Cycles: add dedicated UV Map node, easier to find and has convenient auto complete.
[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_ShaderNodeHueSaturation)) {
248                 node = new HSVNode();
249         }
250         else if (b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
251                 node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
252         }
253         else if (b_node.is_a(&RNA_ShaderNodeMath)) {
254                 BL::ShaderNodeMath b_math_node(b_node);
255                 MathNode *math = new MathNode();
256                 math->type = MathNode::type_enum[b_math_node.operation()];
257                         math->use_clamp = b_math_node.use_clamp();
258                 node = math;
259         }
260         else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
261                 BL::ShaderNodeVectorMath b_vector_math_node(b_node);
262                 VectorMathNode *vmath = new VectorMathNode();
263                 vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
264                 node = vmath;
265         }
266         else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
267                 BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
268                 VectorTransformNode *vtransform = new VectorTransformNode();
269                 vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.type()];
270                 vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
271                 vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
272                 node = vtransform;
273         }
274         else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
275                 BL::Node::outputs_iterator out_it;
276                 b_node.outputs.begin(out_it);
277                 
278                 NormalNode *norm = new NormalNode();
279                 norm->direction = get_node_output_vector(b_node, "Normal");
280                 node = norm;
281         }
282         else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
283                 BL::ShaderNodeMapping b_mapping_node(b_node);
284                 MappingNode *mapping = new MappingNode();
285                 
286                 get_tex_mapping(&mapping->tex_mapping, b_mapping_node);
287                 
288                 node = mapping;
289         }
290         else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
291                 node = new FresnelNode();
292         }
293         else if (b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
294                 node = new LayerWeightNode();
295         }
296         else if (b_node.is_a(&RNA_ShaderNodeAddShader)) {
297                 node = new AddClosureNode();
298         }
299         else if (b_node.is_a(&RNA_ShaderNodeMixShader)) {
300                 node = new MixClosureNode();
301         }
302         else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
303                 BL::ShaderNodeAttribute b_attr_node(b_node);
304                 AttributeNode *attr = new AttributeNode();
305                 attr->attribute = b_attr_node.attribute_name();
306                 node = attr;
307         }
308         else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
309                 node = new BackgroundNode();
310         }
311         else if (b_node.is_a(&RNA_ShaderNodeHoldout)) {
312                 node = new HoldoutNode();
313         }
314         else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
315                 node = new WardBsdfNode();
316         }
317         else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
318                 node = new DiffuseBsdfNode();
319         }
320         else if (b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
321                 BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
322
323                 SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode();
324
325                 switch(b_subsurface_node.falloff()) {
326                 case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
327                         subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
328                         break;
329                 case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
330                         subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
331                         break;
332                 }
333
334                 node = subsurface;
335         }
336         else if (b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
337                 BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
338                 GlossyBsdfNode *glossy = new GlossyBsdfNode();
339                 
340                 switch(b_glossy_node.distribution()) {
341                 case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
342                         glossy->distribution = ustring("Sharp");
343                         break;
344                 case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
345                         glossy->distribution = ustring("Beckmann");
346                         break;
347                 case BL::ShaderNodeBsdfGlossy::distribution_GGX:
348                         glossy->distribution = ustring("GGX");
349                         break;
350                 }
351                 node = glossy;
352         }
353         else if (b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
354                 BL::ShaderNodeBsdfGlass b_glass_node(b_node);
355                 GlassBsdfNode *glass = new GlassBsdfNode();
356                 switch(b_glass_node.distribution()) {
357                 case BL::ShaderNodeBsdfGlass::distribution_SHARP:
358                         glass->distribution = ustring("Sharp");
359                         break;
360                 case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
361                         glass->distribution = ustring("Beckmann");
