diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
commit | 27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch) | |
tree | 8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /source/blender/nodes | |
parent | ccffb6811c9db614047e9dba0eb5e509609128dc (diff) |
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'source/blender/nodes')
6 files changed, 280 insertions, 12 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt index 323a534c989..7dca4d07b24 100644 --- a/source/blender/nodes/CMakeLists.txt +++ b/source/blender/nodes/CMakeLists.txt @@ -145,36 +145,40 @@ set(SRC shader/nodes/node_shader_valToRgb.c shader/nodes/node_shader_value.c shader/nodes/node_shader_vectMath.c + shader/nodes/node_shader_add_shader.c + shader/nodes/node_shader_ambient_occlusion.c shader/nodes/node_shader_attribute.c shader/nodes/node_shader_background.c shader/nodes/node_shader_bsdf_anisotropic.c shader/nodes/node_shader_bsdf_diffuse.c - shader/nodes/node_shader_bsdf_glossy.c shader/nodes/node_shader_bsdf_glass.c + shader/nodes/node_shader_bsdf_glossy.c + shader/nodes/node_shader_bsdf_refraction.c shader/nodes/node_shader_bsdf_translucent.c shader/nodes/node_shader_bsdf_transparent.c shader/nodes/node_shader_bsdf_velvet.c shader/nodes/node_shader_bump.c shader/nodes/node_shader_emission.c shader/nodes/node_shader_fresnel.c - shader/nodes/node_shader_layer_weight.c shader/nodes/node_shader_geometry.c shader/nodes/node_shader_holdout.c - shader/nodes/node_shader_volume_transparent.c - shader/nodes/node_shader_volume_isotropic.c - shader/nodes/node_shader_light_path.c + shader/nodes/node_shader_layer_weight.c shader/nodes/node_shader_light_falloff.c - shader/nodes/node_shader_object_info.c - shader/nodes/node_shader_script.c - shader/nodes/node_shader_particle_info.c + shader/nodes/node_shader_light_path.c shader/nodes/node_shader_mix_shader.c - shader/nodes/node_shader_add_shader.c + shader/nodes/node_shader_normal_map.c + shader/nodes/node_shader_object_info.c shader/nodes/node_shader_output_lamp.c shader/nodes/node_shader_output_material.c shader/nodes/node_shader_output_world.c - shader/nodes/node_shader_tex_gradient.c + shader/nodes/node_shader_particle_info.c + shader/nodes/node_shader_script.c + shader/nodes/node_shader_tangent.c + shader/nodes/node_shader_tex_brick.c + shader/nodes/node_shader_tex_checker.c shader/nodes/node_shader_tex_coord.c shader/nodes/node_shader_tex_environment.c + shader/nodes/node_shader_tex_gradient.c shader/nodes/node_shader_tex_image.c shader/nodes/node_shader_tex_magic.c shader/nodes/node_shader_tex_musgrave.c @@ -182,8 +186,8 @@ set(SRC shader/nodes/node_shader_tex_sky.c shader/nodes/node_shader_tex_voronoi.c shader/nodes/node_shader_tex_wave.c - shader/nodes/node_shader_tex_checker.c - shader/nodes/node_shader_tex_brick.c + shader/nodes/node_shader_volume_isotropic.c + shader/nodes/node_shader_volume_transparent.c shader/node_shader_tree.c shader/node_shader_util.c diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h index 66ab15ce29f..e402924c04f 100644 --- a/source/blender/nodes/NOD_shader.h +++ b/source/blender/nodes/NOD_shader.h @@ -81,11 +81,15 @@ void register_node_type_sh_layer_weight(struct bNodeTreeType *ttype); void register_node_type_sh_tex_coord(struct bNodeTreeType *ttype); void register_node_type_sh_particle_info(struct bNodeTreeType *ttype); void register_node_type_sh_script(struct bNodeTreeType *ttype); +void register_node_type_sh_normal_map(struct bNodeTreeType *ttype); +void register_node_type_sh_tangent(struct bNodeTreeType *ttype); +void register_node_type_sh_ambient_occlusion(struct bNodeTreeType *ttype); void register_node_type_sh_background(struct bNodeTreeType *ttype); void register_node_type_sh_bsdf_diffuse(struct bNodeTreeType *ttype); void register_node_type_sh_bsdf_glossy(struct bNodeTreeType *ttype); void register_node_type_sh_bsdf_glass(struct bNodeTreeType *ttype); +void register_node_type_sh_bsdf_refraction(struct bNodeTreeType *ttype); void register_node_type_sh_bsdf_translucent(struct bNodeTreeType *ttype); void register_node_type_sh_bsdf_transparent(struct bNodeTreeType *ttype); void register_node_type_sh_bsdf_velvet(struct bNodeTreeType *ttype); diff --git a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c new file mode 100644 index 00000000000..7dfefc9ece0 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c @@ -0,0 +1,63 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_ambient_occlusion_in[] = { + { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +static bNodeSocketTemplate sh_node_ambient_occlusion_out[] = { + { SOCK_SHADER, 0, N_("AO")}, + { -1, 0, "" } +}; + +static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) +{ + return GPU_stack_link(mat, "node_ambient_occlusion", in, out, GPU_builtin(GPU_VIEW_NORMAL)); +} + +/* node type definition */ +void register_node_type_sh_ambient_occlusion(bNodeTreeType *ttype) +{ + static bNodeType ntype; + + node_type_base(ttype, &ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_SHADER, 0); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_ambient_occlusion_in, sh_node_ambient_occlusion_out); + node_type_size(&ntype, 150, 60, 200); + node_type_init(&ntype, NULL); + node_type_storage(&ntype, "", NULL, NULL); + node_type_exec(&ntype, NULL); + node_type_gpu(&ntype, node_shader_gpu_ambient_occlusion); + + nodeRegisterType(ttype, &ntype); +} + diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c new file mode 100644 index 00000000000..99e66e39002 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c @@ -0,0 +1,68 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_bsdf_refraction_in[] = { + { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 1, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f}, + { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + { -1, 0, "" } +}; + +static bNodeSocketTemplate sh_node_bsdf_refraction_out[] = { + { SOCK_SHADER, 0, N_("BSDF")}, + { -1, 0, "" } +}; + +static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) +{ + if (!in[3].link) + in[3].link = GPU_builtin(GPU_VIEW_NORMAL); + + return GPU_stack_link(mat, "node_bsdf_refraction", in, out); +} + +/* node type definition */ +void register_node_type_sh_bsdf_refraction(bNodeTreeType *ttype) +{ + static bNodeType ntype; + + node_type_base(ttype, &ntype, SH_NODE_BSDF_REFRACTION, "Refraction BSDF", NODE_CLASS_SHADER, NODE_OPTIONS); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_bsdf_refraction_in, sh_node_bsdf_refraction_out); + node_type_size(&ntype, 150, 60, 200); + node_type_init(&ntype, NULL); + node_type_storage(&ntype, "", NULL, NULL); + node_type_exec(&ntype, NULL); + node_type_gpu(&ntype, node_shader_gpu_bsdf_refraction); + + nodeRegisterType(ttype, &ntype); +} diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c new file mode 100644 index 00000000000..39fd8a5decc --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c @@ -0,0 +1,69 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_normal_map_in[] = { + { SOCK_RGBA, 0, N_("Color"), 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +static bNodeSocketTemplate sh_node_normal_map_out[] = { + { SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp)) +{ + NodeShaderNormalMap *attr = MEM_callocN(sizeof(NodeShaderNormalMap), "NodeShaderNormalMap"); + node->storage = attr; +} + +static int gpu_shader_normal_map(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) +{ + return GPU_stack_link(mat, "node_normal_map", in, out, GPU_builtin(GPU_VIEW_NORMAL)); +} + +/* node type definition */ +void register_node_type_sh_normal_map(bNodeTreeType *ttype) +{ + static bNodeType ntype; + + node_type_base(ttype, &ntype, SH_NODE_NORMAL_MAP, "Normal Map", NODE_CLASS_OP_VECTOR, NODE_OPTIONS); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_normal_map_in, sh_node_normal_map_out); + node_type_size(&ntype, 250, 60, 250); + node_type_init(&ntype, node_shader_init_normal_map); + node_type_storage(&ntype, "NodeShaderNormalMap", node_free_standard_storage, node_copy_standard_storage); + node_type_exec(&ntype, NULL); + node_type_gpu(&ntype, gpu_shader_normal_map); + + nodeRegisterType(ttype, &ntype); +} + diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.c b/source/blender/nodes/shader/nodes/node_shader_tangent.c new file mode 100644 index 00000000000..6c0d6d7cd9f --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_tangent.c @@ -0,0 +1,60 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_tangent_out[] = { + { SOCK_VECTOR, 0, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +static void node_shader_init_tangent(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp)) +{ + NodeShaderTangent *attr = MEM_callocN(sizeof(NodeShaderTangent), "NodeShaderTangent"); + attr->axis = SHD_TANGENT_AXIS_Z; + node->storage = attr; +} + +/* node type definition */ +void register_node_type_sh_tangent(bNodeTreeType *ttype) +{ + static bNodeType ntype; + + node_type_base(ttype, &ntype, SH_NODE_TANGENT, "Tangent", NODE_CLASS_INPUT, NODE_OPTIONS); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, NULL, sh_node_tangent_out); + node_type_size(&ntype, 150, 60, 200); + node_type_init(&ntype, node_shader_init_tangent); + node_type_storage(&ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage); + node_type_exec(&ntype, NULL); + node_type_gpu(&ntype, NULL); + + nodeRegisterType(ttype, &ntype); +} + |