Files
test/source/blender/nodes/shader/materialx/node_item.cc
Campbell Barton 7f7648c6ed Cleanup: spelling in code comments & minor edits
- Use uppercase NOTE: tags.
- Correct bNote -> bNode.
- Use colon after parameters.
- Use doxy-style doc-strings.
2024-06-06 09:55:13 +10:00

1046 lines
28 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_item.h"
#include "node_parser.h"
#include "BLI_assert.h"
#include "BLI_utildefines.h"
namespace blender::nodes::materialx {
NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
NodeItem::Type NodeItem::type(const std::string &type_str)
{
/* Converting only MaterialX supported types */
if (type_str == "multioutput") {
return Type::Multioutput;
}
if (type_str == "string") {
return Type::String;
}
if (type_str == "filename") {
return Type::Filename;
}
if (type_str == "boolean") {
return Type::Boolean;
}
if (type_str == "integer") {
return Type::Integer;
}
if (type_str == "float") {
return Type::Float;
}
if (type_str == "vector2") {
return Type::Vector2;
}
if (type_str == "vector3") {
return Type::Vector3;
}
if (type_str == "vector4") {
return Type::Vector4;
}
if (type_str == "color3") {
return Type::Color3;
}
if (type_str == "color4") {
return Type::Color4;
}
if (type_str == "BSDF") {
return Type::BSDF;
}
if (type_str == "EDF") {
return Type::EDF;
}
if (type_str == "displacementshader") {
return Type::DisplacementShader;
}
if (type_str == "surfaceshader") {
return Type::SurfaceShader;
}
if (type_str == "material") {
return Type::Material;
}
BLI_assert_unreachable();
return Type::Empty;
}
std::string NodeItem::type(Type type)
{
switch (type) {
case Type::Any:
return "any";
case Type::Multioutput:
return "multioutput";
case Type::String:
return "string";
case Type::Filename:
return "filename";
case Type::Boolean:
return "boolean";
case Type::Integer:
return "integer";
case Type::Float:
return "float";
case Type::Vector2:
return "vector2";
case Type::Vector3:
return "vector3";
case Type::Vector4:
return "vector4";
case Type::Color3:
return "color3";
case Type::Color4:
return "color4";
case Type::BSDF:
return "BSDF";
case Type::EDF:
return "EDF";
case Type::DisplacementShader:
return "displacementshader";
case Type::SurfaceShader:
return "surfaceshader";
case Type::Material:
return "material";
case Type::SurfaceOpacity:
return "opacity";
default:
BLI_assert_unreachable();
}
return "";
}
bool NodeItem::is_arithmetic(Type type)
{
return type >= Type::Float && type <= Type::Color4;
}
NodeItem::operator bool() const
{
return value || node || input || output;
}
NodeItem NodeItem::operator+(const NodeItem &other) const
{
Type type = this->type();
if (ELEM(type, Type::BSDF, Type::EDF)) {
/* Special case: add BSDF/EDF shaders */
NodeItem res = empty();
if (other.type() == type) {
res = create_node("add", type, {{"in1", *this}, {"in2", other}});
}
else {
BLI_assert_unreachable();
}
return res;
}
return arithmetic(other, "add", [](float a, float b) { return a + b; });
}
NodeItem NodeItem::operator-(const NodeItem &other) const
{
return arithmetic(other, "subtract", [](float a, float b) { return a - b; });
}
NodeItem NodeItem::operator-() const
{
return val(0.0f) - *this;
}
NodeItem NodeItem::operator*(const NodeItem &other) const
{
Type type = this->type();
if (ELEM(type, Type::BSDF, Type::EDF)) {
/* Special case: multiple BSDF/EDF shader by Float or Color3 */
NodeItem res = empty();
Type other_type = other.type();
if (ELEM(other_type, Type::Float, Type::Color3)) {
