forked from blender/blender
MaterialX: add shader nodes #21
@ -47,6 +47,29 @@ static int node_shader_gpu_bsdf_sheen(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_bsdf_sheen", in, out);
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}
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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if (to_type_ != NodeItem::Type::BSDF) {
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return empty();
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}
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem res = create_node("sheen_bsdf", NodeItem::Type::BSDF);
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res.set_input("color", color);
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res.set_input("weight", roughness);
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res.set_input("roughness", roughness);
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if (normal) {
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res.set_input("normal", normal);
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}
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return res;
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}
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#endif
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_bsdf_sheen_cc
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/* node type definition */
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@ -62,6 +85,7 @@ void register_node_type_sh_bsdf_sheen()
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ntype.initfunc = file_ns::node_shader_init_sheen;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_sheen;
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ntype.draw_buttons = file_ns::node_shader_buts_sheen;
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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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