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Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.cc736
-rw-r--r--source/blender/nodes/shader/node_shader_util.cc15
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_background.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bevel.cc6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc11
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc11
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc61
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.cc17
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_camera.cc6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_displacement.cc9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_emission.cc4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.cc8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geometry.cc20
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_holdout.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.cc8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.cc9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_object_info.cc11
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_aov.cc14
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_material.cc44
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_world.cc18
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_particle_info.cc13
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_shader_to_rgb.cc4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc20
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tangent.cc9
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_coord.cc24
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.cc12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.cc8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.cc6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc29
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc34
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_transform.cc39
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_principled.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_wireframe.cc14
46 files changed, 653 insertions, 612 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.cc b/source/blender/nodes/shader/node_shader_tree.cc
index 03baebfd28b..d917106807c 100644
--- a/source/blender/nodes/shader/node_shader_tree.cc
+++ b/source/blender/nodes/shader/node_shader_tree.cc
@@ -16,11 +16,12 @@
#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
-#include "BLI_alloca.h"
+#include "BLI_array.hh"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
+#include "BLI_vector.hh"
#include "BLT_translation.h"
@@ -47,11 +48,8 @@
#include "node_shader_util.hh"
#include "node_util.h"
-struct nTreeTags {
- float ssr_id, sss_id;
-};
-
-static void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags);
+using blender::Array;
+using blender::Vector;
static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
{
@@ -250,6 +248,18 @@ static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *ident
return ntree_shader_node_find_socket(&node->outputs, identifier);
}
+/* Find input socket at a specific position. */
+static bNodeSocket *ntree_shader_node_input_get(bNode *node, int n)
+{
+ return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->inputs, n));
+}
+
+/* Find output socket at a specific position. */
+static bNodeSocket *ntree_shader_node_output_get(bNode *node, int n)
+{
+ return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->outputs, n));
+}
+
/* Return true on success. */
static bool ntree_shader_expand_socket_default(bNodeTree *localtree,
bNode *node,
@@ -522,125 +532,21 @@ static void ntree_shader_groups_flatten(bNodeTree *localtree)
BKE_ntree_update_main_tree(G.main, localtree, nullptr);
}
-/* Check whether shader has a displacement.
- *
- * Will also return a node and its socket which is connected to a displacement
- * output. Additionally, link which is attached to the displacement output is
- * also returned.
- */
-static bool ntree_shader_has_displacement(bNodeTree *ntree,
- bNode *output_node,
- bNode **r_node,
- bNodeSocket **r_socket,
- bNodeLink **r_link)
-{
- if (output_node == nullptr) {
- /* We can't have displacement without output node, apparently. */
- return false;
- }
- /* Make sure sockets links pointers are correct. */
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
- bNodeSocket *displacement = ntree_shader_node_find_input(output_node, "Displacement");
-
- if (displacement == nullptr) {
- /* Non-cycles node is used as an output. */
- return false;
- }
-
- if ((displacement->link != nullptr) && !(displacement->link->flag & NODE_LINK_MUTED)) {
- *r_node = displacement->link->fromnode;
- *r_socket = displacement->link->fromsock;
- *r_link = displacement->link;
- return true;
- }
- return false;
-}
-
-static void ntree_shader_relink_node_normal(bNodeTree *ntree,
- bNode *node,
- bNode *node_from,
- bNodeSocket *socket_from)
-{
- /* TODO(sergey): Can we do something smarter here than just a name-based
- * matching?
- */
- LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
- if (STREQ(sock->identifier, "Normal") && sock->link == nullptr) {
- /* It's a normal input and nothing is connected to it. */
- nodeAddLink(ntree, node_from, socket_from, node, sock);
- }
- else if (sock->link) {
- bNodeLink *link = sock->link;
- if (ELEM(link->fromnode->type, SH_NODE_NEW_GEOMETRY, SH_NODE_TEX_COORD) &&
- STREQ(link->fromsock->identifier, "Normal")) {
- /* Linked to a geometry node normal output. */
- nodeAddLink(ntree, node_from, socket_from, node, sock);
- }
- }
- }
-}
-
-/* Use specified node and socket as an input for unconnected normal sockets. */
-static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
- bNode *node_from,
- bNodeSocket *socket_from)
-{
- LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
- if (node == node_from) {
- /* Don't connect node itself! */
- continue;
- }
- if (node->tmp_flag == -2) {
- /* This node is used inside the displacement tree. Skip to avoid cycles. */
- continue;
- }
- ntree_shader_relink_node_normal(ntree, node, node_from, socket_from);
- }
-}
-
-static void ntree_shader_bypass_bump_link(bNodeTree *ntree, bNode *bump_node, bNodeLink *bump_link)
-{
- /* Bypass bump nodes. This replicates cycles "implicit" behavior. */
- bNodeSocket *bump_normal_input = ntree_shader_node_find_input(bump_node, "Normal");
- bNode *fromnode;
- bNodeSocket *fromsock;
- /* Default to builtin normals if there is no link. */
- if (bump_normal_input->link) {
- fromsock = bump_normal_input->link->fromsock;
- fromnode = bump_normal_input->link->fromnode;
- }
- else {
- fromnode = nodeAddStaticNode(nullptr, ntree, SH_NODE_NEW_GEOMETRY);
- fromsock = ntree_shader_node_find_output(fromnode, "Normal");
- }
- /* Bypass the bump node by creating a link between the previous and next node. */
- nodeAddLink(ntree, fromnode, fromsock, bump_link->tonode, bump_link->tosock);
- nodeRemLink(ntree, bump_link);
-}
-
-static void ntree_shader_bypass_tagged_bump_nodes(bNodeTree *ntree)
-{
- /* Bypass bump links inside copied nodes */
- LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
- bNode *node = link->fromnode;
- /* If node is a copy. */
- if (node->tmp_flag == -2 && node->type == SH_NODE_BUMP) {
- ntree_shader_bypass_bump_link(ntree, node, link);
- }
- }
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
-}
+struct branchIterData {
+ bool (*node_filter)(const bNode *node);
+ int node_count;
+};
static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
- int *node_count = (int *)userdata;
- if (fromnode->tmp_flag == -1) {
- fromnode->tmp_flag = *node_count;
- (*node_count)++;
+ branchIterData *iter = (branchIterData *)userdata;
+ if (fromnode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(fromnode))) {
+ fromnode->tmp_flag = iter->node_count;
+ iter->node_count++;
}
- if (tonode->tmp_flag == -1) {
- tonode->tmp_flag = *node_count;
- (*node_count)++;
+ if (tonode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(tonode))) {
+ tonode->tmp_flag = iter->node_count;
+ iter->node_count++;
}
return true;
}
@@ -650,6 +556,7 @@ static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, voi
* Returns input node copy. */
static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
bNode *start_node,
+ bool (*node_filter)(const bNode *node),
void (*callback)(bNode *node, int user_data),
int user_data)
{
@@ -659,10 +566,12 @@ static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
}
/* Count and tag all nodes inside the displacement branch of the tree. */
start_node->tmp_flag = 0;
- int node_count = 1;
- nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &node_count, 1);
+ branchIterData iter_data;
+ iter_data.node_filter = node_filter;
+ iter_data.node_count = 1;
+ nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
/* Make a full copy of the branch */
- bNode **nodes_copy = static_cast<bNode **>(MEM_mallocN(sizeof(bNode *) * node_count, __func__));
+ Array<bNode *> nodes_copy(iter_data.node_count);
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->tmp_flag >= 0) {
int id = node->tmp_flag;
@@ -690,225 +599,447 @@ static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
}
/* Per node callback. */
if (callback) {
- for (int i = 0; i < node_count; i++) {
+ for (int i = 0; i < iter_data.node_count; i++) {
callback(nodes_copy[i], user_data);
}
}
bNode *start_node_copy = nodes_copy[start_node->tmp_flag];
- MEM_freeN(nodes_copy);
return start_node_copy;
}
-static void ntree_shader_copy_branch_displacement(bNodeTree *ntree,
- bNode *displacement_node,
- bNodeSocket *displacement_socket,
- bNodeLink *displacement_link)
+/* Generate emission node to convert regular data to closure sockets.
+ * Returns validity of the tree.
+ */
+static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
{
- /* Replace displacement socket/node/link. */
- bNode *tonode = displacement_link->tonode;
- bNodeSocket *tosock = displacement_link->tosock;
- displacement_node = ntree_shader_copy_branch(ntree, displacement_node, nullptr, 0);
- displacement_socket = ntree_shader_node_find_output(displacement_node,
- displacement_socket->identifier);
- nodeRemLink(ntree, displacement_link);
- nodeAddLink(ntree, displacement_node, displacement_socket, tonode, tosock);
-
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ bool modified = false;
+ LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
+ bNode *emission_node = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
+ bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
+ bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
+ nodeAddLink(ntree, link->fromnode, link->fromsock, emission_node, in_sock);
+ nodeAddLink(ntree, emission_node, out_sock, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ modified = true;
+ }
+ else if ((link->fromsock->type == SOCK_SHADER) && (link->tosock->type != SOCK_SHADER)) {
+ /* Meh. Not directly visible to the user. But better than nothing. */
+ fprintf(stderr, "Shader Nodetree Error: Invalid implicit socket conversion\n");
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ return false;
+ }
+ }
+ if (modified) {
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ }
+ return true;
}
-/* Re-link displacement output to unconnected normal sockets via bump node.
- * This way material with have proper displacement in the viewport.
