forked from blender/blender
MaterialX: add support for nodes #11
@ -160,6 +160,7 @@ if(WITH_MATERIALX)
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materialx/nodes/tex_environment.cc
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materialx/nodes/tex_noise.cc
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materialx/nodes/tex_checker.cc
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materialx/nodes/vector_math.cc
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materialx/material.h
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materialx/nodes/node_item.h
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@ -142,6 +142,9 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
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case SH_NODE_TEX_CHECKER:
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parser = std::make_unique<TexCheckerNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_VECTOR_MATH:
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parser = std::make_unique<VectorMathNodeParser>(graph, depsgraph, material, in_node);
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break;
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default:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported node: %s (%d)", in_node->name, in_node->type);
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return res;
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@ -70,5 +70,6 @@ DECLARE_PARSER(TexCheckerNodeParser)
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DECLARE_PARSER(TexEnvironmentNodeParser)
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DECLARE_PARSER(TexImageNodeParser)
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DECLARE_PARSER(TexNoiseNodeParser)
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DECLARE_PARSER(VectorMathNodeParser)
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} // namespace blender::nodes::materialx
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122
source/blender/nodes/shader/materialx/nodes/vector_math.cc
Normal file
122
source/blender/nodes/shader/materialx/nodes/vector_math.cc
Normal file
@ -0,0 +1,122 @@
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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_parser.h"
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#include "../material.h"
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namespace blender::nodes::materialx {
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NodeItem VectorMathNodeParser::compute()
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{
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/* TODO: finish some math operations */
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auto op = node->custom1;
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NodeItem res = empty();
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/* Single operand operations */
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NodeItem x = get_input_value(0);
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switch (op) {
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case NODE_VECTOR_MATH_SINE:
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res = x.sin();
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break;
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case NODE_VECTOR_MATH_COSINE:
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res = x.cos();
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break;
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case NODE_VECTOR_MATH_TANGENT:
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res = x.tan();
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break;
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case NODE_VECTOR_MATH_ABSOLUTE:
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res = x.abs();
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break;
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case NODE_VECTOR_MATH_FLOOR:
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res = x.floor();
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break;
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case NODE_VECTOR_MATH_CEIL:
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res = x.ceil();
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break;
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case NODE_VECTOR_MATH_FRACTION:
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res = x % value(1.0f);
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break;
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case NODE_VECTOR_MATH_LENGTH:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_NORMALIZE:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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default: {
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/* 2-operand operations */
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NodeItem y = get_input_value(1);
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switch (op) {
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case NODE_VECTOR_MATH_ADD:
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res = x + y;
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break;
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case NODE_VECTOR_MATH_SUBTRACT:
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res = x - y;
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break;
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case NODE_VECTOR_MATH_MULTIPLY:
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res = x * y;
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break;
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case NODE_VECTOR_MATH_DIVIDE:
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res = x / y;
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break;
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case NODE_VECTOR_MATH_MINIMUM:
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res = x.min(y);
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break;
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case NODE_VECTOR_MATH_MAXIMUM:
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res = x.max(y);
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break;
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case NODE_VECTOR_MATH_MODULO:
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res = x % y;
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break;
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case NODE_VECTOR_MATH_SNAP:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_CROSS_PRODUCT:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_DOT_PRODUCT:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_PROJECT:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_REFLECT:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_DISTANCE:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_SCALE:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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default: {
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/* 3-operand operations */
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NodeItem z = get_input_value(2);
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switch (op) {
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case NODE_VECTOR_MATH_MULTIPLY_ADD:
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res = x * y + z;
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break;
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case NODE_VECTOR_MATH_REFRACT:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_FACEFORWARD:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_VECTOR_MATH_WRAP:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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default:
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BLI_assert_unreachable();
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}
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}
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}
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}
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}
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return res;
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}
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} // namespace blender::nodes::materialx
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