forked from blender/blender
Export to MatX various Texture nodes #5
@ -16,13 +16,15 @@ NodeItem NodeItem::empty() const
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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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void NodeItem::set_input(const std::string &name,
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const NodeItem &item,
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const std::string &output_name)
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{
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if (item.value) {
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set_input(name, item.value);
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}
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else if (item.node) {
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set_input(name, item.node);
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set_input(name, item.node, output_name);
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}
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}
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@ -58,9 +60,19 @@ void NodeItem::set_input(const std::string &name, const MaterialX::ValuePtr valu
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}
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}
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void NodeItem::set_input(const std::string &name, const MaterialX::NodePtr node)
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void NodeItem::set_input(const std::string &name,
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const MaterialX::NodePtr node,
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const std::string &output_name)
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{
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this->node->setConnectedNode(name, node);
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if (output_name != "") {
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this->node->setConnectedOutput("in1", node->getOutput(output_name));
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}
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}
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void NodeItem::add_output(const std::string &name, const std::string &mx_type)
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{
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node->addOutput(name, mx_type);
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}
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NodeItem::operator bool() const
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@ -25,9 +25,14 @@ class NodeItem {
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template<class T>
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void set_input(const std::string &name, const T &value, const std::string &mx_type);
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void set_input(const std::string &name, const NodeItem &item);
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void set_input(const std::string &name,
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const NodeItem &item,
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const std::string &output_name = "");
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void set_input(const std::string &name, const MaterialX::ValuePtr value);
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void set_input(const std::string &name, const MaterialX::NodePtr node);
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void set_input(const std::string &name,
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const MaterialX::NodePtr node,
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const std::string &output_name = "");
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void add_output(const std::string &name, const std::string &mx_type);
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operator bool() const;
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NodeItem operator+(const NodeItem &other) const;
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@ -4,48 +4,40 @@
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#include "node_parser.h"
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#include "hydra/image.h"
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namespace blender::nodes::materialx {
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NodeItem TexCheckerNodeParser::compute()
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{
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NodeItem scale = get_input_value("Scale");
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NodeItem color1 = get_input_value("Color1");
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NodeItem color2 = get_input_value("Color2");
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DagerD marked this conversation as resolved
Outdated
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if (scale.value && scale.type() == "float") {
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float v = scale.value->asA<float>();
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scale = value(MaterialX::Vector2(v, v));
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}
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NodeItem color1 = get_input_value("Color1");
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NodeItem color2 = get_input_value("Color2");
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/* Modifier to follow Cycles result */
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scale = scale * value(4.0f);
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NodeItem texcoord = create_node("texcoord", "vector2");
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NodeItem frequency = create_node("constant", "vector2");
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/* Modifier to follow Cycles result. */
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scale = scale * value(4.0f);
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frequency.set_input("value", scale);
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//NodeItem offset = create_node("constant", "vector2");
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//offset.set_input("value", value(MaterialX::Vector2(0.0f, 0.0f)));
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NodeItem place2d = create_node("place2d", "vector2");
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place2d.set_input("texcoord", texcoord * frequency);
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//place2d.set_input("offset", offset);
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place2d.set_input("texcoord", texcoord * scale);
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/* TODO: fix offset:
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* place2d.set_input("offset", offset); */
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NodeItem separate = create_node("separate2", "multioutput");
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separate.set_input("in", place2d);
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separate.node->addOutput("outx", "float");
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separate.node->addOutput("outy", "float");
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separate.add_output("outx", "float");
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separate.add_output("outy", "float");
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NodeItem modulo_x = create_node("modulo", "float");
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modulo_x.set_input("in1", separate);
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modulo_x.set_input("in1", separate, "outx");
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modulo_x.set_input("in2", value(2.0f));
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modulo_x.node->setConnectedOutput("in1", separate.node->getOutput("outx"));
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NodeItem modulo_y = create_node("modulo", "float");
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modulo_y.set_input("in1", separate);
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modulo_y.set_input("in1", separate, "outy");
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modulo_y.set_input("in2", value(2.0f));
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modulo_y.node->setConnectedOutput("in1", separate.node->getOutput("outy"));
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NodeItem ifequal =
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(modulo_x.floor() + modulo_y.floor()).if_else("==", value(1.0f), value(0.0f), value(1.0f));
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@ -4,18 +4,17 @@
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#include "node_parser.h"
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#include "hydra/image.h"
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namespace blender::nodes::materialx {
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NodeItem TexNoiseNodeParser::compute()
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{
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NodeItem scale = get_input_value("Scale");
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NodeItem detail = get_input_value("Detail");
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NodeItem lacunarity = get_input_value("Lacunarity");
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if (detail.value && detail.type() == "float") {
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detail = value(int(detail.value->asA<float>()));
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}
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DagerD marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Use following order:
Use following order:
1. get_input_...()
2. operations: math, new nodes
3. creating result node.
```
NodeItem detail = get_input_value("Detail");
NodeItem lacunarity = get_input_value("Lacunarity");
NodeItem scale = get_input_value("Scale");
NodeItem texcoord = create_node("position", "vector3", true);
NodeItem position = texcoord * scale;
```
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NodeItem lacunarity = get_input_value("Lacunarity");
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NodeItem texcoord = create_node("position", "vector3");
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change create_node() signature accessory->noname = true