- */
-static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_node)
-{
- bNode *displacement_node;
- bNodeSocket *displacement_socket;
- bNodeLink *displacement_link;
- if (!ntree_shader_has_displacement(
- ntree, output_node, &displacement_node, &displacement_socket, &displacement_link)) {
- /* There is no displacement output connected, nothing to re-link. */
- return;
- }
-
- /* Copy the whole displacement branch to avoid cyclic dependency
- * and issue when bypassing bump nodes. */
- ntree_shader_copy_branch_displacement(
- ntree, displacement_node, displacement_socket, displacement_link);
- /* Bypass bump nodes inside the copied branch to mimic cycles behavior. */
- ntree_shader_bypass_tagged_bump_nodes(ntree);
-
- /* Displacement Node may have changed because of branch copy and bump bypass. */
- ntree_shader_has_displacement(
- ntree, output_node, &displacement_node, &displacement_socket, &displacement_link);
-
- /* We have to disconnect displacement output socket, otherwise we'll have
- * cycles in the Cycles material :)
- */
- nodeRemLink(ntree, displacement_link);
-
- /* Convert displacement vector to bump height. */
- bNode *dot_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_VECTOR_MATH);
- bNode *geo_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_NEW_GEOMETRY);
- bNodeSocket *normal_socket = ntree_shader_node_find_output(geo_node, "Normal");
- bNodeSocket *dot_input1 = static_cast<bNodeSocket *>(dot_node->inputs.first);
- bNodeSocket *dot_input2 = static_cast<bNodeSocket *>(dot_input1->next);
- dot_node->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
-
- nodeAddLink(ntree, displacement_node, displacement_socket, dot_node, dot_input1);
- nodeAddLink(ntree, geo_node, normal_socket, dot_node, dot_input2);
- displacement_node = dot_node;
- displacement_socket = ntree_shader_node_find_output(dot_node, "Value");
-
- /* We can't connect displacement to normal directly, use bump node for that
- * and hope that it gives good enough approximation.
- */
- bNode *bump_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_BUMP);
- bNodeSocket *bump_input_socket = ntree_shader_node_find_input(bump_node, "Height");
- bNodeSocket *bump_output_socket = ntree_shader_node_find_output(bump_node, "Normal");
- BLI_assert(bump_input_socket != nullptr);
- BLI_assert(bump_output_socket != nullptr);
- /* Connect bump node to where displacement output was originally
- * connected to.
- */
- nodeAddLink(ntree, displacement_node, displacement_socket, bump_node, bump_input_socket);
-
- /* Tag as part of the new displacement tree. */
- dot_node->tmp_flag = -2;
- geo_node->tmp_flag = -2;
- bump_node->tmp_flag = -2;
-
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
-
- /* Connect all free-standing Normal inputs and relink geometry/coordinate nodes. */
- ntree_shader_link_builtin_normal(ntree, bump_node, bump_output_socket);
- /* We modified the tree, it needs to be updated now. */
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+/* Socket already has a link to it. Add weights together. */
+static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
+ bNode *UNUSED(fromnode),
+ bNodeSocket *fromsock,
+ bNode **tonode,
+ bNodeSocket **tosock)
+{
+ bNode *addnode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ addnode->custom1 = NODE_MATH_ADD;
+ addnode->tmp_flag = -2; /* Copy */
+ bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
+ bNodeSocket *addsock_in0 = ntree_shader_node_input_get(addnode, 0);
+ bNodeSocket *addsock_in1 = ntree_shader_node_input_get(addnode, 1);
+ bNodeLink *oldlink = fromsock->link;
+ nodeAddLink(ntree, oldlink->fromnode, oldlink->fromsock, addnode, addsock_in0);
+ nodeAddLink(ntree, *tonode, *tosock, addnode, addsock_in1);
+ nodeRemLink(ntree, oldlink);
+ *tonode = addnode;
+ *tosock = addsock_out;
}
-static void node_tag_branch_as_derivative(bNode *node, int dx)
+static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
- if (dx) {
- node->branch_tag = 1;
+ int *node_count = (int *)userdata;
+ bool to_node_from_weight_tree = ELEM(tonode->type,
+ SH_NODE_ADD_SHADER,
+ SH_NODE_MIX_SHADER,
+ SH_NODE_OUTPUT_WORLD,
+ SH_NODE_OUTPUT_MATERIAL,
+ SH_NODE_SHADERTORGB);
+ if (tonode->tmp_flag == -1 && to_node_from_weight_tree) {
+ tonode->tmp_flag = *node_count;
+ *node_count += (tonode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
}
- else {
- node->branch_tag = 2;
+ if (fromnode->tmp_flag == -1 && ELEM(fromnode->type, SH_NODE_ADD_SHADER, SH_NODE_MIX_SHADER)) {
+ fromnode->tmp_flag = *node_count;
+ *node_count += (fromnode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
}
+ return to_node_from_weight_tree;
}
-static bool ntree_shader_bump_branches(bNode *fromnode, bNode *UNUSED(tonode), void *userdata)
+/* Invert evaluation order of the weight tree (add & mix closure nodes) to feed the closure nodes
+ * with their respective weights. */
+static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
{
- bNodeTree *ntree = (bNodeTree *)userdata;
+ bNodeLink *displace_link = NULL;
+ bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
+ if (displace_output && displace_output->link) {
+ /* Remove any displacement link to avoid tagging it later on. */
+ displace_link = displace_output->link;
+ displace_output->link = NULL;
+ }
+ bNodeLink *thickness_link = NULL;
+ bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
+ if (thickness_output && thickness_output->link) {
+ /* Remove any thickness link to avoid tagging it later on. */
+ thickness_link = thickness_output->link;
+ thickness_output->link = NULL;
+ }
+ /* Init tmp flag. */
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ node->tmp_flag = -1;
+ }
+ /* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
+ output_node->tmp_flag = 0;
+ int node_count = 1;
+ nodeChainIterBackwards(ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
+ /* Make a mirror copy of the weight tree. */
+ Array<bNode *> nodes_copy(node_count);
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ if (node->tmp_flag >= 0) {
+ int id = node->tmp_flag;
- if (fromnode->type == SH_NODE_BUMP) {
- bNodeSocket *height_dx_sock, *height_dy_sock, *bump_socket, *bump_dx_socket, *bump_dy_socket;
- bNode *bump = fromnode;
- bump_socket = ntree_shader_node_find_input(bump, "Height");
- bump_dx_socket = ntree_shader_node_find_input(bump, "Height_dx");
- bump_dy_socket = ntree_shader_node_find_input(bump, "Height_dy");
- if (bump_dx_socket->link) {
- /* Avoid reconnecting the same bump twice. */
+ switch (node->type) {
+ case SH_NODE_SHADERTORGB:
+ case SH_NODE_OUTPUT_WORLD:
+ case SH_NODE_OUTPUT_MATERIAL: {
+ /* Start the tree with full weight. */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_VALUE);
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
+ ->value = 1.0f;
+ break;
+ }
+ case SH_NODE_ADD_SHADER: {
+ /* Simple passthrough node. Each original inputs will get the same weight. */
+ /* TODO(fclem) Better use some kind of reroute node? */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_ADD;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
+ ->value = 0.0f;
+ break;
+ }
+ case SH_NODE_MIX_SHADER: {
+ /* We need multiple nodes to emulate the mix node in reverse. */
+ bNode *fromnode, *tonode;
+ bNodeSocket *fromsock, *tosock;
+ int id_start = id;
+ /* output = (factor * input_weight) */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ id++;
+ /* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ id++;
+ /* Node sanitizes the input mix factor by clamping it. */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_ADD;
+ nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
+ ->value = 0.0f;
+ /* Copy default value if no link present. */
+ bNodeSocket *fac_sock = ntree_shader_node_find_input(node, "Fac");
+ if (!fac_sock->link) {
+ float default_value = ((bNodeSocketValueFloat *)fac_sock->default_value)->value;
+ bNodeSocket *dst_sock = ntree_shader_node_input_get(nodes_copy[id], 1);
+ ((bNodeSocketValueFloat *)dst_sock->default_value)->value = default_value;
+ }
+ id++;
+ /* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
+ /* TODO(fclem) Better use some kind of reroute node? */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_ADD;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
+ ->value = 0.0f;
+ id++;
+ /* Link between nodes for the substraction. */
+ fromnode = nodes_copy[id_start];
+ tonode = nodes_copy[id_start + 1];
+ fromsock = ntree_shader_node_output_get(fromnode, 0);
+ tosock = ntree_shader_node_input_get(tonode, 1);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ /* Link mix input to first node. */
+ fromnode = nodes_copy[id_start + 2];
+ tonode = nodes_copy[id_start];
+ fromsock = ntree_shader_node_output_get(fromnode, 0);
+ tosock = ntree_shader_node_input_get(tonode, 1);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ /* Link weight input to both multiply nodes. */
+ fromnode = nodes_copy[id_start + 3];
+ fromsock = ntree_shader_node_output_get(fromnode, 0);
+ tonode = nodes_copy[id_start];
+ tosock = ntree_shader_node_input_get(tonode, 0);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ tonode = nodes_copy[id_start + 1];
+ tosock = ntree_shader_node_input_get(tonode, 0);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ break;
+ }
+ default:
+ BLI_assert(0);
+ break;
+ }
}
- else if (bump_socket && bump_socket->link) {
- bNodeLink *link = bump_socket->link;
- bNode *height = link->fromnode;
- bNode *height_dx = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 1);
- bNode *height_dy = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 0);
- height_dx_sock = ntree_shader_node_find_output(height_dx, link->fromsock->identifier);
- height_dy_sock = ntree_shader_node_find_output(height_dy, link->fromsock->identifier);
- nodeAddLink(ntree, height_dx, height_dx_sock, bump, bump_dx_socket);
- nodeAddLink(ntree, height_dy, height_dy_sock, bump, bump_dy_socket);
- /* We could end iter here, but other bump node could be plugged into other input sockets. */
+ }
+ /* Recreate links between copied nodes. */
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ if (node->tmp_flag >= 0) {
+ /* Naming can be confusing here. We use original nodelink name for from/to prefix.
