MaterialX: add support for nodes #11

Merged
Bogdan Nagirniak merged 17 commits from matx-add-other-nodes into matx-export-material 2023-09-06 10:37:26 +02:00
12 changed files with 383 additions and 72 deletions

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@ -147,17 +147,23 @@ set(LIB
if(WITH_MATERIALX)
list(APPEND SRC
materialx/material.cc
materialx/nodes/brightness.cc
materialx/nodes/bsdf_principled.cc
DagerD marked this conversation as resolved Outdated

hue_sat_val.cc

hue_sat_val.cc
materialx/nodes/huesatval.cc
materialx/nodes/invert.cc
materialx/nodes/math.cc
materialx/nodes/mix_rgb.cc
materialx/nodes/node_item.cc
materialx/nodes/node_parser.cc
materialx/nodes/normal_map.cc
materialx/nodes/output_material.cc
materialx/nodes/tex_image.cc
materialx/nodes/tex_environment.cc
materialx/nodes/tex_noise.cc
materialx/nodes/sepcomb_color.cc
materialx/nodes/sepcomb_xyz.cc
materialx/nodes/tex_checker.cc
materialx/nodes/tex_environment.cc
materialx/nodes/tex_image.cc
materialx/nodes/tex_noise.cc
materialx/nodes/vector_math.cc
materialx/material.h
materialx/nodes/node_item.h

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@ -0,0 +1,19 @@
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_parser.h"
namespace blender::nodes::materialx {
NodeItem BrightContrastNodeParser::compute()
{
NodeItem color = get_input_value("Color");
NodeItem bright = get_input_value("Bright");
NodeItem contrast = get_input_value("Contrast");
/* This formula was given from OSL shader code in Cycles. */
return (bright + color * (contrast + value(1.0f)) - contrast * value(0.5f)).max(value(0.0f));
}
} // namespace blender::nodes::materialx

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@ -8,8 +8,6 @@ namespace blender::nodes::materialx {
NodeItem BSDFPrincipledNodeParser::compute()
{
NodeItem zero = value(0.0f);
/* Getting required inputs
* Note: if some inputs are not needed they won't be taken */
NodeItem base_color = get_input_value("Base Color");
@ -23,35 +21,20 @@ NodeItem BSDFPrincipledNodeParser::compute()
// NodeItem specular_tint = get_input_value("Specular Tint");
NodeItem roughness = get_input_value("Roughness");
NodeItem anisotropic = empty();
NodeItem anisotropic_rotation = empty();
if (metallic != zero) {
/* TODO: use Specular Tint input */
anisotropic = get_input_value("Anisotropic");
if (anisotropic != zero) {
anisotropic_rotation = get_input_value("Anisotropic Rotation");
NodeItem anisotropic = get_input_value("Anisotropic");
NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation");
// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
}
}
NodeItem sheen = get_input_value("Sheen");
// sheen_tint = empty();
// if enabled(sheen):
// sheen_tint = get_input_value("Sheen Tint");
NodeItem clearcoat = get_input_value("Clearcoat");
NodeItem clearcoat_roughness = empty();
if (clearcoat != zero) {
clearcoat_roughness = get_input_value("Clearcoat Roughness");
}
NodeItem clearcoat_roughness = get_input_value("Clearcoat Roughness");
NodeItem ior = get_input_value("IOR");
NodeItem transmission = get_input_value("Transmission");
NodeItem transmission_roughness = empty();
if (transmission != zero) {
transmission_roughness = get_input_value("Transmission Roughness");
}
NodeItem emission = get_input_value("Emission");
NodeItem emission_strength = get_input_value("Emission Strength");
@ -74,59 +57,40 @@ NodeItem BSDFPrincipledNodeParser::compute()
if (tangent) {
res.set_input("tangent", tangent);
}
if (metallic != zero) {
res.set_input("metalness", metallic);
}
if (specular != zero) {
res.set_input("specular", specular);
res.set_input("specular_color", base_color, NodeItem::Type::Color3);
res.set_input("specular_roughness", roughness);
res.set_input("specular_IOR", ior);
if (anisotropic) {
res.set_input("specular_anisotropy", anisotropic);
if (anisotropic_rotation) {
res.set_input("specular_rotation", anisotropic_rotation);
}
}
}
if (transmission != zero) {
res.set_input("transmission", transmission);
res.set_input("transmission_color", base_color, NodeItem::Type::Color3);
res.set_input("transmission_extra_roughness", transmission_roughness);
}
res.set_input("transmission_extra_roughness", roughness);
res.set_input("subsurface", subsurface);
res.set_input("subsurface_color", subsurface_color);
res.set_input("subsurface_radius", subsurface_radius);
if (anisotropic) {
res.set_input("subsurface_color", subsurface_color, NodeItem::Type::Color3);
res.set_input("subsurface_radius", subsurface_radius, NodeItem::Type::Color3);
res.set_input("subsurface_anisotropy", anisotropic);
}
if (sheen != zero) {
res.set_input("sheen", sheen);
res.set_input("sheen_color", base_color, NodeItem::Type::Color3);
res.set_input("sheen_roughness", roughness);
}
if (clearcoat != zero) {
res.set_input("coat", clearcoat);
res.set_input("coat_color", base_color, NodeItem::Type::Color3);
res.set_input("coat_roughness", clearcoat_roughness);
res.set_input("coat_IOR", ior);
if (anisotropic) {
res.set_input("coat_anisotropy", anisotropic);
res.set_input("coat_rotation", anisotropic_rotation);
}
if (clearcoat_normal) {
res.set_input("coat_normal", clearcoat_normal);
}
if (emission != zero) {
res.set_input("emission", emission_strength);
res.set_input("emission_color", emission, NodeItem::Type::Color3);
}
return res;
}

