forked from blender/blender
Arithmetic support for NodeItem and node implementation with arithmetic #4
@ -25,20 +25,27 @@ void NodeItem::set_input(const std::string &name, const NodeItem &item)
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void NodeItem::set_input(const std::string &name, const MaterialX::ValuePtr value)
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{
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std::string mx_type = value->getTypeString();
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if (value->isA<float>()) {
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set_input(name, value->asA<float>(), "float");
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set_input(name, value->asA<float>(), mx_type);
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}
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else if (value->isA<MaterialX::Vector2>()) {
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set_input(name, value->asA<MaterialX::Vector2>(), mx_type);
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}
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else if (value->isA<MaterialX::Vector3>()) {
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set_input(name, value->asA<MaterialX::Vector3>(), "vector3");
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set_input(name, value->asA<MaterialX::Vector3>(), mx_type);
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}
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else if (value->isA<MaterialX::Vector4>()) {
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set_input(name, value->asA<MaterialX::Vector4>(), "vector4");
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set_input(name, value->asA<MaterialX::Vector4>(), mx_type);
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}
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else if (value->isA<MaterialX::Color3>()) {
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set_input(name, value->asA<MaterialX::Color3>(), "color3");
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set_input(name, value->asA<MaterialX::Color3>(), mx_type);
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}
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else if (value->isA<MaterialX::Color4>()) {
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set_input(name, value->asA<MaterialX::Color4>(), "color4");
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set_input(name, value->asA<MaterialX::Color4>(), mx_type);
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}
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else if (value->isA<std::string>()) {
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set_input(name, value->asA<std::string>(), mx_type);
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}
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else {
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BLI_assert_unreachable();
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@ -55,25 +62,164 @@ NodeItem::operator bool() const
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return value || node;
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}
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NodeItem NodeItem::to_color3()
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NodeItem NodeItem::operator+(const NodeItem &other)
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{
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return arithmetic(other, "add", [](float a, float b) { return a + b; });
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}
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NodeItem NodeItem::operator-(const NodeItem &other)
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{
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return arithmetic(other, "subtract", [](float a, float b) { return a - b; });
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}
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NodeItem NodeItem::operator*(const NodeItem &other)
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{
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return arithmetic(other, "multiply", [](float a, float b) { return a * b; });
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}
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NodeItem NodeItem::operator/(const NodeItem &other)
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{
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return arithmetic(other, "divide", [](float a, float b) { return b == 0.0f ? 0.0f : a / b; });
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}
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NodeItem NodeItem::to_color3() const
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{
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NodeItem res(graph_);
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if (value) {
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MaterialX::Color3 c;
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if (value->isA<float>()) {
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float v = value->asA<float>();
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c = {v, v ,v};
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}
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else if (value->isA<MaterialX::Color3>()) {
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auto v = value->asA<MaterialX::Color3>();
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c = {v[0], v[1], v[2]};
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}
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else if (value->isA<MaterialX::Color4>()) {
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auto v = value->asA<MaterialX::Color4>();
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c = {v[0], v[1], v[2]};
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}
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else if (value->isA<MaterialX::Vector3>()) {
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auto v = value->asA<MaterialX::Vector3>();
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c = {v[0], v[1], v[2]};
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}
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else if (value->isA<MaterialX::Vector4>()) {
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auto v = value->asA<MaterialX::Vector4>();
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c = {v[0], v[1], v[2]};
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}
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else {
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/* Default color */
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c = {0.0f, 0.0f, 0.0f};
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}
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(c);
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}
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else if (node) {
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res.node = node;
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}
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return res;
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}
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NodeItem NodeItem::arithmetic(const std::string &mx_category, std::function<float(float)> func)
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{
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std::string t = value ? value->getTypeString() : node->getType();
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NodeItem res(graph_);
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if (value) {
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if (value->isA<float>()) {
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float v = value->asA<float>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(MaterialX::Color3(v, v, v));
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res.value = MaterialX::Value::createValue<float>(func(v));
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}
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else if (value->isA<MaterialX::Color3>()) {
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res.value = value;
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auto v = value->asA<MaterialX::Color3>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(
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{func(v[0]), func(v[1]), func(v[2])});
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}
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else if (value->isA<MaterialX::Color4>()) {
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auto c = value->asA<MaterialX::Color4>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(
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MaterialX::Color3(c[0], c[1], c[2]));
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auto v = value->asA<MaterialX::Color4>();
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res.value = MaterialX::Value::createValue<MaterialX::Color4>(