362                         break;
363                 case BL::ShaderNodeBsdfGlass::distribution_GGX:
364                         glass->distribution = ustring("GGX");
365                         break;
366                 }
367                 node = glass;
368         }
369         else if (b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
370                 BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
371                 RefractionBsdfNode *refraction = new RefractionBsdfNode();
372                 switch(b_refraction_node.distribution()) {
373                         case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
374                                 refraction->distribution = ustring("Sharp");
375                                 break;
376                         case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
377                                 refraction->distribution = ustring("Beckmann");
378                                 break;
379                         case BL::ShaderNodeBsdfRefraction::distribution_GGX:
380                                 refraction->distribution = ustring("GGX");
381                                 break;
382                 }
383                 node = refraction;
384         }
385         else if (b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
386                 BL::ShaderNodeBsdfToon b_toon_node(b_node);
387                 ToonBsdfNode *toon = new ToonBsdfNode();
388                 switch(b_toon_node.component()) {
389                         case BL::ShaderNodeBsdfToon::component_DIFFUSE:
390                                 toon->component = ustring("Diffuse");
391                                 break;
392                         case BL::ShaderNodeBsdfToon::component_GLOSSY:
393                                 toon->component = ustring("Glossy");
394                                 break;
395                 }
396                 node = toon;
397         }
398         else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
399                 BL::ShaderNodeBsdfHair b_hair_node(b_node);
400                 HairBsdfNode *hair = new HairBsdfNode();
401                 switch(b_hair_node.component()) {
402                         case BL::ShaderNodeBsdfHair::component_Reflection:
403                                 hair->component = ustring("Reflection");
404                                 break;
405                         case BL::ShaderNodeBsdfHair::component_Transmission:
406                                 hair->component = ustring("Transmission");
407                                 break;
408                 }
409                 node = hair;
410         }
411         else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
412                 node = new TranslucentBsdfNode();
413         }
414         else if (b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
415                 node = new TransparentBsdfNode();
416         }
417         else if (b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
418                 node = new VelvetBsdfNode();
419         }
420         else if (b_node.is_a(&RNA_ShaderNodeEmission)) {
421                 node = new EmissionNode();
422         }
423         else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
424                 node = new AmbientOcclusionNode();
425         }
426         else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
427                 node = new ScatterVolumeNode();
428         }
429         else if (b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
430                 node = new AbsorptionVolumeNode();
431         }
432         else if (b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
433                 node = new GeometryNode();
434         }
435         else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
436                 BL::ShaderNodeWireframe b_wireframe_node(b_node);
437                 WireframeNode *wire = new WireframeNode();
438                 wire->use_pixel_size = b_wireframe_node.use_pixel_size();
439                 node = wire;
440         }
441         else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
442                 node = new WavelengthNode();
443         }
444         else if (b_node.is_a(&RNA_ShaderNodeBlackbody)) {
445                 node = new BlackbodyNode();
446         }
447         else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
448                 node = new LightPathNode();
449         }
450         else if (b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
451                 node = new LightFalloffNode();
452         }
453         else if (b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
454                 node = new ObjectInfoNode();
455         }
456         else if (b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
457                 node = new ParticleInfoNode();
458         }
459         else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
460                 node = new HairInfoNode();
461         }
462         else if (b_node.is_a(&RNA_ShaderNodeBump)) {
463                 BL::ShaderNodeBump b_bump_node(b_node);
464                 BumpNode *bump = new BumpNode();
465                 bump->invert = b_bump_node.invert();
466                 node = bump;
467         }
468         else if (b_node.is_a(&RNA_ShaderNodeScript)) {
469 #ifdef WITH_OSL
470                 if(scene->shader_manager->use_osl()) {
471                         /* create script node */
472                         BL::ShaderNodeScript b_script_node(b_node);
473                         OSLScriptNode *script_node = new OSLScriptNode();
474                         
475                         /* Generate inputs/outputs from node sockets
476                          *
477                          * Note: the node sockets are generated from OSL parameters,
478                          * so the names match those of the corresponding parameters exactly.
