forked from blender/blender
Create parsing system that converts supported nodes and ignores unsupported #2
@ -6,6 +6,7 @@
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#include "nodes/output_material.h"
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#include <MaterialXCore/Node.h>
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#include <MaterialXFormat/XmlIo.h>
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#include "NOD_shader.h"
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@ -46,6 +47,8 @@ MaterialX::DocumentPtr export_to_materialx(Depsgraph *depsgraph, Material *mater
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else {
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create_standard_surface(doc.get(), material);
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}
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std::string str = MaterialX::writeToXmlString(doc);
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printf("\nMaterial: %s\n%s\n", material->id.name, str.c_str());
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return doc;
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}
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@ -10,8 +10,7 @@ namespace blender::nodes::materialx {
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NodeItem BSDFPrincipledNodeParser::compute()
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{
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auto enabled = [](NodeItem &val) -> bool
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{
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auto enabled = [](NodeItem &val) -> bool {
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if (val.node) {
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return true;
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}
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@ -21,6 +20,10 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (val.value->isA<float>()) {
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return val.value->asA<float>() != 0.0f;
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}
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if (val.value->isA<MaterialX::Color4>()) {
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auto c = val.value->asA<MaterialX::Color4>();
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return c[0] != 0.0f || c[1] != 0.0f || c[2] != 0.0f;
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}
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return true;
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};
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@ -47,8 +50,8 @@ NodeItem BSDFPrincipledNodeParser::compute()
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/* TODO: use Specular Tint input */
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anisotropic = get_input_value("Anisotropic");
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if (enabled(anisotropic)) {
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anisotropic_rotation = get_input_value("Anisotropic Rotation");
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// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
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anisotropic_rotation = get_input_value("Anisotropic Rotation");
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// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
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}
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}
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@ -84,7 +87,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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/* Creating standard_surface */
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NodeItem res = create_node("standard_surface", "surfaceshader");
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res.set_input("base", 1.0, "float");
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res.set_input("base_color", base_color);
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res.set_input("base_color", base_color.to_color3());
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res.set_input("diffuse_roughness", roughness);
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res.set_input("normal", normal);
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res.set_input("tangent", tangent);
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@ -95,7 +98,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (enabled(specular)) {
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res.set_input("specular", specular);
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res.set_input("specular_color", base_color);
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res.set_input("specular_color", base_color.to_color3());
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res.set_input("specular_roughness", roughness);
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res.set_input("specular_IOR", ior);
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res.set_input("specular_anisotropy", anisotropic);
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@ -104,7 +107,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (enabled(transmission)) {
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res.set_input("transmission", transmission);
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res.set_input("transmission_color", base_color);
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res.set_input("transmission_color", base_color.to_color3());
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res.set_input("transmission_extra_roughness", transmission_roughness);
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}
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@ -117,13 +120,13 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (enabled(sheen)) {
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res.set_input("sheen", sheen);
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res.set_input("sheen_color", base_color);
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res.set_input("sheen_color", base_color.to_color3());
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res.set_input("sheen_roughness", roughness);
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}
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if (enabled(clearcoat)) {
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res.set_input("coat", clearcoat);
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res.set_input("coat_color", base_color);
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res.set_input("coat_color", base_color.to_color3());
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res.set_input("coat_roughness", clearcoat_roughness);
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res.set_input("coat_IOR", ior);
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res.set_input("coat_anisotropy", anisotropic);
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@ -137,119 +140,6 @@ NodeItem BSDFPrincipledNodeParser::compute()
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}
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return res;
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//
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// MaterialX::Color3 default_white_color = MaterialX::Color3(1.0, 1.0, 1.0);
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//#pragma region get inputs
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// const bNodeSocket base_color_socket = res->input_by_identifier("Base Color");
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// const char *matx_input = "base_color";
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// if (base_color_socket.link) {
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// get_input_link_node(&base_color_socket, matx_node, matx_input);
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// }
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// else {
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// const float *base_color = base_color_socket.default_value_typed<bNodeSocketValueRGBA>()->value;
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// matx_node->addInput("base_color", "color3")
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// ->setValue(MaterialX::Color3(base_color[0], base_color[1], base_color[2]));
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// }
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//
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// const float *base_color =
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// res->input_by_identifier("Base Color").default_value_typed<bNodeSocketValueRGBA>()->value;
