShaderNode *add_node(Scene *scene,
242 BL::RenderEngine& b_engine,
243 BL::BlendData& b_data,
245 const bool background,
247 BL::ShaderNodeTree& b_ntree,
248 BL::ShaderNode& b_node)
250 ShaderNode *node = NULL;
252 /* existing blender nodes */
253 if(b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
254 BL::ShaderNodeRGBCurve b_curve_node(b_node);
255 BL::CurveMapping mapping(b_curve_node.mapping());
256 RGBCurvesNode *curves = new RGBCurvesNode();
257 curvemapping_color_to_array(mapping,
261 curvemapping_minmax(mapping, true, &curves->min_x, &curves->max_x);
264 if(b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
265 BL::ShaderNodeVectorCurve b_curve_node(b_node);
266 BL::CurveMapping mapping(b_curve_node.mapping());
267 VectorCurvesNode *curves = new VectorCurvesNode();
268 curvemapping_color_to_array(mapping,
272 curvemapping_minmax(mapping, false, &curves->min_x, &curves->max_x);
275 else if(b_node.is_a(&RNA_ShaderNodeValToRGB)) {
276 RGBRampNode *ramp = new RGBRampNode();
277 BL::ShaderNodeValToRGB b_ramp_node(b_node);
278 BL::ColorRamp b_color_ramp(b_ramp_node.color_ramp());
279 colorramp_to_array(b_color_ramp, ramp->ramp, ramp->ramp_alpha, RAMP_TABLE_SIZE);
280 ramp->interpolate = b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT;
283 else if(b_node.is_a(&RNA_ShaderNodeRGB)) {
284 ColorNode *color = new ColorNode();
285 color->value = get_node_output_rgba(b_node, "Color");
288 else if(b_node.is_a(&RNA_ShaderNodeValue)) {
289 ValueNode *value = new ValueNode();
290 value->value = get_node_output_value(b_node, "Value");
293 else if(b_node.is_a(&RNA_ShaderNodeCameraData)) {
294 node = new CameraNode();
296 else if(b_node.is_a(&RNA_ShaderNodeInvert)) {
297 node = new InvertNode();
299 else if(b_node.is_a(&RNA_ShaderNodeGamma)) {
300 node = new GammaNode();
302 else if(b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
303 node = new BrightContrastNode();
305 else if(b_node.is_a(&RNA_ShaderNodeMixRGB)) {
306 BL::ShaderNodeMixRGB b_mix_node(b_node);
307 MixNode *mix = new MixNode();
308 mix->type = (NodeMix)b_mix_node.blend_type();
309 mix->use_clamp = b_mix_node.use_clamp();
312 else if(b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
313 node = new SeparateRGBNode();
315 else if(b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
316 node = new CombineRGBNode();
318 else if(b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
319 node = new SeparateHSVNode();
321 else if(b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
322 node = new CombineHSVNode();
324 else if(b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
325 node = new SeparateXYZNode();
327 else if(b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
328 node = new CombineXYZNode();
330 else if(b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
331 node = new HSVNode();
333 else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
334 node = new RGBToBWNode();
336 else if(b_node.is_a(&RNA_ShaderNodeMath)) {
337 BL::ShaderNodeMath b_math_node(b_node);
338 MathNode *math = new MathNode();
339 math->type = (NodeMath)b_math_node.operation();
340 math->use_clamp = b_math_node.use_clamp();
343 else if(b_node.is_a(&RNA_ShaderNodeVectorMath)) {
344 BL::ShaderNodeVectorMath b_vector_math_node(b_node);
345 VectorMathNode *vmath = new VectorMathNode();
346 vmath->type = (NodeVectorMath)b_vector_math_node.operation();
349 else if(b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
350 BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
351 VectorTransformNode *vtransform = new VectorTransformNode();
352 vtransform->type = (NodeVectorTransformType)b_vector_transform_node.vector_type();
353 vtransform->convert_from = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_from();
354 vtransform->convert_to = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to();
357 else if(b_node.is_a(&RNA_ShaderNodeNormal)) {
358 BL::Node::outputs_iterator out_it;
359 b_node.outputs.begin(out_it);
361 NormalNode *norm = new NormalNode();
362 norm->direction = get_node_output_vector(b_node, "Normal");
365 else if(b_node.is_a(&RNA_ShaderNodeMapping)) {
366 BL::ShaderNodeMapping b_mapping_node(b_node);
367 MappingNode *mapping = new MappingNode();
369 get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