479                          *
480                          * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
481                          * Socket names must be stored in the extra lists instead. */
482                         BL::Node::inputs_iterator b_input;
483                         
484                         for (b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
485                                 script_node->input_names.push_back(ustring(b_input->name()));
486                                 ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
487                                                                             convert_socket_type(*b_input));
488                                 set_default_value(input, b_node, *b_input, b_data, b_ntree);
489                         }
490                         
491                         BL::Node::outputs_iterator b_output;
492                         
493                         for (b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
494                                 script_node->output_names.push_back(ustring(b_output->name()));
495                                 script_node->add_output(script_node->output_names.back().c_str(),
496                                                         convert_socket_type(*b_output));
497                         }
498                         
499                         /* load bytecode or filepath */
500                         OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
501                         string bytecode_hash = b_script_node.bytecode_hash();
502                         
503                         if(!bytecode_hash.empty()) {
504                                 /* loaded bytecode if not already done */
505                                 if(!manager->shader_test_loaded(bytecode_hash))
506                                         manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());
507                                 
508                                 script_node->bytecode_hash = bytecode_hash;
509                         }
510                         else {
511                                 /* set filepath */
512                                 script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
513                         }
514                         
515                         node = script_node;
516                 }
517 #endif
518         }
519         else if (b_node.is_a(&RNA_ShaderNodeTexImage)) {
520                 BL::ShaderNodeTexImage b_image_node(b_node);
521                 BL::Image b_image(b_image_node.image());
522                 ImageTextureNode *image = new ImageTextureNode();
523                 if(b_image) {
524                         /* builtin images will use callback-based reading because
525                          * they could only be loaded correct from blender side
526                          */
527                         bool is_builtin = b_image.packed_file() ||
528                                           b_image.source() == BL::Image::source_GENERATED ||
529                                           b_image.source() == BL::Image::source_MOVIE;
530
531                         if(is_builtin) {
532                                 /* for builtin images we're using image datablock name to find an image to
533                                  * read pixels from later
534                                  *
535                                  * also store frame number as well, so there's no differences in handling
536                                  * builtin names for packed images and movies
537                                  */
538                                 int scene_frame = b_scene.frame_current();
539                                 int image_frame = image_user_frame_number(b_image_node.image_user(), scene_frame);
540                                 image->filename = b_image.name() + "@" + string_printf("%d", image_frame);
541                                 image->builtin_data = b_image.ptr.data;
542                         }
543                         else {
544                                 image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current());
545                                 image->builtin_data = NULL;
546                         }
547
548                         image->animated = b_image_node.image_user().use_auto_refresh();
549                 }
550                 image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
551                 image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
552                 image->interpolation = (InterpolationType)b_image_node.interpolation();
553                 image->projection_blend = b_image_node.projection_blend();
554                 get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping());
555                 node = image;
556         }
557         else if (b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
558                 BL::ShaderNodeTexEnvironment b_env_node(b_node);
559                 BL::Image b_image(b_env_node.image());
560                 EnvironmentTextureNode *env = new EnvironmentTextureNode();
561                 if(b_image) {
562                         bool is_builtin = b_image.packed_file() ||
563                                           b_image.source() == BL::Image::source_GENERATED ||
564                                           b_image.source() == BL::Image::source_MOVIE;
565
566                         if(is_builtin) {
567                                 int scene_frame = b_scene.frame_current();
568                                 int image_frame = image_user_frame_number(b_env_node.image_user(), scene_frame);
569                                 env->filename = b_image.name() + "@" + string_printf("%d", image_frame);
570                                 env->builtin_data = b_image.ptr.data;
571                         }
572                         else {
573                                 env->filename = image_user_file_path(b_env_node.image_user(), b_image, b_scene.frame_current());
574                                 env->animated = b_env_node.image_user().use_auto_refresh();
575                                 env->builtin_data = NULL;
576                         }
577                 }
578                 env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
579                 env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
580                 get_tex_mapping(&env->tex_mapping, b_env_node.texture_mapping());
581                 node = env;
582         }
