Export to MatX various Texture nodes #5

Merged
Bogdan Nagirniak merged 17 commits from matx-add-tex-nodes into matx-export-material 2023-08-31 19:49:26 +02:00
2 changed files with 14 additions and 38 deletions
Showing only changes of commit 8855b34ab1 - Show all commits

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@ -60,6 +60,15 @@ template<class T> NodeItem NodeParser::value(const T &data) const
NodeItem compute() override; \ NodeItem compute() override; \
}; };
#define DECLARE_PARSER_OVERRIDE(T) \
class T : public NodeParser { \
public: \
using NodeParser::NodeParser; \
NodeItem compute() override; \
protected: \
NodeItem get_input_default(const bNodeSocket &socket) override; \
};
DECLARE_PARSER(BSDFPrincipledNodeParser) DECLARE_PARSER(BSDFPrincipledNodeParser)
DECLARE_PARSER(InvertNodeParser) DECLARE_PARSER(InvertNodeParser)
DECLARE_PARSER(MathNodeParser) DECLARE_PARSER(MathNodeParser)
@ -67,23 +76,7 @@ DECLARE_PARSER(MixRGBNodeParser)
DECLARE_PARSER(OutputMaterialNodeParser) DECLARE_PARSER(OutputMaterialNodeParser)
DECLARE_PARSER(TexImageNodeParser) DECLARE_PARSER(TexImageNodeParser)
DECLARE_PARSER(TexEnvironmentNodeParser) DECLARE_PARSER(TexEnvironmentNodeParser)
DECLARE_PARSER_OVERRIDE(TexNoiseNodeParser)
class TexNoiseNodeParser : public NodeParser { DECLARE_PARSER_OVERRIDE(TexCheckerNodeParser)
public:
using NodeParser::NodeParser;
NodeItem compute() override;
protected:
NodeItem get_input_default(const bNodeSocket &socket) override;
};
class TexCheckerNodeParser : public NodeParser {
public:
using NodeParser::NodeParser;
NodeItem compute() override;
protected:
NodeItem get_input_default(const bNodeSocket &socket) override;
};
} // namespace blender::nodes::materialx } // namespace blender::nodes::materialx

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@ -33,15 +33,11 @@ NodeItem TexCheckerNodeParser::compute()
scale_fitter.value = MaterialX::Value::createValue<float>(4.0f); scale_fitter.value = MaterialX::Value::createValue<float>(4.0f);
frequency.set_input("value", scale * scale_fitter); frequency.set_input("value", scale * scale_fitter);
NodeItem mult = create_node("multiply", "vector2", true);
mult.set_input("in1", texcoord);
mult.set_input("in2", frequency);
NodeItem offset = create_node("constant", "vector2", true); NodeItem offset = create_node("constant", "vector2", true);
offset.set_input("value", MaterialX::Value::createValue<MaterialX::Vector2>({0.0f, 0.0f})); offset.set_input("value", MaterialX::Value::createValue<MaterialX::Vector2>({0.0f, 0.0f}));
NodeItem place2d = create_node("place2d", "vector2", true); NodeItem place2d = create_node("place2d", "vector2", true);
place2d.set_input("texcoord", mult); place2d.set_input("texcoord", texcoord * frequency);
place2d.set_input("offset", offset); place2d.set_input("offset", offset);
NodeItem separate = create_node("separate2", "multioutput", true); NodeItem separate = create_node("separate2", "multioutput", true);
@ -54,26 +50,13 @@ NodeItem TexCheckerNodeParser::compute()
modulo_x.set_input("in2", MaterialX::Value::createValue<float>(2.0f)); modulo_x.set_input("in2", MaterialX::Value::createValue<float>(2.0f));
modulo_x.node->setConnectedOutput("in1", separate.node->getOutput("outx")); modulo_x.node->setConnectedOutput("in1", separate.node->getOutput("outx"));
NodeItem floor_x = create_node("floor", "float", true);
floor_x.set_input("in", modulo_x);
NodeItem modulo_y = create_node("modulo", "float", true); NodeItem modulo_y = create_node("modulo", "float", true);
modulo_y.set_input("in1", separate); modulo_y.set_input("in1", separate);
modulo_y.set_input("in2", MaterialX::Value::createValue<float>(2.0f)); modulo_y.set_input("in2", MaterialX::Value::createValue<float>(2.0f));
modulo_y.node->setConnectedOutput("in1", separate.node->getOutput("outy")); modulo_y.node->setConnectedOutput("in1", separate.node->getOutput("outy"));
NodeItem floor_y = create_node("floor", "float", true); NodeItem ifequal = (modulo_x.floor() + modulo_y.floor())
floor_y.set_input("in", modulo_y); .if_else("==", empty().val(1.0f), empty().val(0.0f), empty().val(1.0f));
NodeItem add = create_node("add", "float", true);
add.set_input("in1", floor_x);
add.set_input("in2", floor_y);
NodeItem ifequal = create_node("ifequal", "float", true);
ifequal.set_input("value1", add);
ifequal.set_input("value2", MaterialX::Value::createValue<float>(1.0f));
ifequal.set_input("in1", MaterialX::Value::createValue<float>(0.0f));
ifequal.set_input("in2", MaterialX::Value::createValue<float>(1.0f));
NodeItem res = create_node("mix", "color3", true); NodeItem res = create_node("mix", "color3", true);
NodeItem color1 = get_input_value("Color1"); NodeItem color1 = get_input_value("Color1");