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- # ***** BEGIN LICENSE BLOCK *****
- # Version: MPL 1.1/GPL 2.0/LGPL 2.1
- #
- # The contents of this file are subject to the Mozilla Public License Version
- # 1.1 (the "License"); you may not use this file except in compliance with
- # the License. You may obtain a copy of the License at
- # http://www.mozilla.org/MPL/
- #
- # Software distributed under the License is distributed on an "AS IS" basis,
- # WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
- # for the specific language governing rights and limitations under the
- # License.
- #
- # The Original Code is the Python Computer Graphics Kit.
- #
- # The Initial Developer of the Original Code is Matthias Baas.
- # Portions created by the Initial Developer are Copyright (C) 2004
- # the Initial Developer. All Rights Reserved.
- #
- # Contributor(s):
- #
- # Alternatively, the contents of this file may be used under the terms of
- # either the GNU General Public License Version 2 or later (the "GPL"), or
- # the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
- # in which case the provisions of the GPL or the LGPL are applicable instead
- # of those above. If you wish to allow use of your version of this file only
- # under the terms of either the GPL or the LGPL, and not to allow others to
- # use your version of this file under the terms of the MPL, indicate your
- # decision by deleting the provisions above and replace them with the notice
- # and other provisions required by the GPL or the LGPL. If you do not delete
- # the provisions above, a recipient may use your version of this file under
- # the terms of any one of the MPL, the GPL or the LGPL.
- #
- # ***** END LICENSE BLOCK *****
- # $Id: rmshader.py,v 1.9 2006/05/26 21:33:29 mbaas Exp $
-
- import sys, os, os.path, re, types, StringIO, copy
- import protocols
- from Interfaces import *
- import ri
- import material, lightsource
- import ribexport
- import slparams
- from slots import *
- from cgtypes import *
-
- # RMShader
- class RMShader(object):
- """RenderMan shader source file.
-
- This class encapsulates an external RenderMan shader source file.
- The shader is parsed in the constructor and for each parameter
- a corresponding slot is created. The parameter values themselves
- are also made accessible via normal attribute access.
-
- When the shader is to be instantiated, you can get the shader name
- by calling shaderName() and the parameter dictionary for the
- current time by calling params(). The type of the shader is returned
- by the method shaderType().
-
- The source code for the material class can be obtained by calling
- loadShaderSource().
-
- The class can also be used to just store a shader name. In this
- case you only pass the shader name instead of the file name to
- the constructor.
-
- This class has to be used in conjunction with the RMMaterial or
- RMLightSource class.
-
- \see RMMaterial, RMLightSource
- """
-
- def __init__(self,
- shader = None,
- transform = mat4(1),
- cpp = None,
- cpperrstream = sys.stderr,
- includedirs = None,
- defines = None,
- params = None,
- **keyargs):
- """Constructor.
-
- The first argument is the shader name or file name. cpp determines
- the preprocessor that should be used when extracting parameters.
- cpperrstream is used to output errors from the preprocessor.
- includedirs is a list of strings that contain directories where to
- look for include files. defines is a list of tuples (name, value)
- that specify the predefined symbols to use (see the function
- slparams.slparams() for details).
- params can be used to declare parameters if the shader source
- is not available. The value must be a dictionary that contains
- token/value pairs. The token may contain an inline declaration.
- Any additional keyword argument is also considered to be a shader
- parameter. However, this parameter cannot have an inline declaration,
- so it is recommended to declare the parameter afterwards using
- the declare() method.
-
- \param name (\c str) Shader file name or shader name
- """
-
- # Shader file or None
- self.filename = None
- # Shader name (without path and extension)
- self.shadername = None
- # Shader type (surface, displacement, ...)
- self.shadertype = None
- # Shader transformation
- self.transform = transform
- # Shader parameters as dictionary.
