MaterialX: Implement Wave Texture node. #29

Merged
Bogdan Nagirniak merged 1 commits from Vasyl-Pidhirskyi/blender:BLEN-551 into matx-export-material 2023-09-21 11:26:16 +02:00
Showing only changes of commit 1a397691ac - Show all commits

View File

@ -219,6 +219,101 @@ static void sh_node_wave_tex_build_multi_function(NodeMultiFunctionBuilder &buil
tex->wave_type, tex->bands_direction, tex->rings_direction, tex->wave_profile); tex->wave_type, tex->bands_direction, tex->rings_direction, tex->wave_profile);
} }
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeTexWave *tex = (NodeTexWave *)node_->storage;
const int wave_type = tex->wave_type;
const int bands_direction = tex->bands_direction;
const int rings_direction = tex->rings_direction;
const int wave_profile = tex->wave_profile;
NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
NodeItem distortion = get_input_value("Distortion", NodeItem::Type::Float) /
val(10.0f); // noise adjusment to get result as Cycles
NodeItem detail = get_input_value("Detail", NodeItem::Type::Float);
NodeItem detail_scale = get_input_value("Detail Scale", NodeItem::Type::Float) *
val(10.0f); // noise adjusment to get result as Cycles
NodeItem detail_rough = get_input_value("Detail Roughness", NodeItem::Type::Float);
NodeItem phase_offset = get_input_value("Phase Offset", NodeItem::Type::Float);
NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector3);
if (!vector) {
vector = texcoord_node();
}
NodeItem p = vector * scale;
p = (p + val(0.000001f)) * val(0.999999f);
NodeItem n = val(0.0f);
NodeItem value = val(0.0f);
switch (wave_type) {
case SHD_WAVE_BANDS:
switch (bands_direction) {
case SHD_WAVE_BANDS_DIRECTION_X:
n = p.extract(0) * val(20.0f);
break;
case SHD_WAVE_BANDS_DIRECTION_Y:
n = p.extract(1) * val(20.0f);
break;
case SHD_WAVE_BANDS_DIRECTION_Z:
n = p.extract(2) * val(20.0f);
break;
case SHD_WAVE_BANDS_DIRECTION_DIAGONAL:
n = (p.extract(0) + p.extract(1) + p.extract(2)) * val(10.0f);
break;
default:
BLI_assert_unreachable();
}
break;
case SHD_WAVE_RINGS:
NodeItem rp = p;
switch (rings_direction) {
case SHD_WAVE_RINGS_DIRECTION_X:
rp = rp * val(MaterialX::Vector3(0.0f, 1.0f, 1.0f));
break;
case SHD_WAVE_RINGS_DIRECTION_Y:
rp = rp * val(MaterialX::Vector3(1.0f, 0.0f, 1.0f));
break;
case SHD_WAVE_RINGS_DIRECTION_Z:
rp = rp * val(MaterialX::Vector3(1.0f, 1.0f, 0.0f));
break;
case SHD_WAVE_RINGS_DIRECTION_SPHERICAL:
/* Ignore. */
break;
default:
BLI_assert_unreachable();
}
n = rp.dotproduct(rp).sqrt() * val(20.0f);
break;
}
n = n + phase_offset;
n = n + distortion * detail_scale *
create_node("fractal3d",
NodeItem::Type::Float,
{{"position", p},
{"octaves", val(int(detail.value->asA<float>()))},
{"lacunarity", val(2.0f)}});
switch (wave_profile) {
case SHD_WAVE_PROFILE_SIN:
value = val(0.5f) + val(0.5f) * (n - val(float(M_PI_2))).sin();
break;
case SHD_WAVE_PROFILE_SAW:
n = n / val(float(M_PI * 2.0f));
value = n - n.floor();
break;
case SHD_WAVE_PROFILE_TRI:
n = n / val(float(M_PI * 2.0f));
value = (n - (n + val(0.5f)).floor()).abs() * val(2.0f);
break;
default:
BLI_assert_unreachable();
}
return value;
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_tex_wave_cc } // namespace blender::nodes::node_shader_tex_wave_cc
void register_node_type_sh_tex_wave() void register_node_type_sh_tex_wave()
@ -235,6 +330,7 @@ void register_node_type_sh_tex_wave()
node_type_storage(&ntype, "NodeTexWave", node_free_standard_storage, node_copy_standard_storage); node_type_storage(&ntype, "NodeTexWave", node_free_standard_storage, node_copy_standard_storage);
ntype.gpu_fn = file_ns::node_shader_gpu_tex_wave; ntype.gpu_fn = file_ns::node_shader_gpu_tex_wave;
ntype.build_multi_function = file_ns::sh_node_wave_tex_build_multi_function; ntype.build_multi_function = file_ns::sh_node_wave_tex_build_multi_function;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype); nodeRegisterType(&ntype);
} }