Cycles: volume sampling method can now be set per material/world.
[blender.git] / intern / cycles / blender / blender_shader.cpp
1 /*
2  * Copyright 2011-2013 Blender Foundation
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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
15  */
16
17 #include "background.h"
18 #include "graph.h"
19 #include "light.h"
20 #include "nodes.h"
21 #include "osl.h"
22 #include "scene.h"
23 #include "shader.h"
24
25 #include "blender_sync.h"
26 #include "blender_util.h"
27
28 #include "util_debug.h"
29
30 CCL_NAMESPACE_BEGIN
31
32 typedef map<void*, ShaderInput*> PtrInputMap;
33 typedef map<void*, ShaderOutput*> PtrOutputMap;
34 typedef map<std::string, ProxyNode*> ProxyMap;
35
36 /* Find */
37
38 void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders, int default_shader)
39 {
40         Shader *shader = (id)? shader_map.find(id): scene->shaders[default_shader];
41
42         for(size_t i = 0; i < scene->shaders.size(); i++) {
43                 if(scene->shaders[i] == shader) {
44                         used_shaders.push_back(i);
45                         scene->shaders[i]->tag_used(scene);
46                         break;
47                 }
48         }
49 }
50
51 /* Graph */
52
53 static BL::NodeSocket get_node_output(BL::Node b_node, const string& name)
54 {
55         BL::Node::outputs_iterator b_out;
56         
57         for(b_node.outputs.begin(b_out); b_out != b_node.outputs.end(); ++b_out)
58                 if(b_out->name() == name)
59                         return *b_out;
60         
61         assert(0);
62         
63         return *b_out;
64 }
65
66 static float3 get_node_output_rgba(BL::Node b_node, const string& name)
67 {
68         BL::NodeSocket b_sock = get_node_output(b_node, name);
69         float value[4];
70         RNA_float_get_array(&b_sock.ptr, "default_value", value);
71         return make_float3(value[0], value[1], value[2]);
72 }
73
74 static float get_node_output_value(BL::Node b_node, const string& name)
75 {
76         BL::NodeSocket b_sock = get_node_output(b_node, name);
77         return RNA_float_get(&b_sock.ptr, "default_value");
78 }
79
80 static float3 get_node_output_vector(BL::Node b_node, const string& name)
81 {
82         BL::NodeSocket b_sock = get_node_output(b_node, name);
83         float value[3];
84         RNA_float_get_array(&b_sock.ptr, "default_value", value);
85         return make_float3(value[0], value[1], value[2]);
86 }
87
88 static ShaderSocketType convert_socket_type(BL::NodeSocket b_socket)
89 {
90         switch (b_socket.type()) {
91                 case BL::NodeSocket::type_VALUE:
92                         return SHADER_SOCKET_FLOAT;
93                 case BL::NodeSocket::type_INT:
94                         return SHADER_SOCKET_INT;
95                 case BL::NodeSocket::type_VECTOR:
96                         return SHADER_SOCKET_VECTOR;
97                 case BL::NodeSocket::type_RGBA:
98                         return SHADER_SOCKET_COLOR;
99                 case BL::NodeSocket::type_STRING:
100                         return SHADER_SOCKET_STRING;
101                 case BL::NodeSocket::type_SHADER:
102                         return SHADER_SOCKET_CLOSURE;
103                 
104                 default:
105                         return SHADER_SOCKET_UNDEFINED;
106         }
107 }
108
109 static void set_default_value(ShaderInput *input, BL::Node b_node, BL::NodeSocket b_sock, BL::BlendData b_data, BL::ID b_id)
110 {
111         /* copy values for non linked inputs */
112         switch(input->type) {
113         case SHADER_SOCKET_FLOAT: {
114                 input->set(get_float(b_sock.ptr, "default_value"));
115                 break;
116         }
117         case SHADER_SOCKET_INT: {
118                 input->set((float)get_int(b_sock.ptr, "default_value"));
119                 break;
120         }
121         case SHADER_SOCKET_COLOR: {
122                 input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
123                 break;
124         }
125         case SHADER_SOCKET_NORMAL:
126         case SHADER_SOCKET_POINT:
127         case SHADER_SOCKET_VECTOR: {
128                 input->set(get_float3(b_sock.ptr, "default_value"));
129                 break;
130         }
131         case SHADER_SOCKET_STRING: {
132                 input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
133                 break;
134         }
135         
136         case SHADER_SOCKET_CLOSURE:
137         case SHADER_SOCKET_UNDEFINED:
138                 break;
139         }
140 }
141
142 static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping b_mapping)
143 {
144         if(!b_mapping)
145                 return;
146
147         mapping->translation = get_float3(b_mapping.translation());
148         mapping->rotation = get_float3(b_mapping.rotation());
149         mapping->scale = get_float3(b_mapping.scale());
150         mapping->type = (TextureMapping::Type)b_mapping.vector_type();
151
152         mapping->x_mapping = (TextureMapping::Mapping)b_mapping.mapping_x();
153         mapping->y_mapping = (TextureMapping::Mapping)b_mapping.mapping_y();
154         mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
155 }
156
157 static void get_tex_mapping(TextureMapping *mapping, BL::ShaderNodeMapping b_mapping)
158 {
159         if(!b_mapping)
160                 return;
161
162         mapping->translation = get_float3(b_mapping.translation());
163         mapping->rotation = get_float3(b_mapping.rotation());
164         mapping->scale = get_float3(b_mapping.scale());
165         mapping->type = (TextureMapping::Type)b_mapping.vector_type();
166
167         mapping->use_minmax = b_mapping.use_min() || b_mapping.use_max();
168
169         if(b_mapping.use_min())
170                 mapping->min = get_float3(b_mapping.min());
171         if(b_mapping.use_max())
172                 mapping->max = get_float3(b_mapping.max());
173 }
174
175 static bool is_output_node(BL::Node b_node)
176 {
177         return (b_node.is_a(&RNA_ShaderNodeOutputMaterial)
178                     || b_node.is_a(&RNA_ShaderNodeOutputWorld)
179                     || b_node.is_a(&RNA_ShaderNodeOutputLamp));
180 }
181
182 static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree, BL::ShaderNode b_node)
183 {
184         ShaderNode *node = NULL;
185
186         /* existing blender nodes */
187         if (b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
188                 BL::ShaderNodeRGBCurve b_curve_node(b_node);
189                 RGBCurvesNode *curves = new RGBCurvesNode();
