forked from blender/blender
MaterialX: add support for Vector nodes #27
@ -617,6 +617,23 @@ NodeItem NodeItem::empty() const
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return NodeItem(graph_);
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return NodeItem(graph_);
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}
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}
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NodeItem NodeItem::rotate3d(NodeItem rotation, bool invert)
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{
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NodeItem res = *this;
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if (res.type() == Type::Vector3 && rotation.type() == Type::Vector3) {
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for (int i = 0; i <= 2; i++) {
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int j = invert ? 2 - i : i;
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MaterialX::Vector3 axis_vector = MaterialX::Vector3();
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axis_vector[j] = 1.0f;
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res = create_node(
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"rotate3d",
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NodeItem::Type::Vector3,
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{{"in", res}, {"amount", rotation.extract(j)}, {"axis", val(axis_vector)}});
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}
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}
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return res;
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}
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NodeItem::Type NodeItem::type() const
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NodeItem::Type NodeItem::type() const
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{
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{
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if (value) {
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if (value) {
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@ -107,6 +107,7 @@ class NodeItem {
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/* Useful functions */
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/* Useful functions */
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NodeItem empty() const;
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NodeItem empty() const;
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NodeItem rotate3d(NodeItem rotation, bool invert = false);
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template<class T> NodeItem val(const T &data) const;
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template<class T> NodeItem val(const T &data) const;
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Type type() const;
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Type type() const;
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@ -74,23 +74,27 @@ static int gpu_shader_bump(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
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NodeItem distance = get_input_value("Distance", NodeItem::Type::Float);
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NodeItem height = get_input_link("Height", NodeItem::Type::Float);
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NodeItem height = get_input_link("Height", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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if (node_->custom1) {
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if (!height) {
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distance = distance * val(-1.0f);
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if (!normal) {
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return create_node(
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"normal", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
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}
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return normal;
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}
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}
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NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
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NodeItem distance = get_input_value("Distance", NodeItem::Type::Float);
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NodeItem height_normal = create_node(
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NodeItem height_normal = create_node(
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"heighttonormal", NodeItem::Type::Vector3, {{"in", height}, {"scale", strength}});
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"heighttonormal", NodeItem::Type::Vector3, {{"in", height}, {"scale", strength}});
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NodeItem res = create_node("normalmap",
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return create_node("normalmap",
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NodeItem::Type::Vector3,
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NodeItem::Type::Vector3,
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{{"in", height_normal}, {"scale", distance}, {"normal", normal}});
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{{"in", height_normal},
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{"scale", node_->custom1 ? distance * val(-1.0f) : distance},
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return res;
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{"normal", normal}});
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}
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}
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#endif
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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@ -45,11 +45,9 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem height = get_input_value("Height", NodeItem::Type::Float) - midlevel;
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NodeItem height = get_input_value("Height", NodeItem::Type::Float) - midlevel;
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem res = create_node("displacement",
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return create_node("displacement",
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NodeItem::Type::Displacementshader,
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NodeItem::Type::Displacementshader,
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{{"displacement", height}, {"scale", scale}});
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{{"displacement", height}, {"scale", scale}});
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return res;
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}
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}
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#endif
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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@ -78,61 +78,35 @@ NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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NodeItem res = empty();
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NodeItem res = empty();
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NodeItem location = get_input_value("Location", NodeItem::Type::Vector3);
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Vector3);
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
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NodeItem angle = (get_input_value("Rotation", NodeItem::Type::Vector3) / val(float(M_PI))) *
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val(180.0f);
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MaterialX::Vector3 axis_vector;
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const int mode = node_->custom1;
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switch (mode) {
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if (!vector) {
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return res;
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}
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Vector3);
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NodeItem location = get_input_value("Location", NodeItem::Type::Vector3);
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NodeItem rotation = (get_input_value("Rotation", NodeItem::Type::Vector3) *
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val(float(180.0f / M_PI)));
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switch (node_->custom1) {
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case NODE_MAPPING_TYPE_POINT:
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case NODE_MAPPING_TYPE_POINT:
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res = vector * scale;
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res = (vector * scale).rotate3d(rotation) + location;
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break;
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break;
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case NODE_MAPPING_TYPE_TEXTURE:
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case NODE_MAPPING_TYPE_TEXTURE:
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res = vector - location;
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res = (vector - location).rotate3d(rotation, true) / scale;
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break;
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break;
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case NODE_MAPPING_TYPE_VECTOR:
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case NODE_MAPPING_TYPE_VECTOR:
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res = vector * scale;
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res = (vector * scale).rotate3d(rotation * val(MaterialX::Vector3(1.0f, 1.0f, -1.0f)));
