forked from blender/blender
MaterialX: Implement export of Input nodes #20
@ -376,6 +376,8 @@ NodeItem NodeItem::convert(Type to_type) const
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switch (to_type) {
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switch (to_type) {
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case Type::Vector4:
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case Type::Vector4:
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return convert(Type::Vector3).convert(Type::Vector4);
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return convert(Type::Vector3).convert(Type::Vector4);
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case Type::Vector3:
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return convert(Type::Vector3);
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case Type::Color3:
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case Type::Color3:
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return convert(Type::Vector3).convert(Type::Color3);
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return convert(Type::Vector3).convert(Type::Color3);
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case Type::Color4:
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case Type::Color4:
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@ -388,12 +390,20 @@ NodeItem NodeItem::convert(Type to_type) const
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switch (to_type) {
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switch (to_type) {
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case Type::Color4:
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case Type::Color4:
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return convert(Type::Color3).convert(Type::Color4);
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return convert(Type::Color3).convert(Type::Color4);
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case Type::Color3:
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return convert(Type::Color3);
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case Type::Vector4:
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return convert(Type::Vector4);
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case Type::Vector2:
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return convert(Type::Vector2);
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default:
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default:
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break;
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break;
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}
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}
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break;
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break;
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case Type::Vector4:
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case Type::Vector4:
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switch (to_type) {
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switch (to_type) {
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case Type::Vector3:
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return convert(Type::Vector3);
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case Type::Vector2:
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case Type::Vector2:
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return convert(Type::Vector3).convert(Type::Vector2);
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return convert(Type::Vector3).convert(Type::Vector2);
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case Type::Color3:
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case Type::Color3:
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@ -408,6 +418,8 @@ NodeItem NodeItem::convert(Type to_type) const
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return convert(Type::Vector3).convert(Type::Vector2);
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return convert(Type::Vector3).convert(Type::Vector2);
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case Type::Vector4:
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case Type::Vector4:
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return convert(Type::Vector3).convert(Type::Vector4);
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return convert(Type::Vector3).convert(Type::Vector4);
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case Type::Vector3:
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return convert(Type::Vector3);
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default:
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default:
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break;
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break;
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}
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}
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@ -73,12 +73,12 @@ NodeItem NodeParser::create_node(const std::string &category, NodeItem::Type typ
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NodeItem NodeParser::get_input_default(const std::string &name, NodeItem::Type to_type)
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NodeItem NodeParser::get_input_default(const std::string &name, NodeItem::Type to_type)
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{
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{
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return get_input_default(node_->input_by_identifier(name), to_type);
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return get_default(node_->input_by_identifier(name), to_type);
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}
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}
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NodeItem NodeParser::get_input_default(int index, NodeItem::Type to_type)
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NodeItem NodeParser::get_input_default(int index, NodeItem::Type to_type)
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{
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{
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return get_input_default(node_->input_socket(index), to_type);
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return get_default(node_->input_socket(index), to_type);
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}
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}
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NodeItem NodeParser::get_input_link(const std::string &name, NodeItem::Type to_type)
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NodeItem NodeParser::get_input_link(const std::string &name, NodeItem::Type to_type)
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@ -101,14 +101,14 @@ NodeItem NodeParser::get_input_value(int index, NodeItem::Type to_type)
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return get_input_value(node_->input_socket(index), to_type);
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return get_input_value(node_->input_socket(index), to_type);
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}
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}
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NodeItem NodeParser::get_output_default(const std::string &name)
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NodeItem NodeParser::get_output_default(const std::string &name, NodeItem::Type to_type)
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{
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{
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return get_output_default(node_->output_by_identifier(name));
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return get_default(node_->output_by_identifier(name), to_type);
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}
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}
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NodeItem NodeParser::get_output_default(int index)
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NodeItem NodeParser::get_output_default(int index, NodeItem::Type to_type)
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{
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{
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return get_output_default(node_->output_socket(index));
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return get_default(node_->output_socket(index), to_type);
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}
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}
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NodeItem NodeParser::empty() const
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NodeItem NodeParser::empty() const
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@ -116,29 +116,19 @@ NodeItem NodeParser::empty() const
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return NodeItem(graph_);
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return NodeItem(graph_);
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}
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}
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NodeItem NodeParser::texcoord_node()
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NodeItem NodeParser::texcoord_node(NodeItem::Type data_type)
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{
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{
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NodeItem res = empty();
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NodeItem res = empty();
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res.node = graph_->getNode(TEXCOORD_NODE_NAME);
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std::string name = TEXCOORD_NODE_NAME + "_" + NodeItem::type(data_type);
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res.node = graph_->getNode(name);
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if (!res.node) {
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if (!res.node) {
