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/*
 * 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"

namespace blender::nodes::node_shader_bsdf_glass_cc {

/* **************** OUTPUT ******************** */

static bNodeSocketTemplate sh_node_bsdf_glass_in[] = {
    {SOCK_RGBA, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
    {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_bsdf_glass_out[] = {
    {SOCK_SHADER, N_("BSDF")},
    {-1, ""},
};

static void node_shader_init_glass(bNodeTree *UNUSED(ntree), bNode *node)
{
  node->custom1 = SHD_GLOSSY_BECKMANN;
}

static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
                                      bNode *node,
                                      bNodeExecData *UNUSED(execdata),
                                      GPUNodeStack *in,
                                      GPUNodeStack *out)
{
  if (!in[3].link) {
    GPU_link(mat, "world_normals_get", &in[3].link);
  }

  if (node->custom1 == SHD_GLOSSY_SHARP) {
    GPU_link(mat, "set_value_zero", &in[1].link);
  }

  GPU_material_flag_set(mat, (eGPUMatFlag)(GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT));

  float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;

  return GPU_stack_link(mat,
                        node,
                        "node_bsdf_glass",
                        in,
                        out,
                        GPU_constant(&use_multi_scatter),
                        GPU_constant(&node->ssr_id));
}

}  // namespace blender::nodes::node_shader_bsdf_glass_cc

/* node type definition */
void register_node_type_sh_bsdf_glass()
{
  namespace file_ns = blender::nodes::node_shader_bsdf_glass_cc;

  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_BSDF_GLASS, "Glass BSDF", NODE_CLASS_SHADER);
  node_type_socket_templates(
      &ntype, file_ns::sh_node_bsdf_glass_in, file_ns::sh_node_bsdf_glass_out);
  node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
  node_type_init(&ntype, file_ns::node_shader_init_glass);
  node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_glass);

  nodeRegisterType(&ntype);
}