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{func(v[0]), func(v[1]), func(v[2]), func(v[3])});
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}
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else if (value->isA<MaterialX::Vector2>()) {
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auto v = value->asA<MaterialX::Vector2>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector2>({func(v[0]), func(v[1])});
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}
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else if (value->isA<MaterialX::Vector3>()) {
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auto v = value->asA<MaterialX::Vector3>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
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{func(v[0]), func(v[1]), func(v[2])});
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}
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else if (value->isA<MaterialX::Vector4>()) {
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auto v = value->asA<MaterialX::Vector4>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
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{func(v[0]), func(v[1]), func(v[2]), func(v[3])});
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}
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else {
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/* Nothing change */
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res.value = value;
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}
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}
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else if (node) {
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res.node = node;
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else {
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, t);
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res.set_input("in", *this);
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}
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return res;
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}
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NodeItem NodeItem::arithmetic(const NodeItem &other,
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const std::string &mx_category,
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std::function<float(float, float)> func)
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{
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std::string t1 = value ? value->getTypeString() : node->getType();
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std::string t2 = other.value ? other.value->getTypeString() : other.node->getType();
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if (t1 != t2) {
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return *this;
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}
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NodeItem res(graph_);
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if (value && other.value) {
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if (value->isA<float>()) {
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float v1 = value->asA<float>();
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float v2 = other.value->asA<float>();
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res.value = MaterialX::Value::createValue<float>(func(v1, v2));
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}
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else if (value->isA<MaterialX::Color3>()) {
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auto v1 = value->asA<MaterialX::Color3>();
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auto v2 = other.value->asA<MaterialX::Color3>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2])});
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}
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else if (value->isA<MaterialX::Color4>()) {
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auto v1 = value->asA<MaterialX::Color4>();
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auto v2 = other.value->asA<MaterialX::Color4>();
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res.value = MaterialX::Value::createValue<MaterialX::Color4>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2]), func(v1[3], v2[3])});
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}
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else if (value->isA<MaterialX::Vector2>()) {
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auto v1 = value->asA<MaterialX::Vector2>();
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auto v2 = other.value->asA<MaterialX::Vector2>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector2>(
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{func(v1[0], v2[0]), func(v1[1], v2[1])});
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}
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else if (value->isA<MaterialX::Vector3>()) {
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auto v1 = value->asA<MaterialX::Vector3>();
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auto v2 = other.value->asA<MaterialX::Vector3>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2])});
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}
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else if (value->isA<MaterialX::Vector4>()) {
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auto v1 = value->asA<MaterialX::Vector4>();
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auto v2 = other.value->asA<MaterialX::Vector4>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2]), func(v1[3], v2[3])});
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}
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else {
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/* default color */
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res.value = value;
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}
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}
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else {
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, t1);
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res.set_input("in1", *this);
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res.set_input("in2", other);
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}
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return res;
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}
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@ -31,8 +31,19 @@ class NodeItem {
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void set_input(const std::string &name, const MaterialX::NodePtr node);
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operator bool() const;
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template<class T> NodeItem &operator=(const T &value);
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NodeItem operator+(const NodeItem &other);
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NodeItem operator-(const NodeItem &other);
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NodeItem operator*(const NodeItem &other);
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NodeItem operator/(const NodeItem &other);
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NodeItem to_color3();
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NodeItem to_color3() const;
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private:
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NodeItem arithmetic(const std::string &mx_category, std::function<float(float)> func);
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NodeItem arithmetic(const NodeItem &other,
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const std::string &mx_category,
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std::function<float(float, float)> func);
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};
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template<class T>
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@ -41,6 +52,13 @@ void NodeItem::set_input(const std::string &name, const T &value, const std::str
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node->setInputValue(name, value, mx_type);
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}
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template<class T> NodeItem &NodeItem::operator=(const T &value)
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{
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this->value = MaterialX::Value::createValue<T>(value);
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node = nullptr;
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return *this;
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}
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class NodeParser {
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public:
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MaterialX::GraphElement *graph;
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