-
Notifications
You must be signed in to change notification settings - Fork 208
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add RenderMan renderer backend #6271
Open
johnhaddon
wants to merge
17
commits into
1.5_maintenance
Choose a base branch
from
rileyRendererPR
base: 1.5_maintenance
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Because the default is a temporary, in many cases it won't live long enough to be referenced by the StaticTransform.
This forms the core of a RenderMan rendering session, around which we'll arrange all the other components of an upcoming Renderer subclass. It deals with some of the more unfortunate corners of the Riley API, like all the hoop-jumping that is required to deal with portal lights.
This will allow multiple clients to share Riley objects, deleting the object when the last client drops its reference. Intended for things like sharing geometry and materials between multiple instances.
This provides a means of "instancing" materials - we convert the material to RenderMan the first time something needs it, and subsequent queries will use the previously converted material.
This provides the core functionality for our standard "auto instancing" feature.
This manages options and outputs and that sort of thing.
This ties together all the rest of IECoreRenderMan into a functioning rendeer backend for Gaffer.
Currently this exists only to register the renderer subclass. The registation will probably fail on Windows due to its overzealous linker, but I'll deal with that when I enable testing on CI in a future commit.
We'll need to do the same in the Windows wrapper, but I'll do that later when enabling testing in CI.
ebd5676
to
a5791d9
Compare
The fixups were piling up on this one, so with @murraystevenson's permission I've pushed a version which squashes them all in, with some additional fixes for a lighting bug that crept in recently. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This builds on top of the recent IECoreRenderMan PRs by adding a functioning renderer backend for RenderMan, along with a display driver and unit tests. None of this is exposed in Gaffer yet - although you could import IECoreRenderMan and render to RenderMan, it won't be much use until a future PR provides nodes for building RenderMan shader networks and settings options and attributes.
It's unavoidable that there's quite a lot of code here, but I've tried to split the commits down component-by-component in an order that guides you through things such that at least each component arrives after the others it depends on.
There are plenty of todos in the code, but at this point I consider them much lower priority to making progress on as-yet untouched features. Likewise I haven't yet done the licensing dance needed to run the unit tests in CI, although you should be able to run them locally to satisfy yourself that things are working as advertised. Unless you're on Windows, since I haven't done the env setup work for that yet. I'll deal with that and the CI testing in a future PR.