コード例 #1
0
        /// <summary>
        /// Create a CyclesShader based on given Material m
        /// </summary>
        /// <param name="rm">Material to convert to CyclesShader</param>
        /// <param name="gamma">gamma to use for this shader</param>
        /// <returns>The CyclesShader</returns>
        internal CyclesShader CreateCyclesShader(RenderMaterial rm, float gamma)
        {
            var mid    = rm.RenderHash;
            var shader = new CyclesShader(mid);

            shader.Type = CyclesShader.Shader.Diffuse;

            RenderMaterial front;

            if (rm.TypeId.Equals(realtimDisplaMaterialId))
            {
                if (rm.FirstChild?.ChildSlotName?.Equals("front") ?? false)
                {
                    front = rm.FirstChild as RenderMaterial;
                    shader.CreateFrontShader(front, gamma);
                }
                if (rm.FirstChild?.NextSibling?.ChildSlotName?.Equals("back") ?? false)
                {
                    var back = rm.FirstChild.NextSibling as RenderMaterial;
                    shader.CreateBackShader(back, gamma);
                }
            }
            else
            {
                front = rm;
                shader.CreateFrontShader(front, gamma);
            }

            return(shader);
        }
コード例 #2
0
 /// <summary>
 /// Add a CyclesShader to the list of shaders that will have to be committed to Cycles.
 /// </summary>
 /// <param name="shader"></param>
 public void AddShader(CyclesShader shader)
 {
     if (!_rhCclShaders.ContainsKey(shader.Id) && !_cqShaders.Contains(shader))
     {
         _cqShaders.Add(shader);
         //_allShaders.Add(shader);
     }
 }
コード例 #3
0
 /// <summary>
 /// Create a new shader, with name overriding intermediate.Name
 /// </summary>
 /// <param name="client"></param>
 /// <param name="intermediate"></param>
 /// <param name="name"></param>
 public RhinoNotYetImplemented(Client client, CyclesShader intermediate, string name)
     : base(client, intermediate)
 {
     m_shader = new Shader(m_client, Shader.ShaderType.Material)
     {
         UseMis = true,
         UseTransparentShadow = true,
         HeterogeneousVolume = false,
         Name = name
     };
 }
コード例 #4
0
 protected RhinoShader(Client client, CyclesShader intermediate, string name, Shader existing)
 {
     m_client   = client;
     m_original = intermediate;
     if (m_original.Front != null)
     {
         m_original.Front.Gamma = m_original.Gamma;
     }
     if (m_original.Back != null)
     {
         m_original.Back.Gamma = m_original.Gamma;
     }
     InitShader(name, existing, Shader.ShaderType.Material);
 }
コード例 #5
0
ファイル: RhinoFullNxt.cs プロジェクト: mcneel/RhinoCycles
 public RhinoFullNxt(Client client, CyclesShader intermediate, Shader existing, string name)
     : base(client, intermediate)
 {
     if (existing != null)
     {
         m_shader = existing;
         m_shader.Recreate();
     }
     else
     {
         m_shader = new Shader(m_client, Shader.ShaderType.Material)
         {
             UseMis = true,
             UseTransparentShadow = true,
             HeterogeneousVolume = false,
             Name = name
         };
     }
 }
コード例 #6
0
        public bool GetShader(Shader sh, bool finalize)
        {
            blendit = new ccl.ShaderNodes.MixClosureNode($"blendit{Serial}");
            sh.AddNode(blendit);

            RhinoCyclesCore.Converters.ShaderConverter sconv = new RhinoCyclesCore.Converters.ShaderConverter();
            CyclesShader    mat1sh      = null;
            CyclesShader    mat2sh      = null;
            ICyclesMaterial crm1        = null;
            ICyclesMaterial crm2        = null;
            ClosureSocket   crm1closure = null;
            ClosureSocket   crm2closure = null;