- # Key:Parameter name Value:Declaration
- self.shaderparams = {}
-
- # String parameters are not stored as slots because they can either
- # contain a string or a RenderPass object
- # str_params: Key:Parameter name / Value:Value
- self.str_params = {}
-
- # Params for which there is no declaration
- # Key: Param name Value:Value
- self.undeclared = keyargs
-
- if params!=None:
- for param in params:
- f = param.split()
- # Was the parameter an empty string? then ignore
- if len(f)==0:
- continue
- # Add the param to the 'undeclared' dict
- # (even if there is a declaration this will ensure that the
- # value is taken as default value during the declaration)
- paramname = f[-1]
- if paramname not in self.undeclared:
- self.undeclared[paramname] = params[param]
- if len(f)>1:
- self.declare(param)
-
-
- # If there is no extension then name is just the shader name
- # and not the shader file
- if shader!=None:
- if os.path.splitext(shader)[1]=="":
- self.shadername = shader
- else:
- self.filename = shader
-
- # Read the shader parameters from the shader source file...
- if self.filename!=None:
- slinfo = slparams.slparams(shader, cpp=cpp, cpperrstream=cpperrstream, includedirs=includedirs, defines=defines)
- if len(slinfo)==0:
- raise ValueError, "no shader found in %s"%shader
- if len(slinfo)>1:
- print "WARNING: There is more than one shader in %s"%shader
-
- # Declare the variables...
- self.shadertype, self.shadername, params = slinfo[0]
- for p in params:
- cls = p[1]
- type = p[2]
- arraysize = p[3]
- name = p[4]
- default = p[6]
- self.declare(name, type, cls, arraysize, default)
-
- # getattr
- def __getattr__(self, name):
- # Shader parameter?
- slot = self.__dict__.get("%s_slot"%name, None)
- if slot!=None:
- # Array slot or normal slot?
- if isinstance(slot, IArraySlot):
- return list(slot)
- else:
- return slot.getValue()
-
- # String parameter?
- str_params = self.__dict__.get("str_params", {})
- if name in str_params:
- return str_params[name]
-
- raise AttributeError, 'shader "%s" has no attribute "%s"'%(self.shadername, name)
-
- # setattr
- def __setattr__(self, name, val):
- # Shader parameter?
- slot = self.__dict__.get("%s_slot"%name, None)
- if slot!=None:
- # Array slot or normal slot?
- if isinstance(slot, IArraySlot):
- for i,v in enumerate(val):
- slot[i] = v
- else:
- slot.setValue(val)
- return
-
- # String parameter?
- str_params = self.__dict__.get("str_params", {})
- if name in str_params:
- str_params[name] = val
- return
-
- object.__setattr__(self, name, val)
-
-
- # shaderName
- def shaderName(self):
- """Return the shader name.
-
- \return Shader name
- """
- return self.shadername
-
- # shaderType
- def shaderType(self):
- """Return the shader type.
-
- None is returned if only the shader name was specified.
-
- \return Shader type ("surface", "light", ...)
- """
- return self.shadertype
-
- # params
- def params(self, passes=None):
- """Return the parameter dictionary for the current time.
-
- If available the parameters will contain inline declarations.
-
- \return Dictionary containing all parameters.
- """
-
- res = copy.copy(self.undeclared)
-
- for name in self.shaderparams:
- decl = self.shaderparams[name]
- p = "%s %s"%(decl, name)
- val = getattr(self, name)
- if isinstance(val, ribexport.RenderPass):
- if val.done():
- mapname = val.realFilename(val.output[0][0])
- # mapname = os.path.splitext(mapname)[0]+".map"
- val = mapname
- else:
- val = ""
- res[p] = val
-
- return res
-
- # getPasses
- def getPasses(self):
- """Return a list containing the passes required for this shader.
- """
- res = []
- for val in self.str_params.values():
- if isinstance(val, ribexport.RenderPass):
- res.append(val)
- return res
-
- # declare
- def declare(self, name, type=None, cls=None, arraysize=None, default=None):
- """Declare a shader parameter.
-
- name is the parameter name. name may also contain the entire
- declaration in SL syntax. In this case, all other arguments
- are ignored, otherwise they provide the missing information.
- type is the only parameter that is mandatory if name does not
- contain the entire declaration.
-
- When a parameter is declared it is added to the list of known
- parameters and a corresponding slot (<name>_slot) is created.
