/* 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_subsurface_scattering_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_("Scale")).default_value(1.0f).min(0.0f).max(1000.0f); b.add_input(N_("Radius")) .default_value({1.0f, 0.2f, 0.1f}) .min(0.0f) .max(100.0f) .compact(); b.add_input(N_("IOR")).default_value(1.4f).min(1.01f).max(3.8f).subtype( PROP_FACTOR); b.add_input(N_("Anisotropy")) .default_value(0.0f) .min(0.0f) .max(1.0f) .subtype(PROP_FACTOR); b.add_input(N_("Normal")).hide_value(); b.add_input(N_("Weight")).unavailable(); b.add_output(N_("BSSRDF")); } static void node_shader_buts_subsurface(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "falloff", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); } static void node_shader_init_subsurface_scattering(bNodeTree * /*ntree*/, bNode *node) { node->custom1 = SHD_SUBSURFACE_RANDOM_WALK; node->custom2 = true; } static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { if (!in[5].link) { GPU_link(mat, "world_normals_get", &in[5].link); } bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2); bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value; /* For some reason it seems that the socket value is in ARGB format. */ bool use_subsurf = GPU_material_sss_profile_create(mat, &socket_data->value[1]); float use_sss = (use_subsurf) ? 1.0f : 0.0f; GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SUBSURFACE); return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&use_sss)); } static void node_shader_update_subsurface_scattering(bNodeTree *ntree, bNode *node) { const int sss_method = node->custom1; LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) { if (STR_ELEM(sock->name, "IOR", "Anisotropy")) { nodeSetSocketAvailability(ntree, sock, sss_method != SHD_SUBSURFACE_BURLEY); } } } } // namespace blender::nodes::node_shader_subsurface_scattering_cc /* node type definition */ void register_node_type_sh_subsurface_scattering() { namespace file_ns = blender::nodes::node_shader_subsurface_scattering_cc; static bNodeType ntype; sh_node_type_base( &ntype, SH_NODE_SUBSURFACE_SCATTERING, "Subsurface Scattering", NODE_CLASS_SHADER); ntype.declare = file_ns::node_declare; ntype.draw_buttons = file_ns::node_shader_buts_subsurface; node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_init(&ntype, file_ns::node_shader_init_subsurface_scattering); node_type_gpu(&ntype, file_ns::node_shader_gpu_subsurface_scattering); node_type_update(&ntype, file_ns::node_shader_update_subsurface_scattering); nodeRegisterType(&ntype); }