Shader: Add Conductor BSDF Node #114958

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Alaska wants to merge 14 commits from Alaska/blender:metallic-bsdf into main

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/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_glossy(vec4 color,
float roughness,
float anisotropy,
float rotation,
vec3 N,
vec3 T,
float weight,
const float do_multiscatter,
out Closure result)
{
N = safe_normalize(N);
vec3 V = coordinate_incoming(g_data.P);
float NV = dot(N, V);
vec2 split_sum = brdf_lut(NV, roughness);
ClosureReflection reflection_data;
reflection_data.weight = weight;
reflection_data.color = (do_multiscatter != 0.0) ?
F_brdf_multi_scatter(color.rgb, color.rgb, split_sum) :
F_brdf_single_scatter(color.rgb, color.rgb, split_sum);
reflection_data.N = N;
reflection_data.roughness = roughness;
result = closure_eval(reflection_data);
}

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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "node_shader_util.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
namespace blender::nodes::node_shader_bsdf_glossy_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Float>("Roughness")
.default_value(0.5f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>("Anisotropy").default_value(0.0f).min(-1.0f).max(1.0f);
b.add_input<decl::Float>("Rotation")
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>("Normal").hide_value();
b.add_input<decl::Vector>("Tangent").hide_value();
b.add_input<decl::Float>("Weight").unavailable();
b.add_output<decl::Shader>("BSDF");
}
static void node_shader_buts_glossy(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "distribution", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
static void node_shader_init_glossy(bNodeTree * /*ntree*/, bNode *node)
{
node->custom1 = SHD_GLOSSY_MULTI_GGX;
}
static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[4].link) {
GPU_link(mat, "world_normals_get", &in[4].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_constant(&use_multi_scatter));
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
if (to_type_ != NodeItem::Type::BSDF) {
return empty();
}
NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Vector2);
NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Color3);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
NodeItem artistic_ior = create_node("artistic_ior",
NodeItem::Type::Multioutput,
{{"reflectivity", color}, {"edge_color", color}});
NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
return create_node("conductor_bsdf",
NodeItem::Type::BSDF,
{{"normal", normal},
{"tangent", tangent},
{"ior", ior_out},
{"extinction", extinction_out},
{"roughness", roughness}});
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bsdf_glossy_cc
/* node type definition */
void register_node_type_sh_bsdf_glossy()
{
namespace file_ns = blender::nodes::node_shader_bsdf_glossy_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_GLOSSY, "Glossy BSDF", NODE_CLASS_SHADER);
ntype.declare = file_ns::node_declare;
ntype.add_ui_poll = object_shader_nodes_poll;
ntype.draw_buttons = file_ns::node_shader_buts_glossy;
blender::bke::node_type_size_preset(&ntype, blender::bke::eNodeSizePreset::MIDDLE);
ntype.initfunc = file_ns::node_shader_init_glossy;
ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glossy;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);
/* Needed to preserve API compatibility with older versions which had separate
* Glossy and Anisotropic nodes. */
nodeRegisterAlias(&ntype, "ShaderNodeBsdfGlossy");
}