本文整理汇总了C++中ShaderGraph类的典型用法代码示例。如果您正苦于以下问题:C++ ShaderGraph类的具体用法?C++ ShaderGraph怎么用?C++ ShaderGraph使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ShaderGraph类的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ShaderGraph
void BlenderSync::sync_world(bool update_all)
{
Background *background = scene->background;
Background prevbackground = *background;
BL::World b_world = b_scene.world();
if(world_recalc || update_all || b_world.ptr.data != world_map) {
Shader *shader = scene->shaders[scene->default_background];
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if(b_world && b_world.use_nodes() && b_world.node_tree()) {
BL::ShaderNodeTree b_ntree(b_world.node_tree());
add_nodes(scene, b_data, b_scene, graph, b_ntree);
}
else if(b_world) {
ShaderNode *closure, *out;
closure = graph->add(new BackgroundNode());
closure->input("Color")->value = get_float3(b_world.horizon_color());
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
}
/* AO */
if(b_world) {
BL::WorldLighting b_light = b_world.light_settings();
if(b_light.use_ambient_occlusion())
background->ao_factor = b_light.ao_factor();
else
background->ao_factor = 0.0f;
background->ao_distance = b_light.distance();
}
shader->set_graph(graph);
shader->tag_update(scene);
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* when doing preview render check for BI's transparency settings,
* this is so because bledner's preview render routines are not able
* to tweak all cycles's settings depending on different circumstances
*/
if(b_engine.is_preview() == false)
background->transparent = get_boolean(cscene, "film_transparent");
else
background->transparent = b_scene.render().alpha_mode() == BL::RenderSettings::alpha_mode_TRANSPARENT;
background->use = render_layer.use_background;
if(background->modified(prevbackground))
background->tag_update(scene);
}
示例2: ShaderGraph
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Add default shaders to scene, to use as default for things that don't have any shader assigned explicitly
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void ShaderManager::add_default(Scene *scene) {
// Add default surface material
ShaderGraph *graph = new ShaderGraph();
graph->add(new ShaderNode(new ::OctaneEngine::OctaneDiffuseMaterial()));
Shader *shader = new Shader();
shader->name = "default_surface";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_surface = scene->shaders.size() - 1;
} //add_default()
示例3: ShaderGraph
void BlenderSync::sync_world(bool update_all)
{
Background *background = scene->background;
Background prevbackground = *background;
BL::World b_world = b_scene.world();
if(world_recalc || update_all || b_world.ptr.data != world_map) {
Shader *shader = scene->shaders[scene->default_background];
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if(b_world && b_world.use_nodes() && b_world.node_tree()) {
PtrSockMap sock_to_node;
BL::ShaderNodeTree b_ntree(b_world.node_tree());
add_nodes(scene, b_data, b_scene, graph, b_ntree, sock_to_node);
}
else if(b_world) {
ShaderNode *closure, *out;
closure = graph->add(new BackgroundNode());
closure->input("Color")->value = get_float3(b_world.horizon_color());
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
}
/* AO */
if(b_world) {
BL::WorldLighting b_light = b_world.light_settings();
if(b_light.use_ambient_occlusion())
background->ao_factor = b_light.ao_factor();
else
background->ao_factor = 0.0f;
background->ao_distance = b_light.distance();
}
shader->set_graph(graph);
shader->tag_update(scene);
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
background->transparent = get_boolean(cscene, "film_transparent");
background->use = render_layer.use_background;
if(background->modified(prevbackground))
background->tag_update(scene);
}
示例4: ShaderGraph
void BlenderSync::sync_materials(bool update_all)
{
shader_map.set_default(scene->shaders[scene->default_surface]);
/* material loop */
BL::BlendData::materials_iterator b_mat;
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
Shader *shader;
/* test if we need to sync */
if(shader_map.sync(&shader, *b_mat) || update_all) {
ShaderGraph *graph = new ShaderGraph();
shader->name = b_mat->name().c_str();
shader->pass_id = b_mat->pass_index();
/* create nodes */
if(b_mat->use_nodes() && b_mat->node_tree()) {
BL::ShaderNodeTree b_ntree(b_mat->node_tree());
add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
}
else {
ShaderNode *closure, *out;
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value = get_float3(b_mat->diffuse_color());
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
}
/* settings */
PointerRNA cmat = RNA_pointer_get(&b_mat->ptr, "cycles");