-
- Examples:
-
- shader.declare('uniform float Ka=0.5')
- shader.declare('uniform float Ka')
- shader.declare('float Ka')
- shader.declare('Ka', type='float')
- """
-
- # print 'declare("%s", type=%s, cls=%s, arraysize=%s, default=%s)'%(name, type, cls, arraysize, default)
-
- # Create a "dummy shader" which will be passed to slparams to parse
- # the declaration in name
- shd = "surface spam(%s) {}"%name
- try:
- # Force a syntax error when name contains no declaration
- if " " not in name:
- raise slparams.SyntaxError()
- slinfo = slparams.slparams(StringIO.StringIO(shd))
- shdtype, shdname, params = slinfo[0]
- except slparams.SyntaxError, e:
- # Check if name is only a single name or if there was an attempt
- # to specify the entire declaration
- invalid = " []():;'\"'"
- for inv in invalid:
- if inv in name:
- raise ValueError, 'Invalid declaration: "%s"'%name
- # It's probably really just the name, so use the remaining
- # arguments to create a parameter tuple...
- if cls==None:
- cls = "uniform"
- if type==None:
- raise ValueError, 'No type for parameter "%s" specified'%name
- if type not in ["float", "string", "color", "point", "vector",
- "normal", "matrix"]:
- raise ValueError, 'Invalid type for parameter "%s": %s'%(name, type)
- params = [("", cls, type, arraysize, name, "", str(default))]
-
- typelut = {"float":"double",
- "string":"str",
- "color":"vec3",
- "point":"vec3",
- "vector":"vec3",
- "normal":"vec3",
- "matrix":"mat4"}
-
- # Iterate over all parameters (as there could be several when name
- # contains something like "float Ka; float Kd")...
- for p in params:
- ptype = p[2]
- parraylen = p[3]
- pname = p[4]
- pdefault = slparams.convertdefault(p)
- slottype = typelut[ptype]
- if parraylen==None:
- decl = "%s %s"%(p[1], ptype)
- else:
- decl = "%s %s[%d]"%(p[1], ptype, parraylen)
- # Check if this variable was already declared...
- # (it's ok if the new and old declarations are identical)
- if pname in self.shaderparams:
- if decl!=self.shaderparams[pname]:
- raise ValueError, '"%s" is already declared as "%s"'%(pname, self.shaderparams[pname])
- continue
- # Check if the parameter was specified in the constructor.
- # If so, use the value to initialize the slot
- if pname in self.undeclared:
- pytype = slottype
- if pytype=="double":
- pytype = "float"
-
- # Don't cast strings because they might contain a RenderPass
- if pytype=="str":
- pdefault = self.undeclared[pname]
- else:
- pdefault = eval("%s(%s)"%(pytype, repr(self.undeclared[pname])))
- del self.undeclared[pname]
-
- # Create the slot and add the variable to the params dictionary
- if ptype=="string":
- self.str_params[pname] = pdefault
- else:
- self.createSlot(pname, slottype, parraylen, pdefault)
- self.shaderparams[pname] = decl
-
- # loadShaderSource
- def loadShaderSource(self):
- """Load shader source and replace the shader name.
-
- This method loads a shader file, replaces the shader name
- with "$SHADERNAME" and returns the source code as a string.
- None is returned if \a filename is None.
-
- \return Shader source code or None
- """
-
- if self.filename==None:
- return None
-
- f = file(self.filename)
- src = f.read()
- # Search for <shader type> + one or more white space + <shadername>..
- match = re.search("%s\s+%s"%(self.shadertype, self.shadername), src)
- if match!=None:
- s, e = match.start(), match.end()
- src = src[:e-len(self.shadername)] + "$SHADERNAME" + src[e:]
- else:
- print 'Shader name "%s" not found in %s'%(self.shadername, self.filename)
-
- return src
-
-
- ## protected:
-
- # createSlot
- def createSlot(self, name, type, arraylen, default):
- """Create a slot for a shader parameter.
-
- \param name (\c str) Parameter name
- \param type (\c str) Slot type ("double", "vec3", ...)
