forked from blender/blender
Add basic supported nodes #1
@ -141,11 +141,13 @@ if(WITH_MATERIALX)
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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/nodes/image.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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materialx/nodes/image.h
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)
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endif()
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@ -11,12 +11,12 @@
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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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static void export_nodegraph(MaterialX::DocumentPtr doc, Depsgraph *depsgraph, 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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MaterialXMaterialOutputNode material_node(doc, depsgraph, material, output_node);
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material_node.convert();
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}
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@ -35,11 +35,11 @@ static void create_standard_surface(MaterialX::DocumentPtr doc, Material *materi
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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(Depsgraph *depsgraph, 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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export_nodegraph(doc, material);
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export_nodegraph(doc, depsgraph, material);
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}
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else {
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create_standard_surface(doc, material);
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@ -6,10 +6,11 @@
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#include <MaterialXCore/Document.h>
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#include "DEG_depsgraph.h"
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#include "DNA_material_types.h"
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namespace blender::nodes::materialx {
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MaterialX::DocumentPtr export_to_materialx(Material *material);
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MaterialX::DocumentPtr export_to_materialx(Depsgraph *depsgraph, Material *material);
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} // namespace blender::nodes::materialx
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41
source/blender/nodes/shader/materialx/nodes/image.cc
Normal file
41
source/blender/nodes/shader/materialx/nodes/image.cc
Normal file
@ -0,0 +1,41 @@
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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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#include "image.h"
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#include "DEG_depsgraph_query.h"
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namespace blender::nodes::materialx {
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const MaterialX::Color3 MaterialXTexImageNode::texture_error_color_{1.0, 0.0, 1.0};
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MaterialXTexImageNode::MaterialXTexImageNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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const Material *material,
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const bNode *node)
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: MaterialXNode(doc, depsgraph, material, node)
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{
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matx_node = doc->addNode("image", node->name, "color3");
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}
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MaterialX::NodePtr MaterialXTexImageNode::convert()
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{
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const Image *image = (Image *)node->id;
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const NodeTexImage *tex = static_cast<NodeTexImage *>(node->storage);
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Scene *scene = DEG_get_input_scene(depsgraph);
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Main *bmain = DEG_get_bmain(depsgraph);
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std::string image_path;
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#ifdef WITH_HYDRA
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image_path = cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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#endif
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MaterialX::NodePtr uv_node = doc->addNode("texcoord", MaterialX::EMPTY_STRING, "vector2");
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matx_node->addInput("file", "filename")->setValue(image_path);
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matx_node->addInput("texcoord", "vector2")->setNodeName(uv_node->getName());
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return matx_node;
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}
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} // namespace blender::nodes::materialx
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24
source/blender/nodes/shader/materialx/nodes/image.h
Normal file
24
source/blender/nodes/shader/materialx/nodes/image.h
Normal file
@ -0,0 +1,24 @@
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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 MaterialXTexImageNode : public MaterialXNode {
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protected:
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/* Following Cycles color for wrong Texture nodes. */
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static const MaterialX::Color3 texture_error_color_;
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public:
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MaterialXTexImageNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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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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@ -8,9 +8,10 @@
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namespace blender::nodes::materialx {
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MaterialXMaterialOutputNode::MaterialXMaterialOutputNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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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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: MaterialXNode(doc, depsgraph, 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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@ -23,7 +24,7 @@ MaterialX::NodePtr MaterialXMaterialOutputNode::convert()
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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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MaterialXPrincipledBSDFNode surface_node(doc, depsgraph, 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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@ -11,6 +11,7 @@ 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 Depsgraph *depsgraph,
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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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@ -7,9 +7,10 @@
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namespace blender::nodes::materialx {
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MaterialXNode::MaterialXNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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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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: depsgraph(depsgraph), material(material), node(node), doc(doc)
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{
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}
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@ -6,6 +6,7 @@
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#include <MaterialXCore/Document.h>
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#include "DEG_depsgraph.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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@ -13,13 +14,17 @@ 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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const Depsgraph *depsgraph = nullptr;
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const Material *material = nullptr;
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const bNode *node = nullptr;
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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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MaterialXNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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const Material *material,
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const bNode *node);
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virtual ~MaterialXNode() = default;
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virtual MaterialX::NodePtr convert() = 0;
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@ -8,17 +8,19 @@
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namespace blender::nodes::materialx {
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const MaterialX::Color3 MaterialXPrincipledBSDFNode::default_white_color_{1.0, 1.0, 1.0};
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MaterialXPrincipledBSDFNode::MaterialXPrincipledBSDFNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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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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: MaterialXNode(doc, depsgraph, 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 =
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node->input_by_identifier("Base Color").default_value_typed<bNodeSocketValueRGBA>()->value;
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@ -81,14 +83,14 @@ MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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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_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_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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@ -100,11 +102,11 @@ MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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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_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_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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@ -9,8 +9,12 @@
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namespace blender::nodes::materialx {
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class MaterialXPrincipledBSDFNode : public MaterialXNode {
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protected:
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static const MaterialX::Color3 default_white_color_;
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public:
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MaterialXPrincipledBSDFNode(MaterialX::DocumentPtr doc,
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const Depsgraph *depsgraph,
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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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