shader->use_mis = get_boolean(cmat, "sample_as_light");
shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
shader->volume_sampling_method = (VolumeSampling)RNA_enum_get(&cmat, "volume_sampling");
shader->volume_interpolation_method = (VolumeInterpolation)RNA_enum_get(&cmat, "volume_interpolation");
shader->set_graph(graph);
shader->tag_update(scene);
}
}
}
示例5: ShaderGraph
void BlenderSync::sync_lamps(bool update_all)
{
shader_map.set_default(scene->default_light);
/* lamp loop */
BL::BlendData::lamps_iterator b_lamp;
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp) {
Shader *shader;
/* test if we need to sync */
if(shader_map.sync(&shader, *b_lamp) || update_all) {
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if(b_lamp->use_nodes() && b_lamp->node_tree()) {
shader->name = b_lamp->name().c_str();
BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
}
else {
float strength = 1.0f;
if(b_lamp->type() == BL::Lamp::type_POINT ||
b_lamp->type() == BL::Lamp::type_SPOT ||
b_lamp->type() == BL::Lamp::type_AREA)
{
strength = 100.0f;
}
EmissionNode *emission = new EmissionNode();
emission->color = get_float3(b_lamp->color());
emission->strength = strength;
graph->add(emission);
ShaderNode *out = graph->output();
graph->connect(emission->output("Emission"), out->input("Surface"));
}
shader->set_graph(graph);
shader->tag_update(scene);
}
}
}
示例6: xml_read_shader_graph
static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pugi::xml_node graph_node)
{
ShaderGraph *graph = new ShaderGraph();
map<string, ShaderNode*> nodemap;
nodemap["output"] = graph->output();
for(pugi::xml_node node = graph_node.first_child(); node; node = node.next_sibling()) {
ShaderNode *snode = NULL;
if(string_iequals(node.name(), "image_texture")) {
ImageTextureNode *img = new ImageTextureNode();
xml_read_string(&img->filename, node, "src");
img->filename = path_join(state.base, img->filename);
xml_read_enum(&img->color_space, ImageTextureNode::color_space_enum, node, "color_space");
xml_read_enum(&img->projection, ImageTextureNode::projection_enum, node, "projection");
xml_read_float(&img->projection_blend, node, "projection_blend");
snode = img;
}
else if(string_iequals(node.name(), "environment_texture")) {
EnvironmentTextureNode *env = new EnvironmentTextureNode();
xml_read_string(&env->filename, node, "src");
env->filename = path_join(state.base, env->filename);
xml_read_enum(&env->color_space, EnvironmentTextureNode::color_space_enum, node, "color_space");
xml_read_enum(&env->projection, EnvironmentTextureNode::projection_enum, node, "projection");
snode = env;
}
else if(string_iequals(node.name(), "osl_shader")) {
OSLScriptNode *osl = new OSLScriptNode();
/* Source */
xml_read_string(&osl->filepath, node, "src");
if(path_is_relative(osl->filepath)) {
osl->filepath = path_join(state.base, osl->filepath);
}
/* Generate inputs/outputs from node sockets
*
* Note: ShaderInput/ShaderOutput store shallow string copies only!
* Socket names must be stored in the extra lists instead. */
/* read input values */
for(pugi::xml_node param = node.first_child(); param; param = param.next_sibling()) {
if (string_iequals(param.name(), "input")) {
string name;
if (!xml_read_string(&name, param, "name"))
continue;
ShaderSocketType type = xml_read_socket_type(param, "type");
if (type == SHADER_SOCKET_UNDEFINED)
continue;
osl->input_names.push_back(ustring(name));
osl->add_input(osl->input_names.back().c_str(), type);
}
else if (string_iequals(param.name(), "output")) {
string name;
if (!xml_read_string(&name, param, "name"))
continue;
ShaderSocketType type = xml_read_socket_type(param, "type");
if (type == SHADER_SOCKET_UNDEFINED)
continue;
osl->output_names.push_back(ustring(name));
osl->add_output(osl->output_names.back().c_str(), type);
}
}
snode = osl;
}
else if(string_iequals(node.name(), "sky_texture")) {
SkyTextureNode *sky = new SkyTextureNode();
xml_read_enum(&sky->type, SkyTextureNode::type_enum, node, "type");
xml_read_float3(&sky->sun_direction, node, "sun_direction");
xml_read_float(&sky->turbidity, node, "turbidity");
xml_read_float(&sky->ground_albedo, node, "ground_albedo");
snode = sky;
}
else if(string_iequals(node.name(), "noise_texture")) {
snode = new NoiseTextureNode();
}
else if(string_iequals(node.name(), "checker_texture")) {
snode = new CheckerTextureNode();
}
else if(string_iequals(node.name(), "brick_texture")) {
BrickTextureNode *brick = new BrickTextureNode();
xml_read_float(&brick->offset, node, "offset");
xml_read_int(&brick->offset_frequency, node, "offset_frequency");
xml_read_float(&brick->squash, node, "squash");
xml_read_int(&brick->squash_frequency, node, "squash_frequency");
//.........这里部分代码省略.........
