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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc106
1 files changed, 106 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
new file mode 100644
index 00000000000..0b24caa0e83
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
@@ -0,0 +1,106 @@
+/*
+ * 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_eevee_specular_cc {
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_eevee_specular_in[] = {
+ {SOCK_RGBA, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f},
+ {SOCK_RGBA, N_("Specular"), 0.03f, 0.03f, 0.03f, 1.0f},
+ {SOCK_FLOAT, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_RGBA, N_("Emissive Color"), 0.0f, 0.0f, 0.0f, 1.0f},
+ {SOCK_FLOAT, N_("Transparency"), 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_FLOAT, N_("Clear Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_FLOAT, N_("Clear Coat Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_VECTOR,
+ N_("Clear Coat Normal"),
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ PROP_NONE,
+ SOCK_HIDE_VALUE},
+ {SOCK_FLOAT,
+ N_("Ambient Occlusion"),
+ 1.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ PROP_NONE,
+ SOCK_HIDE_VALUE},
+ {-1, ""},
+};
+
+static bNodeSocketTemplate sh_node_eevee_specular_out[] = {
+ {SOCK_SHADER, N_("BSDF")},
+ {-1, ""},
+};
+
+static int node_shader_gpu_eevee_specular(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ static float one = 1.0f;
+
+ /* Normals */
+ if (!in[5].link) {
+ GPU_link(mat, "world_normals_get", &in[5].link);
+ }
+
+ /* Clearcoat Normals */
+ if (!in[8].link) {
+ GPU_link(mat, "world_normals_get", &in[8].link);
+ }
+
+ /* Occlusion */
+ if (!in[9].link) {
+ GPU_link(mat, "set_value", GPU_constant(&one), &in[9].link);
+ }
+
+ GPU_material_flag_set(mat, static_cast<eGPUMatFlag>(GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY));
+
+ return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_constant(&node->ssr_id));
+}
+
+} // namespace blender::nodes::node_shader_eevee_specular_cc
+
+/* node type definition */
+void register_node_type_sh_eevee_specular()
+{
+ namespace file_ns = blender::nodes::node_shader_eevee_specular_cc;
+
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_EEVEE_SPECULAR, "Specular BSDF", NODE_CLASS_SHADER, 0);
+ node_type_socket_templates(
+ &ntype, file_ns::sh_node_eevee_specular_in, file_ns::sh_node_eevee_specular_out);
+ node_type_gpu(&ntype, file_ns::node_shader_gpu_eevee_specular);
+
+ nodeRegisterType(&ntype);
+}