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-rw-r--r--intern/cycles/render/graph.cpp37
-rw-r--r--intern/cycles/render/graph.h9
-rw-r--r--intern/cycles/render/nodes.cpp46
-rw-r--r--intern/cycles/render/nodes.h3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl24
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c18
6 files changed, 128 insertions, 9 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index e5fd39f08b7..9203c4468d2 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -127,6 +127,12 @@ ShaderOutput *ShaderNode::output(ustring name)
return NULL;
}
+void ShaderNode::remove_input(ShaderInput *input)
+{
+ assert(input->link == NULL);
+ inputs.erase(remove(inputs.begin(), inputs.end(), input), inputs.end());
+}
+
void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
foreach (ShaderInput *input, inputs) {
@@ -297,6 +303,28 @@ void ShaderGraph::disconnect(ShaderInput *to)
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
+void ShaderGraph::relink(ShaderInput *from, ShaderInput *to)
+{
+ ShaderOutput *out = from->link;
+ if (out) {
+ disconnect(from);
+ connect(out, to);
+ }
+ to->parent->copy_value(to->socket_type, *(from->parent), from->socket_type);
+}
+
+void ShaderGraph::relink(ShaderOutput *from, ShaderOutput *to)
+{
+ /* Copy because disconnect modifies this list. */
+ vector<ShaderInput *> outputs = from->links;
+
+ foreach (ShaderInput *sock, outputs) {
+ disconnect(sock);
+ if (to)
+ connect(to, sock);
+ }
+}
+
void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
{
simplified = false;
@@ -320,6 +348,7 @@ void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
void ShaderGraph::simplify(Scene *scene)
{
if (!simplified) {
+ expand();
default_inputs(scene->shader_manager->use_osl());
clean(scene);
refine_bump_nodes();
@@ -780,6 +809,14 @@ void ShaderGraph::clean(Scene *scene)
nodes = newnodes;
}
+void ShaderGraph::expand()
+{
+ /* Call expand on all nodes, to generate additional nodes. */
+ foreach (ShaderNode *node, nodes) {
+ node->expand(this);
+ }
+}
+
void ShaderGraph::default_inputs(bool do_osl)
{
/* nodes can specify default texture coordinates, for now we give
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index b1aa5cf3168..cade04de374 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -147,6 +147,7 @@ class ShaderNode : public Node {
virtual ~ShaderNode();
void create_inputs_outputs(const NodeType *type);
+ void remove_input(ShaderInput *input);
ShaderInput *input(const char *name);
ShaderOutput *output(const char *name);
@@ -158,6 +159,11 @@ class ShaderNode : public Node {
virtual void compile(SVMCompiler &compiler) = 0;
virtual void compile(OSLCompiler &compiler) = 0;
+ /* Expand node into additional nodes. */
+ virtual void expand(ShaderGraph * /* graph */)
+ {
+ }
+
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual void constant_fold(const ConstantFolder & /*folder*/)
@@ -322,6 +328,8 @@ class ShaderGraph {
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderOutput *from);
void disconnect(ShaderInput *to);
+ void relink(ShaderInput *from, ShaderInput *to);
+ void relink(ShaderOutput *from, ShaderOutput *to);
void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
void remove_proxy_nodes();
@@ -346,6 +354,7 @@ class ShaderGraph {
void break_cycles(ShaderNode *node, vector<bool> &visited, vector<bool> &on_stack);
void bump_from_displacement(bool use_object_space);
void refine_bump_nodes();
+ void expand();
void default_inputs(bool do_osl);
void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 6e86643cc2b..86cc2030d1b 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2427,6 +2427,8 @@ NODE_DEFINE(PrincipledBsdfNode)
SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f);
SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f);
SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
+ SOCKET_IN_COLOR(emission, "Emission", make_float3(0.0f, 0.0f, 0.0f));
+ SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(clearcoat_normal,
"Clearcoat Normal",
@@ -2447,6 +2449,48 @@ PrincipledBsdfNode::PrincipledBsdfNode() : BsdfBaseNode(node_type)
distribution_orig = NBUILTIN_CLOSURES;
}
+void PrincipledBsdfNode::expand(ShaderGraph *graph)
+{
+ ShaderOutput *principled_out = output("BSDF");
+
+ ShaderInput *emission_in = input("Emission");
+ if (emission_in->link || emission != make_float3(0.0f, 0.0f, 0.0f)) {
+ /* Create add closure and emission. */
+ AddClosureNode *add = new AddClosureNode();
+ EmissionNode *emission_node = new EmissionNode();
+ ShaderOutput *new_out = add->output("Closure");
+
+ graph->add(add);
+ graph->add(emission_node);
+
+ emission_node->strength = 1.0f;
+ graph->relink(emission_in, emission_node->input("Color"));
+ graph->relink(principled_out, new_out);
+ graph->connect(emission_node->output("Emission"), add->input("Closure1"));
+ graph->connect(principled_out, add->input("Closure2"));
+
+ principled_out = new_out;
+ }
+
+ ShaderInput *alpha_in = input("Alpha");
+ if (alpha_in->link || alpha != 1.0f) {
+ /* Create mix and transparent BSDF for alpha transparency. */
+ MixClosureNode *mix = new MixClosureNode();
+ TransparentBsdfNode *transparent = new TransparentBsdfNode();
+
+ graph->add(mix);
+ graph->add(transparent);
+
+ graph->relink(alpha_in, mix->input("Fac"));
