forked from blender/blender
MaterialX: fix review comments #19
@ -22,7 +22,13 @@
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#include "node_shader_register.hh"
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#include "materialx/node_parser.h"
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#ifdef WITH_MATERIALX
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# include "materialx/node_parser.h"
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#else
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# define NODE_SHADER_MATERIALX_BEGIN \
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void node_shader_materialx(void *data, struct bNode *node, struct bNodeSocket *out)
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# define NODE_SHADER_MATERIALX_END
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BogdanNagirniak marked this conversation as resolved
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#endif
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struct bContext;
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typedef struct bContext bContext;
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@ -24,6 +24,7 @@ static int node_shader_gpu_add_shader(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem res = empty();
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switch (to_type_) {
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case NodeItem::Type::BSDF:
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@ -54,6 +55,7 @@ NODE_SHADER_MATERIALX_BEGIN
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BLI_assert_unreachable();
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}
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -69,6 +71,7 @@ void register_node_type_sh_add_shader()
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sh_node_type_base(&ntype, SH_NODE_ADD_SHADER, "Add Shader", NODE_CLASS_SHADER);
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ntype.declare = file_ns::node_declare;
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ntype.gpu_fn = file_ns::node_shader_gpu_add_shader;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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}
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@ -33,6 +33,7 @@ static int node_shader_gpu_blackbody(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: 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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*
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@ -42,6 +43,7 @@ NODE_SHADER_MATERIALX_BEGIN
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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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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -25,12 +25,14 @@ static int gpu_shader_brightcontrast(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem bright = get_input_value("Bright", NodeItem::Type::Float);
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NodeItem contrast = get_input_value("Contrast", NodeItem::Type::Float);
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/* This formula was given from OSL shader code in Cycles. */
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return (bright + color * (contrast + val(1.0f)) - contrast * val(0.5f)).max(val(0.0f));
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -36,6 +36,7 @@ static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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if (to_type_ != NodeItem::Type::BSDF) {
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return empty();
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}
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@ -51,6 +52,7 @@ NODE_SHADER_MATERIALX_BEGIN
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res.set_input("normal", normal);
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}
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -255,6 +255,7 @@ static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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if (to_type_ != NodeItem::Type::SurfaceShader) {
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/* TODO: implement for BSDF and EDF */
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return empty();
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@ -343,6 +344,7 @@ NODE_SHADER_MATERIALX_BEGIN
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res.set_input("emission_color", emission);
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -72,6 +72,7 @@ static void sh_node_clamp_build_multi_function(NodeMultiFunctionBuilder &builder
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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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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@ -86,6 +87,7 @@ NODE_SHADER_MATERIALX_BEGIN
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res = value.clamp(min, max);
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}
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -138,8 +138,11 @@ static void sh_node_valtorgb_build_multi_function(nodes::NodeMultiFunctionBuilde
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: Implement */
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return empty();
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -111,8 +111,10 @@ static void sh_node_curve_vec_build_multi_function(NodeMultiFunctionBuilder &bui
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: implement */
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return get_input_value("Value", NodeItem::Type::Vector3);
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -261,8 +263,10 @@ static void sh_node_curve_rgb_build_multi_function(NodeMultiFunctionBuilder &bui
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: implement */
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return get_input_value("Color", NodeItem::Type::Color4);
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -387,8 +391,10 @@ static void sh_node_curve_float_build_multi_function(NodeMultiFunctionBuilder &b
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: implement */
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return get_input_value("Value", NodeItem::Type::Float);
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -26,6 +26,7 @@ static int node_shader_gpu_emission(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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if (to_type_ != NodeItem::Type::EDF) {
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return empty();
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}
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@ -36,6 +37,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem res = create_node("uniform_edf", NodeItem::Type::EDF);
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res.set_input("color", color * strength);
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -24,9 +24,11 @@ static int node_shader_gpu_gamma(GPUMaterial *mat,
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}
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
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NodeItem gamma = get_input_value("Gamma", NodeItem::Type::Float);
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return color ^ gamma;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -32,6 +32,7 @@ static int gpu_shader_hue_sat(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: implement fac */
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NodeItem hue = get_input_value("Hue", NodeItem::Type::Float);
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NodeItem saturation = get_input_value("Saturation", NodeItem::Type::Float);
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@ -51,6 +52,7 @@ NODE_SHADER_MATERIALX_BEGIN
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res.set_input("in", color);
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res.set_input("amount", combine);
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -28,9 +28,11 @@ static int gpu_shader_invert(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem fac = get_input_value("Fac", NodeItem::Type::Float);
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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return fac.blend(color, fac.val(1.0f) - color);
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -26,12 +26,14 @@ static int node_shader_gpu_light_falloff(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
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NodeItem smooth = get_input_value("Smooth", NodeItem::Type::Float);
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/* This node isn't supported by MaterialX. This formula was given from OSL shader code in Cycles
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* node_light_falloff.osl. Considered ray_length=1.0f. */
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return strength * val(1.0f) / (smooth + val(1.0f));
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -34,6 +34,7 @@ static int node_shader_gpu_light_path(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* This node isn't supported by MaterialX. Only default values returned. */
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if (STREQ(socket_out_->name, "Is Camera Ray")) {
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return val(1.0f);
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@ -42,6 +43,7 @@ NODE_SHADER_MATERIALX_BEGIN
