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authorLuca Rood <dev@lucarood.com>2017-06-20 15:33:13 +0300
committerLuca Rood <dev@lucarood.com>2017-06-20 19:39:59 +0300
commit5c5c09439abdf2f759fbc3c17a4e773b9005d77f (patch)
treebce718ddb823f6623e9804b2aa16ddd1f52ed61f /source/blender
parentaaf37e1216b2a9dfc43591e227c679a5b35af8c0 (diff)
Clean node names and organize menus for eevee
This makes the node menus aware of the Cycles/Eevee distinction, and only show the relevant nodes for the current engine. Names have also been changed to accomodate for the new output node system.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_node.h4
-rw-r--r--source/blender/blenkernel/intern/node.c4
-rw-r--r--source/blender/blenloader/intern/versioning_280.c25
-rw-r--r--source/blender/editors/space_node/node_edit.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
-rw-r--r--source/blender/nodes/CMakeLists.txt4
-rw-r--r--source/blender/nodes/NOD_shader.h4
-rw-r--r--source/blender/nodes/NOD_static_types.h6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c (renamed from source/blender/nodes/shader/nodes/node_shader_output_metallic.c)16
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_specular.c (renamed from source/blender/nodes/shader/nodes/node_shader_output_specular.c)16
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_eevee_material.c2
11 files changed, 56 insertions, 31 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 44846a12961..a668ae9a7af 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -794,8 +794,8 @@ struct ShadeResult;
#define SH_NODE_UVALONGSTROKE 191
#define SH_NODE_TEX_POINTDENSITY 192
#define SH_NODE_BSDF_PRINCIPLED 193
-#define SH_NODE_OUTPUT_METALLIC 194
-#define SH_NODE_OUTPUT_SPECULAR 195
+#define SH_NODE_EEVEE_METALLIC 194
+#define SH_NODE_EEVEE_SPECULAR 195
#define SH_NODE_OUTPUT_EEVEE_MATERIAL 196
/* custom defines options for Material node */
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 8d512f15949..8ccd652edd4 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3587,11 +3587,11 @@ static void registerShaderNodes(void)
register_node_type_sh_add_shader();
register_node_type_sh_uvmap();
register_node_type_sh_uvalongstroke();
+ register_node_type_sh_eevee_metallic();
+ register_node_type_sh_eevee_specular();
register_node_type_sh_output_lamp();
register_node_type_sh_output_material();
- register_node_type_sh_output_metallic();
- register_node_type_sh_output_specular();
register_node_type_sh_output_eevee_material();
register_node_type_sh_output_world();
register_node_type_sh_output_linestyle();
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 97df428ee22..9379c605fe8 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -28,6 +28,8 @@
/* allow readfile to use deprecated functionality */
#define DNA_DEPRECATED_ALLOW
+#include <string.h>
+
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_gpu_types.h"
@@ -47,12 +49,14 @@
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
+#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_workspace.h"
#include "BLI_listbase.h"
#include "BLI_mempool.h"
#include "BLI_string.h"
+#include "BLI_utildefines.h"
#include "BLO_readfile.h"
#include "readfile.h"
@@ -415,4 +419,25 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
+
+ {
+ {
+ /* Eevee shader nodes renamed because of the output node system.
