forked from blender/blender
MaterialX: add convert nodes #15
@ -148,6 +148,7 @@ if(WITH_MATERIALX)
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list(APPEND SRC
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materialx/material.cc
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materialx/nodes/add_shader.cc
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materialx/nodes/blackbody.cc
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materialx/nodes/brightness.cc
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materialx/nodes/bsdf_diffuse.cc
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materialx/nodes/bsdf_glass.cc
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@ -158,9 +159,11 @@ if(WITH_MATERIALX)
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materialx/nodes/bsdf_toon.cc
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materialx/nodes/bsdf_translucent.cc
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materialx/nodes/bsdf_transparent.cc
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materialx/nodes/clamp.cc
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materialx/nodes/emission.cc
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materialx/nodes/huesatval.cc
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materialx/nodes/invert.cc
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materialx/nodes/map_range.cc
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materialx/nodes/math.cc
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materialx/nodes/mix_rgb.cc
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materialx/nodes/mix_shader.cc
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@ -168,15 +171,16 @@ if(WITH_MATERIALX)
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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/rgb_to_bw.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/subsurface_scattering.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/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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materialx/nodes/node_parser.h
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22
source/blender/nodes/shader/materialx/nodes/blackbody.cc
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22
source/blender/nodes/shader/materialx/nodes/blackbody.cc
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@ -0,0 +1,22 @@
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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 BlackbodyNodeParser::compute()
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{
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/* This node doesn't have an implementation in MaterialX 1.38.6.
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* It's added in MaterialX 1.38.8. Uncomment this code after switching to 1.38.8.
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BogdanNagirniak marked this conversation as resolved
Outdated
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*
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* NodeItem temperature = get_input_value("Temperature", NodeItem::Type::Float);
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* NodeItem res = create_node("blackbody", NodeItem::Type::Color3);
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* res.set_input("temperature", temperature);
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* return res; */
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return empty();
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}
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} // namespace blender::nodes::materialx
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27
source/blender/nodes/shader/materialx/nodes/clamp.cc
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27
source/blender/nodes/shader/materialx/nodes/clamp.cc
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@ -0,0 +1,27 @@
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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 ClampNodeParser::compute()
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{
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auto type = node_->custom1;
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NodeItem value = get_input_value("Value", NodeItem::Type::Float);
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NodeItem min = get_input_value("Min", NodeItem::Type::Float);
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NodeItem max = get_input_value("Max", NodeItem::Type::Float);
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NodeItem res = empty();
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if (type == NODE_CLAMP_RANGE) {
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
`min = min.min(max)`
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res = min.if_else(
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NodeItem::CompareOp::Less, max, value.clamp(min, max), value.clamp(max, min));
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
does it correctly work with RANGE? do we need swap min max if min > max? does it correctly work with RANGE? do we need swap min max if min > max?
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}
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else {
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res = value.clamp(min, max);
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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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51
source/blender/nodes/shader/materialx/nodes/map_range.cc
Normal file
51
source/blender/nodes/shader/materialx/nodes/map_range.cc
Normal file
@ -0,0 +1,51 @@
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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 MapRangeNodeParser::compute()
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{
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/* Interpolation isn't supported by MaterialX. */
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const NodeMapRange *map_range = static_cast<NodeMapRange *>(node_->storage);
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NodeItem::Type type;
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NodeItem value = empty();
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NodeItem from_min = empty();
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NodeItem from_max = empty();
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NodeItem to_min = empty();
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NodeItem to_max = empty();
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switch (map_range->data_type) {
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case CD_PROP_FLOAT:
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type = NodeItem::Type::Float;
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value = get_input_value("Value", type);
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from_min = get_input_value(1, type);
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from_max = get_input_value(2, type);
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to_min = get_input_value(3, type);
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to_max = get_input_value(4, type);
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break;
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case CD_PROP_FLOAT3:
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type = NodeItem::Type::Vector3;
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value = get_input_value("Vector", type);
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from_min = get_input_value(7, type);
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from_max = get_input_value(8, type);