res = create_node("multiply", type, {{"in1", *this}, {"in2", other}});
}
else {
BLI_assert_unreachable();
}
return res;
}
return arithmetic(other, "multiply", [](float a, float b) { return a * b; });
}
NodeItem NodeItem::operator/(const NodeItem &other) const
{
return arithmetic(other, "divide", [](float a, float b) { return b == 0.0f ? 0.0f : a / b; });
}
NodeItem NodeItem::operator%(const NodeItem &other) const
{
return arithmetic(
other, "modulo", [](float a, float b) { return b == 0.0f ? 0.0f : std::fmod(a, b); });
}
NodeItem NodeItem::operator^(const NodeItem &other) const
{
return arithmetic(other, "power", [](float a, float b) { return std::pow(a, b); });
}
NodeItem NodeItem::operator[](int index) const
{
BLI_assert(is_arithmetic(type()));
if (value) {
float v = 0.0f;
switch (type()) {
case Type::Float:
v = value->asA<float>();
break;
case Type::Vector2:
v = value->asA<MaterialX::Vector2>()[index];
break;
case Type::Vector3:
v = value->asA<MaterialX::Vector3>()[index];
break;
case Type::Vector4:
v = value->asA<MaterialX::Vector4>()[index];
break;
case Type::Color3:
v = value->asA<MaterialX::Color3>()[index];
break;
case Type::Color4:
v = value->asA<MaterialX::Color4>()[index];
break;
default:
BLI_assert_unreachable();
}
return val(v);
}
return create_node("extract", Type::Float, {{"in", *this}, {"index", val(index)}});
}
bool NodeItem::operator==(const NodeItem &other) const
{
if (!*this) {
return !other;
}
if (!other) {
return !*this;
}
if (node && node == other.node) {
return true;
}
if ((node && other.value) || (value && other.node)) {
return false;
}
NodeItem item1 = *this;
NodeItem item2 = other;
Type to_type = cast_types(item1, item2);
if (to_type == Type::Empty) {
return false;
}
return item1.value->getValueString() == item2.value->getValueString();
}
bool NodeItem::operator!=(const NodeItem &other) const
{
return !(*this == other);
}
NodeItem NodeItem::abs() const
{
return arithmetic("absval", [](float a) { return std::abs(a); });
}
NodeItem NodeItem::floor() const
{
return arithmetic("floor", [](float a) { return std::floor(a); });
}
NodeItem NodeItem::ceil() const
{
return arithmetic("ceil", [](float a) { return std::ceil(a); });
}
NodeItem NodeItem::length() const
{
if (value) {
return dotproduct(*this).sqrt();
}
return create_node("magnitude", Type::Float, {{"in", to_vector()}});
}
NodeItem NodeItem::normalize() const
{
if (value) {
return *this / length();
}
return create_node("normalize", Type::Vector3, {{"in", to_vector()}});
}
NodeItem NodeItem::min(const NodeItem &other) const
{
return arithmetic(other, "min", [](float a, float b) { return std::min(a, b); });
}
NodeItem NodeItem::max(const NodeItem &other) const
{
return arithmetic(other, "max", [](float a, float b) { return std::max(a, b); });
}
NodeItem NodeItem::dotproduct(const NodeItem &other) const
{
if (value && other.value) {
NodeItem d = *this * other;
float f = 0.0f;
switch (d.type()) {
case Type::Float: {
f = d.value->asA<float>();
break;
}
case Type::Vector2: {
auto v = d.value->asA<MaterialX::Vector2>();
f = v[0] + v[1];
break;
}
case Type::Vector3: {
auto v = d.value->asA<MaterialX::Vector3>();
f = v[0] + v[1] + v[2];
break;
}
case Type::Vector4: {
auto v = d.value->asA<MaterialX::Vector4>();
f = v[0] + v[1] + v[2] + v[3];
break;
}
case Type::Color3: {
auto v = d.value->asA<MaterialX::Color3>();
f = v[0] + v[1] + v[2];
break;
}
case Type::Color4: {
auto v = d.value->asA<MaterialX::Color4>();
