forked from blender/blender
MaterialX: Implement Gradient Texture node. #28
@ -233,7 +233,8 @@ NodeItem NodeItem::max(const NodeItem &other) const
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NodeItem NodeItem::dotproduct(const NodeItem &other) const
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NodeItem NodeItem::dotproduct(const NodeItem &other) const
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{
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{
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NodeItem d = arithmetic(other, "dotproduct", [](float a, float b) { return a * b; });
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NodeItem d = arithmetic(
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other, "dotproduct", [](float a, float b) { return a * b; }, Type::Float);
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if (d.value) {
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if (d.value) {
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float f = 0.0f;
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float f = 0.0f;
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switch (d.type()) {
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switch (d.type()) {
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@ -830,12 +831,13 @@ NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(f
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NodeItem NodeItem::arithmetic(const NodeItem &other,
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NodeItem NodeItem::arithmetic(const NodeItem &other,
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const std::string &category,
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const std::string &category,
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std::function<float(float, float)> func) const
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std::function<float(float, float)> func,
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Type to_type) const
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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 item1 = *this;
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NodeItem item1 = *this;
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NodeItem item2 = other;
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NodeItem item2 = other;
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Type to_type = cast_types(item1, item2);
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to_type = (to_type == Type::Any) ? cast_types(item1, item2) : to_type;
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if (to_type == Type::Empty) {
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if (to_type == Type::Empty) {
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return res;
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return res;
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}
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}
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@ -127,7 +127,8 @@ class NodeItem {
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NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const;
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NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const;
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NodeItem arithmetic(const NodeItem &other,
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NodeItem arithmetic(const NodeItem &other,
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const std::string &category,
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const std::string &category,
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std::function<float(float, float)> func) const;
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std::function<float(float, float)> func,
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Type to_type = Type::Any) const;
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};
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};
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template<class T> NodeItem NodeItem::val(const T &data) const
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template<class T> NodeItem NodeItem::val(const T &data) const
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@ -177,13 +177,11 @@ NODE_SHADER_MATERIALX_BEGIN
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res = vector.extract(1).atan2(vector.extract(0)) / (val(float(M_PI * 2.0f))) + val(0.5f);
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res = vector.extract(1).atan2(vector.extract(0)) / (val(float(M_PI * 2.0f))) + val(0.5f);
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break;
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break;
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case SHD_BLEND_QUADRATIC_SPHERE:
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case SHD_BLEND_QUADRATIC_SPHERE:
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res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}}).sqrt();
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res = (val(0.999999f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
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res = (val(0.999999f) - res).max(val(0.0f));
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res = res * res;
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res = res * res;
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break;
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break;
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case SHD_BLEND_SPHERICAL:
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case SHD_BLEND_SPHERICAL:
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res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}}).sqrt();
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res = (val(0.999999f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
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res = (val(0.999999f) - res).max(val(0.0f));
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break;
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break;
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default:
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default:
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BLI_assert_unreachable();
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BLI_assert_unreachable();
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