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to_min = get_input_value(9, type);
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to_max = get_input_value(10, type);
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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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NodeItem res = create_node("range", type);
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res.set_input("in", value);
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res.set_input("inlow", from_min);
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res.set_input("inhigh", from_max);
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res.set_input("outlow", to_min);
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res.set_input("outhigh", to_max);
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res.set_input("doclamp", val(bool(map_range->clamp)));
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return res;
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}
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} // namespace blender::nodes::materialx
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@ -20,6 +20,9 @@ NodeItem::Type NodeItem::type(const std::string &type_str)
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if (type_str == "filename") {
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return Type::Filename;
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}
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if (type_str == "boolean") {
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return Type::Boolean;
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}
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if (type_str == "integer") {
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return Type::Integer;
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}
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@ -64,6 +67,8 @@ std::string NodeItem::type(Type type)
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return "string";
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case Type::Filename:
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return "filename";
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case Type::Boolean:
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return "boolean";
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case Type::Integer:
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return "integer";
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case Type::Float:
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@ -633,6 +638,9 @@ void NodeItem::set_input(const std::string &in_name, const NodeItem &item)
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case Type::String:
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set_input(in_name, item.value->asA<std::string>(), item_type);
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break;
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case Type::Boolean:
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set_input(in_name, item.value->asA<bool>(), item_type);
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break;
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case Type::Integer:
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set_input(in_name, item.value->asA<int>(), item_type);
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break;
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@ -17,6 +17,7 @@ class NodeItem {
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/* Value types */
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String,
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Filename,
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Boolean,
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Maybe rename to Boolean, as we use full names for other types? Maybe rename to Boolean, as we use full names for other types?
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Integer,
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/* Block of arithmetic types. Ordered by type cast */
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Float,
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@ -136,14 +136,18 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket, NodeItem::Type to
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break;
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switch (from_node->typeinfo->type) {
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CASE_NODE_TYPE(SH_NODE_BLACKBODY, BlackbodyNodeParser)
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CASE_NODE_TYPE(SH_NODE_BRIGHTCONTRAST, BrightContrastNodeParser)
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CASE_NODE_TYPE(SH_NODE_CLAMP, ClampNodeParser)
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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_MAP_RANGE, MapRangeNodeParser)
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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_RGBTOBW, RGBToBWNodeParser)
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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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@ -90,14 +90,18 @@ template<class T> NodeItem NodeParser::val(const T &data) const
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NodeItem compute() override; \
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};
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DECLARE_NODE_PARSER(BlackbodyNodeParser)
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DECLARE_NODE_PARSER(BrightContrastNodeParser)
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DECLARE_NODE_PARSER(ClampNodeParser)
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DECLARE_NODE_PARSER(CombineColorNodeParser)
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DECLARE_NODE_PARSER(CombineXYZNodeParser)
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DECLARE_NODE_PARSER(HueSatValNodeParser)
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DECLARE_NODE_PARSER(InvertNodeParser)
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DECLARE_NODE_PARSER(MapRangeNodeParser)
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DECLARE_NODE_PARSER(MathNodeParser)
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DECLARE_NODE_PARSER(MixRGBNodeParser)
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DECLARE_NODE_PARSER(NormalMapNodeParser)
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DECLARE_NODE_PARSER(RGBToBWNodeParser)
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DECLARE_NODE_PARSER(SeparateColorNodeParser)
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DECLARE_NODE_PARSER(SeparateXYZNodeParser)
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DECLARE_NODE_PARSER(TexCheckerNodeParser)
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18
source/blender/nodes/shader/materialx/nodes/rgb_to_bw.cc
Normal file
18
source/blender/nodes/shader/materialx/nodes/rgb_to_bw.cc
Normal file
@ -0,0 +1,18 @@
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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 RGBToBWNodeParser::compute()
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{
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NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
use Color4 type use Color4 type
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NodeItem res = create_node("luminance", NodeItem::Type::Color4);
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res.set_input("in", color);
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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
It is exists in pbrlib_def.mtlx, can be used here