f = v[0] + v[1] + v[2] + v[3];
break;
}
default:
BLI_assert_unreachable();
}
return val(f);
}
NodeItem item1 = to_vector();
NodeItem item2 = other.to_vector();
cast_types(item1, item2);
return create_node("dotproduct", Type::Float, {{"in1", item1}, {"in2", item2}});
}
NodeItem NodeItem::mix(const NodeItem &val1, const NodeItem &val2) const
{
if ((value && val1.value && val2.value) || type() != Type::Float) {
return (val(1.0f) - *this) * val1 + *this * val2;
}
Type type1 = val1.type();
if (ELEM(type1, Type::BSDF, Type::EDF)) {
BLI_assert(val2.type() == type1);
/* Special case: mix BSDF/EDF shaders */
return create_node("mix", type1, {{"bg", val1}, {"fg", val2}, {"mix", *this}});
};
NodeItem item1 = val1;
NodeItem item2 = val2;
Type to_type = cast_types(item1, item2);
return create_node("mix", to_type, {{"bg", item1}, {"fg", item2}, {"mix", *this}});
}
NodeItem NodeItem::clamp(const NodeItem &min_val, const NodeItem &max_val) const
{
if (value && min_val.value && max_val.value) {
return min(max_val).max(min_val);
}
if (min_val.type() == Type::Float && max_val.type() == Type::Float) {
return create_node("clamp", type(), {{"in", *this}, {"low", min_val}, {"high", max_val}});
}
Type type = this->type();
return create_node(
"clamp",
type,
{{"in", *this}, {"low", min_val.convert(type)}, {"high", max_val.convert(type)}});
}
NodeItem NodeItem::clamp(float min_val, float max_val) const
{
return clamp(val(min_val), val(max_val));
}
NodeItem NodeItem::rotate(const NodeItem &angle, const NodeItem &axis)
{
BLI_assert(type() == Type::Vector3);
BLI_assert(angle.type() == Type::Float);
BLI_assert(axis.type() == Type::Vector3);
return create_node(
"rotate3d", NodeItem::Type::Vector3, {{"in", *this}, {"amount", angle}, {"axis", axis}});
}
NodeItem NodeItem::rotate(const NodeItem &angle_xyz, bool invert)
{
NodeItem x = angle_xyz[0];
NodeItem y = angle_xyz[1];
NodeItem z = angle_xyz[2];
NodeItem x_axis = val(MaterialX::Vector3(1.0f, 0.0f, 0.0f));
NodeItem y_axis = val(MaterialX::Vector3(0.0f, 1.0f, 0.0f));
NodeItem z_axis = val(MaterialX::Vector3(0.0f, 0.0f, 1.0f));
if (invert) {
return rotate(z, z_axis).rotate(y, y_axis).rotate(x, x_axis);
}
return rotate(x, x_axis).rotate(y, y_axis).rotate(z, z_axis);
}
NodeItem NodeItem::sin() const
{
return to_vector().arithmetic("sin", [](float a) { return std::sin(a); });
}
NodeItem NodeItem::cos() const
{
return to_vector().arithmetic("cos", [](float a) { return std::cos(a); });
}
NodeItem NodeItem::tan() const
{
return to_vector().arithmetic("tan", [](float a) { return std::tan(a); });
}
NodeItem NodeItem::asin() const
{
return to_vector().arithmetic("asin", [](float a) { return std::asin(a); });
}
NodeItem NodeItem::acos() const
{
return to_vector().arithmetic("acos", [](float a) { return std::acos(a); });
}
NodeItem NodeItem::atan() const
{
return to_vector().arithmetic("atan", [](float a) { return std::atan(a); });
}
NodeItem NodeItem::atan2(const NodeItem &other) const
{
return to_vector().arithmetic(other, "atan2", [](float a, float b) { return std::atan2(a, b); });
}
NodeItem NodeItem::sinh() const
{
NodeItem v = to_vector();
return (v.exp() - (-v).exp()) / val(2.0f);
}
NodeItem NodeItem::cosh() const
{
NodeItem v = to_vector();
return (v.exp() + (-v).exp()) / val(2.0f);
}
NodeItem NodeItem::tanh() const
{
NodeItem v = to_vector();
NodeItem a = v.exp();
NodeItem b = (-v).exp();
return (a - b) / (a + b);
}
NodeItem NodeItem::ln() const
