/* * 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.h" /* **************** OUTPUT ******************** */ static bNodeSocketTemplate sh_node_subsurface_scattering_in[] = { {SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Scale"), 1.0, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {SOCK_VECTOR, N_("Radius"), 1.0f, 0.2f, 0.1f, 0.0f, 0.0f, 100.0f, PROP_NONE, SOCK_COMPACT}, {SOCK_FLOAT, N_("Sharpness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_FLOAT, N_("Texture Blur"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, {-1, ""}, }; static bNodeSocketTemplate sh_node_subsurface_scattering_out[] = { {SOCK_SHADER, N_("BSSRDF")}, {-1, ""}, }; static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node) { node->custom1 = SHD_SUBSURFACE_BURLEY; } static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[5].link) { GPU_link(mat, "world_normals_get", &in[5].link); } if (node->sss_id > 0) { bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2); bNodeSocketValueRGBA *socket_data = socket->default_value; bNodeSocket *socket_sharp = BLI_findlink(&node->original->inputs, 3); bNodeSocketValueFloat *socket_data_sharp = socket_sharp->default_value; /* For some reason it seems that the socket value is in ARGB format. */ GPU_material_sss_profile_create( mat, &socket_data->value[1], &node->original->custom1, &socket_data_sharp->value); /* sss_id is 0 only the node is not connected to any output. * In this case flagging the material would trigger a bug (see T68736). */ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SSS); } return GPU_stack_link( mat, node, "node_subsurface_scattering", in, out, GPU_constant(&node->sss_id)); } static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node) { bNodeSocket *sock; int falloff = node->custom1; for (sock = node->inputs.first; sock; sock = sock->next) { if (STREQ(sock->name, "Sharpness")) { if (falloff == SHD_SUBSURFACE_CUBIC) { sock->flag &= ~SOCK_UNAVAIL; } else { sock->flag |= SOCK_UNAVAIL; } } } } /* node type definition */ void register_node_type_sh_subsurface_scattering(void) { static bNodeType ntype; sh_node_type_base( &ntype, SH_NODE_SUBSURFACE_SCATTERING, "Subsurface Scattering", NODE_CLASS_SHADER, 0); node_type_socket_templates( &ntype, sh_node_subsurface_scattering_in, sh_node_subsurface_scattering_out); node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, node_shader_init_subsurface_scattering); node_type_storage(&ntype, "", NULL, NULL); node_type_gpu(&ntype, node_shader_gpu_subsurface_scattering); node_type_update(&ntype, node_shader_update_subsurface_scattering); nodeRegisterType(&ntype); }