def testLightAndShadowLinking( self ) : sphere1 = GafferScene.Sphere() sphere2 = GafferScene.Sphere() attributes = GafferScene.StandardAttributes() arnoldAttributes = GafferArnold.ArnoldAttributes() light1 = GafferArnold.ArnoldLight() light1.loadShader( "point_light" ) light2 = GafferArnold.ArnoldLight() light2.loadShader( "point_light" ) group = GafferScene.Group() group["in"].addChild( GafferScene.ScenePlug( "in1" ) ) group["in"].addChild( GafferScene.ScenePlug( "in2" ) ) group["in"].addChild( GafferScene.ScenePlug( "in3" ) ) group["in"].addChild( GafferScene.ScenePlug( "in4" ) ) evaluate = GafferScene.EvaluateLightLinks() render = GafferArnold.ArnoldRender() attributes["in"].setInput( sphere1["out"] ) arnoldAttributes["in"].setInput( attributes["out"] ) group["in"]["in1"].setInput( arnoldAttributes["out"] ) group["in"]["in2"].setInput( light1["out"] ) group["in"]["in3"].setInput( light2["out"] ) group["in"]["in4"].setInput( sphere2["out"] ) evaluate["in"].setInput( group["out"] ) render["in"].setInput( evaluate["out"] ) # Illumination attributes["attributes"]["linkedLights"]["enabled"].setValue( True ) attributes["attributes"]["linkedLights"]["value"].setValue( "/group/light /group/light1" ) # Shadows arnoldAttributes["attributes"]["shadowGroup"]["enabled"].setValue( True ) arnoldAttributes["attributes"]["shadowGroup"]["value"].setValue( "/group/light /group/light1" ) # make sure we pass correct data into the renderer self.assertEqual( set( render["in"].attributes( "/group/sphere" )["linkedLights"] ), set( IECore.StringVectorData( ["/group/light", "/group/light1"] ) ) ) self.assertEqual( set( render["in"].attributes( "/group/sphere" )["ai:visibility:shadow_group"] ), set( IECore.StringVectorData( ["/group/light", "/group/light1"] ) ) ) render["mode"].setValue( render.Mode.SceneDescriptionMode ) render["fileName"].setValue( self.temporaryDirectory() + "/test.ass" ) render["task"].execute() with IECoreArnold.UniverseBlock( writable = True ) : arnold.AiASSLoad( self.temporaryDirectory() + "/test.ass" ) # the first sphere had linked lights sphere = arnold.AiNodeLookUpByName( "/group/sphere" ) # check illumination lights = arnold.AiNodeGetArray( sphere, "light_group" ) lightNames = [] for i in range( arnold.AiArrayGetNumElements( lights.contents ) ): light = arnold.cast(arnold.AiArrayGetPtr(lights, i), arnold.POINTER(arnold.AtNode)) lightNames.append( arnold.AiNodeGetName(light.contents) ) doLinking = arnold.AiNodeGetBool( sphere, "use_light_group" ) self.assertEqual( set( lightNames ), { "light:/group/light", "light:/group/light1" } ) self.assertEqual( doLinking, True ) # check shadows shadows = arnold.AiNodeGetArray( sphere, "shadow_group" ) lightNames = [] for i in range( arnold.AiArrayGetNumElements( shadows.contents ) ): light = arnold.cast(arnold.AiArrayGetPtr(shadows, i), arnold.POINTER(arnold.AtNode)) lightNames.append( arnold.AiNodeGetName(light.contents) ) doLinking = arnold.AiNodeGetBool( sphere, "use_shadow_group" ) self.assertEqual( set( lightNames ), { "light:/group/light", "light:/group/light1" } ) self.assertEqual( doLinking, True ) # the second sphere does not have any light linking enabled sphere1 = arnold.AiNodeLookUpByName( "/group/sphere1" ) # check illumination lights = arnold.AiNodeGetArray( sphere1, "light_group" ) lightNames = [] for i in range( arnold.AiArrayGetNumElements( lights.contents ) ): light = arnold.cast(arnold.AiArrayGetPtr(lights, i), arnold.POINTER(arnold.AtNode)) lightNames.append( arnold.AiNodeGetName(light.contents) ) doLinking = arnold.AiNodeGetBool( sphere1, "use_light_group" ) self.assertEqual( lightNames, [] ) self.assertEqual( doLinking, False ) # check shadows shadows = arnold.AiNodeGetArray( sphere1, "shadow_group" ) lightNames = [] for i in range( arnold.AiArrayGetNumElements( shadows.contents ) ): light = arnold.cast(arnold.AiArrayGetPtr(shadows, i), arnold.POINTER(arnold.AtNode)) lightNames.append( arnold.AiNodeGetName(light.contents) ) doLinking = arnold.AiNodeGetBool( sphere1, "use_shadow_group" ) self.assertEqual( lightNames, [] ) self.assertEqual( doLinking, False )
