Shader: Add Conductor BSDF Node #114958
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/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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void node_bsdf_glossy(vec4 color,
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float roughness,
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float anisotropy,
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float rotation,
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vec3 N,
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vec3 T,
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float weight,
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const float do_multiscatter,
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out Closure result)
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{
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N = safe_normalize(N);
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vec3 V = coordinate_incoming(g_data.P);
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float NV = dot(N, V);
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vec2 split_sum = brdf_lut(NV, roughness);
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ClosureReflection reflection_data;
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reflection_data.weight = weight;
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reflection_data.color = (do_multiscatter != 0.0) ?
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F_brdf_multi_scatter(color.rgb, color.rgb, split_sum) :
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F_brdf_single_scatter(color.rgb, color.rgb, split_sum);
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reflection_data.N = N;
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reflection_data.roughness = roughness;
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result = closure_eval(reflection_data);
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}
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/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_shader_util.hh"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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namespace blender::nodes::node_shader_bsdf_glossy_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f});
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b.add_input<decl::Float>("Roughness")
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.default_value(0.5f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Float>("Anisotropy").default_value(0.0f).min(-1.0f).max(1.0f);
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b.add_input<decl::Float>("Rotation")
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.default_value(0.0f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Vector>("Normal").hide_value();
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b.add_input<decl::Vector>("Tangent").hide_value();
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b.add_input<decl::Float>("Weight").unavailable();
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b.add_output<decl::Shader>("BSDF");
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}
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static void node_shader_buts_glossy(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "distribution", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
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}
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static void node_shader_init_glossy(bNodeTree * /*ntree*/, bNode *node)
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{
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node->custom1 = SHD_GLOSSY_MULTI_GGX;
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}
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static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
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bNode *node,
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bNodeExecData * /*execdata*/,
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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if (!in[4].link) {
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GPU_link(mat, "world_normals_get", &in[4].link);
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}
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GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
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float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
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return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_constant(&use_multi_scatter));
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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 anisotropy = get_input_value("Anisotropy", NodeItem::Type::Color3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
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NodeItem artistic_ior = create_node("artistic_ior",
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NodeItem::Type::Multioutput,
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{{"reflectivity", color}, {"edge_color", color}});
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NodeItem ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
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NodeItem extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
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return create_node("conductor_bsdf",
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NodeItem::Type::BSDF,
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{{"normal", normal},
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{"tangent", tangent},
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{"ior", ior_out},
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{"extinction", extinction_out},
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{"roughness", roughness}});
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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_glossy_cc
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/* node type definition */
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void register_node_type_sh_bsdf_glossy()
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{
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namespace file_ns = blender::nodes::node_shader_bsdf_glossy_cc;
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_BSDF_GLOSSY, "Glossy BSDF", NODE_CLASS_SHADER);
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ntype.declare = file_ns::node_declare;
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ntype.add_ui_poll = object_shader_nodes_poll;
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ntype.draw_buttons = file_ns::node_shader_buts_glossy;
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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_glossy;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glossy;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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/* Needed to preserve API compatibility with older versions which had separate
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* Glossy and Anisotropic nodes. */
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nodeRegisterAlias(&ntype, "ShaderNodeBsdfGlossy");
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}
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