示例7: xml_read_shader_graph
static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pugi::xml_node graph_node)
{
ShaderGraph *graph = new ShaderGraph();
map<string, ShaderNode*> nodemap;
nodemap["output"] = graph->output();
for(pugi::xml_node node = graph_node.first_child(); node; node = node.next_sibling()) {
ShaderNode *snode = NULL;
if(string_iequals(node.name(), "image_texture")) {
ImageTextureNode *img = new ImageTextureNode();
xml_read_string(&img->filename, node, "src");
img->filename = path_join(state.base, img->filename);
snode = img;
}
else if(string_iequals(node.name(), "environment_texture")) {
EnvironmentTextureNode *env = new EnvironmentTextureNode();
xml_read_string(&env->filename, node, "src");
env->filename = path_join(state.base, env->filename);
snode = env;
}
else if(string_iequals(node.name(), "sky_texture")) {
SkyTextureNode *sky = new SkyTextureNode();
xml_read_float3(&sky->sun_direction, node, "sun_direction");
xml_read_float(&sky->turbidity, node, "turbidity");
snode = sky;
}
else if(string_iequals(node.name(), "noise_texture")) {
snode = new NoiseTextureNode();
}
else if(string_iequals(node.name(), "checker_texture")) {
snode = new CheckerTextureNode();
}
else if(string_iequals(node.name(), "gradient_texture")) {
GradientTextureNode *blend = new GradientTextureNode();
xml_read_enum(&blend->type, GradientTextureNode::type_enum, node, "type");
snode = blend;
}
else if(string_iequals(node.name(), "voronoi_texture")) {
VoronoiTextureNode *voronoi = new VoronoiTextureNode();
xml_read_enum(&voronoi->coloring, VoronoiTextureNode::coloring_enum, node, "coloring");
snode = voronoi;
}
else if(string_iequals(node.name(), "musgrave_texture")) {
MusgraveTextureNode *musgrave = new MusgraveTextureNode();
xml_read_enum(&musgrave->type, MusgraveTextureNode::type_enum, node, "type");
snode = musgrave;
}
else if(string_iequals(node.name(), "magic_texture")) {
MagicTextureNode *magic = new MagicTextureNode();
xml_read_int(&magic->depth, node, "depth");
snode = magic;
}
else if(string_iequals(node.name(), "noise_texture")) {
NoiseTextureNode *dist = new NoiseTextureNode();
snode = dist;
}
else if(string_iequals(node.name(), "wave_texture")) {
WaveTextureNode *wood = new WaveTextureNode();
xml_read_enum(&wood->type, WaveTextureNode::type_enum, node, "type");
snode = wood;
}
else if(string_iequals(node.name(), "normal")) {
snode = new NormalNode();
}
else if(string_iequals(node.name(), "mapping")) {
snode = new MappingNode();
}
else if(string_iequals(node.name(), "ward_bsdf")) {
snode = new WardBsdfNode();
}
else if(string_iequals(node.name(), "diffuse_bsdf")) {
snode = new DiffuseBsdfNode();
}
else if(string_iequals(node.name(), "translucent_bsdf")) {
snode = new TranslucentBsdfNode();
}
else if(string_iequals(node.name(), "transparent_bsdf")) {
snode = new TransparentBsdfNode();
}
else if(string_iequals(node.name(), "velvet_bsdf")) {
snode = new VelvetBsdfNode();
}
else if(string_iequals(node.name(), "glossy_bsdf")) {
GlossyBsdfNode *glossy = new GlossyBsdfNode();
xml_read_enum(&glossy->distribution, GlossyBsdfNode::distribution_enum, node, "distribution");
snode = glossy;
}
else if(string_iequals(node.name(), "glass_bsdf")) {
GlassBsdfNode *diel = new GlassBsdfNode();
xml_read_enum(&diel->distribution, GlassBsdfNode::distribution_enum, node, "distribution");
snode = diel;
//.........这里部分代码省略.........