- \param arraylen (\c int) Array length or None if the parameter is not an array
- \param default Default value or None
- """
-
- if arraylen==None:
- exec "slot = %sSlot()"%type.capitalize()
- if default!=None:
- slot.setValue(default)
- else:
- exec "slot = %sArraySlot()"%type.capitalize()
- slot.resize(arraylen)
- if default!=None:
- for i,v in enumerate(default):
- slot[i] = v
-
- setattr(self, "%s_slot"%name, slot)
-
-
-
- # RMMaterial
- class RMMaterial(material.Material):
- """RenderMan material that takes shader source files as input.
-
- Use this material class if you want to write the RenderMan shaders
- yourself in external source files or if you want to use external shaders
- that you will compile manually.
-
- The material may consist of a surface shader, a displacement shader
- and an interior shader.
-
- The shader source files (or only the shader names) are passed via
- RMShader instances as arguments to the constructor. If the RMShader
- instance points to a file, the material object will take care of the
- compilation of the file. Otherwise, it is up to you to compile the
- shader and make sure that the renderer can find it.
-
- The parameters of the shaders are made available as attributes of
- the material objects. The corresponding slots can be obtained
- by adding the suffix \c _slot to the name. Attribute names in the
- surface shader have priority over the attributes in the displacement
- shader which in turn has priority over the interior shader. This means,
- if there are identical parameter names in all shaders you will access
- the parameter of the surface shader. You can also access the attributes
- of each shader via the \c surface, \c displacement and \c interior
- attributes which contain the corresponding RMShader instances.
-
- Example:
-
- \code
- mat = RMMaterial(surface = RMShader("mysurface.sl"),
- displacement = RMShader("c:\\shaders\\dented.sl"),
- displacementbound = ("current", 1.0),
- color = (1,0.5,0.8)
- )
- ...
- Sphere(pos=(1,2,3), radius=0.5, material=mat)
- \endcode
-
- In this example, the material uses the surface shader \c mysurface.sl
- and the displacement shader \c c:\shaders\dented.sl. The shaders will
- be compiled automatically because the shader source files are given
- (instead of just the shader names).
-
- \see RMShader
- """
-
- protocols.advise(instancesProvide=[ribexport.IMaterial])
-
- def __init__(self,
- name = "RMMaterial",
- surface = None,
- displacement = None,
- displacementbound = ("current", 0.0),
- interior = None,
- color = (1,1,1),
- opacity = (1,1,1)):
-
- material.Material.__init__(self, name, 0)
-
- if isinstance(surface, types.StringTypes):
- surface = RMShader(surface)
- if isinstance(displacement, types.StringTypes):
- displacement = RMShader(displacement)
- if isinstance(interior, types.StringTypes):
- interior = RMShader(interior)
-
- self.surface = surface
- self.displacement = displacement
- self.displacementbound = displacementbound
- self.interior = interior
-
- self._color = color
- self._opacity = opacity
-
- if self.surface==None:
- self.surface = RMShader()
- if self.displacement==None:
- self.displacement = RMShader()
- if self.interior==None:
- self.interior = RMShader()
-
- def __getattr__(self, name):
- if name[-5:]=="_slot":
- slotname = name
- else:
- slotname = "%s_slot"%name
- if hasattr(self.surface, slotname):
- return getattr(self.surface, name)
- elif hasattr(self.displacement, slotname):
- return getattr(self.displacement, name)
- elif hasattr(self.interior, slotname):
- return getattr(self.interior, name)
- else:
- raise AttributeError, 'material "%s" has no attribute "%s"'%(self.name, name)
-
-
- def __setattr__(self, name, val):
- slotname = "%s_slot"%name
- srf = self.__dict__.get("surface", None)
- dsp = self.__dict__.get("displacement", None)
- itr = self.__dict__.get("itr", None)
- if hasattr(srf, slotname):
- setattr(srf, name, val)
- elif hasattr(dsp, slotname):
- setattr(dsp, name, val)
- elif hasattr(itr, slotname):
- setattr(itr, name, val)
- else:
- material.Material.__setattr__(self, name, val)
-
-
- def createPasses(self):
- """Returns a list of RenderPass objects."""
