forked from blender/blender
Implement type conversion for NodeItem #9
@ -12,125 +12,6 @@ namespace blender::nodes::materialx {
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NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
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NodeItem::Type NodeItem::type(const std::string &type_str)
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{
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if (type_str == "string") {
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return Type::String;
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}
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if (type_str == "integer") {
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return Type::Integer;
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}
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if (type_str == "float") {
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return Type::Float;
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}
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if (type_str == "vector2") {
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return Type::Vector2;
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}
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if (type_str == "vector3") {
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return Type::Vector3;
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}
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if (type_str == "vector4") {
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return Type::Vector4;
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}
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if (type_str == "color3") {
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return Type::Color3;
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}
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if (type_str == "color4") {
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return Type::Color4;
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}
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return Type::Other;
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}
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std::string NodeItem::type(Type tp)
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{
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switch (tp) {
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case Type::String:
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return "string";
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case Type::Integer:
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return "integer";
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case Type::Float:
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return "float";
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case Type::Vector2:
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return "vector2";
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case Type::Vector3:
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return "vector3";
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case Type::Vector4:
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return "vector4";
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case Type::Color3:
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return "color3";
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case Type::Color4:
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return "color4";
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default:
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break;
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}
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return "";
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}
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NodeItem NodeItem::empty() const
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{
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return NodeItem(graph_);
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}
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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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Type t = item.type();
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std::string mx_type = type(t);
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switch (t) {
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case Type::String:
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set_input(name, item.value->asA<std::string>(), mx_type);
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break;
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case Type::Integer:
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set_input(name, item.value->asA<int>(), mx_type);
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break;
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case Type::Float:
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set_input(name, item.value->asA<float>(), mx_type);
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break;
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case Type::Vector2:
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set_input(name, item.value->asA<MaterialX::Vector2>(), mx_type);
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break;
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case Type::Vector3:
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set_input(name, item.value->asA<MaterialX::Vector3>(), mx_type);
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break;
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case Type::Vector4:
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set_input(name, item.value->asA<MaterialX::Vector4>(), mx_type);
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break;
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case Type::Color3:
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set_input(name, item.value->asA<MaterialX::Color3>(), mx_type);
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break;
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case Type::Color4:
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set_input(name, item.value->asA<MaterialX::Color4>(), mx_type);
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break;
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default:
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BLI_assert_unreachable();
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}
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}
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else if (item.node) {
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node->setConnectedNode(name, item.node);
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if (output_name != "") {
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node->setConnectedOutput(name, item.node->getOutput(output_name));
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}
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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,
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const NodeItem &item,
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Type in_type,
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const std::string &output_name)
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{
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set_input(name, item.convert(in_type), output_name);
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}
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void NodeItem::add_output(const std::string &name, Type out_type)
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{
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node->addOutput(name, type(out_type));
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}
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NodeItem::operator bool() const
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{
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return value || node;
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@ -270,67 +151,6 @@ NodeItem NodeItem::dotproduct(const NodeItem &other) const
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return d;
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}
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NodeItem NodeItem::if_else(IfType 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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switch (condition) {
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case IfType::Less:
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return other.if_else(IfType::Greater, *this, else_val, if_val);
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case IfType::LessEq:
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return other.if_else(IfType::GreaterEq, *this, else_val, if_val);
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case IfType::NotEq:
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return if_else(IfType::Eq, other, else_val, if_val);
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default:
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break;
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}
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NodeItem res = empty();
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if (type() != Type::Float || other.type() != Type::Float) {
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return res;
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}
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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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std::function<bool(float, float)> func = nullptr;
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std::string mx_category;
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switch (condition) {
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case IfType::Greater:
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mx_category = "ifgreater";
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func = [](float a, float b) { return a > b; };
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break;