{
return to_vector().arithmetic("ln", [](float a) { return std::log(a); });
}
NodeItem NodeItem::sqrt() const
{
return to_vector().arithmetic("sqrt", [](float a) { return std::sqrt(a); });
}
NodeItem NodeItem::sign() const
{
return arithmetic("sign", [](float a) { return a < 0.0f ? -1.0f : (a == 0.0f ? 0.0f : 1.0f); });
}
NodeItem NodeItem::exp() const
{
return to_vector().arithmetic("exp", [](float a) { return std::exp(a); });
}
NodeItem NodeItem::convert(Type to_type) const
{
Type from_type = type();
if (from_type == Type::Empty || from_type == to_type || to_type == Type::Any) {
return *this;
}
if (!is_arithmetic(from_type) || !is_arithmetic(to_type)) {
CLOG_WARN(LOG_MATERIALX_SHADER,
"Cannot convert: %s -> %s",
type(from_type).c_str(),
type(to_type).c_str());
return empty();
}
if (to_type == Type::Float) {
return (*this)[0];
}
/* Converting types which requires > 1 iteration */
switch (from_type) {
case Type::Vector2:
switch (to_type) {
case Type::Vector4:
return convert(Type::Vector3).convert(Type::Vector4);
case Type::Color3:
return convert(Type::Vector3).convert(Type::Color3);
case Type::Color4:
return convert(Type::Vector3).convert(Type::Color3).convert(Type::Color4);
default:
break;
}
break;
case Type::Vector3:
switch (to_type) {
case Type::Color4:
return convert(Type::Color3).convert(Type::Color4);
default:
break;
}
break;
case Type::Vector4:
switch (to_type) {
case Type::Vector2:
return convert(Type::Vector3).convert(Type::Vector2);
case Type::Color3:
return convert(Type::Vector3).convert(Type::Color3);
default:
break;
}
break;
case Type::Color3:
switch (to_type) {
case Type::Vector2:
return convert(Type::Vector3).convert(Type::Vector2);
case Type::Vector4:
return convert(Type::Vector3).convert(Type::Vector4);
default:
break;
}
break;
case Type::Color4:
switch (to_type) {
case Type::Vector2:
return convert(Type::Vector4).convert(Type::Vector3).convert(Type::Vector2);
case Type::Vector3:
return convert(Type::Vector4).convert(Type::Vector3);
default:
break;
}
break;
default:
break;
}
/* Converting 1 iteration types */
NodeItem res = empty();
if (value) {
switch (from_type) {
case Type::Float: {
float v = value->asA<float>();
switch (to_type) {
case Type::Vector2:
res.value = MaterialX::Value::createValue<MaterialX::Vector2>({v, v});
break;
case Type::Vector3:
res.value = MaterialX::Value::createValue<MaterialX::Vector3>({v, v, v});
break;
case Type::Vector4:
res.value = MaterialX::Value::createValue<MaterialX::Vector4>({v, v, v, 1.0f});
break;
case Type::Color3:
res.value = MaterialX::Value::createValue<MaterialX::Color3>({v, v, v});
break;
case Type::Color4:
res.value = MaterialX::Value::createValue<MaterialX::Color4>({v, v, v, 1.0f});
break;
default:
BLI_assert_unreachable();
}
break;
}
case Type::Vector2: {
auto v = value->asA<MaterialX::Vector2>();
switch (to_type) {
case Type::Vector3:
res.value = MaterialX::Value::createValue<MaterialX::Vector3>({v[0], v[1], 0.0f});
break;
default:
BLI_assert_unreachable();
}
break;
}
case Type::Vector3: {
auto v = value->asA<MaterialX::Vector3>();
switch (to_type) {
case Type::Vector2:
res.value = MaterialX::Value::createValue<MaterialX::Vector2>({v[0], v[1]});
break;
case Type::Vector4:
res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
{v[0], v[1], v[2], 0.0f});
break;
case Type::Color3:
res.value = MaterialX::Value::createValue<MaterialX::Color3>({v[0], v[1], v[2]});
break;
default:
BLI_assert_unreachable();
}
break;
}
