forked from blender/blender
Code improvements + Mix node #30
@ -291,31 +291,31 @@ NodeItem NodeItem::dotproduct(const NodeItem &other) const
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float f = 0.0f;
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float f = 0.0f;
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switch (d.type()) {
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switch (d.type()) {
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case Type::Float: {
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case Type::Float: {
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f = value->asA<float>();
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f = d.value->asA<float>();
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break;
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break;
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}
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}
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case Type::Vector2: {
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case Type::Vector2: {
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auto v = value->asA<MaterialX::Vector2>();
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auto v = d.value->asA<MaterialX::Vector2>();
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f = v[0] + v[1];
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f = v[0] + v[1];
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break;
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break;
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}
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}
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case Type::Vector3: {
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case Type::Vector3: {
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auto v = value->asA<MaterialX::Vector3>();
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auto v = d.value->asA<MaterialX::Vector3>();
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f = v[0] + v[1] + v[2];
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f = v[0] + v[1] + v[2];
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break;
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break;
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}
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}
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case Type::Vector4: {
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case Type::Vector4: {
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auto v = value->asA<MaterialX::Vector4>();
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auto v = d.value->asA<MaterialX::Vector4>();
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f = v[0] + v[1] + v[2] + v[3];
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f = v[0] + v[1] + v[2] + v[3];
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break;
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break;
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}
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}
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case Type::Color3: {
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case Type::Color3: {
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auto v = value->asA<MaterialX::Color3>();
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auto v = d.value->asA<MaterialX::Color3>();
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f = v[0] + v[1] + v[2];
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f = v[0] + v[1] + v[2];
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break;
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break;
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}
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}
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case Type::Color4: {
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case Type::Color4: {
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auto v = value->asA<MaterialX::Color4>();
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auto v = d.value->asA<MaterialX::Color4>();
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f = v[0] + v[1] + v[2] + v[3];
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f = v[0] + v[1] + v[2] + v[3];
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break;
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break;
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}
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}
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@ -20,7 +20,7 @@ class GroupNodeParser;
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/**
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/**
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* This is base abstraction class for parsing Blender nodes into MaterialX nodes.
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* This is base abstraction class for parsing Blender nodes into MaterialX nodes.
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* NodeParser::compute() should be overrides in child classes.
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* NodeParser::compute() should be overrided in child classes.
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*/
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*/
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class NodeParser {
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class NodeParser {
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protected:
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protected:
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@ -219,7 +219,8 @@ NODE_SHADER_MATERIALX_BEGIN
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bool invert = node_->custom2;
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bool invert = node_->custom2;
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NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
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NodeItem vector = get_input_value("Vector", NodeItem::Type::Vector3);
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NodeItem center = get_input_value("Center", NodeItem::Type::Vector3);
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NodeItem center = get_input_value("Center", NodeItem::Type::Vector3) *
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val(MaterialX::Vector3(1.0f, 1.0f, -1.0f));
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vector = vector - center;
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vector = vector - center;
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if (mode == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
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if (mode == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
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