forked from blender/blender
MaterialX: add support for Vector nodes #27
@ -212,6 +212,78 @@ static void node_shader_update_vector_rotate(bNodeTree *ntree, bNode *node)
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ntree, sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
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ntree, sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
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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: This node doesn't have an implementation in MaterialX.*/
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NodeItem res = create_node("rotate3d", NodeItem::Type::Vector3);
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MaterialX::Vector3 axis_vector;
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NodeItem angle = empty();
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NodeItem center = get_input_value("Center", NodeItem::Type::Vector3) *
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val(MaterialX::Vector3(1.0f, 1.0f, -1.0f));
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3) - center;
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const int mode = node_->custom1;
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const int invert = node_->custom2 ? -1.0f : 1.0f;
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switch (mode) {
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case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ:
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angle = get_input_value("Rotation", NodeItem::Type::Vector3);
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if (angle == 0.0) {
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return vector;
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}
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angle = (angle / val(float(M_PI))) * val(180.0f);
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for (int i = node_->custom2 ? 2 : 0; node_->custom2 ? i >= 0 : i <= 2; node_->custom2 ? i-- : i++) {
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axis_vector = MaterialX::Vector3(0.0f, 0.0f, 0.0f);
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int inv = invert;
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if (i == 2) {
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inv *= -1.0f;
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}
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axis_vector[i] = inv;
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NodeItem res_rot = create_node("rotate3d", NodeItem::Type::Vector3);
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res_rot.set_input("in", vector);
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res_rot.set_input("amount", angle.extract(i));
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res_rot.set_input("axis", val(axis_vector));
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vector = res_rot;
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}
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res = vector;
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break;
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default: {
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angle = get_input_value("Angle", NodeItem::Type::Float);
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if (angle == 0.0) {
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return vector;
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}
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angle = (angle / val(float(M_PI))) * val(180.0f);
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NodeItem axis = empty();
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if (node_->custom2) {
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angle = angle * val(-1.0f);
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}
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switch (mode) {
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case NODE_VECTOR_ROTATE_TYPE_AXIS:
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axis = get_input_value("Axis", NodeItem::Type::Vector3);
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axis = axis * val(MaterialX::Vector3(1.0f, 1.0f, -1.0f));
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break;
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case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
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axis = val(MaterialX::Vector3(1.0f, 0.0f, 0.0f));
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break;
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case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
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axis = val(MaterialX::Vector3(0.0f, 1.0f, 0.0f));
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break;
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case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
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axis = val(MaterialX::Vector3(0.0f, 0.0f, -1.0f));
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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("amount", angle);
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res.set_input("axis", axis);
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}
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}
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return res + center;
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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_rotate_cc
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} // namespace blender::nodes::node_shader_vector_rotate_cc
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void register_node_type_sh_vector_rotate()
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void register_node_type_sh_vector_rotate()
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@ -226,6 +298,7 @@ void register_node_type_sh_vector_rotate()
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ntype.gpu_fn = file_ns::gpu_shader_vector_rotate;
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ntype.gpu_fn = file_ns::gpu_shader_vector_rotate;
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ntype.updatefunc = file_ns::node_shader_update_vector_rotate;
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ntype.updatefunc = file_ns::node_shader_update_vector_rotate;
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ntype.build_multi_function = file_ns::sh_node_vector_rotate_build_multi_function;
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ntype.build_multi_function = file_ns::sh_node_vector_rotate_build_multi_function;
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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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