forked from blender/blender
MaterialX logging #7
@ -72,8 +72,12 @@ NodeItem BSDFPrincipledNodeParser::compute()
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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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if (normal) {
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res.set_input("normal", normal);
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}
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if (tangent) {
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res.set_input("tangent", tangent);
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}
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if (metallic != zero) {
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res.set_input("metalness", metallic);
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@ -84,9 +88,11 @@ NodeItem BSDFPrincipledNodeParser::compute()
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res.set_input("specular_color", base_color.to_color3());
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res.set_input("specular_roughness", roughness);
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res.set_input("specular_IOR", ior);
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if (anisotropic) {
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res.set_input("specular_anisotropy", anisotropic);
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res.set_input("specular_rotation", anisotropic_rotation);
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}
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}
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if (transmission != zero) {
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res.set_input("transmission", transmission);
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@ -98,8 +104,10 @@ NodeItem BSDFPrincipledNodeParser::compute()
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res.set_input("subsurface", subsurface);
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res.set_input("subsurface_color", subsurface_color);
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res.set_input("subsurface_radius", subsurface_radius);
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if (anisotropic) {
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res.set_input("subsurface_anisotropy", anisotropic);
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}
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}
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if (sheen != zero) {
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res.set_input("sheen", sheen);
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@ -112,8 +120,10 @@ NodeItem BSDFPrincipledNodeParser::compute()
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res.set_input("coat_color", base_color.to_color3());
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res.set_input("coat_roughness", clearcoat_roughness);
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res.set_input("coat_IOR", ior);
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if (anisotropic) {
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res.set_input("coat_anisotropy", anisotropic);
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res.set_input("coat_rotation", anisotropic_rotation);
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}
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res.set_input("coat_normal", clearcoat_normal);
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}
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@ -25,6 +25,9 @@ void NodeItem::set_input(const std::string &name, const NodeItem &item)
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else if (item.node) {
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set_input(name, item.node);
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}
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else {
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CLOG_WARN(LOG_MATERIALX_SHADER, "Empty item to input: %s", name.c_str());
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}
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}
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void NodeItem::set_input(const std::string &name, const MaterialX::ValuePtr value)
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@ -232,10 +235,6 @@ NodeItem NodeItem::if_else(const std::string &condition,
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NodeItem res = empty();
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if (type() != "float" || other.type() != "float") {
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CLOG_WARN(LOG_MATERIALX_SHADER,
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"Incorrect condition types: %s, %s",
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type().c_str(),
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other.type().c_str());
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return res;
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}
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@ -365,27 +364,27 @@ NodeItem NodeItem::exp() const
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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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std::string mx_type = type();
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NodeItem res = empty();
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if (value) {
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MaterialX::Color3 c;
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if (t == "float") {
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if (mx_type == "float") {
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float v = value->asA<float>();
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c = {v, v, v};
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}
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else if (t == "color3") {
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else if (mx_type == "color3") {
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auto v = value->asA<MaterialX::Color3>();
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c = {v[0], v[1], v[2]};
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}
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else if (t == "color4") {
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else if (mx_type == "color4") {
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auto v = value->asA<MaterialX::Color4>();
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c = {v[0], v[1], v[2]};
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}
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else if (t == "vector3") {
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else if (mx_type == "vector3") {
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auto v = value->asA<MaterialX::Vector3>();
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c = {v[0], v[1], v[2]};
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}
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else if (t == "vector4") {
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else if (mx_type == "vector4") {
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auto v = value->asA<MaterialX::Vector4>();
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c = {v[0], v[1], v[2]};
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}
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@ -395,7 +394,7 @@ NodeItem NodeItem::to_color3() const
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(c);
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}
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else if (node) {
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if (t != "color3") {
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if (mx_type != "color3") {
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return res;
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}
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res.node = node;
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