+ * The final link is in reversed order. */
+ int socket_index;
+ LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->inputs, socket_index) {
+ bNodeSocket *tosock;
+ bNode *tonode;
+
+ switch (node->type) {
+ case SH_NODE_SHADERTORGB:
+ case SH_NODE_OUTPUT_WORLD:
+ case SH_NODE_OUTPUT_MATERIAL:
+ case SH_NODE_ADD_SHADER: {
+ tonode = nodes_copy[node->tmp_flag];
+ tosock = ntree_shader_node_output_get(tonode, 0);
+ break;
+ }
+ case SH_NODE_MIX_SHADER: {
+ if (socket_index == 0) {
+ /* Mix Factor. */
+ tonode = nodes_copy[node->tmp_flag + 2];
+ tosock = ntree_shader_node_input_get(tonode, 1);
+ }
+ else if (socket_index == 1) {
+ /* Shader 1. */
+ tonode = nodes_copy[node->tmp_flag + 1];
+ tosock = ntree_shader_node_output_get(tonode, 0);
+ }
+ else {
+ /* Shader 2. */
+ tonode = nodes_copy[node->tmp_flag];
+ tosock = ntree_shader_node_output_get(tonode, 0);
+ }
+ break;
+ }
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ if (sock->link) {
+ bNodeSocket *fromsock;
+ bNode *fromnode = sock->link->fromnode;
+
+ switch (fromnode->type) {
+ case SH_NODE_ADD_SHADER: {
+ fromnode = nodes_copy[fromnode->tmp_flag];
+ fromsock = ntree_shader_node_input_get(fromnode, 1);
+ if (fromsock->link) {
+ ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
+ }
+ break;
+ }
+ case SH_NODE_MIX_SHADER: {
+ fromnode = nodes_copy[fromnode->tmp_flag + 3];
+ fromsock = ntree_shader_node_input_get(fromnode, 1);
+ if (fromsock->link) {
+ ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
+ }
+ break;
+ }
+ case SH_NODE_BACKGROUND:
+ case SH_NODE_BSDF_ANISOTROPIC:
+ case SH_NODE_BSDF_DIFFUSE:
+ case SH_NODE_BSDF_GLASS:
+ case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_HAIR_PRINCIPLED:
+ case SH_NODE_BSDF_HAIR:
+ case SH_NODE_BSDF_PRINCIPLED:
+ case SH_NODE_BSDF_REFRACTION:
+ case SH_NODE_BSDF_TOON:
+ case SH_NODE_BSDF_TRANSLUCENT:
+ case SH_NODE_BSDF_TRANSPARENT:
+ case SH_NODE_BSDF_VELVET:
+ case SH_NODE_EEVEE_SPECULAR:
+ case SH_NODE_EMISSION:
+ case SH_NODE_HOLDOUT:
+ case SH_NODE_SUBSURFACE_SCATTERING:
+ case SH_NODE_VOLUME_ABSORPTION:
+ case SH_NODE_VOLUME_PRINCIPLED:
+ case SH_NODE_VOLUME_SCATTER:
+ fromsock = ntree_shader_node_find_input(fromnode, "Weight");
+ if (fromsock->link) {
+ ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
+ }
+ break;
+ default:
+ fromsock = sock->link->fromsock;
+ break;
+ }
+
+ /* Manually add the link to the socket to avoid calling
+ * BKE_ntree_update_main_tree(G.main, oop, nullptr. */
+ fromsock->link = nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ BLI_assert(fromsock->link);
+ }
+ }
}
}
- return true;
+ /* Restore displacement & thickness link. */
+ if (displace_link) {
+ nodeAddLink(
+ ntree, displace_link->fromnode, displace_link->fromsock, output_node, displace_output);
+ }
+ if (thickness_link) {
+ nodeAddLink(
+ ntree, thickness_link->fromnode, thickness_link->fromsock, output_node, thickness_output);
+ }
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
}
-static bool ntree_tag_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata)
+static bool closure_node_filter(const bNode *node)
{
- switch (fromnode->type) {
+ switch (node->type) {
+ case SH_NODE_ADD_SHADER:
+ case SH_NODE_MIX_SHADER:
+ case SH_NODE_BACKGROUND:
case SH_NODE_BSDF_ANISOTROPIC:
- case SH_NODE_EEVEE_SPECULAR:
- case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_GLASS:
- fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id;
- ((nTreeTags *)userdata)->ssr_id += 1;
- break;
- case SH_NODE_SUBSURFACE_SCATTERING:
- fromnode->sss_id = ((nTreeTags *)userdata)->sss_id;
- ((nTreeTags *)userdata)->sss_id += 1;
- break;
+ case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_HAIR_PRINCIPLED:
+ case SH_NODE_BSDF_HAIR:
case SH_NODE_BSDF_PRINCIPLED:
- fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id;
- fromnode->sss_id = ((nTreeTags *)userdata)->sss_id;
- ((nTreeTags *)userdata)->sss_id += 1;
- ((nTreeTags *)userdata)->ssr_id += 1;
- break;
+ case SH_NODE_BSDF_REFRACTION:
+ case SH_NODE_BSDF_TOON:
+ case SH_NODE_BSDF_TRANSLUCENT:
+ case SH_NODE_BSDF_TRANSPARENT:
+ case SH_NODE_BSDF_VELVET:
+ case SH_NODE_EEVEE_SPECULAR:
+ case SH_NODE_EMISSION:
+ case SH_NODE_HOLDOUT:
+ case SH_NODE_SUBSURFACE_SCATTERING:
+ case SH_NODE_VOLUME_ABSORPTION:
+ case SH_NODE_VOLUME_PRINCIPLED:
+ case SH_NODE_VOLUME_SCATTER:
+ return true;
default:
- /* We could return false here but since we
- * allow the use of Closure as RGBA, we can have
- * BSDF nodes linked to other BSDF nodes. */
- break;
+ return false;
}
+}
+static bool shader_to_rgba_node_gather(bNode *UNUSED(fromnode), bNode *tonode, void *userdata)
+{
+ Vector<bNode *> &shader_to_rgba_nodes = *(Vector<bNode *> *)userdata;
+ if (tonode->tmp_flag == -1 && tonode->type == SH_NODE_SHADERTORGB) {
+ tonode->tmp_flag = 0;
+ shader_to_rgba_nodes.append(tonode);
+ }
return true;
}
-/* EEVEE: Scan the ntree to set the Screen Space Reflection
- * layer id of every specular node AND the Subsurface Scattering id of every SSS node.
- */
-void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags)
+/* Shader to rgba needs their associated closure duplicated and the weight tree generated for. */
+static void ntree_shader_shader_to_rgba_branch(bNodeTree *ntree, bNode *output_node)
{
- if (output_node == nullptr) {
- return;
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ node->tmp_flag = -1;
}
- /* Make sure sockets links pointers are correct. */
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ /* First gather the shader_to_rgba nodes linked to the ouput. This is separate to avoid
+ * conflicting usage of the node->tmp_flag. */
+ Vector<bNode *> shader_to_rgba_nodes;
+ nodeChainIterBackwards(ntree, output_node, shader_to_rgba_node_gather, &shader_to_rgba_nodes, 0);
+
+ for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
+ bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
+ if (closure_input->link == nullptr) {
+ continue;
+ }
+ bNode *start_node = closure_input->link->fromnode;
+ bNode *start_node_copy = ntree_shader_copy_branch(
+ ntree, start_node, closure_node_filter, nullptr, 0);
+ /* Replace node copy link. This assumes that every node possibly connected to the closure input
+ * has only one ouput. */
+ bNodeSocket *closure_output = ntree_shader_node_output_get(start_node_copy, 0);
+ nodeRemLink(ntree, closure_input->link);
+ nodeAddLink(ntree, start_node_copy, closure_output, shader_to_rgba, closure_input);
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+
+ ntree_shader_weight_tree_invert(ntree, shader_to_rgba);
+ }
+}
- nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0);
+static bool ntree_branch_node_tag(bNode *fromnode, bNode *tonode, void *UNUSED(userdata))
+{
+ fromnode->tmp_flag = 1;
+ tonode->tmp_flag = 1;
+ return true;
}
-void ntreeGPUMaterialNodes(bNodeTree *localtree,
- GPUMaterial *mat,
- bool *has_surface_output,
- bool *has_volume_output)
+/* Avoid adding more node execution when multiple outputs are present. */
+/* NOTE(@fclem): This is also a workaround for the old EEVEE SSS implementation where only the
+ * first executed SSS node gets a SSS profile. */
+static void ntree_shader_pruned_unused(bNodeTree *ntree, bNode *output_node)
{
- bNodeTreeExec *exec;
+ bool changed = false;
- bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ node->tmp_flag = 0;
+ }
- ntree_shader_groups_remove_muted_links(localtree);
- ntree_shader_groups_expand_inputs(localtree);
+ /* Avoid deleting the output node if it is the only node in the tree. */
+ output_node->tmp_flag = 1;
- ntree_shader_groups_flatten(localtree);
+ nodeChainIterBackwards(ntree, output_node, ntree_branch_node_tag, nullptr, 0);
- if (output == nullptr) {
- /* Search again, now including flattened nodes. */
- output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ if (node->type == SH_NODE_OUTPUT_AOV) {
+ nodeChainIterBackwards(ntree, node, ntree_branch_node_tag, nullptr, 0);
+ }
}
- /* Perform all needed modifications on the tree in order to support
- * displacement/bump mapping.
