forked from blender/blender
MaterialX: Implement Gradient Texture node. #28
@ -147,6 +147,52 @@ static void sh_node_gradient_tex_build_multi_function(NodeMultiFunctionBuilder &
|
|||||||
builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
|
builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
NODE_SHADER_MATERIALX_BEGIN
|
||||||
|
#ifdef WITH_MATERIALX
|
||||||
|
{
|
||||||
|
NodeTexGradient *tex = (NodeTexGradient *)node_->storage;
|
||||||
|
const int gradient_type = tex->gradient_type;
|
||||||
|
NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
|
||||||
|
if (!vector) {
|
||||||
|
vector = texcoord_node();
|
||||||
|
}
|
||||||
|
NodeItem res = empty();
|
||||||
|
NodeItem res_1 = empty();
|
||||||
|
|
||||||
|
switch (gradient_type) {
|
||||||
|
case SHD_BLEND_LINEAR:
|
||||||
|
res = vector.extract(0);
|
||||||
|
break;
|
||||||
|
case SHD_BLEND_QUADRATIC:
|
||||||
|
res = vector.extract(0);
|
||||||
|
res = res * res;
|
||||||
|
break;
|
||||||
|
case SHD_BLEND_EASING:
|
||||||
|
res = vector.extract(0).clamp(val(0.0f), val(1.0f));
|
||||||
|
res_1 = res * res;
|
||||||
|
res = (val(3.0f) * res_1 - val(2.0f) * res_1 * res);
|
||||||
Vasyl-Pidhirskyi marked this conversation as resolved
|
|||||||
|
break;
|
||||||
|
case SHD_BLEND_DIAGONAL:
|
||||||
|
res = (vector.extract(0) + vector.extract(1)) * val(0.5f);
|
||||||
|
break;
|
||||||
|
case SHD_BLEND_RADIAL:
|
||||||
|
res = vector.extract(1).atan2(vector.extract(0)) / (val(float(M_PI * 2.0f))) + val(0.5f);
|
||||||
|
break;
|
||||||
|
case SHD_BLEND_QUADRATIC_SPHERE:
|
||||||
|
res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}});
|
||||||
|
res = (val(0.999999f) - res).max(val(0.0f));
|
||||||
|
res = res * res;
|
||||||
|
break;
|
||||||
|
case SHD_BLEND_SPHERICAL:
|
||||||
|
res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}});
|
||||||
|
res = (val(0.999999f) - res).max(val(0.0f));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
NODE_SHADER_MATERIALX_END
|
||||||
|
|
||||||
} // namespace blender::nodes::node_shader_tex_gradient_cc
|
} // namespace blender::nodes::node_shader_tex_gradient_cc
|
||||||
|
|
||||||
void register_node_type_sh_tex_gradient()
|
void register_node_type_sh_tex_gradient()
|
||||||
@ -163,6 +209,7 @@ void register_node_type_sh_tex_gradient()
|
|||||||
&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
|
&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
|
||||||
ntype.gpu_fn = file_ns::node_shader_gpu_tex_gradient;
|
ntype.gpu_fn = file_ns::node_shader_gpu_tex_gradient;
|
||||||
ntype.build_multi_function = file_ns::sh_node_gradient_tex_build_multi_function;
|
ntype.build_multi_function = file_ns::sh_node_gradient_tex_build_multi_function;
|
||||||
|
ntype.materialx_fn = file_ns::node_shader_materialx;
|
||||||
|
|
||||||
nodeRegisterType(&ntype);
|
nodeRegisterType(&ntype);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user
seems can be simplified to
res = res * res * (val(3.0f) - val(2.0f) * res)