[Bf-blender-cvs] [12109dd] master: Cycles Standalone: Basic support for external OSL shaders.

Thomas Dinges noreply at git.blender.org
Sun Jan 26 16:23:21 CET 2014


Commit: 12109dd18e622a5c469c4fb5b802edfee0d2b2de
Author: Thomas Dinges
Date:   Sun Jan 26 16:22:19 2014 +0100
https://developer.blender.org/rB12109dd18e622a5c469c4fb5b802edfee0d2b2de

Cycles Standalone: Basic support for external OSL shaders.

* Very simple implementation, only allows for 1 output socket. As we haven't decided yet whether we keep the XML API, rather not spend more time on this now.

* To use an external osl shader, put the .osl file next to the xml file.
* Parameters: "output" is the output socket name, "output_type" the variable type (float, color and closure color are supported).
Example:
<osl_shader name="tex" src="ramp_closure.osl" output="Phong" output_type="closure color" />
<connect from="tex Phong" to="output surface" />

===================================================================

M	intern/cycles/app/cycles_xml.cpp

===================================================================

diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp
index 1e41525..ac8d1c1 100644
--- a/intern/cycles/app/cycles_xml.cpp
+++ b/intern/cycles/app/cycles_xml.cpp
@@ -379,6 +379,32 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
 
 			snode = env;
 		}
+		else if(string_iequals(node.name(), "osl_shader")) {
+			OSLScriptNode *osl = new OSLScriptNode();
+
+			/* Source */
+			xml_read_string(&osl->filepath, node, "src");
+			osl->filepath = path_join(state.base, osl->filepath);
+
+			/* Outputs */
+			string output = "", output_type = "";
+			ShaderSocketType type = SHADER_SOCKET_FLOAT;
+
+			xml_read_string(&output, node, "output");
+			xml_read_string(&output_type, node, "output_type");
+			
+			if(output_type == "float")
+				type = SHADER_SOCKET_FLOAT;
+			else if(output_type == "closure color")
+				type = SHADER_SOCKET_CLOSURE;
+			else if(output_type == "color")
+				type = SHADER_SOCKET_COLOR;
+
+			osl->output_names.push_back(ustring(output));
+			osl->add_output(osl->output_names.back().c_str(), type);
+			
+			snode = osl;
+		}
 		else if(string_iequals(node.name(), "sky_texture")) {
 			SkyTextureNode *sky = new SkyTextureNode();




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