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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"
namespace blender::nodes::node_shader_bsdf_hair_principled_cc {
/* **************** OUTPUT ******************** */
/* Color, melanin and absorption coefficient default to approximately same brownish hair. */
static bNodeSocketTemplate sh_node_bsdf_hair_principled_in[] = {
{SOCK_RGBA, N_("Color"), 0.017513f, 0.005763f, 0.002059f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Melanin"), 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("Melanin Redness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_RGBA, N_("Tint"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
{SOCK_VECTOR, N_("Absorption Coefficient"), 0.245531f, 0.52f, 1.365f, 0.0f, 0.0f, 1000.0f},
{SOCK_FLOAT, N_("Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("Radial Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("IOR"), 1.55f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{SOCK_FLOAT,
N_("Offset"),
2.0f * ((float)M_PI) / 180.0f,
0.0f,
0.0f,
0.0f,
-M_PI_2,
M_PI_2,
PROP_ANGLE},
{SOCK_FLOAT, N_("Random Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("Random Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("Random"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{-1, ""},
};
static bNodeSocketTemplate sh_node_bsdf_hair_principled_out[] = {
{SOCK_SHADER, N_("BSDF")},
{-1, ""},
};
/* 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 *ntree, bNode *node)
{
int parametrization = node->custom1;
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Color")) {
nodeSetSocketAvailability(ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_REFLECTANCE);
}
else if (STREQ(sock->name, "Melanin")) {
nodeSetSocketAvailability(
ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION);
}
else if (STREQ(sock->name, "Melanin Redness")) {
nodeSetSocketAvailability(
ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION);
}
else if (STREQ(sock->name, "Tint")) {
nodeSetSocketAvailability(
ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION);
}
else if (STREQ(sock->name, "Absorption Coefficient")) {
nodeSetSocketAvailability(
ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_DIRECT_ABSORPTION);
}
else if (STREQ(sock->name, "Random Color")) {
nodeSetSocketAvailability(
ntree, sock, parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION);
}
}
}
} // namespace blender::nodes::node_shader_bsdf_hair_principled_cc
/* node type definition */
void register_node_type_sh_bsdf_hair_principled()
{
namespace file_ns = blender::nodes::node_shader_bsdf_hair_principled_cc;
static bNodeType ntype;
sh_node_type_base(
&ntype, SH_NODE_BSDF_HAIR_PRINCIPLED, "Principled Hair BSDF", NODE_CLASS_SHADER);
node_type_socket_templates(
&ntype, file_ns::sh_node_bsdf_hair_principled_in, file_ns::sh_node_bsdf_hair_principled_out);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_init(&ntype, file_ns::node_shader_init_hair_principled);
node_type_update(&ntype, file_ns::node_shader_update_hair_principled);
nodeRegisterType(&ntype);
}
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