MaterialX: Implement more shader nodes #23

Merged
Bogdan Nagirniak merged 4 commits from matx-add-other-shader-nodes into matx-export-material 2023-09-15 20:11:01 +02:00
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@ -40,6 +40,32 @@ static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_bsdf_refraction", in, out); return GPU_stack_link(mat, node, "node_bsdf_refraction", in, out);
} }
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
if (to_type_ != NodeItem::Type::BSDF) {
return empty();
}
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Vector2);
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem res = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
if (normal) {
res.set_input("normal", normal);
}
res.set_input("tint", color);
res.set_input("roughness", roughness);
res.set_input("ior", ior);
res.set_input("scatter_mode", val(std::string("T")));
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_refraction_cc } // namespace blender::nodes::node_shader_bsdf_refraction_cc
/* node type definition */ /* node type definition */
@ -55,6 +81,7 @@ void register_node_type_sh_bsdf_refraction()
blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE); blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
ntype.initfunc = file_ns::node_shader_init_refraction; ntype.initfunc = file_ns::node_shader_init_refraction;
ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_refraction; ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_refraction;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype); nodeRegisterType(&ntype);
} }