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MaterialX: Move NodeItem::Type argument from setters to getters #12

Merged
Bogdan Nagirniak merged 1 commits from matx-move-type-parameter into matx-export-material 2023-09-06 16:01:35 +02:00
15 changed files with 74 additions and 86 deletions
Showing only changes of commit 7ba774d1ab - Show all commits

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@ -8,9 +8,9 @@ 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");
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
NodeItem bright = get_input_value("Bright", NodeItem::Type::Float);
NodeItem contrast = get_input_value("Contrast", NodeItem::Type::Float);
/* 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));

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@ -8,38 +8,36 @@ namespace blender::nodes::materialx {
NodeItem BSDFPrincipledNodeParser::compute()
{
/* Getting required inputs
* Note: if some inputs are not needed they won't be taken */
NodeItem base_color = get_input_value("Base Color");
NodeItem base_color = get_input_value("Base Color", NodeItem::Type::Color3);
NodeItem subsurface = get_input_value("Subsurface");
NodeItem subsurface_radius = get_input_value("Subsurface Radius");
NodeItem subsurface_color = get_input_value("Subsurface Color");
NodeItem subsurface = get_input_value("Subsurface", NodeItem::Type::Float);
NodeItem subsurface_radius = get_input_value("Subsurface Radius", NodeItem::Type::Color3);
NodeItem subsurface_color = get_input_value("Subsurface Color", NodeItem::Type::Color3);
NodeItem metallic = get_input_value("Metallic");
NodeItem specular = get_input_value("Specular");
NodeItem metallic = get_input_value("Metallic", NodeItem::Type::Float);
NodeItem specular = get_input_value("Specular", NodeItem::Type::Float);
// NodeItem specular_tint = get_input_value("Specular Tint");
NodeItem roughness = get_input_value("Roughness");
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
/* TODO: use Specular Tint input */
NodeItem anisotropic = get_input_value("Anisotropic");
NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation");
NodeItem anisotropic = get_input_value("Anisotropic", NodeItem::Type::Float);
NodeItem anisotropic_rotation = get_input_value("Anisotropic Rotation", NodeItem::Type::Float);
// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
NodeItem sheen = get_input_value("Sheen");
NodeItem sheen = get_input_value("Sheen", NodeItem::Type::Float);
// sheen_tint = get_input_value("Sheen Tint");
NodeItem clearcoat = get_input_value("Clearcoat");
NodeItem clearcoat_roughness = get_input_value("Clearcoat Roughness");
NodeItem clearcoat = get_input_value("Clearcoat", NodeItem::Type::Float);
NodeItem clearcoat_roughness = get_input_value("Clearcoat Roughness", NodeItem::Type::Float);
NodeItem ior = get_input_value("IOR");
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
NodeItem transmission = get_input_value("Transmission");
NodeItem transmission = get_input_value("Transmission", NodeItem::Type::Float);
NodeItem emission = get_input_value("Emission");
NodeItem emission_strength = get_input_value("Emission Strength");
NodeItem emission = get_input_value("Emission", NodeItem::Type::Color3);
NodeItem emission_strength = get_input_value("Emission Strength", NodeItem::Type::Float);
NodeItem alpha = get_input_value("Alpha");
NodeItem alpha = get_input_value("Alpha", NodeItem::Type::Float);
// transparency = 1.0 - alpha
NodeItem normal = get_input_link("Normal");
@ -49,7 +47,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
/* Creating standard_surface */
NodeItem res = create_node("standard_surface", "surfaceshader");
res.set_input("base", 1.0, "float");
res.set_input("base_color", base_color, NodeItem::Type::Color3);
res.set_input("base_color", base_color);
res.set_input("diffuse_roughness", roughness);
if (normal) {
res.set_input("normal", normal);
@ -60,27 +58,27 @@ NodeItem BSDFPrincipledNodeParser::compute()
res.set_input("metalness", metallic);
res.set_input("specular", specular);
res.set_input("specular_color", base_color, NodeItem::Type::Color3);
res.set_input("specular_color", base_color);
res.set_input("specular_roughness", roughness);
res.set_input("specular_IOR", ior);
res.set_input("specular_anisotropy", anisotropic);
res.set_input("specular_rotation", anisotropic_rotation);
res.set_input("transmission", transmission);
res.set_input("transmission_color", base_color, NodeItem::Type::Color3);
res.set_input("transmission_color", base_color);
res.set_input("transmission_extra_roughness", roughness);
res.set_input("subsurface", subsurface);
res.set_input("subsurface_color", subsurface_color, NodeItem::Type::Color3);
res.set_input("subsurface_radius", subsurface_radius, NodeItem::Type::Color3);
res.set_input("subsurface_color", subsurface_color);
res.set_input("subsurface_radius", subsurface_radius);
res.set_input("subsurface_anisotropy", anisotropic);
res.set_input("sheen", sheen);
res.set_input("sheen_color", base_color, NodeItem::Type::Color3);
res.set_input("sheen_color", base_color);
res.set_input("sheen_roughness", roughness);
res.set_input("coat", clearcoat);
res.set_input("coat_color", base_color, NodeItem::Type::Color3);
res.set_input("coat_color", base_color);
res.set_input("coat_roughness", clearcoat_roughness);
res.set_input("coat_IOR", ior);
res.set_input("coat_anisotropy", anisotropic);
@ -90,7 +88,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
}
res.set_input("emission", emission_strength);
res.set_input("emission_color", emission, NodeItem::Type::Color3);
res.set_input("emission_color", emission);
return res;
}

