示例#1
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        /// <summary>
        /// Create a new scene with the given SceneParameters and Device
        /// </summary>
        /// <param name="client">The client from C[CS]ycles API</param>
        /// <param name="sceneParams">The SceneParameters to create scene with</param>
        /// <param name="device">The Device to create scene for</param>
        public Scene(Client client, SceneParameters sceneParams, Device device)
        {
            Client = client;
            Id = CSycles.scene_create(Client.Id, sceneParams.Id, device.Id);
            Background = new Background(this);
            Camera = new Camera(this);
            Integrator = new Integrator(this);
            Film = new Film(this);
            Device = device;

            /* add simple wrappers for shadermanager created default shaders */
            var surface = Shader.WrapDefaultSurfaceShader(client);
            var light = Shader.WrapDefaultLightShader(client);
            var background = Shader.WrapDefaultBackgroundShader(client);
            var empty = Shader.WrapDefaultEmptyShader(client);

            /* register the wrapped shaders with scene */
            m_shader_in_scene_ids.Add(surface, surface.Id);
            m_shader_in_scene_ids.Add(background, background.Id);
            m_shader_in_scene_ids.Add(light, light.Id);
            m_shader_in_scene_ids.Add(empty, empty.Id);

            DefaultSurface = surface;

            // set ourself to client as reference
            client.Scene = this;
        }
示例#2
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 /// <summary>
 /// Create a new shader for client.
 /// </summary>
 /// <param name="client">Client ID for C[CS]ycles API.</param>
 /// <param name="type">The type of shader to create</param>
 public Shader(Client client, ShaderType type)
 {
     Client = client;
     Type = type;
     Id = CSycles.create_shader(Client.Id);
     Output = new OutputNode();
     AddNode(Output);
     created_in_cycles = false;
     Verbose = false;
 }
示例#3
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 /// <summary>
 /// Create front for existing shader. Note that
 /// functionality through this can be limited.
 /// Generally used only for interal matters
 /// </summary>
 /// <param name="client"></param>
 /// <param name="type"></param>
 /// <param name="id"></param>
 internal Shader(Client client, ShaderType type, uint id)
 {
     Client = client;
     Type = type;
     Id = id;
     Output = new OutputNode();
     AddNode(Output);
     created_in_cycles = true;
     Verbose = false;
 }
 /// <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
     };
 }
示例#5
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        /// <summary>
        /// Construct a render engine for preview rendering
        /// </summary>
        /// <param name="createPreviewEventArgs"></param>
        /// <param name="pluginId">Id of the plugin for which the render engine is created</param>
        public PreviewRenderEngine(CreatePreviewEventArgs createPreviewEventArgs, Guid pluginId)
            : base(pluginId, createPreviewEventArgs, false)
        {
            Client = new Client();
            State = State.Rendering;

            #region create callbacks for Cycles
            m_update_callback = UpdateCallback;
            m_update_render_tile_callback = PreviewRendererUpdateRenderTileCallback;
            m_write_render_tile_callback = PreviewRendererWriteRenderTileCallback;
            m_test_cancel_callback = TestCancel;

            CSycles.log_to_stdout(false);
            #endregion
        }
示例#6
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 public RhinoLight(Client client, CyclesLight 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
         };
     }
 }
        public ViewportRenderEngine(uint docRuntimeSerialNumber, Guid pluginId, ViewInfo view)
            : base(pluginId, docRuntimeSerialNumber, view, null, true)
        {
            Client = new Client();
            State = State.Rendering;

            Database.ViewChanged += Database_ViewChanged;

            ChangesReady += ViewportRenderEngine_ChangesReady;

            #region create callbacks for Cycles
            m_update_callback = UpdateCallback;
            m_update_render_tile_callback = null;
            m_write_render_tile_callback = null;
            m_test_cancel_callback = null;
            m_display_update_callback = DisplayUpdateHandler;

            CSycles.log_to_stdout(false);
            #endregion
        }
示例#8
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 public XmlReader(Client client, string path)
 {
     Client = client;
     Path = path;
     NumberFormatInfo = NumberFormatInfo.InvariantInfo;
 }
示例#9
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        public static RhinoShader RecreateRhinoMaterialShader(Client client, CyclesShader intermediate, Shader existing)
        {
            RhinoShader theShader = new RhinoFullNxt(client, intermediate, existing);

            return theShader;
        }
示例#10
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        private void ModalRenderEngineCommonConstruct()
        {
            Client = new Client();
            State = State.Rendering;

            Database.ViewChanged += MRE_Database_ViewChanged;

            #region create callbacks for Cycles

            m_update_callback = UpdateCallback;
            m_update_render_tile_callback = null;
            m_write_render_tile_callback = null;
            m_test_cancel_callback = null;
            m_display_update_callback = DisplayUpdateHandler;

            CSycles.log_to_stdout(false);

