Blender V4.5
node_shader_bsdf_metallic.cc
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1/* SPDX-FileCopyrightText: 2024 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
5#include "node_shader_util.hh"
6
7#include "UI_interface.hh"
8#include "UI_resources.hh"
9
11
13{
14 b.add_input<decl::Color>("Base Color")
15 .default_value({0.617f, 0.577f, 0.540f, 1.0f})
16 .description("Color of the material");
17 b.add_input<decl::Color>("Edge Tint")
18 .default_value({0.695f, 0.726f, 0.770f, 1.0f})
19 .description(
20 "Tint reflection at near-grazing incidence to simulate complex index of refraction");
21 b.add_input<decl::Vector>("IOR")
22 .default_value({2.757f, 2.513f, 2.231f})
23 .min(0.0f)
24 .max(100.0f)
25 .description("Real part of the conductor's refractive index, often called n");
26 b.add_input<decl::Vector>("Extinction")
27 .default_value({3.867f, 3.404f, 3.009f})
28 .min(0.0f)
29 .max(100.0f)
30 .description("Imaginary part of the conductor's refractive index, often called k");
31 b.add_input<decl::Float>("Roughness")
32 .default_value(0.5f)
33 .min(0.0f)
34 .max(1.0f)
36 .description(
37 "Microfacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is "
38 "completely rough)");
39 ;
40 b.add_input<decl::Float>("Anisotropy")
41 .default_value(0.0f)
42 .min(0.0f)
43 .max(1.0f)
45 .description(
46 "Amount of anisotropy for reflection. Higher values give elongated highlights along the "
47 "tangent direction");
48 b.add_input<decl::Float>("Rotation")
49 .default_value(0.0f)
50 .min(0.0f)
51 .max(1.0f)
53 .description("Rotates the direction of anisotropy, with 1.0 going full circle");
54 b.add_input<decl::Vector>("Normal").hide_value();
55 b.add_input<decl::Vector>("Tangent").hide_value();
56 b.add_input<decl::Float>("Weight").available(false);
57 b.add_output<decl::Shader>("BSDF");
58}
59
61{
62 layout->prop(ptr, "distribution", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
63 layout->prop(ptr, "fresnel_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
64}
65
66static void node_shader_init_metallic(bNodeTree * /*ntree*/, bNode *node)
67{
70}
71
73 bNode *node,
74 bNodeExecData * /*execdata*/,
77{
78 if (!in[7].link) {
79 GPU_link(mat, "world_normals_get", &in[7].link);
80 }
81
83
84 float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
85 float use_complex_ior = (node->custom2 == SHD_PHYSICAL_CONDUCTOR) ? 1.0f : 0.0f;
86
87 return GPU_stack_link(mat,
88 node,
89 "node_bsdf_metallic",
90 in,
91 out,
92 GPU_constant(&use_multi_scatter),
93 GPU_constant(&use_complex_ior));
94}
95
97{
98 const bool is_physical = (node->custom2 == SHD_PHYSICAL_CONDUCTOR);
99
101 *ntree, *bke::node_find_socket(*node, SOCK_IN, "Base Color"), !is_physical);
103 *ntree, *bke::node_find_socket(*node, SOCK_IN, "Edge Tint"), !is_physical);
105 *ntree, *bke::node_find_socket(*node, SOCK_IN, "IOR"), is_physical);
107 *ntree, *bke::node_find_socket(*node, SOCK_IN, "Extinction"), is_physical);
108}
109
111#ifdef WITH_MATERIALX
112{
113 if (to_type_ != NodeItem::Type::BSDF) {
114 return empty();
115 }
116
117 NodeItem color = get_input_value("Base Color", NodeItem::Type::Color3);
118 NodeItem edge_tint = get_input_value("Edge Tint", NodeItem::Type::Color3);
119 NodeItem roughness = get_input_value("Roughness", NodeItem::Type::Vector2);
120 NodeItem anisotropy = get_input_value("Anisotropy", NodeItem::Type::Color3);
121 NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
122 NodeItem tangent = get_input_link("Tangent", NodeItem::Type::Vector3);
123
124 NodeItem ior_out, extinction_out;
125 if (node_->custom2 == SHD_PHYSICAL_CONDUCTOR) {
126 ior_out = get_input_value("IOR", NodeItem::Type::Color3);