583         else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
584                 BL::ShaderNodeTexGradient b_gradient_node(b_node);
585                 GradientTextureNode *gradient = new GradientTextureNode();
586                 gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
587                 get_tex_mapping(&gradient->tex_mapping, b_gradient_node.texture_mapping());
588                 node = gradient;
589         }
590         else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
591                 BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
592                 VoronoiTextureNode *voronoi = new VoronoiTextureNode();
593                 voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
594                 get_tex_mapping(&voronoi->tex_mapping, b_voronoi_node.texture_mapping());
595                 node = voronoi;
596         }
597         else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
598                 BL::ShaderNodeTexMagic b_magic_node(b_node);
599                 MagicTextureNode *magic = new MagicTextureNode();
600                 magic->depth = b_magic_node.turbulence_depth();
601                 get_tex_mapping(&magic->tex_mapping, b_magic_node.texture_mapping());
602                 node = magic;
603         }
604         else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
605                 BL::ShaderNodeTexWave b_wave_node(b_node);
606                 WaveTextureNode *wave = new WaveTextureNode();
607                 wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
608                 get_tex_mapping(&wave->tex_mapping, b_wave_node.texture_mapping());
609                 node = wave;
610         }
611         else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
612                 BL::ShaderNodeTexChecker b_checker_node(b_node);
613                 CheckerTextureNode *checker = new CheckerTextureNode();
614                 get_tex_mapping(&checker->tex_mapping, b_checker_node.texture_mapping());
615                 node = checker;
616         }
617         else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
618                 BL::ShaderNodeTexBrick b_brick_node(b_node);
619                 BrickTextureNode *brick = new BrickTextureNode();
620                 brick->offset = b_brick_node.offset();
621                 brick->offset_frequency = b_brick_node.offset_frequency();
622                 brick->squash = b_brick_node.squash();
623                 brick->squash_frequency = b_brick_node.squash_frequency();
624                 get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping());
625                 node = brick;
626         }
627         else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
628                 BL::ShaderNodeTexNoise b_noise_node(b_node);
629                 NoiseTextureNode *noise = new NoiseTextureNode();
630                 get_tex_mapping(&noise->tex_mapping, b_noise_node.texture_mapping());
631                 node = noise;
632         }
633         else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
634                 BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
635                 MusgraveTextureNode *musgrave = new MusgraveTextureNode();
636                 musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
637                 get_tex_mapping(&musgrave->tex_mapping, b_musgrave_node.texture_mapping());
638                 node = musgrave;
639         }
640         else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
641                 BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
642                 TextureCoordinateNode *tex_coord = new TextureCoordinateNode();
643                 tex_coord->from_dupli = b_tex_coord_node.from_dupli();
644                 node = tex_coord;
645         }
646         else if (b_node.is_a(&RNA_ShaderNodeTexSky)) {
647                 BL::ShaderNodeTexSky b_sky_node(b_node);
648                 SkyTextureNode *sky = new SkyTextureNode();
649                 sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()];
650                 sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
651                 sky->turbidity = b_sky_node.turbidity();
652                 sky->ground_albedo = b_sky_node.ground_albedo();
653                 get_tex_mapping(&sky->tex_mapping, b_sky_node.texture_mapping());
654                 node = sky;
655         }
656         else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
657                 BL::ShaderNodeNormalMap b_normal_map_node(b_node);
658                 NormalMapNode *nmap = new NormalMapNode();
659                 nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
660                 nmap->attribute = b_normal_map_node.uv_map();
661                 node = nmap;
662         }
663         else if (b_node.is_a(&RNA_ShaderNodeTangent)) {
664                 BL::ShaderNodeTangent b_tangent_node(b_node);
665                 TangentNode *tangent = new TangentNode();
666                 tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
667                 tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
668                 tangent->attribute = b_tangent_node.uv_map();
669                 node = tangent;
670         }
671         else if (b_node.is_a(&RNA_ShaderNodeUVMap)) {
672                 BL::ShaderNodeUVMap b_uvmap_node(b_node);
673                 UVMapNode *uvm = new UVMapNode();
674                 uvm->attribute = b_uvmap_node.uv_map();
675                 uvm->from_dupli = b_uvmap_node.from_dupli();
676                 node = uvm;
677         }
678
679         if(node)
680                 graph->add(node);
681
682         return node;
683 }
684
685 static bool node_use_modified_socket_name(ShaderNode *node)
686 {
687         if (node->special_type == SHADER_SPECIAL_TYPE_SCRIPT)
688                 return false;
689         
690         return true;
691 }
692
693 static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::Node b_node, BL::NodeSocket b_socket)
694 {
695         string name = b_socket.name();
696         
697         if (node_use_modified_socket_name(node)) {
698                 BL::Node::inputs_iterator b_input;
699                 bool found = false;
700                 int counter = 0, total = 0;
701                 
702                 for (b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
703                         if (b_input->name() == name) {
704                                 if (!found)
705                                         counter++;
706                                 total++;
707                         }
