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ShaderTweakProxy : Allow using inputs from existing network in Shader…
…Tweaks
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////////////////////////////////////////////////////////////////////////// | ||
// | ||
// Copyright (c) 2024, Image Engine Design Inc. All rights reserved. | ||
// | ||
// Redistribution and use in source and binary forms, with or without | ||
// modification, are permitted provided that the following conditions are | ||
// met: | ||
// | ||
// * Redistributions of source code must retain the above | ||
// copyright notice, this list of conditions and the following | ||
// disclaimer. | ||
// | ||
// * Redistributions in binary form must reproduce the above | ||
// copyright notice, this list of conditions and the following | ||
// disclaimer in the documentation and/or other materials provided with | ||
// the distribution. | ||
// | ||
// * Neither the name of John Haddon nor the names of | ||
// any other contributors to this software may be used to endorse or | ||
// promote products derived from this software without specific prior | ||
// written permission. | ||
// | ||
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS | ||
// IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, | ||
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | ||
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | ||
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | ||
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | ||
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||
// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
// | ||
////////////////////////////////////////////////////////////////////////// | ||
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#pragma once | ||
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#include "GafferScene/Shader.h" | ||
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#include "IECoreScene/ShaderNetwork.h" | ||
#include "IECore/ObjectVector.h" | ||
#include "IECore/VectorTypedData.h" | ||
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#include <unordered_map> | ||
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namespace GafferScene | ||
{ | ||
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class GAFFERSCENE_API ShaderTweakProxy : public Shader | ||
{ | ||
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public : | ||
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// Create a ShaderTweakProxy, set up to proxy a particular node in the network being tweaked. | ||
ShaderTweakProxy( const std::string &sourceNode, const IECore::StringVectorData *outputNames, const IECore::ObjectVector *outputTypes, const std::string &name=defaultName<ShaderTweakProxy>()); | ||
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// Should only be called by serializer, to construct ShaderTweakProxies that already have their plugs | ||
// set up ( It might be slightly cleaner to make the plugs not dynamic, and instead use a custom | ||
// serializer that calls the constructor above, but that seems like more work ). | ||
ShaderTweakProxy( const std::string &name ); | ||
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~ShaderTweakProxy() override; | ||
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GAFFER_NODE_DECLARE_TYPE( GafferScene::ShaderTweakProxy, ShaderTweakProxyTypeId, Shader ); | ||
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// This is implemented to do nothing, because ShaderTweakProxy isn't really a shader, it just | ||
// acts like one to store connections before they get replumbed to their actual targets. | ||
void loadShader( const std::string &shaderName, bool keepExistingValues=false ) override; | ||
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static const std::string &shaderTweakProxyIdentifier(); | ||
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private : | ||
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static size_t g_firstPlugIndex; | ||
}; | ||
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IE_CORE_DECLAREPTR( ShaderTweakProxy ) | ||
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} // namespace GafferScene |
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########################################################################## | ||
# | ||
# Copyright (c) 2024, Image Engine Design Inc. All rights reserved. | ||
# | ||
# Redistribution and use in source and binary forms, with or without | ||
# modification, are permitted provided that the following conditions are | ||
# met: | ||
# | ||
# * Redistributions of source code must retain the above | ||
# copyright notice, this list of conditions and the following | ||
# disclaimer. | ||
# | ||
# * Redistributions in binary form must reproduce the above | ||
# copyright notice, this list of conditions and the following | ||
# disclaimer in the documentation and/or other materials provided with | ||
# the distribution. | ||
# | ||
# * Neither the name of John Haddon nor the names of | ||
# any other contributors to this software may be used to endorse or | ||
# promote products derived from this software without specific prior | ||
# written permission. | ||
# | ||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS | ||
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, | ||
# THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | ||
# PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | ||
# CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | ||
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | ||
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