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res = create_node("texcoord", NodeItem::Type::Vector2);
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res = create_node("texcoord", data_type);
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res.node->setName(TEXCOORD_NODE_NAME);
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res.node->setName(name);
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}
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}
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return res;
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return res;
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}
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}
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NodeItem NodeParser::get_input_default(const bNodeSocket &socket, NodeItem::Type to_type)
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NodeItem NodeParser::get_default(const bNodeSocket &socket, NodeItem::Type to_type)
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{
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NodeItem res = get_value_default(socket);
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return res.convert(to_type);
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}
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NodeItem NodeParser::get_output_default(const bNodeSocket &socket)
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{
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return get_value_default(socket);
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}
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NodeItem NodeParser::get_value_default(const bNodeSocket &socket)
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{
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{
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NodeItem res = empty();
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NodeItem res = empty();
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switch (socket.type) {
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switch (socket.type) {
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@ -163,7 +153,7 @@ NodeItem NodeParser::get_value_default(const bNodeSocket &socket)
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported socket type: %d", socket.type);
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported socket type: %d", socket.type);
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}
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}
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}
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}
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return res;
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return res.convert(to_type);
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}
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}
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NodeItem NodeParser::get_input_link(const bNodeSocket &socket, NodeItem::Type to_type)
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NodeItem NodeParser::get_input_link(const bNodeSocket &socket, NodeItem::Type to_type)
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@ -201,7 +191,7 @@ NodeItem NodeParser::get_input_value(const bNodeSocket &socket, NodeItem::Type t
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{
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{
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NodeItem res = get_input_link(socket, to_type);
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NodeItem res = get_input_link(socket, to_type);
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if (!res) {
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if (!res) {
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res = get_input_default(socket, to_type);
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res = get_default(socket, to_type);
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}
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}
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return res;
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return res;
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}
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}
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@ -42,20 +42,18 @@ class NodeParser {
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NodeItem create_node(const std::string &category, NodeItem::Type type);
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NodeItem create_node(const std::string &category, NodeItem::Type type);
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NodeItem get_input_default(const std::string &name, NodeItem::Type to_type);
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NodeItem get_input_default(const std::string &name, NodeItem::Type to_type);
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NodeItem get_input_default(int index, NodeItem::Type to_type);
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NodeItem get_input_default(int index, NodeItem::Type to_type);
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NodeItem get_output_default(const std::string &name);
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NodeItem get_output_default(const std::string &name, NodeItem::Type to_type);
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NodeItem get_output_default(int index);
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NodeItem get_output_default(int index, NodeItem::Type to_type);
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NodeItem get_input_link(const std::string &name, NodeItem::Type to_type);
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NodeItem get_input_link(const std::string &name, NodeItem::Type to_type);
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NodeItem get_input_link(int index, NodeItem::Type to_type);
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NodeItem get_input_link(int index, NodeItem::Type to_type);
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NodeItem get_input_value(const std::string &name, NodeItem::Type to_type);
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NodeItem get_input_value(const std::string &name, NodeItem::Type to_type);
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NodeItem get_input_value(int index, NodeItem::Type to_type);
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NodeItem get_input_value(int index, NodeItem::Type to_type);
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NodeItem empty() const;
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NodeItem empty() const;
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template<class T> NodeItem val(const T &data) const;
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template<class T> NodeItem val(const T &data) const;
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NodeItem texcoord_node();
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NodeItem texcoord_node(NodeItem::Type data_type = NodeItem::Type::Vector2);
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private:
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private:
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NodeItem get_input_default(const bNodeSocket &socket, NodeItem::Type to_type);
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NodeItem get_default(const bNodeSocket &socket, NodeItem::Type to_type);
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NodeItem get_output_default(const bNodeSocket &socket);
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NodeItem get_value_default(const bNodeSocket &socket);
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NodeItem get_input_link(const bNodeSocket &socket, NodeItem::Type to_type);
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NodeItem get_input_link(const bNodeSocket &socket, NodeItem::Type to_type);
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NodeItem get_input_value(const bNodeSocket &socket, NodeItem::Type to_type);
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NodeItem get_input_value(const bNodeSocket &socket, NodeItem::Type to_type);
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};
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};
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@ -56,6 +56,7 @@ static void node_shader_init_ambient_occlusion(bNodeTree * /*ntree*/, bNode *nod
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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{
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/* TODO: observed crash while rendering MaterialX_v1_38_6::ExceptionShaderGenError */
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/* TODO: observed crash while rendering MaterialX_v1_38_6::ExceptionShaderGenError */
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/*
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/*
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@ -64,12 +65,9 @@ NODE_SHADER_MATERIALX_BEGIN
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* res.set_input("coneangle", val(90.0f));
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* res.set_input("coneangle", val(90.0f));
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* res.set_input("maxdistance", maxdistance);
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* res.set_input("maxdistance", maxdistance);
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*/
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*/
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
Review
```
NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
NodeItem res = color;
```
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NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
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return get_output_default(socket_out_->name, NodeItem::Type::Any);
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if (STREQ(socket_out_->name, "AO")) {
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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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}
