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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_subsurface_scattering_in[] = {
{SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Scale"), 1.0, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{SOCK_VECTOR, N_("Radius"), 1.0f, 0.2f, 0.1f, 0.0f, 0.0f, 100.0f, PROP_NONE, SOCK_COMPACT},
{SOCK_FLOAT, N_("IOR"), 1.4f, 0.0f, 0.0f, 0.0f, 1.01f, 3.8f, PROP_FACTOR},
{SOCK_FLOAT, N_("Anisotropy"), 0.0f, 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},
{-1, ""},
};
static bNodeSocketTemplate sh_node_subsurface_scattering_out[] = {
{SOCK_SHADER, N_("BSSRDF")},
{-1, ""},
};
static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_SUBSURFACE_RANDOM_WALK;
node->custom2 = true;
}
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[5].link) {
GPU_link(mat, "world_normals_get", &in[5].link);
}
if (node->sss_id > 0) {
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]);
/* sss_id is 0 only the node is not connected to any output.
* In this case flagging the material would trigger a bug (see T68736). */
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SSS);
}
return GPU_stack_link(
mat, node, "node_subsurface_scattering", in, out, GPU_constant(&node->sss_id));
}
/* node type definition */
void register_node_type_sh_subsurface_scattering(void)
{
static bNodeType ntype;
sh_node_type_base(
&ntype, SH_NODE_SUBSURFACE_SCATTERING, "Subsurface Scattering", NODE_CLASS_SHADER, 0);
node_type_socket_templates(
&ntype, sh_node_subsurface_scattering_in, sh_node_subsurface_scattering_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_subsurface_scattering);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_subsurface_scattering);
nodeRegisterType(&ntype);
}
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