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ShaderTweakProxy : Allow using inputs from existing network in Shader…
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…Tweaks
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danieldresser-ie committed May 24, 2024
1 parent a35d2fa commit dadde48
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5 changes: 5 additions & 0 deletions Changes.md
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1.4.x.x (relative to 1.4.4.0)
=======

Features
--------

- ShaderTweaks : Added support for creating ShaderTweakProxy nodes that allow making input connections to the original network.

Improvements
------------

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96 changes: 96 additions & 0 deletions include/GafferScene/ShaderTweakProxy.h
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//////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2024, 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 John Haddon 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.
//
//////////////////////////////////////////////////////////////////////////

#pragma once

#include "GafferScene/Shader.h"

namespace GafferScene
{

class GAFFERSCENE_API ShaderTweakProxy : public Shader
{

public :

ShaderTweakProxy( const std::string &name = defaultName<ShaderTweakProxy>() );

~ShaderTweakProxy() override;

GAFFER_NODE_DECLARE_TYPE( GafferScene::ShaderTweakProxy, ShaderTweakProxyTypeId, Shader );

// Use this to set up a proxy for a specific type of shader - for auto proxies, call setupAutoProxy
// instead. The shader name passed in should start with a type prefix followed by a colon, to
// indicate how we need to load a shader in order to find its outputs to create a proxy. For example
// "osl:Conversion/ColorToFloat" means we will look for an OSL shader named "Conversion/ColorToFloat",
// and set up a proxy with matching output plugs. keepExistingValues is ignored, because proxies have
// only outputs.
void loadShader( const std::string &shaderName, bool keepExistingValues=false ) override;

// Auto-proxies connect to the original input of whatever parameter you are tweaking on a ShaderTweaks.
// They use dynamic plugs to store the type of their output - the reference plug provides the type
// of plug to create.
void setupAutoProxy( const Gaffer::Plug* referencePlug );

// Parse the current shader name for the type prefix and source shader name
void typePrefixAndSourceShaderName( std::string &typePrefix, std::string &sourceShaderName ) const;

// Identify if a shader is a proxy, created by ShaderTweakProxy
static bool isProxy( const IECoreScene::Shader *shader );

template<class T>
struct ShaderLoaderDescription
{
ShaderLoaderDescription( const std::string &typePrefix )
{
registerShaderLoader( typePrefix, []() -> GafferScene::ShaderPtr{ return new T(); } );
}
};

private :

using ShaderLoaderCreator = std::function< ShaderPtr() >;
using ShaderLoaderCreatorMap = std::map< std::string, ShaderTweakProxy::ShaderLoaderCreator >;
static ShaderLoaderCreatorMap &shaderLoaderCreators();

static void registerShaderLoader( const std::string &typePrefix, ShaderLoaderCreator creator );

static size_t g_firstPlugIndex;
};

IE_CORE_DECLAREPTR( ShaderTweakProxy )

} // namespace GafferScene
1 change: 1 addition & 0 deletions include/GafferScene/TypeIds.h
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Expand Up @@ -182,6 +182,7 @@ enum TypeId
DeletePassesTypeId = 110638,
MeshTessellateTypeId = 110639,
RenderPassShaderTypeId = 110640,
ShaderTweakProxyTypeId = 110641,

PreviewPlaceholderTypeId = 110647,
PreviewGeometryTypeId = 110648,
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207 changes: 207 additions & 0 deletions python/GafferSceneTest/ShaderTweakProxyTest.py
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##########################################################################
#
# Copyright (c) 2024, 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 John Haddon 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.
#
##########################################################################

import pathlib
import unittest
import imath

import IECore
import IECoreScene

import Gaffer
import GafferScene
import GafferSceneTest

class ShaderTweakProxyTest( GafferSceneTest.SceneTestCase ) :

def test( self ) :

plane = GafferScene.Plane()
shader = GafferSceneTest.TestShader( "surface" )
shader["type"].setValue( "surface" )

textureShader1 = GafferSceneTest.TestShader( "texture1" )

textureShader2 = GafferSceneTest.TestShader( "texture2" )

shader["parameters"]["c"].setInput( textureShader1["out"] )
textureShader1["parameters"]["c"].setInput( textureShader2["out"] )

planeFilter = GafferScene.PathFilter()
planeFilter["paths"].setValue( IECore.StringVectorData( [ "/plane" ] ) )

assignment = GafferScene.ShaderAssignment()
assignment["in"].setInput( plane["out"] )
assignment["filter"].setInput( planeFilter["out"] )
assignment["shader"].setInput( shader["out"] )