190                 curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, true);
191                 node = curves;
192         }
193         if (b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
194                 BL::ShaderNodeVectorCurve b_curve_node(b_node);
195                 VectorCurvesNode *curves = new VectorCurvesNode();
196                 curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, false);
197                 node = curves;
198         }
199         else if (b_node.is_a(&RNA_ShaderNodeValToRGB)) {
200                 RGBRampNode *ramp = new RGBRampNode();
201                 BL::ShaderNodeValToRGB b_ramp_node(b_node);
202                 colorramp_to_array(b_ramp_node.color_ramp(), ramp->ramp, RAMP_TABLE_SIZE);
203                 ramp->interpolate = b_ramp_node.color_ramp().interpolation() != BL::ColorRamp::interpolation_CONSTANT;
204                 node = ramp;
205         }
206         else if (b_node.is_a(&RNA_ShaderNodeRGB)) {
207                 ColorNode *color = new ColorNode();
208                 color->value = get_node_output_rgba(b_node, "Color");
209                 node = color;
210         }
211         else if (b_node.is_a(&RNA_ShaderNodeValue)) {
212                 ValueNode *value = new ValueNode();
213                 value->value = get_node_output_value(b_node, "Value");
214                 node = value;
215         }
216         else if (b_node.is_a(&RNA_ShaderNodeCameraData)) {
217                 node = new CameraNode();
218         }
219         else if (b_node.is_a(&RNA_ShaderNodeInvert)) {
220                 node = new InvertNode();
221         }
222         else if (b_node.is_a(&RNA_ShaderNodeGamma)) {
223                 node = new GammaNode();
224         }
225         else if (b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
226                 node = new BrightContrastNode();
227         }
228         else if (b_node.is_a(&RNA_ShaderNodeMixRGB)) {
229                 BL::ShaderNodeMixRGB b_mix_node(b_node);
230                 MixNode *mix = new MixNode();
231                 mix->type = MixNode::type_enum[b_mix_node.blend_type()];
232                         mix->use_clamp = b_mix_node.use_clamp();
233                 node = mix;
234         }
235         else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
236                 node = new SeparateRGBNode();
237         }
238         else if (b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
239                 node = new CombineRGBNode();
240         }
241         else if (b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
242                 node = new SeparateHSVNode();
243         }
244         else if (b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
245                 node = new CombineHSVNode();
246         }
247         else if (b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
248                 node = new SeparateXYZNode();
249         }
250         else if (b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
251                 node = new CombineXYZNode();
252         }
253         else if (b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
254                 node = new HSVNode();
255         }
256         else if (b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
257                 node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
258         }
259         else if (b_node.is_a(&RNA_ShaderNodeMath)) {
260                 BL::ShaderNodeMath b_math_node(b_node);
261                 MathNode *math = new MathNode();
262                 math->type = MathNode::type_enum[b_math_node.operation()];
263                         math->use_clamp = b_math_node.use_clamp();
264                 node = math;
265         }
266         else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
267                 BL::ShaderNodeVectorMath b_vector_math_node(b_node);
268                 VectorMathNode *vmath = new VectorMathNode();
269                 vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
270                 node = vmath;
271         }
272         else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
273                 BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
274                 VectorTransformNode *vtransform = new VectorTransformNode();
275                 vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.type()];
276                 vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
277                 vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
278                 node = vtransform;
279         }
280         else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
281                 BL::Node::outputs_iterator out_it;
282                 b_node.outputs.begin(out_it);
283                 
284                 NormalNode *norm = new NormalNode();
285                 norm->direction = get_node_output_vector(b_node, "Normal");
286                 node = norm;
287         }
288         else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
289                 BL::ShaderNodeMapping b_mapping_node(b_node);
290                 MappingNode *mapping = new MappingNode();
291                 
292                 get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
293                 
294                 node = mapping;
295         }
296         else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
297                 node = new FresnelNode();
298         }
299         else if (b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
300                 node = new LayerWeightNode();
301         }
302         else if (b_node.is_a(&RNA_ShaderNodeAddShader)) {
303                 node = new AddClosureNode();
304         }
305         else if (b_node.is_a(&RNA_ShaderNodeMixShader)) {
306                 node = new MixClosureNode();
307         }
308         else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
309                 BL::ShaderNodeAttribute b_attr_node(b_node);
310                 AttributeNode *attr = new AttributeNode();
311                 attr->attribute = b_attr_node.attribute_name();
312                 node = attr;
313         }
314         else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
315                 node = new BackgroundNode();
316         }
317         else if (b_node.is_a(&RNA_ShaderNodeHoldout)) {
318                 node = new HoldoutNode();
319         }
320         else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
321                 node = new WardBsdfNode();
322         }
323         else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
