forked from blender/blender
matx-code-improvements #8
@ -18,6 +18,13 @@ NodeParser::NodeParser(MaterialX::GraphElement *graph,
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{
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}
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std::string NodeParser::node_name(const bNode *node, const bNodeSocket *socket_out)
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{
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return MaterialX::createValidName(node->output_sockets().size() <= 1 ?
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std::string(node->name) :
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std::string(node->name) + "_" + socket_out->name);
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}
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NodeItem NodeParser::create_node(const std::string &mx_category, const std::string &mx_type)
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{
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NodeItem res = empty();
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@ -60,13 +67,6 @@ NodeItem NodeParser::empty() const
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return NodeItem(graph_);
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}
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std::string NodeParser::node_name(const bNode *node, const bNodeSocket *socket_out)
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{
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return MaterialX::createValidName(node->output_sockets().size() == 1 ?
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std::string(node->name) :
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std::string(node->name) + "_" + socket_out->name);
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}
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NodeItem NodeParser::get_input_default(const bNodeSocket &socket)
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{
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NodeItem res = empty();
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@ -30,6 +30,7 @@ class NodeParser {
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virtual NodeItem compute() = 0;
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protected:
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static std::string node_name(const bNode *node, const bNodeSocket *socket_out);
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NodeItem create_node(const std::string &mx_category, const std::string &mx_type);
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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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@ -41,7 +42,6 @@ class NodeParser {
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template<class T> NodeItem value(const T &data) const;
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private:
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static std::string node_name(const bNode *node, const bNodeSocket *socket_out);
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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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@ -29,7 +29,7 @@ NodeItem OutputMaterialNodeParser::compute(const std::string &socket_name)
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surface.set_input("base_color", value(MaterialX::Color3(1.0f, 0.0f, 1.0f)));
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}
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NodeItem res = create_node("surfacematerial", "material");
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res.set_name("Material");
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res.node->setName(node_name(node_, nullptr));
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res.set_input("surfaceshader", surface);
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return res;
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}
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@ -49,7 +49,7 @@ NodeItem OutputMaterialNodeParser::compute_default()
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}
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NodeItem res = create_node("surfacematerial", "material");
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res.set_name("Material");
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res.node->setName("Material_Default");
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res.set_input("surfaceshader", surface);
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return res;
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}
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@ -16,16 +16,11 @@ NodeItem TexCheckerNodeParser::compute()
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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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@ -43,8 +38,8 @@ NodeItem TexCheckerNodeParser::compute()
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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");
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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("bg", color1.to_color3());
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res.set_input("fg", 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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