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@ -0,0 +1,33 @@
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_parser.h"
namespace blender::nodes::materialx {
NodeItem HueSatValNodeParser::compute()
{
/* TODO: implement fac, see do_hue_sat_fac in
* source\blender\nodes\texture\nodes\node_texture_hueSatVal.cc */
NodeItem hue = get_input_value("Hue");
NodeItem saturation = get_input_value("Saturation");
NodeItem val = get_input_value("Value");
NodeItem fac = get_input_value("Fac");
NodeItem color = get_input_value("Color");
/* Modifier to follow Cycles result */
hue = hue - value(0.5f);
NodeItem combine = create_node("combine3", "vector3");
combine.set_input("in1", hue);
combine.set_input("in2", saturation);
combine.set_input("in3", val);
NodeItem res = create_node("hsvadjust", "color3");
res.set_input("in", color, NodeItem::Type::Color3);
res.set_input("amount", combine);
return res;
}
} // namespace blender::nodes::materialx

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@ -236,6 +236,15 @@ NodeItem NodeItem::exp() const
return arithmetic("exp", [](float a) { return std::expf(a); });
}
NodeItem NodeItem::extract(const int index) const
{
NodeItem res = empty();
res.node = graph_->addNode("extract", MaterialX::EMPTY_STRING, "float");
res.set_input("in", *this);
res.set_input("index", val(index));
return res;
}
NodeItem NodeItem::convert(Type to_type) const
{
Type from_type = type();
@ -247,7 +256,7 @@ NodeItem NodeItem::convert(Type to_type) const
}
if (to_type == Type::Float) {
/* TODO: Convert to float, <extract> should be used */
return extract(0);
}
/* Converting types which requires > 1 iteration */

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@ -76,6 +76,7 @@ class NodeItem {
const NodeItem &other,
const NodeItem &if_val,
const NodeItem &else_val) const;
NodeItem extract(const int index) const;
DagerD marked this conversation as resolved Outdated

This function isn't implemented and seems not needed

This function isn't implemented and seems not needed
/* Useful functions */
NodeItem empty() const;