            if (Mat1Rm != null)
            {
                if (Mat1Rm is ICyclesMaterial)
                {
                    crm1       = Mat1Rm as ICyclesMaterial;
                    crm1.Gamma = Gamma;
                    crm1.GetShader(sh, false);
                    crm1closure = crm1.GetClosureSocket(sh);
                }
                else
                {
                    mat1sh       = sconv.CreateCyclesShader(Mat1Rm, Gamma);
                    mat1sh.Gamma = Gamma;
                    RhinoCyclesCore.Converters.BitmapConverter.ReloadTextures(mat1sh);
                }
            }
            if (Mat2Rm != null)
            {
                if (Mat2Rm is ICyclesMaterial)
                {
                    crm2       = Mat2Rm as ICyclesMaterial;
                    crm2.Gamma = Gamma;
                    crm2.GetShader(sh, false);
                    crm2closure = crm2.GetClosureSocket(sh);
                }
                else
                {
                    mat2sh       = sconv.CreateCyclesShader(Mat2Rm, Gamma);
                    mat2sh.Gamma = Gamma;
                    RhinoCyclesCore.Converters.BitmapConverter.ReloadTextures(mat2sh);
                }
            }

            RhinoCyclesCore.Shaders.RhinoFullNxt fnMat1 = null;
            ClosureSocket fnMat1Closure = null;

            if (mat1sh != null)
            {
                fnMat1        = new RhinoCyclesCore.Shaders.RhinoFullNxt(null, mat1sh, sh, false);
                fnMat1Closure = fnMat1.GetClosureSocket();
            }

            RhinoCyclesCore.Shaders.RhinoFullNxt fnMat2 = null;
            ClosureSocket fnMat2Closure = null;

            if (mat2sh != null)
            {
                fnMat2        = new RhinoCyclesCore.Shaders.RhinoFullNxt(null, mat2sh, sh, false);
                fnMat2Closure = fnMat2.GetClosureSocket();
            }

            ccl.ShaderNodes.TextureCoordinateNode texco = new ccl.ShaderNodes.TextureCoordinateNode($"texcos{Serial}");
            sh.AddNode(texco);

            ccl.ShaderNodes.DiffuseBsdfNode diffuse1Bsdf = new ccl.ShaderNodes.DiffuseBsdfNode();
            diffuse1Bsdf.ins.Color.Value = Mat1;
            ccl.ShaderNodes.DiffuseBsdfNode diffuse2Bsdf = new ccl.ShaderNodes.DiffuseBsdfNode();
            diffuse2Bsdf.ins.Color.Value = Mat2;
            sh.AddNode(diffuse1Bsdf);
            sh.AddNode(diffuse2Bsdf);

            blendit.ins.Fac.Value = Blend;

            GraphForSlot(sh, BlendTexOn, BlendTex, blendit.ins.Fac, texco, true);

            var sock1 = fnMat1Closure ?? crm1closure ?? diffuse1Bsdf.outs.BSDF;

            sock1.Connect(blendit.ins.Closure1);
            var sock2 = fnMat2Closure ?? crm2closure ?? diffuse2Bsdf.outs.BSDF;

            sock2.Connect(blendit.ins.Closure2);

            blendit.outs.Closure.Connect(sh.Output.ins.Surface);

            if (finalize)
            {
                sh.FinalizeGraph();
            }
            return(true);
        }
コード例 #7
0
 public MaterialShaderUpdatedEventArgs(CyclesShader rcShader, CclShader cclShader)
 {
     RcShader  = rcShader;
     CclShader = cclShader;
 }
コード例 #8
0
ファイル: ShaderConverter.cs プロジェクト: mcneel/RhinoCycles
        /// <summary>
        /// Create a CyclesShader based on given Material m
        /// </summary>
        /// <param name="rm">Material to convert to CyclesShader</param>
        /// <param name="gamma">gamma to use for this shader</param>
        /// <returns>The CyclesShader</returns>
        internal CyclesShader CreateCyclesShader(RenderMaterial rm, float gamma)
        {
            var mid = rm.RenderHash;
            CyclesShader shader = null;

            var crm = rm as ICyclesMaterial;
            CyclesShader.CyclesMaterial mattype = CyclesShader.CyclesMaterial.No;

