Create parsing system that converts supported nodes and ignores unsupported #2

Merged
Bogdan Nagirniak merged 14 commits from Vasyl-Pidhirskyi/blender:BLEN-500 into matx-export-material 2023-08-28 12:29:46 +02:00
9 changed files with 293 additions and 178 deletions
Showing only changes of commit 8777144f96 - Show all commits

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@ -11,26 +11,28 @@
namespace blender::nodes::materialx {
static void export_nodegraph(MaterialX::DocumentPtr doc, Depsgraph *depsgraph, Material *material)
static void export_nodegraph(MaterialX::GraphElement *graph,
Depsgraph *depsgraph,
Material *material)
{
material->nodetree->ensure_topology_cache();
bNode *output_node = ntreeShaderOutputNode(material->nodetree, SHD_OUTPUT_ALL);
OutputMaterialNodeParser material_node(doc, depsgraph, material, output_node);
material_node.compute();
OutputMaterialNodeParser parser(graph, depsgraph, material, output_node);
parser.compute();
}
static void create_standard_surface(MaterialX::DocumentPtr doc, Material *material)
static void create_standard_surface(MaterialX::GraphElement *graph, Material *material)
{
MaterialX::NodePtr surfacematerial = doc->addNode(
"surfacematerial", MaterialX::EMPTY_STRING, "material");
MaterialX::NodePtr standard_surface = doc->addNode(
MaterialX::NodePtr standard_surface = graph->addNode(
"standard_surface", MaterialX::EMPTY_STRING, "surfaceshader");
standard_surface->addInput("base", "float")->setValue(1.0);
standard_surface->addInput("base_color", "color3")
->setValue(MaterialX::Color3(material->r, material->g, material->b));
MaterialX::NodePtr surfacematerial = graph->addNode(
"surfacematerial", MaterialX::EMPTY_STRING, "material");
surfacematerial->addInput(standard_surface->getType(), standard_surface->getType())
->setNodeName(standard_surface->getName());
}
@ -39,10 +41,10 @@ MaterialX::DocumentPtr export_to_materialx(Depsgraph *depsgraph, Material *mater
{
MaterialX::DocumentPtr doc = MaterialX::createDocument();
if (material->use_nodes) {
export_nodegraph(doc, depsgraph, material);
export_nodegraph(doc.get(), depsgraph, material);
}
else {
create_standard_surface(doc, material);
create_standard_surface(doc.get(), material);
}
return doc;
}
BogdanNagirniak marked this conversation as resolved Outdated

this needs to be removed

this needs to be removed

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@ -12,7 +12,5 @@
namespace blender::nodes::materialx {
MaterialX::DocumentPtr export_to_materialx(Depsgraph *depsgraph, Material *material);
static void create_standard_surface(MaterialX::DocumentPtr doc, Material *material);
static void export_nodegraph(MaterialX::DocumentPtr doc, Depsgraph *depsgraph, Material *material);
} // namespace blender::nodes::materialx