- res = self.surface.getPasses()
- res += self.displacement.getPasses()
- res += self.interior.getPasses()
- return res
-
- def preProcess(self, exporter):
- """Preprocessing method."""
- pass
-
- def color(self):
- """Return the color for the RiColor() call or None.
- """
- return self._color
-
- def opacity(self):
- """Return the opacity for the RiOpacity() call or None.
- """
- return self._opacity
-
- # surfaceShaderName
- def surfaceShaderName(self):
- """Returns the name of the corresponding surface shader or None.
- """
- return self.surface.shaderName()
-
- def surfaceShaderSource(self):
- return self.surface.loadShaderSource()
-
- def surfaceShaderParams(self, passes):
- """Return a dictionary with shader parameters and their values."""
- return self.surface.params(passes)
-
- def surfaceShaderTransform(self):
- return self.surface.transform
-
- # displacementShaderName
- def displacementShaderName(self):
- return self.displacement.shaderName()
-
- def displacementShaderSource(self):
- return self.displacement.loadShaderSource()
-
- def displacementShaderParams(self, passes):
- return self.displacement.params(passes)
-
- def displacementBound(self):
- return self.displacementbound
-
- def displacementShaderTransform(self):
- return self.displacement.transform
-
- # interiorShaderName
- def interiorShaderName(self):
- return self.interior.shaderName()
-
- def interiorShaderSource(self):
- return self.interior.loadShaderSource()
-
- def interiorShaderParams(self, passes):
- return self.interior.params(passes)
-
- def interiorShaderTransform(self):
- return self.interior.transform
-
- # RMLightSource
- class RMLightSource(lightsource.LightSource):
- """RenderMan light source.
-
- Use this light source class if you want to write the RenderMan light shader
- yourself in an external source file or if you want to use an external
- shader that you will compile manually.
-
- The shader source file (or only the shader name) is passed via a
- RMShader instances as argument to the constructor. If the RMShader
- instance points to a file, the light source will take care of the
- compilation of the file. Otherwise, it is up to you to compile the
- shader and make sure that the renderer can find it.
-
- The parameters of the shader are made available as attributes of
- the light source object. The corresponding slots can be obtained
- by adding the suffix \c _slot to the name.
-
- \see RMShader
- """
-
- protocols.advise(instancesProvide=[ISceneItem, ribexport.ILightSource])
-
- def __init__(self,
- name = "RMLightSource",
- shader = None,
- **params):
-
- lightsource.LightSource.__init__(self, name=name, **params)
-
- if isinstance(shader, types.StringTypes):
- shader = RMShader(shader)
-
- self.shader = shader
-
- if self.shader==None:
- self.shader = RMShader()
-
- def protocols(self):
- return [ISceneItem, ribexport.ILightSource]
-
- def __getattr__(self, name):
- # if name in self.__dict__:
- # return self.__dict__.get(name)
-
- if name[-5:]=="_slot":
- slotname = name
- else:
- slotname = "%s_slot"%name
- if hasattr(self.shader, slotname):
- return getattr(self.shader, name)
- else:
- raise AttributeError, 'light source "%s" has no attribute "%s"'%(self.name, name)
-
-
- def __setattr__(self, name, val):
- slotname = "%s_slot"%name
- shd = self.__dict__.get("shader", None)
- if hasattr(shd, slotname):
- setattr(srf, name, val)
- else:
- material.Material.__setattr__(self, name, val)
-
-
- def createPasses(self):
- """Returns a list of RenderPass objects."""
- return self.shader.getPasses()
-
- # shaderName
- def shaderName(self):
- """Returns the name of the corresponding shader or None.
- """
- return self.shader.shaderName()
-
- # surfaceShaderSource
- def shaderSource(self):
- return self.shader.loadShaderSource()
-
- # surfaceShaderParams
- def shaderParams(self, passes):
- """Return a dictionary with shader parameters and their values."""
- return self.shader.params(passes)
-
-
-
-