forked from blender/blender
matx-extend-create_node #25
@ -3,6 +3,7 @@
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* SPDX-License-Identifier: GPL-2.0-or-later */
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_item.h"
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#include "node_item.h"
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#include "node_parser.h"
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#include "BLI_assert.h"
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#include "BLI_assert.h"
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#include "BLI_utildefines.h"
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#include "BLI_utildefines.h"
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@ -120,9 +121,7 @@ NodeItem NodeItem::operator+(const NodeItem &other) const
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/* Special case: add BSDF/EDF shaders */
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/* Special case: add BSDF/EDF shaders */
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NodeItem res = empty();
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NodeItem res = empty();
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if (other.type() == type) {
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if (other.type() == type) {
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res = create_node("add", type);
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res = create_node("add", type, {{"in1", *this}, {"in2", other}});
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res.set_input("in1", *this);
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res.set_input("in2", other);
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}
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}
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else {
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else {
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BLI_assert_unreachable();
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BLI_assert_unreachable();
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@ -151,9 +150,7 @@ NodeItem NodeItem::operator*(const NodeItem &other) const
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NodeItem res = empty();
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NodeItem res = empty();
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Type other_type = other.type();
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Type other_type = other.type();
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if (ELEM(other_type, Type::Float, Type::Color3)) {
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if (ELEM(other_type, Type::Float, Type::Color3)) {
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res = create_node("multiply", type);
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res = create_node("multiply", type, {{"in1", *this}, {"in2", other}});
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res.set_input("in1", *this);
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res.set_input("in2", other);
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}
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}
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else {
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else {
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BLI_assert_unreachable();
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BLI_assert_unreachable();
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@ -540,8 +537,7 @@ NodeItem NodeItem::convert(Type to_type) const
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}
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}
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}
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}
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else {
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else {
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res = create_node("convert", to_type);
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res = create_node("convert", to_type, {{"in", *this}});
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res.set_input("in", *this);
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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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@ -597,11 +593,8 @@ NodeItem NodeItem::if_else(CompareOp op,
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res = func(value->asA<float>(), other.value->asA<float>()) ? item1 : item2;
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res = func(value->asA<float>(), other.value->asA<float>()) ? item1 : item2;
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}
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}
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else {
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else {
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res = create_node(category, to_type);
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res = create_node(
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res.set_input("value1", *this);
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category, to_type, {{"value1", *this}, {"value2", other}, {"in1", item1}, {"in2", item2}});
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res.set_input("value2", other);
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res.set_input("in1", item1);
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res.set_input("in2", item2);
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}
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}
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return res;
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return res;
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@ -610,9 +603,7 @@ NodeItem NodeItem::if_else(CompareOp op,
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NodeItem NodeItem::extract(const int index) const
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NodeItem NodeItem::extract(const int index) const
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{
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{
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/* TODO: Add check if (value) { ... } */
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/* TODO: Add check if (value) { ... } */
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NodeItem res = create_node("extract", Type::Float);
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NodeItem res = create_node("extract", Type::Float, {{"in", *this}, {"index", val(index)}});
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res.set_input("in", *this);
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res.set_input("index", val(index));
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return res;
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return res;
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}
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}
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@ -644,6 +635,19 @@ NodeItem NodeItem::create_node(const std::string &category, NodeItem::Type type)
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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 NodeItem::create_node(const std::string &category,
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NodeItem::Type type,
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const std::map<std::string, NodeItem> &inputs) const