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@ -10,117 +10,246 @@ namespace blender::nodes::materialx {
NodeItem BSDFPrincipledNodeParser::compute()
{
NodeItem node = create_node("standard_surface", "surfaceshader");
MaterialX::Color3 default_white_color = MaterialX::Color3(1.0, 1.0, 1.0);
#pragma region get inputs
const bNodeSocket base_color_socket = node->input_by_identifier("Base Color");
const char *matx_input = "base_color";
if (base_color_socket.link) {
get_input_link_node(&base_color_socket, matx_node, matx_input);
auto enabled = [](NodeItem &val) -> bool
{
if (val.node) {
return true;
}
else {
const float *base_color = base_color_socket.default_value_typed<bNodeSocketValueRGBA>()->value;
matx_node->addInput("base_color", "color3")
->setValue(MaterialX::Color3(base_color[0], base_color[1], base_color[2]));
if (!val.value) {
return false;
}
if (val.value->isA<float>()) {
return val.value->asA<float>() != 0.0f;
}
return true;
};
/* Getting required inputs
* Note: if some inputs are not needed they won't be taken */
NodeItem base_color = get_input_value("Base Color");
NodeItem subsurface = get_input_value("Subsurface");
NodeItem subsurface_radius = empty_value();
NodeItem subsurface_color = empty_value();
if (enabled(subsurface)) {
subsurface_radius = get_input_value("Subsurface Radius");
subsurface_color = get_input_value("Subsurface Color");
}
const float *base_color =
node->input_by_identifier("Base Color").default_value_typed<bNodeSocketValueRGBA>()->value;
const float subsurface =
node->input_by_identifier("Subsurface").default_value_typed<bNodeSocketValueFloat>()->value;
NodeItem metallic = get_input_value("Metallic");
NodeItem specular = get_input_value("Specular");
// NodeItem specular_tint = get_input_value("Specular Tint");
NodeItem roughness = get_input_value("Roughness");
const float *subsurface_radius = node->input_by_identifier("Subsurface Radius")
.default_value_typed<bNodeSocketValueVector>()
->value;
const float *subsurface_color = node->input_by_identifier("Subsurface Color")
.default_value_typed<bNodeSocketValueRGBA>()
->value;
const float metallic =
node->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()->value;
const float specular =
node->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()->value;
const float roughness =
node->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()->value;
const float anisotropic =
node->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()->value;
const float anisotropic_rot = node->input_by_identifier("Anisotropic Rotation")
.default_value_typed<bNodeSocketValueFloat>()
->value;
const float sheen =
node->input_by_identifier("Sheen").default_value_typed<bNodeSocketValueFloat>()->value;
const float clearcoat =
node->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()->value;
const float clearcoat_roughness = node->input_by_identifier("Clearcoat Roughness")
.default_value_typed<bNodeSocketValueFloat>()
->value;
const float IOR =
node->input_by_identifier("IOR").default_value_typed<bNodeSocketValueFloat>()->value;
const float transmission = node->input_by_identifier("Transmission")
.default_value_typed<bNodeSocketValueFloat>()
->value;
const float *emission =
node->input_by_identifier("Emission").default_value_typed<bNodeSocketValueRGBA>()->value;
const float emission_str = node->input_by_identifier("Emission Strength")
.default_value_typed<bNodeSocketValueFloat>()
->value;
const float *normal =
node->input_by_identifier("Normal").default_value_typed<bNodeSocketValueVector>()->value;
const float *clearcoat_normal = node->input_by_identifier("Clearcoat Normal")
.default_value_typed<bNodeSocketValueVector>()
->value;
const float *tangent =
node->input_by_identifier("Tangent").default_value_typed<bNodeSocketValueVector>()->value;
#pragma endregion get inputs
NodeItem anisotropic = empty_value();
NodeItem anisotropic_rotation = empty_value();
if (enabled(metallic)) {
/* TODO: use Specular Tint input */
anisotropic = get_input_value("Anisotropic");
if (enabled(anisotropic)) {
anisotropic_rotation = get_input_value("Anisotropic Rotation");
// anisotropic_rotation = 0.5 - (anisotropic_rotation % 1.0)
}
}
#pragma region set inputs
matx_node->addInput("base", "float")->setValue(1.0);
matx_node->addInput("diffuse_roughness", "float")->setValue(roughness);
matx_node->addInput("normal", "vector3")
->setValue(MaterialX::Vector3(normal[0], normal[1], normal[2]));
matx_node->addInput("tangent", "vector3")
->setValue(MaterialX::Vector3(tangent[0], tangent[1], tangent[2]));
NodeItem sheen = get_input_value("Sheen");
// sheen_tint = empty_value();
// if enabled(sheen):
// sheen_tint = get_input_value("Sheen Tint");
matx_node->addInput("metalness", "float")->setValue(metallic);
NodeItem clearcoat = get_input_value("Clearcoat");
NodeItem clearcoat_roughness = empty_value();
if (enabled(clearcoat)) {
clearcoat_roughness = get_input_value("Clearcoat Roughness");
}
matx_node->addInput("specular", "float")->setValue(specular);
matx_node->addInput("specular_color", "color3")->setValue(default_white_color);
matx_node->addInput("specular_roughness", "float")->setValue(roughness);
matx_node->addInput("specular_IOR", "float")->setValue(IOR);
matx_node->addInput("specular_anisotropy", "float")->setValue(anisotropic);
matx_node->addInput("specular_rotation", "float")->setValue(anisotropic_rot);
NodeItem ior = get_input_value("IOR");
matx_node->addInput("transmission", "float")->setValue(transmission);
matx_node->addInput("transmission_color", "color3")->setValue(default_white_color);
matx_node->addInput("transmission_extra_roughness", "float")->setValue(roughness);
NodeItem transmission = get_input_value("Transmission");
NodeItem transmission_roughness = empty_value();
if (enabled(transmission)) {
transmission_roughness = get_input_value("Transmission Roughness");
}
matx_node->addInput("subsurface", "float")->setValue(subsurface);
matx_node->addInput("subsurface_color", "color3")
->setValue(MaterialX::Color3(subsurface_color[0], subsurface_color[1], subsurface_color[2]));
matx_node->addInput("subsurface_radius", "color3")
->setValue(
MaterialX::Color3(subsurface_radius[0], subsurface_radius[1], subsurface_radius[2]));
matx_node->addInput("subsurface_anisotropy", "float")->setValue(anisotropic);
NodeItem emission = get_input_value("Emission");
NodeItem emission_strength = get_input_value("Emission Strength");
matx_node->addInput("sheen", "float")->setValue(sheen);
matx_node->addInput("sheen_color", "color3")->setValue(default_white_color);
matx_node->addInput("sheen_roughness", "float")->setValue(roughness);
NodeItem alpha = get_input_value("Alpha");
// transparency = 1.0 - alpha
matx_node->addInput("coat", "float")->setValue(clearcoat);
matx_node->addInput("coat_color", "color3")->setValue(default_white_color);
matx_node->addInput("coat_roughness", "float")->setValue(clearcoat_roughness);
matx_node->addInput("coat_IOR", "float")->setValue(IOR);
matx_node->addInput("coat_anisotropy", "float")->setValue(anisotropic);
matx_node->addInput("coat_rotation", "float")->setValue(anisotropic_rot);
matx_node->addInput("coat_normal", "vector3")
->setValue(
MaterialX::Vector3(clearcoat_normal[0], clearcoat_normal[1], clearcoat_normal[2]));
NodeItem normal = get_input_link("Normal");
NodeItem clearcoat_normal = get_input_link("Clearcoat Normal");
NodeItem tangent = get_input_link("Tangent");
matx_node->addInput("emission", "float")->setValue(emission_str);
matx_node->addInput("emission_color", "color3")
