forked from blender/blender
Export to MatX various Texture nodes #5
@ -60,6 +60,15 @@ template<class T> NodeItem NodeParser::value(const T &data) const
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NodeItem compute() override; \
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};
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#define DECLARE_PARSER_OVERRIDE(T) \
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class T : 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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protected: \
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NodeItem get_input_default(const bNodeSocket &socket) override; \
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};
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DECLARE_PARSER(BSDFPrincipledNodeParser)
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DECLARE_PARSER(InvertNodeParser)
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DECLARE_PARSER(MathNodeParser)
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@ -67,23 +76,7 @@ DECLARE_PARSER(MixRGBNodeParser)
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DECLARE_PARSER(OutputMaterialNodeParser)
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DECLARE_PARSER(TexImageNodeParser)
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DECLARE_PARSER(TexEnvironmentNodeParser)
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class TexNoiseNodeParser : 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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protected:
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NodeItem get_input_default(const bNodeSocket &socket) override;
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};
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class TexCheckerNodeParser : 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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protected:
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NodeItem get_input_default(const bNodeSocket &socket) override;
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};
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DECLARE_PARSER_OVERRIDE(TexNoiseNodeParser)
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DECLARE_PARSER_OVERRIDE(TexCheckerNodeParser)
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} // namespace blender::nodes::materialx
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@ -33,15 +33,11 @@ NodeItem TexCheckerNodeParser::compute()
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scale_fitter.value = MaterialX::Value::createValue<float>(4.0f);
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frequency.set_input("value", scale * scale_fitter);
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NodeItem mult = create_node("multiply", "vector2", true);
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mult.set_input("in1", texcoord);
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mult.set_input("in2", frequency);
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NodeItem offset = create_node("constant", "vector2", true);
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offset.set_input("value", MaterialX::Value::createValue<MaterialX::Vector2>({0.0f, 0.0f}));
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NodeItem place2d = create_node("place2d", "vector2", true);
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place2d.set_input("texcoord", mult);
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place2d.set_input("texcoord", texcoord * frequency);
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place2d.set_input("offset", offset);
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NodeItem separate = create_node("separate2", "multioutput", true);
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@ -54,26 +50,13 @@ NodeItem TexCheckerNodeParser::compute()
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modulo_x.set_input("in2", MaterialX::Value::createValue<float>(2.0f));
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modulo_x.node->setConnectedOutput("in1", separate.node->getOutput("outx"));
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NodeItem floor_x = create_node("floor", "float", true);
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floor_x.set_input("in", modulo_x);
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NodeItem modulo_y = create_node("modulo", "float", true);
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modulo_y.set_input("in1", separate);
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modulo_y.set_input("in2", MaterialX::Value::createValue<float>(2.0f));
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modulo_y.node->setConnectedOutput("in1", separate.node->getOutput("outy"));
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NodeItem floor_y = create_node("floor", "float", true);
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floor_y.set_input("in", modulo_y);
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NodeItem add = create_node("add", "float", true);
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add.set_input("in1", floor_x);
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add.set_input("in2", floor_y);
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NodeItem ifequal = create_node("ifequal", "float", true);
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ifequal.set_input("value1", add);
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ifequal.set_input("value2", MaterialX::Value::createValue<float>(1.0f));
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ifequal.set_input("in1", MaterialX::Value::createValue<float>(0.0f));
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ifequal.set_input("in2", MaterialX::Value::createValue<float>(1.0f));
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NodeItem ifequal = (modulo_x.floor() + modulo_y.floor())
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.if_else("==", empty().val(1.0f), empty().val(0.0f), empty().val(1.0f));
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NodeItem res = create_node("mix", "color3", true);
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NodeItem color1 = get_input_value("Color1");
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