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
7 changed files with 39 additions and 35 deletions
Showing only changes of commit e9a90ed462 - Show all commits

View File

@ -83,14 +83,12 @@ NODE_SHADER_MATERIALX_BEGIN
distance = distance * val(-1.0f);
}
NodeItem height_normal = create_node("heighttonormal", NodeItem::Type::Vector3);
height_normal.set_input("in", height);
height_normal.set_input("scale", strength);
NodeItem height_normal = create_node(
"heighttonormal", NodeItem::Type::Vector3, {{"in", height}, {"scale", strength}});
NodeItem res = create_node("normalmap", NodeItem::Type::Vector3);
res.set_input("in", height_normal);
res.set_input("scale", distance);
res.set_input("normal", normal);
NodeItem res = create_node("normalmap",
NodeItem::Type::Vector3,
{{"in", height_normal}, {"scale", distance}, {"normal", normal}});
return res;
}

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@ -45,9 +45,9 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem height = get_input_value("Height", NodeItem::Type::Float) - midlevel;
NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
NodeItem res = create_node("displacement", NodeItem::Type::Displacementshader);
res.set_input("displacement", height);
res.set_input("scale", scale);
NodeItem res = create_node("displacement",
NodeItem::Type::Displacementshader,
{{"displacement", height}, {"scale", scale}});
return res;
}

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@ -77,32 +77,33 @@ static void node_shader_update_mapping(bNodeTree *ntree, bNode *node)
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem res = create_node("rotate3d", NodeItem::Type::Vector3);
NodeItem res = empty();
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;
res = vector * scale;
break;
case NODE_MAPPING_TYPE_TEXTURE:
in = vector - location;
res = vector - location;
break;
case NODE_MAPPING_TYPE_VECTOR:
in = vector * scale;
res = vector * scale;
break;
case NODE_MAPPING_TYPE_NORMAL:
in = vector / scale;
res = vector / scale;
break;
BLI_assert_unreachable();
return vector;
}
bool tex = mode == NODE_MAPPING_TYPE_TEXTURE;
@ -114,12 +115,9 @@ NODE_SHADER_MATERIALX_BEGIN
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;
res = create_node("rotate3d",
NodeItem::Type::Vector3,
{{"in", res}, {"amount", angle.extract(i)}, {"axis", val(axis_vector)}});
}
switch (mode) {
@ -132,9 +130,7 @@ NODE_SHADER_MATERIALX_BEGIN
break;
case NODE_MAPPING_TYPE_NORMAL:
NodeItem normalize = create_node("normalize", NodeItem::Type::Vector3);
normalize.set_input("in", res);
res = normalize;
res = create_node("normalize", NodeItem::Type::Vector3, {{"in", res}});
break;
}
return res;

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@ -42,9 +42,7 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem in1 = get_output_default("Normal", NodeItem::Type::Vector3);
NodeItem in2 = get_input_value("Normal", NodeItem::Type::Vector3);
if (name == "Dot") {
NodeItem res = create_node("dotproduct", NodeItem::Type::Float);
res.set_input("in1", in1);
res.set_input("in2", in2);
NodeItem res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", in1}, {"in2", in2}});
return res;
}
return in1;

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@ -49,9 +49,9 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
NodeItem res = create_node("displacement", NodeItem::Type::Displacementshader);
res.set_input("displacement", vector);
res.set_input("scale", scale);
NodeItem res = create_node("displacement",
NodeItem::Type::Displacementshader,
{{"displacement", vector}, {"scale", scale}});
return res;
}

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@ -241,10 +241,10 @@ NODE_SHADER_MATERIALX_BEGIN
inv *= -1.0f;
}
axis_vector[i] = inv;
NodeItem res_rot = create_node("rotate3d", NodeItem::Type::Vector3);
res_rot.set_input("in", vector);
res_rot.set_input("amount", angle.extract(i));
res_rot.set_input("axis", val(axis_vector));
NodeItem res_rot = create_node(
"rotate3d",
NodeItem::Type::Vector3,
{{"in", vector}, {"amount", angle.extract(i)}, {"axis", val(axis_vector)}});
vector = res_rot;
}
res = vector;
@ -274,6 +274,9 @@ NODE_SHADER_MATERIALX_BEGIN
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = val(MaterialX::Vector3(0.0f, 0.0f, -1.0f));
break;
default:
BLI_assert_unreachable();
return vector;
}
res.set_input("in", vector);
res.set_input("amount", angle);

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@ -156,6 +156,9 @@ NODE_SHADER_MATERIALX_BEGIN
break;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return vector;
default:
BLI_assert_unreachable();
return vector;
}
switch (nodeprop->convert_to) {
case SHD_VECT_TRANSFORM_SPACE_WORLD:
@ -166,6 +169,9 @@ NODE_SHADER_MATERIALX_BEGIN
break;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return vector;
default:
BLI_assert_unreachable();
return vector;
}
if (fromspace == tospace) {
return vector;
@ -181,6 +187,9 @@ NODE_SHADER_MATERIALX_BEGIN
case SHD_VECT_TRANSFORM_TYPE_VECTOR:
res = create_node("transformvector", NodeItem::Type::Vector3);
break;
default:
BLI_assert_unreachable();
return vector;
}
res.set_input("in", vector);
res.set_input("fromspace", val(fromspace));