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break;
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break;
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case NODE_MAPPING_TYPE_NORMAL:
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case NODE_MAPPING_TYPE_NORMAL:
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res = vector / scale;
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res = create_node(
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"normalize", NodeItem::Type::Vector3, {{"in", (vector / scale).rotate3d(rotation)}});
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break;
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break;
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default:
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BLI_assert_unreachable();
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BLI_assert_unreachable();
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return vector;
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}
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}
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bool tex = mode == NODE_MAPPING_TYPE_TEXTURE;
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float inv = tex ? -1.0 : 1.0;
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for (int i = tex ? 2 : 0; tex ? i >= 0 : i <= 2; tex ? i-- : i++) {
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axis_vector = MaterialX::Vector3(0.0f, 0.0f, 0.0f);
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axis_vector[i] = inv;
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if (i == 2) { // invert Z axis to get the same result as Cycles
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inv *= -1.0f;
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}
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axis_vector[i] = inv;
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res = create_node("rotate3d",
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NodeItem::Type::Vector3,
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{{"in", res}, {"amount", angle.extract(i)}, {"axis", val(axis_vector)}});
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}
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switch (mode) {
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case NODE_MAPPING_TYPE_POINT:
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res = res + location;
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break;
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case NODE_MAPPING_TYPE_TEXTURE:
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res = res / scale;
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break;
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case NODE_MAPPING_TYPE_NORMAL:
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res = create_node("normalize", NodeItem::Type::Vector3, {{"in", res}});
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break;
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}
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return res;
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return res;
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}
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}
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#endif
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#endif
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@ -38,14 +38,13 @@ static int gpu_shader_normal(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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std::string name = socket_out_->name;
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NodeItem res = get_output_default("Normal", NodeItem::Type::Vector3);
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NodeItem in1 = get_output_default("Normal", NodeItem::Type::Vector3);
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NodeItem in2 = get_input_value("Normal", NodeItem::Type::Vector3);
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if (STREQ(socket_out_->name, "Dot")) {
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if (name == "Dot") {
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res = res.dotproduct(get_input_value("Normal", NodeItem::Type::Vector3));
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NodeItem res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", in1}, {"in2", in2}});
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return res;
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}
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}
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return in1;
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return res;
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}
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}
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#endif
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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@ -126,7 +126,7 @@ NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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NodeShaderNormalMap *normal_map_node = static_cast<NodeShaderNormalMap *>(node_->storage);
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NodeShaderNormalMap *normal_map_node = static_cast<NodeShaderNormalMap *>(node_->storage);
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem color = get_input_value("Color", NodeItem::Type::Vector3);
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NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
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NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
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std::string space;
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std::string space;
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@ -49,11 +49,9 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
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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 scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem res = create_node("displacement",
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return create_node("displacement",
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NodeItem::Type::Displacementshader,
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NodeItem::Type::Displacementshader,
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{{"displacement", vector}, {"scale", scale}});
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{{"displacement", vector}, {"scale", scale}});
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return res;
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}
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}
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#endif
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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@ -215,75 +215,62 @@ static void node_shader_update_vector_rotate(bNodeTree *ntree, bNode *node)
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
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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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if (!vector) {
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return empty();
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}
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NodeItem angle = empty();
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NodeItem axis = empty();
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NodeItem center = get_input_value("Center", NodeItem::Type::Vector3) *
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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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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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NodeItem res = vector - center;
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const int mode = node_->custom1;
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int mode = node_->custom1;
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const int invert = node_->custom2 ? -1.0f : 1.0f;
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bool invert = node_->custom1;
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if (mode == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
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angle = get_input_value("Rotation", NodeItem::Type::Vector3);
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angle = angle * val(MaterialX::Vector3(1.0f, 1.0f, -1.0f));
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}
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else {
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angle = get_input_value("Angle", NodeItem::Type::Float);
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}
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angle = angle * val(float(180.0f / M_PI));
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angle = invert ? angle * val(-1.0f) : angle;
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switch (mode) {
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switch (mode) {
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case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ:
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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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return res.rotate3d(angle, invert) + center;
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if (angle == 0.0) {
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}
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return vector;
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case NODE_VECTOR_ROTATE_TYPE_AXIS: {
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}