373 else if(b_node.is_a(&RNA_ShaderNodeFresnel)) {
374 node = new FresnelNode();
376 else if(b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
377 node = new LayerWeightNode();
379 else if(b_node.is_a(&RNA_ShaderNodeAddShader)) {
380 node = new AddClosureNode();
382 else if(b_node.is_a(&RNA_ShaderNodeMixShader)) {
383 node = new MixClosureNode();
385 else if(b_node.is_a(&RNA_ShaderNodeAttribute)) {
386 BL::ShaderNodeAttribute b_attr_node(b_node);
387 AttributeNode *attr = new AttributeNode();
388 attr->attribute = b_attr_node.attribute_name();
391 else if(b_node.is_a(&RNA_ShaderNodeBackground)) {
392 node = new BackgroundNode();
394 else if(b_node.is_a(&RNA_ShaderNodeHoldout)) {
395 node = new HoldoutNode();
397 else if(b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
398 BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
399 AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();
401 switch(b_aniso_node.distribution()) {
402 case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
403 aniso->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID;
405 case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
406 aniso->distribution = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
408 case BL::ShaderNodeBsdfAnisotropic::distribution_MULTI_GGX:
409 aniso->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID;
411 case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
412 aniso->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
418 else if(b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
419 node = new DiffuseBsdfNode();
421 else if(b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
422 BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
424 SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
426 switch(b_subsurface_node.falloff()) {
427 case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
428 subsurface->falloff = CLOSURE_BSSRDF_CUBIC_ID;
430 case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
431 subsurface->falloff = CLOSURE_BSSRDF_GAUSSIAN_ID;
433 case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
434 subsurface->falloff = CLOSURE_BSSRDF_BURLEY_ID;
440 else if(b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
441 BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
442 GlossyBsdfNode *glossy = new GlossyBsdfNode();
444 switch(b_glossy_node.distribution()) {
445 case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
446 glossy->distribution = CLOSURE_BSDF_REFLECTION_ID;
448 case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
449 glossy->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
451 case BL::ShaderNodeBsdfGlossy::distribution_GGX:
452 glossy->distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
454 case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
455 glossy->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
457 case BL::ShaderNodeBsdfGlossy::distribution_MULTI_GGX:
458 glossy->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID;
463 else if(b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
464 BL::ShaderNodeBsdfGlass b_glass_node(b_node);
465 GlassBsdfNode *glass = new GlassBsdfNode();
466 switch(b_glass_node.distribution()) {
467 case BL::ShaderNodeBsdfGlass::distribution_SHARP:
468 glass->distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
470 case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
471 glass->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID;
473 case BL::ShaderNodeBsdfGlass::distribution_GGX:
474 glass->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
476 case BL::ShaderNodeBsdfGlass::distribution_MULTI_GGX:
477 glass->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
482 else if(b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
483 BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
484 RefractionBsdfNode *refraction = new RefractionBsdfNode();
485 switch(b_refraction_node.distribution()) {
486 case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
487 refraction->distribution = CLOSURE_BSDF_REFRACTION_ID;
489 case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
490 refraction->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
492 case BL::ShaderNodeBsdfRefraction::distribution_GGX:
493 refraction->distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