            if (crm == null)
            {
                // always simulate material, need to know now myself
                // what to read out from the simulated material to
                // populate my own material descriptions.
                var m = rm.SimulateMaterial(true);
                // figure out what type of material we are.
                //var probemat = GuessMaterialFromSmell(rm);
                var probemat = WhatMaterial(rm, m);

                rm.BeginChange(RenderContent.ChangeContexts.Ignore);
                var dcl = m.DiffuseColor;
                var scl = m.SpecularColor;
                var rcl = m.ReflectionColor;
                var rfcl = m.TransparentColor;
                var emcl = m.EmissionColor;
                var polish = (float)m.ReflectionGlossiness;
                var reflectivity = (float)m.Reflectivity;
                var metalic = 0f;
                var shine = (float)(m.Shine / Material.MaxShine);

                switch (probemat)
                {
                    case ProbableMaterial.Plaster:
                        mattype = CyclesShader.CyclesMaterial.Diffuse;
                        break;
                    case ProbableMaterial.Glass:
                    case ProbableMaterial.Gem:
                        metalic = 0f;
                        mattype = CyclesShader.CyclesMaterial.Glass;
                        break;
                    case ProbableMaterial.Metal:
                        metalic = 1.0f;
                        mattype = CyclesShader.CyclesMaterial.SimpleMetal;
                        break;
                    case ProbableMaterial.Plastic:
                        polish = reflectivity;
                        shine = polish;
                        reflectivity = 0f;
                        metalic = 0f;
                        mattype = CyclesShader.CyclesMaterial.SimplePlastic;
                        break;
                    case ProbableMaterial.Paint:
                        mattype = CyclesShader.CyclesMaterial.Paint;
                        break;
                    case ProbableMaterial.Custom:
                        metalic = m.FresnelReflections ? 0.0f : reflectivity;
                        break;
                }

                var difftexAlpha = m.AlphaTransparency;

                var col = RenderEngine.CreateFloat4(dcl.R, dcl.G, dcl.B, 255);
                var spec = RenderEngine.CreateFloat4(scl.R, scl.G, scl.B, 255);
                var refl = RenderEngine.CreateFloat4(rcl.R, rcl.G, rcl.B, 255);
                var transp = RenderEngine.CreateFloat4(rfcl.R, rfcl.G, rfcl.B, 255);
                var refr = RenderEngine.CreateFloat4(rfcl.R, rfcl.G, rfcl.B, 255);
                var emis = RenderEngine.CreateFloat4(emcl.R, emcl.G, emcl.B, 255);

                shader = new CyclesShader
                {
                    Id = mid,
                    Type = CyclesShader.Shader.Diffuse,
                    CyclesMaterialType = mattype,

                    Shadeless = m.DisableLighting,

                    DiffuseColor = col,
                    SpecularColor = spec,
                    ReflectionColor = refl,
                    ReflectionRoughness = polish,
                    RefractionColor = refr,
                    RefractionRoughness = (float)m.RefractionGlossiness,
                    TransparencyColor = transp,
                    EmissionColor = emis,

                    FresnelIOR = (float)m.FresnelIndexOfRefraction,
                    IOR = (float)m.IndexOfRefraction,
                    Roughness = (float)m.ReflectionGlossiness,
                    Reflectivity = reflectivity,
                    Metalic = metalic,
                    Transparency = (float)m.Transparency,
                    Shine = shine,
                    Gloss = metalic > 0.0f ? polish : 0.0f,

                    FresnelReflections = m.FresnelReflections,

                    Gamma = gamma,

                    Name = m.Name ?? ""
                };

                shader.DiffuseTexture.Amount = 0.0f;
                shader.BumpTexture.Amount = 0.0f;
                shader.TransparencyTexture.Amount = 0.0f;
                shader.EnvironmentTexture.Amount = 0.0f;

                if (rm.GetTextureOnFromUsage(RenderMaterial.StandardChildSlots.Diffuse))
                {
                    var difftex = rm.GetTextureFromUsage(RenderMaterial.StandardChildSlots.Diffuse);