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{
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NodeItem res = create_node(category, type);
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for (auto &it : inputs) {
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if (it.second) {
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res.set_input(it.first, it.second);
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}
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}
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return res;
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}
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void NodeItem::set_input(const std::string &in_name, const NodeItem &item)
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void NodeItem::set_input(const std::string &in_name, const NodeItem &item)
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{
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{
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if (item.value) {
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if (item.value) {
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@ -821,8 +825,7 @@ NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(f
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type = type == Type::Color3 ? Type::Vector3 : Type::Vector4;
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type = type == Type::Color3 ? Type::Vector3 : Type::Vector4;
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v = v.convert(type);
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v = v.convert(type);
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}
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}
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res = create_node(category, type);
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res = create_node(category, type, {{"in", v}});
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res.set_input("in", v);
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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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@ -887,9 +890,7 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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}
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}
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}
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}
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else {
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else {
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res = create_node(category, to_type);
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res = create_node(category, to_type, {{"in1", item1}, {"in2", item2}});
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res.set_input("in1", item1);
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res.set_input("in2", item2);
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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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@ -4,6 +4,8 @@
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#pragma once
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#pragma once
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#include <map>
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#include <MaterialXCore/Node.h>
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#include <MaterialXCore/Node.h>
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namespace blender::nodes::materialx {
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namespace blender::nodes::materialx {
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@ -107,6 +109,7 @@ class NodeItem {
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/* Node functions */
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/* Node functions */
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NodeItem create_node(const std::string &category, NodeItem::Type type) const;
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NodeItem create_node(const std::string &category, NodeItem::Type type) const;
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NodeItem create_node(const std::string &category, NodeItem::Type type, const std::map<std::string, NodeItem> &inputs) const;
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template<class T> void set_input(const std::string &in_name, const T &value, Type in_type);
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template<class T> void set_input(const std::string &in_name, const T &value, Type in_type);
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void set_input(const std::string &in_name, const NodeItem &item);
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void set_input(const std::string &in_name, const NodeItem &item);
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NodeItem add_output(const std::string &out_name, Type out_type);
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NodeItem add_output(const std::string &out_name, Type out_type);
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@ -84,6 +84,13 @@ NodeItem NodeParser::create_node(const std::string &category, NodeItem::Type typ
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return empty().create_node(category, type);
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return empty().create_node(category, type);
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}
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}
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NodeItem NodeParser::create_node(const std::string &category,
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NodeItem::Type type,
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const std::map<std::string, NodeItem> &inputs)
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{
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return empty().create_node(category, type, inputs);
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}
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NodeItem NodeParser::create_input(const std::string &name, const NodeItem &item)
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NodeItem NodeParser::create_input(const std::string &name, const NodeItem &item)
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{
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{
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return empty().create_input(name, item);
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return empty().create_input(name, item);
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@ -44,6 +44,9 @@ class NodeParser {
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protected:
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protected:
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std::string node_name() const;
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std::string node_name() const;
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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 create_node(const std::string &category,
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NodeItem::Type type,
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const std::map<std::string, NodeItem> &inputs);
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NodeItem create_input(const std::string &name, const NodeItem &item);
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NodeItem create_input(const std::string &name, const NodeItem &item);