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return val(1.0f);
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}
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return val(0.0f);
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -444,6 +444,7 @@ static void sh_node_map_range_build_multi_function(NodeMultiFunctionBuilder &bui
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: Implement steps */
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const NodeMapRange *map_range = static_cast<NodeMapRange *>(node_->storage);
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@ -482,6 +483,7 @@ NODE_SHADER_MATERIALX_BEGIN
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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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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -179,6 +179,7 @@ static void sh_node_math_build_multi_function(NodeMultiFunctionBuilder &builder)
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
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/* TODO: finish some math operations */
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@ -338,6 +339,7 @@ NODE_SHADER_MATERIALX_BEGIN
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}
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -152,8 +152,10 @@ static void sh_node_mix_rgb_build_multi_function(NodeMultiFunctionBuilder &build
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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/* TODO: Implement */
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return empty();
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -25,6 +25,7 @@ static int node_shader_gpu_mix_shader(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem res = empty();
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switch (to_type_) {
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case NodeItem::Type::BSDF:
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@ -59,6 +60,7 @@ NODE_SHADER_MATERIALX_BEGIN
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BLI_assert_unreachable();
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}
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -124,6 +124,7 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeShaderNormalMap *normal_map_node = static_cast<NodeShaderNormalMap *>(node_->storage);
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
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@ -151,6 +152,7 @@ NODE_SHADER_MATERIALX_BEGIN
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res.set_input("scale", strength);
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res.set_input("space", val(space));
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -45,6 +45,7 @@ static int node_shader_gpu_output_material(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem bsdf = get_input_link("Surface", NodeItem::Type::BSDF);
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NodeItem edf = get_input_link("Surface", NodeItem::Type::EDF);
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NodeItem surface = empty();
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@ -63,6 +64,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem res = create_node("surfacematerial", NodeItem::Type::Material);
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res.set_input("surfaceshader", surface);
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return res;
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -29,11 +29,13 @@ static int gpu_shader_rgbtobw(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
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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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#endif
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}
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NODE_SHADER_MATERIALX_END
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|
@ -70,6 +70,7 @@ static int gpu_shader_sepcolor(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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@ -90,6 +91,7 @@ NODE_SHADER_MATERIALX_BEGIN
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int index = STREQ(socket_out_->name, "Red") ? 0 : STREQ(socket_out_->name, "Green") ? 1 : 2;
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return convert.extract(index);
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#endif
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}
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NODE_SHADER_MATERIALX_END
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@ -164,6 +166,7 @@ static int gpu_shader_combcolor(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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{
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#ifdef WITH_MATERIALX
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int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
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NodeItem red = get_input_value("Red", NodeItem::Type::Float);
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NodeItem green = get_input_value("Green", NodeItem::Type::Float);
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@ -189,6 +192,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
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BLI_assert_unreachable();
|
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}
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return res;
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||||
#endif
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||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
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||||
|
@ -92,9 +92,11 @@ static void sh_node_sepxyz_build_multi_function(NodeMultiFunctionBuilder &builde
|
||||
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||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
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NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
|
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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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#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
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||||
|
||||
@ -146,6 +148,7 @@ static void sh_node_combxyz_build_multi_function(NodeMultiFunctionBuilder &build
|
||||
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||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
||||
NodeItem x = get_input_value("X", NodeItem::Type::Float);
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NodeItem y = get_input_value("Y", NodeItem::Type::Float);
|
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NodeItem z = get_input_value("Z", NodeItem::Type::Float);
|
||||
@ -155,6 +158,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
||||
res.set_input("in2", y);
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||||
res.set_input("in3", z);
|
||||
return res;
|
||||
#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
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||||
|
@ -104,6 +104,7 @@ static void sh_node_tex_checker_build_multi_function(NodeMultiFunctionBuilder &b
|
||||
|
||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
||||
NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
|
||||
if (!vector) {
|
||||
vector = texcoord_node();
|
||||
@ -119,6 +120,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
||||
vector = (vector * scale) % val(2.0f);
|
||||
return (vector.extract(0).floor() + vector.extract(1).floor())
|
||||
.if_else(NodeItem::CompareOp::Eq, val(1.0f), value1, value2);
|
||||
#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
|
||||
|
@ -129,8 +129,10 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
|
||||
|
||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
||||
/* TODO: Implement */
|
||||
return empty();
|
||||
#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
|
||||
|
@ -178,6 +178,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
|
||||
|
||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
||||
NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
|
||||
|
||||
Image *image = (Image *)node_->id;
|
||||
@ -242,6 +243,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
||||
res = res.extract(3);
|
||||
}
|
||||
return res;
|
||||
#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
|
||||
|
@ -259,6 +259,7 @@ static void sh_node_noise_build_multi_function(NodeMultiFunctionBuilder &builder
|
||||
|
||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
||||
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);
|
||||
@ -273,6 +274,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
||||
}
|
||||
res.set_input("lacunarity", lacunarity);
|
||||
return res;
|
||||
#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
|
||||
|
@ -318,6 +318,7 @@ static void sh_node_vector_math_build_multi_function(NodeMultiFunctionBuilder &b
|
||||
|
||||
NODE_SHADER_MATERIALX_BEGIN
|
||||
{
|
||||
#ifdef WITH_MATERIALX
|
||||
CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
|
||||
|
||||
/* TODO: finish some math operations */
|
||||
@ -428,6 +429,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
||||
}
|
||||
|
||||
return res;
|
||||
#endif
|
||||
}
|
||||
NODE_SHADER_MATERIALX_END
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user
Seems could be simpliifed to:
Export code would be: