forked from blender/blender
Implement BSDF Transparent shader #36
@ -14,6 +14,7 @@ NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
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NodeItem::Type NodeItem::type(const std::string &type_str)
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{
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/* Converting only MaterialX supported types */
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if (type_str == "multioutput") {
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return Type::Multioutput;
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}
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@ -103,6 +104,8 @@ std::string NodeItem::type(Type type)
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return "surfaceshader";
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case Type::Material:
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return "material";
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case Type::SurfaceOpacity:
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return "opacity";
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default:
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BLI_assert_unreachable();
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}
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@ -44,6 +44,9 @@ class NodeItem {
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DisplacementShader,
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SurfaceShader,
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Material,
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/* Special type to retrieve opacity for <surface> */
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SurfaceOpacity,
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};
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enum class CompareOp { Less = 0, LessEq, Eq, GreaterEq, Greater, NotEq };
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@ -64,7 +64,7 @@ std::string NodeParser::node_name() const
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if (node_->output_sockets().size() > 1) {
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name += std::string("_") + socket_out_->name;
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}
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if (ELEM(to_type_, NodeItem::Type::BSDF, NodeItem::Type::EDF)) {
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if (ELEM(to_type_, NodeItem::Type::BSDF, NodeItem::Type::EDF, NodeItem::Type::SurfaceOpacity)) {
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name += "_" + NodeItem::type(to_type_);
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}
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#ifdef USE_MATERIALX_NODEGRAPH
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@ -25,7 +25,7 @@ static int node_shader_gpu_add_shader(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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if (!ELEM(to_type_, NodeItem::Type::BSDF, NodeItem::Type::EDF)) {
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if (!ELEM(to_type_, NodeItem::Type::BSDF, NodeItem::Type::EDF, NodeItem::Type::SurfaceOpacity)) {
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return empty();
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}
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@ -41,6 +41,9 @@ NODE_SHADER_MATERIALX_BEGIN
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if (!shader1 && shader2) {
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return shader2;
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}
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if (to_type_ == NodeItem::Type::SurfaceOpacity) {
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return (shader1 + shader2) * val(0.5f);
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}
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return shader1 + shader2;
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}
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#endif
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@ -350,7 +350,7 @@ NODE_SHADER_MATERIALX_BEGIN
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{"coat_tint", get_input_value("Coat Tint", NodeItem::Type::Color3)},
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{"ior", get_input_value("IOR", NodeItem::Type::Float)},
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{"transmission", get_input_value("Transmission Weight", NodeItem::Type::Float)},
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//{"alpha", get_input_value("Alpha", NodeItem::Type::Float)},
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{"alpha", get_input_value("Alpha", NodeItem::Type::Float)},
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{"normal", get_input_link("Normal", NodeItem::Type::Vector3)},
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{"coat_normal", get_input_link("Coat Normal", NodeItem::Type::Vector3)},
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{"tangent", get_input_link("Tangent", NodeItem::Type::Vector3)},
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@ -509,9 +509,6 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_thin_film_layer = create_node(
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"layer", NodeItem::Type::BSDF, {{"top", n_thin_film_bsdf}, {"base", n_metalness_mix}});
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NodeItem n_opacity_luminance = create_node(
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"luminance", NodeItem::Type::Color3, {{"in", val(MaterialX::Color3(1.0f, 1.0f, 1.0f))}});
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NodeItem n_coat_attenuation = coat.mix(val(MaterialX::Color3(1.0f, 1.0f, 1.0f)),
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in["coat_tint"]);
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@ -572,9 +569,16 @@ NODE_SHADER_MATERIALX_BEGIN
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{"emission", in["emission"]},
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{"emission_color", in["emission_color"]},
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{"normal", in["normal"]},
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{"tangent", in["tangent"]}});
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{"tangent", in["tangent"]},
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{"opacity", in["alpha"].convert(NodeItem::Type::Color3)}});
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break;
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}
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case NodeItem::Type::SurfaceOpacity: {
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res = get_input_value("Alpha", NodeItem::Type::Float);
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break;
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}
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default:
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BLI_assert_unreachable();
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}
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@ -27,6 +27,28 @@ static int node_shader_gpu_bsdf_transparent(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_bsdf_transparent", 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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switch (to_type_) {
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case NodeItem::Type::BSDF: {
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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/* Returning diffuse node as BSDF component */
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return create_node("oren_nayar_diffuse_bsdf", NodeItem::Type::BSDF, {{"color", color}});
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}
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case NodeItem::Type::SurfaceOpacity: {
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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/* Returning: 1 - <average of color components> */
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return val(1.0f) - color.dotproduct(val(1.0f / 3.0f));
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}
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default:
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break;
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}
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return empty();
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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_transparent_cc
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/* node type definition */
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@ -40,6 +62,7 @@ void register_node_type_sh_bsdf_transparent()
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ntype.add_ui_poll = object_shader_nodes_poll;
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ntype.declare = file_ns::node_declare;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_transparent;
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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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@ -32,7 +32,7 @@ NODE_SHADER_MATERIALX_BEGIN
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/* This node isn't supported by MaterialX. This formula was given from OSL shader code in Cycles
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* node_light_falloff.osl. Considered ray_length=1.0f. */
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return strength * val(1.0f) / (smooth + val(1.0f));
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return strength / (smooth + val(1.0f));
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}
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#endif
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NODE_SHADER_MATERIALX_END
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@ -26,7 +26,7 @@ static int node_shader_gpu_mix_shader(GPUMaterial *mat,
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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if (!ELEM(to_type_, NodeItem::Type::BSDF, NodeItem::Type::EDF)) {
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if (!ELEM(to_type_, NodeItem::Type::BSDF, NodeItem::Type::EDF, NodeItem::Type::SurfaceOpacity)) {
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return empty();
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}
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@ -51,13 +51,10 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem bsdf = get_input_link("Surface", NodeItem::Type::BSDF);
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NodeItem edf = get_input_link("Surface", NodeItem::Type::EDF);
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if (bsdf || edf) {
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surface = create_node("surface", NodeItem::Type::SurfaceShader);
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if (bsdf) {
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surface.set_input("bsdf", bsdf);
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}
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if (edf) {
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surface.set_input("edf", edf);
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}
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NodeItem opacity = get_input_link("Surface", NodeItem::Type::SurfaceOpacity);
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surface = create_node("surface",
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NodeItem::Type::SurfaceShader,
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{{"bsdf", bsdf}, {"edf", edf}, {"opacity", opacity}});
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}
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}
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return create_node("surfacematerial", NodeItem::Type::Material, {{"surfaceshader", surface}});
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Reference in New Issue
Block a user
Add the same convertion to
NodeItem::Type NodeItem::type(const std::string &type_str)