/* * ***** 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" /* **************** Fresnel ******************** */ static bNodeSocketTemplate sh_node_fresnel_in[] = { { SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_fresnel_out[] = { { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { -1, 0, "" } }; static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[1].link) { in[1].link = GPU_builtin(GPU_VIEW_NORMAL); } else if (GPU_material_use_world_space_shading(mat)) { GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link); } return GPU_stack_link(mat, node, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION)); } static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { ShadeInput *shi = ((ShaderCallData *)data)->shi; /* Compute IOR. */ float eta; nodestack_get_vec(&eta, SOCK_FLOAT, in[0]); eta = max_ff(eta, 0.00001); eta = shi->flippednor ? 1 / eta : eta; /* Get normal from socket, but only if linked. */ bNodeSocket *sock_normal = node->inputs.first; sock_normal = sock_normal->next; float n[3]; if (sock_normal->link) { nodestack_get_vec(n, SOCK_VECTOR, in[1]); } else { copy_v3_v3(n, shi->vn); } if (shi->use_world_space_shading) { mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n); } out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta); } /* node type definition */ void register_node_type_sh_fresnel(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 0); node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING); node_type_socket_templates(&ntype, sh_node_fresnel_in, sh_node_fresnel_out); node_type_init(&ntype, NULL); node_type_storage(&ntype, "", NULL, NULL); node_type_gpu(&ntype, node_shader_gpu_fresnel); node_type_exec(&ntype, NULL, NULL, node_shader_exec_fresnel); nodeRegisterType(&ntype); }