forked from blender/blender
Implement type conversion for NodeItem #9
@ -66,7 +66,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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/* Creating standard_surface */
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NodeItem res = create_node("standard_surface", "surfaceshader");
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res.set_input("base", 1.0, "float");
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res.set_input("base_color", base_color.to_color3());
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res.set_input("base_color", base_color, NodeItem::Type::Color3);
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res.set_input("diffuse_roughness", roughness);
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if (normal) {
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res.set_input("normal", normal);
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@ -81,7 +81,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (specular != zero) {
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res.set_input("specular", specular);
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res.set_input("specular_color", base_color.to_color3());
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res.set_input("specular_color", base_color, NodeItem::Type::Color3);
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res.set_input("specular_roughness", roughness);
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res.set_input("specular_IOR", ior);
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if (anisotropic) {
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@ -94,7 +94,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (transmission != zero) {
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res.set_input("transmission", transmission);
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res.set_input("transmission_color", base_color.to_color3());
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res.set_input("transmission_color", base_color, NodeItem::Type::Color3);
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res.set_input("transmission_extra_roughness", transmission_roughness);
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}
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@ -107,13 +107,13 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (sheen != zero) {
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res.set_input("sheen", sheen);
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res.set_input("sheen_color", base_color.to_color3());
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res.set_input("sheen_color", base_color, NodeItem::Type::Color3);
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res.set_input("sheen_roughness", roughness);
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}
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if (clearcoat != zero) {
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res.set_input("coat", clearcoat);
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res.set_input("coat_color", base_color.to_color3());
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res.set_input("coat_color", base_color, NodeItem::Type::Color3);
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res.set_input("coat_roughness", clearcoat_roughness);
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res.set_input("coat_IOR", ior);
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if (anisotropic) {
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@ -125,7 +125,7 @@ NodeItem BSDFPrincipledNodeParser::compute()
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if (emission != zero) {
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res.set_input("emission", emission_strength);
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res.set_input("emission_color", emission.to_color3());
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res.set_input("emission_color", emission, NodeItem::Type::Color3);
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}
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return res;
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@ -109,10 +109,10 @@ NodeItem MathNodeParser::compute()
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res = x.max(y);
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break;
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case NODE_MATH_LESS_THAN:
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res = x.if_else("<", y, value(1.0f), value(0.0f));
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res = x.if_else(NodeItem::IfType::Less, y, value(1.0f), value(0.0f));
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break;
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case NODE_MATH_GREATER_THAN:
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res = x.if_else(">", y, value(1.0f), value(0.0f));
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res = x.if_else(NodeItem::IfType::Greater, y, value(1.0f), value(0.0f));
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break;
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case NODE_MATH_MODULO:
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res = x % y;
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@ -138,7 +138,7 @@ NodeItem MathNodeParser::compute()
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CLOG_WARN(LOG_MATERIALX_SHADER, "Unimplemented math operation %d", op);
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break;
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case NODE_MATH_COMPARE:
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res = z.if_else("<", (x - y).abs(), value(1.0f), value(0.0f));
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res = z.if_else(NodeItem::IfType::Less, (x - y).abs(), value(1.0f), value(0.0f));
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break;
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case NODE_MATH_MULTIPLY_ADD:
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res = x * y + z;
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@ -75,56 +75,54 @@ 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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set_input(name, 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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set_input(name, item.node, output_name);
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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, const MaterialX::ValuePtr value)
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{
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std::string mx_type = value->getTypeString();
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if (mx_type == "float") {
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set_input(name, value->asA<float>(), mx_type);
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}
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else if (mx_type == "integer") {
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set_input(name, value->asA<int>(), mx_type);
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}
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else if (mx_type == "vector2") {
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set_input(name, value->asA<MaterialX::Vector2>(), mx_type);
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}
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else if (mx_type == "vector3") {
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set_input(name, value->asA<MaterialX::Vector3>(), mx_type);
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}
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else if (mx_type == "vector4") {
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set_input(name, value->asA<MaterialX::Vector4>(), mx_type);
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}
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else if (mx_type == "color3") {
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set_input(name, value->asA<MaterialX::Color3>(), mx_type);
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}
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else if (mx_type == "color4") {
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set_input(name, value->asA<MaterialX::Color4>(), mx_type);
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}
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else if (mx_type == "string") {
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set_input(name, value->asA<std::string>(), mx_type);
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}
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else {
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BLI_assert_unreachable();
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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 MaterialX::NodePtr node,
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const NodeItem &item,
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Type to_type,
