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-rw-r--r--source/blender/nodes/CMakeLists.txt1
-rw-r--r--source/blender/nodes/NOD_shader.h1
-rw-r--r--source/blender/nodes/NOD_static_types.h1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c114
4 files changed, 117 insertions, 0 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index d20881df150..3596a2aa12d 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -163,6 +163,7 @@ set(SRC
shader/nodes/node_shader_background.c
shader/nodes/node_shader_bsdf_anisotropic.c
shader/nodes/node_shader_bsdf_diffuse.c
+ shader/nodes/node_shader_bsdf_principled.c
shader/nodes/node_shader_bsdf_glass.c
shader/nodes/node_shader_bsdf_glossy.c
shader/nodes/node_shader_bsdf_toon.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 4c0047f1d58..804c1897a27 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -106,6 +106,7 @@ void register_node_type_sh_bsdf_transparent(void);
void register_node_type_sh_bsdf_velvet(void);
void register_node_type_sh_bsdf_toon(void);
void register_node_type_sh_bsdf_anisotropic(void);
+void register_node_type_sh_bsdf_principled(void);
void register_node_type_sh_emission(void);
void register_node_type_sh_holdout(void);
void register_node_type_sh_volume_absorption(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index a9c0df7d7e8..e754d063397 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -80,6 +80,7 @@ DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BA
DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "" )
DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, def_anisotropic, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse BSDF", "" )
+DefNode( ShaderNode, SH_NODE_BSDF_PRINCIPLED, def_principled, "BSDF_PRINCIPLED", BsdfPrincipled, "Principled BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "" )
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
new file mode 100644
index 00000000000..8b0bfa36324
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -0,0 +1,114 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
+ { SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_VECTOR, 1, N_("Subsurface Radius"), 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f},
+ { SOCK_RGBA, 1, N_("Subsurface Color"), 0.7f, 0.1f, 0.1f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Specular Tint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Anisotropic Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { 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_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Refraction Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_VECTOR, 1, N_("Clearcoat Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_VECTOR, 1, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
+ { SOCK_SHADER, 0, N_("BSDF")},
+ { -1, 0, "" }
+};
+
+static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = SHD_GLOSSY_MULTI_GGX;
+}
+
+static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ // normal
+ if (!in[17].link)
+ in[17].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[17].link, GPU_builtin(GPU_VIEW_MATRIX), &in[17].link);
+
+ // clearcoat normal
+ if (!in[18].link)
+ in[18].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[18].link, GPU_builtin(GPU_VIEW_MATRIX), &in[18].link);
+
+ return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
+}
+
+static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sock;
+ int distribution = node->custom1;
+
+ for (sock = node->inputs.first; sock; sock = sock->next) {
+ if (STREQ(sock->name, "Refraction Roughness")) {
+ if (distribution == SHD_GLOSSY_GGX)
+ sock->flag &= ~SOCK_UNAVAIL;
+ else
+ sock->flag |= SOCK_UNAVAIL;
+
+ }
+ }
+}
+
+/* node type definition */
+void register_node_type_sh_bsdf_principled(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_BSDF_PRINCIPLED, "Principled BSDF", NODE_CLASS_SHADER, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_bsdf_principled_in, sh_node_bsdf_principled_out);
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_init(&ntype, node_shader_init_principled);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_bsdf_principled);
+ node_type_update(&ntype, node_shader_update_principled, NULL);
+
+ nodeRegisterType(&ntype);
+}