# Check the untweaked network
originalNetwork = assignment["out"].attributes( "/plane" )["surface"]
self.assertEqual( len( originalNetwork ), 3 )
self.assertEqual( originalNetwork.input( ( "surface", "c" ) ), ( "texture1", "out" ) )

tweakShader = GafferSceneTest.TestShader( "tweakShader" )

tweaks = GafferScene.ShaderTweaks()
tweaks["in"].setInput( assignment["out"] )
tweaks["filter"].setInput( planeFilter["out"] )
tweaks["shader"].setValue( "surface" )

tweaks["tweaks"].addChild( Gaffer.TweakPlug( "c", Gaffer.Color3fPlug() ) )
tweaks["tweaks"][0]["value"].setInput( tweakShader["out"] )

# If we replace the upstream network with a tweak, now we have just 2 nodes
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"]
self.assertEqual( len( tweakedNetwork ), 2 )
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "tweakShader", "out" ) )

autoProxy = GafferScene.ShaderTweakProxy()
autoProxy.setupAutoProxy( Gaffer.Color3fPlug() )

# Using an auto proxy with no tweak shaders inserted recreates the original network
tweaks["tweaks"][0]["value"].setInput( autoProxy["out"]["auto"] )
self.assertEqual( tweaks["out"].attributes( "/plane" )["surface"], originalNetwork )

# Test adding a tweak shader in the middle of the network using the proxy
tweakShader["parameters"]["c"].setInput( autoProxy["out"]["auto"] )
tweaks["tweaks"][0]["value"].setInput( tweakShader["out"] )
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"]
self.assertEqual( len( tweakedNetwork ), 4 )
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "tweakShader", "out" ) )
self.assertEqual( tweakedNetwork.input( ( "tweakShader", "c" ) ), ( "texture1", "out" ) )

# If we target the end of the network where there is no input, then the tweak gets inserted fine,
# and there is no input to the tweak, since there's nothing upstream
tweaks["tweaks"][0]["name"].setValue( "texture2.c" )
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"]
self.assertEqual( len( tweakedNetwork ), 4 )
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "texture1", "out" ) )
self.assertEqual( tweakedNetwork.input( ( "texture1", "c" ) ), ( "texture2", "out" ) )
self.assertEqual( tweakedNetwork.input( ( "texture2", "c" ) ), ( "tweakShader", "out" ) )
self.assertEqual( tweakedNetwork.input( ( "tweakShader", "c" ) ), ( "", "" ) )

# Test using an auto-proxy on a parameter with no input ( it should apply the value to what the
# auto-proxy is connected to )
textureShader2["parameters"]["c"].setValue( imath.Color3f( 5, 6, 7 ) )
tweaks["tweaks"][0]["name"].setValue( "texture2.c" )
tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"]
self.assertEqual( tweakedNetwork.getShader( "tweakShader" ).parameters["c"].value, imath.Color3f( 5, 6, 7 ) )

# Test proxying a specific node using a named handle
tweaks["tweaks"][0]["name"].setValue( "c" )

specificProxy = GafferScene.ShaderTweakProxy()
specificProxy.loadShader( "test:testShader" )

specificProxy["parameters"]["targetShader"].setValue( "texture2" )

tweakShader["parameters"]["c"].setInput( specificProxy["out"]["out"] )

tweakedNetwork = tweaks["out"].attributes( "/plane" )["surface"]
self.assertEqual( len( tweakedNetwork ), 3 )
self.assertEqual( tweakedNetwork.input( ( "surface", "c" ) ), ( "tweakShader", "out" ) )
self.assertEqual( tweakedNetwork.input( ( "tweakShader", "c" ) ), ( "texture2", "out" ) )