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axis = get_input_value("Axis", NodeItem::Type::Vector3) *
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angle = (angle / val(float(M_PI))) * val(180.0f);
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val(MaterialX::Vector3(1.0f, 1.0f, -1.0f));
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for (int i = node_->custom2 ? 2 : 0; node_->custom2 ? i >= 0 : i <= 2;
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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(
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"rotate3d",
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NodeItem::Type::Vector3,
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{{"in", vector}, {"amount", angle.extract(i)}, {"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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break;
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}
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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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}
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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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}
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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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default: {
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default: {
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angle = get_input_value("Angle", NodeItem::Type::Float);
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BLI_assert_unreachable();
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if (angle == 0.0) {
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return vector;
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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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default:
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||||||
BLI_assert_unreachable();
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|
||||||
return vector;
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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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}
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return res + center;
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return create_node("rotate3d",
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NodeItem::Type::Vector3,
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{{"in", res}, {"amount", angle}, {"axis", axis}}) +
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center;
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}
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}
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||||||
#endif
|
#endif
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||||||
NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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||||||
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@ -140,13 +140,13 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
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|||||||
NODE_SHADER_MATERIALX_BEGIN
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
#ifdef WITH_MATERIALX
|
#ifdef WITH_MATERIALX
|
||||||
{
|
{
|
||||||
/* NOTE: SHD_VECT_TRANSFORM_SPACE_CAMERA don't have an implementation in MaterialX.*/
|
|
||||||
NodeItem res = empty();
|
NodeItem res = empty();
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||||||
std::string name = socket_out_->name;
|
|
||||||
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node_->storage;
|
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node_->storage;
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||||||
std::string fromspace = "world";
|
std::string fromspace;
|
||||||
std::string tospace = "world";
|
std::string tospace;
|
||||||
|
std::string category;
|
||||||
NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
|
NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
|
||||||
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switch (nodeprop->convert_from) {
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switch (nodeprop->convert_from) {
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Vasyl-Pidhirskyi marked this conversation as resolved
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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fromspace = "world";
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fromspace = "world";
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@ -154,12 +154,12 @@ NODE_SHADER_MATERIALX_BEGIN
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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fromspace = "object";
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fromspace = "object";
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break;
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return vector;
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default:
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default:
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/* NOTE: SHD_VECT_TRANSFORM_SPACE_CAMERA don't have an implementation in MaterialX.*/
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BLI_assert_unreachable();
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BLI_assert_unreachable();
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return vector;
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return vector;
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}
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}
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||||||
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switch (nodeprop->convert_to) {
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switch (nodeprop->convert_to) {
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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tospace = "world";
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tospace = "world";
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@ -167,35 +167,34 @@ NODE_SHADER_MATERIALX_BEGIN
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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tospace = "object";
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tospace = "object";
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break;
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return vector;
|
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default:
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default:
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||||||
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/* NOTE: SHD_VECT_TRANSFORM_SPACE_CAMERA don't have an implementation in MaterialX.*/
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||||||
BLI_assert_unreachable();
|
BLI_assert_unreachable();
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return vector;
|
return vector;
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}
|
}
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|
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if (fromspace == tospace) {
|
if (fromspace == tospace) {
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return vector;
|
return vector;
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}
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}
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||||||
|
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switch (nodeprop->type) {
|
switch (nodeprop->type) {
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case SHD_VECT_TRANSFORM_TYPE_POINT:
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case SHD_VECT_TRANSFORM_TYPE_POINT:
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res = create_node("transformpoint", NodeItem::Type::Vector3);
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category = "transformpoint";
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break;
|
break;
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case SHD_VECT_TRANSFORM_TYPE_NORMAL:
|
case SHD_VECT_TRANSFORM_TYPE_NORMAL:
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res = create_node("transformnormal", NodeItem::Type::Vector3);
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category = "transformnormal";
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break;
|
break;
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case SHD_VECT_TRANSFORM_TYPE_VECTOR:
|
case SHD_VECT_TRANSFORM_TYPE_VECTOR:
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res = create_node("transformvector", NodeItem::Type::Vector3);
|
category = "transformvector";
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break;
|
break;
|
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default:
|
default:
|
||||||
BLI_assert_unreachable();
|
BLI_assert_unreachable();
|
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return vector;
|
return vector;
|
||||||
}
|
}
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res.set_input("in", vector);
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res.set_input("fromspace", val(fromspace));
|
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res.set_input("tospace", val(tospace));
|
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|
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return res;
|
return create_node(category,
|
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|
NodeItem::Type::Vector3,
|
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|
{{"in", vector}, {"fromspace", val(fromspace)}, {"tospace", val(tospace)}});
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
NODE_SHADER_MATERIALX_END
|
NODE_SHADER_MATERIALX_END
|
||||||
|
Loading…
Reference in New Issue
Block a user
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