1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2005 Blender Foundation.
17  * All rights reserved.
18  */
19 
20 #include "../node_shader_util.h"
21 
22 /* **************** OUTPUT ******************** */
23 
24 static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
25     {SOCK_RGBA, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
26     {SOCK_FLOAT, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
27     {SOCK_VECTOR,
28      N_("Subsurface Radius"),
29      1.0f,
30      0.2f,
31      0.1f,
32      0.0f,
33      0.0f,
34      100.0f,
35      PROP_NONE,
36      SOCK_COMPACT},
37     {SOCK_RGBA, N_("Subsurface Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
38     {SOCK_FLOAT, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
39     {SOCK_FLOAT, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
40     {SOCK_FLOAT, N_("Specular Tint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
41     {SOCK_FLOAT, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
42     {SOCK_FLOAT, N_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
43     {SOCK_FLOAT, N_("Anisotropic Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
44     {SOCK_FLOAT, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
45     {SOCK_FLOAT, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
46     {SOCK_FLOAT, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
47     {SOCK_FLOAT, N_("Clearcoat Roughness"), 0.03f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
48     {SOCK_FLOAT, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
49     {SOCK_FLOAT, N_("Transmission"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
50     {SOCK_FLOAT, N_("Transmission Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
51     {SOCK_RGBA, N_("Emission"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
52     {SOCK_FLOAT, N_("Emission Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f},
53     {SOCK_FLOAT, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
54     {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
55     {SOCK_VECTOR,
56      N_("Clearcoat Normal"),
57      0.0f,
58      0.0f,
59      0.0f,
60      1.0f,
61      -1.0f,
62      1.0f,
63      PROP_NONE,
64      SOCK_HIDE_VALUE},
65     {SOCK_VECTOR, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
66     {-1, ""},
67 };
68 
69 static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
70     {SOCK_SHADER, N_("BSDF")},
71     {-1, ""},
72 };
73 
node_shader_init_principled(bNodeTree * UNUSED (ntree),bNode * node)74 static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
75 {
76   node->custom1 = SHD_GLOSSY_GGX;
77   node->custom2 = SHD_SUBSURFACE_BURLEY;
78 }
79 
80 #define socket_not_zero(sock) (in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) > 1e-5f))
81 #define socket_not_one(sock) \
82   (in[sock].link || (clamp_f(in[sock].vec[0], 0.0f, 1.0f) < 1.0f - 1e-5f))
83 
node_shader_gpu_bsdf_principled(GPUMaterial * mat,bNode * node,bNodeExecData * UNUSED (execdata),GPUNodeStack * in,GPUNodeStack * out)84 static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
85                                            bNode *node,
86                                            bNodeExecData *UNUSED(execdata),
87                                            GPUNodeStack *in,
88                                            GPUNodeStack *out)
89 {
90   GPUNodeLink *sss_scale;
91 
92   /* Normals */
93   if (!in[20].link) {
94     GPU_link(mat, "world_normals_get", &in[20].link);
95   }
96 
97   /* Clearcoat Normals */
98   if (!in[21].link) {
99     GPU_link(mat, "world_normals_get", &in[21].link);
100   }
101 
102 #if 0 /* Not used at the moment. */
103   /* Tangents */
104   if (!in[22].link) {
105     GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
106     GPU_link(mat, "tangent_orco_z", orco, &in[22].link);
107     GPU_link(mat,
108              "node_tangent",
109              GPU_builtin(GPU_WORLD_NORMAL),
110              in[22].link,
111              GPU_builtin(GPU_OBJECT_MATRIX),
112              &in[22].link);
113   }
114 #endif
115 
116   bool use_diffuse = socket_not_one(4) && socket_not_one(15);