- */
- ntree_shader_relink_displacement(localtree, output);
-
- /* Duplicate bump height branches for manual derivatives.
- */
- nodeChainIterBackwards(localtree, output, ntree_shader_bump_branches, localtree, 0);
- LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
- if (node->type == SH_NODE_OUTPUT_AOV) {
- nodeChainIterBackwards(localtree, node, ntree_shader_bump_branches, localtree, 0);
- nTreeTags tags = {};
- tags.ssr_id = 1.0;
- tags.sss_id = 1.0;
- ntree_shader_tag_nodes(localtree, node, &tags);
+ LISTBASE_FOREACH_MUTABLE (bNode *, node, &ntree->nodes) {
+ if (node->tmp_flag == 0) {
+ ntreeFreeLocalNode(ntree, node);
+ changed = true;
}
}
- /* TODO(fclem): consider moving this to the gpu shader tree evaluation. */
- nTreeTags tags = {};
- tags.ssr_id = 1.0;
- tags.sss_id = 1.0;
- ntree_shader_tag_nodes(localtree, output, &tags);
+ if (changed) {
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ }
+}
+
+void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
+{
+ bNodeTreeExec *exec;
+
+ ntree_shader_groups_remove_muted_links(localtree);
+ ntree_shader_groups_expand_inputs(localtree);
+ ntree_shader_groups_flatten(localtree);
+
+ bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
+
+ /* Tree is valid if it contains no undefined implicit socket type cast. */
+ bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
+
+ if (valid_tree && output != NULL) {
+ ntree_shader_pruned_unused(localtree, output);
+ ntree_shader_shader_to_rgba_branch(localtree, output);
+ ntree_shader_weight_tree_invert(localtree, output);
+ }
exec = ntreeShaderBeginExecTree(localtree);
ntreeExecGPUNodes(exec, mat, output);
@@ -918,23 +1049,6 @@ void ntreeGPUMaterialNodes(bNodeTree *localtree,
}
}
ntreeShaderEndExecTree(exec);
-
- /* EEVEE: Find which material domain was used (volume, surface ...). */
- *has_surface_output = false;
- *has_volume_output = false;
-
- if (output != nullptr) {
- bNodeSocket *surface_sock = ntree_shader_node_find_input(output, "Surface");
- bNodeSocket *volume_sock = ntree_shader_node_find_input(output, "Volume");
-
- if (surface_sock != nullptr) {
- *has_surface_output = (nodeCountSocketLinks(localtree, surface_sock) > 0);
- }
-
- if (volume_sock != nullptr) {
- *has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0);
- }
- }
}
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
diff --git a/source/blender/nodes/shader/node_shader_util.cc b/source/blender/nodes/shader/node_shader_util.cc
index 728e2760f9a..c47b69e6b69 100644
--- a/source/blender/nodes/shader/node_shader_util.cc
+++ b/source/blender/nodes/shader/node_shader_util.cc
@@ -284,26 +284,15 @@ void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node
}
}
-void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
+void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeLink **link)
{
- if (node->branch_tag == 1) {
- /* Add one time the value for derivative to the input vector. */
- GPU_link(mat, "dfdx_v3", *link, link);
- }
- else if (node->branch_tag == 2) {
- /* Add one time the value for derivative to the input vector. */
- GPU_link(mat, "dfdy_v3", *link, link);
- }
- else {
- /* nothing to do, reference center value. */
- }
+ GPU_link(mat, "differentiate_texco", *link, link);
}
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
{
if (!*link) {
*link = GPU_attribute(mat, CD_ORCO, "");
- GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), *link, link);
node_shader_gpu_bump_tex_coord(mat, node, link);
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc
index a24b4379e69..1e8df2e985d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.cc
@@ -36,7 +36,7 @@ static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat,
GPU_link(mat, "world_normals_get", &in[2].link);
}
- GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
+ GPU_material_flag_set(mat, GPU_MATFLAG_AO);
float inverted = (node->custom2 & SHD_AO_INSIDE) ? 1.0f : 0.0f;
float f_samples = divide_ceil_u(node->custom1, 4);
diff --git a/source/blender/nodes/shader/nodes/node_shader_background.cc b/source/blender/nodes/shader/nodes/node_shader_background.cc
index f5d3b6811f1..ea5c1f541ea 100644
--- a/source/blender/nodes/shader/nodes/node_shader_background.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_background.cc
@@ -9,6 +9,7 @@ static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Float>(N_("Strength")).default_value(1.0f).min(0.0f).max(1000000.0f);
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("Background"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bevel.cc b/source/blender/nodes/shader/nodes/node_shader_bevel.cc
index 8bce38baf73..4ae60af9974 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bevel.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bevel.cc
@@ -32,11 +32,7 @@ static int gpu_shader_bevel(GPUMaterial *mat,
GPUNodeStack *out)
{
if (!in[1].link) {
- GPU_link(mat,
- "direction_transform_m4v3",
- GPU_builtin(GPU_VIEW_NORMAL),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
- &in[1].link);
+ GPU_link(mat, "world_normals_get", &in[1].link);
}
return GPU_stack_link(mat, node, "node_bevel", in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
index 13b4a034a51..761a833f377 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
@@ -24,6 +24,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
b.add_input<decl::Vector>(N_("Tangent")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
@@ -51,13 +52,8 @@ static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat,
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
- return GPU_stack_link(mat,
- node,
- "node_bsdf_anisotropic",
- in,
- out,
- GPU_constant(&use_multi_scatter),
- GPU_constant(&node->ssr_id));
+ return GPU_stack_link(
+ mat, node, "node_bsdf_anisotropic", in, out, GPU_constant(&use_multi_scatter));
}
} // namespace blender::nodes::node_shader_bsdf_anisotropic_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
index 3f025b2ba39..5975e04450e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
@@ -14,6 +14,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
index a1e5b705438..95869f13b7e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
@@ -15,6 +15,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("IOR")).default_value(1.45f).min(0.0f).max(1000.0f);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
@@ -37,17 +38,11 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
GPU_link(mat, "set_value_zero", &in[1].link);
}
- GPU_material_flag_set(mat, (eGPUMatFlag)(GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT));
+ GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
- return GPU_stack_link(mat,
- node,
- "node_bsdf_glass",
- in,
- out,
- GPU_constant(&use_multi_scatter),
- GPU_constant(&node->ssr_id));
+ return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_constant(&use_multi_scatter));
}
} // namespace blender::nodes::node_shader_bsdf_glass_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
index 9f0e172a5fe..07062a9730e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
@@ -14,6 +14,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
@@ -40,13 +41,7 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
- return GPU_stack_link(mat,
- node,
- "node_bsdf_glossy",
- in,
- out,
- GPU_constant(&use_multi_scatter),
- GPU_constant(&node->ssr_id));
+ return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_constant(&use_multi_scatter));
}
} // namespace blender::nodes::node_shader_bsdf_glossy_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
index ef87f380bb9..1a1ba13e886 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
@@ -27,6 +27,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Tangent")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
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
index edae03bbd31..6495dcfffba 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.cc
@@ -60,6 +60,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("Random")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
@@ -108,6 +109,15 @@ static void node_shader_update_hair_principled(bNodeTree *ntree, bNode *node)
}
}
+static int node_shader_gpu_hair_principled(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "node_bsdf_hair_principled", in, out);
+}
+
} // namespace blender::nodes::node_shader_bsdf_hair_principled_cc
/* node type definition */
@@ -124,6 +134,7 @@ void register_node_type_sh_bsdf_hair_principled()
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);
+ node_type_gpu(&ntype, file_ns::node_shader_gpu_hair_principled);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
index ba98a797f2a..a63c7aede04 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
@@ -103,6 +103,7 @@ static void node_declare(NodeDeclarationBuilder &b)
b.add_input<decl::Vector>(N_("Normal")).hide_value();
b.add_input<decl::Vector>(N_("Clearcoat Normal")).hide_value();
b.add_input<decl::Vector>(N_("Tangent")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
@@ -128,8 +129,6 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- GPUNodeLink *sss_scale;
-
/* Normals */
if (!in[22].link) {
GPU_link(mat, "world_normals_get", &in[22].link);
@@ -145,36 +144,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
if (!in[24].link) {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
GPU_link(mat, "tangent_orco_z", orco, &in[24].link);
- GPU_link(mat,
- "node_tangent",
- GPU_builtin(GPU_WORLD_NORMAL),
- in[24].link,
- GPU_builtin(GPU_OBJECT_MATRIX),
- &in[24].link);
+ GPU_link(mat, "node_tangent", in[24].link, &in[24].link);
}
#endif
bool use_diffuse = socket_not_one(6) && socket_not_one(17);
- bool use_subsurf = socket_not_zero(1) && use_diffuse && node->sss_id > 0;
+ bool use_subsurf = socket_not_zero(1) && use_diffuse;
bool use_refract = socket_not_one(6) && socket_not_zero(17);
+ bool use_transparency = socket_not_one(21);
bool use_clear = socket_not_zero(14);
- /* SSS Profile */
- if (use_subsurf) {
- bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2);
- bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value;
- /* For some reason it seems that the socket value is in ARGB format. */
- GPU_material_sss_profile_create(mat, &socket_data->value[1]);
- }
-
- if (in[2].link) {
- sss_scale = in[2].link;
- }
- else {
- GPU_link(mat, "set_rgb_one", &sss_scale);
- }
-
- uint flag = GPU_MATFLAG_GLOSSY;
