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authorAaron Carlisle <carlisle.b3d@gmail.com>2021-12-29 06:51:57 +0300
committerAaron Carlisle <carlisle.b3d@gmail.com>2021-12-29 06:51:57 +0300
commitba38b06a97aa12318a04efb5b426a5dd1adabf88 (patch)
tree81a83aa9b6d76541d8861e0467721a94cb69c74a /source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
parentb92ef379b7bb9ebbe881cb7194b00af151f47926 (diff)
Nodes: Convert shader, shader category nodes to c++
Also add file namespace This is needed to use new node APIs Differential Revision: https://developer.blender.org/D13684
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc87
1 files changed, 87 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
new file mode 100644
index 00000000000..6f56a562e42
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
@@ -0,0 +1,87 @@
+/*
+ * 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"
+
+namespace blender::nodes::node_shader_bsdf_anisotropic_cc {
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_bsdf_anisotropic_in[] = {
+ {SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
+ {SOCK_FLOAT, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_FLOAT, N_("Anisotropy"), 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f},
+ {SOCK_FLOAT, N_("Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ {SOCK_VECTOR, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ {-1, ""},
+};
+
+static bNodeSocketTemplate sh_node_bsdf_anisotropic_out[] = {
+ {SOCK_SHADER, N_("BSDF")},
+ {-1, ""},
+};
+
+static void node_shader_init_anisotropic(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = SHD_GLOSSY_GGX;
+}
+
+static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(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_anisotropic",
+ in,
+ out,
+ GPU_constant(&use_multi_scatter),
+ GPU_constant(&node->ssr_id));
+}
+
+} // namespace blender::nodes::node_shader_bsdf_anisotropic_cc
+
+/* node type definition */
+void register_node_type_sh_bsdf_anisotropic()
+{
+ namespace file_ns = blender::nodes::node_shader_bsdf_anisotropic_cc;
+
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_BSDF_ANISOTROPIC, "Anisotropic BSDF", NODE_CLASS_SHADER, 0);
+ node_type_socket_templates(
+ &ntype, file_ns::sh_node_bsdf_anisotropic_in, file_ns::sh_node_bsdf_anisotropic_out);
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_init(&ntype, file_ns::node_shader_init_anisotropic);
+ node_type_storage(&ntype, "", nullptr, nullptr);
+ node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_anisotropic);
+
+ nodeRegisterType(&ntype);
+}