static public Shader create_some_setup_shader() { var some_setup = new Shader(Client, Shader.ShaderType.Material) { Name = "some_setup ", UseMis = false, UseTransparentShadow = true, HeterogeneousVolume = false }; var brick_texture = new BrickTexture(); brick_texture.ins.Vector.Value = new float4(0.000f, 0.000f, 0.000f); brick_texture.ins.Color1.Value = new float4(0.800f, 0.800f, 0.800f); brick_texture.ins.Color2.Value = new float4(0.200f, 0.200f, 0.200f); brick_texture.ins.Mortar.Value = new float4(0.000f, 0.000f, 0.000f); brick_texture.ins.Scale.Value = 1.000f; brick_texture.ins.MortarSize.Value = 0.020f; brick_texture.ins.Bias.Value = 0.000f; brick_texture.ins.BrickWidth.Value = 0.500f; brick_texture.ins.RowHeight.Value = 0.250f; var checker_texture = new CheckerTexture(); checker_texture.ins.Vector.Value = new float4(0.000f, 0.000f, 0.000f); checker_texture.ins.Color1.Value = new float4(0.000f, 0.004f, 0.800f); checker_texture.ins.Color2.Value = new float4(0.200f, 0.000f, 0.007f); checker_texture.ins.Scale.Value = 5.000f; var diffuse_bsdf = new DiffuseBsdfNode(); diffuse_bsdf.ins.Color.Value = new float4(0.800f, 0.800f, 0.800f); diffuse_bsdf.ins.Roughness.Value = 0.000f; diffuse_bsdf.ins.Normal.Value = new float4(0.000f, 0.000f, 0.000f); var texture_coordinate = new TextureCoordinateNode(); some_setup.AddNode(brick_texture); some_setup.AddNode(checker_texture); some_setup.AddNode(diffuse_bsdf); some_setup.AddNode(texture_coordinate); brick_texture.outs.Color.Connect(diffuse_bsdf.ins.Color); checker_texture.outs.Color.Connect(brick_texture.ins.Mortar); texture_coordinate.outs.Normal.Connect(checker_texture.ins.Vector); texture_coordinate.outs.UV.Connect(brick_texture.ins.Vector); diffuse_bsdf.outs.BSDF.Connect(some_setup.Output.ins.Surface); some_setup.FinalizeGraph(); return(some_setup); }
/// <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.Static, false, render_device.IsCpu, false); #endregion #region create scene var scene = new Scene(client, scene_params, render_device) { #region integrator settings Integrator = { MaxBounce = RcCore.It.EngineSettings.MaxBounce, TransparentMaxBounce = RcCore.It.EngineSettings.TransparentMaxBounce, MaxDiffuseBounce = RcCore.It.EngineSettings.MaxDiffuseBounce, MaxGlossyBounce = RcCore.It.EngineSettings.MaxGlossyBounce, MaxTransmissionBounce = RcCore.It.EngineSettings.MaxTransmissionBounce, MaxVolumeBounce = RcCore.It.EngineSettings.MaxVolumeBounce, NoCaustics = RcCore.It.EngineSettings.NoCaustics, DiffuseSamples = RcCore.It.EngineSettings.DiffuseSamples, GlossySamples = RcCore.It.EngineSettings.GlossySamples, TransmissionSamples = RcCore.It.EngineSettings.TransmissionSamples, AoSamples = RcCore.It.EngineSettings.AoSamples, MeshLightSamples = RcCore.It.EngineSettings.MeshLightSamples, SubsurfaceSamples = RcCore.It.EngineSettings.SubsurfaceSamples, VolumeSamples = RcCore.It.EngineSettings.VolumeSamples, AaSamples = RcCore.It.EngineSettings.AaSamples, FilterGlossy = RcCore.It.EngineSettings.FilterGlossy, IntegratorMethod = RcCore.It.EngineSettings.IntegratorMethod, SampleAllLightsDirect = RcCore.It.EngineSettings.SampleAllLights, SampleAllLightsIndirect = RcCore.It.EngineSettings.SampleAllLightsIndirect, SampleClampDirect = RcCore.It.EngineSettings.SampleClampDirect, SampleClampIndirect = RcCore.It.EngineSettings.SampleClampIndirect, LightSamplingThreshold = RcCore.It.EngineSettings.LightSamplingThreshold, SamplingPattern = SamplingPattern.CMJ, Seed = RcCore.It.EngineSettings.Seed, NoShadows = RcCore.It.EngineSettings.NoShadows, } #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(1.0f); 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; scene.Background.Transparent = false; #endregion return(scene); }