127 extinction_out = get_input_value("Extinction", NodeItem::Type::Color3);
128 }
129 else {
130 NodeItem artistic_ior = create_node("artistic_ior",
131 NodeItem::Type::Multioutput,
132 {{"reflectivity", color}, {"edge_color", edge_tint}});
133 ior_out = artistic_ior.add_output("ior", NodeItem::Type::Color3);
134 extinction_out = artistic_ior.add_output("extinction", NodeItem::Type::Color3);
135 }
136
137 return create_node("conductor_bsdf",
138 NodeItem::Type::BSDF,
139 {{"normal", normal},
140 {"tangent", tangent},
141 {"ior", ior_out},
142 {"extinction", extinction_out},
143 {"roughness", roughness}});
144}
145#endif
147
148} // namespace blender::nodes::node_shader_bsdf_metallic_cc
149
150/* node type definition */
152{
154
155 static blender::bke::bNodeType ntype;
156
157 sh_node_type_base(&ntype, "ShaderNodeBsdfMetallic", SH_NODE_BSDF_METALLIC);
158 ntype.ui_name = "Metallic BSDF";
159 ntype.ui_description = "Metallic reflection with microfacet distribution, and metallic fresnel";
160 ntype.enum_name_legacy = "BSDF_METALLIC";
162 ntype.declare = file_ns::node_declare;
164 ntype.draw_buttons = file_ns::node_shader_buts_metallic;
166 ntype.initfunc = file_ns::node_shader_init_metallic;
167 ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_metallic;
168 ntype.updatefunc = file_ns::node_shader_update_metallic;
169 ntype.materialx_fn = file_ns::node_shader_materialx;
170
172}
#define NODE_CLASS_SHADER
Definition BKE_node.hh:446
#define SH_NODE_BSDF_METALLIC
@ SOCK_IN
@ SHD_CONDUCTOR_F82
@ SHD_PHYSICAL_CONDUCTOR
@ 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
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
bool GPU_link(GPUMaterial *mat, const char *name,...)
@ PROP_FACTOR
Definition RNA_types.hh:239
@ UI_ITEM_R_SPLIT_EMPTY_NAME
#define in
#define out
bNodeSocket * node_find_socket(bNode &node, eNodeSocketInOut in_out, StringRef identifier)
Definition node.cc:2864
void node_register_type(bNodeType &ntype)
Definition node.cc:2748
void node_set_socket_availability(bNodeTree &ntree, bNodeSocket &sock, bool is_available)
Definition node.cc:5011
void node_type_size_preset(bNodeType &ntype, eNodeSizePreset size)
Definition node.cc:5585
static void node_shader_update_metallic(bNodeTree *ntree, bNode *node)
static void node_shader_init_metallic(bNodeTree *, bNode *node)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_bsdf_metallic(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_metallic(uiLayout *layout, bContext *, PointerRNA *ptr)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_bsdf_metallic()
void sh_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
bool object_shader_nodes_poll(const bContext *C)
#define min(a, b)
Definition sort.cc:36
int16_t custom1
int16_t custom2
Defines a node type.
Definition BKE_node.hh:226
NodeMaterialXFunction materialx_fn
Definition BKE_node.hh:332
std::string ui_description
Definition BKE_node.hh:232
bool(* add_ui_poll)(const bContext *C)
Definition BKE_node.hh:298
void(* initfunc)(bNodeTree *ntree, bNode *node)
Definition BKE_node.hh:277
NodeGPUExecFunction gpu_fn
Definition BKE_node.hh:330
const char * enum_name_legacy
Definition BKE_node.hh:235
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
Definition BKE_node.hh:247
NodeDeclareFunction declare
Definition BKE_node.hh:355
void(* updatefunc)(bNodeTree *ntree, bNode *node)
Definition BKE_node.hh:269
void prop(PointerRNA *ptr, PropertyRNA *prop, int index, int value, eUI_Item_Flag flag, std::optional< blender::StringRef > name_opt, int icon, std::optional< blender::StringRef > placeholder=std::nullopt)
PointerRNA * ptr
Definition wm_files.cc:4227