->setValue(MaterialX::Color3(emission[0], emission[1], emission[2]));
#pragma endregion set inputs
return matx_node;
/* Creating standard_surface */
NodeItem res = create_node("standard_surface", "surfaceshader");
res.set_input("base", 1.0, "float");
res.set_input("base_color", base_color);
res.set_input("diffuse_roughness", roughness);
res.set_input("normal", normal);
res.set_input("tangent", tangent);
if (enabled(metallic)) {
res.set_input("metalness", metallic);
}
if (enabled(specular)) {
res.set_input("specular", specular);
res.set_input("specular_color", base_color);
res.set_input("specular_roughness", roughness);
res.set_input("specular_IOR", ior);
res.set_input("specular_anisotropy", anisotropic);
res.set_input("specular_rotation", anisotropic_rotation);
}
if (enabled(transmission)) {
res.set_input("transmission", transmission);
res.set_input("transmission_color", base_color);
res.set_input("transmission_extra_roughness", transmission_roughness);
}
if (enabled(subsurface)) {
res.set_input("subsurface", subsurface);
res.set_input("subsurface_color", subsurface_color);
res.set_input("subsurface_radius", subsurface_radius);
res.set_input("subsurface_anisotropy", anisotropic);
}
if (enabled(sheen)) {
res.set_input("sheen", sheen);
res.set_input("sheen_color", base_color);
res.set_input("sheen_roughness", roughness);
}
if (enabled(clearcoat)) {
res.set_input("coat", clearcoat);
res.set_input("coat_color", base_color);
res.set_input("coat_roughness", clearcoat_roughness);
res.set_input("coat_IOR", ior);
res.set_input("coat_anisotropy", anisotropic);
res.set_input("coat_rotation", anisotropic_rotation);
res.set_input("coat_normal", clearcoat_normal);
}
if (enabled(emission)) {
res.set_input("emission", emission_strength);
res.set_input("emission_color", emission);
}
return res;
//
// MaterialX::Color3 default_white_color = MaterialX::Color3(1.0, 1.0, 1.0);
//#pragma region get inputs
// const bNodeSocket base_color_socket = res->input_by_identifier("Base Color");
// const char *matx_input = "base_color";
// if (base_color_socket.link) {
// get_input_link_node(&base_color_socket, matx_node, matx_input);
// }
// else {
// const float *base_color = base_color_socket.default_value_typed<bNodeSocketValueRGBA>()->value;
// matx_node->addInput("base_color", "color3")
// ->setValue(MaterialX::Color3(base_color[0], base_color[1], base_color[2]));
// }
//
// const float *base_color =
// res->input_by_identifier("Base Color").default_value_typed<bNodeSocketValueRGBA>()->value;
// const float subsurface =
// res->input_by_identifier("Subsurface").default_value_typed<bNodeSocketValueFloat>()->value;
//
// const float *subsurface_radius = res->input_by_identifier("Subsurface Radius")
// .default_value_typed<bNodeSocketValueVector>()
// ->value;
// const float *subsurface_color = res->input_by_identifier("Subsurface Color")
// .default_value_typed<bNodeSocketValueRGBA>()
// ->value;
// const float metallic =
// res->input_by_identifier("Metallic").default_value_typed<bNodeSocketValueFloat>()->value;
// const float specular =
// res->input_by_identifier("Specular").default_value_typed<bNodeSocketValueFloat>()->value;
// const float roughness =
// res->input_by_identifier("Roughness").default_value_typed<bNodeSocketValueFloat>()->value;
// const float anisotropic =
// res->input_by_identifier("Anisotropic").default_value_typed<bNodeSocketValueFloat>()->value;
// const float anisotropic_rot = res->input_by_identifier("Anisotropic Rotation")
// .default_value_typed<bNodeSocketValueFloat>()
// ->value;
// const float sheen =
// res->input_by_identifier("Sheen").default_value_typed<bNodeSocketValueFloat>()->value;
// const float clearcoat =
// res->input_by_identifier("Clearcoat").default_value_typed<bNodeSocketValueFloat>()->value;
// const float clearcoat_roughness = res->input_by_identifier("Clearcoat Roughness")
// .default_value_typed<bNodeSocketValueFloat>()
// ->value;
// const float IOR =
// res->input_by_identifier("IOR").default_value_typed<bNodeSocketValueFloat>()->value;
// const float transmission = res->input_by_identifier("Transmission")
// .default_value_typed<bNodeSocketValueFloat>()
// ->value;
// const float *emission =
// res->input_by_identifier("Emission").default_value_typed<bNodeSocketValueRGBA>()->value;
// const float emission_str = res->input_by_identifier("Emission Strength")
// .default_value_typed<bNodeSocketValueFloat>()
// ->value;
// const float *normal =
// res->input_by_identifier("Normal").default_value_typed<bNodeSocketValueVector>()->value;
// const float *clearcoat_normal = res->input_by_identifier("Clearcoat Normal")
// .default_value_typed<bNodeSocketValueVector>()
// ->value;
// const float *tangent =
// res->input_by_identifier("Tangent").default_value_typed<bNodeSocketValueVector>()->value;
//#pragma endregion get inputs
//
//#pragma region set inputs
// matx_node->addInput("base", "float")->setValue(1.0);
// matx_node->addInput("diffuse_roughness", "float")->setValue(roughness);
// matx_node->addInput("normal", "vector3")
// ->setValue(MaterialX::Vector3(normal[0], normal[1], normal[2]));
// matx_node->addInput("tangent", "vector3")
// ->setValue(MaterialX::Vector3(tangent[0], tangent[1], tangent[2]));
//
// matx_node->addInput("metalness", "float")->setValue(metallic);
//
// matx_node->addInput("specular", "float")->setValue(specular);
// matx_node->addInput("specular_color", "color3")->setValue(default_white_color);
// matx_node->addInput("specular_roughness", "float")->setValue(roughness);
// matx_node->addInput("specular_IOR", "float")->setValue(IOR);
// matx_node->addInput("specular_anisotropy", "float")->setValue(anisotropic);
// matx_node->addInput("specular_rotation", "float")->setValue(anisotropic_rot);
//
// matx_node->addInput("transmission", "float")->setValue(transmission);
// matx_node->addInput("transmission_color", "color3")->setValue(default_white_color);
// matx_node->addInput("transmission_extra_roughness", "float")->setValue(roughness);
//
// matx_node->addInput("subsurface", "float")->setValue(subsurface);
// matx_node->addInput("subsurface_color", "color3")
// ->setValue(MaterialX::Color3(subsurface_color[0], subsurface_color[1], subsurface_color[2]));
// matx_node->addInput("subsurface_radius", "color3")
// ->setValue(
// MaterialX::Color3(subsurface_radius[0], subsurface_radius[1], subsurface_radius[2]));
// matx_node->addInput("subsurface_anisotropy", "float")->setValue(anisotropic);
//
// matx_node->addInput("sheen", "float")->setValue(sheen);
// matx_node->addInput("sheen_color", "color3")->setValue(default_white_color);
// matx_node->addInput("sheen_roughness", "float")->setValue(roughness);
//
// matx_node->addInput("coat", "float")->setValue(clearcoat);
// matx_node->addInput("coat_color", "color3")->setValue(default_white_color);
// matx_node->addInput("coat_roughness", "float")->setValue(clearcoat_roughness);
// matx_node->addInput("coat_IOR", "float")->setValue(IOR);
// matx_node->addInput("coat_anisotropy", "float")->setValue(anisotropic);
// matx_node->addInput("coat_rotation", "float")->setValue(anisotropic_rot);
// matx_node->addInput("coat_normal", "vector3")
// ->setValue(
// MaterialX::Vector3(clearcoat_normal[0], clearcoat_normal[1], clearcoat_normal[2]));
//
// matx_node->addInput("emission", "float")->setValue(emission_str);
// matx_node->addInput("emission_color", "color3")
// ->setValue(MaterialX::Color3(emission[0], emission[1], emission[2]));
//#pragma endregion set inputs
// return matx_node;
}
} // namespace blender::nodes::materialx

