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