Implement type conversion for NodeItem #9

Merged
Bogdan Nagirniak merged 12 commits from BogdanNagirniak/blender:matx-nodeitem-type into matx-export-material 2023-09-05 12:03:24 +02:00
5 changed files with 80 additions and 126 deletions
Showing only changes of commit f8dab23f88 - Show all commits

View File

@ -66,7 +66,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
/* Creating standard_surface */
NodeItem res = create_node("standard_surface", "surfaceshader");
res.set_input("base", 1.0, "float");
res.set_input("base_color", base_color.to_color3());
res.set_input("base_color", base_color, NodeItem::Type::Color3);
res.set_input("diffuse_roughness", roughness);
if (normal) {
res.set_input("normal", normal);
@ -81,7 +81,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
if (specular != zero) {
res.set_input("specular", specular);
res.set_input("specular_color", base_color.to_color3());
res.set_input("specular_color", base_color, NodeItem::Type::Color3);
res.set_input("specular_roughness", roughness);
res.set_input("specular_IOR", ior);
if (anisotropic) {
@ -94,7 +94,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
if (transmission != zero) {
res.set_input("transmission", transmission);
res.set_input("transmission_color", base_color.to_color3());
res.set_input("transmission_color", base_color, NodeItem::Type::Color3);
res.set_input("transmission_extra_roughness", transmission_roughness);
}
@ -107,13 +107,13 @@ NodeItem BSDFPrincipledNodeParser::compute()
if (sheen != zero) {
res.set_input("sheen", sheen);
res.set_input("sheen_color", base_color.to_color3());
res.set_input("sheen_color", base_color, NodeItem::Type::Color3);
res.set_input("sheen_roughness", roughness);
}
if (clearcoat != zero) {
res.set_input("coat", clearcoat);
res.set_input("coat_color", base_color.to_color3());
res.set_input("coat_color", base_color, NodeItem::Type::Color3);
res.set_input("coat_roughness", clearcoat_roughness);
res.set_input("coat_IOR", ior);
if (anisotropic) {
@ -125,7 +125,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
if (emission != zero) {
res.set_input("emission", emission_strength);
res.set_input("emission_color", emission.to_color3());
res.set_input("emission_color", emission, NodeItem::Type::Color3);
}
return res;

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@ -109,10 +109,10 @@ NodeItem MathNodeParser::compute()
res = x.max(y);
break;
case NODE_MATH_LESS_THAN:
res = x.if_else("<", y, value(1.0f), value(0.0f));
res = x.if_else(NodeItem::IfType::Less, y, value(1.0f), value(0.0f));
break;
case NODE_MATH_GREATER_THAN:
res = x.if_else(">", y, value(1.0f), value(0.0f));
res = x.if_else(NodeItem::IfType::Greater, y, value(1.0f), value(0.0f));
break;
case NODE_MATH_MODULO:
res = x % y;
@ -138,7 +138,7 @@ NodeItem MathNodeParser::compute()
CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
break;
case NODE_MATH_COMPARE:
res = z.if_else("<", (x - y).abs(), value(1.0f), value(0.0f));
res = z.if_else(NodeItem::IfType::Less, (x - y).abs(), value(1.0f), value(0.0f));
break;
case NODE_MATH_MULTIPLY_ADD:
res = x * y + z;