+ eGPUMaterialFlag flag = GPU_MATFLAG_GLOSSY;
if (use_diffuse) {
flag |= GPU_MATFLAG_DIFFUSE;
}
@@ -182,28 +162,37 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
flag |= GPU_MATFLAG_REFRACT;
}
if (use_subsurf) {
- flag |= GPU_MATFLAG_SSS;
+ flag |= GPU_MATFLAG_SUBSURFACE;
+ }
+ if (use_transparency) {
+ flag |= GPU_MATFLAG_TRANSPARENT;
+ }
+
+ if (use_subsurf) {
+ bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2);
+ bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value;
+ /* For some reason it seems that the socket value is in ARGB format. */
+ use_subsurf = GPU_material_sss_profile_create(mat, &socket_data->value[1]);
}
- float f_use_diffuse = use_diffuse ? 1.0f : 0.0f;
- float f_use_clearcoat = use_clear ? 1.0f : 0.0f;
- float f_use_refraction = use_refract ? 1.0f : 0.0f;
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
+ float use_sss = (use_subsurf) ? 1.0f : 0.0f;
+ float use_diffuse_f = (use_diffuse) ? 1.0f : 0.0f;
+ float use_clear_f = (use_clear) ? 1.0f : 0.0f;
+ float use_refract_f = (use_refract) ? 1.0f : 0.0f;
- GPU_material_flag_set(mat, (eGPUMatFlag)flag);
+ GPU_material_flag_set(mat, flag);
return GPU_stack_link(mat,
node,
"node_bsdf_principled",
in,
out,
- GPU_constant(&f_use_diffuse),
- GPU_constant(&f_use_clearcoat),
- GPU_constant(&f_use_refraction),
+ GPU_constant(&use_diffuse_f),
+ GPU_constant(&use_clear_f),
+ GPU_constant(&use_refract_f),
GPU_constant(&use_multi_scatter),
- GPU_constant(&node->ssr_id),
- GPU_constant(&node->sss_id),
- sss_scale);
+ GPU_uniform(&use_sss));
}
static void node_shader_update_principled(bNodeTree *ntree, bNode *node)
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
index 73f58477b67..e814eb223e5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
@@ -15,6 +15,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("IOR")).default_value(1.45f).min(0.0f).max(1000.0f);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
index 9cb7c4c3bbb..c1c092e89c7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
@@ -22,6 +22,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
index 19e61d8140d..fd0dd9f93de 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
@@ -9,6 +9,7 @@ static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
index 57fd7e3ef3b..291b3fdb2be 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
@@ -8,6 +8,7 @@ namespace blender::nodes::node_shader_bsdf_transparent_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
@@ -17,6 +18,9 @@ static int node_shader_gpu_bsdf_transparent(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
+ if (in[0].link || !is_zero_v3(in[0].vec)) {
+ GPU_material_flag_set(mat, GPU_MATFLAG_TRANSPARENT);
+ }
return GPU_stack_link(mat, node, "node_bsdf_transparent", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
index 75bdb5b6f54..c86d70aecbf 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
@@ -14,6 +14,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.cc b/source/blender/nodes/shader/nodes/node_shader_bump.cc
index 5dd27e64ce3..ad2c56d96b5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.cc
@@ -27,8 +27,6 @@ static void node_declare(NodeDeclarationBuilder &b)
.min(-1000.0f)
.max(1000.0f)
.hide_value();
- b.add_input<decl::Float>(N_("Height_dx")).default_value(1.0f).unavailable();
- b.add_input<decl::Float>(N_("Height_dy")).default_value(1.0f).unavailable();
b.add_input<decl::Vector>(N_("Normal")).min(-1.0f).max(1.0f).hide_value();
b.add_output<decl::Vector>(N_("Normal"));
}
@@ -46,23 +44,26 @@ static int gpu_shader_bump(GPUMaterial *mat,
{
/* If there is no Height input, the node becomes a no-op. */
if (!in[2].link) {
- if (!in[5].link) {
+ if (!in[3].link) {
return GPU_link(mat, "world_normals_get", &out[0].link);
}
else {
/* Actually running the bump code would normalize, but Cycles handles it as total no-op. */
- return GPU_link(mat, "vector_copy", in[5].link, &out[0].link);
+ return GPU_link(mat, "vector_copy", in[3].link, &out[0].link);
}
}
- if (!in[5].link) {
- GPU_link(mat, "world_normals_get", &in[5].link);
+ if (!in[3].link) {
+ GPU_link(mat, "world_normals_get", &in[3].link);
}
+ const char *height_function = GPU_material_split_sub_function(mat, GPU_FLOAT, &in[2].link);
+
+ GPUNodeLink *dheight = GPU_differentiate_float_function(height_function);
+
float invert = (node->custom1) ? -1.0 : 1.0;
- return GPU_stack_link(
- mat, node, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_constant(&invert));
+ return GPU_stack_link(mat, node, "node_bump", in, out, dheight, GPU_constant(&invert));
}
} // namespace blender::nodes::node_shader_bump_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.cc b/source/blender/nodes/shader/nodes/node_shader_camera.cc
index 9d2858f56f7..99c82582456 100644
--- a/source/blender/nodes/shader/nodes/node_shader_camera.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_camera.cc
@@ -22,11 +22,7 @@ static int gpu_shader_camera(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- GPUNodeLink *viewvec;
-
- viewvec = GPU_builtin(GPU_VIEW_POSITION);
- GPU_link(mat, "invert_z", viewvec, &viewvec);
- return GPU_stack_link(mat, node, "camera", in, out, viewvec);
+ return GPU_stack_link(mat, node, "camera", in, out);
}
} // namespace blender::nodes::node_shader_camera_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.cc b/source/blender/nodes/shader/nodes/node_shader_displacement.cc
index 88d1fac13a4..6591396adda 100644
--- a/source/blender/nodes/shader/nodes/node_shader_displacement.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_displacement.cc
@@ -33,16 +33,11 @@ static int gpu_shader_displacement(GPUMaterial *mat,
GPUNodeStack *out)
{
if (!in[3].link) {
- GPU_link(mat,
- "direction_transform_m4v3",
- GPU_builtin(GPU_VIEW_NORMAL),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
- &in[3].link);
+ GPU_link(mat, "world_normals_get", &in[3].link);
}
if (node->custom1 == SHD_SPACE_OBJECT) {
- return GPU_stack_link(
- mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
+ return GPU_stack_link(mat, node, "node_displacement_object", in, out);
}
return GPU_stack_link(mat, node, "node_displacement_world", in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
index c4aed523f61..d68b0c0c37c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
@@ -33,9 +33,12 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Clear Coat Normal")).hide_value();
b.add_input<decl::Float>(N_("Ambient Occlusion")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
+#define socket_not_zero(sock) (in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) > 1e-5f))
+
static int node_shader_gpu_eevee_specular(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
@@ -59,9 +62,11 @@ static int node_shader_gpu_eevee_specular(GPUMaterial *mat,
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));
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY);
+
+ float use_clear = (socket_not_zero(6)) ? 1.0f : 0.0f;
- return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_constant(&node->ssr_id));
+ return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_constant(&use_clear));
}
} // namespace blender::nodes::node_shader_eevee_specular_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_emission.cc b/source/blender/nodes/shader/nodes/node_shader_emission.cc
index d4d88857cd2..be98f096ce5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_emission.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_emission.cc
@@ -9,6 +9,7 @@ static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
b.add_input<decl::Float>(N_("Strength")).default_value(1.0f).min(0.0f).max(1000000.0f);
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("Emission"));
}
@@ -18,7 +19,8 @@ static int node_shader_gpu_emission(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- return GPU_stack_link(mat, node, "node_emission", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ GPU_material_flag_set(mat, GPU_MATFLAG_EMISSION);
+ return GPU_stack_link(mat, node, "node_emission", in, out);
}
} // namespace blender::nodes::node_shader_emission_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.cc b/source/blender/nodes/shader/nodes/node_shader_fresnel.cc
index 47b2c6b97d4..7b771d7dafd 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.cc
@@ -19,14 +19,10 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat,
GPUNodeStack *out)
{
if (!in[1].link) {
- in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- }
- else {
- GPU_link(
- mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
+ GPU_link(mat, "world_normals_get", &in[1].link);
}
- return GPU_stack_link(mat, node, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ return GPU_stack_link(mat, node, "node_fresnel", in, out);
}
} // namespace blender::nodes::node_shader_fresnel_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_geometry.cc b/source/blender/nodes/shader/nodes/node_shader_geometry.cc
index 5bd984ddfc4..47df932f9d4 100644
--- a/source/blender/nodes/shader/nodes/node_shader_geometry.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_geometry.cc
@@ -24,29 +24,17 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- /* HACK: Don't request GPU_BARYCENTRIC_TEXCO if not used because it will
+ /* HACK: Don't request GPU_MATFLAG_BARYCENTRIC if not used because it will
* trigger the use of geometry shader (and the performance penalty it implies). */
- const float val[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- GPUNodeLink *bary_link = (!out[5].hasoutput) ? GPU_constant(val) :
- GPU_builtin(GPU_BARYCENTRIC_TEXCO);
if (out[5].hasoutput) {
GPU_material_flag_set(mat, GPU_MATFLAG_BARYCENTRIC);
}
/* Opti: don't request orco if not needed. */
+ const float val[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) :
GPU_attribute(mat, CD_ORCO, "");
- const bool success = GPU_stack_link(mat,
- node,
- "node_geometry",
- in,
- out,
- GPU_builtin(GPU_VIEW_POSITION),
- GPU_builtin(GPU_WORLD_NORMAL),
- orco_link,
- GPU_builtin(GPU_OBJECT_MATRIX),
- GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
- bary_link);
+ const bool success = GPU_stack_link(mat, node, "node_geometry", in, out, orco_link);
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
@@ -55,7 +43,7 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
* This is the case for interpolated, non linear functions.
