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ShaderNetworkAlgoBinding.cpp
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113 lines (97 loc) · 5.63 KB
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//////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2018, 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 Image Engine Design 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.
//
//////////////////////////////////////////////////////////////////////////
#include "boost/python.hpp"
#include "ShaderNetworkAlgoBinding.h"
#include "IECoreScene/ShaderNetworkAlgo.h"
#include "boost/pointer_cast.hpp"
#include "boost/python/stl_iterator.hpp"
using namespace boost::python;
using namespace IECore;
using namespace IECoreScene;
namespace
{
void registerJoinAdapterWrapper( const std::string &destinationShaderType, IECore::TypeId destinationParameterType, const Shader *adapter, object pythonInParameters, InternedString outParameter )
{
std::array<InternedString, 4> inParameters;
size_t i = 0;
for( auto it = stl_input_iterator<object>( pythonInParameters ), eIt = stl_input_iterator<object>(); it != eIt; ++it, ++i )
{
if( i >= inParameters.size() )
{
PyErr_SetString( PyExc_IndexError, "Too many input parameters" );
throw_error_already_set();
}
inParameters[i] = extract<InternedString>( *it );
}
ShaderNetworkAlgo::registerJoinAdapter( destinationShaderType, destinationParameterType, adapter, inParameters, outParameter );
}
void convertOSLComponentConnectionsWrapper( ShaderNetwork *network, int oslVersion )
{
ShaderNetworkAlgo::convertOSLComponentConnections( network, oslVersion );
}
CompoundDataPtr collapseSplineParametersWrapper( CompoundDataPtr parameters, const std::string shaderType, const std::string shaderName )
{
return boost::const_pointer_cast< CompoundData >( ShaderNetworkAlgo::collapseSplineParameters( parameters, shaderType, shaderName ) );
}
CompoundDataPtr expandSplineParametersWrapper( CompoundDataPtr parameters, const std::string shaderType, const std::string shaderName )
{
return boost::const_pointer_cast< CompoundData >( ShaderNetworkAlgo::expandSplineParameters( parameters, shaderType, shaderName ) );
}
std::string componentConnectionAdapterLabelWrapper()
{
return ShaderNetworkAlgo::componentConnectionAdapterLabel().string();
}
} // namespace
void IECoreSceneModule::bindShaderNetworkAlgo()
{
object module( borrowed( PyImport_AddModule( "IECoreScene.ShaderNetworkAlgo" ) ) );
scope().attr( "ShaderNetworkAlgo" ) = module;
scope moduleScope( module );
def( "addShaders", &ShaderNetworkAlgo::addShaders, ( arg( "network" ), arg( "sourceNetwork" ), arg( "connections" ) = true ) );
def( "removeUnusedShaders", &ShaderNetworkAlgo::removeUnusedShaders );
def( "addComponentConnectionAdapters", &ShaderNetworkAlgo::addComponentConnectionAdapters, ( arg( "network" ), arg( "targetPrefix" ) = "" ) );
def( "removeComponentConnectionAdapters", &ShaderNetworkAlgo::removeComponentConnectionAdapters, ( arg( "network" ) ) );
def( "registerSplitAdapter", &ShaderNetworkAlgo::registerSplitAdapter, ( arg( "destinationShaderType" ), arg( "component" ), arg( "adapter" ), arg( "inParameter" ), arg( "outParameter" ) ) );
def( "deregisterSplitAdapter", &ShaderNetworkAlgo::deregisterSplitAdapter, ( arg( "destinationShaderType" ), arg( "component" ) ) );
def( "registerJoinAdapter", ®isterJoinAdapterWrapper, ( arg( "destinationShaderType" ), arg( "destinationParameterType" ), arg( "adapter" ), arg( "inParameters" ), arg( "outParameter" ) ) );
def( "deregisterJoinAdapter", &ShaderNetworkAlgo::deregisterJoinAdapter, ( arg( "destinationShaderType" ), arg( "destinationParameterType" ) ) );
def( "componentConnectionAdapterLabel", &componentConnectionAdapterLabelWrapper );
def( "convertToOSLConventions", &ShaderNetworkAlgo::convertToOSLConventions );
def( "convertOSLComponentConnections", &convertOSLComponentConnectionsWrapper, ( arg( "network" ), arg( "oslVersion" ) = 10900 ) );
def( "convertObjectVector", &ShaderNetworkAlgo::convertObjectVector );
def( "collapseSplines", &ShaderNetworkAlgo::collapseSplines, ( arg( "network" ), arg( "targetPrefix" ) = "" ) );
def( "expandSplines", &ShaderNetworkAlgo::expandSplines, ( arg( "network" ), arg( "targetPrefix" ) = "" ) );
def( "collapseSplineParameters", &collapseSplineParametersWrapper );
def( "expandSplineParameters", &expandSplineParametersWrapper );
}