/// <summary> /// Set image texture node and link up with correct TextureCoordinateNode output based on /// texture ProjectionMode. /// /// This may add new nodes to the shader! /// </summary> /// <param name="shader"></param> /// <param name="texture"></param> /// <param name="image_node"></param> /// <param name="texture_coordinates"></param> public static void SetProjectionMode(Shader shader, CyclesTextureImage texture, ImageTextureNode image_node, TextureCoordinateNode texture_coordinates) { if (!texture.HasTextureImage) { return; } Guid g = Guid.NewGuid(); texture_coordinates.UseTransform = false; var tfm = new MatrixMathNode("texture transform" + g.ToString()) { Transform = texture.Transform }; shader.AddNode(tfm); image_node.Projection = TextureNode.TextureProjection.Flat; if (texture.ProjectionMode == TextureProjectionMode.WcsBox) { texture_coordinates.UseTransform = true; texture_coordinates.outs.WcsBox.Connect(tfm.ins.Vector); tfm.outs.Vector.Connect(image_node.ins.Vector); } else if (texture.ProjectionMode == TextureProjectionMode.Wcs) { texture_coordinates.UseTransform = true; texture_coordinates.outs.Object.Connect(tfm.ins.Vector); tfm.outs.Vector.Connect(image_node.ins.Vector); } else if (texture.ProjectionMode == TextureProjectionMode.Screen) { SeparateXyzNode sepvec = new SeparateXyzNode(); CombineXyzNode combvec = new CombineXyzNode(); MathNode inverty = new MathNode { Operation = MathNode.Operations.Subtract }; inverty.ins.Value1.Value = 1.0f; shader.AddNode(sepvec); shader.AddNode(combvec); shader.AddNode(inverty); texture_coordinates.outs.Window.Connect(sepvec.ins.Vector); sepvec.outs.Y.Connect(inverty.ins.Value2); sepvec.outs.X.Connect(combvec.ins.X); inverty.outs.Value.Connect(combvec.ins.Y); sepvec.outs.Z.Connect(combvec.ins.Z); combvec.outs.Vector.Connect(tfm.ins.Vector); tfm.Transform = tfm.Transform; tfm.outs.Vector.Connect(image_node.ins.Vector); } else if (texture.ProjectionMode == TextureProjectionMode.View) { texture_coordinates.outs.Camera.Connect(tfm.ins.Vector); tfm.outs.Vector.Connect(image_node.ins.Vector); } else if (texture.ProjectionMode == TextureProjectionMode.EnvironmentMap) { texture_coordinates.UseTransform = false; switch (texture.EnvProjectionMode) { case TextureEnvironmentMappingMode.Spherical: texture_coordinates.outs.EnvSpherical.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.EnvironmentMap: texture_coordinates.outs.EnvEmap.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.Box: texture_coordinates.outs.EnvBox.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.LightProbe: texture_coordinates.outs.EnvLightProbe.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.Cube: texture_coordinates.outs.EnvCubemap.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.VerticalCrossCube: texture_coordinates.outs.EnvCubemapVerticalCross.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.HorizontalCrossCube: texture_coordinates.outs.EnvCubemapHorizontalCross.Connect(image_node.ins.Vector); break; case TextureEnvironmentMappingMode.Hemispherical: texture_coordinates.outs.EnvHemispherical.Connect(image_node.ins.Vector); break; default: texture_coordinates.outs.EnvEmap.Connect(image_node.ins.Vector); break; } } else { texture_coordinates.outs.UV.Connect(tfm.ins.Vector); tfm.outs.Vector.Connect(image_node.ins.Vector); } }
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); }
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); }
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); 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 = (uint)(dev.IsCpu ? 0 : 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; } CSycles.set_logger(client.Id, g_logger_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"); }