def testShaders(self):

        s = Gaffer.ScriptNode()

        s["p"] = GafferScene.Plane()
        s["p"]["transform"]["translate"].setValue(IECore.V3f(-0.1, -0.1, 0))

        s["c"] = GafferScene.Camera()
        s["c"]["transform"]["translate"]["z"].setValue(1)

        s["l"] = GafferRenderMan.RenderManLight()
        s["l"].loadShader("ambientlight")

        s["g"] = GafferScene.Group()
        s["g"]["in"].setInput(s["p"]["out"])
        s["g"]["in1"].setInput(s["c"]["out"])
        s["g"]["in2"].setInput(s["l"]["out"])

        s["s"] = GafferRenderMan.RenderManShader()
        s["s"].loadShader("checker")
        s["s"]["parameters"]["blackcolor"].setValue(
            IECore.Color3f(1, 0.5, 0.25))
        s["s"]["parameters"]["Ka"].setValue(1)
        s["s"]["parameters"]["frequency"].setValue(1)

        s["a"] = GafferScene.ShaderAssignment()
        s["a"]["in"].setInput(s["g"]["out"])
        s["a"]["shader"].setInput(s["s"]["out"])

        s["d"] = GafferScene.Displays()
        s["d"].addDisplay(
            "beauty",
            IECore.Display(
                "test", "ieDisplay", "rgba", {
                    "quantize": IECore.FloatVectorData([0, 0, 0, 0]),
                    "driverType": "ImageDisplayDriver",
                    "handle": "myLovelyPlane",
                }))
        s["d"]["in"].setInput(s["a"]["out"])

        s["o"] = GafferScene.StandardOptions()
        s["o"]["options"]["renderCamera"]["value"].setValue("/group/camera")
        s["o"]["options"]["renderCamera"]["enabled"].setValue(True)
        s["o"]["in"].setInput(s["d"]["out"])

        s["r"] = GafferRenderMan.InteractiveRenderManRender()
        s["r"]["in"].setInput(s["o"]["out"])

        # start a render, give it time to finish, and check the output

        s["r"]["state"].setValue(s["r"].State.Running)

        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c, IECore.Color3f(1, 0.5, 0.25))

        # adjust a shader parameter, wait, and check that it changed

        s["s"]["parameters"]["blackcolor"].setValue(IECore.Color3f(1, 1, 1))
        time.sleep(1)
        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c, IECore.Color3f(1))

        # turn off shader updates, do the same, and check that it hasn't changed

        s["r"]["updateShaders"].setValue(False)
        s["s"]["parameters"]["blackcolor"].setValue(IECore.Color3f(0.5))
        time.sleep(1)
        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c, IECore.Color3f(1))

        # turn shader updates back on, and check that it updates

        s["r"]["updateShaders"].setValue(True)
        time.sleep(1)
        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c, IECore.Color3f(0.5))
    def testLights(self):

        s = Gaffer.ScriptNode()

        s["l"] = GafferRenderMan.RenderManLight()
        s["l"].loadShader("pointlight")
        s["l"]["parameters"]["lightcolor"].setValue(
            IECore.Color3f(1, 0.5, 0.25))
        s["l"]["transform"]["translate"]["z"].setValue(1)

        s["p"] = GafferScene.Plane()

        s["c"] = GafferScene.Camera()
        s["c"]["transform"]["translate"]["z"].setValue(1)

        s["g"] = GafferScene.Group()
        s["g"]["in"].setInput(s["l"]["out"])
        s["g"]["in1"].setInput(s["p"]["out"])
        s["g"]["in2"].setInput(s["c"]["out"])

        s["s"] = GafferRenderMan.RenderManShader()
        s["s"].loadShader("matte")
        s["a"] = GafferScene.ShaderAssignment()
        s["a"]["in"].setInput(s["g"]["out"])
        s["a"]["shader"].setInput(s["s"]["out"])

        s["d"] = GafferScene.Displays()
        s["d"].addDisplay(
            "beauty",
            IECore.Display(
                "test", "ieDisplay", "rgba", {
                    "quantize": IECore.FloatVectorData([0, 0, 0, 0]),
                    "driverType": "ImageDisplayDriver",
                    "handle": "myLovelyPlane",
                }))
        s["d"]["in"].setInput(s["a"]["out"])

        s["o"] = GafferScene.StandardOptions()
        s["o"]["options"]["renderCamera"]["value"].setValue("/group/camera")
        s["o"]["options"]["renderCamera"]["enabled"].setValue(True)
        s["o"]["in"].setInput(s["d"]["out"])

        s["r"] = GafferRenderMan.InteractiveRenderManRender()
        s["r"]["in"].setInput(s["o"]["out"])

