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blender-archive/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
Brecht Van Lommel 8f71a84496 Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF
This makes it easier to set up materials with emission and transparency.
Importers/exporters and add-ons are recommended to now use these rather than
creating separate transparent BSDF and emission nodes.
2019-05-13 15:56:11 +02:00

225 lines
7.7 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
{SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 1, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR, 1, N_("Subsurface Radius"), 1.0f, 0.2f, 0.1f, 0.0f, 0.0f, 100.0f},
{SOCK_RGBA, 1, N_("Subsurface Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 1, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Specular Tint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Anisotropic Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Clearcoat Roughness"), 0.03f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{SOCK_FLOAT, 1, N_("Transmission"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Transmission Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_RGBA, 1, N_("Emission"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR,
1,
N_("Normal"),
0.0f,
0.0f,
0.0f,
1.0f,
-1.0f,
1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
{SOCK_VECTOR,
1,
N_("Clearcoat Normal"),
0.0f,
0.0f,
0.0f,
1.0f,
-1.0f,
1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
{SOCK_VECTOR,
1,
N_("Tangent"),
0.0f,
0.0f,
0.0f,
1.0f,
-1.0f,
1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
{-1, 0, ""},
};
static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
{SOCK_SHADER, 0, N_("BSDF")},
{-1, 0, ""},
};
static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_GLOSSY_GGX;
node->custom2 = SHD_SUBSURFACE_BURLEY;
}
#define socket_not_zero(sock) (in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) > 1e-5f))
#define socket_not_one(sock) \
(in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) < 1.0f - 1e-5f))
static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
GPUNodeLink *sss_scale;
/* Normals */
if (!in[19].link) {
GPU_link(mat, "world_normals_get", &in[19].link);
}
/* Clearcoat Normals */
if (!in[20].link) {
GPU_link(mat, "world_normals_get", &in[20].link);
}
/* Tangents */
if (!in[21].link) {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
GPU_link(mat, "tangent_orco_z", orco, &in[21].link);
GPU_link(mat,
"node_tangent",
GPU_builtin(GPU_WORLD_NORMAL),
in[21].link,
GPU_builtin(GPU_OBJECT_MATRIX),
&in[21].link);
}
/* SSS Profile */
if (node->sss_id == 1) {
static short profile = SHD_SUBSURFACE_BURLEY;
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;
/* For some reason it seems that the socket value is in ARGB format. */
GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile, NULL);
}
if (in[2].link) {
sss_scale = in[2].link;
}
else {
GPU_link(mat, "set_rgb_one", &sss_scale);
}
bool use_diffuse = socket_not_one(4) && socket_not_one(15);
bool use_subsurf = socket_not_zero(1) && use_diffuse;
bool use_refract = socket_not_one(4) && socket_not_zero(15);
bool use_clear = socket_not_zero(12);
/* Due to the manual effort done per config, we only optimize the most common permutations. */
char *node_name;
uint flag = 0;
if (!use_subsurf && use_diffuse && !use_refract && !use_clear) {
static char name[] = "node_bsdf_principled_dielectric";
node_name = name;
flag = GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY;
}
else if (!use_subsurf && !use_diffuse && !use_refract && !use_clear) {
static char name[] = "node_bsdf_principled_metallic";
node_name = name;
flag = GPU_MATFLAG_GLOSSY;
}
else if (!use_subsurf && !use_diffuse && !use_refract && use_clear) {
static char name[] = "node_bsdf_principled_clearcoat";
node_name = name;
flag = GPU_MATFLAG_GLOSSY;
}
else if (use_subsurf && use_diffuse && !use_refract && !use_clear) {
static char name[] = "node_bsdf_principled_subsurface";
node_name = name;
flag = GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SSS | GPU_MATFLAG_GLOSSY;
}
else if (!use_subsurf && !use_diffuse && use_refract && !use_clear && !socket_not_zero(4)) {
static char name[] = "node_bsdf_principled_glass";
node_name = name;
flag = GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT;
}
else {
static char name[] = "node_bsdf_principled";
node_name = name;
flag = GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY | GPU_MATFLAG_SSS | GPU_MATFLAG_REFRACT;
}
GPU_material_flag_set(mat, flag);
return GPU_stack_link(mat,
node,
node_name,
in,
out,
GPU_builtin(GPU_VIEW_POSITION),
GPU_constant(&node->ssr_id),
GPU_constant(&node->sss_id),
sss_scale);
}
static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock;
int distribution = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Transmission Roughness")) {
if (distribution == SHD_GLOSSY_GGX) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
}
}
/* node type definition */
void register_node_type_sh_bsdf_principled(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_PRINCIPLED, "Principled BSDF", NODE_CLASS_SHADER, 0);
node_type_socket_templates(&ntype, sh_node_bsdf_principled_in, sh_node_bsdf_principled_out);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_init(&ntype, node_shader_init_principled);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_bsdf_principled);
node_type_update(&ntype, node_shader_update_principled);
nodeRegisterType(&ntype);
}