forked from blender/blender
MaterialX: code improvements #34
@ -42,7 +42,7 @@ static int gpu_shader_bevel(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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/* NOTE: This node isn't supported by MaterialX.*/
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return get_input_link("Normal", NodeItem::Type::Vector3);
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}
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#endif
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@ -525,7 +525,8 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem anisotropic = in["anisotropic"];
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NodeItem rotation = in["anisotropic_rotation"];
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res = create_node("standard_surface",
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res = create_node(
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"standard_surface",
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NodeItem::Type::SurfaceShader,
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{{"base", val(1.0f)},
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{"base_color", base_color},
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@ -542,7 +543,8 @@ NODE_SHADER_MATERIALX_BEGIN
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{"transmission_extra_roughness", roughness},
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{"subsurface", in["subsurface"]},
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{"subsurface_color", base_color},
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{"subsurface_radius", in["subsurface_radius"] * in["subsurface_scale"]},
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{"subsurface_radius",
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(in["subsurface_radius"] * in["subsurface_scale"]).convert(NodeItem::Type::Color3)},
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{"subsurface_anisotropy", in["subsurface_anisotropy"]},
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{"sheen", in["sheen"]},
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{"sheen_color", in["sheen_tint"]},
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@ -61,7 +61,7 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: Some outputs don't have an implementation in MaterialX.*/
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/* NOTE: Some outputs aren't supported by MaterialX.*/
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NodeItem res = empty();
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std::string name = socket_out_->name;
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@ -35,7 +35,7 @@ static int node_shader_gpu_light_path(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* This node isn't supported by MaterialX. Only default values returned. */
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/* NOTE: This node isn't supported by MaterialX. Only default values returned. */
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if (STREQ(socket_out_->name, "Is Camera Ray")) {
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return val(1.0f);
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}
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@ -33,7 +33,7 @@ static int node_shader_gpu_object_info(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: Some outputs don't have an implementation in MaterialX.*/
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/* NOTE: Some outputs isn't supported by MaterialX.*/
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NodeItem res = empty();
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std::string name = socket_out_->name;
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@ -37,7 +37,7 @@ static int gpu_shader_particle_info(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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/* NOTE: This node isn't supported by MaterialX.*/
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return get_output_default(socket_out_->name, NodeItem::Type::Any);
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}
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#endif
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@ -25,7 +25,7 @@ static int node_shader_gpu_point_info(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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/* NOTE: This node isn't supported by MaterialX.*/
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return get_output_default(socket_out_->name, NodeItem::Type::Any);
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}
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#endif
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@ -74,7 +74,7 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: Some outputs don't have an implementation in MaterialX.*/
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/* NOTE: Some outputs aren't supported by MaterialX.*/
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NodeItem res = empty();
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std::string name = socket_out_->name;
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@ -260,6 +260,7 @@ static void sh_node_noise_build_multi_function(NodeMultiFunctionBuilder &builder
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: Some inputs aren't supported by MaterialX.*/
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem detail = get_input_default("Detail", NodeItem::Type::Float);
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NodeItem lacunarity = get_input_value("Lacunarity", NodeItem::Type::Float);
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@ -43,7 +43,7 @@ static int node_shader_gpu_wireframe(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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/* NOTE: This node doesn't have an implementation in MaterialX.*/
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/* NOTE: This node isn't supported by MaterialX.*/
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return get_output_default(socket_out_->name, NodeItem::Type::Float);
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}
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#endif
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