+ graph->relink(principled_out, mix->output("Closure"));
+ graph->connect(transparent->output("BSDF"), mix->input("Closure1"));
+ graph->connect(principled_out, mix->input("Closure2"));
+ }
+
+ remove_input(emission_in);
+ remove_input(alpha_in);
+}
+
bool PrincipledBsdfNode::has_surface_bssrdf()
{
ShaderInput *subsurface_in = input("Subsurface");
@@ -2627,7 +2671,7 @@ NODE_DEFINE(TransparentBsdfNode)
{
NodeType *type = NodeType::add("transparent_bsdf", create, NodeType::SHADER);
- SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f));
+ SOCKET_IN_COLOR(color, "Color", make_float3(1.0f, 1.0f, 1.0f));
SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL);
SOCKET_OUT_CLOSURE(BSDF, "BSDF");
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 88fa728ecd1..3dd84ad8dca 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -487,6 +487,7 @@ class PrincipledBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledBsdfNode)
+ void expand(ShaderGraph *graph);
bool has_surface_bssrdf();
bool has_bssrdf_bump();
void compile(SVMCompiler &compiler,
@@ -515,6 +516,8 @@ class PrincipledBsdfNode : public BsdfBaseNode {
float surface_mix_weight;
ClosureType distribution, distribution_orig;
ClosureType subsurface_method;
+ float3 emission;
+ float alpha;
bool has_integrator_dependency();
void attributes(Shader *shader, AttributeRequestSet *attributes);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 5596940cbf6..768f5ddb057 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1242,6 +1242,8 @@ void node_bsdf_principled(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
+ vec4 emission,
+ float alpha,
vec3 N,
vec3 CN,
vec3 T,
@@ -1321,6 +1323,8 @@ void node_bsdf_principled(vec4 base_color,
# endif
result.sss_data.rgb *= (1.0 - transmission);
# endif
+ result.radiance += emission.rgb;
+ result.opacity = alpha;
}
void node_bsdf_principled_dielectric(vec4 base_color,
@@ -1340,6 +1344,8 @@ void node_bsdf_principled_dielectric(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
+ vec4 emission,
+ float alpha,
vec3 N,
vec3 CN,
vec3 T,
@@ -1369,6 +1375,8 @@ void node_bsdf_principled_dielectric(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
+ result.radiance += emission.rgb;
+ result.opacity = alpha;
}
void node_bsdf_principled_metallic(vec4 base_color,
@@ -1388,6 +1396,8 @@ void node_bsdf_principled_metallic(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
+ vec4 emission,
+ float alpha,
vec3 N,
vec3 CN,
vec3 T,
@@ -1408,6 +1418,8 @@ void node_bsdf_principled_metallic(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
+ result.radiance += emission.rgb;
+ result.opacity = alpha;
}
void node_bsdf_principled_clearcoat(vec4 base_color,
@@ -1427,6 +1439,8 @@ void node_bsdf_principled_clearcoat(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
+ vec4 emission,
+ float alpha,
vec3 N,
vec3 CN,
vec3 T,
@@ -1456,6 +1470,8 @@ void node_bsdf_principled_clearcoat(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
+ result.radiance += emission.rgb;
+ result.opacity = alpha;
}
void node_bsdf_principled_subsurface(vec4 base_color,
@@ -1475,6 +1491,8 @@ void node_bsdf_principled_subsurface(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
+ vec4 emission,
+ float alpha,
vec3 N,
vec3 CN,
vec3 T,
@@ -1529,6 +1547,8 @@ void node_bsdf_principled_subsurface(vec4 base_color,
result.radiance += (out_diff + out_trans) * mixed_ss_base_color;
# endif
result.radiance += out_diff * out_sheen;
+ result.radiance += emission.rgb;
+ result.opacity = alpha;
}
void node_bsdf_principled_glass(vec4 base_color,
@@ -1548,6 +1568,8 @@ void node_bsdf_principled_glass(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
+ vec4 emission,
+ float alpha,
vec3 N,
vec3 CN,
vec3 T,
@@ -1582,6 +1604,8 @@ void node_bsdf_principled_glass(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
+ result.radiance += emission.rgb;
+ result.opacity = alpha;
}
void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index 72852d28744..6c3e082f36a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -39,6 +39,8 @@ static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
{SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{SOCK_FLOAT, 1, N_("Transmission"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Transmission Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_RGBA, 1, N_("Emission"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ {SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR,
1,
N_("Normal"),
@@ -99,25 +101,25 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
GPUNodeLink *sss_scale;
/* Normals */
- if (!in[17].link) {
- GPU_link(mat, "world_normals_get", &in[17].link);
+ if (!in[19].link) {
+ GPU_link(mat, "world_normals_get", &in[19].link);
}
/* Clearcoat Normals */
- if (!in[18].link) {
- GPU_link(mat, "world_normals_get", &in[18].link);
+ if (!in[20].link) {
+ GPU_link(mat, "world_normals_get", &in[20].link);
}
/* Tangents */
- if (!in[19].link) {
+ if (!in[21].link) {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
- GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
+ GPU_link(mat, "tangent_orco_z", orco, &in[21].link);
GPU_link(mat,
"node_tangent",
GPU_builtin(GPU_WORLD_NORMAL),
- in[19].link,
+ in[21].link,
GPU_builtin(GPU_OBJECT_MATRIX),
- &in[19].link);
+ &in[21].link);
}
/* SSS Profile */