forked from blender/blender
Implement type conversion for NodeItem #9
@ -187,29 +187,14 @@ bool NodeItem::operator==(const NodeItem &other) const
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return false;
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}
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Type mx_type;
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auto val1 = value;
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auto val2 = other.value;
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if (!adjust_types(val1, val2, mx_type)) {
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NodeItem item1 = *this;
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NodeItem item2 = other;
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Type tp = adjust_types(item1, item2);
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if (tp == Type::Empty) {
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return false;
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}
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switch (mx_type) {
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case Type::Vector2:
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return val1->asA<MaterialX::Vector2>() == val2->asA<MaterialX::Vector2>();
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case Type::Vector3:
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return val1->asA<MaterialX::Vector3>() == val2->asA<MaterialX::Vector3>();
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case Type::Vector4:
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return val1->asA<MaterialX::Vector4>() == val2->asA<MaterialX::Vector4>();
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case Type::Float:
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return val1->asA<float>() == val2->asA<float>();
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case Type::Color3:
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return val1->asA<MaterialX::Color3>() == val2->asA<MaterialX::Color3>();
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case Type::Color4:
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return val1->asA<MaterialX::Color4>() == val2->asA<MaterialX::Color4>();
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default:
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break;
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}
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return false;
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return item1.value->getValueString() == item2.value->getValueString();
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}
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bool NodeItem::operator!=(const NodeItem &other) const
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@ -307,10 +292,10 @@ NodeItem NodeItem::if_else(IfType condition,
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return res;
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}
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auto val1 = if_val;
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auto val2 = else_val;
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Type mx_type;
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if (!adjust_types(val1, val2, mx_type)) {
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auto item1 = if_val;
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auto item2 = else_val;
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Type tp = adjust_types(item1, item2);
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if (tp == Type::Empty) {
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return res;
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}
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@ -334,14 +319,14 @@ NodeItem NodeItem::if_else(IfType condition,
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}
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if (value && other.value) {
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res = func(value->asA<float>(), other.value->asA<float>()) ? val1 : val2;
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res = func(value->asA<float>(), other.value->asA<float>()) ? item1 : item2;
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}
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else {
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(mx_type));
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(tp));
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res.set_input("value1", *this);
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res.set_input("value2", other);
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res.set_input("in1", val1);
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res.set_input("in2", val2);
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res.set_input("in1", item1);
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res.set_input("in2", item2);
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}
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return res;
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@ -626,7 +611,7 @@ bool NodeItem::is_arithmetic() const
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return is_arithmetic(type());
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}
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BogdanNagirniak marked this conversation as resolved
Outdated
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NodeItem NodeItem::arithmetic(const std::string &mx_category,
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NodeItem NodeItem::arithmetic(const std::string &category,
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std::function<float(float)> func) const
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{
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NodeItem res = empty();
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@ -675,67 +660,63 @@ NodeItem NodeItem::arithmetic(const std::string &mx_category,
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}
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}
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else {
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(t));
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res.node = graph_->addNode(category, MaterialX::EMPTY_STRING, type(t));
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res.set_input("in", *this);
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}
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return res;
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}
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NodeItem NodeItem::arithmetic(const NodeItem &other,
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const std::string &mx_category,
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const std::string &category,
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std::function<float(float, float)> func) const
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{
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NodeItem res = empty();
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if (!is_arithmetic() || !other.is_arithmetic()) {
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NodeItem item1 = *this;
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NodeItem item2 = other;
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Type tp = adjust_types(item1, item2);
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if (tp == Type::Empty) {
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return res;
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}
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Type mx_type;
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if (value && other.value) {
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auto val1 = value;
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auto val2 = other.value;
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if (!adjust_types(val1, val2, mx_type)) {
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return res;
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}
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switch (mx_type) {
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switch (tp) {
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case Type::Float: {
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float v1 = val1->asA<float>();
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float v2 = val2->asA<float>();
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float v1 = item1.value->asA<float>();
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float v2 = item2.value->asA<float>();
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res.value = MaterialX::Value::createValue<float>(func(v1, v2));
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break;
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}
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case Type::Color3: {
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auto v1 = val1->asA<MaterialX::Color3>();
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auto v2 = val2->asA<MaterialX::Color3>();
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auto v1 = item1.value->asA<MaterialX::Color3>();
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auto v2 = item2.value->asA<MaterialX::Color3>();
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2])});
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break;
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}
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case Type::Color4: {
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auto v1 = val1->asA<MaterialX::Color4>();
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auto v2 = val2->asA<MaterialX::Color4>();
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auto v1 = item1.value->asA<MaterialX::Color4>();
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auto v2 = item2.value->asA<MaterialX::Color4>();
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res.value = MaterialX::Value::createValue<MaterialX::Color4>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2]), func(v1[3], v2[3])});
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break;
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}
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case Type::Vector2: {
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auto v1 = val1->asA<MaterialX::Vector2>();
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auto v2 = val2->asA<MaterialX::Vector2>();
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auto v1 = item1.value->asA<MaterialX::Vector2>();
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auto v2 = item2.value->asA<MaterialX::Vector2>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector2>(
