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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.hh"
namespace blender::nodes::node_shader_eevee_specular_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Base Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Color>(N_("Specular")).default_value({0.03f, 0.03f, 0.03f, 1.0f});
b.add_input<decl::Float>(N_("Roughness"))
.default_value(0.2f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Color>(N_("Emissive Color")).default_value({0.0f, 0.0f, 0.0f, 1.0f});
b.add_input<decl::Float>(N_("Transparency"))
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
b.add_input<decl::Float>(N_("Clear Coat"))
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("Clear Coat Roughness"))
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Vector>(N_("Clear Coat Normal")).hide_value();
b.add_input<decl::Float>(N_("Ambient Occlusion")).hide_value();
b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));
}
static int node_shader_gpu_eevee_specular(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
static float one = 1.0f;
/* Normals */
if (!in[5].link) {
GPU_link(mat, "world_normals_get", &in[5].link);
}
/* Clearcoat Normals */
if (!in[8].link) {
GPU_link(mat, "world_normals_get", &in[8].link);
}
/* Occlusion */
if (!in[9].link) {
GPU_link(mat, "set_value", GPU_constant(&one), &in[9].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY);
GPU_stack_link(mat, node, "node_eevee_specular", in, out);
return GPU_stack_eval_link(mat, node, "node_eevee_specular_eval", in, out);
}
} // namespace blender::nodes::node_shader_eevee_specular_cc
/* node type definition */
void register_node_type_sh_eevee_specular()
{
namespace file_ns = blender::nodes::node_shader_eevee_specular_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_EEVEE_SPECULAR, "Specular BSDF", NODE_CLASS_SHADER);
ntype.declare = file_ns::node_declare;
node_type_gpu(&ntype, file_ns::node_shader_gpu_eevee_specular);
nodeRegisterType(&ntype);
}
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