forked from blender/blender
Code improvements + Mix node #30
@ -251,6 +251,14 @@ NodeItem NodeItem::ceil() const
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return arithmetic("ceil", [](float a) { return std::ceilf(a); });
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}
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NodeItem NodeItem::length() const
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{
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if (value) {
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return dotproduct(*this).sqrt();
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}
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return create_node("magnitude", Type::Float, {{"in", to_vector()}});
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}
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NodeItem NodeItem::min(const NodeItem &other) const
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{
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return arithmetic(other, "min", [](float a, float b) { return std::min(a, b); });
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@ -302,7 +310,10 @@ NodeItem NodeItem::dotproduct(const NodeItem &other) const
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return val(f);
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}
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return create_node("dotproduct", Type::Float, {{"in1", *this}, {"in2", other}});
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NodeItem item1 = to_vector();
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NodeItem item2 = other.to_vector();
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cast_types(item1, item2);
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return create_node("dotproduct", Type::Float, {{"in1", item1}, {"in2", item2}});
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}
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NodeItem NodeItem::mix(const NodeItem &val1, const NodeItem &val2) const
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@ -318,13 +329,13 @@ NodeItem NodeItem::mix(const NodeItem &val1, const NodeItem &val2) const
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BLI_assert(val2.type() == type1);
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/* Special case: mix BSDF/EDF shaders */
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return create_node("mix", type1, {{}, {}});
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return create_node("mix", type1, {{"bg", val1}, {"fg", val2}, {"mix", *this}});
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};
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NodeItem item1 = val1;
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NodeItem item2 = val2;
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Type to_type = cast_types(item1, item2);
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return create_node("mix", to_type, {{"bg", item1}, {"fg", item2}});
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return create_node("mix", to_type, {{"bg", item1}, {"fg", item2}, {"mix", *this}});
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}
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NodeItem NodeItem::clamp(const NodeItem &min_val, const NodeItem &max_val) const
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@ -590,6 +601,27 @@ NodeItem NodeItem::convert(Type to_type) const
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return res;
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}
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NodeItem NodeItem::to_vector() const
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{
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switch (type()) {
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case Type::Float:
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case Type::Vector2:
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case Type::Vector3:
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case Type::Vector4:
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return *this;
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case Type::Color3:
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return convert(Type::Vector3);
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case Type::Color4:
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return convert(Type::Vector4);
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default:
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BLI_assert_unreachable();
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}
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return empty();
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}
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NodeItem NodeItem::if_else(CompareOp op,
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const NodeItem &other,
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const NodeItem &if_val,
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@ -857,12 +889,10 @@ NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(f
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}
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else {
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NodeItem v = *this;
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if (ELEM(type, Type::Color3, Type::Color4) &&
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ELEM(category, "sin", "cos", "tan", "asin", "acos", "atan2", "sqrt", "ln", "exp"))
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if (ELEM(category, "sin", "cos", "tan", "asin", "acos", "atan2", "sqrt", "ln", "exp"))
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{
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/* These functions haven't implementation in MaterialX, converting to Vector types */
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type = type == Type::Color3 ? Type::Vector3 : Type::Vector4;
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v = v.convert(type);
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v = v.to_vector();
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}
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res = create_node(category, type, {{"in", v}});
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}
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@ -81,6 +81,7 @@ class NodeItem {
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NodeItem abs() const;
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NodeItem floor() const;
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NodeItem ceil() const;
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NodeItem length() const;
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NodeItem min(const NodeItem &other) const;
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NodeItem max(const NodeItem &other) const;
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NodeItem dotproduct(const NodeItem &other) const;
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@ -102,6 +103,7 @@ class NodeItem {
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NodeItem sign() const;
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NodeItem exp() const;
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NodeItem convert(Type to_type) const;
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NodeItem to_vector() const;
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NodeItem if_else(CompareOp op,
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const NodeItem &other,
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const NodeItem &if_val,
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@ -543,6 +543,15 @@ static void sh_node_mix_build_multi_function(NodeMultiFunctionBuilder &builder)
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}
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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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/* TODO: Implement */
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return empty();
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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_sh_mix_cc
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void register_node_type_sh_mix()
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@ -562,5 +571,7 @@ void register_node_type_sh_mix()
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ntype.draw_buttons = file_ns::sh_node_mix_layout;
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ntype.labelfunc = file_ns::sh_node_mix_label;
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ntype.gather_link_search_ops = file_ns::node_mix_gather_link_searches;
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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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@ -150,15 +150,6 @@ static void sh_node_mix_rgb_build_multi_function(NodeMultiFunctionBuilder &build
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builder.construct_and_set_matching_fn<MixRGBFunction>(clamp, mix_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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/* TODO: Implement */
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return empty();
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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_mix_rgb_cc
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void register_node_type_sh_mix_rgb()
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@ -173,6 +164,5 @@ void register_node_type_sh_mix_rgb()
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ntype.gpu_fn = file_ns::gpu_shader_mix_rgb;
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ntype.build_multi_function = file_ns::sh_node_mix_rgb_build_multi_function;
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ntype.gather_link_search_ops = nullptr;
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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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