forked from blender/blender
Implement export of Math node. Continue other arithmetic support for NodeItem #6
@ -152,11 +152,13 @@ if(WITH_MATERIALX)
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materialx/nodes/invert.cc
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materialx/nodes/math.cc
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materialx/nodes/mix_rgb.cc
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#materialx/nodes/node_item.cc
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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/material.h
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#materialx/nodes/node_item.h
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materialx/nodes/node_parser.h
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)
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endif()
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@ -30,8 +30,8 @@ NodeItem BSDFPrincipledNodeParser::compute()
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NodeItem base_color = get_input_value("Base Color");
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NodeItem subsurface = get_input_value("Subsurface");
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NodeItem subsurface_radius = empty_value();
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NodeItem subsurface_color = empty_value();
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NodeItem subsurface_radius = empty();
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NodeItem subsurface_color = empty();
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if (enabled(subsurface)) {
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subsurface_radius = get_input_value("Subsurface Radius");
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subsurface_color = get_input_value("Subsurface Color");
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@ -42,8 +42,8 @@ NodeItem BSDFPrincipledNodeParser::compute()
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// NodeItem specular_tint = get_input_value("Specular Tint");
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NodeItem roughness = get_input_value("Roughness");
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NodeItem anisotropic = empty_value();
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NodeItem anisotropic_rotation = empty_value();
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NodeItem anisotropic = empty();
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NodeItem anisotropic_rotation = empty();
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if (enabled(metallic)) {
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/* TODO: use Specular Tint input */
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anisotropic = get_input_value("Anisotropic");
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@ -54,12 +54,12 @@ NodeItem BSDFPrincipledNodeParser::compute()
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}
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NodeItem sheen = get_input_value("Sheen");
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// sheen_tint = empty_value();
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// sheen_tint = empty();
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// if enabled(sheen):
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// sheen_tint = get_input_value("Sheen Tint");
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NodeItem clearcoat = get_input_value("Clearcoat");
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NodeItem clearcoat_roughness = empty_value();
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NodeItem clearcoat_roughness = empty();
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if (enabled(clearcoat)) {
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clearcoat_roughness = get_input_value("Clearcoat Roughness");
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}
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@ -67,7 +67,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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NodeItem ior = get_input_value("IOR");
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NodeItem transmission = get_input_value("Transmission");
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NodeItem transmission_roughness = empty_value();
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NodeItem transmission_roughness = empty();
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if (enabled(transmission)) {
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transmission_roughness = get_input_value("Transmission Roughness");
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}
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@ -9,7 +9,7 @@ namespace blender::nodes::materialx {
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NodeItem MathNodeParser::compute()
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{
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/* TODO: implement */
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return empty_value();
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return empty();
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}
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} // namespace blender::nodes::materialx
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@ -9,7 +9,7 @@ namespace blender::nodes::materialx {
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NodeItem MixRGBNodeParser::compute()
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{
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/* TODO: implement */
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return empty_value();
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return empty();
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}
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} // namespace blender::nodes::materialx
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@ -84,6 +84,17 @@ NodeItem NodeItem::operator/(const NodeItem &other) const
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return arithmetic(other, "divide", [](float a, float b) { return b == 0.0f ? 0.0f : a / b; });
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}
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NodeItem NodeItem::operator%(const NodeItem &other) const
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{
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return arithmetic(
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other, "modulo", [](float a, float b) { return b == 0.0f ? 0.0f : std::fmodf(a, b); });
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}
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NodeItem NodeItem::operator^(const NodeItem &other) const
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{
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return arithmetic(other, "power", [](float a, float b) { return std::powf(a, b); });
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}
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bool NodeItem::operator==(const NodeItem &other) const
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{
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if (node && node == other.node) {
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@ -93,6 +104,21 @@ bool NodeItem::operator==(const NodeItem &other) const
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return false;
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}
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NodeItem NodeItem::abs() const
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{
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return arithmetic("absval", [](float a) { return std::fabsf(a); });
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}
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NodeItem NodeItem::floor() const
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{
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return arithmetic("floor", [](float a) { return std::floorf(a); });
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}
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NodeItem NodeItem::ceil() const
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{
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return arithmetic("ceil", [](float a) { return std::ceilf(a); });
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}
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NodeItem NodeItem::min(const NodeItem &other) const
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{
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return arithmetic(other, "min", [](float a, float b) { return std::min(a, b); });
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@ -103,11 +129,122 @@ NodeItem NodeItem::max(const NodeItem &other) const
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return arithmetic(other, "max", [](float a, float b) { return std::max(a, b); });
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}
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NodeItem NodeItem::dot(const NodeItem &other) const
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{
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NodeItem d = arithmetic(other, "dotproduct", [](float a, float b) { return a * b; });
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if (d.value) {
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std::string t = d.type();
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float f = 0.0f;
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if (t == "float") {
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f = value->asA<float>();
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}
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else if (t == "color3") {
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auto v = value->asA<MaterialX::Color3>();
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f = v[0] + v[1] + v[2];
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}
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else if (t == "color4") {
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auto v = value->asA<MaterialX::Color4>();
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f = v[0] + v[1] + v[2] + v[3];
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}
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else if (t == "vector2") {
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auto v = value->asA<MaterialX::Vector2>();
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f = v[0] + v[1];
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}
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else if (t == "vector3") {
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auto v = value->asA<MaterialX::Vector3>();
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f = v[0] + v[1] + v[2];
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}
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else if (t == "vector4") {
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auto v = value->asA<MaterialX::Vector4>();
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f = v[0] + v[1] + v[2] + v[3];
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}
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d.value = MaterialX::Value::createValue(f);
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}
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return d;
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}
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NodeItem NodeItem::if_else(char condition,
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const NodeItem &other,
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const NodeItem &if_val,