                    BitmapConverter.MaterialBitmapFromEvaluator(ref shader, rm, difftex, RenderMaterial.StandardChildSlots.Diffuse);
                    if (shader.HasDiffuseTexture)
                    {
                        shader.DiffuseTexture.UseAlpha = difftexAlpha;
                        shader.DiffuseTexture.Amount = (float)Math.Min(rm.GetTextureAmountFromUsage(RenderMaterial.StandardChildSlots.Diffuse) / 100.0f, 1.0f);
                    }
                }

                if (rm.GetTextureOnFromUsage(RenderMaterial.StandardChildSlots.Bump))
                {
                    var bumptex = rm.GetTextureFromUsage(RenderMaterial.StandardChildSlots.Bump);
                    BitmapConverter.MaterialBitmapFromEvaluator(ref shader, rm, bumptex, RenderMaterial.StandardChildSlots.Bump);
                    if (shader.HasBumpTexture)
                    {
                        shader.BumpTexture.Amount = (float)Math.Min(rm.GetTextureAmountFromUsage(RenderMaterial.StandardChildSlots.Bump) / 100.0f, 1.0f);
                    }
                }

                if (rm.GetTextureOnFromUsage(RenderMaterial.StandardChildSlots.Transparency))
                {
                    var transtex = rm.GetTextureFromUsage(RenderMaterial.StandardChildSlots.Transparency);
                    BitmapConverter.MaterialBitmapFromEvaluator(ref shader, rm, transtex,
                        RenderMaterial.StandardChildSlots.Transparency);
                    if (shader.HasTransparencyTexture)
                    {
                        shader.TransparencyTexture.Amount = (float)Math.Min(rm.GetTextureAmountFromUsage(RenderMaterial.StandardChildSlots.Transparency) / 100.0f, 1.0f);
                    }
                }

                if (rm.GetTextureOnFromUsage(RenderMaterial.StandardChildSlots.Environment))
                {
                    var envtex = rm.GetTextureFromUsage(RenderMaterial.StandardChildSlots.Environment);
                    BitmapConverter.MaterialBitmapFromEvaluator(ref shader, rm, envtex,
                        RenderMaterial.StandardChildSlots.Environment);
                    if (shader.HasEnvironmentTexture)
                    {
                        shader.EnvironmentTexture.Amount = (float)Math.Min(rm.GetTextureAmountFromUsage(RenderMaterial.StandardChildSlots.Environment) / 100.0f, 1.0f);
                    }
                }

                rm.EndChange();

            }
            if (crm != null)
            {
                shader = new CyclesShader
                {
                    Id = mid,
                    CyclesMaterialType = crm.MaterialType,
                    Gamma = gamma,
                    Crm = crm
                };
            }

            shader.Gamma = gamma;

            return shader;
        }
コード例 #9
0
 public RhinoFullNxt(Client client, CyclesShader intermediate, Shader existing, string name) : base(client, intermediate, name, existing)
 {
 }
コード例 #10
0
 public RhinoFullNxt(Client client, CyclesShader intermediate) : this(client, intermediate, null, intermediate.Front.Name)
 {
 }
コード例 #11
0
 /// <summary>
 /// Add a CyclesShader and its shader
 /// </summary>
 /// <param name="s"></param>
 /// <param name="shader"></param>
 public void Add(CyclesShader s, CclShader shader)
 {
     _allShaders.Add(new Tuple <object, CclShader>(s, shader));
 }
コード例 #12
0
 /// <summary>
 /// Create a new shader, using intermediate.Name as name
 /// </summary>
 /// <param name="client"></param>
 /// <param name="intermediate"></param>
 public RhinoNotYetImplemented(Client client, CyclesShader intermediate)
     : this(client, intermediate, intermediate.Name)
 {
 }
コード例 #13
0
        public static RhinoShader RecreateRhinoMaterialShader(Client client, CyclesShader intermediate, Shader existing)
        {
            RhinoShader theShader = new RhinoFullNxt(client, intermediate, existing);

            return(theShader);
        }
コード例 #14
0
        public static RhinoShader CreateRhinoMaterialShader(Client client, CyclesShader intermediate)
        {
            RhinoShader theShader = new RhinoFullNxt(client, intermediate);