case Type::Vector4: {
auto v = value->asA<MaterialX::Vector4>();
switch (to_type) {
case Type::Vector3:
res.value = MaterialX::Value::createValue<MaterialX::Vector3>({v[0], v[1], v[2]});
break;
case Type::Color4:
res.value = MaterialX::Value::createValue<MaterialX::Color4>({v[0], v[1], v[2], v[3]});
break;
default:
BLI_assert_unreachable();
}
break;
}
case Type::Color3: {
auto v = value->asA<MaterialX::Color3>();
switch (to_type) {
case Type::Vector3:
res.value = MaterialX::Value::createValue<MaterialX::Vector3>({v[0], v[1], v[2]});
break;
case Type::Color4:
res.value = MaterialX::Value::createValue<MaterialX::Color4>({v[0], v[1], v[2], 1.0f});
break;
default:
BLI_assert_unreachable();
}
break;
}
case Type::Color4: {
auto v = value->asA<MaterialX::Color4>();
switch (to_type) {
case Type::Vector4:
res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
{v[0], v[1], v[2], v[3]});
break;
case Type::Color3:
res.value = MaterialX::Value::createValue<MaterialX::Color3>({v[0], v[1], v[2]});
break;
default:
BLI_assert_unreachable();
}
break;
}
default:
BLI_assert_unreachable();
}
}
else {
res = create_node("convert", to_type, {{"in", *this}});
}
return res;
}
NodeItem NodeItem::to_vector() const
{
switch (type()) {
case Type::Float:
case Type::Vector2:
case Type::Vector3:
case Type::Vector4:
return *this;
case Type::Color3:
return convert(Type::Vector3);
case Type::Color4:
return convert(Type::Vector4);
default:
BLI_assert_unreachable();
}
return empty();
}
NodeItem NodeItem::if_else(CompareOp op,
const NodeItem &other,
const NodeItem &if_val,
const NodeItem &else_val) const
{
switch (op) {
case CompareOp::Less:
return if_else(CompareOp::GreaterEq, other, else_val, if_val);
case CompareOp::LessEq:
return if_else(CompareOp::Greater, other, else_val, if_val);
case CompareOp::NotEq:
return if_else(CompareOp::Eq, other, else_val, if_val);
default:
break;
}
NodeItem res = empty();
if (type() != Type::Float || other.type() != Type::Float) {
return res;
}
auto item1 = if_val;
auto item2 = else_val;
Type to_type = cast_types(item1, item2);
if (to_type == Type::Empty) {
return res;
}
std::function<bool(float, float)> func = nullptr;
std::string category;
switch (op) {
case CompareOp::Greater:
category = "ifgreater";
func = [](float a, float b) { return a > b; };
break;
case CompareOp::GreaterEq:
category = "ifgreatereq";
func = [](float a, float b) { return a >= b; };
break;
case CompareOp::Eq:
category = "ifequal";
func = [](float a, float b) { return a == b; };
break;
default:
BLI_assert_unreachable();
}
if (value && other.value) {
res = func(value->asA<float>(), other.value->asA<float>()) ? item1 : item2;
}
else {
res = create_node(
category, to_type, {{"value1", *this}, {"value2", other}, {"in1", item1}, {"in2", item2}});
}
return res;
}
NodeItem NodeItem::empty() const
{
return NodeItem(graph_);
}
NodeItem::Type NodeItem::type() const
{
if (value) {
return type(value->getTypeString());
}
if (node) {
return type(node->getType());
}
if (output) {
return type(output->getType());
}
return Type::Empty;
}
NodeItem NodeItem::create_node(const std::string &category, Type type) const
{
std::string type_str = this->type(type);
CLOG_INFO(LOG_MATERIALX_SHADER, 2, "<%s type=%s>", category.c_str(), type_str.c_str());
NodeItem res = empty();
/* Surface-shader nodes and materials are added directly to the document,
* otherwise to the node-graph. */
if (type == Type::SurfaceShader || type == Type::Material) {