498 else if(b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
499 BL::ShaderNodeBsdfToon b_toon_node(b_node);
500 ToonBsdfNode *toon = new ToonBsdfNode();
501 switch(b_toon_node.component()) {
502 case BL::ShaderNodeBsdfToon::component_DIFFUSE:
503 toon->component = CLOSURE_BSDF_DIFFUSE_TOON_ID;
505 case BL::ShaderNodeBsdfToon::component_GLOSSY:
506 toon->component = CLOSURE_BSDF_GLOSSY_TOON_ID;
511 else if(b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
512 BL::ShaderNodeBsdfHair b_hair_node(b_node);
513 HairBsdfNode *hair = new HairBsdfNode();
514 switch(b_hair_node.component()) {
515 case BL::ShaderNodeBsdfHair::component_Reflection:
516 hair->component = CLOSURE_BSDF_HAIR_REFLECTION_ID;
518 case BL::ShaderNodeBsdfHair::component_Transmission:
519 hair->component = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
524 else if(b_node.is_a(&RNA_ShaderNodeBsdfPrincipled)) {
525 BL::ShaderNodeBsdfPrincipled b_principled_node(b_node);
526 PrincipledBsdfNode *principled = new PrincipledBsdfNode();
527 switch (b_principled_node.distribution()) {
528 case BL::ShaderNodeBsdfPrincipled::distribution_GGX:
529 principled->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
531 case BL::ShaderNodeBsdfPrincipled::distribution_MULTI_GGX:
532 principled->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
537 else if(b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
538 node = new TranslucentBsdfNode();
540 else if(b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
541 node = new TransparentBsdfNode();
543 else if(b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
544 node = new VelvetBsdfNode();
546 else if(b_node.is_a(&RNA_ShaderNodeEmission)) {
547 node = new EmissionNode();
549 else if(b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
550 node = new AmbientOcclusionNode();
552 else if(b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
553 node = new ScatterVolumeNode();
555 else if(b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
556 node = new AbsorptionVolumeNode();
558 else if(b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
559 node = new GeometryNode();
561 else if(b_node.is_a(&RNA_ShaderNodeWireframe)) {
562 BL::ShaderNodeWireframe b_wireframe_node(b_node);
563 WireframeNode *wire = new WireframeNode();
564 wire->use_pixel_size = b_wireframe_node.use_pixel_size();
567 else if(b_node.is_a(&RNA_ShaderNodeWavelength)) {
568 node = new WavelengthNode();
570 else if(b_node.is_a(&RNA_ShaderNodeBlackbody)) {
571 node = new BlackbodyNode();
573 else if(b_node.is_a(&RNA_ShaderNodeLightPath)) {
574 node = new LightPathNode();
576 else if(b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
577 node = new LightFalloffNode();
579 else if(b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
580 node = new ObjectInfoNode();
582 else if(b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
583 node = new ParticleInfoNode();
585 else if(b_node.is_a(&RNA_ShaderNodeHairInfo)) {
586 node = new HairInfoNode();
588 else if(b_node.is_a(&RNA_ShaderNodeBump)) {
589 BL::ShaderNodeBump b_bump_node(b_node);
590 BumpNode *bump = new BumpNode();
591 bump->invert = b_bump_node.invert();
594 else if(b_node.is_a(&RNA_ShaderNodeScript)) {
596 if(scene->shader_manager->use_osl()) {
597 /* create script node */
598 BL::ShaderNodeScript b_script_node(b_node);
600 OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
601 string bytecode_hash = b_script_node.bytecode_hash();
603 if(!bytecode_hash.empty()) {
604 node = manager->osl_node("", bytecode_hash, b_script_node.bytecode());
607 string absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
608 node = manager->osl_node(absolute_filepath, "");
616 else if(b_node.is_a(&RNA_ShaderNodeTexImage)) {
617 BL::ShaderNodeTexImage b_image_node(b_node);
618 BL::Image b_image(b_image_node.image());
619 BL::ImageUser b_image_user(b_image_node.image_user());
620 ImageTextureNode *image = new ImageTextureNode();
622 /* builtin images will use callback-based reading because
623 * they could only be loaded correct from blender side
625 bool is_builtin = b_image.packed_file() ||
626 b_image.source() == BL::Image::source_GENERATED ||
627 b_image.source() == BL::Image::source_MOVIE ||
628 (b_engine.is_preview() &&
629 b_image.source() != BL::Image::source_SEQUENCE);