117   bool use_subsurf = socket_not_zero(1) && use_diffuse && node->sss_id > 0;
118   bool use_refract = socket_not_one(4) && socket_not_zero(15);
119   bool use_clear = socket_not_zero(12);
120 
121   /* SSS Profile */
122   if (use_subsurf) {
123     static short profile = SHD_SUBSURFACE_BURLEY;
124     bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
125     bNodeSocketValueRGBA *socket_data = socket->default_value;
126     /* For some reason it seems that the socket value is in ARGB format. */
127     GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile, NULL);
128   }
129 
130   if (in[2].link) {
131     sss_scale = in[2].link;
132   }
133   else {
134     GPU_link(mat, "set_rgb_one", &sss_scale);
135   }
136 
137   /* Due to the manual effort done per config, we only optimize the most common permutations. */
138   char *node_name;
139   uint flag = 0;
140   if (!use_subsurf && use_diffuse && !use_refract && !use_clear) {
141     static char name[] = "node_bsdf_principled_dielectric";
142     node_name = name;
143     flag = GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY;
144   }
145   else if (!use_subsurf && !use_diffuse && !use_refract && !use_clear) {
146     static char name[] = "node_bsdf_principled_metallic";
147     node_name = name;
148     flag = GPU_MATFLAG_GLOSSY;
149   }
150   else if (!use_subsurf && !use_diffuse && !use_refract && use_clear) {
151     static char name[] = "node_bsdf_principled_clearcoat";
152     node_name = name;
153     flag = GPU_MATFLAG_GLOSSY;
154   }
155   else if (use_subsurf && use_diffuse && !use_refract && !use_clear) {
156     static char name[] = "node_bsdf_principled_subsurface";
157     node_name = name;
158     flag = GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY;
159   }
160   else if (!use_subsurf && !use_diffuse && use_refract && !use_clear && !socket_not_zero(4)) {
161     static char name[] = "node_bsdf_principled_glass";
162     node_name = name;
163     flag = GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT;
164   }
165   else {
166     static char name[] = "node_bsdf_principled";
167     node_name = name;
168     flag = GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT;
169   }
170 
171   if (use_subsurf) {
172     flag |= GPU_MATFLAG_SSS;
173   }
174 
175   float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
176 
177   GPU_material_flag_set(mat, flag);
178 
179   return GPU_stack_link(mat,
180                         node,
181                         node_name,
182                         in,
183                         out,
184                         GPU_builtin(GPU_VIEW_POSITION),
185                         GPU_constant(&use_multi_scatter),
186                         GPU_constant(&node->ssr_id),
187                         GPU_constant(&node->sss_id),
188                         sss_scale);
189 }
190 
node_shader_update_principled(bNodeTree * UNUSED (ntree),bNode * node)191 static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
192 {
193   bNodeSocket *sock;
194   int distribution = node->custom1;
195 
196   for (sock = node->inputs.first; sock; sock = sock->next) {
197     if (STREQ(sock->name, "Transmission Roughness")) {
198       if (distribution == SHD_GLOSSY_GGX) {
199         sock->flag &= ~SOCK_UNAVAIL;
200       }
201       else {
202         sock->flag |= SOCK_UNAVAIL;
203       }
204     }
205   }
206 }
207 
208 /* node type definition */
register_node_type_sh_bsdf_principled(void)209 void register_node_type_sh_bsdf_principled(void)
210 {
211   static bNodeType ntype;
212 
213   sh_node_type_base(&ntype, SH_NODE_BSDF_PRINCIPLED, "Principled BSDF", NODE_CLASS_SHADER, 0);
214   node_type_socket_templates(&ntype, sh_node_bsdf_principled_in, sh_node_bsdf_principled_out);
215   node_type_size_preset(&ntype, NODE_SIZE_LARGE);
216   node_type_init(&ntype, node_shader_init_principled);
217   node_type_storage(&ntype, "", NULL, NULL);
218   node_type_gpu(&ntype, node_shader_gpu_bsdf_principled);
219   node_type_update(&ntype, node_shader_update_principled);
220 
221   nodeRegisterType(&ntype);
222 }
223