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_ambient_occlusion_cc
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} // namespace blender::nodes::node_shader_ambient_occlusion_cc
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@ -78,22 +78,14 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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{
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/* TODO: some outputs expected be implemented within the next iteration (see nodedef
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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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* <geompropvalue>) */
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
Start with Start with `NodeItem res = empty();` add check `if (STREQ(socket_out_->name, "Color"))`
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NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
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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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return get_output_default(socket_out_->name, NodeItem::Type::Any);
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}
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}
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_attribute_cc
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} // namespace blender::nodes::node_shader_attribute_cc
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@ -40,11 +40,12 @@ static int gpu_shader_bevel(GPUMaterial *mat,
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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{
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
`NOTE` instead `TODO` if there is no implementation in MatX. No need 1.38.6, just `in MaterialX`
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/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.*/
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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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return val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
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return get_input_link("Normal", NodeItem::Type::Vector3);
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;
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}
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}
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_bevel_cc
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} // namespace blender::nodes::node_shader_bevel_cc
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@ -27,17 +27,12 @@ static int gpu_shader_camera(GPUMaterial *mat,
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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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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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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NodeItem res = val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
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return get_output_default(socket_out_->name, NodeItem::Type::Any);
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if (STREQ(socket_out_->name, "View Z Depth")) {
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res = res.extract(2);
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}
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if (STREQ(socket_out_->name, "View Distance")) {
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res = res.extract(2);
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}
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return res;
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}
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}
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_camera_cc
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} // namespace blender::nodes::node_shader_camera_cc
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@ -27,11 +27,13 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat,
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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{
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/* TODO: some outputs expected be implemented within the next iteration (see nodedef
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/* TODO: some outputs expected be implemented within the next iteration (see nodedef
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* <artistic_ior>) */
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* <artistic_ior>) */
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return get_input_value("IOR", NodeItem::Type::Float);
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return get_input_value("IOR", NodeItem::Type::Float);
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}
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}
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_fresnel_cc
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} // namespace blender::nodes::node_shader_fresnel_cc
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@ -59,30 +59,30 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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||||||
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#ifdef WITH_MATERIALX
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{
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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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/* NOTE: Some outputs don't have an implementation in MaterialX.*/
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CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
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NodeItem res = empty();
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NodeItem res = empty();
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const char *output_name = socket_out_->name;
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std::string name = socket_out_->name;
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BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
maybe std::string name = socket_out_->name ? maybe std::string name = socket_out_->name ?
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if (STREQ(output_name, "Position")) {
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if (name == "Position"){
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res = create_node("position", NodeItem::Type::Vector3);
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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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res.set_input("space", val(std::string("world")));
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||||||
}
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}
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if (STREQ(output_name, "Normal")) {
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else if (name =="Normal"){
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res = create_node("normal", NodeItem::Type::Vector3);
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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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res.set_input("space", val(std::string("world")));
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||||||
}
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}
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if (STREQ(output_name, "Tangent")) {
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else if (ELEM(name, "Tangent", "True Normal")) {
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res = create_node("tangent", NodeItem::Type::Vector3);
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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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res.set_input("space", val(std::string("world")));
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||||||
}
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}
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||||||
else {
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else {
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||||||
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented output %s", output_name);
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res = get_output_default(name, NodeItem::Type::Any);
|
||||||
}
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}
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_geometry_cc
|
} // namespace blender::nodes::node_shader_geometry_cc
|
||||||
|
@ -30,14 +30,12 @@ static int node_shader_gpu_hair_info(GPUMaterial *mat,
|
|||||||
}
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}
|
||||||
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|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.*/
|
/* NOTE: This node doesn't have an implementation in MaterialX.*/
|
||||||
NodeItem res = val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
|
return get_output_default(socket_out_->name, NodeItem::Type::Any);
|
||||||
if (!STREQ(socket_out_->name, "Tangent Normal")) {
|
|
||||||
res = res.extract(2);
|
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_hair_info_cc
|
} // namespace blender::nodes::node_shader_hair_info_cc
|
||||||
|
@ -28,11 +28,13 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: some outputs expected be implemented partially within the next iteration (see nodedef
|
/* TODO: some outputs expected be implemented partially within the next iteration (see nodedef
|
||||||
* <artistic_ior>) */
|
* <artistic_ior>) */
|
||||||
return val(1.0f);
|
return get_input_link("Blend", NodeItem::Type::Float);
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_layer_weight_cc
|
} // namespace blender::nodes::node_shader_layer_weight_cc
|
||||||
|
@ -31,22 +31,19 @@ static int node_shader_gpu_object_info(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: Partially implemented, some nodes don't have an implementation in MaterialX 1.38.6.