632 /* for builtin images we're using image datablock name to find an image to
633 * read pixels from later
635 * also store frame number as well, so there's no differences in handling
636 * builtin names for packed images and movies
638 int scene_frame = b_scene.frame_current();
639 int image_frame = image_user_frame_number(b_image_user,
641 image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
642 image->builtin_data = b_image.ptr.data;
645 image->filename = image_user_file_path(b_image_user,
647 b_scene.frame_current());
648 image->builtin_data = NULL;
651 image->animated = b_image_node.image_user().use_auto_refresh();
652 image->use_alpha = b_image.use_alpha();
654 /* TODO(sergey): Does not work properly when we change builtin type. */
655 if(b_image.is_updated()) {
656 scene->image_manager->tag_reload_image(
657 image->filename.string(),
659 get_image_interpolation(b_image_node),
660 get_image_extension(b_image_node),
664 image->color_space = (NodeImageColorSpace)b_image_node.color_space();
665 image->projection = (NodeImageProjection)b_image_node.projection();
666 image->interpolation = get_image_interpolation(b_image_node);
667 image->extension = get_image_extension(b_image_node);
668 image->projection_blend = b_image_node.projection_blend();
669 BL::TexMapping b_texture_mapping(b_image_node.texture_mapping());
670 get_tex_mapping(&image->tex_mapping, b_texture_mapping);
673 else if(b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
674 BL::ShaderNodeTexEnvironment b_env_node(b_node);
675 BL::Image b_image(b_env_node.image());
676 BL::ImageUser b_image_user(b_env_node.image_user());
677 EnvironmentTextureNode *env = new EnvironmentTextureNode();
679 bool is_builtin = b_image.packed_file() ||
680 b_image.source() == BL::Image::source_GENERATED ||
681 b_image.source() == BL::Image::source_MOVIE ||
682 (b_engine.is_preview() &&
683 b_image.source() != BL::Image::source_SEQUENCE);
686 int scene_frame = b_scene.frame_current();
687 int image_frame = image_user_frame_number(b_image_user,
689 env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
690 env->builtin_data = b_image.ptr.data;
693 env->filename = image_user_file_path(b_image_user,
695 b_scene.frame_current());
696 env->builtin_data = NULL;
699 env->animated = b_env_node.image_user().use_auto_refresh();
700 env->use_alpha = b_image.use_alpha();
702 /* TODO(sergey): Does not work properly when we change builtin type. */
703 if(b_image.is_updated()) {
704 scene->image_manager->tag_reload_image(
705 env->filename.string(),
707 get_image_interpolation(b_env_node),
712 env->color_space = (NodeImageColorSpace)b_env_node.color_space();
713 env->interpolation = get_image_interpolation(b_env_node);
714 env->projection = (NodeEnvironmentProjection)b_env_node.projection();
715 BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
716 get_tex_mapping(&env->tex_mapping, b_texture_mapping);
719 else if(b_node.is_a(&RNA_ShaderNodeTexGradient)) {
720 BL::ShaderNodeTexGradient b_gradient_node(b_node);
721 GradientTextureNode *gradient = new GradientTextureNode();
722 gradient->type = (NodeGradientType)b_gradient_node.gradient_type();
723 BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
724 get_tex_mapping(&gradient->tex_mapping, b_texture_mapping);
727 else if(b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
728 BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
729 VoronoiTextureNode *voronoi = new VoronoiTextureNode();
730 voronoi->coloring = (NodeVoronoiColoring)b_voronoi_node.coloring();
731 BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
732 get_tex_mapping(&voronoi->tex_mapping, b_texture_mapping);
735 else if(b_node.is_a(&RNA_ShaderNodeTexMagic)) {
736 BL::ShaderNodeTexMagic b_magic_node(b_node);
737 MagicTextureNode *magic = new MagicTextureNode();
738 magic->depth = b_magic_node.turbulence_depth();
739 BL::TexMapping b_texture_mapping(b_magic_node.texture_mapping());
740 get_tex_mapping(&magic->tex_mapping, b_texture_mapping);
743 else if(b_node.is_a(&RNA_ShaderNodeTexWave)) {
744 BL::ShaderNodeTexWave b_wave_node(b_node);
745 WaveTextureNode *wave = new WaveTextureNode();
746 wave->type = (NodeWaveType)b_wave_node.wave_type();
747 wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