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@ -16,13 +16,13 @@ NodeItem::NodeItem(MaterialX::GraphElement *graph)
{
}
void NodeItem::set_input(const std::string &name, const NodeItem &item)
void NodeItem::set_input(const std::string &name, const NodeItem &res)
{
if (item.value) {
set_input(name, item.value);
if (res.value) {
set_input(name, res.value);
}
else {
set_input(name, item.node);
set_input(name, res.node);
}
}
@ -66,47 +66,51 @@ NodeParser::NodeParser(MaterialX::GraphElement *graph,
{
}
NodeItem NodeParser::create_node(const std::string &mx_category, const std::string &mx_type)
NodeItem NodeParser::create_node(const std::string &mx_category, const std::string &mx_type, bool accessory)
{
NodeItem item(graph);
item.node = graph->addNode(mx_category, MaterialX::createValidName(node->name), mx_type);
return item;
NodeItem res = empty_value();
res.node = graph->addNode(mx_category,
accessory ? MaterialX::EMPTY_STRING :
MaterialX::createValidName(node->name),
mx_type);
return res;
}
NodeItem NodeParser::get_input_default(const std::string &name)
{
NodeItem res = empty_value();
const bNodeSocket &socket = node->input_by_identifier(name);
NodeItem item(graph);
switch (socket.type) {
case SOCK_FLOAT: {
float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
item.value = MaterialX::Value::createValue<float>(v);
res.value = MaterialX::Value::createValue<float>(v);
} break;
case SOCK_VECTOR: {
const float *v = socket.default_value_typed<bNodeSocketValueVector>()->value;
item.value = MaterialX::Value::createValue<MaterialX::Vector3>(
res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
MaterialX::Vector3(v[0], v[1], v[2]));
} break;
case SOCK_RGBA: {
const float *v = socket.default_value_typed<bNodeSocketValueRGBA>()->value;
item.value = MaterialX::Value::createValue<MaterialX::Color4>(
res.value = MaterialX::Value::createValue<MaterialX::Color4>(
MaterialX::Color4(v[0], v[1], v[2], v[3]));
} break;
default: {
// TODO log warn
}
}
return item;
return res;
}
NodeItem NodeParser::get_input_link(const std::string &name)
{
NodeItem item(graph);
NodeItem res = empty_value();
const bNodeLink *link = node->input_by_identifier(name).link;
if (!link->is_used()) {
return item;
return res;
}
const bNode *in_node = link->fromnode;
@ -115,7 +119,7 @@ NodeItem NodeParser::get_input_link(const std::string &name)
while (in_node->type == NODE_REROUTE) {
link = in_node->input_socket(0).link;
if (!link->is_used()) {
return item;
return res;
}
in_node = link->fromnode;
}
@ -131,20 +135,25 @@ NodeItem NodeParser::get_input_link(const std::string &name)
break;
default:
// TODO: warning log
return item;
return res;
}
item = parser->compute();
return item;
res = parser->compute();
return res;
}
NodeItem NodeParser::get_input_value(const std::string &name)
{
NodeItem item = get_input_link(name);
if (!item) {
item = get_input_value(name);
NodeItem res = get_input_link(name);
if (!res) {
res = get_input_value(name);
}
return item;
return res;
}
NodeItem NodeParser::empty_value()
{
return NodeItem(graph);
}
std::string NodeParser::get_mx_type(const bNodeSocket *sock)

