forked from blender/blender
Add basic supported nodes #1
@ -21,6 +21,12 @@ set(INC
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${CMAKE_BINARY_DIR}/source/blender/makesrna
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)
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if(WITH_HYDRA)
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list(APPEND INC
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../../io/usd
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)
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add_definitions(-DWITH_HYDRA)
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endif()
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set(SRC
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nodes/node_shader_add_shader.cc
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@ -138,8 +144,16 @@ 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/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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@ -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, 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, depsgraph, 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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->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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;
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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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@ -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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@ -6,11 +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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} // namespace blender::materialx
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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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|
43
source/blender/nodes/shader/materialx/nodes/image.cc
Normal file
43
source/blender/nodes/shader/materialx/nodes/image.cc
Normal file
@ -0,0 +1,43 @@
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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 "hydra/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", MaterialX::createValidName(node->name), "color3");
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}
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MaterialX::NodePtr MaterialXTexImageNode::convert()
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{
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Image *image = (Image *)node->id;
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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 = io::hydra::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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@ -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 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("surfacematerial", MaterialX::createValidName(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, 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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}
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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 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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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 Depsgraph *depsgraph,
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const Material *material,
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const bNode *node)
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: depsgraph(depsgraph), material(material), node(node), doc(doc)
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{
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}
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} // namespace blender::nodes::materialx
|
33
source/blender/nodes/shader/materialx/nodes/node.h
Normal file
33
source/blender/nodes/shader/materialx/nodes/node.h
Normal file
@ -0,0 +1,33 @@
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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 "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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namespace blender::nodes::materialx {
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class MaterialXNode {
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public:
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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,
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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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};
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} // namespace blender::nodes::materialx
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126
source/blender/nodes/shader/materialx/nodes/principled_bsdf.cc
Normal file
126
source/blender/nodes/shader/materialx/nodes/principled_bsdf.cc
Normal file
@ -0,0 +1,126 @@
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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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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, depsgraph, material, node)
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{
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matx_node = doc->addNode(
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"standard_surface", MaterialX::createValidName(node->name), "surfaceshader");
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}
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MaterialX::NodePtr MaterialXPrincipledBSDFNode::convert()
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{
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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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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 =
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node->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()->value;
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const float specular =
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node->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()->value;
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const float roughness =
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node->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()->value;
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const float anisotropic =
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node->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()->value;
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const float anisotropic_rot = node->input_by_identifier("Anisotropic Rotation")
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.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>()->value;
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const float clearcoat =
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node->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()->value;
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const float clearcoat_roughness = node->input_by_identifier("Clearcoat Roughness")
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.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>()->value;
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const float transmission = node->input_by_identifier("Transmission")
|
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.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>()->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>()->value;
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const float *clearcoat_normal = node->input_by_identifier("Clearcoat Normal")
|
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.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>()->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")
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->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")
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->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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|
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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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|
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matx_node->addInput("transmission", "float")->setValue(transmission);
|
||||
matx_node->addInput("transmission_color", "color3")->setValue(default_white_color_);
|
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matx_node->addInput("transmission_extra_roughness", "float")->setValue(roughness);
|
||||
|
||||
matx_node->addInput("subsurface", "float")->setValue(subsurface);
|
||||
matx_node->addInput("subsurface_color", "color3")
|
||||
->setValue(MaterialX::Color3(subsurface_color[0], subsurface_color[1], subsurface_color[2]));
|
||||
matx_node->addInput("subsurface_radius", "color3")
|
||||
->setValue(
|
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MaterialX::Color3(subsurface_radius[0], subsurface_radius[1], subsurface_radius[2]));
|
||||
matx_node->addInput("subsurface_anisotropy", "float")->setValue(anisotropic);
|
||||
|
||||
matx_node->addInput("sheen", "float")->setValue(sheen);
|
||||
matx_node->addInput("sheen_color", "color3")->setValue(default_white_color_);
|
||||
matx_node->addInput("sheen_roughness", "float")->setValue(roughness);
|
||||
|
||||
matx_node->addInput("coat", "float")->setValue(clearcoat);
|
||||
matx_node->addInput("coat_color", "color3")->setValue(default_white_color_);
|
||||
matx_node->addInput("coat_roughness", "float")->setValue(clearcoat_roughness);
|
||||
matx_node->addInput("coat_IOR", "float")->setValue(IOR);
|
||||
matx_node->addInput("coat_anisotropy", "float")->setValue(anisotropic);
|
||||
matx_node->addInput("coat_rotation", "float")->setValue(anisotropic_rot);
|
||||
matx_node->addInput("coat_normal", "vector3")
|
||||
->setValue(
|
||||
MaterialX::Vector3(clearcoat_normal[0], clearcoat_normal[1], clearcoat_normal[2]));
|
||||
|
||||
matx_node->addInput("emission", "float")->setValue(emission_str);
|
||||
matx_node->addInput("emission_color", "color3")
|
||||
->setValue(MaterialX::Color3(emission[0], emission[1], emission[2]));
|
||||
#pragma endregion set inputs
|
||||
return matx_node;
|
||||
}
|
||||
|
||||
} // namespace blender::nodes::materialx
|
@ -0,0 +1,23 @@
|
||||
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "node.h"
|
||||
|
||||
namespace blender::nodes::materialx {
|
||||
|
||||
class MaterialXPrincipledBSDFNode : public MaterialXNode {
|
||||
protected:
|
||||
static const MaterialX::Color3 default_white_color_;
|
||||
|
||||
public:
|
||||
MaterialXPrincipledBSDFNode(MaterialX::DocumentPtr doc,
|
||||
const Depsgraph *depsgraph,
|
||||
const Material *material,
|
||||
const bNode *node);
|
||||
MaterialX::NodePtr convert() override;
|
||||
};
|
||||
|
||||
} // namespace blender::nodes::materialx
|
Loading…
Reference in New Issue
Block a user