MaterialX: Implement Gradient Texture node. #28

Merged
Bogdan Nagirniak merged 6 commits from Vasyl-Pidhirskyi/blender:BLEN-550 into matx-export-material 2023-09-21 09:31:28 +02:00
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@ -147,6 +147,52 @@ static void sh_node_gradient_tex_build_multi_function(NodeMultiFunctionBuilder &
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
Review

seems can be simplified to
res = res * res * (val(3.0f) - val(2.0f) * res)

seems can be simplified to `res = res * res * (val(3.0f) - val(2.0f) * res)`
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
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.gpu_fn = file_ns::node_shader_gpu_tex_gradient;
ntype.build_multi_function = file_ns::sh_node_gradient_tex_build_multi_function;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);
}