forked from blender/blender
MaterialX: Implement more shader nodes #23
@ -40,6 +40,32 @@ static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_bsdf_refraction", in, out);
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}
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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if (to_type_ != NodeItem::Type::BSDF) {
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return empty();
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}
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Vector2);
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NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem res = create_node("dielectric_bsdf", NodeItem::Type::BSDF);
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if (normal) {
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res.set_input("normal", normal);
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}
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res.set_input("tint", color);
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res.set_input("roughness", roughness);
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res.set_input("ior", ior);
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res.set_input("scatter_mode", val(std::string("T")));
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return res;
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}
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#endif
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_bsdf_refraction_cc
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/* node type definition */
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@ -55,6 +81,7 @@ void register_node_type_sh_bsdf_refraction()
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blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
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ntype.initfunc = file_ns::node_shader_init_refraction;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_refraction;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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}
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