Cleanup: obj: simplify material node tree creation

As pointed out in D15827 comment, the unique_ptr usage in
ShaderNodetreeWrap related code does not sound very useful. Looking at
it, whole ShaderNodetreeWrap does not make much sense - it's only
ever created, and then immediately just one thing is fetched from it.
This very much sounds like "a function", so make it just that -
header file contains just a `create_mtl_node_tree` function, and the
whole implementation is hidden from the users. Which I've also
simplified into just a handful of freestanding functions.

No functionality or performance changes, but the code does get ~80
lines shorter.
This commit is contained in:
2022-09-01 21:19:31 +03:00
parent 16adfff1c6
commit fa40013009
5 changed files with 93 additions and 172 deletions

View File

@@ -10,6 +10,7 @@
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "obj_export_mtl.hh"
#include "obj_import_file_reader.hh"
#include "obj_import_string_utils.hh"

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@@ -22,6 +22,7 @@
#include "IO_wavefront_obj.h"
#include "importer_mesh_utils.hh"
#include "obj_export_mtl.hh"
#include "obj_import_mesh.hh"
namespace blender::io::obj {
@@ -304,9 +305,8 @@ static Material *get_or_create_material(Main *bmain,
Material *mat = BKE_material_add(bmain, name.c_str());
id_us_min(&mat->id);
ShaderNodetreeWrap mat_wrap{bmain, mtl, mat, relative_paths};
mat->use_nodes = true;
mat->nodetree = mat_wrap.get_nodetree();
mat->nodetree = create_mtl_node_tree(bmain, mtl, mat, relative_paths);
BKE_ntree_update_main_tree(bmain, mat->nodetree, nullptr);
created_materials.add_new(name, mat);

View File

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

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@@ -1,89 +1,19 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup obj
*/
#pragma once
#include <array>
#include "BLI_map.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_vector.hh"
#include "DNA_node_types.h"
#include "MEM_guardedalloc.h"
#include "obj_export_mtl.hh"
struct Main;
struct Material;
namespace blender::io::obj {
struct UniqueNodetreeDeleter {
void operator()(bNodeTree *node);
};
struct MTLMaterial;
using unique_nodetree_ptr = std::unique_ptr<bNodeTree, UniqueNodetreeDeleter>;
class ShaderNodetreeWrap {
private:
/* Node arrangement:
* Texture Coordinates -> Mapping -> Image Texture -> (optional) Normal Map -> p-BSDF -> Material
* Output. */
unique_nodetree_ptr nodetree_;
bNode *bsdf_;
bNode *shader_output_;
const MTLMaterial &mtl_mat_;
/* List of all locations occupied by nodes. */
Vector<std::array<int, 2>> node_locations;
const float node_size_{300.f};
public:
/**
* Initializes a nodetree with a p-BSDF node's BSDF socket connected to shader output node's
* surface socket.
*/
ShaderNodetreeWrap(Main *bmain, const MTLMaterial &mtl_mat, Material *mat, bool relative_paths);
~ShaderNodetreeWrap();
/**
* Release nodetree for materials to own it. nodetree has its unique deleter
* if destructor is not reached for some reason.
*/
bNodeTree *get_nodetree();
private:
/**
* Add a new static node to the tree.
* No two nodes are linked here.
*/
bNode *add_node_to_tree(const int node_type);
/**
* Return x-y coordinates for a node where y is determined by other nodes present in
* the same vertical column.
*/
std::pair<float, float> set_node_locations(const int pos_x);
/**
* Link two nodes by the sockets of given IDs.
* Also releases the ownership of the "from" node for nodetree to free it.
* \param from_node_pos_x: 0 to 4 value as per nodetree arrangement.
*/
void link_sockets(bNode *from_node,
const char *from_node_id,
bNode *to_node,
const char *to_node_id,
const int from_node_pos_x);
/**
* Set values of sockets in p-BSDF node of the nodetree.
*/
void set_bsdf_socket_values(Material *mat);
/**
* Create image texture, vector and normal mapping nodes from MTL materials and link the
* nodes to p-BSDF node.
*/
void add_image_textures(Main *bmain, Material *mat, bool relative_paths);
};
bNodeTree *create_mtl_node_tree(Main *bmain,
const MTLMaterial &mtl_mat,
Material *mat,
bool relative_paths);
} // namespace blender::io::obj

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@@ -19,6 +19,7 @@
#include "DNA_collection_types.h"
#include "obj_export_mtl.hh"
#include "obj_import_file_reader.hh"
#include "obj_import_mesh.hh"
#include "obj_import_nurbs.hh"