diff options
Diffstat (limited to 'source/blender/nodes')
15 files changed, 233 insertions, 7 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt index c5a3c70100b..b57e33e85c7 100644 --- a/source/blender/nodes/CMakeLists.txt +++ b/source/blender/nodes/CMakeLists.txt @@ -186,6 +186,8 @@ set(SRC shader/nodes/node_shader_hair_info.c shader/nodes/node_shader_output_lamp.c shader/nodes/node_shader_output_material.c + shader/nodes/node_shader_output_metallic.c + shader/nodes/node_shader_output_specular.c shader/nodes/node_shader_output_world.c shader/nodes/node_shader_output_linestyle.c shader/nodes/node_shader_particle_info.c diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h index 804c1897a27..c05c1a55144 100644 --- a/source/blender/nodes/NOD_shader.h +++ b/source/blender/nodes/NOD_shader.h @@ -120,6 +120,8 @@ void register_node_type_sh_uvalongstroke(void); void register_node_type_sh_output_lamp(void); void register_node_type_sh_output_material(void); +void register_node_type_sh_output_metallic(void); +void register_node_type_sh_output_specular(void); void register_node_type_sh_output_world(void); void register_node_type_sh_output_linestyle(void); diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index 02422a8622a..f4c79266033 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -67,6 +67,8 @@ DefNode( ShaderNode, SH_NODE_COMBRGB, 0, "COMBR DefNode( ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue/Saturation", "" ) DefNode( ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" ) +DefNode( ShaderNode, SH_NODE_OUTPUT_METALLIC, def_sh_output, "OUTPUT_METALLIC", OutputMetallic, "Material Metallic Output", "") +DefNode( ShaderNode, SH_NODE_OUTPUT_SPECULAR, def_sh_output, "OUTPUT_SPECULAR", OutputSpecular, "Material Specular Output", "") DefNode( ShaderNode, SH_NODE_OUTPUT_LAMP, def_sh_output, "OUTPUT_LAMP", OutputLamp, "Lamp Output", "" ) DefNode( ShaderNode, SH_NODE_OUTPUT_WORLD, def_sh_output, "OUTPUT_WORLD", OutputWorld, "World Output", "" ) DefNode( ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "" ) diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c index 40d1cfdfcb0..b5d77e99328 100644 --- a/source/blender/nodes/shader/node_shader_tree.c +++ b/source/blender/nodes/shader/node_shader_tree.c @@ -79,7 +79,8 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre { SpaceNode *snode = CTX_wm_space_node(C); Scene *scene = CTX_data_scene(C); - Object *ob = OBACT; + SceneLayer *sl = CTX_data_scene_layer(C); + Object *ob = OBACT_NEW; if ((snode->shaderfrom == SNODE_SHADER_OBJECT) || (BKE_scene_use_new_shading_nodes(scene) == false)) diff --git a/source/blender/nodes/shader/node_shader_util.h b/source/blender/nodes/shader/node_shader_util.h index 4cb39e0f13b..79c58cb5715 100644 --- a/source/blender/nodes/shader/node_shader_util.h +++ b/source/blender/nodes/shader/node_shader_util.h @@ -76,6 +76,7 @@ #include "RE_pipeline.h" #include "RE_shader_ext.h" +#include "GPU_lamp.h" #include "GPU_material.h" diff --git a/source/blender/nodes/shader/nodes/node_shader_background.c b/source/blender/nodes/shader/nodes/node_shader_background.c index b387529e456..e4d635994b4 100644 --- a/source/blender/nodes/shader/nodes/node_shader_background.c +++ b/source/blender/nodes/shader/nodes/node_shader_background.c @@ -42,7 +42,7 @@ static bNodeSocketTemplate sh_node_background_out[] = { static int node_shader_gpu_background(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { - return GPU_stack_link(mat, "node_background", in, out, GPU_builtin(GPU_VIEW_NORMAL)); + return GPU_stack_link(mat, "node_background", in, out); } /* node type definition */ diff --git a/source/blender/nodes/shader/nodes/node_shader_geometry.c b/source/blender/nodes/shader/nodes/node_shader_geometry.c index 553ea65154f..79833034498 100644 --- a/source/blender/nodes/shader/nodes/node_shader_geometry.c +++ b/source/blender/nodes/shader/nodes/node_shader_geometry.c @@ -45,6 +45,7 @@ static int node_shader_gpu_geometry(GPUMaterial *mat, bNode *UNUSED(node), bNode { return GPU_stack_link(mat, "node_geometry", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), + GPU_attribute(CD_ORCO, ""), GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX)); } diff --git a/source/blender/nodes/shader/nodes/node_shader_output.c b/source/blender/nodes/shader/nodes/node_shader_output.c index 789df09d898..ad6b4acdd48 100644 --- a/source/blender/nodes/shader/nodes/node_shader_output.c +++ b/source/blender/nodes/shader/nodes/node_shader_output.c @@ -32,6 +32,8 @@ #include "node_shader_util.h" +#include "BKE_scene.h" + /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_output_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, @@ -74,6 +76,10 @@ static int gpu_shader_output(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecDat GPU_material_enable_alpha(mat); #endif + if (BKE_scene_uses_blender_eevee(GPU_material_scene(mat))) { + return false; + } + GPU_stack_link(mat, "output_node", in, out, &outlink); GPU_material_output_link(mat, outlink); diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.c b/source/blender/nodes/shader/nodes/node_shader_output_material.c index 336536b21ee..bbb72651ee5 100644 --- a/source/blender/nodes/shader/nodes/node_shader_output_material.c +++ b/source/blender/nodes/shader/nodes/node_shader_output_material.c @@ -27,6 +27,8 @@ #include "../node_shader_util.h" +#include "BKE_scene.h" + /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_output_material_in[] = { @@ -40,6 +42,10 @@ static int node_shader_gpu_output_material(GPUMaterial *mat, bNode *UNUSED(node) { GPUNodeLink *outlink; + if (BKE_scene_uses_blender_eevee(GPU_material_scene(mat))) { + return false; + } + GPU_stack_link(mat, "node_output_material", in, out, &outlink); GPU_material_output_link(mat, outlink); diff --git a/source/blender/nodes/shader/nodes/node_shader_output_metallic.c b/source/blender/nodes/shader/nodes/node_shader_output_metallic.c new file mode 100644 index 00000000000..b8182acfc7f --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_output_metallic.c @@ -0,0 +1,90 @@ +/* + * ***** 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): Clément Foucault. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_output_metallic_in[] = { + { SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 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_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_RGBA, 1, N_("Emissive Color"), 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 1, N_("Transparency"), 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_FLOAT, 1, N_("Clear Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_FLOAT, 1, N_("Clear Coat Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_VECTOR, 1, N_("Clear Coat Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + { SOCK_FLOAT, 1, N_("Ambient Occlusion"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + { -1, 0, "" } +}; + +static int node_shader_gpu_output_metallic(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) +{ + GPUNodeLink *outlink; + static float one = 1.0f; + + /* Normals */ + if (!in[6].link) { + GPU_link(mat, "world_normals_get", &in[6].link); + } + + /* Clearcoat Normals */ + if (!in[9].link) { + GPU_link(mat, "world_normals_get", &in[9].link); + } + + /* Occlusion */ + if (!in[10].link) { + GPU_link(mat, "set_value", GPU_uniform(&one), &in[10].link); + } + + GPU_stack_link(mat, "node_output_metallic", in, out, &outlink); + GPU_material_output_link(mat, outlink); + + return true; +} + + +/* node type definition */ +void register_node_type_sh_output_metallic(void) +{ + static bNodeType ntype; + + sh_node_type_base(&ntype, SH_NODE_OUTPUT_METALLIC, "Metallic Material Output", NODE_CLASS_OUTPUT, 0); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_output_metallic_in, NULL); + node_type_init(&ntype, NULL); + node_type_storage(&ntype, "", NULL, NULL); + node_type_gpu(&ntype, node_shader_gpu_output_metallic); + + /* Do not allow muting output node. */ + node_type_internal_links(&ntype, NULL); + + nodeRegisterType(&ntype); +} diff --git a/source/blender/nodes/shader/nodes/node_shader_output_specular.c b/source/blender/nodes/shader/nodes/node_shader_output_specular.c new file mode 100644 index 00000000000..25bcf9642f9 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_output_specular.c @@ -0,0 +1,89 @@ +/* + * ***** 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): Clément Foucault. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_output_specular_in[] = { + { SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f}, + { SOCK_RGBA, 1, N_("Specular"), 0.03f, 0.03f, 0.03f, 1.0f}, + { SOCK_FLOAT, 1, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_RGBA, 1, N_("Emissive Color"), 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 1, N_("Transparency"), 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_FLOAT, 1, N_("Clear Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_FLOAT, 1, N_("Clear Coat Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_VECTOR, 1, N_("Clear Coat Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + { SOCK_FLOAT, 1, N_("Ambient Occlusion"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + { -1, 0, "" } +}; + +static int