* The resulting vector can still be a bit wrong but not as much.
* (see T70644) */
- if (node->branch_tag != 0 && ELEM(i, 1, 2, 4)) {
+ if (ELEM(i, 1, 2, 4)) {
GPU_link(mat,
"vector_math_normalize",
out[i].link,
diff --git a/source/blender/nodes/shader/nodes/node_shader_holdout.cc b/source/blender/nodes/shader/nodes/node_shader_holdout.cc
index b1a9ce75e1f..6a21fab28db 100644
--- a/source/blender/nodes/shader/nodes/node_shader_holdout.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_holdout.cc
@@ -7,6 +7,7 @@ namespace blender::nodes::node_shader_holdout_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("Holdout"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc b/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
index b5097e71657..69825e472fb 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.cc
@@ -20,14 +20,10 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat,
GPUNodeStack *out)
{
if (!in[1].link) {
- in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- }
- else {
- GPU_link(
- mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
+ GPU_link(mat, "world_normals_get", &in[1].link);
}
- return GPU_stack_link(mat, node, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ return GPU_stack_link(mat, node, "node_layer_weight", in, out);
}
} // namespace blender::nodes::node_shader_layer_weight_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.cc b/source/blender/nodes/shader/nodes/node_shader_normal_map.cc
index f8a5e342ae3..d51d8def945 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.cc
@@ -83,18 +83,16 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
GPU_link(mat, color_to_normal_fnc_name, newnormal, &newnormal);
switch (nm->space) {
case SHD_SPACE_TANGENT:
+ GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
GPU_link(mat,
"node_normal_map",
- GPU_builtin(GPU_OBJECT_INFO),
GPU_attribute(mat, CD_TANGENT, nm->uv_map),
- GPU_builtin(GPU_WORLD_NORMAL),
newnormal,
&newnormal);
break;
case SHD_SPACE_OBJECT:
case SHD_SPACE_BLENDER_OBJECT:
- GPU_link(
- mat, "direction_transform_m4v3", newnormal, GPU_builtin(GPU_OBJECT_MATRIX), &newnormal);
+ GPU_link(mat, "normal_transform_object_to_world", newnormal, &newnormal);
break;
case SHD_SPACE_WORLD:
case SHD_SPACE_BLENDER_WORLD:
@@ -102,8 +100,7 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
break;
}
- GPUNodeLink *oldnormal = GPU_builtin(GPU_WORLD_NORMAL);
- GPU_link(mat, "node_normal_map_mix", strength, newnormal, oldnormal, &out[0].link);
+ GPU_link(mat, "node_normal_map_mix", strength, newnormal, &out[0].link);
return true;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_object_info.cc b/source/blender/nodes/shader/nodes/node_shader_object_info.cc
index 03c1a018d37..8985ab6d0e9 100644
--- a/source/blender/nodes/shader/nodes/node_shader_object_info.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_object_info.cc
@@ -23,15 +23,8 @@ static int node_shader_gpu_object_info(GPUMaterial *mat,
{
Material *ma = GPU_material_get_material(mat);
float index = ma ? ma->index : 0.0f;
- return GPU_stack_link(mat,
- node,
- "node_object_info",
- in,
- out,
- GPU_builtin(GPU_OBJECT_MATRIX),
- GPU_builtin(GPU_OBJECT_COLOR),
- GPU_builtin(GPU_OBJECT_INFO),
- GPU_constant(&index));
+ GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
+ return GPU_stack_link(mat, node, "node_object_info", in, out, GPU_constant(&index));
}
} // namespace blender::nodes::node_shader_object_info_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_aov.cc b/source/blender/nodes/shader/nodes/node_shader_output_aov.cc
index c0a116675ab..78dabc5c1c2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_aov.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_output_aov.cc
@@ -35,12 +35,16 @@ static int node_shader_gpu_output_aov(GPUMaterial *mat,
{
GPUNodeLink *outlink;
NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage;
- /* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash` and
- * `EEVEE_renderpasses_aov_hash`. */
- unsigned int hash = BLI_hash_string(aov->name) << 1;
- GPU_stack_link(mat, node, "node_output_aov", in, out, &outlink);
- GPU_material_add_output_link_aov(mat, outlink, hash);
+ uint hash = BLI_hash_string(aov->name);
+ /* WORKAROUND: We don't support int/uint constants for now. So make sure the aliasing works.
+ * We cast back to uint in GLSL. */
+ BLI_STATIC_ASSERT(sizeof(float) == sizeof(uint),
+ "GPUCodegen: AOV hash needs float and uint to be the same size.");
+ GPUNodeLink *hash_link = GPU_constant((float *)&hash);
+ GPU_material_flag_set(mat, GPU_MATFLAG_AOV);
+ GPU_stack_link(mat, node, "node_output_aov", in, out, hash_link, &outlink);
+ GPU_material_add_output_link_aov(mat, outlink, hash);
return true;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.cc b/source/blender/nodes/shader/nodes/node_shader_output_material.cc
index 3329ab7f8a0..54475d547da 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_material.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_output_material.cc
@@ -12,39 +12,33 @@ static void node_declare(NodeDeclarationBuilder &b)
b.add_input<decl::Shader>(N_("Surface"));
b.add_input<decl::Shader>(N_("Volume"));
b.add_input<decl::Vector>(N_("Displacement")).hide_value();
+ b.add_input<decl::Float>(N_("Thickness")).hide_value();
}
static int node_shader_gpu_output_material(GPUMaterial *mat,
- bNode *node,
+ bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
- GPUNodeStack *out)
+ GPUNodeStack *UNUSED(out))
{
- GPUNodeLink *outlink, *alpha_threshold_link, *shadow_threshold_link;
- Material *ma = GPU_material_get_material(mat);
-
- static float no_alpha_threshold = -1.0f;
- if (ma) {
- alpha_threshold_link = GPU_uniform((ma->blend_method == MA_BM_CLIP) ? &ma->alpha_threshold :
- &no_alpha_threshold);
- shadow_threshold_link = GPU_uniform((ma->blend_shadow == MA_BS_CLIP) ? &ma->alpha_threshold :
- &no_alpha_threshold);
+ GPUNodeLink *outlink_surface, *outlink_volume, *outlink_displacement, *outlink_thickness;
+ /* Passthrough node in order to do the right socket conversions (important for displacement). */
+ if (in[0].link) {
+ GPU_link(mat, "node_output_material_surface", in[0].link, &outlink_surface);
+ GPU_material_output_surface(mat, outlink_surface);
}
- else {
- alpha_threshold_link = GPU_uniform(&no_alpha_threshold);
- shadow_threshold_link = GPU_uniform(&no_alpha_threshold);
+ if (in[1].link) {
+ GPU_link(mat, "node_output_material_volume", in[1].link, &outlink_volume);
+ GPU_material_output_volume(mat, outlink_volume);
+ }
+ if (in[2].link) {
+ GPU_link(mat, "node_output_material_displacement", in[2].link, &outlink_displacement);
+ GPU_material_output_displacement(mat, outlink_displacement);
+ }
+ if (in[3].link) {
+ GPU_link(mat, "node_output_material_thickness", in[3].link, &outlink_thickness);
+ GPU_material_output_thickness(mat, outlink_thickness);
}
-
- GPU_stack_link(mat,
- node,
- "node_output_material",
- in,
- out,
- alpha_threshold_link,
- shadow_threshold_link,
- &outlink);
- GPU_material_output_link(mat, outlink);
-
return true;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_world.cc b/source/blender/nodes/shader/nodes/node_shader_output_world.cc
index 77146876d9d..b0cf4c80bc5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_world.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_output_world.cc
@@ -12,16 +12,20 @@ static void node_declare(NodeDeclarationBuilder &b)
}
static int node_shader_gpu_output_world(GPUMaterial *mat,
- bNode *node,
+ bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
- GPUNodeStack *out)
+ GPUNodeStack *UNUSED(out))
{
- GPUNodeLink *outlink;
-
- GPU_stack_link(mat, node, "node_output_world", in, out, &outlink);
- GPU_material_output_link(mat, outlink);
-
+ GPUNodeLink *outlink_surface, *outlink_volume;
+ if (in[0].link) {
+ GPU_link(mat, "node_output_world_surface", in[0].link, &outlink_surface);
+ GPU_material_output_surface(mat, outlink_surface);
+ }
+ if (in[1].link) {
+ GPU_link(mat, "node_output_world_volume", in[1].link, &outlink_volume);
+ GPU_material_output_volume(mat, outlink_volume);
+ }
return true;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_particle_info.cc b/source/blender/nodes/shader/nodes/node_shader_particle_info.cc
index 66e859a8c69..71adbd5e5c4 100644
--- a/source/blender/nodes/shader/nodes/node_shader_particle_info.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_particle_info.cc
@@ -28,16 +28,9 @@ static int gpu_shader_particle_info(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
-
- return GPU_stack_link(mat,
- node,
- "particle_info",
- in,
- out,
- GPU_builtin(GPU_PARTICLE_SCALAR_PROPS),
- GPU_builtin(GPU_PARTICLE_LOCATION),
- GPU_builtin(GPU_PARTICLE_VELOCITY),
- GPU_builtin(GPU_PARTICLE_ANG_VELOCITY));
+ GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
+ /* TODO(fclem) Pass particle data in obinfo. */
+ return GPU_stack_link(mat, node, "particle_info", in, out);
}
} // namespace blender::nodes::node_shader_particle_info_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_shader_to_rgb.cc b/source/blender/nodes/shader/nodes/node_shader_shader_to_rgb.cc
index 11dfa03ea40..0404158a803 100644
--- a/source/blender/nodes/shader/nodes/node_shader_shader_to_rgb.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_shader_to_rgb.cc
@@ -18,9 +18,7 @@ static int node_shader_gpu_shadertorgb(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- /* Because node_shader_to_rgba is using fallback_cubemap()
- * we need to tag material as glossy. */
- GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
+ GPU_material_flag_set(mat, GPU_MATFLAG_SHADER_TO_RGBA);
return GPU_stack_link(mat, node, "node_shader_to_rgba", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc
index 17173ef020a..e3ff4c28604 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc
@@ -25,6 +25,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSSRDF"));
}
@@ -49,19 +50,16 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat,
GPU_link(mat, "world_normals_get", &in[5].link);
}
- if (node->sss_id > 0) {
- bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2);
- bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value;
- /* For some reason it seems that the socket value is in ARGB format. */
- GPU_material_sss_profile_create(mat, &socket_data->value[1]);
+ bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2);
+ bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value;
+ /* For some reason it seems that the socket value is in ARGB format. */
+ bool use_subsurf = GPU_material_sss_profile_create(mat, &socket_data->value[1]);
- /* sss_id is 0 only the node is not connected to any output.
