forked from blender/blender
MaterialX: add support for nodes #11
@ -147,17 +147,23 @@ set(LIB
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if(WITH_MATERIALX)
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list(APPEND SRC
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materialx/material.cc
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materialx/nodes/brightness.cc
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materialx/nodes/bsdf_principled.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Outdated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/invert.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/sepcomb_color.cc
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materialx/nodes/sepcomb_xyz.cc
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materialx/nodes/tex_checker.cc
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materialx/nodes/tex_environment.cc
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materialx/nodes/tex_image.cc
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materialx/nodes/tex_noise.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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19
source/blender/nodes/shader/materialx/nodes/brightness.cc
Normal file
19
source/blender/nodes/shader/materialx/nodes/brightness.cc
Normal file
@ -0,0 +1,19 @@
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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 BrightContrastNodeParser::compute()
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{
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NodeItem color = get_input_value("Color");
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NodeItem bright = get_input_value("Bright");
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NodeItem contrast = get_input_value("Contrast");
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/* This formula was given from OSL shader code in Cycles. */
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return (bright + color * (contrast + value(1.0f)) - contrast * value(0.5f)).max(value(0.0f));
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}
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} // namespace blender::nodes::materialx
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@ -8,8 +8,6 @@ namespace blender::nodes::materialx {
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NodeItem BSDFPrincipledNodeParser::compute()
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{
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NodeItem zero = value(0.0f);
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/* Getting required inputs
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* Note: if some inputs are not needed they won't be taken */
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NodeItem base_color = get_input_value("Base Color");
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@ -23,35 +21,20 @@ NodeItem BSDFPrincipledNodeParser::compute()
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// NodeItem specular_tint = get_input_value("Specular Tint");
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NodeItem roughness = get_input_value("Roughness");
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NodeItem anisotropic = empty();
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NodeItem anisotropic_rotation = empty();
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if (metallic != zero) {
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/* TODO: use Specular Tint input */
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anisotropic = get_input_value("Anisotropic");
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if (anisotropic != zero) {
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anisotropic_rotation = get_input_value("Anisotropic Rotation");
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NodeItem anisotropic = get_input_value("Anisotropic");
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NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation");
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// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
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}
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}
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NodeItem sheen = get_input_value("Sheen");
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// sheen_tint = empty();
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// if enabled(sheen):
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// sheen_tint = get_input_value("Sheen Tint");
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NodeItem clearcoat = get_input_value("Clearcoat");
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NodeItem clearcoat_roughness = empty();
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if (clearcoat != zero) {
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clearcoat_roughness = get_input_value("Clearcoat Roughness");
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}
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NodeItem clearcoat_roughness = get_input_value("Clearcoat Roughness");
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NodeItem ior = get_input_value("IOR");
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NodeItem transmission = get_input_value("Transmission");
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NodeItem transmission_roughness = empty();
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if (transmission != zero) {
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transmission_roughness = get_input_value("Transmission Roughness");
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}
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NodeItem emission = get_input_value("Emission");
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NodeItem emission_strength = get_input_value("Emission Strength");
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@ -74,59 +57,40 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (tangent) {
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res.set_input("tangent", tangent);
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}
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if (metallic != zero) {
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res.set_input("metalness", metallic);
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}
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if (specular != zero) {
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res.set_input("specular", specular);
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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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if (anisotropic) {
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res.set_input("specular_anisotropy", anisotropic);
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if (anisotropic_rotation) {
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res.set_input("specular_rotation", anisotropic_rotation);
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}
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}
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}
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if (transmission != zero) {
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res.set_input("transmission", transmission);
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res.set_input("transmission_color", base_color, NodeItem::Type::Color3);
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res.set_input("transmission_extra_roughness", transmission_roughness);
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}
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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);
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res.set_input("subsurface_radius", subsurface_radius);
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if (anisotropic) {
