forked from blender/blender
Implement type conversion for NodeItem #9
@ -12,6 +12,49 @@ 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 &mx_type)
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{
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if (mx_type == "float") {
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return Type::Float;
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}
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if (mx_type == "vector2") {
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return Type::Vector2;
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}
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if (mx_type == "vector3") {
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return Type::Vector3;
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}
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if (mx_type == "vector4") {
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return Type::Vector4;
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}
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if (mx_type == "color3") {
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return Type::Color3;
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}
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if (mx_type == "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 mx_type)
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{
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switch (mx_type) {
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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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return "";
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}
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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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@ -135,31 +178,28 @@ bool NodeItem::operator==(const NodeItem &other) const
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return false;
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}
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std::string mx_type;
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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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return false;
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}
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if (mx_type == "float") {
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return val1->asA<float>() == val2->asA<float>();
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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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if (mx_type == "color3") {
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return val1->asA<MaterialX::Color3>() == val2->asA<MaterialX::Color3>();
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}
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if (mx_type == "color4") {
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return val1->asA<MaterialX::Color4>() == val2->asA<MaterialX::Color4>();
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}
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if (mx_type == "vector2") {
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return val1->asA<MaterialX::Vector2>() == val2->asA<MaterialX::Vector2>();
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}
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if (mx_type == "vector3") {
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return val1->asA<MaterialX::Vector3>() == val2->asA<MaterialX::Vector3>();
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}
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if (mx_type == "vector4") {
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return val1->asA<MaterialX::Vector4>() == val2->asA<MaterialX::Vector4>();
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}
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return false;
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}
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@ -197,33 +237,40 @@ NodeItem NodeItem::dotproduct(const NodeItem &other) const
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{
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NodeItem d = arithmetic(other, "dotproduct", [](float a, float b) { return a * b; });
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if (d.value) {
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std::string mx_type = d.type();
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Type mx_type = d.type();
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float f = 0.0f;
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BogdanNagirniak marked this conversation as resolved
Outdated
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if (mx_type == "float") {
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f = value->asA<float>();
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}
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else if (mx_type == "color3") {
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auto v = value->asA<MaterialX::Color3>();
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f = v[0] + v[1] + v[2];
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}
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else if (mx_type == "color4") {
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auto v = value->asA<MaterialX::Color4>();
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f = v[0] + v[1] + v[2] + v[3];
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}
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else if (mx_type == "vector2") {
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auto v = value->asA<MaterialX::Vector2>();
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f = v[0] + v[1];
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}
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else if (mx_type == "vector3") {
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auto v = value->asA<MaterialX::Vector3>();
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f = v[0] + v[1] + v[2];
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}
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else if (mx_type == "vector4") {
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auto v = value->asA<MaterialX::Vector4>();
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f = v[0] + v[1] + v[2] + v[3];
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}
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else {
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BLI_assert_unreachable();
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switch (mx_type) {
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case Type::Float: {
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f = value->asA<float>();
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break;
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}
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case Type::Vector2: {
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auto v = value->asA<MaterialX::Vector2>();
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f = v[0] + v[1];
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break;
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}
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case Type::Vector3: {
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auto v = value->asA<MaterialX::Vector3>();
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f = v[0] + v[1] + v[2];
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break;
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}
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case Type::Vector4: {
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auto v = value->asA<MaterialX::Vector4>();
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f = v[0] + v[1] + v[2] + v[3];
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break;
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}
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case Type::Color3: {
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auto v = value->asA<MaterialX::Color3>();
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f = v[0] + v[1] + v[2];
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break;
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}
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case Type::Color4: {
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auto v = value->asA<MaterialX::Color4>();
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f = v[0] + v[1] + v[2] + v[3];
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break;
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}
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default:
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BLI_assert_unreachable();
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}
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d.value = MaterialX::Value::createValue(f);
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}
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@ -246,13 +293,13 @@ NodeItem NodeItem::if_else(const std::string &condition,
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}
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NodeItem res = empty();
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if (type() != "float" || other.type() != "float") {
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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 val1 = if_val;
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auto val2 = else_val;
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std::string mx_type;
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Type mx_type;
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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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@ -279,7 +326,7 @@ NodeItem NodeItem::if_else(const std::string &condition,
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res = func(value->asA<float>(), other.value->asA<float>()) ? val1 : val2;
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}
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else {
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, mx_type);
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(mx_type));
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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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@ -376,37 +423,43 @@ NodeItem NodeItem::exp() const
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NodeItem NodeItem::to_color3() const
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{
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std::string mx_type = type();
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Type mx_type = type();
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NodeItem res = empty();
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if (value) {
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MaterialX::Color3 c;
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if (mx_type == "float") {
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float v = value->asA<float>();
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c = {v, v, v};
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}
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else if (mx_type == "color3") {
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auto v = value->asA<MaterialX::Color3>();
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c = {v[0], v[1], v[2]};
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}
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else if (mx_type == "color4") {
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auto v = value->asA<MaterialX::Color4>();
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c = {v[0], v[1], v[2]};
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}
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else if (mx_type == "vector3") {
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auto v = value->asA<MaterialX::Vector3>();
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c = {v[0], v[1], v[2]};
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}
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else if (mx_type == "vector4") {
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auto v = value->asA<MaterialX::Vector4>();
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c = {v[0], v[1], v[2]};
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}
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else {
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return res;
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switch (mx_type) {
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case Type::Float: {
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float v = value->asA<float>();
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c = {v, v, v};
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break;
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}
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case Type::Color3: {
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BogdanNagirniak marked this conversation as resolved
Georgiy Markelov
commented
Should Should `Integer` be here?
