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@@ -17,6 +17,7 @@
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#include "NOD_shader.h"
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#include "obj_export_mtl.hh"
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#include "obj_import_mtl.hh"
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#include "obj_import_string_utils.hh"
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@@ -141,60 +142,17 @@ static Image *load_texture_image(Main *bmain, const MTLTexMap &tex_map, bool rel
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return image;
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}
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void UniqueNodetreeDeleter::operator()(bNodeTree *node)
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typedef Vector<std::pair<int, int>> NodeLocations;
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static std::pair<float, float> calc_location(int column, NodeLocations &r_locations)
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{
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ntreeFreeEmbeddedTree(node);
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}
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ShaderNodetreeWrap::ShaderNodetreeWrap(Main *bmain,
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const MTLMaterial &mtl_mat,
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Material *mat,
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bool relative_paths)
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: mtl_mat_(mtl_mat)
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{
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nodetree_.reset(ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname));
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bsdf_ = add_node_to_tree(SH_NODE_BSDF_PRINCIPLED);
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shader_output_ = add_node_to_tree(SH_NODE_OUTPUT_MATERIAL);
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set_bsdf_socket_values(mat);
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add_image_textures(bmain, mat, relative_paths);
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link_sockets(bsdf_, "BSDF", shader_output_, "Surface", 4);
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nodeSetActive(nodetree_.get(), shader_output_);
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}
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/**
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* Assert if caller hasn't acquired nodetree.
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*/
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ShaderNodetreeWrap::~ShaderNodetreeWrap()
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{
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if (nodetree_) {
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/* nodetree's ownership must be acquired by the caller. */
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nodetree_.reset();
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BLI_assert(0);
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}
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}
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bNodeTree *ShaderNodetreeWrap::get_nodetree()
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{
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/* If this function has been reached, we know that nodes and the nodetree
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* can be added to the scene safely. */
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return nodetree_.release();
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}
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bNode *ShaderNodetreeWrap::add_node_to_tree(const int node_type)
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{
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return nodeAddStaticNode(nullptr, nodetree_.get(), node_type);
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}
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std::pair<float, float> ShaderNodetreeWrap::set_node_locations(const int pos_x)
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{
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int pos_y = 0;
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const float node_size = 300.f;
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int row = 0;
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bool found = false;
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while (true) {
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for (Span<int> location : node_locations) {
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if (location[0] == pos_x && location[1] == pos_y) {
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pos_y += 1;
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for (const auto &location : r_locations) {
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if (location.first == column && location.second == row) {
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row += 1;
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found = true;
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}
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else {
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@@ -202,29 +160,33 @@ std::pair<float, float> ShaderNodetreeWrap::set_node_locations(const int pos_x)
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}
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}
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if (!found) {
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node_locations.append({pos_x, pos_y});
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return {pos_x * node_size_, pos_y * node_size_ * 2.0 / 3.0};
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r_locations.append({column, row});
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return {column * node_size, row * node_size * 2.0 / 3.0};
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}
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}
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}
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void ShaderNodetreeWrap::link_sockets(bNode *from_node,
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const char *from_node_id,
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bNode *to_node,
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const char *to_node_id,
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const int from_node_pos_x)
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/* Node layout columns:
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* Texture Coordinates -> Mapping -> Image -> Normal Map -> BSDF -> Output */
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static void link_sockets(bNodeTree *nodetree,
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bNode *from_node,
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const char *from_node_id,
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bNode *to_node,
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const char *to_node_id,
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const int from_node_column,
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NodeLocations &r_locations)
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{
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std::tie(from_node->locx, from_node->locy) = set_node_locations(from_node_pos_x);
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std::tie(to_node->locx, to_node->locy) = set_node_locations(from_node_pos_x + 1);
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std::tie(from_node->locx, from_node->locy) = calc_location(from_node_column, r_locations);
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std::tie(to_node->locx, to_node->locy) = calc_location(from_node_column + 1, r_locations);
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bNodeSocket *from_sock{nodeFindSocket(from_node, SOCK_OUT, from_node_id)};
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bNodeSocket *to_sock{nodeFindSocket(to_node, SOCK_IN, to_node_id)};