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// const float subsurface =
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// res->input_by_identifier("Subsurface").default_value_typed<bNodeSocketValueFloat>()->value;
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//
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// const float *subsurface_radius = res->input_by_identifier("Subsurface Radius")
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// .default_value_typed<bNodeSocketValueVector>()
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// ->value;
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// const float *subsurface_color = res->input_by_identifier("Subsurface Color")
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// .default_value_typed<bNodeSocketValueRGBA>()
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// ->value;
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// const float metallic =
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// res->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float specular =
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// res->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float roughness =
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// res->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float anisotropic =
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// res->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float anisotropic_rot = res->input_by_identifier("Anisotropic Rotation")
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// .default_value_typed<bNodeSocketValueFloat>()
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// ->value;
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// const float sheen =
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// res->input_by_identifier("Sheen").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float clearcoat =
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// res->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float clearcoat_roughness = res->input_by_identifier("Clearcoat Roughness")
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// .default_value_typed<bNodeSocketValueFloat>()
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// ->value;
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// const float IOR =
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// res->input_by_identifier("IOR").default_value_typed<bNodeSocketValueFloat>()->value;
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// const float transmission = res->input_by_identifier("Transmission")
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// .default_value_typed<bNodeSocketValueFloat>()
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// ->value;
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// const float *emission =
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// res->input_by_identifier("Emission").default_value_typed<bNodeSocketValueRGBA>()->value;
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// const float emission_str = res->input_by_identifier("Emission Strength")
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// .default_value_typed<bNodeSocketValueFloat>()
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// ->value;
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// const float *normal =
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// res->input_by_identifier("Normal").default_value_typed<bNodeSocketValueVector>()->value;
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// const float *clearcoat_normal = res->input_by_identifier("Clearcoat Normal")
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// .default_value_typed<bNodeSocketValueVector>()
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// ->value;
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// const float *tangent =
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// res->input_by_identifier("Tangent").default_value_typed<bNodeSocketValueVector>()->value;
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//#pragma endregion get inputs
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//
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//#pragma region set inputs
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// matx_node->addInput("base", "float")->setValue(1.0);
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// matx_node->addInput("diffuse_roughness", "float")->setValue(roughness);
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// matx_node->addInput("normal", "vector3")
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// ->setValue(MaterialX::Vector3(normal[0], normal[1], normal[2]));
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// matx_node->addInput("tangent", "vector3")
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// ->setValue(MaterialX::Vector3(tangent[0], tangent[1], tangent[2]));
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//
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// matx_node->addInput("metalness", "float")->setValue(metallic);
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//
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// matx_node->addInput("specular", "float")->setValue(specular);
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// matx_node->addInput("specular_color", "color3")->setValue(default_white_color);
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// matx_node->addInput("specular_roughness", "float")->setValue(roughness);
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// matx_node->addInput("specular_IOR", "float")->setValue(IOR);
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// matx_node->addInput("specular_anisotropy", "float")->setValue(anisotropic);
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// matx_node->addInput("specular_rotation", "float")->setValue(anisotropic_rot);
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//
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// matx_node->addInput("transmission", "float")->setValue(transmission);
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// matx_node->addInput("transmission_color", "color3")->setValue(default_white_color);
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// matx_node->addInput("transmission_extra_roughness", "float")->setValue(roughness);
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//
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// matx_node->addInput("subsurface", "float")->setValue(subsurface);
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// matx_node->addInput("subsurface_color", "color3")
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// ->setValue(MaterialX::Color3(subsurface_color[0], subsurface_color[1], subsurface_color[2]));
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// matx_node->addInput("subsurface_radius", "color3")
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// ->setValue(
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// MaterialX::Color3(subsurface_radius[0], subsurface_radius[1], subsurface_radius[2]));
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// matx_node->addInput("subsurface_anisotropy", "float")->setValue(anisotropic);
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//
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// matx_node->addInput("sheen", "float")->setValue(sheen);
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// matx_node->addInput("sheen_color", "color3")->setValue(default_white_color);
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// matx_node->addInput("sheen_roughness", "float")->setValue(roughness);
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//
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// matx_node->addInput("coat", "float")->setValue(clearcoat);
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// matx_node->addInput("coat_color", "color3")->setValue(default_white_color);
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// matx_node->addInput("coat_roughness", "float")->setValue(clearcoat_roughness);
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// matx_node->addInput("coat_IOR", "float")->setValue(IOR);
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// matx_node->addInput("coat_anisotropy", "float")->setValue(anisotropic);
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// matx_node->addInput("coat_rotation", "float")->setValue(anisotropic_rot);
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// matx_node->addInput("coat_normal", "vector3")
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// ->setValue(
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// MaterialX::Vector3(clearcoat_normal[0], clearcoat_normal[1], clearcoat_normal[2]));
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//