            return(theShader);
        }
コード例 #15
0
ファイル: BitmapConverter.cs プロジェクト: mcneel/RhinoCycles
        private static void InternalMaterialBitmapFromEvaluator(CyclesShader shader, RenderTexture renderTexture,
			RenderMaterial.StandardChildSlots textureType, Rhino.Geometry.Transform rhinotfm, uint rId, TextureEvaluator actualEvaluator,
			TextureProjectionMode projectionMode, TextureEnvironmentMappingMode envProjectionMode)
        {
            int pheight;
            int pwidth;
            try
            {
                int u, v, w;
                renderTexture.PixelSize(out u, out v, out w);
                pheight = u;
                pwidth = v;
            }
            catch (Exception)
            {
                pheight = 1024;
                pwidth = 1024;
            }

            if (pheight == 0 || pwidth == 0)
            {
                pheight = 1024;
                pwidth = 1024;
            }

            Transform t = new Transform(
                rhinotfm.ToFloatArray(true)
                );

            var isFloat = renderTexture.IsHdrCapable();
            var isLinear = renderTexture.IsLinear();

            if (isFloat)
            {
                var img = RetrieveFloatsImg(rId, pwidth, pheight, actualEvaluator, false, false, isLinear);
                img.ApplyGamma(shader.Gamma);
                switch (textureType)
                {
                    case RenderMaterial.StandardChildSlots.Diffuse:
                        shader.DiffuseTexture.IsLinear = isLinear;
                        shader.DiffuseTexture.TexFloat = img.Data;
                        shader.DiffuseTexture.TexByte = null;
                        break;
                    case RenderMaterial.StandardChildSlots.Bump:
                        shader.BumpTexture.IsLinear = isLinear;
                        shader.BumpTexture.TexFloat = img.Data;
                        shader.BumpTexture.TexByte = null;
                        break;
                    case RenderMaterial.StandardChildSlots.Transparency:
                        shader.TransparencyTexture.IsLinear = isLinear;
                        shader.TransparencyTexture.TexFloat = img.Data;
                        shader.TransparencyTexture.TexByte = null;
                        break;
                    case RenderMaterial.StandardChildSlots.Environment:
                        shader.EnvironmentTexture.IsLinear = isLinear;
                        shader.EnvironmentTexture.TexFloat = img.Data;
                        shader.EnvironmentTexture.TexByte = null;
                        break;
                }
            }
            else
            {
                var img = RetrieveBytesImg(rId, pwidth, pheight, actualEvaluator, false, false, isLinear);
                img.ApplyGamma(shader.Gamma);
                switch (textureType)
                {
                    case RenderMaterial.StandardChildSlots.Diffuse:
                        shader.DiffuseTexture.IsLinear = isLinear;
                        shader.DiffuseTexture.TexFloat = null;
                        shader.DiffuseTexture.TexByte = img.Data;
                        break;
                    case RenderMaterial.StandardChildSlots.Bump:
                        shader.BumpTexture.IsLinear = isLinear;
                        shader.BumpTexture.TexFloat = null;
                        shader.BumpTexture.TexByte = img.Data;
                        break;
                    case RenderMaterial.StandardChildSlots.Transparency:
