MaterialX: fix review comments #19

Merged
Bogdan Nagirniak merged 10 commits from matx-fix-review-comments into matx-export-material 2023-09-14 02:01:04 +02:00
34 changed files with 91 additions and 10 deletions

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@ -225,7 +225,7 @@ typedef int (*NodeGPUExecFunction)(struct GPUMaterial *mat,
struct bNodeExecData *execdata,
struct GPUNodeStack *in,
struct GPUNodeStack *out);
typedef void (*NodeMaterialXExecFunction)(void *data,
typedef void (*NodeMaterialXFunction)(void *data,
struct bNode *node,
struct bNodeSocket *out);
@ -343,7 +343,7 @@ typedef struct bNodeType {
/* gpu */
NodeGPUExecFunction gpu_fn;
/* MaterialX */
NodeMaterialXExecFunction materialx_fn;
NodeMaterialXFunction materialx_fn;
/* Get an instance of this node's compositor operation. Freeing the instance is the
* responsibility of the caller. */

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@ -210,6 +210,7 @@ if(WITH_OPENVDB)
endif()
if(WITH_MATERIALX)
add_definitions(-DWITH_MATERIALX)
list(APPEND LIB MaterialXCore)
endif()

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@ -12,8 +12,10 @@
#include <pxr/imaging/hd/tokens.h>
#include <pxr/usdImaging/usdImaging/materialParamUtils.h>
#ifdef WITH_MATERIALX
# include <pxr/usd/usdMtlx/reader.h>
# include <pxr/usd/usdMtlx/utils.h>
#endif
#include "MEM_guardedalloc.h"
@ -33,8 +35,9 @@
#include "intern/usd_exporter_context.h"
#include "intern/usd_writer_material.h"
#ifdef WITH_MATERIALX
# include "shader/materialx/material.h"
#endif
namespace blender::io::hydra {
MaterialData::MaterialData(HydraSceneDelegate *scene_delegate,
@ -73,6 +76,7 @@ void MaterialData::init()
image_cache_file_path()};
/* Create USD material. */
pxr::UsdShadeMaterial usd_material;
#ifdef WITH_MATERIALX
if (scene_delegate_->use_materialx) {
MaterialX::DocumentPtr doc = blender::nodes::materialx::export_to_materialx(
scene_delegate_->depsgraph, (Material *)id);
@ -84,7 +88,9 @@ void MaterialData::init()
}
}
}
else {
else
#endif
{
usd_material = usd::create_usd_material(export_context, material_path, (Material *)id, "st");
}
BogdanNagirniak marked this conversation as resolved
Review

simplify to:

....
  else
#endif
{
usd_material = usd::create_usd_material(export_context, material_path, (Material *)id, "st");
}
simplify to: ``` .... else #endif { usd_material = usd::create_usd_material(export_context, material_path, (Material *)id, "st"); } ```

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@ -16,6 +16,7 @@ set(INC
../../makesrna
../../render
../../windowmanager
../../../../intern/clog
../../../../intern/sky/include
# RNA_prototypes.h
${CMAKE_BINARY_DIR}/source/blender/makesrna
@ -24,7 +25,6 @@ set(INC
if(WITH_HYDRA)
list(APPEND INC
../../io/usd
../../../../intern/clog
)
add_definitions(-DWITH_HYDRA)
endif()
@ -145,6 +145,7 @@ set(LIB
)
if(WITH_MATERIALX)
add_definitions(-DWITH_MATERIALX)
list(APPEND SRC
materialx/material.cc
materialx/node_item.cc

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@ -8,6 +8,9 @@
namespace blender::nodes::materialx {
/* This class serves as abstraction from MateralX API. It implements arithmetic operations,
* convertions between different types, adding new nodes, setting inputs, etc.
* All work should be done via this class instead of using MaterialX API directly. */
class NodeItem {
public:
enum class Type {

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@ -22,7 +22,12 @@
#include "node_shader_register.hh"
#ifdef WITH_MATERIALX
# include "materialx/node_parser.h"
#else
# define NODE_SHADER_MATERIALX_BEGIN NodeMaterialXFunction node_shader_materialx = nullptr;
# define NODE_SHADER_MATERIALX_END
#endif
BogdanNagirniak marked this conversation as resolved
Review

Seems could be simpliifed to:

#  define NODE_SHADER_MATERIALX_BEGIN \
    void *node_shader_materialx = nullptr;
#  define NODE_SHADER_MATERIALX_END

Export code would be:

NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
....
}
#endif
NODE_SHADER_MATERIALX_END
Seems could be simpliifed to: ``` # define NODE_SHADER_MATERIALX_BEGIN \ void *node_shader_materialx = nullptr; # define NODE_SHADER_MATERIALX_END ``` Export code would be: ``` NODE_SHADER_MATERIALX_BEGIN #ifdef WITH_MATERIALX { .... } #endif NODE_SHADER_MATERIALX_END ```
struct bContext;
typedef struct bContext bContext;

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@ -23,6 +23,7 @@ static int node_shader_gpu_add_shader(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem res = empty();
switch (to_type_) {
@ -55,6 +56,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_add_shader_cc
@ -69,6 +71,7 @@ void register_node_type_sh_add_shader()
sh_node_type_base(&ntype, SH_NODE_ADD_SHADER, "Add Shader", NODE_CLASS_SHADER);
ntype.declare = file_ns::node_declare;
ntype.gpu_fn = file_ns::node_shader_gpu_add_shader;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);
}

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@ -32,6 +32,7 @@ static int node_shader_gpu_blackbody(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.
* It's added in MaterialX 1.38.8. Uncomment this code after switching to 1.38.8.
@ -43,6 +44,7 @@ NODE_SHADER_MATERIALX_BEGIN
* return res; */
return empty();
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_blackbody_cc

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@ -24,6 +24,7 @@ static int gpu_shader_brightcontrast(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
NodeItem bright = get_input_value("Bright", NodeItem::Type::Float);
@ -32,6 +33,7 @@ NODE_SHADER_MATERIALX_BEGIN
/* This formula was given from OSL shader code in Cycles. */
return (bright + color * (contrast + val(1.0f)) - contrast * val(0.5f)).max(val(0.0f));
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_brightness_cc

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@ -35,6 +35,7 @@ static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
if (to_type_ != NodeItem::Type::BSDF) {
return empty();
@ -52,6 +53,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_diffuse_cc

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@ -254,6 +254,7 @@ static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
if (to_type_ != NodeItem::Type::SurfaceShader) {
/* TODO: implement for BSDF and EDF */
@ -344,6 +345,7 @@ NODE_SHADER_MATERIALX_BEGIN
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_principled_cc

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@ -71,6 +71,7 @@ static void sh_node_clamp_build_multi_function(NodeMultiFunctionBuilder &builder
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
auto type = node_->custom1;
NodeItem value = get_input_value("Value", NodeItem::Type::Float);
@ -87,6 +88,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_clamp_cc

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@ -137,10 +137,12 @@ static void sh_node_valtorgb_build_multi_function(nodes::NodeMultiFunctionBuilde
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: Implement */
return empty();
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_color_ramp_cc

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@ -110,10 +110,12 @@ static void sh_node_curve_vec_build_multi_function(NodeMultiFunctionBuilder &bui
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: implement */
return get_input_value("Value", NodeItem::Type::Vector3);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_curves_cc::vec
@ -260,10 +262,12 @@ static void sh_node_curve_rgb_build_multi_function(NodeMultiFunctionBuilder &bui
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: implement */
return get_input_value("Color", NodeItem::Type::Color4);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_curves_cc::rgb
@ -386,10 +390,12 @@ static void sh_node_curve_float_build_multi_function(NodeMultiFunctionBuilder &b
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: implement */
return get_input_value("Value", NodeItem::Type::Float);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_curves_cc::flt

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@ -25,6 +25,7 @@ static int node_shader_gpu_emission(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
if (to_type_ != NodeItem::Type::EDF) {
return empty();
@ -37,6 +38,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("color", color * strength);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_emission_cc

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@ -23,11 +23,13 @@ static int node_shader_gpu_gamma(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_gamma", in, out);
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
NodeItem gamma = get_input_value("Gamma", NodeItem::Type::Float);
return color ^ gamma;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_gamma_cc

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@ -31,6 +31,7 @@ static int gpu_shader_hue_sat(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: implement fac */
NodeItem hue = get_input_value("Hue", NodeItem::Type::Float);
@ -52,6 +53,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("amount", combine);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_hueSatVal_cc

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@ -27,11 +27,13 @@ static int gpu_shader_invert(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
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);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_invert_cc