def testLightAndShadowLinking( self ) : sphere1 = GafferScene.Sphere() sphere2 = GafferScene.Sphere() attributes = GafferScene.StandardAttributes() arnoldAttributes = GafferArnold.ArnoldAttributes() light1 = GafferArnold.ArnoldLight() light1.loadShader( "point_light" ) light2 = GafferArnold.ArnoldLight() light2.loadShader( "point_light" ) group = GafferScene.Group() render = GafferArnold.ArnoldRender() attributes["in"].setInput( sphere1["out"] ) arnoldAttributes["in"].setInput( attributes["out"] ) group["in"][0].setInput( arnoldAttributes["out"] ) group["in"][1].setInput( light1["out"] ) group["in"][2].setInput( light2["out"] ) group["in"][3].setInput( sphere2["out"] ) render["in"].setInput( group["out"] ) # Illumination attributes["attributes"]["linkedLights"]["enabled"].setValue( True ) attributes["attributes"]["linkedLights"]["value"].setValue( "/group/light" ) # Shadows arnoldAttributes["attributes"]["shadowGroup"]["enabled"].setValue( True ) arnoldAttributes["attributes"]["shadowGroup"]["value"].setValue( "/group/light1" ) render["mode"].setValue( render.Mode.SceneDescriptionMode ) render["fileName"].setValue( self.temporaryDirectory() + "/test.ass" ) render["task"].execute() with IECoreArnold.UniverseBlock( writable = True ) : arnold.AiASSLoad( self.temporaryDirectory() + "/test.ass" ) # the first sphere had linked lights sphere = arnold.AiNodeLookUpByName( "/group/sphere" ) # check illumination self.assertTrue( arnold.AiNodeGetBool( sphere, "use_light_group" ) ) lights = arnold.AiNodeGetArray( sphere, "light_group" ) self.assertEqual( arnold.AiArrayGetNumElements( lights ), 1 ) self.assertEqual( arnold.AiNodeGetName( arnold.AiArrayGetPtr( lights, 0 ) ), "light:/group/light" ) # check shadows self.assertTrue( arnold.AiNodeGetBool( sphere, "use_shadow_group" ) ) shadows = arnold.AiNodeGetArray( sphere, "shadow_group" ) self.assertEqual( arnold.AiArrayGetNumElements( shadows ), 1 ) self.assertEqual( arnold.AiNodeGetName( arnold.AiArrayGetPtr( shadows, 0 ) ), "light:/group/light1" ) # the second sphere does not have any light linking enabled sphere1 = arnold.AiNodeLookUpByName( "/group/sphere1" ) # check illumination self.assertFalse( arnold.AiNodeGetBool( sphere1, "use_light_group" ) ) lights = arnold.AiNodeGetArray( sphere1, "light_group" ) self.assertEqual( arnold.AiArrayGetNumElements( lights ), 0 ) # check shadows self.assertFalse( arnold.AiNodeGetBool( sphere1, "use_shadow_group" ) ) shadows = arnold.AiNodeGetArray( sphere1, "shadow_group" ) self.assertEqual( arnold.AiArrayGetNumElements( shadows ), 0 )
def testUpdate(self): network = IECoreScene.ShaderNetwork(shaders={ "noiseHandle": IECoreScene.Shader("noise"), "flatHandle": IECoreScene.Shader("flat"), }, connections=[ (("noiseHandle", ""), ("flatHandle", "color")), ], output="flatHandle") with IECoreArnold.UniverseBlock(writable=True): # Convert nodes = IECoreArnoldPreview.ShaderNetworkAlgo.convert( network, "test") def assertNoiseAndFlatNodes(): self.assertEqual(len(nodes), 2) self.assertEqual( arnold.AiNodeEntryGetName( arnold.AiNodeGetNodeEntry(nodes[0])), "noise") self.assertEqual( arnold.AiNodeEntryGetName( arnold.AiNodeGetNodeEntry(nodes[1])), "flat") self.assertEqual(arnold.AiNodeGetName(nodes[0]), "test:noiseHandle") self.assertEqual(arnold.AiNodeGetName(nodes[1]), "test") self.assertEqual( ctypes.addressof( arnold.AiNodeGetLink(nodes[1], "color").contents), ctypes.addressof(nodes[0].contents)) assertNoiseAndFlatNodes() # Convert again with no changes at all. We want to see the same nodes reused. originalNodes = nodes[:] self.assertTrue( IECoreArnoldPreview.ShaderNetworkAlgo.update(nodes, network)) assertNoiseAndFlatNodes() self.assertEqual(ctypes.addressof(nodes[0].contents), ctypes.addressof(originalNodes[0].contents)) self.assertEqual(ctypes.addressof(nodes[1].contents), ctypes.addressof(originalNodes[1].contents)) # Convert again with a tweak to a noise parameter. We want to see the same nodes # reused, with the new parameter value taking hold. noise = network.getShader("noiseHandle") noise.parameters["octaves"] = IECore.IntData(3) network.setShader("noiseHandle", noise) originalNodes = nodes[:] self.assertTrue( IECoreArnoldPreview.ShaderNetworkAlgo.update(nodes, network)) assertNoiseAndFlatNodes() self.assertEqual(ctypes.addressof(nodes[0].contents), ctypes.addressof(originalNodes[0].contents)) self.assertEqual(ctypes.addressof(nodes[1].contents), ctypes.addressof(originalNodes[1].contents)) self.assertEqual(arnold.AiNodeGetInt(nodes[0], "octaves"), 3) # Remove the noise shader, and replace it with an image. Make sure the new network is as we expect, and # the old noise node has been destroyed. network.removeShader("noiseHandle") network.setShader("imageHandle", IECoreScene.Shader("image")) network.addConnection( (("imageHandle", ""), ("flatHandle", "color"))) originalNodes = nodes[:] self.assertTrue( IECoreArnoldPreview.ShaderNetworkAlgo.update(nodes, network)) self.assertEqual(ctypes.addressof(nodes[1].contents), ctypes.addressof(originalNodes[1].contents)) self.assertEqual( arnold.AiNodeEntryGetName(arnold.AiNodeGetNodeEntry(nodes[0])), "image") self.assertEqual( arnold.AiNodeEntryGetName(arnold.AiNodeGetNodeEntry(nodes[1])), "flat") self.assertEqual(arnold.AiNodeGetName(nodes[0]), "test:imageHandle") self.assertEqual(arnold.AiNodeGetName(nodes[1]), "test") self.assertEqual( ctypes.addressof( arnold.AiNodeGetLink(nodes[1], "color").contents), ctypes.addressof(nodes[0].contents)) self.assertIsNone(arnold.AiNodeLookUpByName("test:noiseHandle")) # Replace the output shader with something else. network.removeShader("flatHandle") network.setShader("lambertHandle", IECoreScene.Shader("lambert")) network.addConnection( (("imageHandle", ""), ("lambertHandle", "Kd_color"))) network.setOutput(("lambertHandle", "")) originalNodes = nodes[:] self.assertFalse( IECoreArnoldPreview.ShaderNetworkAlgo.update(nodes, network)) self.assertEqual(ctypes.addressof(nodes[0].contents), ctypes.addressof(originalNodes[0].contents)) self.assertEqual( arnold.AiNodeEntryGetName(arnold.AiNodeGetNodeEntry(nodes[0])), "image") self.assertEqual( arnold.AiNodeEntryGetName(arnold.AiNodeGetNodeEntry(nodes[1])), "lambert") self.assertEqual(arnold.AiNodeGetName(nodes[0]), "test:imageHandle") self.assertEqual(arnold.AiNodeGetName(nodes[1]), "test") self.assertEqual( ctypes.addressof( arnold.AiNodeGetLink(nodes[1], "Kd_color").contents), ctypes.addressof(nodes[0].contents))
def __allNodes( self, type = arnold.AI_NODE_ALL, ignoreRoot = True ) : result = [] i = arnold.AiUniverseGetNodeIterator( type ) while not arnold.AiNodeIteratorFinished( i ) : node = arnold.AiNodeIteratorGetNext( i ) if ignoreRoot and arnold.AiNodeEntryGetName( arnold.AiNodeGetNodeEntry( node ) ) == "list_aggregate" and arnold.AiNodeGetName( node ) == "root" : continue result.append( node ) return result