748 BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
749 get_tex_mapping(&wave->tex_mapping, b_texture_mapping);
752 else if(b_node.is_a(&RNA_ShaderNodeTexChecker)) {
753 BL::ShaderNodeTexChecker b_checker_node(b_node);
754 CheckerTextureNode *checker = new CheckerTextureNode();
755 BL::TexMapping b_texture_mapping(b_checker_node.texture_mapping());
756 get_tex_mapping(&checker->tex_mapping, b_texture_mapping);
759 else if(b_node.is_a(&RNA_ShaderNodeTexBrick)) {
760 BL::ShaderNodeTexBrick b_brick_node(b_node);
761 BrickTextureNode *brick = new BrickTextureNode();
762 brick->offset = b_brick_node.offset();
763 brick->offset_frequency = b_brick_node.offset_frequency();
764 brick->squash = b_brick_node.squash();
765 brick->squash_frequency = b_brick_node.squash_frequency();
766 BL::TexMapping b_texture_mapping(b_brick_node.texture_mapping());
767 get_tex_mapping(&brick->tex_mapping, b_texture_mapping);
770 else if(b_node.is_a(&RNA_ShaderNodeTexNoise)) {
771 BL::ShaderNodeTexNoise b_noise_node(b_node);
772 NoiseTextureNode *noise = new NoiseTextureNode();
773 BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
774 get_tex_mapping(&noise->tex_mapping, b_texture_mapping);
777 else if(b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
778 BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
779 MusgraveTextureNode *musgrave = new MusgraveTextureNode();
780 musgrave->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
781 BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
782 get_tex_mapping(&musgrave->tex_mapping, b_texture_mapping);
785 else if(b_node.is_a(&RNA_ShaderNodeTexCoord)) {
786 BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
787 TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
788 tex_coord->from_dupli = b_tex_coord_node.from_dupli();
789 if(b_tex_coord_node.object()) {
790 tex_coord->use_transform = true;
791 tex_coord->ob_tfm = get_transform(b_tex_coord_node.object().matrix_world());
795 else if(b_node.is_a(&RNA_ShaderNodeTexSky)) {
796 BL::ShaderNodeTexSky b_sky_node(b_node);
797 SkyTextureNode *sky = new SkyTextureNode();
798 sky->type = (NodeSkyType)b_sky_node.sky_type();
799 sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
800 sky->turbidity = b_sky_node.turbidity();
801 sky->ground_albedo = b_sky_node.ground_albedo();
802 BL::TexMapping b_texture_mapping(b_sky_node.texture_mapping());
803 get_tex_mapping(&sky->tex_mapping, b_texture_mapping);
806 else if(b_node.is_a(&RNA_ShaderNodeNormalMap)) {
807 BL::ShaderNodeNormalMap b_normal_map_node(b_node);
808 NormalMapNode *nmap = new NormalMapNode();
809 nmap->space = (NodeNormalMapSpace)b_normal_map_node.space();
810 nmap->attribute = b_normal_map_node.uv_map();
813 else if(b_node.is_a(&RNA_ShaderNodeTangent)) {
814 BL::ShaderNodeTangent b_tangent_node(b_node);
815 TangentNode *tangent = new TangentNode();
816 tangent->direction_type = (NodeTangentDirectionType)b_tangent_node.direction_type();
817 tangent->axis = (NodeTangentAxis)b_tangent_node.axis();
818 tangent->attribute = b_tangent_node.uv_map();
821 else if(b_node.is_a(&RNA_ShaderNodeUVMap)) {
822 BL::ShaderNodeUVMap b_uvmap_node(b_node);
823 UVMapNode *uvm = new UVMapNode();
824 uvm->attribute = b_uvmap_node.uv_map();
825 uvm->from_dupli = b_uvmap_node.from_dupli();
828 else if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
829 BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
830 PointDensityTextureNode *point_density = new PointDensityTextureNode();
831 point_density->filename = b_point_density_node.name();
832 point_density->space = (NodeTexVoxelSpace)b_point_density_node.space();
833 point_density->interpolation = get_image_interpolation(b_point_density_node);
834 point_density->builtin_data = b_point_density_node.ptr.data;
836 /* 1 - render settings, 0 - vewport settings. */
837 int settings = background ? 1 : 0;
839 /* TODO(sergey): Use more proper update flag. */
841 b_point_density_node.cache_point_density(b_scene, settings);
842 scene->image_manager->tag_reload_image(
843 point_density->filename.string(),
844 point_density->builtin_data,
845 point_density->interpolation,
849 node = point_density;
851 /* Transformation form world space to texture space.
853 * NOTE: Do this after the texture is cached, this is because getting
854 * min/max will need to access this cache.
