forked from blender/blender
MaterialX: Implement export of Input nodes #20
@ -77,6 +77,25 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
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return 1;
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}
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NODE_SHADER_MATERIALX_BEGIN
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{
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/* TODO: some outputs expected be implemented within the next iteration (see nodedef
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* <geompropvalue>) */
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NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
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BogdanNagirniak marked this conversation as resolved
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if (STREQ(socket_out_->name, "Vector")) {
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res = val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
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}
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if (STREQ(socket_out_->name, "Factor")) {
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res = res.extract(3);
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}
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if (STREQ(socket_out_->name, "Alpha")) {
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res = res.extract(3);
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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_attribute_cc
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/* node type definition */
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@ -93,6 +112,7 @@ void register_node_type_sh_attribute()
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node_type_storage(
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&ntype, "NodeShaderAttribute", node_free_standard_storage, node_copy_standard_storage);
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ntype.gpu_fn = file_ns::node_shader_gpu_attribute;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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}
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NodeItem res = empty();
add checkif (STREQ(socket_out_->name, "Color"))