Example #1
0
        static void Main(string[] args)
        {
            var file = "";
            if (args.Length < 1 || args.Length > 2)
            {
                Console.WriteLine("Wrong count parameter: csycles_tester [--quiet] file.xml");
                return;
            }

            var s = args[args.Length-1];
            if (!File.Exists(s))
            {
                Console.WriteLine("File {0} doesn't exist.", s);
                return;
            }

            var silent = args.Length == 2 && "--quiet".Equals(args[0]);

            file = Path.GetFullPath(s);
            Console.WriteLine("We get file path: {0}", file);

            var path = Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location) ?? "";
            var userpath = Path.Combine(path, "userpath");

            CSycles.path_init(path, userpath);
            CSycles.initialise();

            const uint samples = 50;
            g_update_callback = StatusUpdateCallback;
            g_update_render_tile_callback = UpdateRenderTileCallback;
            g_write_render_tile_callback = WriteRenderTileCallback;
            g_logger_callback = LoggerCallback;

            var client = new Client();
            Client = client;
            if (!silent)
            {
                CSycles.set_logger(client.Id, g_logger_callback);
            }

            foreach (var adev in Device.Devices)
            {
                Console.WriteLine("{0}", adev);
            }

            Console.WriteLine("All device capabilities: {0}", Device.Capabilities);

            var dev = Device.FirstCuda;
            Console.WriteLine("Using device {0} {1}", dev.Name, dev.Description);

            var scene_params = new SceneParameters(client, ShadingSystem.SVM, BvhType.Static, false, false, false, false);
            var scene = new Scene(client, scene_params, dev);

            Console.WriteLine("Default surface shader {0}", scene.DefaultSurface.Name);

            #region background shader
            var background_shader = new Shader(client, Shader.ShaderType.World)
            {
                Name = "Background shader"
            };

            var bgnode = new BackgroundNode();
            bgnode.ins.Color.Value = new float4(0.7f);
            bgnode.ins.Strength.Value = 1.0f;

            background_shader.AddNode(bgnode);
            bgnode.outs.Background.Connect(background_shader.Output.ins.Surface);
            background_shader.FinalizeGraph();

            scene.AddShader(background_shader);

            scene.Background.Shader = background_shader;
            scene.Background.AoDistance = 0.0f;
            scene.Background.AoFactor = 0.0f;
            scene.Background.Visibility = PathRay.AllVisibility;
            #endregion
            #region diffuse shader

            var diffuse_shader = create_some_setup_shader();
            scene.AddShader(diffuse_shader);
            scene.DefaultSurface = diffuse_shader;
            #endregion

            #region point light shader

            var light_shader = new Shader(client, Shader.ShaderType.Material)
            {
                Name = "Tester light shader"
            };

            var emission_node = new EmissionNode();
            emission_node.ins.Color.Value = new float4(0.8f);
            emission_node.ins.Strength.Value = 10.0f;

            light_shader.AddNode(emission_node);
            emission_node.outs.Emission.Connect(light_shader.Output.ins.Surface);
            light_shader.FinalizeGraph();
            scene.AddShader(light_shader);
            #endregion

            var xml = new XmlReader(client, file);
            xml.Parse(silent);
            var width = (uint)scene.Camera.Size.Width;
            var height = (uint)scene.Camera.Size.Height;

            var session_params = new SessionParameters(client, dev)
            {
                Experimental = false,
                Samples = (int) samples,
                TileSize = new Size(64, 64),
                StartResolution = 64,
                Threads = 0,
                ShadingSystem = ShadingSystem.SVM,
                Background = true,
                ProgressiveRefine = false
            };
            Session = new Session(client, session_params, scene);
            Session.Reset(width, height, samples);

            /*if (!silent)
            {
                Session.UpdateCallback = g_update_callback;
                Session.UpdateTileCallback = g_update_render_tile_callback;
                Session.WriteTileCallback = g_write_render_tile_callback;
            }*/