        # start a render, give it time to finish, and check the output

        s["r"]["state"].setValue(s["r"].State.Running)

        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[0], IECore.Color3f(1, 0.5, 0.25))

        # adjust a parameter, give it time to update, and check the output

        s["l"]["parameters"]["lightcolor"].setValue(
            IECore.Color3f(0.25, 0.5, 1))

        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[2], IECore.Color3f(0.25, 0.5, 1))

        # pause it, adjust a parameter, wait, and check that nothing changed

        s["r"]["state"].setValue(s["r"].State.Paused)
        s["l"]["parameters"]["lightcolor"].setValue(
            IECore.Color3f(1, 0.5, 0.25))

        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[2], IECore.Color3f(0.25, 0.5, 1))

        # unpause it, wait, and check that the update happened

        s["r"]["state"].setValue(s["r"].State.Running)
        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[0], IECore.Color3f(1, 0.5, 0.25))

        # turn off light updates, adjust a parameter, wait, and check nothing happened

        s["r"]["updateLights"].setValue(False)
        s["l"]["parameters"]["lightcolor"].setValue(
            IECore.Color3f(0.25, 0.5, 1))

        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[0], IECore.Color3f(1, 0.5, 0.25))

        # turn light updates back on and check that it updates

        s["r"]["updateLights"].setValue(True)

        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[2], IECore.Color3f(0.25, 0.5, 1))

        # stop the render, tweak a parameter and check that nothing happened

        s["r"]["state"].setValue(s["r"].State.Stopped)
        s["l"]["parameters"]["lightcolor"].setValue(
            IECore.Color3f(1, 0.5, 0.25))
        time.sleep(1)

        c = self.__colorAtUV(
            IECore.ImageDisplayDriver.storedImage("myLovelyPlane"),
            IECore.V2f(0.5),
        )
        self.assertEqual(c / c[2], IECore.Color3f(0.25, 0.5, 1))
	def testHideLight( self ) :

		s = Gaffer.ScriptNode()

		s["l"] = GafferRenderMan.RenderManLight()
		s["l"].loadShader( "pointlight" )
		s["l"]["transform"]["translate"]["z"].setValue( 1 )

		s["v"] = GafferScene.StandardAttributes()
		s["v"]["attributes"]["visibility"]["enabled"].setValue( True )
		s["v"]["in"].setInput( s["l"]["out"] )

		s["p"] = GafferScene.Plane()

		s["c"] = GafferScene.Camera()
		s["c"]["transform"]["translate"]["z"].setValue( 1 )

		s["g"] = GafferScene.Group()
		s["g"]["in"].setInput( s["v"]["out"] )
		s["g"]["in1"].setInput( s["p"]["out"] )
		s["g"]["in2"].setInput( s["c"]["out"] )

		s["s"] = GafferRenderMan.RenderManShader()
		s["s"].loadShader( "matte" )
		s["a"] = GafferScene.ShaderAssignment()
		s["a"]["in"].setInput( s["g"]["out"] )
		s["a"]["shader"].setInput( s["s"]["out"] )

		s["d"] = GafferScene.Outputs()
		s["d"].addOutput(
			"beauty",
			IECore.Display(
				"test",
				"ieDisplay",
				"rgba",
				{
					"quantize" : IECore.FloatVectorData( [ 0, 0, 0, 0 ] ),
					"driverType" : "ImageDisplayDriver",
					"handle" : "myLovelyPlane",
				}
			)
		)
		s["d"]["in"].setInput( s["a"]["out"] )

		s["o"] = GafferScene.StandardOptions()
		s["o"]["options"]["renderCamera"]["value"].setValue( "/group/camera" )
		s["o"]["options"]["renderCamera"]["enabled"].setValue( True )
		s["o"]["in"].setInput( s["d"]["out"] )

		s["r"] = GafferRenderMan.InteractiveRenderManRender()
		s["r"]["in"].setInput( s["o"]["out"] )

