forked from blender/blender
Export to MatX various Texture nodes #5
@ -41,8 +41,9 @@ class NodeParser {
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NodeItem empty() const;
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template<class T> NodeItem value(const T &data) const;
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virtual NodeItem get_input_default(const bNodeSocket &socket);
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private:
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NodeItem get_input_default(const bNodeSocket &socket);
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NodeItem get_input_link(const bNodeSocket &socket);
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NodeItem get_input_value(const bNodeSocket &socket);
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};
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@ -66,7 +67,23 @@ 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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DECLARE_PARSER(TexNoiseNodeParser)
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DECLARE_PARSER(TexCheckerNodeParser)
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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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} // namespace blender::nodes::materialx
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@ -8,6 +8,20 @@
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namespace blender::nodes::materialx {
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NodeItem TexCheckerNodeParser::get_input_default(const bNodeSocket &socket)
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{
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/* Explicit check for Scale socket since MaterialX has scales for X and Y
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DagerD marked this conversation as resolved
Outdated
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* axes and Blender only single. */
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if (UNLIKELY(STREQ(socket.name, "Scale"))) {
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NodeItem res = empty();
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float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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res.value = MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
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return res;
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}
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return NodeParser::get_input_default(socket);
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}
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NodeItem TexCheckerNodeParser::compute()
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{
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NodeItem texcoord = create_node("texcoord", "vector2", true);
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@ -58,8 +72,8 @@ NodeItem TexCheckerNodeParser::compute()
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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>(1.0f));
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ifequal.set_input("in2", MaterialX::Value::createValue<float>(0.0f));
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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 res = create_node("mix", "color3", true);
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NodeItem color1 = get_input_value("Color1");
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@ -8,6 +8,20 @@
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namespace blender::nodes::materialx {
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NodeItem TexNoiseNodeParser::get_input_default(const bNodeSocket &socket)
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{
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/* Explicit check for Detail socket since MaterialX expects integer for
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* octaves. */
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if (UNLIKELY(STREQ(socket.name, "Detail"))) {
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NodeItem res = empty();
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int v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
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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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res.value = MaterialX::Value::createValue<int>(v);
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return res;
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}
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return NodeParser::get_input_default(socket);
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}
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NodeItem TexNoiseNodeParser::compute()
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{
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NodeItem texcoord = create_node("position", "vector3", true);
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