# Test error if we try to make a cycle
tweaks["tweaks"][0]["name"].setValue( "texture2.c" )
specificProxy["parameters"]["targetShader"].setValue( "texture1" )

with self.assertRaisesRegex( Gaffer.ProcessException, 'Cannot use "texture1" in ShaderTweakProxy when tweaking "texture2", this would create cycle in shader network' ):
tweaks["out"].attributes( "/plane" )

def testAutoProxyValueTransferToComponent( self ) :

plane = GafferScene.Plane()
shader = GafferSceneTest.TestShader( "surface" )
shader["type"].setValue( "surface" )
shader["parameters"]["i"].setValue( 42 )

planeFilter = GafferScene.PathFilter()
planeFilter["paths"].setValue( IECore.StringVectorData( [ "/plane" ] ) )

assignment = GafferScene.ShaderAssignment()
assignment["in"].setInput( plane["out"] )
assignment["filter"].setInput( planeFilter["out"] )
assignment["shader"].setInput( shader["out"] )

tweakShader = GafferSceneTest.TestShader( "tweakShader" )

tweaks = GafferScene.ShaderTweaks()
tweaks["in"].setInput( assignment["out"] )
tweaks["filter"].setInput( planeFilter["out"] )
tweaks["shader"].setValue( "surface" )

tweaks["tweaks"].addChild( Gaffer.TweakPlug( "i", Gaffer.IntPlug() ) )
tweaks["tweaks"][0]["value"].setInput( tweakShader["out"]["r"] )

autoProxy = GafferScene.ShaderTweakProxy()
autoProxy.setupAutoProxy( Gaffer.IntPlug() )

tweakShader["parameters"]["c"]["g"].setInput( autoProxy["out"]["auto"] )

# This is quite a special case - there is no input to the parameter we are tweaking, so there is no
# connection to transfer, so we would expect the auto proxy to transfer the value - however the auto
# proxy output is connected to a subcomponent.
#
# The correct result is that the green component of tweakShader.c should be set to 42, transferring the value
# that was set. However, we have not yet added support for this fairly obscure case, so instead this test
# documents the current behaviour, which is to throw a semi-helpful exception.

with self.assertRaisesRegex( Gaffer.ProcessException, 'CompoundData has no child named "c.g"' ):
tweaks["out"].attributes( "/plane" )["surface"]

def testInvalidInShaderAssignment( self ) :

plane = GafferScene.Plane()

autoProxy = GafferScene.ShaderTweakProxy()
autoProxy.setupAutoProxy( Gaffer.Color3fPlug() )

planeFilter = GafferScene.PathFilter()
planeFilter["paths"].setValue( IECore.StringVectorData( [ "/plane" ] ) )

assignment = GafferScene.ShaderAssignment()
assignment["in"].setInput( plane["out"] )
assignment["filter"].setInput( planeFilter["out"] )
assignment["shader"].setInput( autoProxy["out"]["auto"] )

# Using a proxy in a shader assignment is invalid
with self.assertRaisesRegex( Gaffer.ProcessException, "ShaderTweakProxy only works with ShaderTweaks" ):
assignment["out"].attributes( "/plane" )


if __name__ == "__main__":
unittest.main()
2 changes: 1 addition & 1 deletion python/GafferSceneTest/ShaderTweaksTest.py
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Expand Up @@ -364,7 +364,7 @@ def testIgnoreMissing( self ) :
inputShader = GafferSceneTest.TestShader()
badTweak["value"].setInput( inputShader["out"]["r"] )

with self.assertRaisesRegex( RuntimeError, "Cannot apply tweak \"badParameter\" because shader \"light\" does not have parameter \"badParameter\"" ) :
with self.assertRaisesRegex( RuntimeError, "Cannot apply tweak \"badParameter\" because shader \"__shader\" does not have parameter \"badParameter\"" ) :
t["out"].attributes( "/light" )

badTweak["value"].setInput( None )
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1 change: 1 addition & 0 deletions python/GafferSceneTest/__init__.py
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Expand Up @@ -112,6 +112,7 @@
from .FilteredSceneProcessorTest import FilteredSceneProcessorTest
from .ShaderBallTest import ShaderBallTest
from .ShaderTweaksTest import ShaderTweaksTest
from .ShaderTweakProxyTest import ShaderTweakProxyTest
from .FilterResultsTest import FilterResultsTest
from .RendererAlgoTest import RendererAlgoTest
from .SetAlgoTest import SetAlgoTest
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