856 BL::Object b_ob(b_point_density_node.object());
859 point_density_texture_space(b_scene,
860 b_point_density_node,
865 transform_translate(-loc) * transform_scale(size) *
866 transform_inverse(get_transform(b_ob.matrix_world()));
869 else if(b_node.is_a(&RNA_ShaderNodeBevel)) {
870 BL::ShaderNodeBevel b_bevel_node(b_node);
871 BevelNode *bevel = new BevelNode();
872 bevel->samples = b_bevel_node.samples();
875 else if(b_node.is_a(&RNA_ShaderNodeDisplacement)) {
876 node = new DisplacementNode();
880 node->name = b_node.name();
887 static bool node_use_modified_socket_name(ShaderNode *node)
889 if(node->special_type == SHADER_SPECIAL_TYPE_SCRIPT)
895 static ShaderInput *node_find_input_by_name(ShaderNode *node,
897 BL::NodeSocket& b_socket)
899 string name = b_socket.name();
901 if(node_use_modified_socket_name(node)) {
902 BL::Node::inputs_iterator b_input;
904 int counter = 0, total = 0;
906 for(b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
907 if(b_input->name() == name) {
913 if(b_input->ptr.data == b_socket.ptr.data)
917 /* rename if needed */
922 name = string_printf("%s%d", name.c_str(), counter);
925 return node->input(name.c_str());
928 static ShaderOutput *node_find_output_by_name(ShaderNode *node,
930 BL::NodeSocket& b_socket)
932 string name = b_socket.name();
934 if(node_use_modified_socket_name(node)) {
935 BL::Node::outputs_iterator b_output;
937 int counter = 0, total = 0;
939 for(b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
940 if(b_output->name() == name) {
946 if(b_output->ptr.data == b_socket.ptr.data)
950 /* rename if needed */
955 name = string_printf("%s%d", name.c_str(), counter);
958 return node->output(name.c_str());
961 static void add_nodes(Scene *scene,
962 BL::RenderEngine& b_engine,
963 BL::BlendData& b_data,
965 const bool background,
967 BL::ShaderNodeTree& b_ntree,
968 const ProxyMap &proxy_input_map,
969 const ProxyMap &proxy_output_map)
972 BL::ShaderNodeTree::nodes_iterator b_node;
973 PtrInputMap input_map;
974 PtrOutputMap output_map;
976 BL::Node::inputs_iterator b_input;
977 BL::Node::outputs_iterator b_output;
979 /* find the node to use for output if there are multiple */
980 bool found_active_output = false;
981 BL::ShaderNode output_node(PointerRNA_NULL);
983 for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
984 if(is_output_node(*b_node)) {
985 BL::ShaderNodeOutputMaterial b_output_node(*b_node);
987 if(b_output_node.is_active_output()) {
988 output_node = b_output_node;
989 found_active_output = true;
992 else if(!output_node.ptr.data && !found_active_output) {
993 output_node = b_output_node;
999 for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
1000 if(b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
1001 /* replace muted node with internal links */
1002 BL::Node::internal_links_iterator b_link;
1003 for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
1004 BL::NodeSocket to_socket(b_link->to_socket());
1005 SocketType::Type to_socket_type = convert_socket_type(to_socket);
1006 ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
1008 input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
1009 output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
1014 else if(b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup)) {
1016 BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
1017 if(b_node->is_a(&RNA_ShaderNodeGroup))
1018 b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
1020 b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
1021 ProxyMap group_proxy_input_map, group_proxy_output_map;
1023 /* Add a proxy node for each socket
1024 * Do this even if the node group has no internal tree,
1025 * so that links have something to connect to and assert won't fail.
