diff options
Diffstat (limited to 'source/blender/nodes/shader')
5 files changed, 65 insertions, 33 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c index 9bd43f331fb..5bc97f13b41 100644 --- a/source/blender/nodes/shader/node_shader_util.c +++ b/source/blender/nodes/shader/node_shader_util.c @@ -142,28 +142,40 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns) { memset(gs, 0, sizeof(*gs)); - nodestack_get_vec(gs->vec, type, ns); - gs->link = ns->data; - - if (type == SOCK_FLOAT) - gs->type = GPU_FLOAT; - else if (type == SOCK_VECTOR) - gs->type = GPU_VEC3; - else if (type == SOCK_RGBA) - gs->type = GPU_VEC4; - else if (type == SOCK_SHADER) - gs->type = GPU_VEC4; - else + if (ns == NULL) { + /* node_get_stack() will generate NULL bNodeStack pointers for unknown/unsuported types of sockets... */ + zero_v4(gs->vec); + gs->link = NULL; gs->type = GPU_NONE; + gs->name = ""; + gs->hasinput = false; + gs->hasoutput = false; + gs->sockettype = type; + } + else { + nodestack_get_vec(gs->vec, type, ns); + gs->link = ns->data; - gs->name = ""; - gs->hasinput = ns->hasinput && ns->data; - /* XXX Commented out the ns->data check here, as it seems it's not always set, - * even though there *is* a valid connection/output... But that might need - * further investigation. - */ - gs->hasoutput = ns->hasoutput /*&& ns->data*/; - gs->sockettype = ns->sockettype; + if (type == SOCK_FLOAT) + gs->type = GPU_FLOAT; + else if (type == SOCK_VECTOR) + gs->type = GPU_VEC3; + else if (type == SOCK_RGBA) + gs->type = GPU_VEC4; + else if (type == SOCK_SHADER) + gs->type = GPU_VEC4; + else + gs->type = GPU_NONE; + + gs->name = ""; + gs->hasinput = ns->hasinput && ns->data; + /* XXX Commented out the ns->data check here, as it seems it's not always set, + * even though there *is* a valid connection/output... But that might need + * further investigation. + */ + gs->hasoutput = ns->hasoutput /*&& ns->data*/; + gs->sockettype = ns->sockettype; + } } void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs) 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 44288db182a..e0330d110ca 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c @@ -43,7 +43,7 @@ static bNodeSocketTemplate sh_node_bsdf_principled_in[] = { { SOCK_FLOAT, 1, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_FLOAT, 1, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_FLOAT, 1, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, - { SOCK_FLOAT, 1, N_("Clearcoat Gloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_FLOAT, 1, N_("Clearcoat Roughness"), 0.03f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { 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}, diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c index 5a9e33a4053..8262b70fc44 100644 --- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c +++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c @@ -51,14 +51,23 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION)); } -static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) +static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { ShadeInput *shi = ((ShaderCallData *)data)->shi; - float eta = max_ff(in[0]->vec[0], 0.00001); + + /* Compute IOR. */ + float eta; + nodestack_get_vec(&eta, SOCK_FLOAT, in[0]); + eta = max_ff(eta, 0.00001); + eta = shi->flippednor ? 1 / eta : eta; + + /* Get normal from socket, but only if linked. */ + bNodeSocket *sock_normal = node->inputs.first; + sock_normal = sock_normal->next; float n[3]; - if (in[1]->hasinput) { - copy_v3_v3(n, in[1]->vec); + if (sock_normal->link) { + nodestack_get_vec(n, SOCK_VECTOR, in[1]); } else { copy_v3_v3(n, shi->vn); @@ -68,7 +77,7 @@ static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *UNUS mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n); } - out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? 1 / eta : eta); + out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta); } /* node type definition */ diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c index a0b2408a7bb..998e1a5687e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c +++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c @@ -52,24 +52,33 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION)); } -static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) +static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { ShadeInput *shi = ((ShaderCallData *)data)->shi; - float blend = in[0]->vec[0]; + + /* Compute IOR. */ + float blend; + nodestack_get_vec(&blend, SOCK_FLOAT, in[0]); float eta = max_ff(1 - blend, 0.00001); + eta = shi->flippednor ? eta : 1 / eta; + + /* Get normal from socket, but only if linked. */ + bNodeSocket *sock_normal = node->inputs.first; + sock_normal = sock_normal->next; float n[3]; - if (in[1]->hasinput) { - copy_v3_v3(n, in[1]->vec); + if (sock_normal->link) { + nodestack_get_vec(n, SOCK_VECTOR, in[1]); } else { copy_v3_v3(n, shi->vn); } + if (shi->use_world_space_shading) mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n); - out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? eta : 1 / eta); + out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta); float facing = fabs(dot_v3v3(shi->view, n)); if (blend != 0.5) { diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c index e0bf34f42e4..36d7522e3e6 100644 --- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c +++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c @@ -46,8 +46,10 @@ static void node_shader_init_normal_map(bNodeTree *UNUSED(ntree), bNode *node) node->storage = attr; } -static void node_shader_exec_normal_map(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) - { +static void node_shader_exec_normal_map( + void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), + bNodeStack **in, bNodeStack **out) +{ if (data) { ShadeInput *shi = ((ShaderCallData *)data)->shi; |