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@ -75,56 +75,54 @@ void NodeItem::set_input(const std::string &name,
const std::string &output_name)
{
if (item.value) {
set_input(name, item.value);
Type t = item.type();
std::string mx_type = type(t);
switch (t) {
case Type::String:
set_input(name, item.value->asA<std::string>(), mx_type);
break;
case Type::Integer:
set_input(name, item.value->asA<int>(), mx_type);
break;
case Type::Float:
set_input(name, item.value->asA<float>(), mx_type);
break;
case Type::Vector2:
set_input(name, item.value->asA<MaterialX::Vector2>(), mx_type);
break;
case Type::Vector3:
set_input(name, item.value->asA<MaterialX::Vector3>(), mx_type);
break;
case Type::Vector4:
set_input(name, item.value->asA<MaterialX::Vector4>(), mx_type);
break;
case Type::Color3:
set_input(name, item.value->asA<MaterialX::Color3>(), mx_type);
break;
case Type::Color4:
set_input(name, item.value->asA<MaterialX::Color4>(), mx_type);
break;
default:
BLI_assert_unreachable();
}
}
else if (item.node) {
set_input(name, item.node, output_name);
node->setConnectedNode(name, item.node);
if (output_name != "") {
node->setConnectedOutput(name, item.node->getOutput(output_name));
}
}
else {
CLOG_WARN(LOG_MATERIALX_SHADER, "Empty item to input: %s", name.c_str());
}
}
void NodeItem::set_input(const std::string &name, const MaterialX::ValuePtr value)
{
std::string mx_type = value->getTypeString();
if (mx_type == "float") {
set_input(name, value->asA<float>(), mx_type);
}
else if (mx_type == "integer") {
set_input(name, value->asA<int>(), mx_type);
}
else if (mx_type == "vector2") {
set_input(name, value->asA<MaterialX::Vector2>(), mx_type);
}
else if (mx_type == "vector3") {
set_input(name, value->asA<MaterialX::Vector3>(), mx_type);
}
else if (mx_type == "vector4") {
set_input(name, value->asA<MaterialX::Vector4>(), mx_type);
}
else if (mx_type == "color3") {
set_input(name, value->asA<MaterialX::Color3>(), mx_type);
}
else if (mx_type == "color4") {
set_input(name, value->asA<MaterialX::Color4>(), mx_type);
}
else if (mx_type == "string") {
set_input(name, value->asA<std::string>(), mx_type);
}
else {
BLI_assert_unreachable();
}
}
void NodeItem::set_input(const std::string &name,
const MaterialX::NodePtr node,
const NodeItem &item,
Type to_type,
const std::string &output_name)
{
this->node->setConnectedNode(name, node);
if (output_name != "") {
this->node->setConnectedOutput("in1", node->getOutput(output_name));
}
set_input(name, item.convert(to_type), output_name);
}
void NodeItem::add_output(const std::string &name, const std::string &mx_type)
@ -287,19 +285,20 @@ NodeItem NodeItem::dotproduct(const NodeItem &other) const
return d;
}
NodeItem NodeItem::if_else(const std::string &condition,
NodeItem NodeItem::if_else(IfType condition,
const NodeItem &other,
const NodeItem &if_val,
const NodeItem &else_val) const
{
if (condition == "<") {
return other.if_else(">", *this, else_val, if_val);
}
if (condition == "<=") {
return other.if_else(">=", *this, else_val, if_val);
}
if (condition == "!=") {
return if_else("==", other, else_val, if_val);
switch (condition) {
case IfType::Less:
return other.if_else(IfType::Greater, *this, else_val, if_val);
case IfType::LessEq:
return other.if_else(IfType::GreaterEq, *this, else_val, if_val);
case IfType::NotEq:
return if_else(IfType::Eq, other, else_val, if_val);
default:
break;
}
NodeItem res = empty();
@ -316,19 +315,20 @@ NodeItem NodeItem::if_else(const std::string &condition,
std::function<bool(float, float)> func = nullptr;
std::string mx_category;
if (condition == ">") {
switch (condition) {
case IfType::Greater:
mx_category = "ifgreater";
func = [](float a, float b) { return a > b; };
}
else if (condition == ">=") {
break;
case IfType::GreaterEq:
mx_category = "ifgreatereq";
func = [](float a, float b) { return a >= b; };
}
else if (condition == "==") {
break;
case IfType::Eq:
mx_category = "ifequal";
func = [](float a, float b) { return a == b; };
}
else {
break;
default:
BLI_assert_unreachable();
}
@ -604,52 +604,6 @@ NodeItem NodeItem::convert(Type to_type) const
return res;
}
NodeItem NodeItem::to_color3() const
{
Type mx_type = type();
NodeItem res = empty();
if (value) {
MaterialX::Color3 c;
switch (mx_type) {
case Type::Float: {
float v = value->asA<float>();
c = {v, v, v};
break;
}
case Type::Color3: {
auto v = value->asA<MaterialX::Color3>();
c = {v[0], v[1], v[2]};
break;
}
case Type::Color4: {
auto v = value->asA<MaterialX::Color4>();
c = {v[0], v[1], v[2]};
break;
}
case Type::Vector3: {
auto v = value->asA<MaterialX::Vector3>();
c = {v[0], v[1], v[2]};
break;
}
case Type::Vector4: {
auto v = value->asA<MaterialX::Vector4>();
c = {v[0], v[1], v[2]};
break;
}
default:
return res;
}
res.value = MaterialX::Value::createValue<MaterialX::Color3>(c);
}
else if (node) {
if (mx_type !=Type::Color3) {
return res;
}
res.node = node;
}
return res;
}
NodeItem::Type NodeItem::type() const
{
if (value) {
@ -720,7 +674,7 @@ NodeItem NodeItem::arithmetic(const std::string &mx_category,
}
}
else {
res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, t);
res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(t));
res.set_input("in", *this);
}
return res;
@ -731,7 +685,7 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
std::function<float(float, float)> func) const
{
NodeItem res = empty();
if (!is_numeric() || !other.is_numeric()) {
if (!is_arithmetic() || !other.is_arithmetic()) {
return res;
}