324                 node = new DiffuseBsdfNode();
325         }
326         else if (b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
327                 BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
328
329                 SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
330
331                 switch(b_subsurface_node.falloff()) {
332                 case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
333                         subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
334                         break;
335                 case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
336                         subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
337                         break;
338                 }
339
340                 node = subsurface;
341         }
342         else if (b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
343                 BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
344                 GlossyBsdfNode *glossy = new GlossyBsdfNode();
345                 
346                 switch(b_glossy_node.distribution()) {
347                 case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
348                         glossy->distribution = ustring("Sharp");
349                         break;
350                 case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
351                         glossy->distribution = ustring("Beckmann");
352                         break;
353                 case BL::ShaderNodeBsdfGlossy::distribution_GGX:
354                         glossy->distribution = ustring("GGX");
355                         break;
356                 }
357                 node = glossy;
358         }
359         else if (b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
360                 BL::ShaderNodeBsdfGlass b_glass_node(b_node);
361                 GlassBsdfNode *glass = new GlassBsdfNode();
362                 switch(b_glass_node.distribution()) {
363                 case BL::ShaderNodeBsdfGlass::distribution_SHARP:
364                         glass->distribution = ustring("Sharp");
365                         break;
366                 case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
367                         glass->distribution = ustring("Beckmann");
368                         break;
369                 case BL::ShaderNodeBsdfGlass::distribution_GGX:
370                         glass->distribution = ustring("GGX");
371                         break;
372                 }
373                 node = glass;
374         }
375         else if (b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
376                 BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
377                 RefractionBsdfNode *refraction = new RefractionBsdfNode();
378                 switch(b_refraction_node.distribution()) {
379                         case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
380                                 refraction->distribution = ustring("Sharp");
381                                 break;
382                         case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
383                                 refraction->distribution = ustring("Beckmann");
384                                 break;
385                         case BL::ShaderNodeBsdfRefraction::distribution_GGX:
386                                 refraction->distribution = ustring("GGX");
387                                 break;
388                 }
389                 node = refraction;
390         }
391         else if (b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
392                 BL::ShaderNodeBsdfToon b_toon_node(b_node);
393                 ToonBsdfNode *toon = new ToonBsdfNode();
394                 switch(b_toon_node.component()) {
395                         case BL::ShaderNodeBsdfToon::component_DIFFUSE:
396                                 toon->component = ustring("Diffuse");
397                                 break;
398                         case BL::ShaderNodeBsdfToon::component_GLOSSY:
399                                 toon->component = ustring("Glossy");
400                                 break;
401                 }
402                 node = toon;
403         }
404         else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
405                 BL::ShaderNodeBsdfHair b_hair_node(b_node);
406                 HairBsdfNode *hair = new HairBsdfNode();
407                 switch(b_hair_node.component()) {
408                         case BL::ShaderNodeBsdfHair::component_Reflection:
409                                 hair->component = ustring("Reflection");
410                                 break;
411                         case BL::ShaderNodeBsdfHair::component_Transmission:
412                                 hair->component = ustring("Transmission");
413                                 break;
414                 }
415                 node = hair;
416         }
417         else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
418                 node = new TranslucentBsdfNode();
419         }
420         else if (b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
421                 node = new TransparentBsdfNode();
422         }
423         else if (b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
424                 node = new VelvetBsdfNode();
425         }
426         else if (b_node.is_a(&RNA_ShaderNodeEmission)) {
427                 node = new EmissionNode();
428         }
429         else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
430                 node = new AmbientOcclusionNode();
431         }
432         else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
433                 node = new ScatterVolumeNode();
434         }
435         else if (b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
436                 node = new AbsorptionVolumeNode();
437         }
438         else if (b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
439                 node = new GeometryNode();
440         }
441         else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
442                 BL::ShaderNodeWireframe b_wireframe_node(b_node);
443                 WireframeNode *wire = new WireframeNode();
444                 wire->use_pixel_size = b_wireframe_node.use_pixel_size();
445                 node = wire;
446         }
447         else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
448                 node = new WavelengthNode();
449         }
