forked from blender/blender
MaterialX: Implement export of Input nodes #20
@ -30,6 +30,36 @@ static int node_shader_gpu_object_info(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_object_info", in, out, GPU_constant(&index));
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return GPU_stack_link(mat, node, "node_object_info", in, out, GPU_constant(&index));
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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{
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/* TODO: Partially implemented, some nodes don't have an implementation in MaterialX 1.38.6.
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* some outputs expected be implemented within the next iteration*/
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CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
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NodeItem res = empty();
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const char *output_name = socket_out_->name;
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if (STREQ(output_name, "Location")) {
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res = create_node("position", NodeItem::Type::Vector3);
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res.set_input("space", val(std::string("world")));
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}
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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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* if (STREQ(output_name, "Random")) {
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* res = create_node("randomfloat", NodeItem::Type::Float);
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* res.set_input("in", val(0.0));
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* res.set_input("min", val(0.0));
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* res.set_input("max", val(1.0));
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* res.set_input("seed", val(0));
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*}*/
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else {
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented output %s", output_name);
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}
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return res;
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}
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_object_info_cc
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} // namespace blender::nodes::node_shader_object_info_cc
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void register_node_type_sh_object_info()
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void register_node_type_sh_object_info()
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@ -41,6 +71,7 @@ void register_node_type_sh_object_info()
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sh_node_type_base(&ntype, SH_NODE_OBJECT_INFO, "Object Info", NODE_CLASS_INPUT);
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sh_node_type_base(&ntype, SH_NODE_OBJECT_INFO, "Object Info", NODE_CLASS_INPUT);
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ntype.declare = file_ns::node_declare;
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ntype.declare = file_ns::node_declare;
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ntype.gpu_fn = file_ns::node_shader_gpu_object_info;
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ntype.gpu_fn = file_ns::node_shader_gpu_object_info;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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nodeRegisterType(&ntype);
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}
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}
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