                        shader.TransparencyTexture.IsLinear = isLinear;
                        shader.TransparencyTexture.TexFloat = null;
                        shader.TransparencyTexture.TexByte = img.Data;
                        break;
                    case RenderMaterial.StandardChildSlots.Environment:
                        shader.EnvironmentTexture.IsLinear = isLinear;
                        shader.EnvironmentTexture.TexFloat = null;
                        shader.EnvironmentTexture.TexByte = img.Data;
                        break;
                }
            }
            switch (textureType)
            {
                case RenderMaterial.StandardChildSlots.Diffuse:
                    shader.DiffuseTexture.TexWidth = pwidth;
                    shader.DiffuseTexture.TexHeight = pheight;
                    shader.DiffuseTexture.ProjectionMode = projectionMode;
                    shader.DiffuseTexture.EnvProjectionMode = envProjectionMode;
                    shader.DiffuseTexture.Transform = t;
                    shader.DiffuseTexture.Name = rId.ToString(CultureInfo.InvariantCulture);
                    break;
                case RenderMaterial.StandardChildSlots.Bump:
                    shader.BumpTexture.TexWidth = pwidth;
                    shader.BumpTexture.TexHeight = pheight;
                    shader.BumpTexture.ProjectionMode = projectionMode;
                    shader.BumpTexture.EnvProjectionMode = envProjectionMode;
                    shader.BumpTexture.Transform = t;
                    shader.BumpTexture.Name = rId.ToString(CultureInfo.InvariantCulture);
                    break;
                case RenderMaterial.StandardChildSlots.Transparency:
                    shader.TransparencyTexture.TexWidth = pwidth;
                    shader.TransparencyTexture.TexHeight = pheight;
                    shader.TransparencyTexture.ProjectionMode = projectionMode;
                    shader.TransparencyTexture.EnvProjectionMode = envProjectionMode;
                    shader.TransparencyTexture.Transform = t;
                    shader.TransparencyTexture.Name = rId.ToString(CultureInfo.InvariantCulture);
                    break;
                case RenderMaterial.StandardChildSlots.Environment:
                    shader.EnvironmentTexture.TexWidth = pwidth;
                    shader.EnvironmentTexture.TexHeight = pheight;
                    // special texture, always set to Environment/Emap
                    shader.EnvironmentTexture.ProjectionMode = TextureProjectionMode.EnvironmentMap;
                    shader.EnvironmentTexture.EnvProjectionMode = TextureEnvironmentMappingMode.EnvironmentMap;
                    shader.EnvironmentTexture.Transform = t;
                    shader.EnvironmentTexture.Name = rId.ToString(CultureInfo.InvariantCulture);
                    break;
            }
        }
コード例 #16
0
ファイル: BitmapConverter.cs プロジェクト: mcneel/RhinoCycles
        /// <summary>
        /// Get material bitmap from texture evaluator
        /// </summary>
        /// <param name="shader"></param>
        /// <param name="rm"></param>
        /// <param name="renderTexture"></param>
        /// <param name="textureType"></param>
        internal static void MaterialBitmapFromEvaluator(ref CyclesShader shader, RenderMaterial rm, RenderTexture renderTexture, RenderMaterial.StandardChildSlots textureType)
        {
            if (renderTexture == null) return;