Bogdan Nagirniak
commented
Discussed: let it be here Discussed: let it be here
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auto v = value->asA<MaterialX::Color3>();
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c = {v[0], v[1], v[2]};
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break;
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}
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case Type::Color4: {
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auto v = value->asA<MaterialX::Color4>();
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c = {v[0], v[1], v[2]};
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break;
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}
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case Type::Vector3: {
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auto v = value->asA<MaterialX::Vector3>();
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c = {v[0], v[1], v[2]};
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break;
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}
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case Type::Vector4: {
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auto v = value->asA<MaterialX::Vector4>();
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c = {v[0], v[1], v[2]};
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break;
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}
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default:
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return res;
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}
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res.value = MaterialX::Value::createValue<MaterialX::Color3>(c);
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}
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else if (node) {
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if (mx_type != "color3") {
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if (mx_type !=Type::Color3) {
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return res;
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}
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res.node = node;
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@ -416,13 +469,18 @@ NodeItem NodeItem::to_color3() const
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bool NodeItem::is_numeric() const
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{
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std::string t = type();
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return ELEM(t, "float", "color3", "color4", "vector2", "vector3", "vector4");
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return type() >= Type::Float;
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}
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std::string NodeItem::type() const
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NodeItem::Type NodeItem::type() const
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{
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return value ? value->getTypeString() : node->getType();
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if (value) {
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return type(value->getTypeString());
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}
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if (node) {
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return type(node->getType());
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}
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return Type::Empty;
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}
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NodeItem NodeItem::arithmetic(const std::string &mx_category,
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@ -483,7 +541,7 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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return res;
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}
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std::string mx_type;
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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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@ -491,43 +549,50 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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return res;
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}
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if (mx_type == "float") {
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float v1 = val1->asA<float>();
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float v2 = val2->asA<float>();
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res.value = MaterialX::Value::createValue<float>(func(v1, v2));
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}
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else if (mx_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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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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}
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else if (mx_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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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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}
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else if (mx_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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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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}
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else if (mx_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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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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}
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else if (mx_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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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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}
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else {
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BLI_assert_unreachable();
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switch (mx_type) {
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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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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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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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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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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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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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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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}
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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 {
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@ -537,50 +602,51 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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return res;
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}
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, mx_type);
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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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}
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return res;
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}
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MaterialX::ValuePtr NodeItem::float_to_type(float v, std::string mx_type)
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MaterialX::ValuePtr NodeItem::float_to_type(float v, Type mx_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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{