- * In this case flagging the material would trigger a bug (see T68736). */
- GPU_material_flag_set(mat, (eGPUMatFlag)(GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SSS));
- }
+ float use_sss = (use_subsurf) ? 1.0f : 0.0f;
+
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SUBSURFACE);
- return GPU_stack_link(
- mat, node, "node_subsurface_scattering", in, out, GPU_constant(&node->sss_id));
+ return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&use_sss));
}
static void node_shader_update_subsurface_scattering(bNodeTree *ntree, bNode *node)
diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.cc b/source/blender/nodes/shader/nodes/node_shader_tangent.cc
index 25489632594..8e27ebed21b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tangent.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tangent.cc
@@ -73,14 +73,7 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
GPU_link(mat, "tangent_orco_z", orco, &orco);
}
- return GPU_stack_link(mat,
- node,
- "node_tangent",
- in,
- out,
- GPU_builtin(GPU_WORLD_NORMAL),
- orco,
- GPU_builtin(GPU_OBJECT_MATRIX));
+ return GPU_stack_link(mat, node, "node_tangent", in, out, orco);
}
} // namespace blender::nodes::node_shader_tangent_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc b/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
index ac986787d65..ae683386bac 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
@@ -35,24 +35,18 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
{
Object *ob = (Object *)node->id;
- GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->imat[0][0]) :
- GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
+ /* Use special matrix to let the shader branch to using the render object's matrix. */
+ float dummy_matrix[4][4];
+ dummy_matrix[3][3] = 0.0f;
+ GPUNodeLink *inv_obmat = (ob != NULL) ? GPU_uniform(&ob->imat[0][0]) :
+ GPU_uniform(&dummy_matrix[0][0]);
/* Opti: don't request orco if not needed. */
- const float default_coords[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant(default_coords) :
- GPU_attribute(mat, CD_ORCO, "");
+ float4 zero(0.0f);
+ GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant(zero) : GPU_attribute(mat, CD_ORCO, "");
GPUNodeLink *mtface = GPU_attribute(mat, CD_MTFACE, "");
- GPUNodeLink *viewpos = GPU_builtin(GPU_VIEW_POSITION);
- GPUNodeLink *worldnor = GPU_builtin(GPU_WORLD_NORMAL);
- GPUNodeLink *texcofacs = GPU_builtin(GPU_CAMERA_TEXCO_FACTORS);
- if (out[0].hasoutput) {
- GPU_link(mat, "generated_from_orco", orco, &orco);
- }
-
- GPU_stack_link(
- mat, node, "node_tex_coord", in, out, viewpos, worldnor, inv_obmat, texcofacs, orco, mtface);
+ GPU_stack_link(mat, node, "node_tex_coord", in, out, inv_obmat, orco, mtface);
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
@@ -61,7 +55,7 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
* This is the case for interpolated, non linear functions.
* The resulting vector can still be a bit wrong but not as much.
* (see T70644) */
- if (node->branch_tag != 0 && ELEM(i, 1, 6)) {
+ if (ELEM(i, 1, 6)) {
GPU_link(mat,
"vector_math_normalize",
out[i].link,
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.cc b/source/blender/nodes/shader/nodes/node_shader_tex_environment.cc
index 41456091e1d..dbff092234b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.cc
@@ -44,15 +44,13 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
GPUNodeLink *outalpha;
- if (!ima) {
+ /* HACK(fclem): For lookdev mode: do not compile an empty environment and just create an empty
+ * texture entry point. We manually bind to it after DRW_shgroup_add_material_resources(). */
+ if (!ima && !GPU_material_flag_get(mat, GPU_MATFLAG_LOOKDEV_HACK)) {
return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
}
- if (!in[0].link) {
- GPU_link(mat, "node_tex_environment_texco", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
- node_shader_gpu_bump_tex_coord(mat, node, &in[0].link);
- }
-
+ node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
node_shader_gpu_tex_mapping(mat, node, in, out);
/* Compute texture coordinate. */
@@ -92,7 +90,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
/* Sample texture with correct interpolation. */
GPU_link(mat, gpu_fn, in[0].link, GPU_image(mat, ima, iuser, sampler), &out[0].link, &outalpha);
- if (out[0].hasoutput) {
+ if (out[0].hasoutput && ima) {
if (ELEM(ima->alpha_mode, IMA_ALPHA_IGNORE, IMA_ALPHA_CHANNEL_PACKED) ||
IMB_colormanagement_space_name_is_data(ima->colorspace_settings.name)) {
/* Don't let alpha affect color output in these cases. */
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.cc b/source/blender/nodes/shader/nodes/node_shader_tex_image.cc
index 19b5a50cd6b..d97f7d0375d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.cc
@@ -88,13 +88,11 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
}
case SHD_PROJ_BOX: {
gpu_node_name = use_cubic ? "tex_box_sample_cubic" : "tex_box_sample_linear";
- GPUNodeLink *wnor, *col1, *col2, *col3;
- GPUNodeLink *vnor = GPU_builtin(GPU_WORLD_NORMAL);
- GPUNodeLink *ob_mat = GPU_builtin(GPU_OBJECT_MATRIX);
+ GPUNodeLink *vnor, *wnor, *col1, *col2, *col3;
GPUNodeLink *blend = GPU_uniform(&tex->projection_blend);
GPUNodeLink *gpu_image = GPU_image(mat, ima, iuser, sampler_state);
- /* equivalent to normal_world_to_object */
- GPU_link(mat, "normal_transform_transposed_m4v3", vnor, ob_mat, &wnor);
+ GPU_link(mat, "world_normals_get", &vnor);
+ GPU_link(mat, "normal_transform_world_to_object", vnor, &wnor);
GPU_link(mat, gpu_node_name, in[0].link, wnor, gpu_image, &col1, &col2, &col3);
GPU_link(mat, "tex_box_blend", wnor, col1, col2, col3, blend, &out[0].link, &out[1].link);
break;
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.cc b/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.cc
index f628d1ec77b..fcd1d4973ff 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_pointdensity.cc
@@ -65,7 +65,7 @@ static void node_shader_buts_tex_pointdensity(uiLayout *layout,
static void node_shader_init_tex_pointdensity(bNodeTree *UNUSED(ntree), bNode *node)
{
- NodeShaderTexPointDensity *point_density = MEM_cnew<NodeShaderTexPointDensity>("new pd node");
+ NodeShaderTexPointDensity *point_density = MEM_new<NodeShaderTexPointDensity>("new pd node");
point_density->resolution = 100;
point_density->radius = 0.3f;
point_density->space = SHD_POINTDENSITY_SPACE_OBJECT;
@@ -79,7 +79,7 @@ static void node_shader_free_tex_pointdensity(bNode *node)
PointDensity *pd = &point_density->pd;
RE_point_density_free(pd);
BKE_texture_pointdensity_free_data(pd);
- memset(pd, 0, sizeof(*pd));
+ *pd = dna::shallow_zero_initialize();
MEM_freeN(point_density);
}
@@ -90,7 +90,7 @@ static void node_shader_copy_tex_pointdensity(bNodeTree *UNUSED(dest_ntree),
dest_node->storage = MEM_dupallocN(src_node->storage);
NodeShaderTexPointDensity *point_density = (NodeShaderTexPointDensity *)dest_node->storage;
PointDensity *pd = &point_density->pd;
- memset(pd, 0, sizeof(*pd));
+ *pd = dna::shallow_zero_initialize();
}
} // namespace blender::nodes::node_shader_tex_pointdensity_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc
index 04cf0b72f32..9996e91177a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.cc
@@ -24,23 +24,20 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- if (node->custom1 == SHD_SPACE_TANGENT) {
- return GPU_stack_link(mat,
- node,
- "node_vector_displacement_tangent",
- in,
- out,
- GPU_attribute(mat, CD_TANGENT, ""),
- GPU_builtin(GPU_WORLD_NORMAL),
- GPU_builtin(GPU_OBJECT_MATRIX),
- GPU_builtin(GPU_VIEW_MATRIX));
+ switch (node->custom1) {
+ case SHD_SPACE_TANGENT:
+ return GPU_stack_link(mat,
+ node,
+ "node_vector_displacement_tangent",
+ in,
+ out,
+ GPU_attribute(mat, CD_TANGENT, ""));
+ case SHD_SPACE_OBJECT:
+ return GPU_stack_link(mat, node, "node_vector_displacement_object", in, out);
+ case SHD_SPACE_WORLD:
+ default:
+ return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out);
}
- if (node->custom1 == SHD_SPACE_OBJECT) {
- return GPU_stack_link(
- mat, node, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
- }
-
- return GPU_stack_link(mat, node, "node_vector_displacement_world", in, out);
}
} // namespace blender::nodes::node_shader_vector_displacement_cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
index a041492fb13..b35f686e331 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
@@ -69,9 +69,9 @@ static int gpu_shader_vector_rotate(GPUMaterial *mat,
return 0;
}
-static float3 sh_node_vector_rotate_around_axis(const float3 vector,
- const float3 center,
- const float3 axis,
+static float3 sh_node_vector_rotate_around_axis(const float3 &vector,
+ const float3 &center,
+ const float3 &axis,
const float angle)
{
float3 result = vector - center;
@@ -81,9 +81,9 @@ static float3 sh_node_vector_rotate_around_axis(const float3 vector,
return result + center;
}
-static float3 sh_node_vector_rotate_euler(const float3 vector,
- const float3 center,
- const float3 rotation,
+static float3 sh_node_vector_rotate_euler(const float3 &vector,
+ const float3 &center,
+ const float3 &rotation,