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@ -132,14 +132,22 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
break;
switch (from_node->typeinfo->type) {
CASE_NODE_TYPE(SH_NODE_BRIGHTCONTRAST, BrightContrastNodeParser)
CASE_NODE_TYPE(SH_NODE_BSDF_PRINCIPLED, BSDFPrincipledNodeParser)
CASE_NODE_TYPE(SH_NODE_COMBINE_COLOR, CombineColorNodeParser)
CASE_NODE_TYPE(SH_NODE_COMBXYZ, CombineXYZNodeParser)
CASE_NODE_TYPE(SH_NODE_HUE_SAT, HueSatValNodeParser)
CASE_NODE_TYPE(SH_NODE_INVERT, InvertNodeParser)
CASE_NODE_TYPE(SH_NODE_MATH, MathNodeParser)
CASE_NODE_TYPE(SH_NODE_MIX_RGB_LEGACY, MixRGBNodeParser)
CASE_NODE_TYPE(SH_NODE_NORMAL_MAP, NormalMapNodeParser)
CASE_NODE_TYPE(SH_NODE_SEPARATE_COLOR, SeparateColorNodeParser)
CASE_NODE_TYPE(SH_NODE_SEPXYZ, SeparateXYZNodeParser)
CASE_NODE_TYPE(SH_NODE_TEX_CHECKER, TexCheckerNodeParser)
CASE_NODE_TYPE(SH_NODE_TEX_ENVIRONMENT, TexEnvironmentNodeParser)
CASE_NODE_TYPE(SH_NODE_TEX_IMAGE, TexImageNodeParser)
CASE_NODE_TYPE(SH_NODE_TEX_NOISE, TexNoiseNodeParser)
CASE_NODE_TYPE(SH_NODE_VECTOR_MATH, VectorMathNodeParser)
default:
CLOG_WARN(LOG_MATERIALX_SHADER,

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@ -27,6 +27,7 @@ class NodeParser {
const bNode *node,
const bNodeSocket *socket_out);
virtual ~NodeParser() = default;
virtual NodeItem compute() = 0;
protected:
@ -60,13 +61,21 @@ template<class T> NodeItem NodeParser::value(const T &data) const
NodeItem compute() override; \
};
DECLARE_PARSER(BrightContrastNodeParser)
DECLARE_PARSER(BSDFPrincipledNodeParser)
DECLARE_PARSER(CombineColorNodeParser)
DECLARE_PARSER(CombineXYZNodeParser)
DECLARE_PARSER(HueSatValNodeParser)
DECLARE_PARSER(InvertNodeParser)
DECLARE_PARSER(MathNodeParser)
DECLARE_PARSER(MixRGBNodeParser)
DECLARE_PARSER(NormalMapNodeParser)
DECLARE_PARSER(SeparateColorNodeParser)
DECLARE_PARSER(SeparateXYZNodeParser)
DECLARE_PARSER(TexCheckerNodeParser)
DECLARE_PARSER(TexEnvironmentNodeParser)
DECLARE_PARSER(TexImageNodeParser)
DECLARE_PARSER(TexNoiseNodeParser)
DECLARE_PARSER(VectorMathNodeParser)
} // namespace blender::nodes::materialx

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@ -0,0 +1,40 @@
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "../material.h"
#include "node_parser.h"
namespace blender::nodes::materialx {
NodeItem NormalMapNodeParser::compute()
{
std::string default_space = "object";
NodeShaderNormalMap *normal_map_node = static_cast<NodeShaderNormalMap *>(node_->storage);
NodeItem color = get_input_value("Color");
NodeItem strength = get_input_value("Strength");
NodeItem res = create_node("normalmap", "vector3");
res.set_input("in", color, NodeItem::Type::Color3);
res.set_input("scale", strength);
switch (normal_map_node->space) {
case SHD_SPACE_TANGENT:
res.set_input("space", value(std::string("tangent")));
break;
case SHD_SPACE_OBJECT:
res.set_input("space", value(std::string("tangent")));
break;
default:
res.set_input("space", value(default_space));
CLOG_WARN(LOG_MATERIALX_SHADER,
"Ignoring unsupported Space: %d %s (%d), %s will be used",
normal_map_node->space,
node_->name,
node_->type,
default_space);
}
return res;
}
} // namespace blender::nodes::materialx

