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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@ -157,7 +157,6 @@ NODE_SHADER_MATERIALX_BEGIN
vector = texcoord_node(); vector = texcoord_node();
} }
NodeItem res = empty(); NodeItem res = empty();
NodeItem res_1 = empty();
switch (gradient_type) { switch (gradient_type) {
case SHD_BLEND_LINEAR: case SHD_BLEND_LINEAR:
@ -169,8 +168,7 @@ NODE_SHADER_MATERIALX_BEGIN
break; break;
case SHD_BLEND_EASING: case SHD_BLEND_EASING:
res = vector.extract(0).clamp(val(0.0f), val(1.0f)); res = vector.extract(0).clamp(val(0.0f), val(1.0f));
res_1 = res * res; res = res * res * (val(3.0f) - val(2.0f) * res);
res = (val(3.0f) * res_1 - val(2.0f) * res_1 * res);
break; break;
case SHD_BLEND_DIAGONAL: case SHD_BLEND_DIAGONAL:
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)`
res = (vector.extract(0) + vector.extract(1)) * val(0.5f); res = (vector.extract(0) + vector.extract(1)) * val(0.5f);
@ -187,6 +185,8 @@ NODE_SHADER_MATERIALX_BEGIN
res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}}).sqrt(); res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}}).sqrt();
res = (val(0.999999f) - res).max(val(0.0f)); res = (val(0.999999f) - res).max(val(0.0f));
break; break;
default:
BLI_assert_unreachable();
} }
Vasyl-Pidhirskyi marked this conversation as resolved Outdated

add default: BLI_assert_unreachable()

add `default: BLI_assert_unreachable()`
return res; return res;
} }