forked from blender/blender
MaterialX: add support for nodes #11
@ -49,7 +49,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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/* Creating standard_surface */
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NodeItem res = create_node("standard_surface", "surfaceshader");
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res.set_input("base", 1.0, "float");
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res.set_input("base_color", base_color.to_color3());
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res.set_input("base_color", base_color, NodeItem::Type::Color3);
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res.set_input("diffuse_roughness", roughness);
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if (normal) {
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res.set_input("normal", normal);
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@ -60,27 +60,27 @@ NodeItem BSDFPrincipledNodeParser::compute()
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res.set_input("metalness", metallic);
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res.set_input("specular", specular);
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res.set_input("specular_color", base_color.to_color3());
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res.set_input("specular_color", base_color, NodeItem::Type::Color3);
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res.set_input("specular_roughness", roughness);
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res.set_input("specular_IOR", ior);
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res.set_input("specular_anisotropy", anisotropic);
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res.set_input("specular_rotation", anisotropic_rotation);
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res.set_input("transmission", transmission);
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res.set_input("transmission_color", base_color.to_color3());
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res.set_input("transmission_color", base_color, NodeItem::Type::Color3);
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res.set_input("transmission_extra_roughness", roughness);
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res.set_input("subsurface", subsurface);
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res.set_input("subsurface_color", subsurface_color.to_color3());
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res.set_input("subsurface_radius", subsurface_radius);
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res.set_input("subsurface_color", subsurface_color, NodeItem::Type::Color3);
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res.set_input("subsurface_radius", subsurface_radius, NodeItem::Type::Color3);
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res.set_input("subsurface_anisotropy", anisotropic);
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res.set_input("sheen", sheen);
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res.set_input("sheen_color", base_color.to_color3());
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res.set_input("sheen_color", base_color, NodeItem::Type::Color3);
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res.set_input("sheen_roughness", roughness);
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res.set_input("coat", clearcoat);
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res.set_input("coat_color", base_color.to_color3());
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res.set_input("coat_color", base_color, NodeItem::Type::Color3);
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res.set_input("coat_roughness", clearcoat_roughness);
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res.set_input("coat_IOR", ior);
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res.set_input("coat_anisotropy", anisotropic);
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@ -90,7 +90,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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}
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res.set_input("emission", emission_strength);
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res.set_input("emission_color", emission.to_color3());
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res.set_input("emission_color", emission, NodeItem::Type::Color3);
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return res;
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}
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@ -24,7 +24,7 @@ NodeItem HueSatValNodeParser::compute()
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combine.set_input("in3", val);
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NodeItem res = create_node("hsvadjust", "color3");
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res.set_input("in", color.to_color3());
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res.set_input("in", color, NodeItem::Type::Color3);
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res.set_input("amount", combine);
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return res;
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}
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@ -2,8 +2,8 @@
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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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#include "node_parser.h"
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namespace blender::nodes::materialx {
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@ -109,10 +109,10 @@ NodeItem MathNodeParser::compute()
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res = x.max(y);
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break;
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case NODE_MATH_LESS_THAN:
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res = x.if_else("<", y, value(1.0f), value(0.0f));
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res = x.if_else(NodeItem::CompareOp::Less, y, value(1.0f), value(0.0f));
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break;
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case NODE_MATH_GREATER_THAN:
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res = x.if_else(">", y, value(1.0f), value(0.0f));
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res = x.if_else(NodeItem::CompareOp::Greater, y, value(1.0f), value(0.0f));
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break;
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case NODE_MATH_MODULO:
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res = x % y;
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@ -138,7 +138,7 @@ NodeItem MathNodeParser::compute()
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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_MATH_COMPARE:
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res = z.if_else("<", (x - y).abs(), value(1.0f), value(0.0f));
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res = z.if_else(NodeItem::CompareOp::Less, (x - y).abs(), value(1.0f), value(0.0f));
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break;
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case NODE_MATH_MULTIPLY_ADD:
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res = x * y + z;
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File diff suppressed because it is too large
Load Diff
@ -9,6 +9,21 @@
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namespace blender::nodes::materialx {
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class NodeItem {
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public:
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enum class Type {
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Empty = 0,
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Other, /* For MaterialX types like: surfaceshader, bsdf, edf, ...*/
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String,
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Integer,
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Float,
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Vector2,
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Vector3,
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Vector4,
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Color3,
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Color4
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};
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enum class CompareOp { Less = 0, LessEq, Eq, GreaterEq, Greater, NotEq };
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public:
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MaterialX::ValuePtr value;
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MaterialX::NodePtr node;
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@ -20,20 +35,7 @@ class NodeItem {
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NodeItem(MaterialX::GraphElement *graph);
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~NodeItem() = default;
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NodeItem empty() const;
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template<class T> NodeItem val(const T &data) const;
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template<class T>
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void set_input(const std::string &name, const T &value, const std::string &mx_type);
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void set_input(const std::string &name,
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const NodeItem &item,
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const std::string &output_name = "");
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void set_input(const std::string &name, const MaterialX::ValuePtr value);
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void set_input(const std::string &name,
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const MaterialX::NodePtr node,
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const std::string &output_name = "");