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@ -56,10 +56,13 @@ class NodeParser {
virtual NodeItem compute() = 0;
protected:
NodeItem create_node(const std::string &mx_category, const std::string &mx_type);
NodeItem create_node(const std::string &mx_category,
const std::string &mx_type,
bool accessory = false);
NodeItem get_input_default(const std::string &name);
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);
};

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@ -6,21 +6,15 @@
namespace blender::nodes::materialx {
OutputMaterialNodeParser::OutputMaterialNodeParser(MaterialX::DocumentPtr doc,
const Depsgraph *depsgraph,
const Material *material,
const bNode *node)
: NodeParser(doc, depsgraph, material, node)
NodeItem OutputMaterialNodeParser::compute()
{
matx_node = doc->addNode("surfacematerial", MaterialX::createValidName(node->name), "material");
NodeItem node = empty_value();
NodeItem surface = get_input_link("Surface");
if (surface) {
node = create_node("surfacematerial", "material");
node.set_input("surfaceshader", surface);
}
MaterialX::NodePtr OutputMaterialNodeParser::compute()
{
const char *matx_socket = "surfaceshader";
const bNodeSocket sock = node->input_by_identifier("Surface");
get_input_link_node(&sock, matx_node, matx_socket);
return matx_node;
return node;
}
} // namespace blender::nodes::materialx

