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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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//
// Copyright Contributors to the MaterialX Project
// SPDX-License-Identifier: Apache-2.0
//
#ifndef MATERIALX_CLOSURELAYERNODEMDL_H
#define MATERIALX_CLOSURELAYERNODEMDL_H
#include <MaterialXGenMdl/Export.h>
#include <MaterialXGenMdl/Nodes/SourceCodeNodeMdl.h>
#include <MaterialXGenShader/ShaderGenerator.h>
#include <MaterialXGenShader/GenContext.h>
MATERIALX_NAMESPACE_BEGIN
/// Holds all constants required by the layering and its transformations.
class MX_GENMDL_API StringConstantsMdl
{
StringConstantsMdl() = delete;
public:
/// String constants
static const string TOP; ///< layer parameter name of the top component
static const string BASE; ///< layer parameter name of the base component
static const string FG; ///< mix parameter name of the foreground
static const string BG; ///< mix parameter name of the background
static const string MIX; ///< mix parameter name of the amount
static const string TOP_WEIGHT; ///< mix amount forwarded into layer top component
};
/// Closure layer node implementation for MDL.
class MX_GENMDL_API ClosureLayerNodeMdl : public ShaderNodeImpl
{
public:
static ShaderNodeImplPtr create();
void emitFunctionCall(const ShaderNode& node, GenContext& context, ShaderStage& stage) const override;
};
/// Layerable BSDF node.
/// Because MDL does not support vertical layering the nodes are transformed in a way that
/// the base node is passed as parameter to the top layer node.
/// Note, not all elemental bsdfs support this kind of transformation.
class MX_GENMDL_API LayerableNodeMdl : public SourceCodeNodeMdl
{
using BASE = SourceCodeNodeMdl;
public:
virtual ~LayerableNodeMdl() = default;
static ShaderNodeImplPtr create();
void addInputs(ShaderNode& node, GenContext&) const override;
bool isEditable(const ShaderInput& input) const override;
};
MATERIALX_NAMESPACE_END
#endif