1027 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
1028 SocketType::Type input_type = convert_socket_type(*b_input);
1029 ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
1032 /* register the proxy node for internal binding */
1033 group_proxy_input_map[b_input->identifier()] = proxy;
1035 input_map[b_input->ptr.data] = proxy->inputs[0];
1037 set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
1039 for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
1040 SocketType::Type output_type = convert_socket_type(*b_output);
1041 ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
1044 /* register the proxy node for internal binding */
1045 group_proxy_output_map[b_output->identifier()] = proxy;
1047 output_map[b_output->ptr.data] = proxy->outputs[0];
1058 group_proxy_input_map,
1059 group_proxy_output_map);
1062 else if(b_node->is_a(&RNA_NodeGroupInput)) {
1063 /* map each socket to a proxy node */
1064 for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
1065 ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
1066 if(proxy_it != proxy_input_map.end()) {
1067 ConvertNode *proxy = proxy_it->second;
1069 output_map[b_output->ptr.data] = proxy->outputs[0];
1073 else if(b_node->is_a(&RNA_NodeGroupOutput)) {
1074 BL::NodeGroupOutput b_output_node(*b_node);
1075 /* only the active group output is used */
1076 if(b_output_node.is_active_output()) {
1077 /* map each socket to a proxy node */
1078 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
1079 ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
1080 if(proxy_it != proxy_output_map.end()) {
1081 ConvertNode *proxy = proxy_it->second;
1083 input_map[b_input->ptr.data] = proxy->inputs[0];
1085 set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
1091 ShaderNode *node = NULL;
1093 if(is_output_node(*b_node)) {
1094 if(b_node->ptr.data == output_node.ptr.data) {
1095 node = graph->output();
1099 BL::ShaderNode b_shader_node(*b_node);
1100 node = add_node(scene,
1111 /* map node sockets for linking */
1112 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
1113 ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
1115 /* XXX should not happen, report error? */
1118 input_map[b_input->ptr.data] = input;
1120 set_default_value(input, *b_input, b_data, b_ntree);
1122 for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
1123 ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
1125 /* XXX should not happen, report error? */
1128 output_map[b_output->ptr.data] = output;
1135 BL::NodeTree::links_iterator b_link;
1137 for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
1138 /* Ignore invalid links to avoid unwanted cycles created in graph. */
1139 if(!b_link->is_valid()) {
1142 /* get blender link data */
1143 BL::NodeSocket b_from_sock = b_link->from_socket();
1144 BL::NodeSocket b_to_sock = b_link->to_socket();
1146 ShaderOutput *output = 0;
1147 ShaderInput *input = 0;
1149 PtrOutputMap::iterator output_it = output_map.find(b_from_sock.ptr.data);
1150 if(output_it != output_map.end())
1151 output = output_it->second;
1152 PtrInputMap::iterator input_it = input_map.find(b_to_sock.ptr.data);
1153 if(input_it != input_map.end())
1154 input = input_it->second;
1156 /* either node may be NULL when the node was not exported, typically
1157 * because the node type is not supported */
1159 graph->connect(output, input);
1163 static void add_nodes(Scene *scene,
1164 BL::RenderEngine& b_engine,
1165 BL::BlendData& b_data,
1167 const bool background,
1169 BL::ShaderNodeTree& b_ntree)
1171 static const ProxyMap empty_proxy_map;
1183 /* Sync Materials */
1185 void BlenderSync::sync_materials(bool update_all)
1187 shader_map.set_default(scene->default_surface);
1190 BL::BlendData::materials_iterator b_mat;
1193 set<Shader*> updated_shaders;
1195 for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
1198 /* test if we need to sync */
1199 if(shader_map.sync(&shader, *b_mat) || update_all) {
1200 ShaderGraph *graph = new ShaderGraph();
1202 shader->name = b_mat->name().c_str();
1203 shader->pass_id = b_mat->pass_index();
1206 if(b_mat->use_nodes() && b_mat->node_tree()) {
1207 BL::ShaderNodeTree b_ntree(b_mat->node_tree());
1209 add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
1212 DiffuseBsdfNode *diffuse = new DiffuseBsdfNode();
1213 diffuse->color = get_float3(b_mat->diffuse_color());
1214 graph->add(diffuse);
1216 ShaderNode *out = graph->output();
1217 graph->connect(diffuse->output("BSDF"), out->input("Surface"));
1221 PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
1222 shader->use_mis = get_boolean(cmat, "sample_as_light");
1223 shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
1224 shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
1225 shader->volume_sampling_method = get_volume_sampling(cmat);
1226 shader->volume_interpolation_method = get_volume_interpolation(cmat);
1227 shader->displacement_method = (experimental) ? get_displacement_method(cmat) : DISPLACE_BUMP;
1229 shader->set_graph(graph);
1231 /* By simplifying the shader graph as soon as possible, some
1232 * redundant shader nodes might be removed which prevents loading
1233 * unnecessary attributes later.
1235 * However, since graph simplification also accounts for e.g. mix
1236 * weight, this would cause frequent expensive resyncs in interactive
1237 * sessions, so for those sessions optimization is only performed
1238 * right before compiling.
1241 pool.push(function_bind(&ShaderGraph::simplify, graph, scene));
1242 /* NOTE: Update shaders out of the threads since those routines
1243 * are accessing and writing to a global context.
