MaterialX: Implement export of Input nodes #20

Merged
Bogdan Nagirniak merged 26 commits from Vasyl-Pidhirskyi/blender:BLEN-530 into matx-export-material 2023-09-15 19:55:37 +02:00
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@ -30,6 +30,36 @@ static int node_shader_gpu_object_info(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_object_info", in, out, GPU_constant(&index)); return GPU_stack_link(mat, node, "node_object_info", in, out, GPU_constant(&index));
} }
NODE_SHADER_MATERIALX_BEGIN
{
/* TODO: Partially implemented, some nodes don't have an implementation in MaterialX 1.38.6.
* some outputs expected be implemented within the next iteration*/
CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
NodeItem res = empty();
const char *output_name = socket_out_->name;
if (STREQ(output_name, "Location")) {
res = create_node("position", NodeItem::Type::Vector3);
res.set_input("space", val(std::string("world")));
}
/* 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.
* if (STREQ(output_name, "Random")) {
* res = create_node("randomfloat", NodeItem::Type::Float);
* res.set_input("in", val(0.0));
* res.set_input("min", val(0.0));
* res.set_input("max", val(1.0));
* res.set_input("seed", val(0));
*}*/
else {
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented output %s", output_name);
}
return res;
}
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_object_info_cc } // namespace blender::nodes::node_shader_object_info_cc
void register_node_type_sh_object_info() void register_node_type_sh_object_info()
@ -41,6 +71,7 @@ void register_node_type_sh_object_info()
sh_node_type_base(&ntype, SH_NODE_OBJECT_INFO, "Object Info", NODE_CLASS_INPUT); sh_node_type_base(&ntype, SH_NODE_OBJECT_INFO, "Object Info", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare; ntype.declare = file_ns::node_declare;
ntype.gpu_fn = file_ns::node_shader_gpu_object_info; ntype.gpu_fn = file_ns::node_shader_gpu_object_info;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype); nodeRegisterType(&ntype);
} }