		# start a render, give it time to finish, and check the output

		s["r"]["state"].setValue( s["r"].State.Running )

		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.5 ),
		)
		self.assertNotEqual( c[0], 0.0 )

		# remove the light by hiding it

		s["v"]["attributes"]["visibility"]["value"].setValue( False )
		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.5 ),
		)
		self.assertEqual( c[0], 0.0 )

		# put the light back by showing it

		s["v"]["attributes"]["visibility"]["value"].setValue( True )
		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.5 ),
		)
		self.assertNotEqual( c[0], 0.0 )
	def testMoveCoordinateSystem( self ) :

		shader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/coordSysDot.sl" )

		s = Gaffer.ScriptNode()

		s["plane"] = GafferScene.Plane()

		s["shader"] = GafferRenderMan.RenderManShader()
		s["shader"].loadShader( shader )
		s["shader"]["parameters"]["coordSys"].setValue( "/group/coordinateSystem" )

		s["shaderAssignment"] = GafferScene.ShaderAssignment()
		s["shaderAssignment"]["in"].setInput( s["plane"]["out"] )
		s["shaderAssignment"]["shader"].setInput( s["shader"]["out"] )

		s["camera"] = GafferScene.Camera()
		s["camera"]["transform"]["translate"]["z"].setValue( 1 )

		s["coordSys"] = GafferScene.CoordinateSystem()

		s["g"] = GafferScene.Group()
		s["g"]["in"].setInput( s["shaderAssignment"]["out"] )
		s["g"]["in1"].setInput( s["camera"]["out"] )
		s["g"]["in2"].setInput( s["coordSys"]["out"] )

		s["d"] = GafferScene.Outputs()
		s["d"].addOutput(
			"beauty",
			IECore.Display(
				"test",
				"ieDisplay",
				"rgba",
				{
					"quantize" : IECore.FloatVectorData( [ 0, 0, 0, 0 ] ),
					"driverType" : "ImageDisplayDriver",
					"handle" : "myLovelyPlane",
				}
			)
		)
		s["d"]["in"].setInput( s["g"]["out"] )

		s["o"] = GafferScene.StandardOptions()
		s["o"]["options"]["renderCamera"]["value"].setValue( "/group/camera" )
		s["o"]["options"]["renderCamera"]["enabled"].setValue( True )
		s["o"]["in"].setInput( s["d"]["out"] )

		s["r"] = GafferRenderMan.InteractiveRenderManRender()
		s["r"]["in"].setInput( s["o"]["out"] )

		# start a render, give it time to finish, and check the output

		s["r"]["state"].setValue( s["r"].State.Running )

		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.5 ),
		)
		self.assertAlmostEqual( c[1], 1, delta = 0.001 )

		# move the coordinate system, and check the output

		s["coordSys"]["transform"]["translate"]["x"].setValue( 0.1 )

		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.6, 0.5 ),
		)
		self.assertAlmostEqual( c[0], 1 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.6, 0.7 ),
		)
		self.assertAlmostEqual( c[0], 0 )

		# scale the coordinate system to cover everything, and check again

		s["coordSys"]["transform"]["scale"].setValue( IECore.V3f( 100 ) )

		time.sleep( 2 )

		for p in [
			IECore.V2f( 0.5 ),
			IECore.V2f( 0.1 ),
			IECore.V2f( 0.9 ),
		] :
			c = self.__colorAtUV(
				IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
				p,
			)
			self.assertAlmostEqual( c[0], 1, delta = 0.001 )
	def testScopesDontLeak( self ) :

		s = Gaffer.ScriptNode()

		s["p"] = GafferScene.Plane()
		s["p"]["transform"]["translate"].setValue( IECore.V3f( -0.6, -0.1, 0 ) )

		s["p1"] = GafferScene.Plane()
		s["p1"]["transform"]["translate"].setValue( IECore.V3f( 0.6, 0.1, 0 ) )

		s["c"] = GafferScene.Camera()
		s["c"]["transform"]["translate"]["z"].setValue( 2 )

		s["l"] = GafferRenderMan.RenderManLight()
		s["l"].loadShader( "ambientlight" )

