forked from blender/blender
MaterialX: Implement export of Input nodes #20
@ -58,6 +58,33 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
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return success;
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return success;
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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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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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BogdanNagirniak marked this conversation as resolved
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if (STREQ(output_name, "Position")) {
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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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if (STREQ(output_name, "Normal")) {
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res = create_node("normal", NodeItem::Type::Vector3);
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res.set_input("space", val(std::string("world")));
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}
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if (STREQ(output_name, "Tangent")) {
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res = create_node("tangent", NodeItem::Type::Vector3);
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res.set_input("space", val(std::string("world")));
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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_geometry_cc
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} // namespace blender::nodes::node_shader_geometry_cc
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/* node type definition */
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/* node type definition */
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@ -70,6 +97,7 @@ void register_node_type_sh_geometry()
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sh_node_type_base(&ntype, SH_NODE_NEW_GEOMETRY, "Geometry", NODE_CLASS_INPUT);
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sh_node_type_base(&ntype, SH_NODE_NEW_GEOMETRY, "Geometry", 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_geometry;
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ntype.gpu_fn = file_ns::node_shader_gpu_geometry;
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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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Block a user
maybe std::string name = socket_out_->name ?