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NodeItem create_output(const std::string &name, const NodeItem &item);
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NodeItem create_output(const std::string &name, const NodeItem &item);
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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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@ -45,13 +45,9 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
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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 normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem res = create_node("oren_nayar_diffuse_bsdf", NodeItem::Type::BSDF);
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return create_node("oren_nayar_diffuse_bsdf",
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res.set_input("color", color);
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NodeItem::Type::BSDF,
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res.set_input("roughness", roughness);
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{{"color", color}, {"roughness", roughness}, {"normal", normal}});
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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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}
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#endif
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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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@ -54,35 +54,29 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem dielectric = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
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NodeItem dielectric = create_node("dielectric_bsdf",
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if (normal) {
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NodeItem::Type::BSDF,
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dielectric.set_input("normal", normal);
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{{"normal", normal},
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}
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{"tint", color},
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dielectric.set_input("tint", color);
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{"roughness", roughness},
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dielectric.set_input("roughness", roughness);
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{"ior", ior},
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dielectric.set_input("ior", ior);
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{"scatter_mode", val(std::string("RT"))}});
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dielectric.set_input("scatter_mode", val(std::string("RT")));
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NodeItem artistic_ior = create_node("artistic_ior", NodeItem::Type::Multioutput);
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NodeItem artistic_ior = create_node("artistic_ior",
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artistic_ior.set_input("reflectivity", color);
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NodeItem::Type::Multioutput,
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artistic_ior.set_input("edge_color", color);
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{{"reflectivity", color}, {"edge_color", color}});
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NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem conductor = create_node("conductor_bsdf", NodeItem::Type::BSDF);
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NodeItem conductor = create_node("conductor_bsdf",
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if (normal) {
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NodeItem::Type::BSDF,
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conductor.set_input("normal", normal);
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{{"normal", normal},
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}
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{"ior", ior_out},
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conductor.set_input("ior", ior_out);
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{"extinction", extinction_out},
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conductor.set_input("extinction", extinction_out);
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{"roughness", roughness}});
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conductor.set_input("roughness", roughness);
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NodeItem res = create_node("mix", NodeItem::Type::BSDF);
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return create_node(
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res.set_input("fg", dielectric);
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"mix", NodeItem::Type::BSDF, {{"fg", dielectric}, {"bg", conductor}, {"mix", val(0.5f)}});
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res.set_input("bg", conductor);
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res.set_input("mix", val(0.5f));
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return res;
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}
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}
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#endif
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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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@ -69,24 +69,19 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
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NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
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NodeItem artistic_ior = create_node("artistic_ior", NodeItem::Type::Multioutput);
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NodeItem artistic_ior = create_node("artistic_ior",
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artistic_ior.set_input("reflectivity", color);
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NodeItem::Type::Multioutput,
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artistic_ior.set_input("edge_color", color);
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{{"reflectivity", color}, {"edge_color", color}});
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NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem res = create_node("conductor_bsdf", NodeItem::Type::BSDF);
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return create_node("conductor_bsdf",
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if (normal) {
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NodeItem::Type::BSDF,
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res.set_input("normal", normal);
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{{"normal", normal},
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}
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{"tangent", tangent},
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if (tangent) {
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{"ior", ior_out},
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res.set_input("tangent", tangent);
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{"extinction", extinction_out},
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}
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{"roughness", roughness}});
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res.set_input("ior", ior_out);