		s["g"] = GafferScene.Group()
		s["g"]["in"].setInput( s["p"]["out"] )
		s["g"]["in1"].setInput( s["p1"]["out"] )
		s["g"]["in2"].setInput( s["c"]["out"] )
		s["g"]["in3"].setInput( s["l"]["out"] )

		s["s"] = GafferRenderMan.RenderManShader()
		s["s"].loadShader( "checker" )
		s["s"]["parameters"]["blackcolor"].setValue( IECore.Color3f( 1, 0, 0 ) )
		s["s"]["parameters"]["Ka"].setValue( 1 )
		s["s"]["parameters"]["frequency"].setValue( 1 )

		s["f"] = GafferScene.PathFilter()
		s["f"]["paths"].setValue( IECore.StringVectorData( [ "/group/plane" ] ) )

		s["a"] = GafferScene.ShaderAssignment()
		s["a"]["in"].setInput( s["g"]["out"] )
		s["a"]["shader"].setInput( s["s"]["out"] )
		s["a"]["filter"].setInput( s["f"]["match"] )

		s["d"] = GafferScene.Outputs()
		s["d"].addOutput(
			"beauty",
			IECore.Display(
				"test",
				"ieDisplay",
				"rgba",
				{
					"quantize" : IECore.FloatVectorData( [ 0, 0, 0, 0 ] ),
					"driverType" : "ImageDisplayDriver",
					"handle" : "myLovelyPlanes",
				}
			)
		)
		s["d"]["in"].setInput( s["a"]["out"] )

		s["o"] = GafferScene.StandardOptions()
		s["o"]["options"]["renderCamera"]["value"].setValue( "/group/camera" )
		s["o"]["options"]["renderCamera"]["enabled"].setValue( True )
		s["o"]["options"]["renderResolution"]["value"].setValue( IECore.V2i( 512 ) )
		s["o"]["options"]["renderResolution"]["enabled"].setValue( True )
		s["o"]["in"].setInput( s["d"]["out"] )

		s["r"] = GafferRenderMan.InteractiveRenderManRender()
		s["r"]["in"].setInput( s["o"]["out"] )

		# start a render, give it time to finish, and check the output.
		# we should have a red plane on the left, and a facing ratio
		# shaded plane on the right, because we attached no shader to the
		# second plane.

		s["r"]["state"].setValue( s["r"].State.Running )

		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlanes" ),
			IECore.V2f( 0.25, 0.5 ),
		)
		self.assertEqual( c, IECore.Color3f( 1, 0, 0 ) )

		c1 = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlanes" ),
			IECore.V2f( 0.75, 0.5 ),
		)
		self.assertTrue( c1[0] > 0.9 )
		self.assertEqual( c1[0], c1[1] )
		self.assertEqual( c1[0], c1[2] )

		# adjust a shader parameter, wait, and check that the plane
		# on the left changed. check that the plane on the right didn't
		# change at all.

		s["s"]["parameters"]["blackcolor"].setValue( IECore.Color3f( 0, 1, 0 ) )
		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlanes" ),
			IECore.V2f( 0.25, 0.5 ),
		)
		self.assertEqual( c, IECore.Color3f( 0, 1, 0 ) )

		c1 = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlanes" ),
			IECore.V2f( 0.75, 0.5 ),
		)
		self.assertTrue( c1[0] > 0.9 )
		self.assertEqual( c1[0], c1[1] )
		self.assertEqual( c1[0], c1[2] )
	def testAddLight( self ) :

		s = Gaffer.ScriptNode()

		s["l"] = GafferRenderMan.RenderManLight()
		s["l"].loadShader( "pointlight" )
		s["l"]["parameters"]["lightcolor"].setValue( IECore.Color3f( 1, 0, 0 ) )
		s["l"]["transform"]["translate"]["z"].setValue( 1 )

		s["p"] = GafferScene.Plane()

		s["c"] = GafferScene.Camera()
		s["c"]["transform"]["translate"]["z"].setValue( 1 )

		s["g"] = GafferScene.Group()
		s["g"]["in"].setInput( s["l"]["out"] )
		s["g"]["in1"].setInput( s["p"]["out"] )
		s["g"]["in2"].setInput( s["c"]["out"] )