|
/* NOTE: Some outputs don't have an implementation in MaterialX.*/
|
||||||
* some outputs expected be implemented within the next iteration*/
|
|
||||||
|
|
||||||
CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
|
|
||||||
|
|
||||||
NodeItem res = empty();
|
NodeItem res = empty();
|
||||||
const char *output_name = socket_out_->name;
|
std::string name = socket_out_->name;
|
||||||
|
|
||||||
if (STREQ(output_name, "Location")) {
|
if (name == "Location") {
|
||||||
res = create_node("position", NodeItem::Type::Vector3);
|
res = create_node("position", NodeItem::Type::Vector3);
|
||||||
res.set_input("space", val(std::string("world")));
|
res.set_input("space", val(std::string("world")));
|
||||||
}
|
}
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.
|
/* TODO: This node doesn't have an implementation in MaterialX.
|
||||||
* It's added in MaterialX 1.38.8. Uncomment this code after switching to 1.38.8.
|
* It's added in MaterialX 1.38.8. Uncomment this code after switching to 1.38.8.
|
||||||
* if (STREQ(output_name, "Random")) {
|
* if (name=="Random") {
|
||||||
* res = create_node("randomfloat", NodeItem::Type::Float);
|
* res = create_node("randomfloat", NodeItem::Type::Float);
|
||||||
* res.set_input("in", val(0.0));
|
* res.set_input("in", val(0.0));
|
||||||
* res.set_input("min", val(0.0));
|
* res.set_input("min", val(0.0));
|
||||||
@ -54,10 +51,11 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
* res.set_input("seed", val(0));
|
* res.set_input("seed", val(0));
|
||||||
*}*/
|
*}*/
|
||||||
else {
|
else {
|
||||||
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented output %s", output_name);
|
res = get_output_default(name, NodeItem::Type::Any);
|
||||||
}
|
}
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_object_info_cc
|
} // namespace blender::nodes::node_shader_object_info_cc
|
||||||
|
@ -35,17 +35,12 @@ static int gpu_shader_particle_info(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.*/
|
/* NOTE: This node doesn't have an implementation in MaterialX.*/
|
||||||
NodeItem res = val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
|
return get_output_default(socket_out_->name, NodeItem::Type::Any);
|
||||||
if (STREQ(socket_out_->name, "Index") || STREQ(socket_out_->name, "Random") ||
|
|
||||||
STREQ(socket_out_->name, "Age") || STREQ(socket_out_->name, "Lifetime") ||
|
|
||||||
STREQ(socket_out_->name, "Size"))
|
|
||||||
{
|
|
||||||
res = res.extract(2);
|
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_particle_info_cc
|
} // namespace blender::nodes::node_shader_particle_info_cc
|
||||||
|
@ -23,14 +23,12 @@ static int node_shader_gpu_point_info(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.*/
|
/* NOTE: This node doesn't have an implementation in MaterialX.*/
|
||||||
NodeItem res = val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
|
return get_output_default(socket_out_->name, NodeItem::Type::Any);
|
||||||
if (STREQ(socket_out_->name, "Radius") || STREQ(socket_out_->name, "Random")) {
|
|
||||||
res = res.extract(2);
|
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
I think I think `return get_output_default` can be used here
|
|||||||
|
|
||||||
} // namespace blender::nodes::node_shader_point_info_cc
|
} // namespace blender::nodes::node_shader_point_info_cc
|
||||||
|
@ -27,11 +27,13 @@ static int gpu_shader_rgb(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
NodeItem res = create_node("constant", NodeItem::Type::Color4);
|
NodeItem res = create_node("constant", NodeItem::Type::Color4);
|
||||||
res.set_input("value", get_output_default("Color"));
|
res.set_input("value", get_output_default("Color", NodeItem::Type::Color4));
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_rgb_cc
|
} // namespace blender::nodes::node_shader_rgb_cc
|
||||||
|
@ -87,10 +87,12 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.*/
|
/* TODO: This node doesn't have an implementation in MaterialX.*/
|
||||||
return val(MaterialX::Vector3(1.0f, 1.0f, 1.0f));
|
return get_output_default(socket_out_->name, NodeItem::Type::Vector3);;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_tangent_cc
|
} // namespace blender::nodes::node_shader_tangent_cc
|
||||||
|
@ -72,24 +72,30 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: Partially implemented, some nodes don't have an implementation in MaterialX 1.38.6.