450         else if (b_node.is_a(&RNA_ShaderNodeBlackbody)) {
451                 node = new BlackbodyNode();
452         }
453         else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
454                 node = new LightPathNode();
455         }
456         else if (b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
457                 node = new LightFalloffNode();
458         }
459         else if (b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
460                 node = new ObjectInfoNode();
461         }
462         else if (b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
463                 node = new ParticleInfoNode();
464         }
465         else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
466                 node = new HairInfoNode();
467         }
468         else if (b_node.is_a(&RNA_ShaderNodeBump)) {
469                 BL::ShaderNodeBump b_bump_node(b_node);
470                 BumpNode *bump = new BumpNode();
471                 bump->invert = b_bump_node.invert();
472                 node = bump;
473         }
474         else if (b_node.is_a(&RNA_ShaderNodeScript)) {
475 #ifdef WITH_OSL
476                 if(scene->shader_manager->use_osl()) {
477                         /* create script node */
478                         BL::ShaderNodeScript b_script_node(b_node);
479                         OSLScriptNode *script_node = new OSLScriptNode();
480                         
481                         /* Generate inputs/outputs from node sockets
482                          *
483                          * Note: the node sockets are generated from OSL parameters,
484                          * so the names match those of the corresponding parameters exactly.
485                          *
486                          * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
487                          * Socket names must be stored in the extra lists instead. */
488                         BL::Node::inputs_iterator b_input;
489                         
490                         for (b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
491                                 script_node->input_names.push_back(ustring(b_input->name()));
492                                 ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
493                                                                             convert_socket_type(*b_input));
494                                 set_default_value(input, b_node, *b_input, b_data, b_ntree);
495                         }
496                         
497                         BL::Node::outputs_iterator b_output;
498                         
499                         for (b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
500                                 script_node->output_names.push_back(ustring(b_output->name()));
501                                 script_node->add_output(script_node->output_names.back().c_str(),
502                                                         convert_socket_type(*b_output));
503                         }
504                         
505                         /* load bytecode or filepath */
506                         OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
507                         string bytecode_hash = b_script_node.bytecode_hash();
508                         
509                         if(!bytecode_hash.empty()) {
510                                 /* loaded bytecode if not already done */
511                                 if(!manager->shader_test_loaded(bytecode_hash))
512                                         manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());
513                                 
514                                 script_node->bytecode_hash = bytecode_hash;
515                         }
516                         else {
517                                 /* set filepath */
518                                 script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
519                         }
520                         
521                         node = script_node;
522                 }
523 #endif
524         }
525         else if (b_node.is_a(&RNA_ShaderNodeTexImage)) {
526                 BL::ShaderNodeTexImage b_image_node(b_node);
527                 BL::Image b_image(b_image_node.image());
528                 ImageTextureNode *image = new ImageTextureNode();
529                 if(b_image) {
530                         /* builtin images will use callback-based reading because
531                          * they could only be loaded correct from blender side
532                          */
533                         bool is_builtin = b_image.packed_file() ||
534                                           b_image.source() == BL::Image::source_GENERATED ||
535                                           b_image.source() == BL::Image::source_MOVIE;
536
537                         if(is_builtin) {
538                                 /* for builtin images we're using image datablock name to find an image to
539                                  * read pixels from later
540                                  *
541                                  * also store frame number as well, so there's no differences in handling
542                                  * builtin names for packed images and movies
543                                  */
544                                 int scene_frame = b_scene.frame_current();
545                                 int image_frame = image_user_frame_number(b_image_node.image_user(), scene_frame);
546                                 image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
547                                 image->builtin_data = b_image.ptr.data;
548                         }
549                         else {
550                                 image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
551                                 image->builtin_data = NULL;
552                         }
553
554                         image->animated = b_image_node.image_user().use_auto_refresh();
555                         image->use_alpha = b_image.use_alpha();
556                 }
557                 image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
558                 image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
559                 image->interpolation = (InterpolationType)b_image_node.interpolation();
560                 image->projection_blend = b_image_node.projection_blend();
561                 get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
