Code improvements + Mix node #30

Merged
Bogdan Nagirniak merged 18 commits from BogdanNagirniak/blender:matx-code-improvements into matx-export-material 2023-09-22 18:23:13 +02:00
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@ -289,9 +289,11 @@ static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
using InputsType = std::map<std::string, NodeItem>;
/* NOTE: commented inputs aren't used for node creation. */
auto bsdf_inputs = [&]() {
return std::map<std::string, NodeItem>{
auto bsdf_inputs = [&]() -> InputsType {
return {
{"base_color", get_input_value("Base Color", NodeItem::Type::Color3)},
{"subsurface", get_input_value("Subsurface", NodeItem::Type::Float)},
{"subsurface_scale", get_input_value("Subsurface Scale", NodeItem::Type::Float)},
@ -320,14 +322,17 @@ NODE_SHADER_MATERIALX_BEGIN
};
};
auto edf_inputs = [&]() {
return std::map<std::string, NodeItem>{
auto edf_inputs = [&]() -> InputsType {
return {
{"emission", get_input_value("Emission Strength", NodeItem::Type::Float)},
{"emission_color", get_input_value("Emission", NodeItem::Type::Color3)}};
{"emission_color", get_input_value("Emission", NodeItem::Type::Color3)},
};
};
NodeItem res = empty();
if (to_type_ == NodeItem::Type::BSDF) {
switch (to_type_) {
case NodeItem::Type::BSDF: {
auto in = bsdf_inputs();
NodeItem roughness = in["roughness"];
@ -398,10 +403,6 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_coat_affect_roughness_multiply2 = coat * val(0.0f) * in["coat_roughness"];
NodeItem n_coat_affected_roughness = n_coat_affect_roughness_multiply2.mix(roughness,
val(1.0f));
// NodeItem n_coat_affected_roughness = create_node(
// "mix",
// NodeItem::Type::Float,
// {{"fg", val(1.0f)}, {"bg", roughness}, {"mix", n_coat_affect_roughness_multiply2}});
NodeItem n_main_roughness = create_node(
"roughness_anisotropy",
@ -428,12 +429,6 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_coat_affected_transmission_roughness = n_coat_affect_roughness_multiply2.mix(
(roughness + roughness).clamp(), val(1.0f));
// NodeItem n_coat_affected_transmission_roughness = create_node(
// "mix",
// NodeItem::Type::Float,
// {{"fg", val(1.0f)},
// {"bg", (roughness + roughness).clamp(0.0f, 1.0f)},
// {"mix", n_coat_affect_roughness_multiply2}});
NodeItem n_transmission_roughness = create_node(
"roughness_anisotropy",
@ -463,12 +458,6 @@ NODE_SHADER_MATERIALX_BEGIN
{"anisotropy", in["subsurface_anisotropy"]},
{"normal", normal}});
NodeItem n_selected_subsurface_bsdf = n_subsurface_bsdf;
// NodeItem n_selected_subsurface_bsdf = create_node(
// "mix",
// NodeItem::Type::BSDF,
// {{"fg", n_translucent_bsdf}, {"bg", n_subsurface_bsdf}, {"mix", val(0.0f)}});
NodeItem n_sheen_bsdf = create_node("sheen_bsdf",
NodeItem::Type::BSDF,
{{"weight", in["sheen"]},
@ -483,29 +472,17 @@ NODE_SHADER_MATERIALX_BEGIN
{"weight", val(1.0f)},
{"normal", normal}});
NodeItem n_subsurface_mix = in["subsurface"].mix(n_diffuse_bsdf, n_selected_subsurface_bsdf);
// NodeItem n_subsurface_mix = create_node(
// "mix",
// NodeItem::Type::BSDF,
// {{"fg", n_selected_subsurface_bsdf}, {"bg", n_diffuse_bsdf}, {"mix", in["subsurface"]}});
NodeItem n_subsurface_mix = in["subsurface"].mix(n_diffuse_bsdf, n_subsurface_bsdf);
NodeItem n_sheen_layer = create_node(
"layer", NodeItem::Type::BSDF, {{"top", n_sheen_bsdf}, {"base", n_subsurface_mix}});
NodeItem n_transmission_mix = in["transmission"].mix(n_sheen_layer, n_transmission_bsdf);
// NodeItem n_transmission_mix = create_node(
// "mix",
// NodeItem::Type::BSDF,
// {{"fg", n_transmission_bsdf}, {"bg", n_sheen_layer}, {"mix", in["transmission"]}});
NodeItem n_specular_layer = create_node(
"layer", NodeItem::Type::BSDF, {{"top", n_specular_bsdf}, {"base", n_transmission_mix}});
NodeItem n_metalness_mix = in["metallic"].mix(n_specular_layer, n_metal_bsdf);
// NodeItem n_metalness_mix = create_node(
// "mix",
// NodeItem::Type::BSDF,
// {{"fg", n_metal_bsdf}, {"bg", n_specular_layer}, {"mix", in["metallic"]}});
NodeItem n_thin_film_layer = create_node(
"layer", NodeItem::Type::BSDF, {{"top", n_thin_film_bsdf}, {"base", n_metalness_mix}});
@ -515,23 +492,21 @@ NODE_SHADER_MATERIALX_BEGIN
NodeItem n_coat_attenuation = coat.mix(val(MaterialX::Color3(1.0f, 1.0f, 1.0f)),
in["coat_tint"]);
// NodeItem n_coat_attenuation = create_node("mix",
// NodeItem::Type::Color3,
// {{"fg", in["coat_tint"]},
// {"bg", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))},
// {"mix", coat}});
res = create_node("layer",
NodeItem::Type::BSDF,
{{"top", n_coat_bsdf}, {"base", n_thin_film_layer * n_coat_attenuation}});
break;
}
else if (to_type_ == NodeItem::Type::EDF) {
auto in = edf_inputs();
case NodeItem::Type::EDF: {
auto in = edf_inputs();
res = create_node(
"uniform_edf", NodeItem::Type::EDF, {{"color", in["emission_color"] * in["emission"]}});
break;
}
else if (to_type_ == NodeItem::Type::SurfaceShader) {
case NodeItem::Type::SurfaceShader: {
auto in = bsdf_inputs();
auto e_in = edf_inputs();
in.insert(e_in.begin(), e_in.end());
@ -574,11 +549,11 @@ NODE_SHADER_MATERIALX_BEGIN
{"emission_color", in["emission_color"]},
{"normal", in["normal"]},
{"tangent", in["tangent"]}});
break;
}
else {
default:
BLI_assert_unreachable();
}
return res;
}
#endif