/* 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_hair_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_("Offset")) .default_value(0.0f) .min(-M_PI_2) .max(M_PI_2) .subtype(PROP_ANGLE); b.add_input(N_("RoughnessU")) .default_value(0.1f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("RoughnessV")) .default_value(1.0f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Tangent")).hide_value(); b.add_input(N_("Weight")).unavailable(); b.add_output(N_("BSDF")); } static void node_shader_buts_hair(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "component", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); } static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, node, "node_bsdf_hair", in, out); } } // namespace blender::nodes::node_shader_bsdf_hair_cc /* node type definition */ void register_node_type_sh_bsdf_hair() { namespace file_ns = blender::nodes::node_shader_bsdf_hair_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_BSDF_HAIR, "Hair BSDF", NODE_CLASS_SHADER); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_hair; node_type_size(&ntype, 150, 60, 200); ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_hair; nodeRegisterType(&ntype); }