1245 updated_shaders.insert(shader);
1248 /* NOTE: Update tagging can access links which are being
1251 shader->tag_update(scene);
1258 foreach(Shader *shader, updated_shaders) {
1259 shader->tag_update(scene);
1265 void BlenderSync::sync_world(bool update_all)
1267 Background *background = scene->background;
1268 Background prevbackground = *background;
1270 BL::World b_world = b_scene.world();
1272 if(world_recalc || update_all || b_world.ptr.data != world_map) {
1273 Shader *shader = scene->default_background;
1274 ShaderGraph *graph = new ShaderGraph();
1277 if(b_world && b_world.use_nodes() && b_world.node_tree()) {
1278 BL::ShaderNodeTree b_ntree(b_world.node_tree());
1280 add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
1283 PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
1284 shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
1285 shader->volume_sampling_method = get_volume_sampling(cworld);
1286 shader->volume_interpolation_method = get_volume_interpolation(cworld);
1289 BackgroundNode *background = new BackgroundNode();
1290 background->color = get_float3(b_world.horizon_color());
1291 graph->add(background);
1293 ShaderNode *out = graph->output();
1294 graph->connect(background->output("Background"), out->input("Surface"));
1299 BL::WorldLighting b_light = b_world.light_settings();
1301 background->use_ao = b_light.use_ambient_occlusion();
1302 background->ao_factor = b_light.ao_factor();
1303 background->ao_distance = b_light.distance();
1306 PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
1307 uint visibility = 0;
1309 visibility |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
1310 visibility |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
1311 visibility |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
1312 visibility |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
1313 visibility |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
1315 background->visibility = visibility;
1318 background->use_ao = false;
1319 background->ao_factor = 0.0f;
1320 background->ao_distance = FLT_MAX;
1323 shader->set_graph(graph);
1324 shader->tag_update(scene);
1325 background->tag_update(scene);
1328 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
1330 /* when doing preview render check for BI's transparency settings,
1331 * this is so because Blender's preview render routines are not able
1332 * to tweak all cycles's settings depending on different circumstances
1334 if(b_engine.is_preview() == false)
1335 background->transparent = get_boolean(cscene, "film_transparent");
1337 background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;
1339 if(background->transparent) {
1340 background->transparent_glass = get_boolean(cscene, "film_transparent_glass");
1341 background->transparent_roughness_threshold = get_float(cscene, "film_transparent_roughness");
1344 background->transparent_glass = false;
1345 background->transparent_roughness_threshold = 0.0f;
1348 background->use_shader = render_layer.use_background_shader;
1349 background->use_ao = background->use_ao && render_layer.use_background_ao;
1351 if(background->modified(prevbackground))
1352 background->tag_update(scene);
1357 void BlenderSync::sync_lamps(bool update_all)
1359 shader_map.set_default(scene->default_light);
1362 BL::BlendData::lamps_iterator b_lamp;
1364 for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
1367 /* test if we need to sync */
1368 if(shader_map.sync(&shader, *b_lamp) || update_all) {
1369 ShaderGraph *graph = new ShaderGraph();
1372 if(b_lamp->use_nodes() && b_lamp->node_tree()) {
1373 shader->name = b_lamp->name().c_str();
1375 BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
1377 add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
1380 float strength = 1.0f;
1382 if(b_lamp->type() == BL::Lamp::type_POINT ||
1383 b_lamp->type() == BL::Lamp::type_SPOT ||
1384 b_lamp->type() == BL::Lamp::type_AREA)
1389 EmissionNode *emission = new EmissionNode();
1390 emission->color = get_float3(b_lamp->color());
1391 emission->strength = strength;
1392 graph->add(emission);
1394 ShaderNode *out = graph->output();
1395 graph->connect(emission->output("Emission"), out->input("Surface"));
1398 shader->set_graph(graph);
1399 shader->tag_update(scene);
1404 void BlenderSync::sync_shaders()
1406 /* for auto refresh images */
1407 bool auto_refresh_update = false;
1410 ImageManager *image_manager = scene->image_manager;
1411 int frame = b_scene.frame_current();
1412 auto_refresh_update = image_manager->set_animation_frame_update(frame);
1415 shader_map.pre_sync();
1417 sync_world(auto_refresh_update);
1418 sync_lamps(auto_refresh_update);
1419 sync_materials(auto_refresh_update);
1421 /* false = don't delete unused shaders, not supported */
1422 shader_map.post_sync(false);