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res.set_input("extinction", extinction_out);
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res.set_input("roughness", roughness);
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return res;
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}
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}
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#endif
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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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@ -331,52 +331,39 @@ NODE_SHADER_MATERIALX_BEGIN
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subsurface_radius = subsurface_radius * subsurface_scale;
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subsurface_radius = subsurface_radius * subsurface_scale;
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/* Creating standard_surface */
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/* Creating standard_surface */
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NodeItem res = create_node("standard_surface", NodeItem::Type::SurfaceShader);
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return create_node("standard_surface",
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res.set_input("base", val(1.0f));
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NodeItem::Type::SurfaceShader,
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res.set_input("base_color", base_color);
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{{"base", val(1.0f)},
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res.set_input("diffuse_roughness", roughness);
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{"base_color", base_color},
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if (normal) {
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{"diffuse_roughness", roughness},
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res.set_input("normal", normal);
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{"normal", normal},
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}
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{"tangent", tangent},
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if (tangent) {
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{"metalness", metallic},
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res.set_input("tangent", tangent);
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{"specular", specular},
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}
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{"specular_color", base_color},
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res.set_input("metalness", metallic);
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{"specular_roughness", roughness},
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{"specular_IOR", ior},
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res.set_input("specular", specular);
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{"specular_anisotropy", anisotropic},
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res.set_input("specular_color", base_color);
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{"specular_rotation", anisotropic_rotation},
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res.set_input("specular_roughness", roughness);
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{"transmission", transmission},
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res.set_input("specular_IOR", ior);
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{"transmission_color", base_color},
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res.set_input("specular_anisotropy", anisotropic);
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{"transmission_extra_roughness", roughness},
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res.set_input("specular_rotation", anisotropic_rotation);
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{"subsurface", subsurface},
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{"subsurface_color", base_color},
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res.set_input("transmission", transmission);
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{"subsurface_radius", subsurface_radius},
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res.set_input("transmission_color", base_color);
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{"subsurface_anisotropy", anisotropic},
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res.set_input("transmission_extra_roughness", roughness);
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{"sheen", sheen},
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{"sheen_color", base_color},
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res.set_input("subsurface", subsurface);
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{"sheen_roughness", roughness},
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res.set_input("subsurface_color", base_color);
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{"coat", coat},
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res.set_input("subsurface_radius", subsurface_radius);
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{"coat_color", base_color},
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res.set_input("subsurface_anisotropy", anisotropic);
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{"coat_roughness", coat_roughness},
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{"coat_IOR", ior},
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res.set_input("sheen", sheen);
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{"coat_anisotropy", anisotropic},
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res.set_input("sheen_color", base_color);
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{"coat_rotation", anisotropic_rotation},
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res.set_input("sheen_roughness", roughness);
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{"coat_normal", coat_normal},
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{"emission", emission_strength},
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res.set_input("coat", coat);
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{"emission_color", emission}});
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res.set_input("coat_color", base_color);
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res.set_input("coat_roughness", coat_roughness);
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res.set_input("coat_IOR", ior);
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res.set_input("coat_anisotropy", anisotropic);
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res.set_input("coat_rotation", anisotropic_rotation);
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if (coat_normal) {
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res.set_input("coat_normal", coat_normal);
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}
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res.set_input("emission", emission_strength);
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res.set_input("emission_color", emission);
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return res;
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}
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}
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||||||
#endif
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#endif