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BLI_assert(from_sock && to_sock);
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nodeAddLink(nodetree_.get(), from_node, from_sock, to_node, to_sock);
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nodeAddLink(nodetree, from_node, from_sock, to_node, to_sock);
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}
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void ShaderNodetreeWrap::set_bsdf_socket_values(Material *mat)
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static void set_bsdf_socket_values(bNode *bsdf, Material *mat, const MTLMaterial &mtl_mat)
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{
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const int illum = mtl_mat_.illum;
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const int illum = mtl_mat.illum;
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bool do_highlight = false;
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bool do_tranparency = false;
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bool do_reflection = false;
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@@ -290,21 +252,21 @@ void ShaderNodetreeWrap::set_bsdf_socket_values(Material *mat)
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/* Approximations for trying to map obj/mtl material model into
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* Principled BSDF: */
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/* Specular: average of Ks components. */
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float specular = (mtl_mat_.Ks[0] + mtl_mat_.Ks[1] + mtl_mat_.Ks[2]) / 3;
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float specular = (mtl_mat.Ks[0] + mtl_mat.Ks[1] + mtl_mat.Ks[2]) / 3;
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if (specular < 0.0f) {
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specular = do_highlight ? 1.0f : 0.0f;
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}
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/* Roughness: map 0..1000 range to 1..0 and apply non-linearity. */
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float roughness;
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if (mtl_mat_.Ns < 0.0f) {
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if (mtl_mat.Ns < 0.0f) {
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roughness = do_highlight ? 0.0f : 1.0f;
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}
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else {
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float clamped_ns = std::max(0.0f, std::min(1000.0f, mtl_mat_.Ns));
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float clamped_ns = std::max(0.0f, std::min(1000.0f, mtl_mat.Ns));
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roughness = 1.0f - sqrt(clamped_ns / 1000.0f);
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}
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/* Metallic: average of Ka components. */
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float metallic = (mtl_mat_.Ka[0] + mtl_mat_.Ka[1] + mtl_mat_.Ka[2]) / 3;
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float metallic = (mtl_mat.Ka[0] + mtl_mat.Ka[1] + mtl_mat.Ka[2]) / 3;
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if (do_reflection) {
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if (metallic < 0.0f) {
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metallic = 1.0f;
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@@ -314,7 +276,7 @@ void ShaderNodetreeWrap::set_bsdf_socket_values(Material *mat)
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metallic = 0.0f;
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}
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float ior = mtl_mat_.Ni;
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float ior = mtl_mat.Ni;
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if (ior < 0) {
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if (do_tranparency) {
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ior = 1.0f;
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@@ -323,53 +285,59 @@ void ShaderNodetreeWrap::set_bsdf_socket_values(Material *mat)
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ior = 1.5f;
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}
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}
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float alpha = mtl_mat_.d;
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float alpha = mtl_mat.d;
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if (do_tranparency && alpha < 0) {
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alpha = 1.0f;
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}
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float3 base_color = {mtl_mat_.Kd[0], mtl_mat_.Kd[1], mtl_mat_.Kd[2]};
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float3 base_color = {mtl_mat.Kd[0], mtl_mat.Kd[1], mtl_mat.Kd[2]};
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if (base_color.x >= 0 && base_color.y >= 0 && base_color.z >= 0) {
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set_property_of_socket(SOCK_RGBA, "Base Color", {base_color, 3}, bsdf_);
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set_property_of_socket(SOCK_RGBA, "Base Color", {base_color, 3}, bsdf);
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/* Viewport shading uses legacy r,g,b base color. */
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mat->r = base_color.x;
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mat->g = base_color.y;
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mat->b = base_color.z;
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}
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float3 emission_color = {mtl_mat_.Ke[0], mtl_mat_.Ke[1], mtl_mat_.Ke[2]};
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float3 emission_color = {mtl_mat.Ke[0], mtl_mat.Ke[1], mtl_mat.Ke[2]};
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if (emission_color.x >= 0 && emission_color.y >= 0 && emission_color.z >= 0) {
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set_property_of_socket(SOCK_RGBA, "Emission", {emission_color, 3}, bsdf_);
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set_property_of_socket(SOCK_RGBA, "Emission", {emission_color, 3}, bsdf);
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}
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if (mtl_mat_.tex_map_of_type(MTLTexMapType::Ke).is_valid()) {
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set_property_of_socket(SOCK_FLOAT, "Emission Strength", {1.0f}, bsdf_);
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if (mtl_mat.tex_map_of_type(MTLTexMapType::Ke).is_valid()) {
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set_property_of_socket(SOCK_FLOAT, "Emission Strength", {1.0f}, bsdf);
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}
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set_property_of_socket(SOCK_FLOAT, "Specular", {specular}, bsdf_);
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set_property_of_socket(SOCK_FLOAT, "Roughness", {roughness}, bsdf_);
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set_property_of_socket(SOCK_FLOAT, "Specular", {specular}, bsdf);
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set_property_of_socket(SOCK_FLOAT, "Roughness", {roughness}, bsdf);
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mat->roughness = roughness;
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set_property_of_socket(SOCK_FLOAT, "Metallic", {metallic}, bsdf_);
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set_property_of_socket(SOCK_FLOAT, "Metallic", {metallic}, bsdf);
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mat->metallic = metallic;
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if (ior != -1) {
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set_property_of_socket(SOCK_FLOAT, "IOR", {ior}, bsdf_);
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set_property_of_socket(SOCK_FLOAT, "IOR", {ior}, bsdf);
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}
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if (alpha != -1) {
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set_property_of_socket(SOCK_FLOAT, "Alpha", {alpha}, bsdf_);
