forked from blender/blender
Implement type conversion for NodeItem #9
@ -2,8 +2,8 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_parser.h"
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#include "../material.h"
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#include "node_parser.h"
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namespace blender::nodes::materialx {
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@ -187,7 +187,6 @@ bool NodeItem::operator==(const NodeItem &other) const
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return false;
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}
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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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@ -526,8 +525,8 @@ NodeItem NodeItem::convert(Type to_type) const
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res.value = MaterialX::Value::createValue<MaterialX::Vector2>({v[0], v[1]});
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break;
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case Type::Vector4:
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res.value =
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MaterialX::Value::createValue<MaterialX::Vector4>({v[0], v[1], v[2], 0.0f});
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res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
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{v[0], v[1], v[2], 0.0f});
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break;
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case Type::Color3:
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res.value = MaterialX::Value::createValue<MaterialX::Color3>({v[0], v[1], v[2]});
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@ -569,7 +568,8 @@ NodeItem NodeItem::convert(Type to_type) const
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auto v = value->asA<MaterialX::Color4>();
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switch (to_type) {
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case Type::Vector4:
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res.value = MaterialX::Value::createValue<MaterialX::Vector4>({v[0], v[1], v[2], v[3]});
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res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
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{v[0], v[1], v[2], v[3]});
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break;
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case Type::Color3:
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res.value = MaterialX::Value::createValue<MaterialX::Color3>({v[0], v[1], v[2]});
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@ -611,8 +611,7 @@ bool NodeItem::is_arithmetic() const
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return is_arithmetic(type());
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}
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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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NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(float)> func) const
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{
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NodeItem res = empty();
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Type t = type();
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@ -10,7 +10,18 @@ namespace blender::nodes::materialx {
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class NodeItem {
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public:
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enum class Type { Empty = 0, Other, String, Integer, Float, Vector2, Vector3, Vector4, Color3, Color4 };
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enum class Type {
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Empty = 0,
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Other,
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String,
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Integer,
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Float,
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Vector2,
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Vector3,
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Vector4,
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Color3,
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Color4
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};
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enum class IfType { Less = 0, LessEq, Eq, GreaterEq, Greater, NotEq };
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public:
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@ -14,7 +14,11 @@ NodeParser::NodeParser(MaterialX::GraphElement *graph,
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const Material *material,
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const bNode *node,
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const bNodeSocket *socket_out)
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: graph_(graph), depsgraph_(depsgraph), material_(material), node_(node), socket_out_(socket_out)
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: graph_(graph),
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depsgraph_(depsgraph),
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material_(material),
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node_(node),
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socket_out_(socket_out)
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{
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}
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@ -37,7 +37,8 @@ NodeItem OutputMaterialNodeParser::compute(const std::string &socket_name)
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NodeItem OutputMaterialNodeParser::compute_default()
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{
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NodeItem surface = create_node("standard_surface", "surfaceshader");
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surface.set_input("base_color", value(MaterialX::Color3(material_->r, material_->g, material_->b)));
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surface.set_input("base_color",
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value(MaterialX::Color3(material_->r, material_->g, material_->b)));
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surface.set_input("diffuse_roughness", value(material_->roughness));
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if (material_->metallic > 0.0f) {
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surface.set_input("metalness", value(material_->metallic));
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@ -31,8 +31,8 @@ NodeItem TexCheckerNodeParser::compute()
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modulo_y.set_input("in1", separate, "outy");
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modulo_y.set_input("in2", value(2.0f));
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NodeItem ifequal =
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(modulo_x.floor() + modulo_y.floor()).if_else(NodeItem::IfType::Eq, value(1.0f), value(0.0f), value(1.0f));
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NodeItem ifequal = (modulo_x.floor() + modulo_y.floor())
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.if_else(NodeItem::IfType::Eq, 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("bg", color1, NodeItem::Type::Color3);
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