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// matx_node->addInput("emission", "float")->setValue(emission_str);
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// matx_node->addInput("emission_color", "color3")
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// ->setValue(MaterialX::Color3(emission[0], emission[1], emission[2]));
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//#pragma endregion set inputs
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// return matx_node;
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}
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} // namespace blender::nodes::materialx
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|
@ -11,18 +11,15 @@
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namespace blender::nodes::materialx {
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NodeItem::NodeItem(MaterialX::GraphElement *graph)
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: graph_(graph)
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{
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}
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NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
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void NodeItem::set_input(const std::string &name, const NodeItem &res)
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void NodeItem::set_input(const std::string &name, const NodeItem &item)
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{
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if (res.value) {
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set_input(name, res.value);
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if (item.value) {
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set_input(name, item.value);
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}
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else if (res.node) {
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set_input(name, res.node);
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else if (item.node) {
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set_input(name, item.node);
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}
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}
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@ -50,7 +47,7 @@ void NodeItem::set_input(const std::string &name, const MaterialX::ValuePtr valu
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void NodeItem::set_input(const std::string &name, const MaterialX::NodePtr node)
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{
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node->setConnectedNode(name, node);
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this->node->setConnectedNode(name, node);
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}
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NodeItem::operator bool() const
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@ -58,6 +55,29 @@ NodeItem::operator bool() const
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return value || node;
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}
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NodeItem NodeItem::to_color3()
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{
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||||
NodeItem res(graph_);
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if (value) {
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||||
if (value->isA<float>()) {
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float v = value->asA<float>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(MaterialX::Color3(v, v, v));
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}
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else if (value->isA<MaterialX::Color3>()) {
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res.value = value;
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}
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else if (value->isA<MaterialX::Color4>()) {
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auto c = value->asA<MaterialX::Color4>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(
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MaterialX::Color3(c[0], c[1], c[2]));
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}
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}
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else if (node) {
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res.node = node;
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||||
}
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return res;
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||||
}
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||||
|
||||
NodeParser::NodeParser(MaterialX::GraphElement *graph,
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||||
const Depsgraph *depsgraph,
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||||
const Material *material,
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||||
@ -66,7 +86,9 @@ NodeParser::NodeParser(MaterialX::GraphElement *graph,
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{
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||||
}
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||||
|
||||
NodeItem NodeParser::create_node(const std::string &mx_category, const std::string &mx_type, bool accessory)
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NodeItem NodeParser::create_node(const std::string &mx_category,
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||||
const std::string &mx_type,
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||||
bool accessory)
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||||
{
|
||||
NodeItem res = empty_value();
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||||
res.node = graph->addNode(mx_category,
|
||||
@ -103,7 +125,6 @@ NodeItem NodeParser::get_input_default(const std::string &name)
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return res;
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||||
}
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||||
|
||||
|
||||
NodeItem NodeParser::get_input_link(const std::string &name)
|
||||
{
|
||||
NodeItem res = empty_value();
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||||
@ -156,36 +177,4 @@ NodeItem NodeParser::empty_value()
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||||
return NodeItem(graph);
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||||
}
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||||
|
||||
std::string NodeParser::get_mx_type(const bNodeSocket *sock)
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||||
{
|
||||
std::string mx_sock_type;
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||||
switch (sock->type) {
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||||
case (SOCK_FLOAT): {
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||||
mx_sock_type = "float";
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||||
break;
|
||||
}
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||||
case (SOCK_VECTOR): {
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||||
mx_sock_type = "vector3";
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||||
break;
|
||||
}
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||||
case (SOCK_RGBA): {
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mx_sock_type = "color3";
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||||
break;
|
||||
}
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||||
case (SOCK_BOOLEAN): {
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||||
mx_sock_type = "boolean";
|
||||
break;
|
||||
}
|
||||
case (SOCK_INT): {
|
||||
mx_sock_type = "integer";
|
||||
break;
|
||||
}
|
||||
case (SOCK_SHADER): {
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||||
mx_sock_type = "surfaceshader";
|
||||
break;
|
||||
}
|
||||
}
|
||||
return mx_sock_type;
|
||||
}
|
||||
|
||||
} // namespace blender::nodes::materialx
|
||||
|
@ -31,6 +31,8 @@ class NodeItem {
|
||||
void set_input(const std::string &name, const MaterialX::NodePtr node);
|
||||
|
||||
operator bool() const;
|
||||
|
||||
NodeItem to_color3();
|
||||
};
|
||||
|
||||
template<class T>
|
||||
@ -63,8 +65,6 @@ class NodeParser {
|
||||
NodeItem get_input_link(const std::string &name);
|
||||
NodeItem get_input_value(const std::string &name);
|
||||
NodeItem empty_value();
|
||||
|
||||
std::string get_mx_type(const bNodeSocket *sock);
|
||||
};
|
||||
|
||||
} // namespace blender::nodes::materialx
|
||||
|
@ -11,7 +11,6 @@
|
||||
|
||||
namespace blender::nodes::materialx {
|
||||
|
||||
|
||||
NodeItem TexImageNodeParser::compute()
|
||||
{
|
||||
Image *image = (Image *)node->id;
|
||||
|
Loading…
Reference in New Issue
Block a user