+ * Note that a new output node is not being added here, because it would be overkill
+ * to handle this case in lib_verify_nodetree. */
+ FOREACH_NODETREE(main, ntree, id) {
+ if (ntree->type == NTREE_SHADER) {
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_EEVEE_METALLIC && STREQ(node->idname, "ShaderNodeOutputMetallic")) {
+ BLI_strncpy(node->idname, "ShaderNodeEeveeMetallic", sizeof(node->idname));
+ }
+
+ if (node->type == SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) {
+ BLI_strncpy(node->idname, "ShaderNodeEeveeSpecular", sizeof(node->idname));
+ }
+ }
+ }
+ } FOREACH_NODETREE_END
+ }
+ }
}
diff --git a/source/blender/editors/space_node/node_edit.c b/source/blender/editors/space_node/node_edit.c
index 9ad40ea802e..33382af9087 100644
--- a/source/blender/editors/space_node/node_edit.c
+++ b/source/blender/editors/space_node/node_edit.c
@@ -400,7 +400,7 @@ void ED_node_shader_default(const bContext *C, ID *id)
if (BKE_scene_uses_blender_eevee(scene)) {
output_type = SH_NODE_OUTPUT_EEVEE_MATERIAL;
- shader_type = SH_NODE_OUTPUT_METALLIC;
+ shader_type = SH_NODE_EEVEE_METALLIC;
}
else if (BKE_scene_use_new_shading_nodes(scene)) {
output_type = SH_NODE_OUTPUT_MATERIAL;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index f423e541dc2..8b2e42a9e65 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3875,7 +3875,7 @@ void world_normals_get(out vec3 N)
N = gl_FrontFacing ? worldNormal : -worldNormal;
}
-void node_output_metallic(
+void node_eevee_metallic(
vec4 basecol, float metallic, float specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, out vec4 result)
@@ -3886,7 +3886,7 @@ void node_output_metallic(
result = vec4(eevee_surface_lit(normal, diffuse.rgb, f0.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp);
}
-void node_output_specular(
+void node_eevee_specular(
vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, out vec4 result)
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 690011ec2aa..2c46791ae18 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -184,10 +184,10 @@ set(SRC
shader/nodes/node_shader_normal_map.c
shader/nodes/node_shader_object_info.c
shader/nodes/node_shader_hair_info.c
+ shader/nodes/node_shader_eevee_metallic.c
+ shader/nodes/node_shader_eevee_specular.c
shader/nodes/node_shader_output_lamp.c
shader/nodes/node_shader_output_material.c
- shader/nodes/node_shader_output_metallic.c
- shader/nodes/node_shader_output_specular.c
shader/nodes/node_shader_output_eevee_material.c
shader/nodes/node_shader_output_world.c
shader/nodes/node_shader_output_linestyle.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index ffa255478ff..08c4924150e 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -117,11 +117,11 @@ void register_node_type_sh_mix_shader(void);
void register_node_type_sh_add_shader(void);
void register_node_type_sh_uvmap(void);
void register_node_type_sh_uvalongstroke(void);
+void register_node_type_sh_eevee_metallic(void);
+void register_node_type_sh_eevee_specular(void);
void register_node_type_sh_output_lamp(void);
void register_node_type_sh_output_material(void);
-void register_node_type_sh_output_metallic(void);
-void register_node_type_sh_output_specular(void);
void register_node_type_sh_output_eevee_material(void);
void register_node_type_sh_output_world(void);
void register_node_type_sh_output_linestyle(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index c4c99fdb256..d8944776cbb 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -67,9 +67,9 @@ DefNode( ShaderNode, SH_NODE_COMBRGB, 0, "COMBR
DefNode( ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue/Saturation", "" )
DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" )
-DefNode( ShaderNode, SH_NODE_OUTPUT_METALLIC, 0, "OUTPUT_METALLIC", OutputMetallic, "Material Metallic Output", "")
-DefNode( ShaderNode, SH_NODE_OUTPUT_SPECULAR, 0, "OUTPUT_SPECULAR", OutputSpecular, "Material Specular Output", "")
-DefNode( ShaderNode, SH_NODE_OUTPUT_EEVEE_MATERIAL, def_sh_output, "OUTPUT_EEVEE_MATERIAL", OutputEeveeMaterial, "Eevee Material Output", "")
+DefNode( ShaderNode, SH_NODE_EEVEE_METALLIC, 0, "EEVEE_METALLIC", EeveeMetallic, "Metallic", "")
+DefNode( ShaderNode, SH_NODE_EEVEE_SPECULAR, 0, "EEVEE_SPECULAR", EeveeSpecular, "Specular", "")
+DefNode( ShaderNode, SH_NODE_OUTPUT_EEVEE_MATERIAL, def_sh_output, "OUTPUT_EEVEE_MATERIAL", OutputEeveeMaterial, "Material Output", "")
DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, def_sh_output, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" )
DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" )
DefNode( ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "" )
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_metallic.c b/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