            Session.Start();
            Session.Wait();

            uint bufsize;
            uint bufstride;
            CSycles.session_get_buffer_info(client.Id, Session.Id, out bufsize, out bufstride);
            var pixels = CSycles.session_copy_buffer(client.Id, Session.Id, bufsize);

            var bmp = new Bitmap((int)width, (int)height);
            for (var x = 0; x < width; x++)
            {
                for (var y = 0; y < height; y++)
                {
                    var i = y * (int)width * 4 + x * 4;
                    var r = ColorClamp((int)(pixels[i] * 255.0f));
                    var g = ColorClamp((int)(pixels[i + 1] * 255.0f));
                    var b = ColorClamp((int)(pixels[i + 2] * 255.0f));
                    var a = ColorClamp((int)(pixels[i + 3] * 255.0f));
                    bmp.SetPixel(x, y, Color.FromArgb(a, r, g, b));
                }
            }
            bmp.Save("test.png", ImageFormat.Png);

            Console.WriteLine("Cleaning up :)");

            CSycles.shutdown();

            Console.WriteLine("Done");
        }
Example #2
0
        /// <summary>
        /// create a ccl.Scene
        /// </summary>
        /// <param name="client">Client to create scene for</param>
        /// <param name="render_device">Render device to use</param>
        /// <param name="cycles_engine">Engine instance to create for</param>
        /// <returns></returns>
        protected static Scene CreateScene(Client client, Device render_device,
			RenderEngine cycles_engine)
        {
            #region set up scene parameters
            var scene_params = new SceneParameters(client, ShadingSystem.SVM, BvhType.Dynamic, false, false, false);
            #endregion

            #region create scene
            var scene = new Scene(client, scene_params, render_device)
            {
                #region integrator settings
                Integrator =
                {
                    MaxBounce = cycles_engine.Settings.MaxBounce,
                    MinBounce = cycles_engine.Settings.MinBounce,
                    TransparentMinBounce = cycles_engine.Settings.TransparentMinBounce,
                    TransparentMaxBounce = cycles_engine.Settings.TransparentMaxBounce,
                    MaxDiffuseBounce = cycles_engine.Settings.MaxDiffuseBounce,
                    MaxGlossyBounce = cycles_engine.Settings.MaxGlossyBounce,
                    MaxTransmissionBounce = cycles_engine.Settings.MaxTransmissionBounce,
                    MaxVolumeBounce = cycles_engine.Settings.MaxVolumeBounce,
                    NoCaustics = cycles_engine.Settings.NoCaustics,
                    TransparentShadows = cycles_engine.Settings.TransparentShadows,
                    DiffuseSamples = cycles_engine.Settings.DiffuseSamples,
                    GlossySamples = cycles_engine.Settings.GlossySamples,
                    TransmissionSamples = cycles_engine.Settings.TransmissionSamples,
                    AoSamples = cycles_engine.Settings.AoSamples,
                    MeshLightSamples = cycles_engine.Settings.MeshLightSamples,
                    SubsurfaceSamples = cycles_engine.Settings.SubsurfaceSamples,
                    VolumeSamples = cycles_engine.Settings.VolumeSamples,
                    AaSamples = cycles_engine.Settings.AaSamples,
                    FilterGlossy = cycles_engine.Settings.FilterGlossy,
                    IntegratorMethod = cycles_engine.Settings.IntegratorMethod,
                    SampleAllLightsDirect = cycles_engine.Settings.SampleAllLights,
                    SampleAllLightsIndirect = cycles_engine.Settings.SampleAllLightsIndirect,
                    SampleClampDirect = cycles_engine.Settings.SampleClampDirect,
                    SampleClampIndirect = cycles_engine.Settings.SampleClampIndirect,
                    SamplingPattern = SamplingPattern.CMJ,
                    Seed = cycles_engine.Settings.Seed
                }
                #endregion
            };

            scene.Film.SetFilter(FilterType.Gaussian, 1.5f);
            scene.Film.Exposure = 1.0f;
            scene.Film.Update();

            #endregion

            #region background shader

            // we add here a simple background shader. This will be repopulated with
            // other nodes whenever background changes are detected.
            var background_shader = new Shader(client, Shader.ShaderType.World)
            {
                Name = "Rhino Background"
            };

            var bgnode = new BackgroundNode("orig bg");
            bgnode.ins.Color.Value = new float4(0.7f);
            bgnode.ins.Strength.Value = 1.0f;

            background_shader.AddNode(bgnode);
            bgnode.outs.Background.Connect(background_shader.Output.ins.Surface);
            background_shader.FinalizeGraph();

            scene.AddShader(background_shader);

            scene.Background.Shader = background_shader;
            scene.Background.AoDistance = 0.0f;
            scene.Background.AoFactor = 0.0f;
            scene.Background.Visibility = PathRay.AllVisibility;

            #endregion

            return scene;
        }