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{func(v1[0], v2[0]), func(v1[1], v2[1])});
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break;
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}
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case Type::Vector3: {
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auto v1 = val1->asA<MaterialX::Vector3>();
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auto v2 = val2->asA<MaterialX::Vector3>();
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auto v1 = item1.value->asA<MaterialX::Vector3>();
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auto v2 = item2.value->asA<MaterialX::Vector3>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2])});
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break;
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}
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case Type::Vector4: {
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auto v1 = val1->asA<MaterialX::Vector4>();
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auto v2 = val2->asA<MaterialX::Vector4>();
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auto v1 = item1.value->asA<MaterialX::Vector4>();
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auto v2 = item2.value->asA<MaterialX::Vector4>();
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res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
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{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2]), func(v1[3], v2[3])});
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break;
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@ -745,91 +726,31 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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}
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}
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else {
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auto val1 = *this;
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auto val2 = other;
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if (!adjust_types(val1, val2, mx_type)) {
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return res;
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}
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(mx_type));
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res.set_input("in1", val1);
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res.set_input("in2", val2);
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res.node = graph_->addNode(category, MaterialX::EMPTY_STRING, type(tp));
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res.set_input("in1", item1);
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res.set_input("in2", item2);
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}
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return res;
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}
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MaterialX::ValuePtr NodeItem::float_to_type(float v, Type mx_type)
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NodeItem::Type NodeItem::adjust_types(NodeItem &item1, NodeItem &item2)
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{
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MaterialX::ValuePtr res;
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switch (mx_type) {
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case Type::Float:
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res = MaterialX::Value::createValue<float>(v);
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break;
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case Type::Vector2:
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res = MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
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break;
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case Type::Vector3:
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res = MaterialX::Value::createValue<MaterialX::Vector3>({v, v, v});
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break;
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case Type::Vector4:
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res = MaterialX::Value::createValue<MaterialX::Vector4>({v, v, v, v});
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break;
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case Type::Color3:
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res = MaterialX::Value::createValue<MaterialX::Color3>({v, v, v});
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break;
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case Type::Color4:
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res = MaterialX::Value::createValue<MaterialX::Color4>({v, v, v, v});
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break;
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default:
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BLI_assert_unreachable();
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Type t1 = item1.type();
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Type t2 = item2.type();
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if (t1 == t2) {
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return t1;
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}
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return res;
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}
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bool NodeItem::adjust_types(MaterialX::ValuePtr &val1, MaterialX::ValuePtr &val2, Type &mx_type)
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{
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Type t1 = type(val1->getTypeString());
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Type t2 = type(val2->getTypeString());
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if (t1 != t2) {
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if (t1 == Type::Float) {
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val1 = float_to_type(val1->asA<float>(), t2);
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mx_type = t2;
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if (!is_arithmetic(t1) || !is_arithmetic(t2)) {
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return Type::Empty;
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}
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else if (t2 == Type::Float) {
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val2 = float_to_type(val2->asA<float>(), t1);
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mx_type = t1;
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if (t1 < t2) {
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item1 = item1.convert(t2);
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return t2;
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}
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else {
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return false;
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item2 = item2.convert(t1);
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return t1;
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}
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}
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else {
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mx_type = t1;
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}
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return true;
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}
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bool NodeItem::adjust_types(NodeItem &val1, NodeItem &val2, Type &mx_type)
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{
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Type t1 = val1.type();
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Type t2 = val2.type();
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if (t1 != t2) {
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if (val1.value && t1 == Type::Float) {
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val1.value = float_to_type(val1.value->asA<float>(), t2);
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mx_type = t2;
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}
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else if (val2.value && t2 == Type::Float) {
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val2.value = float_to_type(val2.value->asA<float>(), t1);
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mx_type = t1;
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}
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else {
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return false;
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}
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}
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else {
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mx_type = t1;
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}
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return true;
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}
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} // namespace blender::nodes::materialx
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@ -88,14 +88,11 @@ class NodeItem {
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bool is_arithmetic() const;
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NodeItem arithmetic(const std::string &mx_category, std::function<float(float)> func) const;
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NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const;
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NodeItem arithmetic(const NodeItem &other,
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const std::string &mx_category,
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const std::string &category,
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std::function<float(float, float)> func) const;
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static MaterialX::ValuePtr float_to_type(float v, Type 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, Type &mx_type);
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static bool adjust_types(NodeItem &val1, NodeItem &val2, Type &mx_type);
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static Type adjust_types(NodeItem &item1, NodeItem &item2);
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};
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template<class T> NodeItem NodeItem::val(const T &data) const
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Loading…
Reference in New Issue
Block a user
Type::Float -> Type::Integer
Integer isn't used in arithmetic operations