562                 node = image;
563         }
564         else if (b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
565                 BL::ShaderNodeTexEnvironment b_env_node(b_node);
566                 BL::Image b_image(b_env_node.image());
567                 EnvironmentTextureNode *env = new EnvironmentTextureNode();
568                 if(b_image) {
569                         bool is_builtin = b_image.packed_file() ||
570                                           b_image.source() == BL::Image::source_GENERATED ||
571                                           b_image.source() == BL::Image::source_MOVIE;
572
573                         if(is_builtin) {
574                                 int scene_frame = b_scene.frame_current();
575                                 int image_frame = image_user_frame_number(b_env_node.image_user(), scene_frame);
576                                 env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
577                                 env->builtin_data = b_image.ptr.data;
578                         }
579                         else {
580                                 env->filename = image_user_file_path(b_env_node.image_user(), b_image, b_scene.frame_current());
581                                 env->animated = b_env_node.image_user().use_auto_refresh();
582                                 env->builtin_data = NULL;
583                         }
584
585                         env->use_alpha = b_image.use_alpha();
586                 }
587                 env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
588                 env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
589                 get_tex_mapping(&env->tex_mapping, b_env_node.texture_mapping());
590                 node = env;
591         }
592         else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
593                 BL::ShaderNodeTexGradient b_gradient_node(b_node);
594                 GradientTextureNode *gradient = new GradientTextureNode();
595                 gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
596                 get_tex_mapping(&gradient->tex_mapping, b_gradient_node.texture_mapping());
597                 node = gradient;
598         }
599         else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
600                 BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
601                 VoronoiTextureNode *voronoi = new VoronoiTextureNode();
602                 voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
603                 get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.texture_mapping());
604                 node = voronoi;
605         }
606         else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
607                 BL::ShaderNodeTexMagic b_magic_node(b_node);
608                 MagicTextureNode *magic = new MagicTextureNode();
609                 magic->depth = b_magic_node.turbulence_depth();
610                 get_tex_mapping(&magic->tex_mapping, b_magic_node.texture_mapping());
611                 node = magic;
612         }
613         else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
614                 BL::ShaderNodeTexWave b_wave_node(b_node);
615                 WaveTextureNode *wave = new WaveTextureNode();
616                 wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
617                 get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
618                 node = wave;
619         }
620         else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
621                 BL::ShaderNodeTexChecker b_checker_node(b_node);
622                 CheckerTextureNode *checker = new CheckerTextureNode();
623                 get_tex_mapping(&checker->tex_mapping, b_checker_node.texture_mapping());
624                 node = checker;
625         }
626         else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
627                 BL::ShaderNodeTexBrick b_brick_node(b_node);
628                 BrickTextureNode *brick = new BrickTextureNode();
629                 brick->offset = b_brick_node.offset();
630                 brick->offset_frequency = b_brick_node.offset_frequency();
631                 brick->squash = b_brick_node.squash();
632                 brick->squash_frequency = b_brick_node.squash_frequency();
633                 get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
634                 node = brick;
635         }
636         else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
637                 BL::ShaderNodeTexNoise b_noise_node(b_node);
638                 NoiseTextureNode *noise = new NoiseTextureNode();
639                 get_tex_mapping(&noise->tex_mapping, b_noise_node.texture_mapping());
640                 node = noise;
641         }
642         else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
643                 BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
644                 MusgraveTextureNode *musgrave = new MusgraveTextureNode();
645                 musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
646                 get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.texture_mapping());
647                 node = musgrave;
648         }
649         else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
650                 BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
651                 TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
652                 tex_coord->from_dupli = b_tex_coord_node.from_dupli();
653                 node = tex_coord;
654         }
655         else if (b_node.is_a(&RNA_ShaderNodeTexSky)) {
656                 BL::ShaderNodeTexSky b_sky_node(b_node);
657                 SkyTextureNode *sky = new SkyTextureNode();
658                 sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()];
659                 sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
660                 sky->turbidity = b_sky_node.turbidity();
661                 sky->ground_albedo = b_sky_node.ground_albedo();
662                 get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
663                 node = sky;
664         }
665         else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
666                 BL::ShaderNodeNormalMap b_normal_map_node(b_node);
667                 NormalMapNode *nmap = new NormalMapNode();
668                 nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
669                 nmap->attribute = b_normal_map_node.uv_map();
670                 node = nmap;
671         }
672         else if (b_node.is_a(&RNA_ShaderNodeTangent)) {