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case IfType::GreaterEq:
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mx_category = "ifgreatereq";
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func = [](float a, float b) { return a >= b; };
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break;
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case IfType::Eq:
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mx_category = "ifequal";
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func = [](float a, float b) { return a == b; };
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break;
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default:
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BLI_assert_unreachable();
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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>()) ? 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(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", 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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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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@ -590,6 +410,72 @@ NodeItem NodeItem::convert(Type to_type) const
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return res;
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}
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NodeItem NodeItem::if_else(IfType 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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switch (condition) {
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case IfType::Less:
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return other.if_else(IfType::Greater, *this, else_val, if_val);
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case IfType::LessEq:
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return other.if_else(IfType::GreaterEq, *this, else_val, if_val);
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case IfType::NotEq:
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return if_else(IfType::Eq, other, else_val, if_val);
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default:
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break;
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}
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NodeItem res = empty();
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if (type() != Type::Float || other.type() != Type::Float) {
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return res;
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}
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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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BogdanNagirniak marked this conversation as resolved
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if (tp == Type::Empty) {
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return res;
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}
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std::function<bool(float, float)> func = nullptr;
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std::string mx_category;
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switch (condition) {
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case IfType::Greater:
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mx_category = "ifgreater";
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func = [](float a, float b) { return a > b; };
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break;
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case IfType::GreaterEq:
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mx_category = "ifgreatereq";
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func = [](float a, float b) { return a >= b; };
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break;
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case IfType::Eq:
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mx_category = "ifequal";
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func = [](float a, float b) { return a == b; };
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break;
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default:
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BLI_assert_unreachable();
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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>()) ? 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(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", 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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NodeItem NodeItem::empty() const
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{
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return NodeItem(graph_);
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}
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NodeItem::Type NodeItem::type() const
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{
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if (value) {
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@ -601,9 +487,143 @@ NodeItem::Type NodeItem::type() const
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return Type::Empty;
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}
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bool NodeItem::is_arithmetic(Type t)
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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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return t >= Type::Float;
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if (item.value) {
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Type t = item.type();
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std::string mx_type = type(t);
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switch (t) {
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case Type::String:
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set_input(name, item.value->asA<std::string>(), mx_type);
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break;
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case Type::Integer:
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set_input(name, item.value->asA<int>(), mx_type);
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break;
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case Type::Float:
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set_input(name, item.value->asA<float>(), mx_type);
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break;
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case Type::Vector2:
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set_input(name, item.value->asA<MaterialX::Vector2>(), mx_type);
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break;
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case Type::Vector3:
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set_input(name, item.value->asA<MaterialX::Vector3>(), mx_type);
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break;
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case Type::Vector4:
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set_input(name, item.value->asA<MaterialX::Vector4>(), mx_type);
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break;
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case Type::Color3:
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set_input(name, item.value->asA<MaterialX::Color3>(), mx_type);
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break;
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case Type::Color4:
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set_input(name, item.value->asA<MaterialX::Color4>(), mx_type);
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break;
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default:
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BLI_assert_unreachable();
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}
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}
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else if (item.node) {
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node->setConnectedNode(name, item.node);
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if (output_name != "") {
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node->setConnectedOutput(name, item.node->getOutput(output_name));
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}
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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,
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const NodeItem &item,
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Type in_type,
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const std::string &output_name)
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{
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set_input(name, item.convert(in_type), output_name);
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}
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void NodeItem::add_output(const std::string &name, Type out_type)
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{
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node->addOutput(name, type(out_type));
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}
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NodeItem::Type NodeItem::type(const std::string &tp)
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{
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if (tp == "string") {
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return Type::String;
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}
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if (tp == "integer") {
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return Type::Integer;
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}
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if (tp == "float") {
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return Type::Float;
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}
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if (tp == "vector2") {
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return Type::Vector2;