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||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
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||||||
|
@ -52,16 +52,13 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
|
NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
|
||||||
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
||||||
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|
||||||
NodeItem res = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
|
return create_node("dielectric_bsdf",
|
||||||
if (normal) {
|
NodeItem::Type::BSDF,
|
||||||
res.set_input("normal", normal);
|
{{"normal", normal},
|
||||||
}
|
{"tint", color},
|
||||||
res.set_input("tint", color);
|
{"roughness", roughness},
|
||||||
res.set_input("roughness", roughness);
|
{"ior", ior},
|
||||||
res.set_input("ior", ior);
|
{"scatter_mode", val(std::string("T"))}});
|
||||||
res.set_input("scatter_mode", val(std::string("T")));
|
|
||||||
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -58,14 +58,10 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
|
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Float);
|
||||||
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
||||||
|
|
||||||
NodeItem res = create_node("sheen_bsdf", NodeItem::Type::BSDF);
|
return create_node(
|
||||||
res.set_input("color", color);
|
"sheen_bsdf",
|
||||||
res.set_input("weight", roughness);
|
NodeItem::Type::BSDF,
|
||||||
res.set_input("roughness", roughness);
|
{{"color", color}, {"weight", roughness}, {"roughness", roughness}, {"normal", normal}});
|
||||||
if (normal) {
|
|
||||||
res.set_input("normal", normal);
|
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -39,12 +39,8 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
|
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
|
||||||
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
||||||
|
|
||||||
NodeItem res = create_node("translucent_bsdf", NodeItem::Type::BSDF);
|
return create_node(
|
||||||
res.set_input("color", color);
|
"translucent_bsdf", NodeItem::Type::BSDF, {{"color", color}, {"normal", normal}});
|
||||||
if (normal) {
|
|
||||||
res.set_input("normal", normal);
|
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -34,9 +34,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
|
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
|
||||||
NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
|
NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
|
||||||
|
|
||||||
NodeItem res = create_node("uniform_edf", NodeItem::Type::EDF);
|
return create_node("uniform_edf", NodeItem::Type::EDF, {{"color", color * strength}});
|
||||||
res.set_input("color", color * strength);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -66,16 +66,13 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
std::string name = socket_out_->name;
|
std::string name = socket_out_->name;
|
||||||
|
|
||||||
if (name == "Position") {
|
if (name == "Position") {
|
||||||
res = create_node("position", NodeItem::Type::Vector3);
|
res = create_node("position", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
|
||||||
res.set_input("space", val(std::string("world")));
|
|
||||||
}
|
}
|
||||||
else if (name == "Normal") {
|
else if (name == "Normal") {
|
||||||
res = create_node("normal", NodeItem::Type::Vector3);
|
res = create_node("normal", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
|
||||||
res.set_input("space", val(std::string("world")));
|
|
||||||
}
|
}
|
||||||
else if (ELEM(name, "Tangent", "True Normal")) {
|
else if (ELEM(name, "Tangent", "True Normal")) {
|
||||||
res = create_node("tangent", NodeItem::Type::Vector3);
|
res = create_node("tangent", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
|
||||||
res.set_input("space", val(std::string("world")));
|
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
res = get_output_default(name, NodeItem::Type::Any);
|
res = get_output_default(name, NodeItem::Type::Any);
|
||||||
|
@ -43,15 +43,10 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
/* Modifier to follow Cycles result */
|
/* Modifier to follow Cycles result */
|
||||||
hue = hue - val(0.5f);
|
hue = hue - val(0.5f);
|
||||||
|
|
||||||
NodeItem combine = create_node("combine3", NodeItem::Type::Vector3);
|
NodeItem combine = create_node(
|
||||||
combine.set_input("in1", hue);
|
"combine3", NodeItem::Type::Vector3, {{"in1", hue}, {"in2", saturation}, {"in3", value}});
|
||||||
combine.set_input("in2", saturation);
|
|
||||||
combine.set_input("in3", value);
|
|
||||||
|
|
||||||
NodeItem res = create_node("hsvadjust", NodeItem::Type::Color3);
|
return create_node("hsvadjust", NodeItem::Type::Color3, {{"in", color}, {"amount", combine}});
|
||||||
res.set_input("in", color);
|
|
||||||
res.set_input("amount", combine);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -31,7 +31,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
{
|
{
|
||||||
NodeItem fac = get_input_value("Fac", NodeItem::Type::Float);
|
NodeItem fac = get_input_value("Fac", NodeItem::Type::Float);
|
||||||
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
|
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
|
||||||
return fac.blend(color, fac.val(1.0f) - color);
|
return fac.blend(color, val(1.0f) - color);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -475,14 +475,14 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
BLI_assert_unreachable();
|
BLI_assert_unreachable();
|
||||||
}
|
}
|
||||||
|
|
||||||
NodeItem res = create_node("range", type);
|
return create_node("range",
|
||||||
res.set_input("in", value);
|
type,
|
||||||
res.set_input("inlow", from_min);
|
{{"in", value},
|
||||||
res.set_input("inhigh", from_max);
|
{"inlow", from_min},
|
||||||
res.set_input("outlow", to_min);
|
{"inhigh", from_max},
|
||||||
res.set_input("outhigh", to_max);
|
{"outlow", to_min},
|
||||||
res.set_input("doclamp", val(bool(map_range->clamp)));
|
{"outhigh", to_max},
|
||||||
return res;
|
{"doclamp", val(bool(map_range->clamp))}});
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -41,10 +41,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
res = shader2 * fac;
|
res = shader2 * fac;
|
||||||
}
|
}
|
||||||
else if (shader1 && shader2) {
|
else if (shader1 && shader2) {
|
||||||
res = create_node("mix", to_type_);
|
res = create_node("mix", to_type_, {{"fg", shader1}, {"bg", shader2}, {"mix", fac}});
|
||||||
res.set_input("fg", shader1);
|
|
||||||
res.set_input("bg", shader2);
|
|
||||||
res.set_input("mix", fac);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -147,11 +147,9 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
BLI_assert_unreachable();
|
BLI_assert_unreachable();
|
||||||
}
|
}
|
||||||
|
|
||||||
NodeItem res = create_node("normalmap", NodeItem::Type::Vector3);
|
return create_node("normalmap",
|
||||||
res.set_input("in", color);
|
NodeItem::Type::Vector3,
|
||||||
res.set_input("scale", strength);
|
{{"in", color}, {"scale", strength}, {"space", val(space)}});
|
||||||
res.set_input("space", val(space));
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -38,8 +38,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
std::string name = socket_out_->name;
|
std::string name = socket_out_->name;
|
||||||
|
|
||||||
if (name == "Location") {
|
if (name == "Location") {
|
||||||
res = create_node("position", NodeItem::Type::Vector3);
|
res = create_node("position", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
|
||||||
res.set_input("space", val(std::string("world")));
|
|
||||||
}
|
}
|
||||||
/* TODO: This node doesn't have an implementation in MaterialX.