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@ -11,6 +11,7 @@ namespace blender::nodes::materialx {
class NodeItem {
public:
enum class Type { Empty = 0, Other, String, Integer, Float, Vector2, Vector3, Vector4, Color3, Color4 };
enum class IfType { Less = 0, LessEq, Eq, GreaterEq, Greater, NotEq };
public:
MaterialX::ValuePtr value;
@ -34,9 +35,9 @@ class NodeItem {
void set_input(const std::string &name,
const NodeItem &item,
const std::string &output_name = "");
void set_input(const std::string &name, const MaterialX::ValuePtr value);
void set_input(const std::string &name,
BogdanNagirniak marked this conversation as resolved
Review

Suggest add #pragma region for such places

Suggest add `#pragma region` for such places
Review

It is not commonly used in Blender code

It is not commonly used in Blender code
const MaterialX::NodePtr node,
const NodeItem &item,
Type to_type,
const std::string &output_name = "");
void add_output(const std::string &name, const std::string &mx_type);
@ -57,7 +58,7 @@ class NodeItem {
NodeItem min(const NodeItem &other) const;
NodeItem max(const NodeItem &other) const;
NodeItem dotproduct(const NodeItem &other) const;
NodeItem if_else(const std::string &condition,
NodeItem if_else(IfType condition,
const NodeItem &other,
const NodeItem &if_val,
const NodeItem &else_val) const;
@ -80,7 +81,6 @@ class NodeItem {
NodeItem exp() const;
NodeItem convert(Type to_type) const;
NodeItem to_color3() const;
Type type() const;
private:

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@ -32,11 +32,11 @@ NodeItem TexCheckerNodeParser::compute()
modulo_y.set_input("in2", value(2.0f));
NodeItem ifequal =
(modulo_x.floor() + modulo_y.floor()).if_else("==", value(1.0f), value(0.0f), value(1.0f));
(modulo_x.floor() + modulo_y.floor()).if_else(NodeItem::IfType::Eq, value(1.0f), value(0.0f), value(1.0f));
NodeItem res = create_node("mix", "color3");
res.set_input("bg", color1.to_color3());
res.set_input("fg", color2.to_color3());
res.set_input("bg", color1, NodeItem::Type::Color3);
res.set_input("fg", color2, NodeItem::Type::Color3);
res.set_input("mix", ifequal);
return res;
}