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const std::string &output_name)
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{
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this->node->setConnectedNode(name, node);
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if (output_name != "") {
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this->node->setConnectedOutput("in1", node->getOutput(output_name));
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}
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set_input(name, item.convert(to_type), output_name);
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}
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void NodeItem::add_output(const std::string &name, const std::string &mx_type)
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@ -287,19 +285,20 @@ 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(const std::string &condition,
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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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if (condition == "<") {
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return other.if_else(">", *this, else_val, if_val);
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}
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if (condition == "<=") {
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return other.if_else(">=", *this, else_val, if_val);
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}
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if (condition == "!=") {
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return if_else("==", other, else_val, if_val);
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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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@ -316,20 +315,21 @@ NodeItem NodeItem::if_else(const std::string &condition,
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std::function<bool(float, float)> func = nullptr;
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std::string mx_category;
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if (condition == ">") {
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mx_category = "ifgreater";
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func = [](float a, float b) { return a > b; };
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}
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else if (condition == ">=") {
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mx_category = "ifgreatereq";
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func = [](float a, float b) { return a >= b; };
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}
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else if (condition == "==") {
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mx_category = "ifequal";
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func = [](float a, float b) { return a == b; };
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}
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else {
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BLI_assert_unreachable();
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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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@ -604,52 +604,6 @@ NodeItem NodeItem::convert(Type to_type) const
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return res;
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}
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NodeItem NodeItem::to_color3() const
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{
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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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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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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 !=Type::Color3) {
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return res;
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}
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res.node = node;
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}
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return res;
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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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@ -720,7 +674,7 @@ NodeItem NodeItem::arithmetic(const std::string &mx_category,
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}
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}
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else {
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, t);
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res.node = graph_->addNode(mx_category, MaterialX::EMPTY_STRING, type(t));
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res.set_input("in", *this);
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}
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return res;
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@ -731,7 +685,7 @@ NodeItem NodeItem::arithmetic(const NodeItem &other,
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std::function<float(float, float)> func) const
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{
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NodeItem res = empty();
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if (!is_numeric() || !other.is_numeric()) {
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if (!is_arithmetic() || !other.is_arithmetic()) {
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return res;
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}
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@ -11,6 +11,7 @@ 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 IfType { Less = 0, LessEq, Eq, GreaterEq, Greater, NotEq };
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public:
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MaterialX::ValuePtr value;
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@ -34,9 +35,9 @@ class NodeItem {
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void 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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void set_input(const std::string &name, const MaterialX::ValuePtr value);
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void set_input(const std::string &name,
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BogdanNagirniak marked this conversation as resolved
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const MaterialX::NodePtr node,
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const NodeItem &item,
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Type to_type,
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const std::string &output_name = "");
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void add_output(const std::string &name, const std::string &mx_type);
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@ -57,7 +58,7 @@ class NodeItem {
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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(const std::string &condition,
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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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@ -80,7 +81,6 @@ class NodeItem {
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NodeItem exp() const;
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NodeItem convert(Type to_type) const;
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NodeItem to_color3() const;
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Type type() const;
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private:
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@ -32,11 +32,11 @@ NodeItem TexCheckerNodeParser::compute()
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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("==", value(1.0f), value(0.0f), value(1.0f));
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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 res = create_node("mix", "color3");
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res.set_input("bg", color1.to_color3());
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res.set_input("fg", color2.to_color3());
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res.set_input("bg", color1, NodeItem::Type::Color3);
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res.set_input("fg", color2, NodeItem::Type::Color3);
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res.set_input("mix", ifequal);
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return res;
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||||
}
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|
Loading…
Reference in New Issue
Block a user
Suggest add
#pragma region
for such placesIt is not commonly used in Blender code