diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc new file mode 100644 index 00000000000..7062888b5fb --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc @@ -0,0 +1,145 @@ +/* + * 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) 2018 Blender Foundation. + * All rights reserved. + */ + +#include "node_shader_util.hh" + +#include "UI_interface.h" +#include "UI_resources.h" + +namespace blender::nodes::node_shader_bsdf_hair_principled_cc { + +/* Color, melanin and absorption coefficient default to approximately same brownish hair. */ +static void node_declare(NodeDeclarationBuilder &b) +{ + b.add_input<decl::Color>(N_("Color")).default_value({0.017513f, 0.005763f, 0.002059f, 1.0f}); + b.add_input<decl::Float>(N_("Melanin")) + .default_value(0.8f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("Melanin Redness")) + .default_value(1.0f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Color>(N_("Tint")).default_value({1.0f, 1.0f, 1.0f, 1.0f}); + b.add_input<decl::Vector>(N_("Absorption Coefficient")) + .default_value({0.245531f, 0.52f, 1.365f}) + .min(0.0f) + .max(1000.0f); + b.add_input<decl::Float>(N_("Roughness")) + .default_value(0.3f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("Radial Roughness")) + .default_value(0.3f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("Coat")) + .default_value(0.0f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("IOR")).default_value(1.55f).min(0.0f).max(1000.0f).subtype( + PROP_FACTOR); + b.add_input<decl::Float>(N_("Offset")) + .default_value(2.0f * ((float)M_PI) / 180.0f) + .min(-M_PI_2) + .max(M_PI_2) + .subtype(PROP_ANGLE); + b.add_input<decl::Float>(N_("Random Color")) + .default_value(0.0f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("Random Roughness")) + .default_value(0.0f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::Float>(N_("Random")).hide_value(); + b.add_output<decl::Shader>(N_("BSDF")); +} + +static void node_shader_buts_principled_hair(uiLayout *layout, + bContext *UNUSED(C), + PointerRNA *ptr) +{ + uiItemR(layout, ptr, "parametrization", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); +} + +/* Initialize the custom Parametrization property to Color. */ +static void node_shader_init_hair_principled(bNodeTree *UNUSED(ntree), bNode *node) +{ + node->custom1 = SHD_PRINCIPLED_HAIR_REFLECTANCE; +} + +/* Triggers (in)visibility of some sockets when changing Parametrization. */ +static void node_shader_update_hair_principled(bNodeTree *ntree, bNode *node) +{ + int parametrization = node->custom1; + + LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { + if (STREQ(sock->name, "Color")) { + nodeSetSocketAvailability(ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_REFLECTANCE); + } + else if (STREQ(sock->name, "Melanin")) { + nodeSetSocketAvailability( + ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); + } + else if (STREQ(sock->name, "Melanin Redness")) { + nodeSetSocketAvailability( + ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); + } + else if (STREQ(sock->name, "Tint")) { + nodeSetSocketAvailability( + ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); + } + else if (STREQ(sock->name, "Absorption Coefficient")) { + nodeSetSocketAvailability( + ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_DIRECT_ABSORPTION); + } + else if (STREQ(sock->name, "Random Color")) { + nodeSetSocketAvailability( + ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION); + } + } +} + +} // namespace blender::nodes::node_shader_bsdf_hair_principled_cc + +/* node type definition */ +void register_node_type_sh_bsdf_hair_principled() +{ + namespace file_ns = blender::nodes::node_shader_bsdf_hair_principled_cc; + + static bNodeType ntype; + + sh_node_type_base( + &ntype, SH_NODE_BSDF_HAIR_PRINCIPLED, "Principled Hair BSDF", NODE_CLASS_SHADER); + ntype.declare = file_ns::node_declare; + ntype.draw_buttons = file_ns::node_shader_buts_principled_hair; + node_type_size_preset(&ntype, NODE_SIZE_LARGE); + node_type_init(&ntype, file_ns::node_shader_init_hair_principled); + node_type_update(&ntype, file_ns::node_shader_update_hair_principled); + + nodeRegisterType(&ntype); +} |