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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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}
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if (sheen != zero) {
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res.set_input("sheen", sheen);
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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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}
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if (clearcoat != zero) {
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res.set_input("coat", clearcoat);
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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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if (anisotropic) {
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res.set_input("coat_anisotropy", anisotropic);
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res.set_input("coat_rotation", anisotropic_rotation);
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}
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if (clearcoat_normal) {
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res.set_input("coat_normal", clearcoat_normal);
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}
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if (emission != zero) {
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res.set_input("emission", emission_strength);
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res.set_input("emission_color", emission, NodeItem::Type::Color3);
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}
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return res;
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}
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33
source/blender/nodes/shader/materialx/nodes/huesatval.cc
Normal file
33
source/blender/nodes/shader/materialx/nodes/huesatval.cc
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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#include "node_parser.h"
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namespace blender::nodes::materialx {
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NodeItem HueSatValNodeParser::compute()
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{
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/* TODO: implement fac, see do_hue_sat_fac in
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* source\blender\nodes\texture\nodes\node_texture_hueSatVal.cc */
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NodeItem hue = get_input_value("Hue");
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NodeItem saturation = get_input_value("Saturation");
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NodeItem val = get_input_value("Value");
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NodeItem fac = get_input_value("Fac");
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NodeItem color = get_input_value("Color");
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/* Modifier to follow Cycles result */
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hue = hue - value(0.5f);
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NodeItem combine = create_node("combine3", "vector3");
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combine.set_input("in1", hue);
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combine.set_input("in2", saturation);
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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, 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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} // namespace blender::nodes::materialx
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@ -236,6 +236,15 @@ NodeItem NodeItem::exp() const
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return arithmetic("exp", [](float a) { return std::expf(a); });
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}
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NodeItem NodeItem::extract(const int index) const
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{
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NodeItem res = empty();
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res.node = graph_->addNode("extract", MaterialX::EMPTY_STRING, "float");
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res.set_input("in", *this);
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res.set_input("index", val(index));
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return res;
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}
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NodeItem NodeItem::convert(Type to_type) const
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{
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Type from_type = type();
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@ -247,7 +256,7 @@ NodeItem NodeItem::convert(Type to_type) const
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}
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if (to_type == Type::Float) {
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/* TODO: Convert to float, <extract> should be used */
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return extract(0);
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}
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/* Converting types which requires > 1 iteration */
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@ -76,6 +76,7 @@ class NodeItem {
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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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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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/* Useful functions */
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NodeItem empty() const;
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@ -132,14 +132,22 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
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break;
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switch (from_node->typeinfo->type) {
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CASE_NODE_TYPE(SH_NODE_BRIGHTCONTRAST, BrightContrastNodeParser)
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CASE_NODE_TYPE(SH_NODE_BSDF_PRINCIPLED, BSDFPrincipledNodeParser)
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CASE_NODE_TYPE(SH_NODE_COMBINE_COLOR, CombineColorNodeParser)
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CASE_NODE_TYPE(SH_NODE_COMBXYZ, CombineXYZNodeParser)
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CASE_NODE_TYPE(SH_NODE_HUE_SAT, HueSatValNodeParser)
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CASE_NODE_TYPE(SH_NODE_INVERT, InvertNodeParser)
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CASE_NODE_TYPE(SH_NODE_MATH, MathNodeParser)
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CASE_NODE_TYPE(SH_NODE_MIX_RGB_LEGACY, MixRGBNodeParser)
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CASE_NODE_TYPE(SH_NODE_NORMAL_MAP, NormalMapNodeParser)
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CASE_NODE_TYPE(SH_NODE_SEPARATE_COLOR, SeparateColorNodeParser)
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CASE_NODE_TYPE(SH_NODE_SEPXYZ, SeparateXYZNodeParser)
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CASE_NODE_TYPE(SH_NODE_TEX_CHECKER, TexCheckerNodeParser)
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CASE_NODE_TYPE(SH_NODE_TEX_ENVIRONMENT, TexEnvironmentNodeParser)
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CASE_NODE_TYPE(SH_NODE_TEX_IMAGE, TexImageNodeParser)
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CASE_NODE_TYPE(SH_NODE_TEX_NOISE, TexNoiseNodeParser)
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CASE_NODE_TYPE(SH_NODE_VECTOR_MATH, VectorMathNodeParser)
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default:
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CLOG_WARN(LOG_MATERIALX_SHADER,
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@ -27,6 +27,7 @@ class NodeParser {