res.node = graph_->getDocument()->addNode(category, MaterialX::EMPTY_STRING, type_str);
}
else {
res.node = graph_->addNode(category, MaterialX::EMPTY_STRING, type_str);
}
return res;
}
NodeItem NodeItem::create_node(const std::string &category, Type type, const Inputs &inputs) const
{
NodeItem res = create_node(category, type);
for (auto &it : inputs) {
if (it.second) {
res.set_input(it.first, it.second);
}
}
return res;
}
void NodeItem::set_input(const std::string &in_name, const NodeItem &item)
{
if (item.value) {
Type item_type = item.type();
switch (item_type) {
case Type::String:
set_input(in_name, item.value->asA<std::string>(), item_type);
break;
case Type::Boolean:
set_input(in_name, item.value->asA<bool>(), item_type);
break;
case Type::Integer:
set_input(in_name, item.value->asA<int>(), item_type);
break;
case Type::Float:
set_input(in_name, item.value->asA<float>(), item_type);
break;
case Type::Vector2:
set_input(in_name, item.value->asA<MaterialX::Vector2>(), item_type);
break;
case Type::Vector3:
set_input(in_name, item.value->asA<MaterialX::Vector3>(), item_type);
break;
case Type::Vector4:
set_input(in_name, item.value->asA<MaterialX::Vector4>(), item_type);
break;
case Type::Color3:
set_input(in_name, item.value->asA<MaterialX::Color3>(), item_type);
break;
case Type::Color4:
set_input(in_name, item.value->asA<MaterialX::Color4>(), item_type);
break;
default:
BLI_assert_unreachable();
}
}
else if (item.node) {
if (type() == Type::SurfaceShader) {
auto output_name = item.node->getName() + "_out";
auto output = graph_->getOutput(output_name);
if (!output) {
auto output_type = MaterialX::DEFAULT_TYPE_STRING;
if (item.node->getType() == "BSDF") {
output_type = "BSDF";
}
output = graph_->addOutput(output_name, output_type);
}
output->setConnectedNode(item.node);
node->setConnectedOutput(in_name, output);
}
else {
node->setConnectedNode(in_name, item.node);
}
}
else if (item.input) {
node->setAttribute("interfacename", item.input->getName());
}
else if (item.output) {
node->setConnectedOutput(in_name, item.output);
}
else {
CLOG_WARN(LOG_MATERIALX_SHADER, "Empty item to input: %s", in_name.c_str());
}
}
NodeItem NodeItem::add_output(const std::string &out_name, Type out_type)
{
NodeItem res = empty();
res.output = node->addOutput(out_name, type(out_type));
return res;
}
NodeItem NodeItem::create_input(const std::string &name, const NodeItem &item) const
{
NodeItem res = empty();
res.input = graph_->addInput(name);
Type item_type = item.type();
if (item.node) {
res.input->setConnectedNode(item.node);
}
else {
BLI_assert_unreachable();
}
res.input->setType(type(item_type));
return res;
}
NodeItem NodeItem::create_output(const std::string &name, const NodeItem &item) const
{
NodeItem res = empty();
res.output = graph_->addOutput(name);
Type item_type = item.type();
if (item.node) {
res.output->setConnectedNode(item.node);
}
else if (item.input) {
res.output->setInterfaceName(item.input->getName());
}
else {
BLI_assert_unreachable();
}
res.output->setType(type(item_type));
return res;
}
NodeItem::Type NodeItem::cast_types(NodeItem &item1, NodeItem &item2)
{
Type t1 = item1.type();
Type t2 = item2.type();
if (t1 == t2) {
return t1;
}
if (!is_arithmetic(t1) || !is_arithmetic(t2)) {
CLOG_WARN(
LOG_MATERIALX_SHADER, "Can't adjust types: %s <-> %s", type(t1).c_str(), type(t2).c_str());
return Type::Empty;
}
if (t1 < t2) {
item1 = item1.convert(t2);
return t2;
}
else {