		s["s"] = GafferRenderMan.RenderManShader()
		s["s"].loadShader( "matte" )
		s["a"] = GafferScene.ShaderAssignment()
		s["a"]["in"].setInput( s["g"]["out"] )
		s["a"]["shader"].setInput( s["s"]["out"] )

		s["d"] = GafferScene.Outputs()
		s["d"].addOutput(
			"beauty",
			IECore.Display(
				"test",
				"ieDisplay",
				"rgba",
				{
					"quantize" : IECore.FloatVectorData( [ 0, 0, 0, 0 ] ),
					"driverType" : "ImageDisplayDriver",
					"handle" : "myLovelyPlane",
				}
			)
		)
		s["d"]["in"].setInput( s["a"]["out"] )

		s["o"] = GafferScene.StandardOptions()
		s["o"]["options"]["renderCamera"]["value"].setValue( "/group/camera" )
		s["o"]["options"]["renderCamera"]["enabled"].setValue( True )
		s["o"]["in"].setInput( s["d"]["out"] )

		s["r"] = GafferRenderMan.InteractiveRenderManRender()
		s["r"]["in"].setInput( s["o"]["out"] )

		# start a render, give it time to finish, and check the output

		s["r"]["state"].setValue( s["r"].State.Running )

		time.sleep( 2 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.5 ),
		)
		self.assertEqual( c / c[0], IECore.Color3f( 1, 0, 0 ) )

		# add a light

		s["l2"] = GafferRenderMan.RenderManLight()
		s["l2"].loadShader( "pointlight" )
		s["l2"]["parameters"]["lightcolor"].setValue( IECore.Color3f( 0, 1, 0 ) )
		s["l2"]["transform"]["translate"]["z"].setValue( 1 )

		s["g"]["in3"].setInput( s["l2"]["out"] )

		# give it time to update, and check the output

		time.sleep( 1 )

		c = self.__colorAtUV(
			IECore.ImageDisplayDriver.storedImage( "myLovelyPlane" ),
			IECore.V2f( 0.5 ),
		)
		self.assertEqual( c / c[0], IECore.Color3f( 1, 1, 0 ) )
import GafferUI
import GafferRenderMan
import IECore
import os

scriptFile = script['fileName'].getValue()
scriptPath = os.path.dirname(scriptFile)

os.environ[
    'DL_SHADERS_PATH'] = os.environ['DL_SHADERS_PATH'] + ':' + scriptPath

shaderNode = GafferRenderMan.RenderManShader('ShaderNode')
script.addChild(shaderNode)

shaderNode.shaderLoader().searchPath = IECore.SearchPath(
    os.environ['DL_SHADERS_PATH'], ":")

shaderPath = 'annotationsExample'
shaderNode.loadShader(shaderPath)
scriptWindow = GafferUI.ScriptWindow.acquire(script)
scriptNode = script
layout = eval(
    "GafferUI.CompoundEditor( scriptNode, children = {'tabs': (GafferUI.NodeEditor( scriptNode ),), 'currentTab': 0} )"
)  #simple single NodeEditor layout
scriptWindow.setLayout(layout)
scriptWindow._Widget__qtWidget.resize(500, 700)
script.selection().clear()  #make sure the Shader node is active
script.selection().add(shaderNode)  #make sure the Shader node is active
示例#8
0
    def testRender(self):

        s = Gaffer.ScriptNode()

        s["l"] = GafferRenderMan.RenderManLight()
        s["l"].loadShader("pointlight")
        s["l"]["parameters"]["lightcolor"].setValue(
            IECore.Color3f(1, 0.5, 0.25))
        s["l"]["transform"]["translate"]["z"].setValue(1)

        s["p"] = GafferScene.Plane()

        s["c"] = GafferScene.Camera()
        s["c"]["transform"]["translate"]["z"].setValue(1)

        s["g"] = GafferScene.Group()
        s["g"]["in"][0].setInput(s["l"]["out"])
        s["g"]["in"][1].setInput(s["p"]["out"])
        s["g"]["in"][2].setInput(s["c"]["out"])

        s["s"] = GafferRenderMan.RenderManShader()
        s["s"].loadShader("matte")
        s["a"] = GafferScene.ShaderAssignment()
        s["a"]["in"].setInput(s["g"]["out"])
        s["a"]["shader"].setInput(s["s"]["out"])

