Merge branch 'ShaderNodes' of git://github.com/W2Wizard/FlaxEngine into W2Wizard-ShaderNodes
This commit is contained in:
@@ -351,15 +351,15 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Rotator
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case 27:
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{
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auto uv = tryGetValue(node->GetBox(0), getUVs).AsVector2();
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auto center = tryGetValue(node->GetBox(1), Value::Zero).AsVector2();
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auto rotationAngle = tryGetValue(node->GetBox(2), Value::Zero).AsFloat();
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsVector2();
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const auto center = tryGetValue(node->GetBox(1), Value::Zero).AsVector2();
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const auto rotationAngle = tryGetValue(node->GetBox(2), Value::Zero).AsFloat();
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const auto x1 = writeLocal(ValueType::Vector2, String::Format(TEXT("({0} * -1) + {1}"), center.Value, uv.Value), node);
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const auto raCosSin = writeLocal(ValueType::Vector2, String::Format(TEXT("float2(cos({0}), sin({0}))"), rotationAngle.Value), node);
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auto x1 = writeLocal(ValueType::Vector2, String::Format(TEXT("({0} * -1) + {1}"), center.Value, uv.Value), node);
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auto raCosSin = writeLocal(ValueType::Vector2, String::Format(TEXT("float2(cos({0}), sin({0}))"), rotationAngle.Value), node);
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const auto dotB1 = writeLocal(ValueType::Vector2, String::Format(TEXT("float2({0}.x, {0}.y * -1)"), raCosSin.Value), node);
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const auto dotB2 = writeLocal(ValueType::Vector2, String::Format(TEXT("float2({0}.y, {0}.x)"), raCosSin.Value), node);
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auto dotB1 = writeLocal(ValueType::Vector2, String::Format(TEXT("float2({0}.x, {0}.y * -1)"), raCosSin.Value), node);
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auto dotB2 = writeLocal(ValueType::Vector2, String::Format(TEXT("float2({0}.y, {0}.x)"), raCosSin.Value), node);
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value = writeLocal(ValueType::Vector2, String::Format(TEXT("{3} + float2(dot({0},{1}), dot({0},{2}))"), x1.Value, dotB1.Value, dotB2.Value, center.Value), node);
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break;
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@@ -367,11 +367,11 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Sphere Mask
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case 28:
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{
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Value a = tryGetValue(node->GetBox(0), 0, Value::Zero);
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Value b = tryGetValue(node->GetBox(1), 1, Value::Zero).Cast(a.Type);
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Value radius = tryGetValue(node->GetBox(2), node->Values[0]).AsFloat();
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Value hardness = tryGetValue(node->GetBox(3), node->Values[1]).AsFloat();
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Value invert = tryGetValue(node->GetBox(4), node->Values[2]).AsBool();
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const auto a = tryGetValue(node->GetBox(0), 0, Value::Zero);
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const auto b = tryGetValue(node->GetBox(1), 1, Value::Zero).Cast(a.Type);
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const auto radius = tryGetValue(node->GetBox(2), node->Values[0]).AsFloat();
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const auto hardness = tryGetValue(node->GetBox(3), node->Values[1]).AsFloat();
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const auto invert = tryGetValue(node->GetBox(4), node->Values[2]).AsBool();
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// Get distance and apply radius
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auto x1 = writeLocal(ValueType::Float, String::Format(TEXT("distance({0},{1}) * (1 / {2})"), a.Value, b.Value, radius.Value), node);
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@@ -385,9 +385,9 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Tiling & Offset
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case 29:
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{
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auto uv = tryGetValue(node->GetBox(0), getUVs).AsVector2();
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auto tiling = tryGetValue(node->GetBox(1), node->Values[0]).AsVector2();
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auto offset = tryGetValue(node->GetBox(2), node->Values[1]).AsVector2();
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsVector2();
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const auto tiling = tryGetValue(node->GetBox(1), node->Values[0]).AsVector2();
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const auto offset = tryGetValue(node->GetBox(2), node->Values[1]).AsVector2();
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value = writeLocal(ValueType::Vector2, String::Format(TEXT("{0} * {1} + {2}"), uv.Value, tiling.Value, offset.Value), node);
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break;
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@@ -395,7 +395,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// DDX
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case 30:
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{
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auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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const auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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value = writeLocal(inValue.Type, String::Format(TEXT("ddx({0})"), inValue.Value), node);
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break;
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@@ -403,10 +403,56 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// DDY
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case 31:
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{
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auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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const auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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value = writeLocal(inValue.Type, String::Format(TEXT("ddy({0})"), inValue.Value), node);
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break;
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}
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// Sign
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case 32:
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{
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const auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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value = writeLocal(ValueType::Float, String::Format(TEXT("sign({0})"), inValue.Value), node);
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break;
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}
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// Any
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case 33:
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{
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const auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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value = writeLocal(ValueType::Bool, String::Format(TEXT("any({0})"), inValue.Value), node);
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break;
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}
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// All
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case 34:
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{
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const auto inValue = tryGetValue(node->GetBox(0), 0, Value::Zero);
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value = writeLocal(ValueType::Bool, String::Format(TEXT("all({0})"), inValue.Value), node);
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break;
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}
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// Blackbody
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case 35:
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{
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// Reference: Mitchell Charity, http://www.vendian.org/mncharity/dir3/blackbody/
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const auto temperature = tryGetValue(node->GetBox(0), node->Values[0]).AsFloat();
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// Value X
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auto x = writeLocal(ValueType::Float, String::Format(TEXT("56100000.0f * pow({0}, -1) + 148.0f"), temperature.Value), node);
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// Value Y
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auto y = writeLocal(ValueType::Float, String::Format(TEXT("{0} > 6500.0f ? 35200000.0f * pow({0}, -1) + 184.0f : 100.04f * log({0}) - 623.6f"), temperature.Value), node);
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// Value Z
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auto z = writeLocal(ValueType::Float, String::Format(TEXT("194.18f * log({0}) - 1448.6f"), temperature.Value), node);
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// Final color
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auto color = writeLocal(ValueType::Vector3, String::Format(TEXT("float3({0}, {1}, {2})"), x.Value, y.Value, z.Value), node);
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color = writeLocal(ValueType::Vector3, String::Format(TEXT("clamp({0}, 0.0f, 255.0f) / 255.0f"), color.Value), node);
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value = writeLocal(ValueType::Vector3, String::Format(TEXT("{1} < 1000.0f ? {0} * {1}/1000.0f : {0}"), color.Value, temperature.Value), node);
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break;
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}
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default:
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break;
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