node_shader_gpu_output_specular(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) +{ + GPUNodeLink *outlink; + static float one = 1.0f; + + /* Normals */ + if (!in[5].link) { + GPU_link(mat, "world_normals_get", &in[5].link); + } + + /* Clearcoat Normals */ + if (!in[8].link) { + GPU_link(mat, "world_normals_get", &in[8].link); + } + + /* Occlusion */ + if (!in[9].link) { + GPU_link(mat, "set_value", GPU_uniform(&one), &in[9].link); + } + + GPU_stack_link(mat, "node_output_specular", in, out, &outlink); + GPU_material_output_link(mat, outlink); + + return true; +} + + +/* node type definition */ +void register_node_type_sh_output_specular(void) +{ + static bNodeType ntype; + + sh_node_type_base(&ntype, SH_NODE_OUTPUT_SPECULAR, "Specular Material Output", NODE_CLASS_OUTPUT, 0); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_output_specular_in, NULL); + node_type_init(&ntype, NULL); + node_type_storage(&ntype, "", NULL, NULL); + node_type_gpu(&ntype, node_shader_gpu_output_specular); + + /* Do not allow muting output node. */ + node_type_internal_links(&ntype, NULL); + + nodeRegisterType(&ntype); +} diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.c b/source/blender/nodes/shader/nodes/node_shader_tangent.c index 7aa7fb43221..9c853f9d86f 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tangent.c +++ b/source/blender/nodes/shader/nodes/node_shader_tangent.c @@ -41,6 +41,28 @@ static void node_shader_init_tangent(bNodeTree *UNUSED(ntree), bNode *node) node->storage = attr; } +static int node_shader_gpu_tangent(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) +{ + NodeShaderTangent *attr = node->storage; + + if (attr->direction_type == SHD_TANGENT_UVMAP) { + return GPU_stack_link(mat, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, ""), GPU_builtin(GPU_INVERSE_VIEW_MATRIX)); + } + else { + GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); + + if (attr->axis == SHD_TANGENT_AXIS_X) + GPU_link(mat, "tangent_orco_x", orco, &orco); + else if (attr->axis == SHD_TANGENT_AXIS_Y) + GPU_link(mat, "tangent_orco_y", orco, &orco); + else + GPU_link(mat, "tangent_orco_z", orco, &orco); + + return GPU_stack_link(mat, "node_tangent", in, out, GPU_builtin(GPU_VIEW_NORMAL), orco, + GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX)); + } +} + /* node type definition */ void register_node_type_sh_tangent(void) { @@ -51,6 +73,7 @@ void register_node_type_sh_tangent(void) node_type_socket_templates(&ntype, NULL, sh_node_tangent_out); node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, node_shader_init_tangent); + node_type_gpu(&ntype, node_shader_gpu_tangent); node_type_storage(&ntype, "NodeShaderTangent", node_free_standard_storage, node_copy_standard_storage); nodeRegisterType(&ntype); diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c index be393582a42..23571e24501 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c @@ -48,14 +48,14 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNod GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ""); GPUMatType type = GPU_Material_get_type(mat); - if (type == GPU_MATERIAL_TYPE_MESH) { - return GPU_stack_link(mat, "node_tex_coord", in, out, + if (type == GPU_MATERIAL_TYPE_WORLD) { + return GPU_stack_link(mat, "node_tex_coord_background", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface); } else { - return GPU_stack_link(mat, "node_tex_coord_background", in, out, + return GPU_stack_link(mat, "node_tex_coord", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface); diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c index 2f8f95b0675..e090f26ab6b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c @@ -69,8 +69,10 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE if (type == GPU_MATERIAL_TYPE_MESH) in[0].link = GPU_builtin(GPU_VIEW_POSITION); - else + else if (type == GPU_MATERIAL_TYPE_WORLD) GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link); + else + GPU_link(mat, "environment_default_vector", &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); diff --git a/source/blender/nodes/texture/node_texture_tree.c b/source/blender/nodes/texture/node_texture_tree.c index 714665c303b..3b53d29d147 100644 --- a/source/blender/nodes/texture/node_texture_tree.c +++ b/source/blender/nodes/texture/node_texture_tree.c @@ -62,7 +62,8 @@ static void texture_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tr { SpaceNode *snode = CTX_wm_space_node(C); Scene *scene = CTX_data_scene(C); - Object *ob = OBACT; + SceneLayer *sl = CTX_data_scene_layer(C); + Object *ob = OBACT_NEW; Tex *tx = NULL; if (snode->texfrom == SNODE_TEX_OBJECT) { |