|
/* 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.
|
||||||
|
@ -61,9 +61,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
else {
|
else {
|
||||||
surface = get_input_link("Surface", NodeItem::Type::SurfaceShader);
|
surface = get_input_link("Surface", NodeItem::Type::SurfaceShader);
|
||||||
}
|
}
|
||||||
NodeItem res = create_node("surfacematerial", NodeItem::Type::Material);
|
return create_node("surfacematerial", NodeItem::Type::Material, {{"surfaceshader", surface}});
|
||||||
res.set_input("surfaceshader", surface);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -30,9 +30,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
#ifdef WITH_MATERIALX
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
NodeItem color = get_output_default("Color", NodeItem::Type::Color4);
|
NodeItem color = get_output_default("Color", NodeItem::Type::Color4);
|
||||||
NodeItem res = create_node("constant", NodeItem::Type::Color4);
|
return create_node("constant", NodeItem::Type::Color4, {{"value", color}});
|
||||||
res.set_input("value", color);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -31,10 +31,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
#ifdef WITH_MATERIALX
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
|
NodeItem color = get_input_value("Color", NodeItem::Type::Color4);
|
||||||
|
return create_node("luminance", NodeItem::Type::Color4, {{"in", color}});
|
||||||
NodeItem res = create_node("luminance", NodeItem::Type::Color4);
|
|
||||||
res.set_input("in", color);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -82,8 +82,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
case NODE_COMBSEP_COLOR_HSV:
|
case NODE_COMBSEP_COLOR_HSV:
|
||||||
case NODE_COMBSEP_COLOR_HSL:
|
case NODE_COMBSEP_COLOR_HSL:
|
||||||
/* NOTE: HSL is unsupported color model, using HSV instead */
|
/* NOTE: HSL is unsupported color model, using HSV instead */
|
||||||
convert = create_node("rgbtohsv", NodeItem::Type::Color3);
|
convert = create_node("rgbtohsv", NodeItem::Type::Color3, {{"in", color}});
|
||||||
convert.set_input("in", color);
|
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
BLI_assert_unreachable();
|
BLI_assert_unreachable();
|
||||||
|
@ -153,11 +153,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem y = get_input_value("Y", NodeItem::Type::Float);
|
NodeItem y = get_input_value("Y", NodeItem::Type::Float);
|
||||||
NodeItem z = get_input_value("Z", NodeItem::Type::Float);
|
NodeItem z = get_input_value("Z", NodeItem::Type::Float);
|
||||||
|
|
||||||
NodeItem res = create_node("combine3", NodeItem::Type::Vector3);
|
return create_node("combine3", NodeItem::Type::Vector3, {{"in1", x}, {"in2", y}, {"in3", z}});
|
||||||
res.set_input("in1", x);
|
|
||||||
res.set_input("in2", y);
|
|
||||||
res.set_input("in3", z);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -91,15 +91,13 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Float);
|
NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Float);
|
||||||
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
|
||||||
|
|
||||||
NodeItem res = create_node("subsurface_bsdf", NodeItem::Type::BSDF);
|
return create_node("subsurface_bsdf",
|
||||||
res.set_input("weight", val(1.0f));
|
NodeItem::Type::BSDF,
|
||||||
res.set_input("color", color);
|
{{"weight", val(1.0f)},
|
||||||
res.set_input("radius", radius * scale);
|
{"color", color},
|
||||||