        s["d"] = GafferScene.Outputs()
        s["d"].addOutput(
            "beauty",
            IECore.Display(
                self.temporaryDirectory() + "/testRenderManLight.exr", "exr",
                "rgba", {"quantize": IECore.FloatVectorData([0, 0, 0, 0])}))
        s["d"]["in"].setInput(s["a"]["out"])

        s["o"] = GafferScene.StandardOptions()
        s["o"]["options"]["renderCamera"]["value"].setValue("/group/camera")
        s["o"]["options"]["renderCamera"]["enabled"].setValue(True)
        s["o"]["in"].setInput(s["d"]["out"])

        s["r"] = GafferRenderMan.RenderManRender()
        s["r"]["ribFileName"].setValue(self.temporaryDirectory() +
                                       "/testRenderManLight.rib")
        s["r"]["in"].setInput(s["o"]["out"])

        # must save the script for the procedural to load it
        # in the render process. if we were using a dispatcher,
        # that would have saved the script for us, but we're
        # calling execute() directly so it is our responsibility.
        s["fileName"].setValue(self.temporaryDirectory() +
                               "/testRenderManLight.gfr")
        s.save()

        s["r"].execute()

        i = IECore.EXRImageReader(self.temporaryDirectory() +
                                  "/testRenderManLight.exr").read()
        e = IECore.ImagePrimitiveEvaluator(i)
        r = e.createResult()
        e.pointAtUV(IECore.V2f(0.5), r)

        self.assertEqual(r.floatPrimVar(e.R()), 1)
        self.assertEqual(r.floatPrimVar(e.G()), 0.5)
        self.assertEqual(r.floatPrimVar(e.B()), 0.25)
示例#9
0
	def testSplineParameters( self ) :
	
		shader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/splineParameters.sl" )
		n = GafferRenderMan.RenderManShader()
		n.loadShader( shader )
		
		self.assertEqual( n["parameters"].keys(), [ "floatSpline", "colorSpline", "colorSpline2" ] )
		
		self.assertTrue( isinstance( n["parameters"]["floatSpline"], Gaffer.SplineffPlug ) )
		self.assertTrue( isinstance( n["parameters"]["colorSpline"], Gaffer.SplinefColor3fPlug ) )
		
		self.assertEqual(
		
			n["parameters"]["floatSpline"].defaultValue(),
		
			IECore.Splineff(
				IECore.CubicBasisf.catmullRom(),
				[
					( 0, 0 ),
					( 0, 0 ),
					( 1, 1 ),
					( 1, 1 ),		
				]
			)
			
		)
		
		self.assertEqual(
		
			n["parameters"]["colorSpline"].defaultValue(),
		
			IECore.SplinefColor3f(
				IECore.CubicBasisf.catmullRom(),
				[
					( 0, IECore.Color3f( 0 ) ),
					( 0, IECore.Color3f( 0 ) ),
					( 1, IECore.Color3f( 1 ) ),
					( 1, IECore.Color3f( 1 ) ),		
				]
			)
			
		)
		
		floatValue = IECore.Splineff(
			IECore.CubicBasisf.catmullRom(),
			[
				( 0, 0 ),
				( 0, 0 ),
				( 1, 2 ),
				( 1, 2 ),		
			]
		)
		
		colorValue = IECore.SplinefColor3f(
			IECore.CubicBasisf.catmullRom(),
			[
				( 0, IECore.Color3f( 0 ) ),
				( 0, IECore.Color3f( 0 ) ),
				( 1, IECore.Color3f( .5 ) ),
				( 1, IECore.Color3f( .5 ) ),			
			]
		)
		
		n["parameters"]["floatSpline"].setValue( floatValue )
		n["parameters"]["colorSpline"].setValue( colorValue )
		
		s = n.state()[0]
		
		self.assertEqual( s.parameters["floatSpline"].value, floatValue )
		self.assertEqual( s.parameters["colorSpline"].value, colorValue )
示例#10
0
	def testDisablingCoshaderArrayInputs( self ) :
	
		shader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/coshaderArrayParameters.sl" )
		n = GafferRenderMan.RenderManShader()
		n.loadShader( shader )
		