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void add_output(const std::string &name, const std::string &mx_type);
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/* Operators */
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operator bool() const;
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NodeItem operator+(const NodeItem &other) const;
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NodeItem operator-(const NodeItem &other) const;
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@ -45,16 +47,13 @@ class NodeItem {
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bool operator==(const NodeItem &other) const;
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bool operator!=(const NodeItem &other) const;
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/* Math functions */
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NodeItem abs() const;
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NodeItem floor() const;
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NodeItem ceil() const;
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NodeItem min(const NodeItem &other) const;
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NodeItem max(const NodeItem &other) const;
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NodeItem dotproduct(const NodeItem &other) const;
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NodeItem if_else(const std::string &condition,
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const NodeItem &other,
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const NodeItem &if_val,
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const NodeItem &else_val) const;
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NodeItem blend(const NodeItem &a, const NodeItem &b) const;
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NodeItem clamp(const NodeItem &min_val, const NodeItem &max_val) const;
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NodeItem clamp(float min_val = 0.0f, float max_val = 1.0f) const;
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@ -72,25 +71,42 @@ class NodeItem {
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NodeItem sqrt() const;
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NodeItem sign() const;
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NodeItem exp() const;
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NodeItem separate(const int index) const;
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NodeItem convert(Type to_type) const;
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NodeItem if_else(CompareOp op,
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const NodeItem &other,
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const NodeItem &if_val,
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const NodeItem &else_val) const;
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NodeItem extract(const int index) const;
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NodeItem separate_color(const int index) const;
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DagerD marked this conversation as resolved
Outdated
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NodeItem to_color3() const;
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NodeItem to_vector3() const;
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bool is_numeric() const;
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std::string type() const;
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/* Useful functions */
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NodeItem empty() const;
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template<class T> NodeItem val(const T &data) const;
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Type type() const;
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/* Functions to set input and output */
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template<class T>
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void set_input(const std::string &in_name, const T &value, const std::string &in_type);
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void set_input(const std::string &in_name,
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const NodeItem &item,
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const std::string &out_name = "");
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void set_input(const std::string &in_name,
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const NodeItem &item,
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Type in_type,
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const std::string &out_name = "");
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void add_output(const std::string &in_name, Type out_type);
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private:
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NodeItem arithmetic(const std::string &mx_category, std::function<float(float)> func) const;
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static Type type(const std::string &type_str);
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static std::string type(Type type);
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static bool is_arithmetic(Type type);
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static Type adjust_types(NodeItem &item1, NodeItem &item2);
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bool is_arithmetic() const;
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NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const;
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NodeItem arithmetic(const NodeItem &other,
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const std::string &mx_category,
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const std::string &category,
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std::function<float(float, float)> func) const;
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static MaterialX::ValuePtr float_to_type(float v, std::string mx_type);
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/* Functions for adjusting values to make equal types */
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static bool adjust_types(MaterialX::ValuePtr &val1,
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MaterialX::ValuePtr &val2,
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std::string &mx_type);
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static bool adjust_types(NodeItem &val1, NodeItem &val2, std::string &mx_type);
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};
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template<class T> NodeItem NodeItem::val(const T &data) const
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@ -101,9 +117,9 @@ template<class T> NodeItem NodeItem::val(const T &data) const
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}
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template<class T>
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void NodeItem::set_input(const std::string &name, const T &value, const std::string &mx_type)
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void NodeItem::set_input(const std::string &in_name, const T &value, const std::string &in_type)
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{
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node->setInputValue(name, value, mx_type);
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node->setInputValue(in_name, value, in_type);
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}
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} // namespace blender::nodes::materialx
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@ -14,7 +14,11 @@ NodeParser::NodeParser(MaterialX::GraphElement *graph,
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const Material *material,
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const bNode *node,
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const bNodeSocket *socket_out)
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: graph_(graph), depsgraph_(depsgraph), material_(material), node_(node), socket_out_(socket_out)
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: graph_(graph),
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depsgraph_(depsgraph),
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material_(material),
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node_(node),
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socket_out_(socket_out)
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{
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}
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@ -74,17 +78,20 @@ NodeItem NodeParser::get_input_default(const bNodeSocket &socket)
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case SOCK_FLOAT: {
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float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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res.value = MaterialX::Value::createValue<float>(v);
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} break;
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break;
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}
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case SOCK_VECTOR: {
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const float *v = socket.default_value_typed<bNodeSocketValueVector>()->value;
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res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
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MaterialX::Vector3(v[0], v[1], v[2]));
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} break;
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break;
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}
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case SOCK_RGBA: {
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const float *v = socket.default_value_typed<bNodeSocketValueRGBA>()->value;
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res.value = MaterialX::Value::createValue<MaterialX::Color4>(
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MaterialX::Color4(v[0], v[1], v[2], v[3]));
