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
3 changed files with 9 additions and 8 deletions
Showing only changes of commit a9e919f44c - Show all commits

View File

@ -233,7 +233,8 @@ NodeItem NodeItem::max(const NodeItem &other) const
NodeItem NodeItem::dotproduct(const NodeItem &other) const NodeItem NodeItem::dotproduct(const NodeItem &other) const
{ {
NodeItem d = arithmetic(other, "dotproduct", [](float a, float b) { return a * b; }); NodeItem d = arithmetic(
other, "dotproduct", [](float a, float b) { return a * b; }, Type::Float);
if (d.value) { if (d.value) {
float f = 0.0f; float f = 0.0f;
switch (d.type()) { switch (d.type()) {
@ -830,12 +831,13 @@ NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(f
NodeItem NodeItem::arithmetic(const NodeItem &other, NodeItem NodeItem::arithmetic(const NodeItem &other,
const std::string &category, const std::string &category,
std::function<float(float, float)> func) const std::function<float(float, float)> func,
Type to_type) const
{ {
NodeItem res = empty(); NodeItem res = empty();
NodeItem item1 = *this; NodeItem item1 = *this;
NodeItem item2 = other; NodeItem item2 = other;
Type to_type = cast_types(item1, item2); to_type = (to_type == Type::Any) ? cast_types(item1, item2) : to_type;
if (to_type == Type::Empty) { if (to_type == Type::Empty) {
return res; return res;
} }

View File

@ -127,7 +127,8 @@ class NodeItem {
NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const; NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const;
NodeItem arithmetic(const NodeItem &other, NodeItem arithmetic(const NodeItem &other,
const std::string &category, const std::string &category,
std::function<float(float, float)> func) const; std::function<float(float, float)> func,
Type to_type = Type::Any) const;
}; };
template<class T> NodeItem NodeItem::val(const T &data) const template<class T> NodeItem NodeItem::val(const T &data) const

View File

@ -177,13 +177,11 @@ NODE_SHADER_MATERIALX_BEGIN
res = vector.extract(1).atan2(vector.extract(0)) / (val(float(M_PI * 2.0f))) + val(0.5f); res = vector.extract(1).atan2(vector.extract(0)) / (val(float(M_PI * 2.0f))) + val(0.5f);
break; break;
case SHD_BLEND_QUADRATIC_SPHERE: case SHD_BLEND_QUADRATIC_SPHERE:
res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}}).sqrt(); res = (val(0.999999f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
res = (val(0.999999f) - res).max(val(0.0f));
res = res * res; res = res * res;
break; break;
case SHD_BLEND_SPHERICAL: case SHD_BLEND_SPHERICAL:
res = create_node("dotproduct", NodeItem::Type::Float, {{"in1", vector}, {"in2", vector}}).sqrt(); res = (val(0.999999f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
res = (val(0.999999f) - res).max(val(0.0f));
break; break;
default: default:
BLI_assert_unreachable(); BLI_assert_unreachable();