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/* 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_string_ref.hh"
#include "BLI_vector.hh"
#include "DNA_node_types.h"
#include "MEM_guardedalloc.h"
#include "obj_export_mtl.hh"
namespace blender::io::obj {
struct UniqueNodetreeDeleter {
void operator()(bNodeTree *node)
{
MEM_freeN(node);
}
};
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);
~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,
StringRef from_node_id,
bNode *to_node,
StringRef 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();
/**
* 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);
};
constexpr eMTLSyntaxElement mtl_line_key_str_to_enum(const std::string_view key_str)
{
if (key_str == "map_Kd") {
return eMTLSyntaxElement::map_Kd;
}
if (key_str == "map_Ks") {
return eMTLSyntaxElement::map_Ks;
}
if (key_str == "map_Ns") {
return eMTLSyntaxElement::map_Ns;
}
if (key_str == "map_d") {
return eMTLSyntaxElement::map_d;
}
if (key_str == "refl" || key_str == "map_refl") {
return eMTLSyntaxElement::map_refl;
}
if (key_str == "map_Ke") {
return eMTLSyntaxElement::map_Ke;
}
if (key_str == "map_Bump" || key_str == "bump") {
return eMTLSyntaxElement::map_Bump;
}
return eMTLSyntaxElement::string;
}
} // namespace blender::io::obj
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