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@ -0,0 +1,72 @@
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "../material.h"
#include "node_parser.h"
namespace blender::nodes::materialx {
NodeItem SeparateColorNodeParser::compute()
{
int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
NodeItem color = get_input_value("Color");
NodeItem convert = empty();
switch (mode) {
case NODE_COMBSEP_COLOR_RGB:
break;
case NODE_COMBSEP_COLOR_HSV:
convert = create_node("rgbtohsv", "color3");
convert.set_input("in", color);
break;
case NODE_COMBSEP_COLOR_HSL:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported color model, using HSV instead: %d", mode);
convert = create_node("rgbtohsv", "color3");
convert.set_input("in", color);
break;
default:
BLI_assert_unreachable();
}
int index = STREQ(socket_out_->name, "Red") ? 0 : STREQ(socket_out_->name, "Green") ? 1 : 2;
NodeItem res = convert ? convert : color;
return res.extract(index);
}
NodeItem CombineColorNodeParser::compute()
{
int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
NodeItem red = get_input_value("Red");
NodeItem green = get_input_value("Green");
NodeItem blue = get_input_value("Blue");
NodeItem convert = empty();
NodeItem combine = create_node("combine3", "color3");
combine.set_input("in1", red);
combine.set_input("in2", green);
combine.set_input("in3", blue);
switch (mode) {
case NODE_COMBSEP_COLOR_RGB:
break;
case NODE_COMBSEP_COLOR_HSV:
convert = create_node("hsvtorgb", "color3");
convert.set_input("in", combine);
break;
case NODE_COMBSEP_COLOR_HSL:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported color model, using HSV instead: %d", mode);
convert = create_node("hsvtorgb", "color3");
convert.set_input("in", combine);
break;
default:
BLI_assert_unreachable();
}
NodeItem res = convert ? convert : combine;
return res;
}
} // namespace blender::nodes::materialx

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@ -0,0 +1,28 @@
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_parser.h"
namespace blender::nodes::materialx {
NodeItem SeparateXYZNodeParser::compute()
{
NodeItem vector = get_input_value("Vector");
int index = STREQ(socket_out_->name, "X") ? 0 : STREQ(socket_out_->name, "Y") ? 1 : 2;
return vector.extract(index);
}
NodeItem CombineXYZNodeParser::compute()
{
NodeItem x = get_input_value("X");
NodeItem y = get_input_value("Y");
NodeItem z = get_input_value("Z");
NodeItem res = create_node("combine3", "vector3");
res.set_input("in1", x);
res.set_input("in2", y);
res.set_input("in3", z);
return res;
}
} // namespace blender::nodes::materialx

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@ -0,0 +1,122 @@
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "../material.h"
#include "node_parser.h"
namespace blender::nodes::materialx {
NodeItem VectorMathNodeParser::compute()
{
/* TODO: finish some math operations */
auto op = node_->custom1;
NodeItem res = empty();
/* Single operand operations */
NodeItem x = get_input_value(0);
switch (op) {
case NODE_VECTOR_MATH_SINE:
res = x.sin();
break;
case NODE_VECTOR_MATH_COSINE:
res = x.cos();
break;
case NODE_VECTOR_MATH_TANGENT:
res = x.tan();
break;
case NODE_VECTOR_MATH_ABSOLUTE:
res = x.abs();
break;
case NODE_VECTOR_MATH_FLOOR:
res = x.floor();
break;
case NODE_VECTOR_MATH_CEIL:
res = x.ceil();
break;
case NODE_VECTOR_MATH_FRACTION:
res = x % value(1.0f);
break;
case NODE_VECTOR_MATH_LENGTH:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_NORMALIZE:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
default: {
/* 2-operand operations */
NodeItem y = get_input_value(1);
switch (op) {
case NODE_VECTOR_MATH_ADD:
res = x + y;
break;
case NODE_VECTOR_MATH_SUBTRACT:
res = x - y;
break;
case NODE_VECTOR_MATH_MULTIPLY:
res = x * y;
break;
case NODE_VECTOR_MATH_DIVIDE:
res = x / y;
break;
case NODE_VECTOR_MATH_MINIMUM:
res = x.min(y);
break;
case NODE_VECTOR_MATH_MAXIMUM:
res = x.max(y);
break;
case NODE_VECTOR_MATH_MODULO:
res = x % y;
break;
case NODE_VECTOR_MATH_SNAP:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_CROSS_PRODUCT:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_DOT_PRODUCT:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_PROJECT:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_REFLECT:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_DISTANCE:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_SCALE:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
default: {
/* 3-operand operations */
NodeItem z = get_input_value(2);
switch (op) {
case NODE_VECTOR_MATH_MULTIPLY_ADD:
res = x * y + z;
break;
case NODE_VECTOR_MATH_REFRACT:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_FACEFORWARD:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_VECTOR_MATH_WRAP:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
default:
BLI_assert_unreachable();
}
}
}
}
}
return res;
}
} // namespace blender::nodes::materialx