            #endregion
        }
示例#11
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 public RhinoBackground(Client client, CyclesBackground intermediate, Shader existing)
     : this(client, intermediate, existing, "background")
 {
 }
示例#12
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 public RhinoFullNxt(Client client, CyclesShader intermediate)
     : this(client, intermediate, null, intermediate.Name)
 {
 }
 /// <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)
 {
 }
示例#14
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        /// <summary>
        /// Static constructor for wrapping default background shader created by Cycles shader manager.
        /// </summary>
        /// <param name="client"></param>
        /// <returns></returns>
        public static Shader WrapDefaultBackgroundShader(Client client)
        {
            var shader = new Shader(client, ShaderType.World, CSycles.DEFAULT_BACKGROUND_SHADER) {Name = "default_background"};

            return shader;
        }
示例#15
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        /// <summary>
        /// Static constructor for wrapping default surface shader created by Cycles shader manager.
        /// </summary>
        /// <param name="client"></param>
        /// <returns></returns>
        public static Shader WrapDefaultSurfaceShader(Client client)
        {
            var shader = new Shader(client, ShaderType.Material, CSycles.DEFAULT_SURFACE_SHADER) {Name = "default_surface"};

            // just add nodes so we have local node presentation, but no need to actually finalise
            // since it already exists in Cycles.
            var diffuse_bsdf = new DiffuseBsdfNode();
            diffuse_bsdf.ins.Color.Value = new float4(0.8f);

            shader.AddNode(diffuse_bsdf);

            diffuse_bsdf.outs.BSDF.Connect(shader.Output.ins.Surface);

            return shader;
        }
示例#16
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        /// <summary>
        /// Static constructor for wrapping default light shader created by Cycles shader manager.
        /// </summary>
        /// <param name="client"></param>
        /// <returns></returns>
        public static Shader WrapDefaultLightShader(Client client)
        {
            var shader = new Shader(client, ShaderType.Material, CSycles.DEFAULT_LIGHT_SHADER) {Name = "default_light"};

            // just add nodes so we have local node presentation, but no need to actually finalise
            // since it already exists in Cycles.
            var emission_node = new EmissionNode();
            emission_node.ins.Color.Value = new float4(0.8f);
            emission_node.ins.Strength.Value = 0.0f;

            shader.AddNode(emission_node);

            emission_node.outs.Emission.Connect(shader.Output.ins.Surface);

            return shader;
        }
示例#17
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        /// <summary>
        /// Static constructor for wrapping default empty shader created by Cycles shader manager.
        /// </summary>
        /// <param name="client"></param>
        /// <returns></returns>
        public static Shader WrapDefaultEmptyShader(Client client)
        {
            var shader = new Shader(client, ShaderType.Material, CSycles.DEFAULT_EMPTY_SHADER) {Name = "default_empty"};

            return shader;
        }
示例#18
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 protected RhinoShader(Client client, CyclesShader intermediate)
 {
     m_client = client;
     m_original = intermediate;
 }
示例#19
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 protected RhinoShader(Client client, CyclesBackground intermediateBackground)
 {
     m_client = client;
     m_original_background = intermediateBackground;
 }
示例#20
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 public RhinoFullNxt(Client client, CyclesShader intermediate, Shader existing)
     : this(client, intermediate, existing, intermediate.Name)
 {
 }
示例#21
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 protected RhinoShader(Client client, CyclesLight intermediateLight)
 {
     m_client = client;
     m_original_light = intermediateLight;
 }
示例#22
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        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");
        }
示例#23
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 public static RhinoShader CreateRhinoBackgroundShader(Client client, CyclesBackground intermediateBackground, Shader existingShader)
 {
     RhinoShader theShader = new RhinoBackground(client, intermediateBackground, existingShader);
     return theShader;
 }
示例#24
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 public RhinoLight(Client client, CyclesLight intermediate, Shader existing)
     : this(client, intermediate, existing, "light")
 {
 }
示例#25
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 public static RhinoShader CreateRhinoLightShader(Client client, CyclesLight intermediateLight, Shader existingShader)
 {
     RhinoShader shader = new RhinoLight(client, intermediateLight, existingShader);
     return shader;
 }
示例#26
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 public RendererModel()
 {
     Client = new Client();
 }
示例#27
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        public static RhinoShader CreateRhinoMaterialShader(Client client, CyclesShader intermediate)
        {
            RhinoShader theShader = new RhinoFullNxt(client, intermediate);

            return theShader;
        }
示例#28
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 /// <summary>
 /// Create session parameters using <c>Device</c>
 /// </summary>
 /// <param name="dev">The device to create session parameters for</param>
 public SessionParameters(Client client, Device dev)
 {
     Client = client;
     _device = dev;
     Id = CSycles.session_params_create(Client.Id, (uint)dev.Id);
 }
示例#29
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        /// <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;
        }