708                         
709                         if(b_input->ptr.data == b_socket.ptr.data)
710                                 found = true;
711                 }
712                 
713                 /* rename if needed */
714                 if (name == "Shader")
715                         name = "Closure";
716                 
717                 if (total > 1)
718                         name = string_printf("%s%d", name.c_str(), counter);
719         }
720         
721         return node->input(name.c_str());
722 }
723
724 static ShaderOutput *node_find_output_by_name(ShaderNode *node, BL::Node b_node, BL::NodeSocket b_socket)
725 {
726         string name = b_socket.name();
727         
728         if (node_use_modified_socket_name(node)) {
729                 BL::Node::outputs_iterator b_output;
730                 bool found = false;
731                 int counter = 0, total = 0;
732                 
733                 for (b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
734                         if (b_output->name() == name) {
735                                 if (!found)
736                                         counter++;
737                                 total++;
738                         }
739                         
740                         if(b_output->ptr.data == b_socket.ptr.data)
741                                 found = true;
742                 }
743                 
744                 /* rename if needed */
745                 if (name == "Shader")
746                         name = "Closure";
747                 
748                 if (total > 1)
749                         name = string_printf("%s%d", name.c_str(), counter);
750         }
751         
752         return node->output(name.c_str());
753 }
754
755 static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree,
756                       const ProxyMap &proxy_input_map, const ProxyMap &proxy_output_map)
757 {
758         /* add nodes */
759         BL::ShaderNodeTree::nodes_iterator b_node;
760         PtrInputMap input_map;
761         PtrOutputMap output_map;
762         
763         BL::Node::inputs_iterator b_input;
764         BL::Node::outputs_iterator b_output;
765
766         /* find the node to use for output if there are multiple */
767         bool found_active_output = false;
768         BL::ShaderNode output_node(PointerRNA_NULL);
769
770         for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
771                 if (is_output_node(*b_node)) {
772                         BL::ShaderNodeOutputMaterial b_output_node(*b_node);
773
774                         if(b_output_node.is_active_output()) {
775                                 output_node = b_output_node;
776                                 found_active_output = true;
777                                 break;
778                         }
779                         else if(!output_node.ptr.data && !found_active_output) {
780                                 output_node = b_output_node;
781                         }
782                 }
783         }
784
785         /* add nodes */
786         for(b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
787                 if (b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
788                         /* replace muted node with internal links */
789                         BL::Node::internal_links_iterator b_link;
790                         for (b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
791                                 ProxyNode *proxy = new ProxyNode(convert_socket_type(b_link->to_socket()));
792                                 
793                                 input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
794                                 output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
795                                 
796                                 graph->add(proxy);
797                         }
798                 }
799                 else if (b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup)) {
800                         
801                         BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
802                         if (b_node->is_a(&RNA_ShaderNodeGroup))
803                                 b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
804                         else
805                                 b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
806                         ProxyMap group_proxy_input_map, group_proxy_output_map;
807                         
808                         /* Add a proxy node for each socket
809                          * Do this even if the node group has no internal tree,
810                          * so that links have something to connect to and assert won't fail.
811                          */
812                         for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
813                                 ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_input));
814                                 graph->add(proxy);
815                                 
816                                 /* register the proxy node for internal binding */
817                                 group_proxy_input_map[b_input->identifier()] = proxy;
818                                 
819                                 input_map[b_input->ptr.data] = proxy->inputs[0];
820                                 
821                                 set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
822                         }
823                         for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
824                                 ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_output));
825                                 graph->add(proxy);
826                                 
827                                 /* register the proxy node for internal binding */
828                                 group_proxy_output_map[b_output->identifier()] = proxy;
829                                 
830                                 output_map[b_output->ptr.data] = proxy->outputs[0];
831                         }
832                         
833                         if (b_group_ntree)
834                                 add_nodes(scene, b_data, b_scene, graph, b_group_ntree, group_proxy_input_map, group_proxy_output_map);
835                 }
836                 else if (b_node->is_a(&RNA_NodeGroupInput)) {
837                         /* map each socket to a proxy node */
