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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"

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

static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
    {SOCK_RGBA, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_VECTOR,
     N_("Subsurface Radius"),
     1.0f,
     0.2f,
     0.1f,
     0.0f,
     0.0f,
     100.0f,
     PROP_NONE,
     SOCK_COMPACT},
    {SOCK_RGBA, N_("Subsurface Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Specular Tint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Anisotropic Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Clearcoat Roughness"), 0.03f, 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_FLOAT, N_("Transmission"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_FLOAT, N_("Transmission Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_RGBA, N_("Emission"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
    {SOCK_FLOAT, N_("Emission Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f},
    {SOCK_FLOAT, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
    {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
    {SOCK_VECTOR,
     N_("Clearcoat Normal"),
     0.0f,
     0.0f,
     0.0f,
     1.0f,
     -1.0f,
     1.0f,
     PROP_NONE,
     SOCK_HIDE_VALUE},
    {SOCK_VECTOR, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
    {-1, ""},
};

static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
    {SOCK_SHADER, N_("BSDF")},
    {-1, ""},
};

static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
  node->custom1 = SHD_GLOSSY_GGX;
  node->custom2 = SHD_SUBSURFACE_BURLEY;
}

#define socket_not_zero(sock) (in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) > 1e-5f))
#define socket_not_one(sock) \
  (in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) < 1.0f - 1e-5f))

static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
                                           bNode *node,
                                           bNodeExecData *UNUSED(execdata),
                                           GPUNodeStack *in,
                                           GPUNodeStack *out)
{
  GPUNodeLink *sss_scale;

  /* Normals */
  if (!in[20].link) {
    GPU_link(mat, "world_normals_get", &in[20].link);
  }

  /* Clearcoat Normals */
  if (!in[21].link) {
    GPU_link(mat, "world_normals_get", &in[21].link);
  }

#if 0 /* Not used at the moment. */
  /* Tangents */
  if (!in[22].link) {
    GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
    GPU_link(mat, "tangent_orco_z", orco, &in[22].link);
    GPU_link(mat,
             "node_tangent",
             GPU_builtin(GPU_WORLD_NORMAL),
             in[22].link,
             GPU_builtin(GPU_OBJECT_MATRIX),
             &in[22].link);
  }
#endif

  bool use_diffuse = socket_not_one(4) && socket_not_one(15);
  bool use_subsurf = socket_not_zero(1) && use_diffuse && node->sss_id > 0;
  bool use_refract = socket_not_one(4) && socket_not_zero(15);
  bool use_clear = socket_not_zero(12);

  /* SSS Profile */
  if (use_subsurf) {
    static short profile = SHD_SUBSURFACE_BURLEY;
    bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
    bNodeSocketValueRGBA *socket_data = socket->default_value;
    /* For some reason it seems that the socket value is in ARGB format. */
    GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile, NULL);
  }

  if (in[2].link) {
    sss_scale = in[2].link;
  }
  else {
    GPU_link(mat, "set_rgb_one", &sss_scale);
  }

  uint flag = GPU_MATFLAG_GLOSSY;
  if (use_diffuse) {
    flag |= GPU_MATFLAG_DIFFUSE;
  }
  if (use_refract) {
    flag |= GPU_MATFLAG_REFRACT;
  }
  if (use_subsurf) {
    flag |= GPU_MATFLAG_SSS;
  }

  float f_use_diffuse = use_diffuse ? 1.0f : 0.0f;
  float f_use_clearcoat = use_clear ? 1.0f : 0.0f;
  float f_use_refraction = use_refract ? 1.0f : 0.0f;
  float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;

  GPU_material_flag_set(mat, flag);

  return GPU_stack_link(mat,
                        node,
                        "node_bsdf_principled",
                        in,
                        out,
                        GPU_constant(&f_use_diffuse),
                        GPU_constant(&f_use_clearcoat),
                        GPU_constant(&f_use_refraction),
                        GPU_constant(&use_multi_scatter),
                        GPU_constant(&node->ssr_id),
                        GPU_constant(&node->sss_id),
                        sss_scale);
}

static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
  bNodeSocket *sock;
  int distribution = node->custom1;

  for (sock = node->inputs.first; sock; sock = sock->next) {
    if (STREQ(sock->name, "Transmission Roughness")) {
      if (distribution == SHD_GLOSSY_GGX) {
        sock->flag &= ~SOCK_UNAVAIL;
      }
      else {
        sock->flag |= SOCK_UNAVAIL;
      }
    }
  }
}

/* node type definition */
void register_node_type_sh_bsdf_principled(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_BSDF_PRINCIPLED, "Principled BSDF", NODE_CLASS_SHADER, 0);
  node_type_socket_templates(&ntype, sh_node_bsdf_principled_in, sh_node_bsdf_principled_out);
  node_type_size_preset(&ntype, NODE_SIZE_LARGE);
  node_type_init(&ntype, node_shader_init_principled);
  node_type_storage(&ntype, "", NULL, NULL);
  node_type_gpu(&ntype, node_shader_gpu_bsdf_principled);
  node_type_update(&ntype, node_shader_update_principled);

  nodeRegisterType(&ntype);
}