index cb2c06268d2..23e927fa99b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_metallic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
@@ -29,7 +29,7 @@
/* **************** OUTPUT ******************** */
-static bNodeSocketTemplate sh_node_output_metallic_in[] = {
+static bNodeSocketTemplate sh_node_eevee_metallic_in[] = {
{ SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f},
{ SOCK_FLOAT, 1, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
@@ -44,12 +44,12 @@ static bNodeSocketTemplate sh_node_output_metallic_in[] = {
{ -1, 0, "" }
};
-static bNodeSocketTemplate sh_node_output_metallic_out[] = {
+static bNodeSocketTemplate sh_node_eevee_metallic_out[] = {
{ SOCK_SHADER, 0, N_("BSDF")},
{ -1, 0, "" }
};
-static int node_shader_gpu_output_metallic(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_eevee_metallic(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
static float one = 1.0f;
@@ -68,21 +68,21 @@ static int node_shader_gpu_output_metallic(GPUMaterial *mat, bNode *UNUSED(node)
GPU_link(mat, "set_value", GPU_uniform(&one), &in[10].link);
}
- return GPU_stack_link(mat, "node_output_metallic", in, out);
+ return GPU_stack_link(mat, "node_eevee_metallic", in, out);
}
/* node type definition */
-void register_node_type_sh_output_metallic(void)
+void register_node_type_sh_eevee_metallic(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_OUTPUT_METALLIC, "Metallic Material Output", NODE_CLASS_SHADER, 0);
+ sh_node_type_base(&ntype, SH_NODE_EEVEE_METALLIC, "Metallic", NODE_CLASS_SHADER, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
- node_type_socket_templates(&ntype, sh_node_output_metallic_in, sh_node_output_metallic_out);
+ node_type_socket_templates(&ntype, sh_node_eevee_metallic_in, sh_node_eevee_metallic_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
- node_type_gpu(&ntype, node_shader_gpu_output_metallic);
+ node_type_gpu(&ntype, node_shader_gpu_eevee_metallic);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_specular.c b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
index 218a4357205..b8389814027 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_specular.c
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
@@ -29,7 +29,7 @@
/* **************** OUTPUT ******************** */
-static bNodeSocketTemplate sh_node_output_specular_in[] = {
+static bNodeSocketTemplate sh_node_eevee_specular_in[] = {
{ SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f},
{ SOCK_RGBA, 1, N_("Specular"), 0.03f, 0.03f, 0.03f, 1.0f},
{ SOCK_FLOAT, 1, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
@@ -43,12 +43,12 @@ static bNodeSocketTemplate sh_node_output_specular_in[] = {
{ -1, 0, "" }
};
-static bNodeSocketTemplate sh_node_output_specular_out[] = {
+static bNodeSocketTemplate sh_node_eevee_specular_out[] = {
{ SOCK_SHADER, 0, N_("BSDF")},
{ -1, 0, "" }
};
-static int node_shader_gpu_output_specular(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int node_shader_gpu_eevee_specular(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
static float one = 1.0f;
@@ -67,21 +67,21 @@ static int node_shader_gpu_output_specular(GPUMaterial *mat, bNode *UNUSED(node)
GPU_link(mat, "set_value", GPU_uniform(&one), &in[9].link);
}
- return GPU_stack_link(mat, "node_output_specular", in, out);
+ return GPU_stack_link(mat, "node_eevee_specular", in, out);
}
/* node type definition */
-void register_node_type_sh_output_specular(void)
+void register_node_type_sh_eevee_specular(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_OUTPUT_SPECULAR, "Specular Material Output", NODE_CLASS_SHADER, 0);
+ sh_node_type_base(&ntype, SH_NODE_EEVEE_SPECULAR, "Specular", NODE_CLASS_SHADER, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
- node_type_socket_templates(&ntype, sh_node_output_specular_in, sh_node_output_specular_out);
+ node_type_socket_templates(&ntype, sh_node_eevee_specular_in, sh_node_eevee_specular_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
- node_type_gpu(&ntype, node_shader_gpu_output_specular);
+ node_type_gpu(&ntype, node_shader_gpu_eevee_specular);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_eevee_material.c b/source/blender/nodes/shader/nodes/node_shader_output_eevee_material.c
index dcb7ada5a7a..ef3bf0e28d5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_eevee_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_eevee_material.c
@@ -52,7 +52,7 @@ void register_node_type_sh_output_eevee_material(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_OUTPUT_EEVEE_MATERIAL, "Eevee Material Output", NODE_CLASS_OUTPUT, 0);
+ sh_node_type_base(&ntype, SH_NODE_OUTPUT_EEVEE_MATERIAL, "Material Output", NODE_CLASS_OUTPUT, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_output_eevee_material_in, NULL);
node_type_init(&ntype, NULL);