const bool invert)
{
float mat[3][3];
@@ -105,13 +105,15 @@ static const fn::MultiFunction *get_multi_function(bNode &node)
case NODE_VECTOR_ROTATE_TYPE_AXIS: {
if (invert) {
static fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
- "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
+ "Rotate Axis",
+ [](const float3 &in, const float3 &center, const float3 &axis, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
}};
return &fn;
}
static fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
- "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
+ "Rotate Axis",
+ [](const float3 &in, const float3 &center, const float3 &axis, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, angle);
}};
return &fn;
@@ -120,13 +122,13 @@ static const fn::MultiFunction *get_multi_function(bNode &node)
float3 axis = float3(1.0f, 0.0f, 0.0f);
if (invert) {
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
- "Rotate X-Axis", [=](float3 in, float3 center, float angle) {
+ "Rotate X-Axis", [=](const float3 &in, const float3 &center, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
}};
return &fn;
}
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
- "Rotate X-Axis", [=](float3 in, float3 center, float angle) {
+ "Rotate X-Axis", [=](const float3 &in, const float3 &center, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, angle);
}};
return &fn;
@@ -135,13 +137,13 @@ static const fn::MultiFunction *get_multi_function(bNode &node)
float3 axis = float3(0.0f, 1.0f, 0.0f);
if (invert) {
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
- "Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
+ "Rotate Y-Axis", [=](const float3 &in, const float3 &center, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
}};
return &fn;
}
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
- "Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
+ "Rotate Y-Axis", [=](const float3 &in, const float3 &center, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, angle);
}};
return &fn;
@@ -150,13 +152,13 @@ static const fn::MultiFunction *get_multi_function(bNode &node)
float3 axis = float3(0.0f, 0.0f, 1.0f);
if (invert) {
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
- "Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
+ "Rotate Z-Axis", [=](const float3 &in, const float3 &center, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
}};
return &fn;
}
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
- "Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
+ "Rotate Z-Axis", [=](const float3 &in, const float3 &center, float angle) {
return sh_node_vector_rotate_around_axis(in, center, axis, angle);
}};
return &fn;
@@ -164,13 +166,13 @@ static const fn::MultiFunction *get_multi_function(bNode &node)
case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ: {
if (invert) {
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
- "Rotate Euler", [](float3 in, float3 center, float3 rotation) {
+ "Rotate Euler", [](const float3 &in, const float3 &center, const float3 &rotation) {
return sh_node_vector_rotate_euler(in, center, rotation, true);
}};
return &fn;
}
static fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
- "Rotate Euler", [](float3 in, float3 center, float3 rotation) {
+ "Rotate Euler", [](const float3 &in, const float3 &center, const float3 &rotation) {
return sh_node_vector_rotate_euler(in, center, rotation, false);
}};
return &fn;
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
index d610e1309a7..de588f9005f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
@@ -43,7 +43,7 @@ static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *nod
node->storage = vect;
}
-static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
+static const char *get_gpufn_name_from_to(short from, short to, bool is_direction)
{
switch (from) {
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
@@ -51,9 +51,11 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return nullptr;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return GPU_builtin(GPU_OBJECT_MATRIX);
+ return is_direction ? "direction_transform_object_to_world" :
+ "point_transform_object_to_world";
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
+ return is_direction ? "direction_transform_object_to_view" :
+ "point_transform_object_to_view";
}
break;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
@@ -61,9 +63,11 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_WORLD:
return nullptr;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return GPU_builtin(GPU_VIEW_MATRIX);
+ return is_direction ? "direction_transform_world_to_view" :
+ "point_transform_world_to_view";
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
+ return is_direction ? "direction_transform_world_to_object" :
+ "point_transform_world_to_object";
}
break;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
@@ -71,14 +75,17 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return nullptr;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return GPU_builtin(GPU_INVERSE_VIEW_MATRIX);
+ return is_direction ? "direction_transform_view_to_world" :
+ "point_transform_view_to_world";
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
+ return is_direction ? "direction_transform_view_to_object" :
+ "point_transform_view_to_object";
}
break;
}
- return nullptr;
+ return NULL;
}
+
static int gpu_shader_vect_transform(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
@@ -86,11 +93,6 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
GPUNodeStack *out)
{
struct GPUNodeLink *inputlink;
- struct GPUNodeLink *fromto;
-
- const char *vtransform = "direction_transform_m4v3";
- const char *ptransform = "point_transform_m4v3";
- const char *func_name = nullptr;
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
@@ -101,17 +103,20 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
inputlink = GPU_constant(in[0].vec);
}
- fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to);
+ const bool is_direction = (nodeprop->type != SHD_VECT_TRANSFORM_TYPE_POINT);
+ const char *func_name = get_gpufn_name_from_to(
+ nodeprop->convert_from, nodeprop->convert_to, is_direction);
- func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform;
- if (fromto) {
+ if (func_name) {
/* For cycles we have inverted Z */
/* TODO: pass here the correct matrices */
if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA &&
nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
GPU_link(mat, "invert_z", inputlink, &inputlink);
}
- GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
+
+ GPU_link(mat, func_name, inputlink, &out[0].link);
+
if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA &&
nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
GPU_link(mat, "invert_z", out[0].link, &out[0].link);
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc b/source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
index e0fef6b0d19..930fa6e5fb9 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
@@ -9,6 +9,7 @@ static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Float>(N_("Density")).default_value(1.0f).min(0.0f).max(1000.0f);
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("Volume"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_principled.cc b/source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
index 980782f571c..d414b4b2ef7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
@@ -27,6 +27,7 @@ static void node_declare(NodeDeclarationBuilder &b)
b.add_input<decl::Color>(N_("Blackbody Tint")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
b.add_input<decl::Float>(N_("Temperature")).default_value(1000.0f).min(0.0f).max(6500.0f);
b.add_input<decl::String>(N_("Temperature Attribute"));
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("Volume"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
index 6408efb769d..0c6859ad1fb 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
@@ -14,6 +14,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.min(-1.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
+ b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("Volume"));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_wireframe.cc b/source/blender/nodes/shader/nodes/node_shader_wireframe.cc
index 1204c3a678f..6a1acda3353 100644
--- a/source/blender/nodes/shader/nodes/node_shader_wireframe.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_wireframe.cc
@@ -28,17 +28,11 @@ static int node_shader_gpu_wireframe(GPUMaterial *mat,
GPU_material_flag_set(mat, GPU_MATFLAG_BARYCENTRIC);
/* node->custom1 is use_pixel_size */
if (node->custom1) {
- return GPU_stack_link(
- mat, node, "node_wireframe_screenspace", in, out, GPU_builtin(GPU_BARYCENTRIC_TEXCO));
+ return GPU_stack_link(mat, node, "node_wireframe_screenspace", in, out);
+ }
+ else {
+ return GPU_stack_link(mat, node, "node_wireframe", in, out);
}
-
- return GPU_stack_link(mat,
- node,
- "node_wireframe",
- in,
- out,
- GPU_builtin(GPU_BARYCENTRIC_TEXCO),
- GPU_builtin(GPU_BARYCENTRIC_DIST));
}
} // namespace blender::nodes::node_shader_wireframe_cc