forked from blender/blender
Implement type conversion for NodeItem #9
@ -238,15 +238,20 @@ NodeItem NodeItem::exp() const
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NodeItem NodeItem::convert(Type to_type) const
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{
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Type t = type();
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if (t == to_type) {
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Type tp = type();
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BogdanNagirniak marked this conversation as resolved
Outdated
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if (tp == to_type) {
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return *this;
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}
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if (!is_arithmetic(t) || !is_arithmetic(to_type)) {
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if (!is_arithmetic(tp) || !is_arithmetic(to_type)) {
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return empty();
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}
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switch (t) {
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if (to_type == Type::Float) {
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/* TODO: Convert to float, <extract> should be used */
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}
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/* Converting types which requires > 1 iteration */
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switch (tp) {
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case Type::Vector2:
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switch (to_type) {
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case Type::Vector4:
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@ -301,9 +306,10 @@ NodeItem NodeItem::convert(Type to_type) const
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break;
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}
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/* Converting 1 iteration types */
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NodeItem res = empty();
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if (value) {
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switch (t) {
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switch (tp) {
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case Type::Float: {
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float v = value->asA<float>();
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switch (to_type) {
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@ -492,9 +498,9 @@ void NodeItem::set_input(const std::string &name,
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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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Type tp = item.type();
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std::string mx_type = type(tp);
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switch (tp) {
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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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@ -634,13 +640,13 @@ bool NodeItem::is_arithmetic() 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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if (!is_arithmetic(t)) {
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Type tp = type();
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if (!is_arithmetic(tp)) {
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return res;
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}
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if (value) {
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switch (t) {
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switch (tp) {
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case Type::Float: {
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float v = value->asA<float>();
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res.value = MaterialX::Value::createValue<float>(func(v));
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@ -679,7 +685,7 @@ NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(f
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}
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}
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else {
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res.node = graph_->addNode(category, MaterialX::EMPTY_STRING, type(t));
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res.node = graph_->addNode(category, MaterialX::EMPTY_STRING, type(tp));
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res.set_input("in", *this);
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}
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return res;
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@ -19,7 +19,7 @@ NodeItem TexCheckerNodeParser::compute()
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vector = vector * scale;
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NodeItem separate = create_node("separate2", "multioutput");
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separate.set_input("in", vector);
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separate.set_input("in", vector, NodeItem::Type::Vector2);
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separate.add_output("outx", NodeItem::Type::Float);
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separate.add_output("outy", NodeItem::Type::Float);
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@ -16,10 +16,11 @@ NodeItem TexNoiseNodeParser::compute()
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detail = value(int(detail.value->asA<float>()));
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}
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NodeItem texcoord = create_node("position", "vector3");
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NodeItem position = create_node("position", "vector3");
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position = position * scale;
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NodeItem res = create_node("fractal3d", "color3");
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res.set_input("position", texcoord * scale);
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res.set_input("position", position, NodeItem::Type::Vector3);
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res.set_input("octaves", detail);
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res.set_input("lacunarity", lacunarity);
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return res;
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tp -> from_type