forked from blender/blender
MaterialX: add support for Vector nodes #27
@ -53,6 +53,9 @@ NodeItem::Type NodeItem::type(const std::string &type_str)
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if (type_str == "EDF") {
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if (type_str == "EDF") {
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return Type::EDF;
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return Type::EDF;
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}
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}
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if (type_str == "displacementshader") {
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return Type::Displacementshader;
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}
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if (type_str == "surfaceshader") {
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if (type_str == "surfaceshader") {
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return Type::SurfaceShader;
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return Type::SurfaceShader;
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}
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}
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@ -94,6 +97,8 @@ std::string NodeItem::type(Type type)
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return "BSDF";
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return "BSDF";
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case Type::EDF:
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case Type::EDF:
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return "EDF";
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return "EDF";
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case Type::Displacementshader:
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return "displacementshader";
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case Type::SurfaceShader:
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case Type::SurfaceShader:
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return "surfaceshader";
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return "surfaceshader";
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case Type::Material:
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case Type::Material:
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@ -39,6 +39,7 @@ class NodeItem {
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* NOTE: There are only supported types */
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* NOTE: There are only supported types */
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BSDF,
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BSDF,
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EDF,
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EDF,
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Displacementshader,
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SurfaceShader,
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SurfaceShader,
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Material,
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Material,
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};
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};
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@ -41,6 +41,21 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat,
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}
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}
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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{
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/* NOTE: Space feature don't have an implementation in MaterialX.*/
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NodeItem midlevel = get_input_value("midlevel", NodeItem::Type::Float);
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem res = create_node("displacement", NodeItem::Type::Displacementshader);
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res.set_input("displacement", vector);
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res.set_input("scale", scale);
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return res;
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}
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_vector_displacement_cc
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} // namespace blender::nodes::node_shader_vector_displacement_cc
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/* node type definition */
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/* node type definition */
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@ -55,6 +70,7 @@ void register_node_type_sh_vector_displacement()
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ntype.declare = file_ns::node_declare;
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ntype.declare = file_ns::node_declare;
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ntype.initfunc = file_ns::node_shader_init_vector_displacement;
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ntype.initfunc = file_ns::node_shader_init_vector_displacement;
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ntype.gpu_fn = file_ns::gpu_shader_vector_displacement;
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ntype.gpu_fn = file_ns::gpu_shader_vector_displacement;
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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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