Blender V4.3
node_shader_bsdf_glass.cc
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1/* SPDX-FileCopyrightText: 2005 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
5#include "node_shader_util.hh"
6
8
10{
11 b.add_input<decl::Color>("Color").default_value({1.0f, 1.0f, 1.0f, 1.0f});
12 b.add_input<decl::Float>("Roughness")
13 .default_value(0.0f)
14 .min(0.0f)
15 .max(1.0f)
17 b.add_input<decl::Float>("IOR").default_value(1.5f).min(0.0f).max(1000.0f);
18 b.add_input<decl::Vector>("Normal").hide_value();
19 b.add_input<decl::Float>("Weight").available(false);
20 b.add_output<decl::Shader>("BSDF");
21}
22
23static void node_shader_init_glass(bNodeTree * /*ntree*/, bNode *node)
24{
26}
27
29 bNode *node,
30 bNodeExecData * /*execdata*/,
31 GPUNodeStack *in,
32 GPUNodeStack *out)
33{
34 if (!in[3].link) {
35 GPU_link(mat, "world_normals_get", &in[3].link);
36 }
37
39
40 float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
41
42 return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_constant(&use_multi_scatter));
43}
44
46#ifdef WITH_MATERIALX
47{
48 if (to_type_ != NodeItem::Type::BSDF) {
49 return empty();
50 }
51
52 NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
53 NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Vector2);
54 NodeItem ior = get_input_value("IOR", NodeItem::Type::Float);
55 NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
56
57 return create_node("dielectric_bsdf",
58 NodeItem::Type::BSDF,
59 {{"normal", normal},
60 {"tint", color},
61 {"roughness", roughness},
62 {"ior", ior},
63 {"scatter_mode", val(std::string("RT"))}});
64}
65#endif
67
68} // namespace blender::nodes::node_shader_bsdf_glass_cc
69
70/* node type definition */
72{
74
75 static blender::bke::bNodeType ntype;
76
78 ntype.declare = file_ns::node_declare;
81 ntype.initfunc = file_ns::node_shader_init_glass;
82 ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_glass;
83 ntype.materialx_fn = file_ns::node_shader_materialx;
84
86}
#define SH_NODE_BSDF_GLASS
Definition BKE_node.hh:923
#define NODE_CLASS_SHADER
Definition BKE_node.hh:417
@ SHD_GLOSSY_MULTI_GGX
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
GPUNodeLink * GPU_constant(const float *num)
@ GPU_MATFLAG_GLOSSY
@ GPU_MATFLAG_REFRACT
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
bool GPU_link(GPUMaterial *mat, const char *name,...)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
@ PROP_FACTOR
Definition RNA_types.hh:154
local_group_size(16, 16) .push_constant(Type b
void node_type_size_preset(bNodeType *ntype, eNodeSizePreset size)
Definition node.cc:4614
void node_register_type(bNodeType *ntype)
Definition node.cc:1708
static void node_declare(NodeDeclarationBuilder &b)
static void node_shader_init_glass(bNodeTree *, bNode *node)
static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_bsdf_glass()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
bool object_shader_nodes_poll(const bContext *C)
int16_t custom1
Defines a node type.
Definition BKE_node.hh:218
NodeMaterialXFunction materialx_fn
Definition BKE_node.hh:320
bool(* add_ui_poll)(const bContext *C)
Definition BKE_node.hh:288
void(* initfunc)(bNodeTree *ntree, bNode *node)
Definition BKE_node.hh:267
NodeGPUExecFunction gpu_fn
Definition BKE_node.hh:318
NodeDeclareFunction declare
Definition BKE_node.hh:347