forked from blender/blender
MaterialX: add support for Vector nodes #27
@ -137,6 +137,61 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
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return true;
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return true;
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}
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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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/* NOTE: SHD_VECT_TRANSFORM_SPACE_CAMERA don't have an implementation in MaterialX.*/
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NodeItem res = empty();
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std::string name = socket_out_->name;
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NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node_->storage;
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std::string fromspace = "world";
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std::string tospace = "world";
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NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
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switch (nodeprop->convert_from) {
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Vasyl-Pidhirskyi marked this conversation as resolved
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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fromspace = "world";
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break;
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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fromspace = "object";
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return vector;
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}
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switch (nodeprop->convert_to) {
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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tospace = "world";
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break;
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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tospace = "object";
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return vector;
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}
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if (fromspace == tospace) {
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return vector;
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}
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switch (nodeprop->type) {
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case SHD_VECT_TRANSFORM_TYPE_POINT:
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res = create_node("transformpoint", NodeItem::Type::Vector3);
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break;
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case SHD_VECT_TRANSFORM_TYPE_NORMAL:
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res = create_node("transformnormal", NodeItem::Type::Vector3);
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break;
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case SHD_VECT_TRANSFORM_TYPE_VECTOR:
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res = create_node("transformvector", NodeItem::Type::Vector3);
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break;
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}
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res.set_input("in", vector);
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res.set_input("fromspace", val(fromspace));
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res.set_input("tospace", val(tospace));
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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_vector_transform_cc
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} // namespace blender::nodes::node_shader_vector_transform_cc
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void register_node_type_sh_vect_transform()
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void register_node_type_sh_vect_transform()
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@ -152,6 +207,7 @@ void register_node_type_sh_vect_transform()
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node_type_storage(
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node_type_storage(
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&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
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&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
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ntype.gpu_fn = file_ns::gpu_shader_vect_transform;
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ntype.gpu_fn = file_ns::gpu_shader_vect_transform;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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nodeRegisterType(&ntype);
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}
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}
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