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} break;
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break;
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}
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default: {
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported socket type: %d", socket.type);
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}
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@ -15,7 +15,7 @@ NodeItem NormalMapNodeParser::compute()
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NodeItem strength = get_input_value("Strength");
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NodeItem res = create_node("normalmap", "vector3");
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res.set_input("in", color.to_vector3());
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res.set_input("in", color, NodeItem::Type::Color3);
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res.set_input("scale", strength);
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switch (normal_map_node->space) {
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@ -37,7 +37,8 @@ NodeItem OutputMaterialNodeParser::compute(const std::string &socket_name)
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NodeItem OutputMaterialNodeParser::compute_default()
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{
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NodeItem surface = create_node("standard_surface", "surfaceshader");
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surface.set_input("base_color", value(MaterialX::Color3(material_->r, material_->g, material_->b)));
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surface.set_input("base_color",
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value(MaterialX::Color3(material_->r, material_->g, material_->b)));
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surface.set_input("diffuse_roughness", value(material_->roughness));
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if (material_->metallic > 0.0f) {
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surface.set_input("metalness", value(material_->metallic));
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@ -25,7 +25,7 @@ NodeItem SeparateColorNodeParser::compute()
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channel_1 = "Hue";
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channel_2 = "Saturation";
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convert = create_node("rgbtohsv", "color3");
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convert.set_input("in", color.to_color3());
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convert.set_input("in", color, NodeItem::Type::Color3);
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break;
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default:
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BLI_assert_unreachable();
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@ -36,12 +36,13 @@ NodeItem SeparateColorNodeParser::compute()
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2;
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NodeItem res = convert ? convert : color;
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return res.separate(index);
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return res.extract(index);
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}
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NodeItem CombineColorNodeParser::compute()
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{
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/* TODO: implement. */
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return empty();
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}
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} // namespace blender::nodes::materialx
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@ -10,7 +10,7 @@ NodeItem SeparateXYZNodeParser::compute()
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{
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NodeItem vector = get_input_value("Vector");
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int index = STREQ(socket_out_->name, "X") ? 0 : STREQ(socket_out_->name, "Y") ? 1 : 2;
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return vector.separate(index);
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return vector.extract(index);
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}
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NodeItem CombineXYZNodeParser::compute()
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@ -8,23 +8,20 @@ namespace blender::nodes::materialx {
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NodeItem TexCheckerNodeParser::compute()
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{
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NodeItem scale = get_input_value("Scale");
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NodeItem vector = get_input_link("Vector");
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NodeItem color1 = get_input_value("Color1");
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NodeItem color2 = get_input_value("Color2");
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NodeItem scale = get_input_value("Scale");
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if (scale.value && scale.type() == "float") {
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float v = scale.value->asA<float>();
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scale = value(MaterialX::Vector2(v, v));
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if (!vector) {
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vector = create_node("texcoord", "vector2");
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}
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NodeItem texcoord = create_node("texcoord", "vector2");
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NodeItem place2d = create_node("place2d", "vector2");
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place2d.set_input("texcoord", texcoord * scale);
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vector = vector * scale;
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NodeItem separate = create_node("separate2", "multioutput");
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separate.set_input("in", place2d);
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separate.add_output("outx", "float");
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separate.add_output("outy", "float");
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separate.set_input("in", vector, NodeItem::Type::Vector2);
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separate.add_output("outx", NodeItem::Type::Float);
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separate.add_output("outy", NodeItem::Type::Float);
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NodeItem modulo_x = create_node("modulo", "float");
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modulo_x.set_input("in1", separate, "outx");
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@ -34,12 +31,12 @@ NodeItem TexCheckerNodeParser::compute()
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modulo_y.set_input("in1", separate, "outy");
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modulo_y.set_input("in2", value(2.0f));
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NodeItem ifequal =
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(modulo_x.floor() + modulo_y.floor()).if_else("==", value(1.0f), value(0.0f), value(1.0f));
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NodeItem ifequal = (modulo_x.floor() + modulo_y.floor())
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.if_else(NodeItem::CompareOp::Eq, value(1.0f), value(0.0f), value(1.0f));
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NodeItem res = create_node("mix", "color3");
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res.set_input("bg", color1.to_color3());
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res.set_input("fg", color2.to_color3());
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res.set_input("bg", color1, NodeItem::Type::Color3);
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res.set_input("fg", color2, NodeItem::Type::Color3);
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res.set_input("mix", ifequal);
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return res;
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}
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@ -12,14 +12,15 @@ NodeItem TexNoiseNodeParser::compute()
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NodeItem detail = get_input_value("Detail");
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NodeItem lacunarity = get_input_value("Lacunarity");
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if (detail.value && detail.type() == "float") {
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if (detail.value && detail.type() == NodeItem::Type::Float) {
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detail = value(int(detail.value->asA<float>()));
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}
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NodeItem texcoord = create_node("position", "vector3");
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NodeItem position = create_node("position", "vector3");
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position = position * scale;
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NodeItem res = create_node("fractal3d", "color3");
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res.set_input("position", texcoord * scale);
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res.set_input("position", position, NodeItem::Type::Vector3);
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res.set_input("octaves", detail);
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res.set_input("lacunarity", lacunarity);
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return res;
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|
Loading…
Reference in New Issue
Block a user
This function isn't implemented and seems not needed