            var rId = renderTexture.RenderHashWithoutLocalMapping;

            var rhinotfm = renderTexture.LocalMappingTransform;

            var projectionMode = renderTexture.GetProjectionMode();
            var envProjectionMode = renderTexture.GetInternalEnvironmentMappingMode();

            using (var textureEvaluator = renderTexture.CreateEvaluator(RenderTexture.TextureEvaluatorFlags.DisableLocalMapping))
            {
                SimulatedTexture st = textureEvaluator == null ? renderTexture.SimulatedTexture(RenderTexture.TextureGeneration.Disallow) : null;
                using (
                    var actualEvaluator = textureEvaluator ?? RenderTexture.NewBitmapTexture(st).CreateEvaluator(RenderTexture.TextureEvaluatorFlags.Normal))
                {
                    InternalMaterialBitmapFromEvaluator(shader, renderTexture, textureType, rhinotfm, rId, actualEvaluator, projectionMode, envProjectionMode);

                }
            }
        }
コード例 #17
0
ファイル: ShaderDatabase.cs プロジェクト: mcneel/RhinoCycles
 /// <summary>
 /// Add a CyclesShader and its shader
 /// </summary>
 /// <param name="s"></param>
 /// <param name="shader"></param>
 public void Add(CyclesShader s, CclShader shader)
 {
     _allShaders.Add(new Tuple<object, CclShader>(s, shader));
 }
コード例 #18
0
 /// <summary>
 /// Create a new shader, using intermediate.Name as name
 /// </summary>
 /// <param name="client"></param>
 /// <param name="intermediate"></param>
 public RhinoNotYetImplemented(Client client, CyclesShader intermediate) : this(client, intermediate, intermediate.Front.Name)
 {
 }
コード例 #19
0
 /// <summary>
 /// Create a new shader, with name overriding intermediate.Name
 /// </summary>
 /// <param name="client"></param>
 /// <param name="intermediate"></param>
 /// <param name="name"></param>
 public RhinoNotYetImplemented(Client client, CyclesShader intermediate, string name) : base(client, intermediate, name, null)
 {
 }
コード例 #20
0
ファイル: RhinoFullNxt.cs プロジェクト: mcneel/RhinoCycles
 public RhinoFullNxt(Client client, CyclesShader intermediate)
     : this(client, intermediate, null, intermediate.Name)
 {
 }
コード例 #21
0
ファイル: RhinoShader.cs プロジェクト: mcneel/RhinoCycles
 protected RhinoShader(Client client, CyclesShader intermediate)
 {
     m_client = client;
     m_original = intermediate;
 }
コード例 #22
0
ファイル: ShaderDatabase.cs プロジェクト: mcneel/RhinoCycles
 /// <summary>
 /// Add a CyclesShader to the list of shaders that will have to be committed to Cycles.
 /// </summary>
 /// <param name="shader"></param>
 public void AddShader(CyclesShader shader)
 {
     if (!_rhCclShaders.ContainsKey(shader.Id) && !_cqShaders.Contains(shader))
     {
         _cqShaders.Add(shader);
         //_allShaders.Add(shader);
     }
 }
コード例 #23
0
ファイル: RhinoFullNxt.cs プロジェクト: mcneel/RhinoCycles
 public RhinoFullNxt(Client client, CyclesShader intermediate, Shader existing)
     : this(client, intermediate, existing, intermediate.Name)
 {
 }
コード例 #24
0
ファイル: RhinoShader.cs プロジェクト: mcneel/RhinoCycles
        public static RhinoShader CreateRhinoMaterialShader(Client client, CyclesShader intermediate)
        {
            RhinoShader theShader = new RhinoFullNxt(client, intermediate);

            return theShader;
        }
コード例 #25
0
 public MaterialShaderUpdatedEventArgs(CyclesShader rcShader, CclShader cclShader)
 {
     RcShader = rcShader;
     CclShader = cclShader;
 }
コード例 #26
0
ファイル: RhinoShader.cs プロジェクト: mcneel/RhinoCycles
        public static RhinoShader RecreateRhinoMaterialShader(Client client, CyclesShader intermediate, Shader existing)
        {
            RhinoShader theShader = new RhinoFullNxt(client, intermediate, existing);

            return theShader;
        }
コード例 #27
0
 public RhinoFullNxt(Client client, CyclesShader intermediate, Shader existing) : this(client, intermediate, existing, intermediate.Front.Name)
 {
 }
コード例 #28
0
 public static void ReloadTextures(CyclesShader shader)
 {
     shader.ReloadTextures(ByteImagesNew, FloatImagesNew);
 }
コード例 #29
0
        public bool GetShader(Shader sh, bool finalize)
        {
            blendit = new ccl.ShaderNodes.MixClosureNode($"blendit{Serial}");
            sh.AddNode(blendit);

            LinearWorkflow linearWorkflow = new LinearWorkflow();

            linearWorkflow.PostProcessGamma   = Gamma;
            linearWorkflow.PreProcessGamma    = Gamma;
            linearWorkflow.PostProcessGammaOn = Gamma != 1.0f;
            linearWorkflow.PreProcessColors   = linearWorkflow.PreProcessTextures = linearWorkflow.PostProcessGammaOn;