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set_property_of_socket(SOCK_FLOAT, "Alpha", {alpha}, bsdf);
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}
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if (do_tranparency || (alpha >= 0.0f && alpha < 1.0f)) {
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mat->blend_method = MA_BM_BLEND;
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}
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}
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void ShaderNodetreeWrap::add_image_textures(Main *bmain, Material *mat, bool relative_paths)
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static void add_image_textures(Main *bmain,
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bNodeTree *nodetree,
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bNode *bsdf,
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Material *mat,
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const MTLMaterial &mtl_mat,
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bool relative_paths,
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NodeLocations &r_locations)
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{
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for (int key = 0; key < (int)MTLTexMapType::Count; ++key) {
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const MTLTexMap &value = mtl_mat_.texture_maps[key];
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const MTLTexMap &value = mtl_mat.texture_maps[key];
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if (!value.is_valid()) {
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/* No Image texture node of this map type can be added to this material. */
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continue;
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}
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bNode *image_texture = add_node_to_tree(SH_NODE_TEX_IMAGE);
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bNode *image_texture = nodeAddStaticNode(nullptr, nodetree, SH_NODE_TEX_IMAGE);
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BLI_assert(image_texture);
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Image *image = load_texture_image(bmain, value, relative_paths);
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if (image == nullptr) {
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@@ -381,33 +349,54 @@ void ShaderNodetreeWrap::add_image_textures(Main *bmain, Material *mat, bool rel
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/* Add normal map node if needed. */
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bNode *normal_map = nullptr;
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if (key == (int)MTLTexMapType::bump) {
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normal_map = add_node_to_tree(SH_NODE_NORMAL_MAP);
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const float bump = std::max(0.0f, mtl_mat_.map_Bump_strength);
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normal_map = nodeAddStaticNode(nullptr, nodetree, SH_NODE_NORMAL_MAP);
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const float bump = std::max(0.0f, mtl_mat.map_Bump_strength);
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set_property_of_socket(SOCK_FLOAT, "Strength", {bump}, normal_map);
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}
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/* Add UV mapping & coordinate nodes only if needed. */
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if (value.translation != float3(0, 0, 0) || value.scale != float3(1, 1, 1)) {
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bNode *mapping = add_node_to_tree(SH_NODE_MAPPING);
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bNode *texture_coordinate = add_node_to_tree(SH_NODE_TEX_COORD);
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bNode *mapping = nodeAddStaticNode(nullptr, nodetree, SH_NODE_MAPPING);
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bNode *texture_coordinate = nodeAddStaticNode(nullptr, nodetree, SH_NODE_TEX_COORD);
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set_property_of_socket(SOCK_VECTOR, "Location", {value.translation, 3}, mapping);
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set_property_of_socket(SOCK_VECTOR, "Scale", {value.scale, 3}, mapping);
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link_sockets(texture_coordinate, "UV", mapping, "Vector", 0);
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link_sockets(mapping, "Vector", image_texture, "Vector", 1);
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link_sockets(nodetree, texture_coordinate, "UV", mapping, "Vector", 0, r_locations);
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link_sockets(nodetree, mapping, "Vector", image_texture, "Vector", 1, r_locations);
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}
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if (normal_map) {
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link_sockets(image_texture, "Color", normal_map, "Color", 2);
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link_sockets(normal_map, "Normal", bsdf_, "Normal", 3);
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link_sockets(nodetree, image_texture, "Color", normal_map, "Color", 2, r_locations);
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link_sockets(nodetree, normal_map, "Normal", bsdf, "Normal", 3, r_locations);
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}
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else if (key == (int)MTLTexMapType::d) {
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link_sockets(image_texture, "Alpha", bsdf_, tex_map_type_to_socket_id[key], 2);
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link_sockets(
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nodetree, image_texture, "Alpha", bsdf, tex_map_type_to_socket_id[key], 2, r_locations);
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mat->blend_method = MA_BM_BLEND;
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}
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else {
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link_sockets(image_texture, "Color", bsdf_, tex_map_type_to_socket_id[key], 2);
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link_sockets(
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nodetree, image_texture, "Color", bsdf, tex_map_type_to_socket_id[key], 2, r_locations);
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}
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}
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}
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bNodeTree *create_mtl_node_tree(Main *bmain,
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const MTLMaterial &mtl,
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Material *mat,
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bool relative_paths)
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{
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bNodeTree *nodetree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
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bNode *bsdf = nodeAddStaticNode(nullptr, nodetree, SH_NODE_BSDF_PRINCIPLED);
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bNode *shader_output = nodeAddStaticNode(nullptr, nodetree, SH_NODE_OUTPUT_MATERIAL);
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NodeLocations node_locations;
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set_bsdf_socket_values(bsdf, mat, mtl);
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add_image_textures(bmain, nodetree, bsdf, mat, mtl, relative_paths, node_locations);
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link_sockets(nodetree, bsdf, "BSDF", shader_output, "Surface", 4, node_locations);
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nodeSetActive(nodetree, shader_output);
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return nodetree;
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}
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} // namespace blender::io::obj
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