MaterialX: add support for Vector nodes #27

Merged
Bogdan Nagirniak merged 13 commits from Vasyl-Pidhirskyi/blender:BLEN-525 into matx-export-material 2023-09-22 10:03:45 +02:00
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@ -74,6 +74,73 @@ static void node_shader_update_mapping(bNodeTree *ntree, bNode *node)
ntree, sock, ELEM(node->custom1, NODE_MAPPING_TYPE_POINT, NODE_MAPPING_TYPE_TEXTURE)); ntree, sock, ELEM(node->custom1, NODE_MAPPING_TYPE_POINT, NODE_MAPPING_TYPE_TEXTURE));
} }
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem res = create_node("rotate3d", NodeItem::Type::Vector3);
NodeItem location = get_input_value("Location", NodeItem::Type::Vector3);
NodeItem scale = get_input_value("Scale", NodeItem::Type::Vector3);
NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
NodeItem angle = (get_input_value("Rotation", NodeItem::Type::Vector3) / val(float(M_PI))) * val(180.0f);
MaterialX::Vector3 axis_vector;
NodeItem in = empty();
const int mode = node_->custom1;
switch (mode) {
case NODE_MAPPING_TYPE_POINT:
in = vector * scale;
break;
case NODE_MAPPING_TYPE_TEXTURE:
in = vector - location;
break;
case NODE_MAPPING_TYPE_VECTOR:
in = vector * scale;
break;
case NODE_MAPPING_TYPE_NORMAL:
in = vector / scale;
break;
}
bool tex = mode == NODE_MAPPING_TYPE_TEXTURE;
float inv = tex ? -1.0 : 1.0;
for (int i = tex ? 2 : 0; tex ? i >= 0 : i <= 2; tex ? i-- : i++) {
axis_vector = MaterialX::Vector3(0.0f, 0.0f, 0.0f);
axis_vector[i] = inv;
if (i == 2) { // invert Z axis to get the same result as Cycles
inv *= -1.0f;
}
axis_vector[i] = inv;
NodeItem res_rot = create_node("rotate3d", NodeItem::Type::Vector3);
res_rot.set_input("in", in);
res_rot.set_input("amount", angle.extract(i));
res_rot.set_input("axis", val(axis_vector));
in = res_rot;
res = in;
}
switch (mode) {
case NODE_MAPPING_TYPE_POINT:
res = res + location;
break;
case NODE_MAPPING_TYPE_TEXTURE:
res = res / scale;
break;
case NODE_MAPPING_TYPE_NORMAL:
NodeItem normalize = create_node("normalize", NodeItem::Type::Vector3);
normalize.set_input("in", res);
res = normalize;
break;
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_mapping_cc } // namespace blender::nodes::node_shader_mapping_cc
void register_node_type_sh_mapping() void register_node_type_sh_mapping()
@ -87,6 +154,7 @@ void register_node_type_sh_mapping()
ntype.draw_buttons = file_ns::node_shader_buts_mapping; ntype.draw_buttons = file_ns::node_shader_buts_mapping;
ntype.gpu_fn = file_ns::gpu_shader_mapping; ntype.gpu_fn = file_ns::gpu_shader_mapping;
ntype.updatefunc = file_ns::node_shader_update_mapping; ntype.updatefunc = file_ns::node_shader_update_mapping;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype); nodeRegisterType(&ntype);
} }