forked from blender/blender
Add basic supported nodes #1
@ -138,8 +138,14 @@ if(WITH_MATERIALX)
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list(APPEND LIB MaterialXCore)
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list(APPEND SRC
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materialx/material.cc
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materialx/nodes/node.cc
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materialx/nodes/material_output.cc
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materialx/nodes/principled_bsdf.cc
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materialx/material.h
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materialx/nodes/node.h
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materialx/nodes/material_output.h
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materialx/nodes/principled_bsdf.h
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)
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endif()
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@ -3,11 +3,23 @@
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "material.h"
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#include "nodes/material_output.h"
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#include <MaterialXCore/Node.h>
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#include "NOD_shader.h"
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namespace blender::nodes::materialx {
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static void export_nodegraph(MaterialX::DocumentPtr doc, Material *material)
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{
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material->nodetree->ensure_topology_cache();
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bNode *output_node = ntreeShaderOutputNode(material->nodetree, SHD_OUTPUT_ALL);
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MaterialXMaterialOutputNode material_node(doc, material, output_node);
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material_node.convert();
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}
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static void create_standard_surface(MaterialX::DocumentPtr doc, Material *material)
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{
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MaterialX::NodePtr surfacematerial = doc->addNode(
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@ -17,16 +29,17 @@ static void create_standard_surface(MaterialX::DocumentPtr doc, Material *materi
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standard_surface->addInput("base", "float")->setValue(1.0);
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standard_surface->addInput("base_color", "color3")
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->setValue(MaterialX::Color3(material->r, material->g, material->a));
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->setValue(MaterialX::Color3(material->r, material->g, material->b));
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surfacematerial->addInput(standard_surface->getType(), standard_surface->getType())
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->setNodeName(standard_surface->getName());
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}
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MaterialX::DocumentPtr export_to_materialx(Material* material) {
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MaterialX::DocumentPtr export_to_materialx(Material *material)
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{
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MaterialX::DocumentPtr doc = MaterialX::createDocument();
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if (material->use_nodes) {
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;
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export_nodegraph(doc, material);
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}
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else {
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create_standard_surface(doc, material);
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@ -34,5 +47,4 @@ MaterialX::DocumentPtr export_to_materialx(Material* material) {
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return doc;
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}
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} // namespace blender::materialx
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} // namespace blender::nodes::materialx
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@ -12,5 +12,4 @@ namespace blender::nodes::materialx {
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MaterialX::DocumentPtr export_to_materialx(Material *material);
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} // namespace blender::materialx
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} // namespace blender::nodes::materialx
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@ -0,0 +1,35 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "material_output.h"
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#include "principled_bsdf.h"
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namespace blender::nodes::materialx {
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MaterialXMaterialOutputNode::MaterialXMaterialOutputNode(MaterialX::DocumentPtr doc,
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const Material *material,
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const bNode *node)
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: MaterialXNode(doc, material, node)
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{
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matx_node = doc->addNode("surfacematerial", node->name, "material");
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}
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MaterialX::NodePtr MaterialXMaterialOutputNode::convert()
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{
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LISTBASE_FOREACH (const bNodeSocket *, sock, &node->inputs) {
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if (!sock->link) {
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continue;
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}
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if (STREQ(sock->name, "Surface")) {
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const bNode *inode = sock->link->fromnode;
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MaterialXPrincipledBSDFNode surface_node(doc, material, inode);
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surface_node.convert();
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matx_node->addInput("surfaceshader", "surfaceshader")->setNodeName(inode->name);
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}
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}
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return matx_node;
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}
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} // namespace blender::nodes::materialx
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@ -0,0 +1,20 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "node.h"
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namespace blender::nodes::materialx {
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class MaterialXMaterialOutputNode : public MaterialXNode {
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public:
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MaterialXMaterialOutputNode(MaterialX::DocumentPtr doc,
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const Material *material,
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const bNode *node);
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MaterialX::NodePtr convert() override;
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};
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} // namespace blender::nodes::materialx
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17
source/blender/nodes/shader/materialx/nodes/node.cc
Normal file
17
source/blender/nodes/shader/materialx/nodes/node.cc
Normal file
@ -0,0 +1,17 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node.h"
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namespace blender::nodes::materialx {
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MaterialXNode::MaterialXNode(MaterialX::DocumentPtr doc,
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const Material *material,
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const bNode *node)
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: material(material), node(node), doc(doc)
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{
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}
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} // namespace blender::nodes::materialx
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29
source/blender/nodes/shader/materialx/nodes/node.h
Normal file
29
source/blender/nodes/shader/materialx/nodes/node.h
Normal file
@ -0,0 +1,29 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <MaterialXCore/Document.h>
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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namespace blender::nodes::materialx {
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class MaterialXNode {
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public:
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const Material *material;
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const bNode *node;
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MaterialX::NodePtr matx_node;
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MaterialX::DocumentPtr doc;
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public:
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MaterialXNode(MaterialX::DocumentPtr doc, const Material *material, const bNode *node);
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virtual ~MaterialXNode() = default;
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virtual MaterialX::NodePtr convert() = 0;
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};
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} // namespace blender::nodes::materialx
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132
source/blender/nodes/shader/materialx/nodes/principled_bsdf.cc
Normal file
132
source/blender/nodes/shader/materialx/nodes/principled_bsdf.cc
Normal file
@ -0,0 +1,132 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "principled_bsdf.h"
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#include <BKE_node_runtime.hh>
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namespace blender::nodes::materialx {
