forked from blender/blender
Export to MatX various Texture nodes #5
@ -156,6 +156,9 @@ if(WITH_MATERIALX)
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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/nodes/tex_noise.cc
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materialx/nodes/tex_checker.cc
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materialx/material.h
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materialx/nodes/node_item.h
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@ -68,7 +68,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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NodeItem tangent = get_input_link("Tangent");
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/* Creating standard_surface */
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NodeItem res = create_node("standard_surface", "surfaceshader");
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NodeItem res = create_node("standard_surface", "surfaceshader", false);
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res.set_input("base", 1.0, "float");
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res.set_input("base_color", base_color.to_color3());
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res.set_input("diffuse_roughness", roughness);
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@ -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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@ -550,7 +562,9 @@ MaterialX::ValuePtr NodeItem::float_to_type(float v, std::string mx_type)
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return nullptr;
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}
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bool NodeItem::adjust_types(MaterialX::ValuePtr &val1, MaterialX::ValuePtr &val2, std::string &mx_type)
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bool NodeItem::adjust_types(MaterialX::ValuePtr &val1,
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MaterialX::ValuePtr &val2,
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std::string &mx_type)
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{
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std::string t1 = val1->getTypeString();
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std::string t2 = val2->getTypeString();
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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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@ -79,7 +84,9 @@ class NodeItem {
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std::function<float(float, float)> func) const;
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static MaterialX::ValuePtr float_to_type(float v, std::string mx_type);
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/* Functions for adjusting values to make equal types */
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static bool adjust_types(MaterialX::ValuePtr &val1, MaterialX::ValuePtr &val2, std::string &mx_type);
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static bool adjust_types(MaterialX::ValuePtr &val1,
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MaterialX::ValuePtr &val2,
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std::string &mx_type);
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static bool adjust_types(NodeItem &val1, NodeItem &val2, std::string &mx_type);
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};
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@ -18,12 +18,12 @@ NodeParser::NodeParser(MaterialX::GraphElement *graph,
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NodeItem NodeParser::create_node(const std::string &mx_category,
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const std::string &mx_type,
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bool accessory)
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bool noname)
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{
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NodeItem res = empty();
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res.node = graph->addNode(mx_category,
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accessory ? MaterialX::EMPTY_STRING :
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MaterialX::createValidName(node->name),
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noname ? MaterialX::EMPTY_STRING :
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MaterialX::createValidName(node->name),
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mx_type);
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return res;
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}
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@ -110,7 +110,7 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
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/* Getting required NodeParser object */
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std::unique_ptr<NodeParser> parser;
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switch (in_node->type) {
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switch (in_node->typeinfo->type) {
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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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@ -126,6 +126,15 @@ NodeItem NodeParser::get_input_link(const bNodeSocket &socket)
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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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case SH_NODE_TEX_ENVIRONMENT:
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parser = std::make_unique<TexEnvironmentNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_TEX_NOISE:
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parser = std::make_unique<TexNoiseNodeParser>(graph, depsgraph, material, in_node);
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break;
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case SH_NODE_TEX_CHECKER:
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parser = std::make_unique<TexCheckerNodeParser>(graph, depsgraph, material, in_node);
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break;
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default:
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// TODO: warning log
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return res;
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@ -31,7 +31,7 @@ class NodeParser {
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protected:
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NodeItem create_node(const std::string &mx_category,
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const std::string &mx_type,
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bool accessory = false);
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bool noname = true);
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NodeItem get_input_default(const std::string &name);
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NodeItem get_input_default(int index);
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NodeItem get_input_link(const std::string &name);
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@ -64,6 +64,9 @@ DECLARE_PARSER(InvertNodeParser)
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DECLARE_PARSER(MathNodeParser)
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DECLARE_PARSER(MixRGBNodeParser)
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DECLARE_PARSER(OutputMaterialNodeParser)
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DECLARE_PARSER(TexCheckerNodeParser)
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DECLARE_PARSER(TexEnvironmentNodeParser)
