forked from blender/blender
Export to MatX various Texture nodes #5
@ -149,17 +149,16 @@ if(WITH_MATERIALX)
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list(APPEND SRC
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materialx/material.cc
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materialx/nodes/bsdf_principled.cc
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materialx/nodes/invert.cc
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materialx/nodes/math.cc
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materialx/nodes/mix_rgb.cc
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materialx/nodes/node_parser.cc
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materialx/nodes/output_material.cc
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materialx/nodes/tex_image.cc
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materialx/nodes/tex_environment.cc
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materialx/material.h
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materialx/nodes/bsdf_principled.h
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materialx/nodes/node_parser.h
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materialx/nodes/output_material.h
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materialx/nodes/tex_image.h
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materialx/nodes/tex_environment.h
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)
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endif()
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@ -3,7 +3,7 @@
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "material.h"
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#include "nodes/output_material.h"
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#include "nodes/node_parser.h"
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#include <MaterialXCore/Node.h>
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#include <MaterialXFormat/XmlIo.h>
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@ -2,9 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "bsdf_principled.h"
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#include <BKE_node_runtime.hh>
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#include "node_parser.h"
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namespace blender::nodes::materialx {
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@ -2,16 +2,15 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "node_parser.h"
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namespace blender::nodes::materialx {
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class OutputMaterialNodeParser : public NodeParser {
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public:
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using NodeParser::NodeParser;
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NodeItem compute() override;
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};
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NodeItem InvertNodeParser::compute()
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{
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NodeItem fac = get_input_value("Fac");
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NodeItem color = get_input_value("Color");
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return fac.blend(color, fac.val(1.0f) - color);
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}
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} // namespace blender::nodes::materialx
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@ -2,16 +2,14 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "node_parser.h"
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namespace blender::nodes::materialx {
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class TexImageNodeParser : public NodeParser {
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public:
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using NodeParser::NodeParser;
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NodeItem compute() override;
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};
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NodeItem MathNodeParser::compute()
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{
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/* TODO: implement */
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return empty_value();
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}
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} // namespace blender::nodes::materialx
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@ -2,16 +2,14 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "node_parser.h"
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namespace blender::nodes::materialx {
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class BSDFPrincipledNodeParser : public NodeParser {
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public:
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using NodeParser::NodeParser;
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NodeItem compute() override;
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};
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NodeItem MixRGBNodeParser::compute()
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{
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/* TODO: implement */
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return empty_value();
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}
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} // namespace blender::nodes::materialx
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@ -4,16 +4,17 @@
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#include "node_parser.h"
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#include "bsdf_principled.h"
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#include "tex_image.h"
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#include "tex_environment.h"
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#include <BKE_node_runtime.hh>
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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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@ -26,20 +27,27 @@ 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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@ -56,29 +64,267 @@ 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) const
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{
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NodeItem res(graph_);
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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) 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) 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) 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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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) 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) const
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{
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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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std::string t = type();
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NodeItem res = empty();
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if (value) {
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if (value->isA<float>()) {
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MaterialX::Color3 c;
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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<MaterialX::Color3>(MaterialX::Color3(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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res.value = value;
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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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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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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 (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 (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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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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bool NodeItem::is_numeric() const
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{
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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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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 (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 (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 (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 (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 (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 (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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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, 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) const
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{
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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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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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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 (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 (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 (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 (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 (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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BLI_assert_unreachable();
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}
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}
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else {
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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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@ -152,6 +398,15 @@ NodeItem NodeParser::get_input_link(const std::string &name)
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case SH_NODE_BSDF_PRINCIPLED:
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parser = std::make_unique<BSDFPrincipledNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_INVERT:
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parser = std::make_unique<InvertNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_MATH:
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parser = std::make_unique<MathNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_MIX_RGB_LEGACY:
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parser = std::make_unique<MixRGBNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_TEX_IMAGE:
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parser = std::make_unique<TexImageNodeParser>(graph, depsgraph, material, in_node);
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break;
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|
@ -24,6 +24,9 @@ class NodeItem {
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NodeItem(MaterialX::GraphElement *graph);
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~NodeItem() = default;
|
||||
|
||||
NodeItem empty() const;
|
||||
template<class T> NodeItem val(const T &data) const;
|
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|
||||
template<class T>
|
||||
void set_input(const std::string &name, const T &value, const std::string &mx_type);
|
||||
void set_input(const std::string &name, const NodeItem &item);
|
||||
@ -31,10 +34,35 @@ class NodeItem {
|
||||
void set_input(const std::string &name, const MaterialX::NodePtr node);
|
||||
|
||||
operator bool() const;
|
||||
NodeItem operator+(const NodeItem &other) const;
|
||||
NodeItem operator-(const NodeItem &other) const;
|
||||
NodeItem operator*(const NodeItem &other) const;
|
||||
NodeItem operator/(const NodeItem &other) const;
|
||||
bool operator==(const NodeItem &other) const;
|
||||
|
||||
NodeItem to_color3();
|
||||
NodeItem min(const NodeItem &other) const;
|
||||
NodeItem max(const NodeItem &other) const;
|
||||
NodeItem blend(const NodeItem &a, const NodeItem &b) const;
|
||||
|
||||
NodeItem to_color3() const;
|
||||
bool is_numeric() const;
|
||||
std::string type() const;
|
||||
|
||||
private:
|
||||
NodeItem arithmetic(const std::string &mx_category, std::function<float(float)> func) const;
|
||||
NodeItem arithmetic(const NodeItem &other,
|
||||
const std::string &mx_category,
|
||||
std::function<float(float, float)> func) const;
|
||||
MaterialX::ValuePtr float_to_type(float v, std::string t) const;
|
||||
};
|
||||
|
||||
template<class T> NodeItem NodeItem::val(const T &data) const
|
||||
{
|
||||
NodeItem res(graph_);
|
||||
res.value = MaterialX::Value::createValue<T>(data);
|
||||
return res;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
void NodeItem::set_input(const std::string &name, const T &value, const std::string &mx_type)
|
||||
{
|
||||
@ -67,4 +95,19 @@ class NodeParser {
|
||||
NodeItem empty_value();
|
||||
};
|
||||
|
||||
#define DECLARE_PARSER(T) \
|
||||
class T : public NodeParser { \
|
||||
public: \
|
||||
using NodeParser::NodeParser; \
|
||||
NodeItem compute() override; \
|
||||
};
|
||||
|
||||
DECLARE_PARSER(BSDFPrincipledNodeParser)
|
||||
DECLARE_PARSER(InvertNodeParser)
|
||||
DECLARE_PARSER(MathNodeParser)
|
||||
DECLARE_PARSER(MixRGBNodeParser)
|
||||
DECLARE_PARSER(OutputMaterialNodeParser)
|
||||
DECLARE_PARSER(TexImageNodeParser)
|
||||
DECLARE_PARSER(TexEnvironmentNodeParser)
|
||||
|
||||
} // namespace blender::nodes::materialx
|
||||
|
@ -2,7 +2,7 @@
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#include "output_material.h"
|
||||
#include "node_parser.h"
|
||||
|
||||
namespace blender::nodes::materialx {
|
||||
|
||||
|
@ -2,7 +2,6 @@
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#include "tex_environment.h"
|
||||
#include "node_parser.h"
|
||||
|
||||
#include "hydra/image.h"
|
||||
|
@ -2,7 +2,6 @@
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#include "tex_image.h"
|
||||
#include "node_parser.h"
|
||||
|
||||
#include "hydra/image.h"
|
||||
|
Loading…
Reference in New Issue
Block a user