            RhinoCyclesCore.Converters.ShaderConverter sconv = new RhinoCyclesCore.Converters.ShaderConverter();
            CyclesShader    mat1sh      = null;
            CyclesShader    mat2sh      = null;
            ICyclesMaterial crm1        = null;
            ICyclesMaterial crm2        = null;
            ClosureSocket   crm1closure = null;
            ClosureSocket   crm2closure = null;

            if (Mat1Rm != null)
            {
                if (Mat1Rm is ICyclesMaterial)
                {
                    crm1       = Mat1Rm as ICyclesMaterial;
                    crm1.Gamma = Gamma;
                    crm1.GetShader(sh, false);
                    crm1closure = crm1.GetClosureSocket(sh);
                }
                else
                {
                    mat1sh       = sconv.CreateCyclesShader(Mat1Rm, linearWorkflow, Mat1Rm.RenderHashExclude(CrcRenderHashFlags.ExcludeLinearWorkflow, "", linearWorkflow), BitmapConverter, null);
                    mat1sh.Gamma = Gamma;
                    BitmapConverter.ReloadTextures(mat1sh);
                }
            }
            if (Mat2Rm != null)
            {
                if (Mat2Rm is ICyclesMaterial)
                {
                    crm2       = Mat2Rm as ICyclesMaterial;
                    crm2.Gamma = Gamma;
                    crm2.GetShader(sh, false);
                    crm2closure = crm2.GetClosureSocket(sh);
                }
                else
                {
                    mat2sh       = sconv.CreateCyclesShader(Mat2Rm, linearWorkflow, Mat2Rm.RenderHashExclude(CrcRenderHashFlags.ExcludeLinearWorkflow, "", linearWorkflow), BitmapConverter, null);
                    mat2sh.Gamma = Gamma;
                    BitmapConverter.ReloadTextures(mat2sh);
                }
            }

            RhinoCyclesCore.Shaders.RhinoFullNxt fnMat1 = null;
            ClosureSocket fnMat1Closure = null;

            if (mat1sh != null)
            {
                fnMat1        = new RhinoCyclesCore.Shaders.RhinoFullNxt(null, mat1sh, sh, false);
                fnMat1Closure = fnMat1.GetClosureSocket();
            }

            RhinoCyclesCore.Shaders.RhinoFullNxt fnMat2 = null;
            ClosureSocket fnMat2Closure = null;

            if (mat2sh != null)
            {
                fnMat2        = new RhinoCyclesCore.Shaders.RhinoFullNxt(null, mat2sh, sh, false);
                fnMat2Closure = fnMat2.GetClosureSocket();
            }

            ccl.ShaderNodes.TextureCoordinateNode texco = new ccl.ShaderNodes.TextureCoordinateNode($"texcos{Serial}");
            sh.AddNode(texco);

            ccl.ShaderNodes.DiffuseBsdfNode diffuse1Bsdf = new ccl.ShaderNodes.DiffuseBsdfNode();
            diffuse1Bsdf.ins.Color.Value = Mat1;
            ccl.ShaderNodes.DiffuseBsdfNode diffuse2Bsdf = new ccl.ShaderNodes.DiffuseBsdfNode();
            diffuse2Bsdf.ins.Color.Value = Mat2;
            sh.AddNode(diffuse1Bsdf);
            sh.AddNode(diffuse2Bsdf);

            blendit.ins.Fac.Value = Blend.Amount;

            ccl.ShaderNodes.ValueNode blendValue = new ccl.ShaderNodes.ValueNode("blendValue");
            sh.AddNode(blendValue);
            blendValue.Value = Blend.Amount;

            GraphForSlot(sh, blendValue.outs.Value, Blend.On, Blend.Amount, BlendTex, blendit.ins.Fac.ToList(), texco, true);

            var sock1 = fnMat1Closure ?? crm1closure ?? diffuse1Bsdf.outs.BSDF;

            sock1.Connect(blendit.ins.Closure1);
            var sock2 = fnMat2Closure ?? crm2closure ?? diffuse2Bsdf.outs.BSDF;

            sock2.Connect(blendit.ins.Closure2);

            blendit.outs.Closure.Connect(sh.Output.ins.Surface);

            if (finalize)
            {
                sh.FinalizeGraph();
            }
            return(true);
        }
コード例 #30
0
ファイル: ChangeDatabase.cs プロジェクト: mcneel/RhinoCycles
 internal void TriggerMaterialShaderChanged(CyclesShader rcShader, Shader cclShader)
 {
     MaterialShaderChanged?.Invoke(this, new MaterialShaderUpdatedEventArgs(rcShader, cclShader));
 }