forked from blender/blender
Export other channels and parameters from texture nodes #16
@ -10,11 +10,13 @@ namespace blender::nodes::materialx {
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NodeItem MathNodeParser::compute()
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{
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/* TODO: finish some math operations */
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auto op = node_->custom1;
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NodeMathOperation op = NodeMathOperation(node_->custom1);
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NodeItem res = empty();
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/* Single operand operations */
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NodeItem x = get_input_value(0, NodeItem::Type::Any);
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NodeItem x = get_input_value(0, NodeItem::Type::Float);
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/* TODO: Seems we have to use average if Vector or Color are added */
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switch (op) {
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case NODE_MATH_SINE:
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res = x.sin();
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@ -82,7 +84,7 @@ NodeItem MathNodeParser::compute()
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default: {
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/* 2-operand operations */
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NodeItem y = get_input_value(1, NodeItem::Type::Any);
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NodeItem y = get_input_value(1, NodeItem::Type::Float);
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switch (op) {
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case NODE_MATH_ADD:
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res = x + y;
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@ -132,7 +134,7 @@ NodeItem MathNodeParser::compute()
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default: {
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/* 3-operand operations */
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NodeItem z = get_input_value(2, NodeItem::Type::Any);
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NodeItem z = get_input_value(2, NodeItem::Type::Float);
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switch (op) {
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case NODE_MATH_WRAP:
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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@ -9,21 +9,20 @@ namespace blender::nodes::materialx {
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NodeItem TexCheckerNodeParser::compute()
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{
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
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NodeItem color1 = get_input_value("Color1", NodeItem::Type::Color3);
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NodeItem color2 = get_input_value("Color2", NodeItem::Type::Color3);
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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if (!vector) {
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vector = texcoord_node();
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}
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NodeItem value1 = val(1.0f);
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NodeItem value2 = val(0.0f);
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if (STREQ(socket_out_->name, "Color")) {
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value1 = get_input_value("Color1", NodeItem::Type::Color3);
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value2 = get_input_value("Color2", NodeItem::Type::Color3);
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}
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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vector = (vector * scale) % val(2.0f);
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NodeItem mix = (vector.extract(0).floor() + vector.extract(1).floor())
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.if_else(NodeItem::CompareOp::Eq, val(1.0f), val(1.0f), val(0.0f));
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NodeItem res = create_node("mix", NodeItem::Type::Color3);
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res.set_input("fg", color1);
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res.set_input("bg", color2);
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res.set_input("mix", mix);
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return res;
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return (vector.extract(0).floor() + vector.extract(1).floor())
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.if_else(NodeItem::CompareOp::Eq, val(1.0f), value1, value2);
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}
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} // namespace blender::nodes::materialx
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@ -4,9 +4,7 @@
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#include "node_parser.h"
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#ifdef WITH_HYDRA
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#include "hydra/image.h"
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#endif
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#include "DEG_depsgraph_query.h"
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@ -14,22 +12,32 @@ namespace blender::nodes::materialx {
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NodeItem TexEnvironmentNodeParser::compute()
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{
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NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
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Image *image = (Image *)node_->id;
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if (!image) {
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return res;
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}
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NodeTexEnvironment *tex = static_cast<NodeTexEnvironment *>(node_->storage);
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Scene *scene = DEG_get_input_scene(depsgraph_);
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Main *bmain = DEG_get_bmain(depsgraph_);
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std::string image_path;
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#ifdef WITH_HYDRA
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/* TODO: What if Blender built without Hydra? Also io::hydra::cache_or_get_image_file contains
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* pretty general code, so could be moved from bf_usd project. */
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image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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#endif
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std::string image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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NodeItem texcoord = texcoord_node();
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NodeItem res = create_node("image", NodeItem::Type::Color3);
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
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if (!vector) {
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vector = texcoord_node();
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}
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/* TODO: fix texcoord of environment texture, some math should be applied */
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res = create_node("image", NodeItem::Type::Color3);
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res.set_input("file", image_path, NodeItem::Type::Filename);
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res.set_input("texcoord", texcoord);
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res.set_input("texcoord", vector);
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/* TODO: get other Tex environment node parameters */
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return res;
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}
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@ -4,9 +4,7 @@
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#include "node_parser.h"
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#ifdef WITH_HYDRA
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#include "hydra/image.h"
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#endif
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#include "DEG_depsgraph_query.h"
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@ -14,22 +12,33 @@ namespace blender::nodes::materialx {
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NodeItem TexImageNodeParser::compute()
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{
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NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
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Image *image = (Image *)node_->id;
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NodeTexImage *tex = static_cast<NodeTexImage *>(node_->storage);
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if (image) {
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NodeTexImage *tex_image = static_cast<NodeTexImage *>(node_->storage);
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Scene *scene = DEG_get_input_scene(depsgraph_);
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Main *bmain = DEG_get_bmain(depsgraph_);
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std::string image_path;
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#ifdef WITH_HYDRA
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/* TODO: What if Blender built without Hydra? Also io::hydra::cache_or_get_image_file contains
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* pretty general code, so could be moved from bf_usd project. */
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image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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#endif
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std::string image_path = io::hydra::cache_or_get_image_file(
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bmain, scene, image, &tex_image->iuser);
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NodeItem texcoord = texcoord_node();
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NodeItem res = create_node("image", NodeItem::Type::Color3);
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NodeItem texcoord = get_input_link("Vector", NodeItem::Type::Vector2);
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if (!texcoord) {
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texcoord = texcoord_node();
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}
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res = create_node("image", NodeItem::Type::Color4);
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res.set_input("file", image_path, NodeItem::Type::Filename);
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res.set_input("texcoord", texcoord);
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/* TODO: get other Tex image node parameters */
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}
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if (STREQ(socket_out_->name, "Alpha")) {
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res = res.extract(3);
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}
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return res;
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}
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