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const bNode *node,
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const bNodeSocket *socket_out);
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virtual ~NodeParser() = default;
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virtual NodeItem compute() = 0;
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protected:
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@ -60,13 +61,21 @@ template<class T> NodeItem NodeParser::value(const T &data) const
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NodeItem compute() override; \
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};
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DECLARE_PARSER(BrightContrastNodeParser)
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DECLARE_PARSER(BSDFPrincipledNodeParser)
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DECLARE_PARSER(CombineColorNodeParser)
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DECLARE_PARSER(CombineXYZNodeParser)
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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(SeparateColorNodeParser)
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DECLARE_PARSER(SeparateXYZNodeParser)
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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(VectorMathNodeParser)
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} // namespace blender::nodes::materialx
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40
source/blender/nodes/shader/materialx/nodes/normal_map.cc
Normal file
40
source/blender/nodes/shader/materialx/nodes/normal_map.cc
Normal file
@ -0,0 +1,40 @@
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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.h"
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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");
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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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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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72
source/blender/nodes/shader/materialx/nodes/sepcomb_color.cc
Normal file
72
source/blender/nodes/shader/materialx/nodes/sepcomb_color.cc
Normal file
@ -0,0 +1,72 @@
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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.h"
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#include "node_parser.h"
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namespace blender::nodes::materialx {
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NodeItem SeparateColorNodeParser::compute()
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{
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int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
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NodeItem color = get_input_value("Color");
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NodeItem convert = empty();
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switch (mode) {
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case NODE_COMBSEP_COLOR_RGB:
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break;
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case NODE_COMBSEP_COLOR_HSV:
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convert = create_node("rgbtohsv", "color3");
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convert.set_input("in", color);
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break;
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case NODE_COMBSEP_COLOR_HSL:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported color model, using HSV instead: %d", mode);
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convert = create_node("rgbtohsv", "color3");
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convert.set_input("in", color);
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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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int index = STREQ(socket_out_->name, "Red") ? 0 : STREQ(socket_out_->name, "Green") ? 1 : 2;
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NodeItem res = convert ? convert : color;
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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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int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
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NodeItem red = get_input_value("Red");
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NodeItem green = get_input_value("Green");
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NodeItem blue = get_input_value("Blue");
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NodeItem convert = empty();
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NodeItem combine = create_node("combine3", "color3");
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combine.set_input("in1", red);
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combine.set_input("in2", green);
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combine.set_input("in3", blue);
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switch (mode) {
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case NODE_COMBSEP_COLOR_RGB:
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break;
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case NODE_COMBSEP_COLOR_HSV:
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convert = create_node("hsvtorgb", "color3");
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convert.set_input("in", combine);
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break;
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case NODE_COMBSEP_COLOR_HSL:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported color model, using HSV instead: %d", mode);
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convert = create_node("hsvtorgb", "color3");
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convert.set_input("in", combine);
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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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NodeItem res = convert ? convert : combine;
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||||
return res;
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||||
}
|
||||
|
||||
} // namespace blender::nodes::materialx
|
28
source/blender/nodes/shader/materialx/nodes/sepcomb_xyz.cc
Normal file
28
source/blender/nodes/shader/materialx/nodes/sepcomb_xyz.cc
Normal file
@ -0,0 +1,28 @@
|
||||
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
|
||||
*
|
||||
* 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 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.extract(index);
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}
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NodeItem CombineXYZNodeParser::compute()
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{
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NodeItem x = get_input_value("X");
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NodeItem y = get_input_value("Y");
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NodeItem z = get_input_value("Z");
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NodeItem res = create_node("combine3", "vector3");
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res.set_input("in1", x);
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res.set_input("in2", y);
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res.set_input("in3", z);
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return res;
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}
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} // namespace blender::nodes::materialx
|
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
|
||||
*
|
||||
* 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
|
Loading…
Reference in New Issue
Block a user
hue_sat_val.cc