838                         for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
839                                 ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
840                                 if (proxy_it != proxy_input_map.end()) {
841                                         ProxyNode *proxy = proxy_it->second;
842                                         
843                                         output_map[b_output->ptr.data] = proxy->outputs[0];
844                                 }
845                         }
846                 }
847                 else if (b_node->is_a(&RNA_NodeGroupOutput)) {
848                         BL::NodeGroupOutput b_output_node(*b_node);
849                         /* only the active group output is used */
850                         if (b_output_node.is_active_output()) {
851                                 /* map each socket to a proxy node */
852                                 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
853                                         ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
854                                         if (proxy_it != proxy_output_map.end()) {
855                                                 ProxyNode *proxy = proxy_it->second;
856                                                 
857                                                 input_map[b_input->ptr.data] = proxy->inputs[0];
858                                                 
859                                                 set_default_value(proxy->inputs[0], *b_node, *b_input, b_data, b_ntree);
860                                         }
861                                 }
862                         }
863                 }
864                 else {
865                         ShaderNode *node = NULL;
866
867                         if (is_output_node(*b_node)) {
868                                 if (b_node->ptr.data == output_node.ptr.data) {
869                                         node = graph->output();
870                                 }
871                         }
872                         else {
873                                 node = add_node(scene, b_data, b_scene, graph, b_ntree, BL::ShaderNode(*b_node));
874                         }
875                         
876                         if(node) {
877                                 /* map node sockets for linking */
878                                 for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
879                                         ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
880                                         input_map[b_input->ptr.data] = input;
881                                         
882                                         set_default_value(input, *b_node, *b_input, b_data, b_ntree);
883                                 }
884                                 for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
885                                         ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
886                                         output_map[b_output->ptr.data] = output;
887                                 }
888                         }
889                 }
890         }
891
892         /* connect nodes */
893         BL::NodeTree::links_iterator b_link;
894
895         for(b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
896                 /* get blender link data */
897                 BL::NodeSocket b_from_sock = b_link->from_socket();
898                 BL::NodeSocket b_to_sock = b_link->to_socket();
899
900                 ShaderOutput *output = 0;
901                 ShaderInput *input = 0;
902                 
903                 PtrOutputMap::iterator output_it = output_map.find(b_from_sock.ptr.data);
904                 if (output_it != output_map.end())
905                         output = output_it->second;
906                 PtrInputMap::iterator input_it = input_map.find(b_to_sock.ptr.data);
907                 if (input_it != input_map.end())
908                         input = input_it->second;
909
910                 /* either node may be NULL when the node was not exported, typically
911                  * because the node type is not supported */
912                 if(output && input)
913                         graph->connect(output, input);
914         }
915 }
916
917 static void add_nodes(Scene *scene, BL::BlendData b_data, BL::Scene b_scene, ShaderGraph *graph, BL::ShaderNodeTree b_ntree)
918 {
919         static const ProxyMap empty_proxy_map;
920         add_nodes(scene, b_data, b_scene, graph, b_ntree, empty_proxy_map, empty_proxy_map);
921 }
922
923 /* Sync Materials */
924
925 void BlenderSync::sync_materials(bool update_all)
926 {
927         shader_map.set_default(scene->shaders[scene->default_surface]);
928
929         /* material loop */
930         BL::BlendData::materials_iterator b_mat;
931
932         for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
933                 Shader *shader;
934                 
935                 /* test if we need to sync */
936                 if(shader_map.sync(&shader, *b_mat) || update_all) {
937                         ShaderGraph *graph = new ShaderGraph();
938
939                         shader->name = b_mat->name().c_str();
940                         shader->pass_id = b_mat->pass_index();
941
942                         /* create nodes */
943                         if(b_mat->use_nodes() && b_mat->node_tree()) {
944                                 BL::ShaderNodeTree b_ntree(b_mat->node_tree());
945
946                                 add_nodes(scene, b_data, b_scene, graph, b_ntree);
947                         }
948                         else {
949                                 ShaderNode *closure, *out;
950
951                                 closure = graph->add(new DiffuseBsdfNode());
952                                 closure->input("Color")->value = get_float3(b_mat->diffuse_color());
953                                 out = graph->output();
954
955                                 graph->connect(closure->output("BSDF"), out->input("Surface"));
956                         }
957
958                         /* settings */
959                         PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
960                         shader->use_mis = get_boolean(cmat, "sample_as_light");
961                         shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
962                         shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
963
