Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_shader_bsdf_hair_principled.cc « nodes « shader « nodes « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: fd127cfb8aee7fde31afb78a64edfe9d56fee841 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2018 Blender Foundation. All rights reserved. */

#include "node_shader_util.hh"

#include "UI_interface.h"
#include "UI_resources.h"

namespace blender::nodes::node_shader_bsdf_hair_principled_cc {

/* Color, melanin and absorption coefficient default to approximately same brownish hair. */
static void node_declare(NodeDeclarationBuilder &b)
{
  b.add_input<decl::Color>(N_("Color")).default_value({0.017513f, 0.005763f, 0.002059f, 1.0f});
  b.add_input<decl::Float>(N_("Melanin"))
      .default_value(0.8f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>(N_("Melanin Redness"))
      .default_value(1.0f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Color>(N_("Tint")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
  b.add_input<decl::Vector>(N_("Absorption Coefficient"))
      .default_value({0.245531f, 0.52f, 1.365f})
      .min(0.0f)
      .max(1000.0f);
  b.add_input<decl::Float>(N_("Roughness"))
      .default_value(0.3f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>(N_("Radial Roughness"))
      .default_value(0.3f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>(N_("Coat"))
      .default_value(0.0f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>(N_("IOR")).default_value(1.55f).min(0.0f).max(1000.0f);
  b.add_input<decl::Float>(N_("Offset"))
      .default_value(2.0f * float(M_PI) / 180.0f)
      .min(-M_PI_2)
      .max(M_PI_2)
      .subtype(PROP_ANGLE);
  b.add_input<decl::Float>(N_("Random Color"))
      .default_value(0.0f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>(N_("Random Roughness"))
      .default_value(0.0f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>(N_("Random")).hide_value();
  b.add_input<decl::Float>(N_("Weight")).unavailable();
  b.add_output<decl::Shader>(N_("BSDF"));
}

static void node_shader_buts_principled_hair(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
  uiItemR(layout, ptr, "parametrization", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}

/* Initialize the custom Parametrization property to Color. */
static void node_shader_init_hair_principled(bNodeTree * /*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);
    }
  }
}

static int node_shader_gpu_hair_principled(GPUMaterial *mat,
                                           bNode *node,
                                           bNodeExecData * /*execdata*/,
                                           GPUNodeStack *in,
                                           GPUNodeStack *out)
{
  return GPU_stack_link(mat, node, "node_bsdf_hair_principled", in, out);
}

}  // 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);
  ntype.declare = file_ns::node_declare;
  ntype.draw_buttons = file_ns::node_shader_buts_principled_hair;
  node_type_size_preset(&ntype, NODE_SIZE_LARGE);
  ntype.initfunc = file_ns::node_shader_init_hair_principled;
  ntype.updatefunc = file_ns::node_shader_update_hair_principled;
  ntype.gpu_fn = file_ns::node_shader_gpu_hair_principled;

  nodeRegisterType(&ntype);
}