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 52 additions and 4 deletions

View File

@ -233,7 +233,8 @@ NodeItem NodeItem::max(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) {
float f = 0.0f;
switch (d.type()) {
@ -830,12 +831,13 @@ NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(f
NodeItem NodeItem::arithmetic(const NodeItem &other,
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 item1 = *this;
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) {
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 NodeItem &other,
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

View File

@ -147,6 +147,50 @@ 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();
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 = res * res * (val(3.0f) - val(2.0f) * res);
break;
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);
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 = (val(1.0f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
res = res * res;
break;
case SHD_BLEND_SPHERICAL:
res = (val(1.0f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
break;
default:
BLI_assert_unreachable();
}
return res;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_tex_gradient_cc
void register_node_type_sh_tex_gradient()
@ -163,6 +207,7 @@ 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);
}