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@ -25,6 +25,7 @@ static int node_shader_gpu_light_falloff(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
NodeItem smooth = get_input_value("Smooth", NodeItem::Type::Float);
@ -33,6 +34,7 @@ NODE_SHADER_MATERIALX_BEGIN
* node_light_falloff.osl. Considered ray_length=1.0f. */
return strength * val(1.0f) / (smooth + val(1.0f));
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_light_falloff_cc

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@ -33,6 +33,7 @@ static int node_shader_gpu_light_path(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* This node isn't supported by MaterialX. Only default values returned. */
if (STREQ(socket_out_->name, "Is Camera Ray")) {
@ -43,6 +44,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return val(0.0f);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_light_path_cc

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@ -443,6 +443,7 @@ static void sh_node_map_range_build_multi_function(NodeMultiFunctionBuilder &bui
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: Implement steps */
@ -483,6 +484,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("doclamp", val(bool(map_range->clamp)));
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_map_range_cc

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@ -178,6 +178,7 @@ static void sh_node_math_build_multi_function(NodeMultiFunctionBuilder &builder)
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
@ -339,6 +340,7 @@ NODE_SHADER_MATERIALX_BEGIN
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_math_cc

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@ -151,10 +151,12 @@ static void sh_node_mix_rgb_build_multi_function(NodeMultiFunctionBuilder &build
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
/* TODO: Implement */
return empty();
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_mix_rgb_cc

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@ -24,6 +24,7 @@ static int node_shader_gpu_mix_shader(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem res = empty();
switch (to_type_) {
@ -60,6 +61,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_mix_shader_cc

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@ -123,6 +123,7 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeShaderNormalMap *normal_map_node = static_cast<NodeShaderNormalMap *>(node_->storage);
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
@ -152,6 +153,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("space", val(space));
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_normal_map_cc

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@ -44,6 +44,7 @@ static int node_shader_gpu_output_material(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem bsdf = get_input_link("Surface", NodeItem::Type::BSDF);
NodeItem edf = get_input_link("Surface", NodeItem::Type::EDF);
@ -64,6 +65,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("surfaceshader", surface);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_output_material_cc

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@ -28,6 +28,7 @@ static int gpu_shader_rgbtobw(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
@ -35,6 +36,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("in", color);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_rgb_to_bw_cc

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@ -69,6 +69,7 @@ static int gpu_shader_sepcolor(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
@ -91,6 +92,7 @@ NODE_SHADER_MATERIALX_BEGIN
int index = STREQ(socket_out_->name, "Red") ? 0 : STREQ(socket_out_->name, "Green") ? 1 : 2;
return convert.extract(index);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_separate_color_cc
@ -163,6 +165,7 @@ static int gpu_shader_combcolor(GPUMaterial *mat,
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
int mode = static_cast<NodeCombSepColor *>(node_->storage)->mode;
NodeItem red = get_input_value("Red", NodeItem::Type::Float);
@ -190,6 +193,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_combine_color_cc

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@ -91,11 +91,13 @@ static void sh_node_sepxyz_build_multi_function(NodeMultiFunctionBuilder &builde
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
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);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_sepcomb_xyz_cc::sep
@ -145,6 +147,7 @@ static void sh_node_combxyz_build_multi_function(NodeMultiFunctionBuilder &build
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem x = get_input_value("X", NodeItem::Type::Float);
NodeItem y = get_input_value("Y", NodeItem::Type::Float);
@ -156,6 +159,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("in3", z);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_sepcomb_xyz_cc::comb

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@ -103,6 +103,7 @@ 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) {
@ -120,6 +121,7 @@ NODE_SHADER_MATERIALX_BEGIN
return (vector.extract(0).floor() + vector.extract(1).floor())
.if_else(NodeItem::CompareOp::Eq, val(1.0f), value1, value2);
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_tex_checker_cc

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@ -128,10 +128,12 @@ 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
} // namespace blender::nodes::node_shader_tex_environment_cc

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@ -177,6 +177,7 @@ 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));
@ -243,6 +244,7 @@ NODE_SHADER_MATERIALX_BEGIN
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_tex_image_cc

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@ -258,6 +258,7 @@ 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);
@ -274,6 +275,7 @@ NODE_SHADER_MATERIALX_BEGIN
res.set_input("lacunarity", lacunarity);
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_tex_noise_cc

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@ -317,6 +317,7 @@ 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;
@ -429,6 +430,7 @@ NODE_SHADER_MATERIALX_BEGIN
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_vector_math_cc