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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) 2018 Blender Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
/* Color, melanin and absorption coefficient default to approximately same brownish hair. */
static bNodeSocketTemplate sh_node_bsdf_hair_principled_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.017513f, 0.005763f, 0.002059f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Melanin"), 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Melanin Redness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_RGBA, 1, N_("Tint"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 1, N_("Absorption Coefficient"), 0.245531f, 0.52f, 1.365f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Radial Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("IOR"), 1.55f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Offset"), 2.0f * ((float)M_PI) / 180.f, 0.0f, 0.0f, 0.0f, -M_PI_2, M_PI_2, PROP_ANGLE},
{ SOCK_FLOAT, 1, N_("Random Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Random Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Random"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" },
};
static bNodeSocketTemplate sh_node_bsdf_hair_principled_out[] = {
{ SOCK_SHADER, 0, N_("BSDF")},
{ -1, 0, "" }
};
/* Initialize the custom Parametrization property to Color. */
static void node_shader_init_hair_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_PRINCIPLED_HAIR_REFLECTANCE;
}
/* Triggers (in)visibility of some sockets when changing Parametrization. */
static void node_shader_update_hair_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock;
int parametrization = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Color")) {
if (parametrization == SHD_PRINCIPLED_HAIR_REFLECTANCE) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
else if (STREQ(sock->name, "Melanin")) {
if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
else if (STREQ(sock->name, "Melanin Redness")) {
if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
else if (STREQ(sock->name, "Tint")) {
if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
else if (STREQ(sock->name, "Absorption Coefficient")) {
if (parametrization == SHD_PRINCIPLED_HAIR_DIRECT_ABSORPTION) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
else if (STREQ(sock->name, "Random Color")) {
if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
sock->flag &= ~SOCK_UNAVAIL;
}
else {
sock->flag |= SOCK_UNAVAIL;
}
}
}
}
/* node type definition */
void register_node_type_sh_bsdf_hair_principled(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_HAIR_PRINCIPLED, "Principled Hair BSDF", NODE_CLASS_SHADER, 0);
node_type_socket_templates(&ntype, sh_node_bsdf_hair_principled_in, sh_node_bsdf_hair_principled_out);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_init(&ntype, node_shader_init_hair_principled);
node_type_storage(&ntype, "", NULL, NULL);
node_type_update(&ntype, node_shader_update_hair_principled, NULL);
nodeRegisterType(&ntype);
}
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