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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_subsurface_scattering_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Scale"), 1.0, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_VECTOR, 1, N_("Radius"), 1.0f, 0.2f, 0.1f, 0.0f, 0.0f, 100.0f},
{ SOCK_FLOAT, 1, N_("Sharpness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Texture Blur"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_subsurface_scattering_out[] = {
{ SOCK_SHADER, 0, N_("BSSRDF")},
{ -1, 0, "" }
};
static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_SUBSURFACE_BURLEY;
}
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 == 1) {
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;
bNodeSocket *socket_sharp = BLI_findlink(&node->original->inputs, 3);
bNodeSocketValueFloat *socket_data_sharp = socket_sharp->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],
&node->original->custom1,
&socket_data_sharp->value);
}
return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&node->sss_id));
}
static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock;
int falloff = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Sharpness")) {
if (falloff == SHD_SUBSURFACE_CUBIC)
sock->flag &= ~SOCK_UNAVAIL;
else
sock->flag |= SOCK_UNAVAIL;
}
}
}
/* 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_compatibility(&ntype, NODE_NEW_SHADING);
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);
node_type_update(&ntype, node_shader_update_subsurface_scattering, NULL);
nodeRegisterType(&ntype);
}
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