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const NodeItem &else_val) const
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{
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//def if_else(self, cond: str, other, if_value, else_value):
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// if cond == '>':
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// res = self._arithmetic_helper(other, 'ifgreater', lambda a, b: float(a > b))
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// elif cond == '>=':
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// res = self._arithmetic_helper(other, 'ifgreatereq', lambda a, b: float(a >= b))
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// elif cond == '==':
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// res = self._arithmetic_helper(other, 'ifequal', lambda a, b: float(a == b))
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// elif cond == '<':
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// return self.node_item(other).if_else('>', self, else_value, if_value)
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// elif cond == '<=':
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// return self.node_item(other).if_else('>=', self, else_value, if_value)
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// elif cond == '!=':
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// return self.if_else('==', other, else_value, if_value)
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// else:
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// raise ValueError("Incorrect condition:", cond)
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// if isinstance(res.data, float):
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// return if_value if res.data == 1.0 else else_value
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// elif isinstance(res.data, tuple):
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// return if_value if res.data[0] == 1.0 else else_value
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// else:
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// res.set_input('value1', if_value)
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// res.set_input('value2', else_value)
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// return res
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return empty();
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}
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NodeItem NodeItem::blend(const NodeItem &a, const NodeItem &b) const
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{
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return (val(1.0f) - *this) * a + *this * b;
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}
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NodeItem NodeItem::clamp(const NodeItem &min_val, const NodeItem &max_val) const
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{
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return min(max_val).max(min_val);
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}
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NodeItem NodeItem::clamp(float min_val, float max_val) const
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{
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return clamp(val(min_val), val(max_val));
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}
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NodeItem NodeItem::sin() const
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{
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return arithmetic("sin", [](float a) { return std::sinf(a); });
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}
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NodeItem NodeItem::cos() const
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{
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return arithmetic("cos", [](float a) { return std::cosf(a); });
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}
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NodeItem NodeItem::tan() const
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{
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return arithmetic("tan", [](float a) { return std::tanf(a); });
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}
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NodeItem NodeItem::asin() const
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{
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return arithmetic("asin", [](float a) { return std::asinf(a); });
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}
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NodeItem NodeItem::acos() const
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{
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return arithmetic("acos", [](float a) { return std::acosf(a); });
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}
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NodeItem NodeItem::atan() const
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{
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return arithmetic("atan", [](float a) { return std::atanf(a); });
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}
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NodeItem NodeItem::log() const
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{
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return arithmetic("ln", [](float a) { return std::logf(a); });
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}
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NodeItem NodeItem::to_color3() const
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{
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std::string t = type();
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@ -337,7 +474,7 @@ 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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{
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NodeItem res = empty_value();
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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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@ -347,7 +484,7 @@ NodeItem NodeParser::create_node(const std::string &mx_category,
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NodeItem NodeParser::get_input_default(const std::string &name)
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{
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NodeItem res = empty_value();
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NodeItem res = empty();
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const bNodeSocket &socket = node->input_by_identifier(name);
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switch (socket.type) {
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@ -374,7 +511,7 @@ NodeItem NodeParser::get_input_default(const std::string &name)
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NodeItem NodeParser::get_input_link(const std::string &name)
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{
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NodeItem res = empty_value();
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NodeItem res = empty();
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const bNodeLink *link = node->input_by_identifier(name).link;
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if (!(link && link->is_used())) {
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@ -428,7 +565,7 @@ NodeItem NodeParser::get_input_value(const std::string &name)
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return res;
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}
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NodeItem NodeParser::empty_value()
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NodeItem NodeParser::empty()
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{
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return NodeItem(graph);
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}
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@ -38,11 +38,30 @@ class NodeItem {
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NodeItem operator-(const NodeItem &other) const;
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NodeItem operator*(const NodeItem &other) const;
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NodeItem operator/(const NodeItem &other) const;
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NodeItem operator%(const NodeItem &other) const;
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NodeItem operator^(const NodeItem &other) const;
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bool operator==(const NodeItem &other) const;
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NodeItem abs() const;
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NodeItem floor() const;
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NodeItem ceil() const;
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NodeItem min(const NodeItem &other) const;
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NodeItem max(const NodeItem &other) const;
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NodeItem dot(const NodeItem &other) const;
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NodeItem if_else(char condition,
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const NodeItem &other,
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const NodeItem &if_val,
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const NodeItem &else_val) const;
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NodeItem blend(const NodeItem &a, const NodeItem &b) const;
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NodeItem clamp(const NodeItem &min_val, const NodeItem &max_val) const;
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NodeItem clamp(float min_val = 0.0f, float max_val = 1.0f) const;
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NodeItem sin() const;
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NodeItem cos() const;
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NodeItem tan() const;
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NodeItem asin() const;
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NodeItem acos() const;
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NodeItem atan() const;
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NodeItem log() const;
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NodeItem to_color3() const;
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bool is_numeric() const;
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@ -92,7 +111,7 @@ class NodeParser {
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NodeItem get_input_default(const std::string &name);
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NodeItem get_input_link(const std::string &name);
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NodeItem get_input_value(const std::string &name);
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NodeItem empty_value();
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NodeItem empty();
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};
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#define DECLARE_PARSER(T) \
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@ -8,7 +8,7 @@ namespace blender::nodes::materialx {
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NodeItem OutputMaterialNodeParser::compute()
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{
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NodeItem node = empty_value();
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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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|
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Block a user