item2 = item2.convert(t1);
return t1;
}
}
bool NodeItem::is_arithmetic() const
{
return is_arithmetic(type());
}
NodeItem NodeItem::arithmetic(const std::string &category, std::function<float(float)> func) const
{
NodeItem res = empty();
Type type = this->type();
BLI_assert(is_arithmetic(type));
if (value) {
switch (type) {
case Type::Float: {
float v = value->asA<float>();
res.value = MaterialX::Value::createValue<float>(func(v));
break;
}
case Type::Color3: {
auto v = value->asA<MaterialX::Color3>();
res.value = MaterialX::Value::createValue<MaterialX::Color3>(
{func(v[0]), func(v[1]), func(v[2])});
break;
}
case Type::Color4: {
auto v = value->asA<MaterialX::Color4>();
res.value = MaterialX::Value::createValue<MaterialX::Color4>(
{func(v[0]), func(v[1]), func(v[2]), func(v[3])});
break;
}
case Type::Vector2: {
auto v = value->asA<MaterialX::Vector2>();
res.value = MaterialX::Value::createValue<MaterialX::Vector2>({func(v[0]), func(v[1])});
break;
}
case Type::Vector3: {
auto v = value->asA<MaterialX::Vector3>();
res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
{func(v[0]), func(v[1]), func(v[2])});
break;
}
case Type::Vector4: {
auto v = value->asA<MaterialX::Vector4>();
res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
{func(v[0]), func(v[1]), func(v[2]), func(v[3])});
break;
}
default:
BLI_assert_unreachable();
}
}
else {
res = create_node(category, type, {{"in", *this}});
}
return res;
}
NodeItem NodeItem::arithmetic(const NodeItem &other,
const std::string &category,
std::function<float(float, float)> func,
Type to_type) const
{
NodeItem res = empty();
NodeItem item1 = *this;
NodeItem item2 = other;
to_type = (to_type == Type::Any) ? cast_types(item1, item2) : to_type;
if (to_type == Type::Empty) {
return res;
}
if (value && other.value) {
switch (to_type) {
case Type::Float: {
float v1 = item1.value->asA<float>();
float v2 = item2.value->asA<float>();
res.value = MaterialX::Value::createValue<float>(func(v1, v2));
break;
}
case Type::Color3: {
auto v1 = item1.value->asA<MaterialX::Color3>();
auto v2 = item2.value->asA<MaterialX::Color3>();
res.value = MaterialX::Value::createValue<MaterialX::Color3>(
{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2])});
break;
}
case Type::Color4: {
auto v1 = item1.value->asA<MaterialX::Color4>();
auto v2 = item2.value->asA<MaterialX::Color4>();
res.value = MaterialX::Value::createValue<MaterialX::Color4>(
{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2]), func(v1[3], v2[3])});
break;
}
case Type::Vector2: {
auto v1 = item1.value->asA<MaterialX::Vector2>();
auto v2 = item2.value->asA<MaterialX::Vector2>();
res.value = MaterialX::Value::createValue<MaterialX::Vector2>(
{func(v1[0], v2[0]), func(v1[1], v2[1])});
break;
}
case Type::Vector3: {
auto v1 = item1.value->asA<MaterialX::Vector3>();
auto v2 = item2.value->asA<MaterialX::Vector3>();
res.value = MaterialX::Value::createValue<MaterialX::Vector3>(
{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2])});
break;
}
case Type::Vector4: {
auto v1 = item1.value->asA<MaterialX::Vector4>();
auto v2 = item2.value->asA<MaterialX::Vector4>();
res.value = MaterialX::Value::createValue<MaterialX::Vector4>(
{func(v1[0], v2[0]), func(v1[1], v2[1]), func(v1[2], v2[2]), func(v1[3], v2[3])});
break;
}
default:
BLI_assert_unreachable();
}
}
else {
res = create_node(category, to_type, {{"in1", item1}, {"in2", item2}});
}
return res;
}
} // namespace blender::nodes::materialx