forked from blender/blender
MaterialX: add support for nodes #11
@ -149,16 +149,17 @@ if(WITH_MATERIALX)
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materialx/material.cc
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materialx/nodes/bsdf_principled.cc
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materialx/nodes/invert.cc
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DagerD marked this conversation as resolved
Outdated
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materialx/nodes/hueSatVal.cc
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materialx/nodes/math.cc
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materialx/nodes/mix_rgb.cc
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materialx/nodes/node_item.cc
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materialx/nodes/node_parser.cc
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materialx/nodes/normal_map.cc
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materialx/nodes/output_material.cc
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materialx/nodes/tex_image.cc
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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/hueSatVal.cc
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materialx/material.h
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materialx/nodes/node_item.h
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@ -414,6 +414,46 @@ NodeItem NodeItem::to_color3() const
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return res;
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}
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NodeItem NodeItem::to_vector3() const
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{
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std::string mx_type = type();
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NodeItem res = empty();
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if (value) {
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MaterialX::Vector3 c;
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if (mx_type == "float") {
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float v = value->asA<float>();
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c = {v, v, v};
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}
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else if (mx_type == "color3") {
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auto v = value->asA<MaterialX::Color3>();
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c = {v[0], v[1], v[2]};
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}
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else if (mx_type == "color4") {
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auto v = value->asA<MaterialX::Color4>();
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c = {v[0], v[1], v[2]};
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}
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else if (mx_type == "vector3") {
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auto v = value->asA<MaterialX::Vector3>();
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c = {v[0], v[1], v[2]};
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}
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else if (mx_type == "vector4") {
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auto v = value->asA<MaterialX::Vector4>();
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c = {v[0], v[1], v[2]};
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}
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else {
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return res;
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}
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res.value = MaterialX::Value::createValue<MaterialX::Vector3>(c);
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}
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else if (node) {
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if (mx_type != "vector3") {
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return res;
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}
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res.node = node;
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}
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return res;
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}
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bool NodeItem::is_numeric() const
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{
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std::string t = type();
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@ -74,6 +74,7 @@ class NodeItem {
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NodeItem exp() const;
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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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DagerD marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
This function isn't implemented and seems not needed This function isn't implemented and seems not needed
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@ -118,12 +118,18 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
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case SH_NODE_INVERT:
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parser = std::make_unique<InvertNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_HUE_SAT:
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parser = std::make_unique<HueSatValNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_MATH:
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parser = std::make_unique<MathNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_MIX_RGB_LEGACY:
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parser = std::make_unique<MixRGBNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_NORMAL_MAP:
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parser = std::make_unique<NormalMapNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_TEX_IMAGE:
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parser = std::make_unique<TexImageNodeParser>(graph, depsgraph, material, in_node);
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break;
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@ -136,9 +142,6 @@ 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_HUE_SAT:
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parser = std::make_unique<HueSatValNodeParser>(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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@ -60,14 +60,15 @@ template<class T> NodeItem NodeParser::value(const T &data) const
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};
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DECLARE_PARSER(BSDFPrincipledNodeParser)
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DECLARE_PARSER(HueSatValNodeParser)
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DECLARE_PARSER(InvertNodeParser)
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DECLARE_PARSER(MathNodeParser)
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DECLARE_PARSER(MixRGBNodeParser)
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DECLARE_PARSER(NormalMapNodeParser)
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DECLARE_PARSER(OutputMaterialNodeParser)
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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(HueSatValNodeParser)
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} // namespace blender::nodes::materialx
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39
source/blender/nodes/shader/materialx/nodes/normal_map.cc
Normal file
39
source/blender/nodes/shader/materialx/nodes/normal_map.cc
Normal file
@ -0,0 +1,39 @@
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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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namespace blender::nodes::materialx {
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NodeItem NormalMapNodeParser::compute()
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{
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std::string default_space = "object";
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NodeShaderNormalMap *normal_map_node = static_cast<NodeShaderNormalMap *>(node->storage);
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NodeItem color = get_input_value("Color");
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NodeItem strength = get_input_value("Strength");
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NodeItem res = create_node("normalmap", "vector3", false);
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res.set_input("in", color.to_vector3());
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res.set_input("scale", strength);
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switch (normal_map_node->space) {
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case SHD_SPACE_TANGENT:
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res.set_input("space", value(std::string("tangent")));
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break;
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case SHD_SPACE_OBJECT:
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res.set_input("space", value(std::string("tangent")));
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break;
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default:
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res.set_input("space", value(default_space));
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CLOG_WARN(LOG_MATERIALX_SHADER,
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"Ignoring unsupported Space: %d %s (%d), %s will be used",
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normal_map_node->space,
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node->name,
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node->type,
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default_space);
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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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Loading…
Reference in New Issue
Block a user
hue_sat_val.cc