673                 BL::ShaderNodeTangent b_tangent_node(b_node);
674                 TangentNode *tangent = new TangentNode();
675                 tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
676                 tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
677                 tangent->attribute = b_tangent_node.uv_map();
678                 node = tangent;
679         }
680         else if (b_node.is_a(&RNA_ShaderNodeUVMap)) {
681                 BL::ShaderNodeUVMap b_uvmap_node(b_node);
682                 UVMapNode *uvm = new UVMapNode();
683                 uvm->attribute = b_uvmap_node.uv_map();
684                 uvm->from_dupli = b_uvmap_node.from_dupli();
685                 node = uvm;
686         }
687
688         if(node)
689                 graph->add(node);
690
691         return node;
692 }
693
694 static bool node_use_modified_socket_name(ShaderNode *node)
695 {
696         if (node->special_type == SHADER_SPECIAL_TYPE_SCRIPT)
697                 return false;
698         
699         return true;
700 }
701
702 static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::Node b_node, BL::NodeSocket b_socket)
703 {
704         string name = b_socket.name();
705         
706         if (node_use_modified_socket_name(node)) {
707                 BL::Node::inputs_iterator b_input;
708                 bool found = false;
709                 int counter = 0, total = 0;
710                 
711                 for (b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
712                         if (b_input->name() == name) {
713                                 if (!found)
714                                         counter++;
715                                 total++;
716                         }
717                         
718                         if(b_input->ptr.data == b_socket.ptr.data)
719                                 found = true;
720                 }
721                 
722                 /* rename if needed */
723                 if (name == "Shader")
724                         name = "Closure";
725                 
726                 if (total > 1)
727                         name = string_printf("%s%d", name.c_str(), counter);
728         }
729         
730         return node->input(name.c_str());
731 }
732
733 static ShaderOutput *node_find_output_by_name(ShaderNode *node, BL::Node b_node, BL::NodeSocket b_socket)
734 {
735         string name = b_socket.name();
736         
737         if (node_use_modified_socket_name(node)) {
738                 BL::Node::outputs_iterator b_output;
739                 bool found = false;
740                 int counter = 0, total = 0;
741                 
742                 for (b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
743                         if (b_output->name() == name) {
744                                 if (!found)
745                                         counter++;
746                                 total++;
747                         }
748                         
749                         if(b_output->ptr.data == b_socket.ptr.data)
750                                 found = true;
751                 }
752                 
753                 /* rename if needed */
754                 if (name == "Shader")
755                         name = "Closure";
756                 
757                 if (total > 1)
758                         name = string_printf("%s%d", name.c_str(), counter);
759         }
760         
761         return node->output(name.c_str());
762 }
763
764 static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree,
765                       const ProxyMap &proxy_input_map, const ProxyMap &proxy_output_map)
766 {
767         /* add nodes */
768         BL::ShaderNodeTree::nodes_iterator b_node;
769         PtrInputMap input_map;
770         PtrOutputMap output_map;
771         
772         BL::Node::inputs_iterator b_input;
773         BL::Node::outputs_iterator b_output;
774
775         /* find the node to use for output if there are multiple */
776         bool found_active_output = false;
777         BL::ShaderNode output_node(PointerRNA_NULL);
778
779         for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
780                 if (is_output_node(*b_node)) {
781                         BL::ShaderNodeOutputMaterial b_output_node(*b_node);
782
783                         if(b_output_node.is_active_output()) {
784                                 output_node = b_output_node;
785                                 found_active_output = true;
786                                 break;
787                         }
788                         else if(!output_node.ptr.data && !found_active_output) {
789                                 output_node = b_output_node;
790                         }
791                 }
792         }
793
794         /* add nodes */
795         for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
796                 if (b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
797                         /* replace muted node with internal links */
798                         BL::Node::internal_links_iterator b_link;
799                         for (b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
800                                 ProxyNode *proxy = new ProxyNode(convert_socket_type(b_link->to_socket()));
801                                 
802                                 input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
803                                 output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
804                                 
805                                 graph->add(proxy);
806                         }
807                 }
808                 else if (b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup)) {
809                         
810                         BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
811                         if (b_node->is_a(&RNA_ShaderNodeGroup))
812                                 b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
813                         else
814                                 b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
815                         ProxyMap group_proxy_input_map, group_proxy_output_map;
816                         
817                         /* Add a proxy node for each socket
818                          * Do this even if the node group has no internal tree,
819                          * so that links have something to connect to and assert won't fail.