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DECLARE_PARSER(TexImageNodeParser)
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DECLARE_PARSER(TexNoiseNodeParser)
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} // namespace blender::nodes::materialx
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@ -11,7 +11,7 @@ NodeItem OutputMaterialNodeParser::compute()
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NodeItem node = empty();
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NodeItem surface = get_input_link("Surface");
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if (surface) {
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node = create_node("surfacematerial", "material");
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node = create_node("surfacematerial", "material", false);
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node.set_input("surfaceshader", surface);
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}
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return node;
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52
source/blender/nodes/shader/materialx/nodes/tex_checker.cc
Normal file
52
source/blender/nodes/shader/materialx/nodes/tex_checker.cc
Normal file
@ -0,0 +1,52 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_parser.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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/* 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 place2d = create_node("place2d", "vector2");
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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.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, "outx");
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modulo_x.set_input("in2", value(2.0f));
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NodeItem modulo_y = create_node("modulo", "float");
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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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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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NodeItem res = create_node("mix", "color3", false);
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res.set_input("fg", color1.to_color3());
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res.set_input("bg", color2.to_color3());
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res.set_input("mix", ifequal);
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return res;
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}
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} // namespace blender::nodes::materialx
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@ -0,0 +1,33 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_parser.h"
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#include "hydra/image.h"
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#include "DEG_depsgraph_query.h"
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namespace blender::nodes::materialx {
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NodeItem TexEnvironmentNodeParser::compute()
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{
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Image *image = (Image *)node->id;
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NodeTexEnvironment *tex = static_cast<NodeTexEnvironment *>(node->storage);
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Scene *scene = DEG_get_input_scene(depsgraph);
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Main *bmain = DEG_get_bmain(depsgraph);
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std::string image_path;
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/* TODO: What if Blender built without Hydra? Also io::hydra::cache_or_get_image_file contains
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* pretty general code, so could be moved from bf_usd project. */
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#ifdef WITH_HYDRA
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image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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#endif
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NodeItem texcoord = create_node("texcoord", "vector2");
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NodeItem res = create_node("image", "color3", false);
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res.set_input("file", image_path, "filename");
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res.set_input("texcoord", texcoord);
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return res;
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}
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} // namespace blender::nodes::materialx
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@ -17,14 +17,14 @@ NodeItem TexImageNodeParser::compute()
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Scene *scene = DEG_get_input_scene(depsgraph);
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Main *bmain = DEG_get_bmain(depsgraph);
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std::string image_path;
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/* TODO: What if Blender built without Hydra? Also io::hydra::cache_or_get_image_file contain
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/* TODO: What if Blender built without Hydra? Also io::hydra::cache_or_get_image_file contains
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* pretty general code, so could be moved from bf_usd project. */
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#ifdef WITH_HYDRA
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image_path = io::hydra::cache_or_get_image_file(bmain, scene, image, &tex->iuser);
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#endif
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NodeItem texcoord = create_node("texcoord", "vector2", true);
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NodeItem res = create_node("image", "color3");
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NodeItem texcoord = create_node("texcoord", "vector2");
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NodeItem res = create_node("image", "color3", false);
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res.set_input("file", image_path, "filename");
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res.set_input("texcoord", texcoord);
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return res;
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28
source/blender/nodes/shader/materialx/nodes/tex_noise.cc
Normal file
28
source/blender/nodes/shader/materialx/nodes/tex_noise.cc
Normal file
@ -0,0 +1,28 @@
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_parser.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 texcoord = create_node("position", "vector3");
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NodeItem res = create_node("fractal3d", "color3", false);
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res.set_input("position", texcoord * scale);
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res.set_input("octaves", detail);
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res.set_input("lacunarity", lacunarity);
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return res;
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}
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} // namespace blender::nodes::materialx
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Reference in New Issue
Block a user
change create_node() signature accessory->noname = true