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MaterialXPrincipledBSDFNode::MaterialXPrincipledBSDFNode(MaterialX::DocumentPtr doc,
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const Material *material,
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const bNode *node)
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: MaterialXNode(doc, material, node)
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{
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matx_node = doc->addNode("standard_surface", node->name, "surfaceshader");
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}
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MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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{
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MaterialX::Color3 default_white_color = MaterialX::Color3(1.0, 1.0, 1.0);
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#pragma region get inputs
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const float *base_color = node->input_by_identifier("Base Color")
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.default_value_typed<bNodeSocketValueRGBA>()
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->value;
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const float subsurface =
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node->input_by_identifier("Subsurface").default_value_typed<bNodeSocketValueFloat>()->value;
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const float *subsurface_radius = node->input_by_identifier("Subsurface Radius")
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.default_value_typed<bNodeSocketValueVector>()
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->value;
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const float *subsurface_color = node->input_by_identifier("Subsurface Color")
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.default_value_typed<bNodeSocketValueRGBA>()
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->value;
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const float metallic = node->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float specular =
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node->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float roughness =
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node->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float anisotropic =
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node->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float anisotropic_rot =
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node->input_by_identifier("Anisotropic Rotation").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float sheen =
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node->input_by_identifier("Sheen").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float clearcoat =
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node->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float clearcoat_roughness =
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node->input_by_identifier("Clearcoat Roughness").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float IOR =
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node->input_by_identifier("IOR").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float transmission =
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node->input_by_identifier("Transmission").default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float *emission =
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node->input_by_identifier("Emission").default_value_typed<bNodeSocketValueRGBA>()
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->value;
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const float emission_str = node->input_by_identifier("Emission Strength")
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.default_value_typed<bNodeSocketValueFloat>()
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->value;
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const float *normal =
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node->input_by_identifier("Normal").default_value_typed<bNodeSocketValueVector>()
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->value;
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const float *clearcoat_normal =
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node->input_by_identifier("Clearcoat Normal").default_value_typed<bNodeSocketValueVector>()
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->value;
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const float *tangent =
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node->input_by_identifier("Tangent").default_value_typed<bNodeSocketValueVector>()
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->value;
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#pragma endregion get inputs
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#pragma region set inputs
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matx_node->addInput("base", "float")->setValue(1.0);
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matx_node->addInput("base_color", "color3")->setValue(MaterialX::Color3(base_color[0], base_color[1], base_color[2]));
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matx_node->addInput("diffuse_roughness", "float")->setValue(roughness);
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matx_node->addInput("normal", "vector3")->setValue(MaterialX::Vector3(normal[0], normal[1], normal[2]));
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matx_node->addInput("tangent", "vector3")
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->setValue(MaterialX::Vector3(tangent[0], tangent[1], tangent[2]));
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matx_node->addInput("metalness", "float")->setValue(metallic);
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matx_node->addInput("specular", "float")->setValue(specular);
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matx_node->addInput("specular_color", "color3")->setValue(default_white_color);
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matx_node->addInput("specular_roughness", "float")->setValue(roughness);
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matx_node->addInput("specular_IOR", "float")->setValue(IOR);
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matx_node->addInput("specular_anisotropy", "float")->setValue(anisotropic);
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matx_node->addInput("specular_rotation", "float")->setValue(anisotropic_rot);
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matx_node->addInput("transmission", "float")->setValue(transmission);
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matx_node->addInput("transmission_color", "color3")->setValue(default_white_color);
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matx_node->addInput("transmission_extra_roughness", "float")->setValue(roughness);
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matx_node->addInput("subsurface", "float")->setValue(subsurface);
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matx_node->addInput("subsurface_color", "color3")
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->setValue(MaterialX::Color3(subsurface_color[0], subsurface_color[1], subsurface_color[2]));
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matx_node->addInput("subsurface_radius", "color3")
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->setValue(
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MaterialX::Color3(subsurface_radius[0], subsurface_radius[1], subsurface_radius[2]));
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matx_node->addInput("subsurface_anisotropy", "float")->setValue(anisotropic);
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matx_node->addInput("sheen", "float")->setValue(sheen);
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matx_node->addInput("sheen_color", "color3")->setValue(default_white_color);
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matx_node->addInput("sheen_roughness", "float")->setValue(roughness);
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matx_node->addInput("coat", "float")->setValue(clearcoat);
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matx_node->addInput("coat_color", "color3")->setValue(default_white_color);
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matx_node->addInput("coat_roughness", "float")->setValue(clearcoat_roughness);
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matx_node->addInput("coat_IOR", "float")->setValue(IOR);
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matx_node->addInput("coat_anisotropy", "float")->setValue(anisotropic);
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matx_node->addInput("coat_rotation", "float")->setValue(anisotropic_rot);
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matx_node->addInput("coat_normal", "vector3")
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->setValue(
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MaterialX::Vector3(clearcoat_normal[0], clearcoat_normal[1], clearcoat_normal[2]));
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matx_node->addInput("emission", "float")->setValue(emission_str);
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matx_node->addInput("emission_color", "color3")
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->setValue(MaterialX::Color3(emission[0], emission[1], emission[2]));
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#pragma endregion set inputs
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return matx_node;
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}
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} // namespace blender::nodes::materialx
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@ -0,0 +1,20 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "node.h"
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namespace blender::nodes::materialx {
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class MaterialXPrincipledBSDFNode : public MaterialXNode {
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public:
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MaterialXPrincipledBSDFNode(MaterialX::DocumentPtr doc,
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const Material *material,
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const bNode *node);
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MaterialX::NodePtr convert() override;
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};
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} // namespace blender::nodes::materialx
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|
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