820                          */
821                         for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
822                                 ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_input));
823                                 graph->add(proxy);
824                                 
825                                 /* register the proxy node for internal binding */
826                                 group_proxy_input_map[b_input->identifier()] = proxy;
827                                 
828                                 input_map[b_input->ptr.data] = proxy->inputs[0];
829                                 
830                                 set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
831                         }
832                         for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
833                                 ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_output));
834                                 graph->add(proxy);
835                                 
836                                 /* register the proxy node for internal binding */
837                                 group_proxy_output_map[b_output->identifier()] = proxy;
838                                 
839                                 output_map[b_output->ptr.data] = proxy->outputs[0];
840                         }
841                         
842                         if (b_group_ntree)
843                                 add_nodes(scene, b_data, b_scene, graph, b_group_ntree, group_proxy_input_map, group_proxy_output_map);
844                 }
845                 else if (b_node->is_a(&RNA_NodeGroupInput)) {
846                         /* map each socket to a proxy node */
847                         for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
848                                 ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
849                                 if (proxy_it != proxy_input_map.end()) {
850                                         ProxyNode *proxy = proxy_it->second;
851                                         
852                                         output_map[b_output->ptr.data] = proxy->outputs[0];
853                                 }
854                         }
855                 }
856                 else if (b_node->is_a(&RNA_NodeGroupOutput)) {
857                         BL::NodeGroupOutput b_output_node(*b_node);
858                         /* only the active group output is used */
859                         if (b_output_node.is_active_output()) {
860                                 /* map each socket to a proxy node */
861                                 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
862                                         ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
863                                         if (proxy_it != proxy_output_map.end()) {
864                                                 ProxyNode *proxy = proxy_it->second;
865                                                 
866                                                 input_map[b_input->ptr.data] = proxy->inputs[0];
867                                                 
868                                                 set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
869                                         }
870                                 }
871                         }
872                 }
873                 else {
874                         ShaderNode *node = NULL;
875
876                         if (is_output_node(*b_node)) {
877                                 if (b_node->ptr.data == output_node.ptr.data) {
878                                         node = graph->output();
879                                 }
880                         }
881                         else {
882                                 node = add_node(scene, b_data, b_scene, graph, b_ntree, BL::ShaderNode(*b_node));
883                         }
884                         
885                         if(node) {
886                                 /* map node sockets for linking */
887                                 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
888                                         ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
889                                         if (!input) {
890                                                 /* XXX should not happen, report error? */
891                                                 continue;
892                                         }
893                                         input_map[b_input->ptr.data] = input;
894                                         
895                                         set_default_value(input, *b_node, *b_input, b_data, b_ntree);
896                                 }
897                                 for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
898                                         ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
899                                         if (!output) {
900                                                 /* XXX should not happen, report error? */
901                                                 continue;
902                                         }
903                                         output_map[b_output->ptr.data] = output;
904                                 }
905                         }
906                 }
907         }
908
909         /* connect nodes */
910         BL::NodeTree::links_iterator b_link;
911
912         for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
913                 /* get blender link data */
914                 BL::NodeSocket b_from_sock = b_link->from_socket();
915                 BL::NodeSocket b_to_sock = b_link->to_socket();
916
917                 ShaderOutput *output = 0;
918                 ShaderInput *input = 0;
919                 
920                 PtrOutputMap::iterator output_it = output_map.find(b_from_sock.ptr.data);
921                 if (output_it != output_map.end())
922                         output = output_it->second;
923                 PtrInputMap::iterator input_it = input_map.find(b_to_sock.ptr.data);
924                 if (input_it != input_map.end())
925                         input = input_it->second;
926
927                 /* either node may be NULL when the node was not exported, typically
928                  * because the node type is not supported */
929                 if(output && input)
930                         graph->connect(output, input);
931         }
932 }
933
934 static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree)
935 {
936         static const ProxyMap empty_proxy_map;
937         add_nodes(scene, b_data, b_scene, graph, b_ntree, empty_proxy_map, empty_proxy_map);
938 }
939
940 /* Sync Materials */
941
942 void BlenderSync::sync_materials(bool update_all)
943 {
944         shader_map.set_default(scene->shaders[scene->default_surface]);
945
946         /* material loop */
947         BL::BlendData::materials_iterator b_mat;
948
949         for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
950                 Shader *shader;
951                 
952                 /* test if we need to sync */
953                 if(shader_map.sync(&shader, *b_mat) || update_all) {
954                         ShaderGraph *graph = new ShaderGraph();
955
956                         shader->name = b_mat->name().c_str();
957                         shader->pass_id = b_mat->pass_index();
958
959                         /* create nodes */
960                         if(b_mat->use_nodes() && b_mat->node_tree()) {
961                                 BL::ShaderNodeTree b_ntree(b_mat->node_tree());
962