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if (mx_type == "float") {
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return MaterialX::Value::createValue<float>(v);
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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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}
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if (mx_type == "color3") {
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return MaterialX::Value::createValue<MaterialX::Color3>({v, v, v});
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}
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if (mx_type == "color4") {
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return MaterialX::Value::createValue<MaterialX::Color4>({v, v, v, 1.0f});
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}
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if (mx_type == "vector2") {
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return MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
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}
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if (mx_type == "vector3") {
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return MaterialX::Value::createValue<MaterialX::Vector3>({v, v, v});
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}
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if (mx_type == "vector4") {
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return MaterialX::Value::createValue<MaterialX::Vector4>({v, v, v, 1.0f});
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}
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BLI_assert_unreachable();
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return nullptr;
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return res;
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}
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bool NodeItem::adjust_types(MaterialX::ValuePtr &val1,
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MaterialX::ValuePtr &val2,
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std::string &mx_type)
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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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std::string t1 = val1->getTypeString();
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std::string t2 = val2->getTypeString();
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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 == "float") {
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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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}
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else if (t2 == "float") {
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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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}
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@ -594,16 +660,16 @@ bool NodeItem::adjust_types(MaterialX::ValuePtr &val1,
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return true;
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}
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bool NodeItem::adjust_types(NodeItem &val1, NodeItem &val2, std::string &mx_type)
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bool NodeItem::adjust_types(NodeItem &val1, NodeItem &val2, Type &mx_type)
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{
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std::string t1 = val1.type();
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std::string t2 = val2.type();
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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 == "float") {
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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 == "float") {
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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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||||
|
@ -9,6 +9,9 @@
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||||
namespace blender::nodes::materialx {
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||||
|
||||
class NodeItem {
|
||||
public:
|
||||
enum class Type { Empty = 0, Other, Float, Vector2, Vector3, Vector4, Color3, Color4 };
|
||||
|
||||
public:
|
||||
BogdanNagirniak marked this conversation as resolved
Outdated
Georgiy Markelov
commented
Add comment what is Add comment what is `Other`
|
||||
MaterialX::ValuePtr value;
|
||||
MaterialX::NodePtr node;
|
||||
@ -20,6 +23,9 @@ class NodeItem {
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||||
NodeItem(MaterialX::GraphElement *graph);
|
||||
~NodeItem() = default;
|
||||
|
||||
BogdanNagirniak marked this conversation as resolved
Outdated
Georgiy Markelov
commented
IfType -> ComparisonType IfType -> ComparisonType
|
||||
static Type type(const std::string &mx_type);
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||||
static std::string type(Type mx_type);
|
||||
|
||||
NodeItem empty() const;
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template<class T> NodeItem val(const T &data) const;
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||||
|
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@ -75,19 +81,17 @@ class NodeItem {
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||||
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||||
NodeItem to_color3() const;
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||||
bool is_numeric() const;
|
||||
std::string type() const;
|
||||
Type type() const;
|
||||
|
||||
private:
|
||||
NodeItem arithmetic(const std::string &mx_category, std::function<float(float)> func) const;
|
||||
NodeItem arithmetic(const NodeItem &other,
|
||||
const std::string &mx_category,
|
||||
std::function<float(float, float)> func) const;
|
||||
static MaterialX::ValuePtr float_to_type(float v, std::string mx_type);
|
||||
static MaterialX::ValuePtr float_to_type(float v, Type mx_type);
|
||||
/* Functions for adjusting values to make equal types */
|
||||
static bool adjust_types(MaterialX::ValuePtr &val1,
|
||||
MaterialX::ValuePtr &val2,
|
||||
std::string &mx_type);
|
||||
static bool adjust_types(NodeItem &val1, NodeItem &val2, std::string &mx_type);
|
||||
static bool adjust_types(MaterialX::ValuePtr &val1, MaterialX::ValuePtr &val2, Type &mx_type);
|
||||
static bool adjust_types(NodeItem &val1, NodeItem &val2, Type &mx_type);
|
||||
};
|
||||
|
||||
template<class T> NodeItem NodeItem::val(const T &data) const
|
||||
|
@ -74,17 +74,20 @@ NodeItem NodeParser::get_input_default(const bNodeSocket &socket)
|
||||
case SOCK_FLOAT: {
|
||||
float v = socket.default_value_typed<bNodeSocketValueFloat>()->value;
|
||||
res.value = MaterialX::Value::createValue<float>(v);
|
||||
} break;
|
||||
break;
|
||||
}
|
||||
case SOCK_VECTOR: {
|
||||
const float *v = socket.default_value_typed<bNodeSocketValueVector>()->value;
|
||||
res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
|
||||
MaterialX::Vector3(v[0], v[1], v[2]));
|
||||
} break;
|
||||
break;
|
||||
}
|
||||
case SOCK_RGBA: {
|
||||
const float *v = socket.default_value_typed<bNodeSocketValueRGBA>()->value;
|
||||
res.value = MaterialX::Value::createValue<MaterialX::Color4>(
|
||||
MaterialX::Color4(v[0], v[1], v[2], v[3]));
|
||||
} break;
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
CLOG_WARN(LOG_MATERIALX_SHADER, "Unsupported socket type: %d", socket.type);
|
||||
}
|
||||
|
@ -12,7 +12,7 @@ NodeItem TexCheckerNodeParser::compute()
|
||||
NodeItem color1 = get_input_value("Color1");
|
||||
NodeItem color2 = get_input_value("Color2");
|
||||
|
||||
if (scale.value && scale.type() == "float") {
|
||||
if (scale.value && scale.type() == NodeItem::Type::Float) {
|
||||
float v = scale.value->asA<float>();
|
||||
scale = value(MaterialX::Vector2(v, v));
|
||||
}
|
||||
|
@ -12,7 +12,7 @@ NodeItem TexNoiseNodeParser::compute()
|
||||
NodeItem detail = get_input_value("Detail");
|
||||
NodeItem lacunarity = get_input_value("Lacunarity");
|
||||
|
||||
if (detail.value && detail.type() == "float") {
|
||||
if (detail.value && detail.type() == NodeItem::Type::Float) {
|
||||
detail = value(int(detail.value->asA<float>()));
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user
tp -> from_type