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@ -10,6 +10,11 @@ namespace blender::nodes::materialx {
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NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
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NodeItem NodeItem::empty() const
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{
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return NodeItem(graph_);
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}
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void NodeItem::set_input(const std::string &name, const NodeItem &item)
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{
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if (item.value) {
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@ -59,121 +64,141 @@ NodeItem::operator bool() const
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return value || node;
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}
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NodeItem NodeItem::operator+(const NodeItem &other)
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NodeItem NodeItem::operator+(const NodeItem &other) const
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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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NodeItem NodeItem::operator-(const NodeItem &other) const
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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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NodeItem NodeItem::operator*(const NodeItem &other) const
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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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NodeItem NodeItem::operator/(const NodeItem &other) const
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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::min(const NodeItem &other)
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bool NodeItem::operator==(const NodeItem &other) const
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{
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if (node && node == other.node) {
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return true;
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}
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/* TODO: implement */
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return false;
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}
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NodeItem NodeItem::min(const NodeItem &other) const
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{
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return arithmetic(other, "min", [](float a, float b) { return std::min(a, b); });
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}
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NodeItem NodeItem::max(const NodeItem &other)
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NodeItem NodeItem::max(const NodeItem &other) const
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{
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return arithmetic(other, "max", [](float a, float b) { return std::max(a, b); });
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}
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NodeItem NodeItem::blend(const NodeItem &a, const NodeItem &b)
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NodeItem NodeItem::blend(const NodeItem &a, const NodeItem &b) const
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{
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return *this * a + (one() - *this) * b;
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return (val(1.0f) - *this) * a + *this * 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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std::string t = type();
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NodeItem res = empty();
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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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if (t == "float") {
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float v = value->asA<float>();
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c = {v, v ,v};
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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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else if (t == "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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else if (t == "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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else if (t == "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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else if (t == "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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return res;
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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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if (t != "color3") {
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return res;
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}
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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::one() const
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bool NodeItem::is_numeric() const
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{
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NodeItem res(graph_);
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res = 1.0f;
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return res;
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std::string t = type();
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return ELEM(t, "float", "color3", "color4", "vector2", "vector3", "vector4");
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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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std::string NodeItem::type() const
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{
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return value ? value->getTypeString() : node->getType();
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}
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NodeItem NodeItem::arithmetic(const std::string &mx_category,
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std::function<float(float)> func) const
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{
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if (!is_numeric()) {
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return empty();
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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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if (t == "float") {
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float v = value->asA<float>();
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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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else if (t == "color3") {
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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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else if (t == "color4") {
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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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else if (t == "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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else if (t == "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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else if (t == "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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BLI_assert_unreachable();
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}
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}
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else {
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@ -185,64 +210,121 @@ NodeItem NodeItem::arithmetic(const std::string &mx_category, std::function<floa
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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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std::function<float(float, float)> func) const
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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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NodeItem res = empty();
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if (!is_numeric() || !other.is_numeric()) {
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return res;
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}
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NodeItem res(graph_);
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std::string t1 = type();
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std::string t2 = other.type();
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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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std::string t = t1;
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auto val1 = value;
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auto val2 = other.value;
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if (t1 != t2) {
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if (t1 == "float") {
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val1 = float_to_type(val1->asA<float>(), t2);
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t = t2;
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}
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else if (t2 == "float") {
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val2 = float_to_type(val2->asA<float>(), t1);
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}
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else {
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return res;
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}
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}
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if (t == "float") {
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float v1 = val1->asA<float>();
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float v2 = val2->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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else if (t == "color3") {
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auto v1 = val1->asA<MaterialX::Color3>();
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auto v2 = val2->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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else if (t == "color4") {
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auto v1 = val1->asA<MaterialX::Color4>();
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auto v2 = val2->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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else if (t == "vector2") {
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auto v1 = val1->asA<MaterialX::Vector2>();
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auto v2 = val2->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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else if (t == "vector3") {
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auto v1 = val1->asA<MaterialX::Vector3>();
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auto v2 = val2->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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else if (t == "vector4") {
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auto v1 = val1->asA<MaterialX::Vector4>();
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auto v2 = val2->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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BLI_assert_unreachable();
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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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std::string t = t1;
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auto val1 = *this;
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auto val2 = other;
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if (t1 != t2) {
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if (val1.value && t1 == "float") {
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val1.value = float_to_type(val1.value->asA<float>(), t2);
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t = t2;
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}
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else if (val2.value && t2 == "float") {
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val2.value = float_to_type(val2.value->asA<float>(), t1);
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}
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else {
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return res;
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}
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}
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, t);
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res.set_input("in1", val1);
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res.set_input("in2", val2);
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}
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return res;
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}
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MaterialX::ValuePtr NodeItem::float_to_type(float v, std::string t) const
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{
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if (t == "float") {
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return MaterialX::Value::createValue<float>(v);
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}
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if (t == "color3") {
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return MaterialX::Value::createValue<MaterialX::Color3>({v, v, v});
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}
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if (t == "color4") {
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return MaterialX::Value::createValue<MaterialX::Color4>({v, v, v, 1.0f});
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}
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if (t == "vector2") {
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return MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
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}
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if (t == "vector3") {
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return MaterialX::Value::createValue<MaterialX::Vector3>({v, v, v});
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}
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if (t == "vector4") {
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return MaterialX::Value::createValue<MaterialX::Vector4>({v, v, v, 1.0f});
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}
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BLI_assert_unreachable();
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return nullptr;
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}
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NodeParser::NodeParser(MaterialX::GraphElement *graph,
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const Depsgraph *depsgraph,
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const Material *material,
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