|
/* NOTE: Some outputs don't have an implementation in MaterialX.*/
|
||||||
* some outputs expected be implemented within the next iteration*/
|
NodeItem res = empty();
|
||||||
|
std::string name = socket_out_->name;
|
||||||
|
|
||||||
CLG_LogRef *LOG_MATERIALX_SHADER = materialx::LOG_MATERIALX_SHADER;
|
if (ELEM(name, "Generated", "UV")) {
|
||||||
|
res = texcoord_node(NodeItem::Type::Vector3);
|
||||||
NodeItem res = val(MaterialX::Vector2(1.0f, 1.0f));
|
}
|
||||||
const char *output_name = socket_out_->name;
|
else if (name == "Normal") {
|
||||||
|
res = create_node("normal", NodeItem::Type::Vector3);
|
||||||
if (STREQ(output_name, "UV")) {
|
res.set_input("space", val(std::string("world")));
|
||||||
res = texcoord_node();
|
}
|
||||||
|
else if (name == "Object") {
|
||||||
|
res = create_node("position", NodeItem::Type::Vector3);
|
||||||
|
res.set_input("space", val(std::string("world")));
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented output %s", output_name);
|
res = get_output_default(name, NodeItem::Type::Any);
|
||||||
}
|
}
|
||||||
|
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_tex_coord_cc
|
} // namespace blender::nodes::node_shader_tex_coord_cc
|
||||||
|
@ -68,10 +68,14 @@ static int node_shader_gpu_uvmap(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
I think it is implemented here, use NOTE that other properties of node are unsupported I think it is implemented here, use NOTE that other properties of node are unsupported
|
|||||||
/* TODO: Partially implemented*/
|
/* NODE: "From Instances" not implemented
|
||||||
return texcoord_node();
|
* UV selection not implemented
|
||||||
|
*/
|
||||||
|
return texcoord_node(NodeItem::Type::Vector3);
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_uvmap_cc
|
} // namespace blender::nodes::node_shader_uvmap_cc
|
||||||
|
@ -39,11 +39,13 @@ static void sh_node_value_build_multi_function(NodeMultiFunctionBuilder &builder
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
NodeItem res = create_node("constant", NodeItem::Type::Float);
|
NodeItem res = create_node("constant", NodeItem::Type::Float);
|
||||||
res.set_input("value", get_output_default("Value"));
|
res.set_input("value", get_output_default("Value", NodeItem::Type::Float));
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_value_cc
|
} // namespace blender::nodes::node_shader_value_cc
|
||||||
|
@ -68,16 +68,13 @@ static int node_shader_gpu_vertex_color(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: some output expected be implemented within the next iteration (see nodedef
|
/* TODO: some output expected be implemented within the next iteration (see nodedef
|
||||||
* <geomcolor>)*/
|
* <geomcolor>)*/
|
||||||
BogdanNagirniak marked this conversation as resolved
Bogdan Nagirniak
commented
start from empty() start from empty()
|
|||||||
NodeItem res = val(MaterialX::Color4(1.0f, 0.0f, 1.0f, 1.0f));
|
return get_output_default(socket_out_->name, NodeItem::Type::Any);
|
||||||
if (STREQ(socket_out_->name, "Alpha")) {
|
|
||||||
res = res.extract(3);
|
|
||||||
}
|
|
||||||
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_vertex_color_cc
|
} // namespace blender::nodes::node_shader_vertex_color_cc
|
||||||
|
@ -41,10 +41,12 @@ static int node_shader_gpu_wireframe(GPUMaterial *mat,
|
|||||||
}
|
}
|
||||||
|
|
||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX 1.38.6.*/
|
/* NOTE: This node doesn't have an implementation in MaterialX.*/
|
||||||
return val(1.0f);
|
return get_output_default(socket_out_->name, NodeItem::Type::Float);
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_wireframe_cc
|
} // namespace blender::nodes::node_shader_wireframe_cc
|
||||||
|
Loading…
Reference in New Issue
Block a user