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

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

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@ -77,32 +77,33 @@ static void node_shader_update_mapping(bNodeTree *ntree, bNode *node)
NODE_SHADER_MATERIALX_BEGIN NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX #ifdef WITH_MATERIALX
{ {
NodeItem res = create_node("rotate3d", NodeItem::Type::Vector3); NodeItem res = empty();
NodeItem location = get_input_value("Location", NodeItem::Type::Vector3); NodeItem location = get_input_value("Location", NodeItem::Type::Vector3);
NodeItem scale = get_input_value("Scale", NodeItem::Type::Vector3); NodeItem scale = get_input_value("Scale", NodeItem::Type::Vector3);
NodeItem vector = get_input_link("Vector", 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))) * NodeItem angle = (get_input_value("Rotation", NodeItem::Type::Vector3) / val(float(M_PI))) *
val(180.0f); val(180.0f);
MaterialX::Vector3 axis_vector; MaterialX::Vector3 axis_vector;
NodeItem in = empty();
const int mode = node_->custom1; const int mode = node_->custom1;
switch (mode) { switch (mode) {
case NODE_MAPPING_TYPE_POINT: case NODE_MAPPING_TYPE_POINT:
in = vector * scale; res = vector * scale;
break; break;
case NODE_MAPPING_TYPE_TEXTURE: case NODE_MAPPING_TYPE_TEXTURE:
in = vector - location; res = vector - location;
break; break;
case NODE_MAPPING_TYPE_VECTOR: case NODE_MAPPING_TYPE_VECTOR:
in = vector * scale; res = vector * scale;
break; break;
case NODE_MAPPING_TYPE_NORMAL: case NODE_MAPPING_TYPE_NORMAL:
in = vector / scale; res = vector / scale;
break; break;
BLI_assert_unreachable();
return vector;
} }
bool tex = mode == NODE_MAPPING_TYPE_TEXTURE; bool tex = mode == NODE_MAPPING_TYPE_TEXTURE;
@ -114,12 +115,9 @@ NODE_SHADER_MATERIALX_BEGIN
inv *= -1.0f; inv *= -1.0f;
} }
axis_vector[i] = inv; axis_vector[i] = inv;
NodeItem res_rot = create_node("rotate3d", NodeItem::Type::Vector3); res = create_node("rotate3d",
res_rot.set_input("in", in); NodeItem::Type::Vector3,
res_rot.set_input("amount", angle.extract(i)); {{"in", res}, {"amount", angle.extract(i)}, {"axis", val(axis_vector)}});
res_rot.set_input("axis", val(axis_vector));
in = res_rot;
res = in;
} }
switch (mode) { switch (mode) {
@ -132,9 +130,7 @@ NODE_SHADER_MATERIALX_BEGIN
break; break;
case NODE_MAPPING_TYPE_NORMAL: case NODE_MAPPING_TYPE_NORMAL:
NodeItem normalize = create_node("normalize", NodeItem::Type::Vector3); res = create_node("normalize", NodeItem::Type::Vector3, {{"in", res}});
normalize.set_input("in", res);
res = normalize;
break; break;
} }
return res; return res;

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

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

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

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