/* * 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. */ #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_output(N_("BSDF")); } static void node_shader_buts_anisotropic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { uiItemR(layout, ptr, "distribution", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); } static void node_shader_init_anisotropic(bNodeTree *UNUSED(ntree), bNode *node) { node->custom1 = SHD_GLOSSY_GGX; } static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(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), GPU_constant(&node->ssr_id)); } } // 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); }