# | ||
########################################################################## | ||
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import pathlib | ||
import unittest | ||
import imath | ||
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import IECore | ||
import IECoreScene | ||
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import Gaffer | ||
import GafferScene | ||
import GafferSceneTest | ||
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class ShaderTweakProxyTest( GafferSceneTest.SceneTestCase ) : | ||
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def test( self ) : | ||
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plane = GafferScene.Plane() | ||
shader = GafferSceneTest.TestShader( "surface" ) | ||
shader["type"].setValue( "surface" ) | ||
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textureShader1 = GafferSceneTest.TestShader( "texture1" ) | ||
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textureShader2 = GafferSceneTest.TestShader( "texture2" ) | ||
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shader["parameters"]["c"].setInput( textureShader1["out"] ) | ||
textureShader1["parameters"]["c"].setInput( textureShader2["out"] ) | ||
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planeFilter = GafferScene.PathFilter() | ||
planeFilter["paths"].setValue( IECore.StringVectorData( [ "/plane" ] ) ) | ||
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assignment = GafferScene.ShaderAssignment() | ||
assignment["in"].setInput( plane["out"] ) | ||
assignment["filter"].setInput( planeFilter["out"] ) | ||
assignment["shader"].setInput( shader["out"] ) | ||
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# Check the untweaked network | ||
originalNetwork = assignment["out"].attributes( "/plane" )["surface"] | ||
self.assertEqual( len( originalNetwork ), 3 ) | ||
self.assertEqual( originalNetwork.input( ( "surface", "c" ) ), ( "texture1", "out" ) ) | ||
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tweakShader = GafferSceneTest.TestShader( "tweakShader" ) | ||
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tweaks = GafferScene.ShaderTweaks() | ||
tweaks["in"].setInput( assignment["out"] ) | ||
tweaks["filter"].setInput( planeFilter["out"] ) | ||
tweaks["shader"].setValue( "surface" ) | ||
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tweaks["tweaks"].addChild( Gaffer.TweakPlug( "c", Gaffer.Color3fPlug() ) ) | ||
tweaks["tweaks"][0]["value"].setInput( tweakShader["out"] ) | ||
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# If we replace the upstream network with a tweak, now we have just 2 nodes | ||
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"] | ||
self.assertEqual( len( tweakedNetwork ), 2 ) | ||
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "tweakShader", "out" ) ) | ||
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autoProxy = GafferScene.ShaderTweakProxy( "", IECore.StringVectorData( [ "auto" ] ), IECore.ObjectVector( [ imath.Color3f() ] ), name = "auto" ) | ||
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# Using an auto proxy with no tweak shaders inserted recreates the original network | ||
tweaks["tweaks"][0]["value"].setInput( autoProxy["out"]["auto"] ) | ||
self.assertEqual( tweaks["out"].attributes( "/plane" )["surface"], originalNetwork ) | ||
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# Test adding a tweak shader in the middle of the network using the proxy | ||
tweakShader["parameters"]["c"].setInput( autoProxy["out"]["auto"] ) | ||
tweaks["tweaks"][0]["value"].setInput( tweakShader["out"] ) | ||
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"] | ||
self.assertEqual( len( tweakedNetwork ), 4 ) | ||
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "tweakShader", "out" ) ) | ||
self.assertEqual( tweakedNetwork.input( ( "tweakShader", "c" ) ), ( "texture1", "out" ) ) | ||
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# If we target the end of the network where there is no input, then the tweak gets inserted fine, | ||
# and there is no input to the tweak, since there's nothing upstream | ||
tweaks["tweaks"][0]["name"].setValue( "texture2.c" ) | ||
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"] | ||
self.assertEqual( len( tweakedNetwork ), 4 ) | ||
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "texture1", "out" ) ) | ||
self.assertEqual( tweakedNetwork.input( ( "texture1", "c" ) ), ( "texture2", "out" ) ) | ||
self.assertEqual( tweakedNetwork.input( ( "texture2", "c" ) ), ( "tweakShader", "out" ) ) | ||
self.assertEqual( tweakedNetwork.input( ( "tweakShader", "c" ) ), ( "", "" ) ) | ||
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# Test proxying a specific node using a named handle | ||
tweaks["tweaks"][0]["name"].setValue( "c" ) | ||
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specificProxy = GafferScene.ShaderTweakProxy( "texture2", IECore.StringVectorData( [ "out" ] ), IECore.ObjectVector( [ imath.Color3f() ] ), name = "specificProxy" ) | ||
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tweakShader["parameters"]["c"].setInput( specificProxy["out"]["out"] ) | ||
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"] | ||
self.assertEqual( len( tweakedNetwork ), 3 ) | ||
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "tweakShader", "out" ) ) | ||
self.assertEqual( tweakedNetwork.input( ( "tweakShader", "c" ) ), ( "texture2", "out" ) ) | ||
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if __name__ == "__main__": | ||
unittest.main() |
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