964                         shader->set_graph(graph);
965                         shader->tag_update(scene);
966                 }
967         }
968 }
969
970 /* Sync World */
971
972 void BlenderSync::sync_world(bool update_all)
973 {
974         Background *background = scene->background;
975         Background prevbackground = *background;
976
977         BL::World b_world = b_scene.world();
978
979         if(world_recalc || update_all || b_world.ptr.data != world_map) {
980                 Shader *shader = scene->shaders[scene->default_background];
981                 ShaderGraph *graph = new ShaderGraph();
982
983                 /* create nodes */
984                 if(b_world && b_world.use_nodes() && b_world.node_tree()) {
985                         BL::ShaderNodeTree b_ntree(b_world.node_tree());
986
987                         add_nodes(scene, b_data, b_scene, graph, b_ntree);
988                         
989                         /* volume */
990                         PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
991                         shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
992                 }
993                 else if(b_world) {
994                         ShaderNode *closure, *out;
995
996                         closure = graph->add(new BackgroundNode());
997                         closure->input("Color")->value = get_float3(b_world.horizon_color());
998                         out = graph->output();
999
1000                         graph->connect(closure->output("Background"), out->input("Surface"));
1001                 }
1002
1003                 if(b_world) {
1004                         /* AO */
1005                         BL::WorldLighting b_light = b_world.light_settings();
1006
1007                         if(b_light.use_ambient_occlusion())
1008                                 background->ao_factor = b_light.ao_factor();
1009                         else
1010                                 background->ao_factor = 0.0f;
1011
1012                         background->ao_distance = b_light.distance();
1013
1014                         /* visibility */
1015                         PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
1016                         uint visibility = 0;
1017
1018                         visibility |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
1019                         visibility |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
1020                         visibility |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
1021                         visibility |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
1022
1023                         background->visibility = visibility;
1024                 }
1025
1026                 shader->set_graph(graph);
1027                 shader->tag_update(scene);
1028                 background->tag_update(scene);
1029         }
1030
1031         PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
1032
1033         /* when doing preview render check for BI's transparency settings,
1034          * this is so because bledner's preview render routines are not able
1035          * to tweak all cycles's settings depending on different circumstances
1036          */
1037         if(b_engine.is_preview() == false)
1038                 background->transparent = get_boolean(cscene, "film_transparent");
1039         else
1040                 background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;
1041
1042         background->use = render_layer.use_background;
1043
1044         if(background->modified(prevbackground))
1045                 background->tag_update(scene);
1046 }
1047
1048 /* Sync Lamps */
1049
1050 void BlenderSync::sync_lamps(bool update_all)
1051 {
1052         shader_map.set_default(scene->shaders[scene->default_light]);
1053
1054         /* lamp loop */
1055         BL::BlendData::lamps_iterator b_lamp;
1056
1057         for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
1058                 Shader *shader;
1059                 
1060                 /* test if we need to sync */
1061                 if(shader_map.sync(&shader, *b_lamp) || update_all) {
1062                         ShaderGraph *graph = new ShaderGraph();
1063
1064                         /* create nodes */
1065                         if(b_lamp->use_nodes() && b_lamp->node_tree()) {
1066                                 shader->name = b_lamp->name().c_str();
1067
1068                                 BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
1069
1070                                 add_nodes(scene, b_data, b_scene, graph, b_ntree);
1071                         }
1072                         else {
1073                                 ShaderNode *closure, *out;
1074                                 float strength = 1.0f;
1075
1076                                 if(b_lamp->type() == BL::Lamp::type_POINT ||
1077                                    b_lamp->type() == BL::Lamp::type_SPOT ||
1078                                    b_lamp->type() == BL::Lamp::type_AREA)
1079                                 {
1080                                         strength = 100.0f;
1081                                 }
1082
1083                                 closure = graph->add(new EmissionNode());
1084                                 closure->input("Color")->value = get_float3(b_lamp->color());
1085                                 closure->input("Strength")->value.x = strength;
1086                                 out = graph->output();
1087
1088                                 graph->connect(closure->output("Emission"), out->input("Surface"));
1089                         }
1090
1091                         shader->set_graph(graph);
1092                         shader->tag_update(scene);
1093                 }
1094         }
1095 }
1096
1097 void BlenderSync::sync_shaders()
1098 {
1099         /* for auto refresh images */
1100         bool auto_refresh_update = false;
1101
1102         if(preview) {
1103                 ImageManager *image_manager = scene->image_manager;
1104                 int frame = b_scene.frame_current();
1105                 auto_refresh_update = image_manager->set_animation_frame_update(frame);
1106         }
1107
1108         shader_map.pre_sync();
1109
1110         sync_world(auto_refresh_update);
1111         sync_lamps(auto_refresh_update);
1112         sync_materials(auto_refresh_update);
1113
1114         /* false = don't delete unused shaders, not supported */
1115         shader_map.post_sync(false);
1116 }
1117
1118 CCL_NAMESPACE_END
1119