		coshader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/coshader.sl" )
		
		coshaderNode1 = GafferRenderMan.RenderManShader()
		coshaderNode1.loadShader( coshader )
		
		coshaderNode2 = GafferRenderMan.RenderManShader()
		coshaderNode2.loadShader( coshader )
			
		n["parameters"]["fixedShaderArray"][0].setInput( coshaderNode1["out"] )
		n["parameters"]["fixedShaderArray"][2].setInput( coshaderNode2["out"] )
	
		state = n.state()
		h1 = n.stateHash()
			
		self.assertEqual(
			state[2].parameters["fixedShaderArray"],
			IECore.StringVectorData( [
				state[0].parameters["__handle"].value,
				"",
				state[1].parameters["__handle"].value,
				""
			] )
		)
	
		coshaderNode1["enabled"].setValue( False )
		
		state = n.state()
			
		self.assertEqual(
			state[1].parameters["fixedShaderArray"],
			IECore.StringVectorData( [
				"",
				"",
				state[0].parameters["__handle"].value,
				""
			] )
		)
	
		h2 = n.stateHash()
		self.assertNotEqual( h2, h1 )

		coshaderNode2["enabled"].setValue( False )
		
		state = n.state()
			
		self.assertEqual(
			state[0].parameters["fixedShaderArray"],
			IECore.StringVectorData( [
				"",
				"",
				"",
				""
			] )
		)
	
		self.assertNotEqual( n.stateHash(), h1 )
		self.assertNotEqual( n.stateHash(), h2 )
示例#11
0
	def testSerialDisabledShaders( self ) :
	
		# C ----> D1 ----> D2 ----> S
		
		shader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/coshaderParameter.sl" )
		S = GafferRenderMan.RenderManShader()
		S.loadShader( shader )
				
		passThroughCoshader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/coshaderWithPassThrough.sl" )
		D1 = GafferRenderMan.RenderManShader()
		D1.loadShader( passThroughCoshader )
		D2 = GafferRenderMan.RenderManShader()
		D2.loadShader( passThroughCoshader )
		
		coshader = self.compileShader( os.path.dirname( __file__ ) + "/shaders/coshader.sl" )
		C = GafferRenderMan.RenderManShader()
		C.loadShader( coshader )
		
		S["parameters"]["coshaderParameter"].setInput( D2["out"] )
		D2["parameters"]["aColorIWillTint"].setInput( D1["out"] )
		D1["parameters"]["aColorIWillTint"].setInput( C["out"] )
		
		h1 = S.stateHash()
		s = S.state()
		
		self.assertEqual( len( s ), 4 )
		self.assertEqual( s[0].name, coshader )
		self.assertEqual( s[1].name, passThroughCoshader )
		self.assertEqual( s[2].name, passThroughCoshader )
		self.assertEqual( s[3].name, shader )
		
		self.assertEqual( s[3].parameters["coshaderParameter"], s[2].parameters["__handle"] )
		self.assertEqual( s[2].parameters["aColorIWillTint"], s[1].parameters["__handle"] )
		self.assertEqual( s[1].parameters["aColorIWillTint"], s[0].parameters["__handle"] )
		
		D2["enabled"].setValue( False )
				
		h2 = S.stateHash()
		self.assertNotEqual( h1, h2 )
		
		s = S.state()
		
		self.assertEqual( len( s ), 3 )
		self.assertEqual( s[0].name, coshader )
		self.assertEqual( s[1].name, passThroughCoshader )
		self.assertEqual( s[2].name, shader )
		
		self.assertEqual( s[2].parameters["coshaderParameter"], s[1].parameters["__handle"] )
		self.assertEqual( s[1].parameters["aColorIWillTint"], s[0].parameters["__handle"] )
		
		D1["enabled"].setValue( False )
				
		h3 = S.stateHash()
		self.assertNotEqual( h3, h2 )
		self.assertNotEqual( h3, h1 )
		
		s = S.state()
		
		self.assertEqual( len( s ), 2 )
		self.assertEqual( s[0].name, coshader )
		self.assertEqual( s[1].name, shader )
		
		self.assertEqual( s[1].parameters["coshaderParameter"], s[0].parameters["__handle"] )