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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{
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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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float f = 0.0f;
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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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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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NodeItem res = empty();
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NodeItem item1 = *this;
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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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return res;
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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 NodeItem &other,
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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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template<class T> NodeItem NodeItem::val(const T &data) const
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@ -147,6 +147,50 @@ static void sh_node_gradient_tex_build_multi_function(NodeMultiFunctionBuilder &
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builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
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}
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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NodeTexGradient *tex = (NodeTexGradient *)node_->storage;
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const int gradient_type = tex->gradient_type;
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NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
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if (!vector) {
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vector = texcoord_node();
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}
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NodeItem res = empty();
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switch (gradient_type) {
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case SHD_BLEND_LINEAR:
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res = vector.extract(0);
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break;
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case SHD_BLEND_QUADRATIC:
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res = vector.extract(0);
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res = res * res;
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break;
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case SHD_BLEND_EASING:
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res = vector.extract(0).clamp(val(0.0f), val(1.0f));
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res = res * res * (val(3.0f) - val(2.0f) * res);
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break;
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case SHD_BLEND_DIAGONAL:
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Vasyl-Pidhirskyi marked this conversation as resolved
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res = (vector.extract(0) + vector.extract(1)) * val(0.5f);
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break;
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case SHD_BLEND_RADIAL:
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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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case SHD_BLEND_QUADRATIC_SPHERE:
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res = (val(1.0f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
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res = res * res;
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break;
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case SHD_BLEND_SPHERICAL:
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res = (val(1.0f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
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break;
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default:
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BLI_assert_unreachable();
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}
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return res;
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}
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#endif
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_tex_gradient_cc
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void register_node_type_sh_tex_gradient()
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@ -163,6 +207,7 @@ void register_node_type_sh_tex_gradient()
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&ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
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ntype.gpu_fn = file_ns::node_shader_gpu_tex_gradient;
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ntype.build_multi_function = file_ns::sh_node_gradient_tex_build_multi_function;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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}
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Block a user
seems can be simplified to
res = res * res * (val(3.0f) - val(2.0f) * res)