963                                 add_nodes(scene, b_data, b_scene, graph, b_ntree);
964                         }
965                         else {
966                                 ShaderNode *closure, *out;
967
968                                 closure = graph->add(new DiffuseBsdfNode());
969                                 closure->input("Color")->value = get_float3(b_mat->diffuse_color());
970                                 out = graph->output();
971
972                                 graph->connect(closure->output("BSDF"), out->input("Surface"));
973                         }
974
975                         /* settings */
976                         PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
977                         shader->use_mis = get_boolean(cmat, "sample_as_light");
978                         shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
979                         shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
980                         shader->volume_sampling_method = RNA_enum_get(&cmat, "volume_sampling");
981
982                         shader->set_graph(graph);
983                         shader->tag_update(scene);
984                 }
985         }
986 }
987
988 /* Sync World */
989
990 void BlenderSync::sync_world(bool update_all)
991 {
992         Background *background = scene->background;
993         Background prevbackground = *background;
994
995         BL::World b_world = b_scene.world();
996
997         if(world_recalc || update_all || b_world.ptr.data != world_map) {
998                 Shader *shader = scene->shaders[scene->default_background];
999                 ShaderGraph *graph = new ShaderGraph();
1000
1001                 /* create nodes */
1002                 if(b_world && b_world.use_nodes() && b_world.node_tree()) {
1003                         BL::ShaderNodeTree b_ntree(b_world.node_tree());
1004
1005                         add_nodes(scene, b_data, b_scene, graph, b_ntree);
1006                         
1007                         /* volume */
1008                         PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
1009                         shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
1010                         shader->volume_sampling_method = RNA_enum_get(&cworld, "volume_sampling");
1011                 }
1012                 else if(b_world) {
1013                         ShaderNode *closure, *out;
1014
1015                         closure = graph->add(new BackgroundNode());
1016                         closure->input("Color")->value = get_float3(b_world.horizon_color());
1017                         out = graph->output();
1018
1019                         graph->connect(closure->output("Background"), out->input("Surface"));
1020                 }
1021
1022                 if(b_world) {
1023                         /* AO */
1024                         BL::WorldLighting b_light = b_world.light_settings();
1025
1026                         if(b_light.use_ambient_occlusion())
1027                                 background->ao_factor = b_light.ao_factor();
1028                         else
1029                                 background->ao_factor = 0.0f;
1030
1031                         background->ao_distance = b_light.distance();
1032
1033                         /* visibility */
1034                         PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
1035                         uint visibility = 0;
1036
1037                         visibility |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
1038                         visibility |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
1039                         visibility |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
1040                         visibility |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
1041
1042                         background->visibility = visibility;
1043                 }
1044
1045                 shader->set_graph(graph);
1046                 shader->tag_update(scene);
1047                 background->tag_update(scene);
1048         }
1049
1050         PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
1051
1052         /* when doing preview render check for BI's transparency settings,
1053          * this is so because bledner's preview render routines are not able
1054          * to tweak all cycles's settings depending on different circumstances
1055          */
1056         if(b_engine.is_preview() == false)
1057                 background->transparent = get_boolean(cscene, "film_transparent");
1058         else
1059                 background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;
1060
1061         background->use = render_layer.use_background;
1062
1063         if(background->modified(prevbackground))
1064                 background->tag_update(scene);
1065 }
1066
1067 /* Sync Lamps */
1068
1069 void BlenderSync::sync_lamps(bool update_all)
1070 {
1071         shader_map.set_default(scene->shaders[scene->default_light]);
1072
1073         /* lamp loop */
1074         BL::BlendData::lamps_iterator b_lamp;
1075
1076         for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
1077                 Shader *shader;
1078                 
1079                 /* test if we need to sync */
1080                 if(shader_map.sync(&shader, *b_lamp) || update_all) {
1081                         ShaderGraph *graph = new ShaderGraph();
1082
1083                         /* create nodes */
1084                         if(b_lamp->use_nodes() && b_lamp->node_tree()) {
1085                                 shader->name = b_lamp->name().c_str();
1086
1087                                 BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
1088
1089                                 add_nodes(scene, b_data, b_scene, graph, b_ntree);
1090                         }
1091                         else {
1092                                 ShaderNode *closure, *out;
1093                                 float strength = 1.0f;
1094
1095                                 if(b_lamp->type() == BL::Lamp::type_POINT ||
1096                                    b_lamp->type() == BL::Lamp::type_SPOT ||
1097                                    b_lamp->type() == BL::Lamp::type_AREA)
1098                                 {
1099                                         strength = 100.0f;
1100                                 }
1101
1102                                 closure = graph->add(new EmissionNode());
1103                                 closure->input("Color")->value = get_float3(b_lamp->color());
1104                                 closure->input("Strength")->value.x = strength;
1105                                 out = graph->output();
1106
1107                                 graph->connect(closure->output("Emission"), out->input("Surface"));
1108                         }
1109
1110                         shader->set_graph(graph);
1111                         shader->tag_update(scene);
1112                 }
1113         }
1114 }
1115
1116 void BlenderSync::sync_shaders()
1117 {
1118         /* for auto refresh images */
1119         bool auto_refresh_update = false;
1120
1121         if(preview) {
1122                 ImageManager *image_manager = scene->image_manager;
1123                 int frame = b_scene.frame_current();
1124                 auto_refresh_update = image_manager->set_animation_frame_update(frame);
1125         }
1126
1127         shader_map.pre_sync();
1128
1129         sync_world(auto_refresh_update);
1130         sync_lamps(auto_refresh_update);
1131         sync_materials(auto_refresh_update);
1132
1133         /* false = don't delete unused shaders, not supported */
1134         shader_map.post_sync(false);
1135 }
1136
1137 CCL_NAMESPACE_END
1138