14 b.use_custom_socket_order();
18 b.add_default_layout();
20 b.add_input<
decl::Color>(
"Color").default_value({1.0f, 1.0f, 1.0f, 1.0f});
26 b.add_input<
decl::Float>(
"IOR").default_value(1.5f).min(0.0f).max(1000.0f);
36 .description(
"Thickness of the film in nanometers");
41 .
description(
"Index of refraction (IOR) of the thin film");
61 GPU_link(mat,
"world_normals_get", &
in[3].link);
66 if (
in[0].might_be_tinted()) {
79 if (to_type_ != NodeItem::Type::BSDF) {
83 NodeItem
color = get_input_value(
"Color", NodeItem::Type::Color3);
84 NodeItem roughness = get_input_value(
"Roughness", NodeItem::Type::Vector2);
85 NodeItem ior = get_input_value(
"IOR", NodeItem::Type::Float);
86 NodeItem normal = get_input_link(
"Normal", NodeItem::Type::Vector3);
87 NodeItem thin_film_thickness = get_input_value(
"Thin Film Thickness", NodeItem::Type::Float);
88 NodeItem thin_film_ior = get_input_value(
"Thin Film IOR", NodeItem::Type::Float);
90 return create_node(
"dielectric_bsdf",
94 {
"roughness", roughness},
96 {
"thinfilm_thickness", thin_film_thickness},
97 {
"thinfilm_ior", thin_film_ior},
98 {
"scatter_mode", val(std::string(
"RT"))}});
114 ntype.
ui_description =
"Glass-like shader mixing refraction and reflection at grazing angles";
117 ntype.
declare = file_ns::node_declare;
121 ntype.
initfunc = file_ns::node_shader_init_glass;
122 ntype.
gpu_fn = file_ns::node_shader_gpu_bsdf_glass;
#define NODE_CLASS_SHADER
#define SH_NODE_BSDF_GLASS
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
GPUNodeLink * GPU_constant(const float *num)
@ GPU_MATFLAG_REFRACTION_MAYBE_COLORED
@ GPU_MATFLAG_REFLECTION_MAYBE_COLORED
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
bool GPU_link(GPUMaterial *mat, const char *name,...)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
DeclType::Builder & add_input(StringRef name, StringRef identifier="")
void node_register_type(bNodeType &ntype)
void node_type_size_preset(bNodeType &ntype, eNodeSizePreset size)
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)
static void node_shader_buts_glass(uiLayout *layout, bContext *, PointerRNA *ptr)
#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, std::string idname, const std::optional< int16_t > legacy_type)
bool object_shader_nodes_poll(const bContext *C)
NodeMaterialXFunction materialx_fn
std::string ui_description
bool(* add_ui_poll)(const bContext *C)
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeGPUExecFunction gpu_fn
const char * enum_name_legacy
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
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)