/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ #include "node_shader_util.hh" #include "UI_interface.h" #include "UI_resources.h" namespace blender::nodes::node_shader_bsdf_anisotropic_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f}); b.add_input(N_("Roughness")) .default_value(0.5f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Anisotropy")).default_value(0.5f).min(-1.0f).max(1.0f); b.add_input(N_("Rotation")) .default_value(0.0f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Normal")).hide_value(); b.add_input(N_("Tangent")).hide_value(); b.add_input(N_("Weight")).unavailable(); b.add_output(N_("BSDF")); } static void node_shader_buts_anisotropic(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "distribution", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); } static void node_shader_init_anisotropic(bNodeTree * /*ntree*/, bNode *node) { node->custom1 = SHD_GLOSSY_GGX; } static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { if (!in[4].link) { GPU_link(mat, "world_normals_get", &in[4].link); } GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY); 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)); } } // namespace blender::nodes::node_shader_bsdf_anisotropic_cc /* node type definition */ void register_node_type_sh_bsdf_anisotropic() { namespace file_ns = blender::nodes::node_shader_bsdf_anisotropic_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_BSDF_ANISOTROPIC, "Anisotropic BSDF", NODE_CLASS_SHADER); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_anisotropic; node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, file_ns::node_shader_init_anisotropic); node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_anisotropic); nodeRegisterType(&ntype); }