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@ -10,11 +10,11 @@ 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");
NodeItem hue = get_input_value("Hue", NodeItem::Type::Float);
NodeItem saturation = get_input_value("Saturation", NodeItem::Type::Float);
NodeItem val = get_input_value("Value", NodeItem::Type::Float);
NodeItem fac = get_input_value("Fac", NodeItem::Type::Float);
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
/* Modifier to follow Cycles result */
hue = hue - value(0.5f);
@ -25,7 +25,7 @@ NodeItem HueSatValNodeParser::compute()
combine.set_input("in3", val);
NodeItem res = create_node("hsvadjust", "color3");
res.set_input("in", color, NodeItem::Type::Color3);
res.set_input("in", color);
res.set_input("amount", combine);
return res;
}

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@ -8,8 +8,8 @@ namespace blender::nodes::materialx {
NodeItem InvertNodeParser::compute()
{
NodeItem fac = get_input_value("Fac");
NodeItem color = get_input_value("Color");
NodeItem fac = get_input_value("Fac", NodeItem::Type::Float);
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
return fac.blend(color, fac.val(1.0f) - color);
}

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@ -14,7 +14,7 @@ NodeItem MathNodeParser::compute()
NodeItem res = empty();
/* Single operand operations */
NodeItem x = get_input_value(0);
NodeItem x = get_input_value(0, NodeItem::Type::Empty);
switch (op) {
case NODE_MATH_SINE:
res = x.sin();
@ -82,7 +82,7 @@ NodeItem MathNodeParser::compute()
default: {
/* 2-operand operations */
NodeItem y = get_input_value(1);
NodeItem y = get_input_value(1, NodeItem::Type::Empty);
switch (op) {
case NODE_MATH_ADD:
res = x + y;
@ -132,7 +132,7 @@ NodeItem MathNodeParser::compute()
default: {
/* 3-operand operations */
NodeItem z = get_input_value(2);
NodeItem z = get_input_value(2, NodeItem::Type::Empty);
switch (op) {
case NODE_MATH_WRAP:
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);

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@ -549,14 +549,6 @@ void NodeItem::set_input(const std::string &name,
}
}
void NodeItem::set_input(const std::string &name,
const NodeItem &item,
Type in_type,
const std::string &output_name)
{
set_input(name, item.convert(in_type), output_name);
}
void NodeItem::add_output(const std::string &name, Type out_type)
{
node->addOutput(name, type(out_type));

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@ -89,10 +89,6 @@ class NodeItem {
void set_input(const std::string &in_name,
const NodeItem &item,
const std::string &out_name = "");
void set_input(const std::string &in_name,
const NodeItem &item,
Type in_type,
const std::string &out_name = "");
void add_output(const std::string &in_name, Type out_type);
private:

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@ -56,14 +56,14 @@ NodeItem NodeParser::get_input_link(int index)
return get_input_link(node_->input_socket(index));
}
NodeItem NodeParser::get_input_value(const std::string &name)
NodeItem NodeParser::get_input_value(const std::string &name, const NodeItem::Type type)
{
return get_input_value(node_->input_by_identifier(name));
return get_input_value(node_->input_by_identifier(name), type);
}
NodeItem NodeParser::get_input_value(int index)
NodeItem NodeParser::get_input_value(int index, const NodeItem::Type type)
{
return get_input_value(node_->input_socket(index));
return get_input_value(node_->input_socket(index), type);
}
NodeItem NodeParser::empty() const
@ -159,13 +159,13 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
return res;
}
NodeItem NodeParser::get_input_value(const bNodeSocket &socket)
NodeItem NodeParser::get_input_value(const bNodeSocket &socket, const NodeItem::Type type)
{
NodeItem res = get_input_link(socket);
if (!res) {
res = get_input_default(socket);
}
return res;
return type == NodeItem::Type::Empty ? res : res.convert(type);
}
NodeItem NodeParser::compute_full()

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@ -37,15 +37,17 @@ class NodeParser {
NodeItem get_input_default(int index);
NodeItem get_input_link(const std::string &name);
NodeItem get_input_link(int index);
NodeItem get_input_value(const std::string &name);
NodeItem get_input_value(int index);
NodeItem get_input_value(const std::string &name,
const NodeItem::Type type);
NodeItem get_input_value(int index, const NodeItem::Type type);
NodeItem empty() const;
template<class T> NodeItem value(const T &data) const;
private:
NodeItem get_input_default(const bNodeSocket &socket);
NodeItem get_input_link(const bNodeSocket &socket);
NodeItem get_input_value(const bNodeSocket &socket);
NodeItem get_input_value(const bNodeSocket &socket,
const NodeItem::Type type);
NodeItem compute_full();
};

