forked from blender/blender
MaterialX: code improvements shader modes. #35
@ -54,7 +54,7 @@ NodeItem::Type NodeItem::type(const std::string &type_str)
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return Type::EDF;
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}
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if (type_str == "displacementshader") {
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return Type::Displacementshader;
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return Type::DisplacementShader;
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}
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if (type_str == "surfaceshader") {
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return Type::SurfaceShader;
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@ -97,7 +97,7 @@ std::string NodeItem::type(Type type)
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return "BSDF";
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case Type::EDF:
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return "EDF";
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case Type::Displacementshader:
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case Type::DisplacementShader:
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return "displacementshader";
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case Type::SurfaceShader:
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return "surfaceshader";
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@ -41,7 +41,7 @@ class NodeItem {
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/* Shader types. NOTE: There are only supported types */
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BSDF,
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EDF,
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Displacementshader,
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DisplacementShader,
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SurfaceShader,
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Material,
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};
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@ -46,7 +46,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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return create_node("displacement",
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NodeItem::Type::Displacementshader,
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NodeItem::Type::DisplacementShader,
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{{"displacement", height}, {"scale", scale}});
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}
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#endif
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@ -50,7 +50,7 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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return create_node("displacement",
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NodeItem::Type::Displacementshader,
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NodeItem::Type::DisplacementShader,
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{{"displacement", vector}, {"scale", scale}});
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}
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#endif
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