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}
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if (tp == "vector3") {
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return Type::Vector3;
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}
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if (tp == "vector4") {
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return Type::Vector4;
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}
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if (tp == "color3") {
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return Type::Color3;
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}
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if (tp == "color4") {
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return Type::Color4;
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}
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return Type::Other;
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}
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std::string NodeItem::type(Type tp)
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{
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switch (tp) {
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case Type::String:
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return "string";
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case Type::Integer:
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return "integer";
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case Type::Float:
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return "float";
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case Type::Vector2:
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return "vector2";
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case Type::Vector3:
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return "vector3";
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case Type::Vector4:
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return "vector4";
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case Type::Color3:
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return "color3";
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case Type::Color4:
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return "color4";
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default:
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break;
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}
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return "";
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}
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bool NodeItem::is_arithmetic(Type tp)
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{
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return tp >= Type::Float;
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}
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NodeItem::Type NodeItem::adjust_types(NodeItem &item1, NodeItem &item2)
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{
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Type t1 = item1.type();
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Type t2 = item2.type();
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BogdanNagirniak marked this conversation as resolved
Outdated
Georgiy Markelov
commented
Type::Float -> Type::Integer Type::Float -> Type::Integer
Bogdan Nagirniak
commented
Integer isn't used in arithmetic operations Integer isn't used in arithmetic operations
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if (t1 == t2) {
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return t1;
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}
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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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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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item2 = item2.convert(t1);
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return t1;
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}
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}
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bool NodeItem::is_arithmetic() const
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@ -732,24 +752,4 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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return res;
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}
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NodeItem::Type NodeItem::adjust_types(NodeItem &item1, NodeItem &item2)
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{
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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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if (!is_arithmetic(t1) || !is_arithmetic(t2)) {
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return Type::Empty;
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}
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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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item2 = item2.convert(t1);
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return t1;
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}
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}
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} // namespace blender::nodes::materialx
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|
@ -35,23 +35,7 @@ class NodeItem {
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NodeItem(MaterialX::GraphElement *graph);
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~NodeItem() = default;
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static Type type(const std::string &type_str);
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static std::string type(Type tp);
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NodeItem empty() const;
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template<class T> NodeItem val(const T &data) const;
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template<class T>
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void set_input(const std::string &in_name, const T &value, const std::string &in_type);
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void set_input(const std::string &in_name,
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const NodeItem &item,
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const std::string &out_name = "");
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void set_input(const std::string &in_name,
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const NodeItem &item,
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Type in_type,
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const std::string &out_name = "");
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void add_output(const std::string &in_name, Type out_type);
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/* Operators */
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BogdanNagirniak marked this conversation as resolved
Georgiy Markelov
commented
Suggest add Suggest add `#pragma region` for such places
Bogdan Nagirniak
commented
It is not commonly used in Blender code It is not commonly used in Blender code
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operator bool() 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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@ -63,16 +47,13 @@ class NodeItem {
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bool operator==(const NodeItem &other) const;
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bool operator!=(const NodeItem &other) const;
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/* Math functions */
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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 dotproduct(const NodeItem &other) const;
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NodeItem if_else(IfType 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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@ -90,20 +71,40 @@ class NodeItem {
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NodeItem sqrt() const;
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NodeItem sign() const;
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NodeItem exp() const;
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NodeItem convert(Type to_type) const;
|
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NodeItem if_else(IfType 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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/* Useful functions */
|
||||
NodeItem empty() const;
|
||||
template<class T> NodeItem val(const T &data) const;
|
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Type type() const;
|
||||
|
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/* Functions to set input and output */
|
||||
template<class T>
|
||||
void set_input(const std::string &in_name, const T &value, const std::string &in_type);
|
||||
void set_input(const std::string &in_name,
|
||||
const NodeItem &item,
|
||||
const std::string &out_name = "");
|
||||
void set_input(const std::string &in_name,
|
||||
const NodeItem &item,
|
||||
Type in_type,
|
||||
const std::string &out_name = "");
|
||||
void add_output(const std::string &in_name, Type out_type);
|
||||
|
||||
private:
|
||||
static bool is_arithmetic(Type t);
|
||||
static Type type(const std::string &tp);
|
||||
static std::string type(Type tp);
|
||||
static bool is_arithmetic(Type tp);
|
||||
static Type adjust_types(NodeItem &item1, NodeItem &item2);
|
||||
|
||||
bool is_arithmetic() const;
|
||||
|
||||
NodeItem arithmetic(const std::string &category, std::function<float(float)> func) const;
|
||||
NodeItem arithmetic(const NodeItem &other,
|
||||
const std::string &category,
|
||||
std::function<float(float, float)> func) const;
|
||||
static Type adjust_types(NodeItem &item1, NodeItem &item2);
|
||||
};
|
||||
|
||||
template<class T> NodeItem NodeItem::val(const T &data) const
|
||||
|
Loading…
Reference in New Issue
Block a user
Should
Integer
be here?Discussed: let it be here