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@ -11,11 +11,11 @@ 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 color = get_input_value("Color", NodeItem::Type::Color3);
NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
NodeItem res = create_node("normalmap", "vector3");
res.set_input("in", color, NodeItem::Type::Color3);
res.set_input("in", color);
res.set_input("scale", strength);
switch (normal_map_node->space) {

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@ -10,7 +10,7 @@ namespace blender::nodes::materialx {
NodeItem SeparateColorNodeParser::compute()
{
int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
NodeItem color = get_input_value("Color");
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
NodeItem convert = empty();
@ -39,9 +39,9 @@ NodeItem SeparateColorNodeParser::compute()
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 red = get_input_value("Red", NodeItem::Type::Float);
NodeItem green = get_input_value("Green", NodeItem::Type::Float);
NodeItem blue = get_input_value("Blue", NodeItem::Type::Float);
NodeItem convert = empty();
NodeItem combine = create_node("combine3", "color3");

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@ -8,16 +8,16 @@ namespace blender::nodes::materialx {
NodeItem SeparateXYZNodeParser::compute()
{
NodeItem vector = get_input_value("Vector");
NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
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 x = get_input_value("X", NodeItem::Type::Float);
NodeItem y = get_input_value("Y", NodeItem::Type::Float);
NodeItem z = get_input_value("Z", NodeItem::Type::Float);
NodeItem res = create_node("combine3", "vector3");
res.set_input("in1", x);
res.set_input("in2", y);

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@ -9,9 +9,9 @@ namespace blender::nodes::materialx {
NodeItem TexCheckerNodeParser::compute()
{
NodeItem vector = get_input_link("Vector");
NodeItem color1 = get_input_value("Color1");
NodeItem color2 = get_input_value("Color2");
NodeItem scale = get_input_value("Scale");
NodeItem color1 = get_input_value("Color1", NodeItem::Type::Color3);
NodeItem color2 = get_input_value("Color2", NodeItem::Type::Color3);
NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
if (!vector) {
vector = create_node("texcoord", "vector2");
@ -19,7 +19,7 @@ NodeItem TexCheckerNodeParser::compute()
vector = vector * scale;
NodeItem separate = create_node("separate2", "multioutput");
separate.set_input("in", vector, NodeItem::Type::Vector2);
separate.set_input("in", vector);
separate.add_output("outx", NodeItem::Type::Float);
separate.add_output("outy", NodeItem::Type::Float);
@ -35,8 +35,8 @@ NodeItem TexCheckerNodeParser::compute()
.if_else(NodeItem::CompareOp::Eq, value(1.0f), value(0.0f), value(1.0f));
NodeItem res = create_node("mix", "color3");
res.set_input("bg", color1, NodeItem::Type::Color3);
res.set_input("fg", color2, NodeItem::Type::Color3);
res.set_input("bg", color1);
res.set_input("fg", color2);
res.set_input("mix", ifequal);
return res;
}

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@ -8,9 +8,9 @@ namespace blender::nodes::materialx {
NodeItem TexNoiseNodeParser::compute()
{
NodeItem scale = get_input_value("Scale");
NodeItem detail = get_input_value("Detail");
NodeItem lacunarity = get_input_value("Lacunarity");
NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
NodeItem detail = get_input_value("Detail", NodeItem::Type::Float);
NodeItem lacunarity = get_input_value("Lacunarity", NodeItem::Type::Float);
if (detail.value && detail.type() == NodeItem::Type::Float) {
detail = value(int(detail.value->asA<float>()));
@ -20,7 +20,7 @@ NodeItem TexNoiseNodeParser::compute()
position = position * scale;
NodeItem res = create_node("fractal3d", "color3");
res.set_input("position", position, NodeItem::Type::Vector3);
res.set_input("position", position);
res.set_input("octaves", detail);
res.set_input("lacunarity", lacunarity);
return res;

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@ -14,7 +14,7 @@ NodeItem VectorMathNodeParser::compute()
NodeItem res = empty();
/* Single operand operations */
NodeItem x = get_input_value(0);
NodeItem x = get_input_value(0, NodeItem::Type::Empty);
switch (op) {
case NODE_VECTOR_MATH_SINE:
res = x.sin();
@ -46,7 +46,7 @@ NodeItem VectorMathNodeParser::compute()
default: {
/* 2-operand operations */
NodeItem y = get_input_value(1);
NodeItem y = get_input_value(1, NodeItem::Type::Empty);
switch (op) {
case NODE_VECTOR_MATH_ADD:
res = x + y;
@ -93,7 +93,7 @@ NodeItem VectorMathNodeParser::compute()
default: {
/* 3-operand operations */
NodeItem z = get_input_value(2);
NodeItem z = get_input_value(2, NodeItem::Type::Empty);
switch (op) {
case NODE_VECTOR_MATH_MULTIPLY_ADD:
res = x * y + z;