res.set_input("anisotropy", anisotropy);
|
{"radius", radius * scale},
|
||||||
if (normal) {
|
{"anisotropy", anisotropy},
|
||||||
res.set_input("normal", normal);
|
{"normal", normal}});
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -82,12 +82,10 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
res = texcoord_node();
|
res = texcoord_node();
|
||||||
}
|
}
|
||||||
else if (name == "Normal") {
|
else if (name == "Normal") {
|
||||||
res = create_node("normal", NodeItem::Type::Vector3);
|
res = create_node("normal", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
|
||||||
res.set_input("space", val(std::string("world")));
|
|
||||||
}
|
}
|
||||||
else if (name == "Object") {
|
else if (name == "Object") {
|
||||||
res = create_node("position", NodeItem::Type::Vector3);
|
res = create_node("position", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
|
||||||
res.set_input("space", val(std::string("world")));
|
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
res = get_output_default(name, NodeItem::Type::Any);
|
res = get_output_default(name, NodeItem::Type::Any);
|
||||||
|
@ -231,12 +231,13 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
BLI_assert_unreachable();
|
BLI_assert_unreachable();
|
||||||
}
|
}
|
||||||
|
|
||||||
res = create_node("image", NodeItem::Type::Color4);
|
res = create_node("image",
|
||||||
|
NodeItem::Type::Color4,
|
||||||
|
{{"texcoord", vector},
|
||||||
|
{"filtertype", val(filtertype)},
|
||||||
|
{"uaddressmode", val(addressmode)},
|
||||||
|
{"vaddressmode", val(addressmode)}});
|
||||||
res.set_input("file", image_path, NodeItem::Type::Filename);
|
res.set_input("file", image_path, NodeItem::Type::Filename);
|
||||||
res.set_input("texcoord", vector);
|
|
||||||
res.set_input("filtertype", val(filtertype));
|
|
||||||
res.set_input("uaddressmode", val(addressmode));
|
|
||||||
res.set_input("vaddressmode", val(addressmode));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (STREQ(socket_out_->name, "Alpha")) {
|
if (STREQ(socket_out_->name, "Alpha")) {
|
||||||
|
@ -267,11 +267,11 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
NodeItem position = create_node("position", NodeItem::Type::Vector3);
|
NodeItem position = create_node("position", NodeItem::Type::Vector3);
|
||||||
position = position * scale;
|
position = position * scale;
|
||||||
|
|
||||||
NodeItem res = create_node("fractal3d", NodeItem::Type::Color3);
|
return create_node("fractal3d",
|
||||||
res.set_input("position", position);
|
NodeItem::Type::Color3,
|
||||||
res.set_input("octaves", val(int(detail.value->asA<float>())));
|
{{"position", position},
|
||||||
res.set_input("lacunarity", lacunarity);
|
{"octaves", val(int(detail.value->asA<float>()))},
|
||||||
return res;
|
{"lacunarity", lacunarity}});
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
@ -42,9 +42,7 @@ NODE_SHADER_MATERIALX_BEGIN
|
|||||||
#ifdef WITH_MATERIALX
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
NodeItem value = get_output_default("Value", NodeItem::Type::Float);
|
NodeItem value = get_output_default("Value", NodeItem::Type::Float);
|
||||||
NodeItem res = create_node("constant", NodeItem::Type::Float);
|
return create_node("constant", NodeItem::Type::Float, {{"value", value}});
|
||||||
res.set_input("value", value);
|
|
||||||
return res;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
Loading…
Reference in New Issue
Block a user