forked from blender/blender
MaterialX: code improvements shader modes. #35
@ -327,7 +327,6 @@ NodeItem NodeItem::dotproduct(const NodeItem &other) const
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NodeItem item1 = to_vector();
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NodeItem item1 = to_vector();
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NodeItem item2 = other.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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return create_node("dotproduct", Type::Float, {{"in1", item1}, {"in2", item2}});
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}
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}
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@ -388,14 +387,15 @@ NodeItem NodeItem::rotate(const NodeItem &angle_xyz, bool invert)
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NodeItem x = angle_xyz[0];
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NodeItem x = angle_xyz[0];
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NodeItem y = angle_xyz[1];
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NodeItem y = angle_xyz[1];
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NodeItem z = angle_xyz[2];
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NodeItem z = angle_xyz[2];
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NodeItem x_axis = val(MaterialX::Vector3(1.0f, 0.0f, 0.0f));
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NodeItem y_axis = val(MaterialX::Vector3(0.0f, 1.0f, 0.0f));
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NodeItem z_axis = val(MaterialX::Vector3(0.0f, 0.0f, 1.0f));
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if (invert) {
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if (invert) {
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return rotate(z, val(MaterialX::Vector3(0.0f, 0.0f, 1.0f)))
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return rotate(z, z_axis).rotate(y, y_axis).rotate(x, x_axis);
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.rotate(y, val(MaterialX::Vector3(0.0f, 1.0f, 0.0f)))
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.rotate(x, val(MaterialX::Vector3(1.0f, 0.0f, 0.0f)));
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}
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}
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return rotate(x, val(MaterialX::Vector3(1.0f, 0.0f, 0.0f)))
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return rotate(x, x_axis).rotate(y, y_axis).rotate(z, z_axis);
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.rotate(y, val(MaterialX::Vector3(0.0f, 1.0f, 0.0f)))
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.rotate(z, val(MaterialX::Vector3(0.0f, 0.0f, 1.0f)));
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}
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}
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NodeItem NodeItem::sin() const
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NodeItem NodeItem::sin() const
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@ -54,29 +54,13 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem dielectric = create_node("dielectric_bsdf",
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return create_node("dielectric_bsdf",
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NodeItem::Type::BSDF,
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NodeItem::Type::BSDF,
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{{"normal", normal},
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{{"normal", normal},
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{"tint", color},
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{"tint", color},
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{"roughness", roughness},
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{"roughness", roughness},
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{"ior", ior},
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{"ior", ior},
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{"scatter_mode", val(std::string("RT"))}});
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{"scatter_mode", val(std::string("RT"))}});
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NodeItem artistic_ior = create_node("artistic_ior",
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NodeItem::Type::Multioutput,
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{{"reflectivity", color}, {"edge_color", color}});
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NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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NodeItem conductor = create_node("conductor_bsdf",
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NodeItem::Type::BSDF,
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{{"normal", normal},
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{"ior", ior_out},
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{"extinction", extinction_out},
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{"roughness", roughness}});
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return create_node(
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"mix", NodeItem::Type::BSDF, {{"fg", dielectric}, {"bg", conductor}, {"mix", val(0.5f)}});
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}
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}
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#endif
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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@ -89,8 +89,8 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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#ifdef WITH_MATERIALX
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{
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{
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/* TODO: This node doesn't have an implementation in MaterialX.*/
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/* TODO: implement other features */
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return get_output_default(socket_out_->name, NodeItem::Type::Vector3);
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return create_node("tangent", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
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}
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}
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#endif
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#endif
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NODE_SHADER_MATERIALX_END
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NODE_SHADER_MATERIALX_END
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