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@ -10,11 +10,8 @@ namespace blender::nodes::materialx {
class OutputMaterialNodeParser : public NodeParser {
public:
OutputMaterialNodeParser(MaterialX::DocumentPtr doc,
const Depsgraph *depsgraph,
const Material *material,
const bNode *node);
MaterialX::NodePtr compute() override;
using NodeParser::NodeParser;
NodeItem compute() override;
};
} // namespace blender::nodes::materialx

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@ -11,18 +11,8 @@
namespace blender::nodes::materialx {
const MaterialX::Color3 TexImageNodeParser::texture_error_color_{1.0, 0.0, 1.0};
TexImageNodeParser::TexImageNodeParser(MaterialX::DocumentPtr doc,
const Depsgraph *depsgraph,
const Material *material,
const bNode *node)
: NodeParser(doc, depsgraph, material, node)
{
matx_node = doc->addNode("image", MaterialX::createValidName(node->name), "color3");
}
MaterialX::NodePtr TexImageNodeParser::compute()
NodeItem TexImageNodeParser::compute()
{
Image *image = (Image *)node->id;
NodeTexImage *tex = static_cast<NodeTexImage *>(node->storage);
@ -34,12 +24,12 @@ MaterialX::NodePtr TexImageNodeParser::compute()
#ifdef WITH_HYDRA
image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
#endif
MaterialX::NodePtr uv_node = doc->addNode("texcoord", MaterialX::EMPTY_STRING, "vector2");
matx_node->addInput("file", "filename")->setValue(image_path);
matx_node->addInput("texcoord", "vector2")->setNodeName(uv_node->getName());
return matx_node;
NodeItem texcoord = create_node("texcoord", "vector2", true);
NodeItem res = create_node("image", "color3");
res.set_input("file", image_path, "filename");
res.set_input("texcoord", texcoord);
return res;
}
} // namespace blender::nodes::materialx

View File

@ -9,16 +9,9 @@
namespace blender::nodes::materialx {
class TexImageNodeParser : public NodeParser {
protected:
/* Following Cycles color for wrong Texture nodes. */
static const MaterialX::Color3 texture_error_color_;
public:
TexImageNodeParser(MaterialX::DocumentPtr doc,
const Depsgraph *depsgraph,
const Material *material,
const bNode *node);
MaterialX::NodePtr compute() override;
using NodeParser::NodeParser;
NodeItem compute() override;
};
} // namespace blender::nodes::materialx