[Bf-blender-cvs] [dfbfff9] cycles_disney_brdf: Put spaces in the parameter names of the shader node
Pascal Schoen
noreply at git.blender.org
Fri Oct 21 09:27:46 CEST 2016
Commit: dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f
Author: Pascal Schoen
Date: Fri Oct 21 09:27:05 2016 +0200
Branches: cycles_disney_brdf
https://developer.blender.org/rBdfbfff9c389074d3e5c1f49dd38a95e9b317eb1f
Put spaces in the parameter names of the shader node
===================================================================
M intern/cycles/render/nodes.cpp
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
===================================================================
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index fb8fd22..f67413e 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2229,24 +2229,24 @@ NODE_DEFINE(DisneyBsdfNode)
distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
- SOCKET_IN_COLOR(base_color, "BaseColor", make_float3(0.8f, 0.8f, 0.8f));
- SOCKET_IN_COLOR(subsurface_color, "SubsurfaceColor", make_float3(0.8f, 0.8f, 0.8f));
+ SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f));
+ SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f);
SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f);
SOCKET_IN_FLOAT(specular, "Specular", 0.0f);
SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f);
- SOCKET_IN_FLOAT(specular_tint, "SpecularTint", 0.0f);
+ SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f);
SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f);
SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f);
- SOCKET_IN_FLOAT(sheen_tint, "SheenTint", 0.0f);
+ SOCKET_IN_FLOAT(sheen_tint, "Sheen Tint", 0.0f);
SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f);
- SOCKET_IN_FLOAT(clearcoat_gloss, "ClearcoatGloss", 0.0f);
+ SOCKET_IN_FLOAT(clearcoat_gloss, "Clearcoat Gloss", 0.0f);
SOCKET_IN_FLOAT(ior, "IOR", 0.0f);
SOCKET_IN_FLOAT(transparency, "Transparency", 0.0f);
- SOCKET_IN_FLOAT(refraction_roughness, "RefractionRoughness", 0.0f);
- SOCKET_IN_FLOAT(anisotropic_rotation, "AnisotropicRotation", 0.0f);
+ SOCKET_IN_FLOAT(refraction_roughness, "Refraction Roughness", 0.0f);
+ SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
- SOCKET_IN_NORMAL(clearcoat_normal, "ClearcoatNormal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
+ SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT);
SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL);
@@ -2269,10 +2269,10 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic, Sha
ShaderInput *p_sheen, ShaderInput *p_sheen_tint, ShaderInput *p_clearcoat, ShaderInput *p_clearcoat_gloss,
ShaderInput *p_ior, ShaderInput *p_transparency, ShaderInput *p_anisotropic_rotation, ShaderInput *p_refraction_roughness)
{
- ShaderInput *base_color_in = input("BaseColor");
- ShaderInput *subsurface_color_in = input("SubsurfaceColor");
+ ShaderInput *base_color_in = input("Base Color");
+ ShaderInput *subsurface_color_in = input("Subsurface Color");
ShaderInput *normal_in = input("Normal");
- ShaderInput *clearcoat_normal_in = input("ClearcoatNormal");
+ ShaderInput *clearcoat_normal_in = input("Clearcoat Normal");
ShaderInput *tangent_in = input("Tangent");
float3 weight = make_float3(1.0f, 1.0f, 1.0f);
@@ -2332,9 +2332,9 @@ bool DisneyBsdfNode::has_integrator_dependency()
void DisneyBsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, input("Metallic"), input("Subsurface"), input("Specular"), input("Roughness"),
- input("SpecularTint"), input("Anisotropic"), input("Sheen"), input("SheenTint"),
- input("Clearcoat"), input("ClearcoatGloss"), input("IOR"), input("Transparency"),
- input("AnisotropicRotation"), input("RefractionRoughness"));
+ input("Specular Tint"), input("Anisotropic"), input("Sheen"), input("Sheen Tint"),
+ input("Clearcoat"), input("Clearcoat Gloss"), input("IOR"), input("Transparency"),
+ input("Anisotropic Rotation"), input("Refraction Roughness"));
}
void DisneyBsdfNode::compile(OSLCompiler& compiler)
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1631b37..69e1c35 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2553,11 +2553,11 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_bsdf_disney(vec4 baseColor, vec4 subsurfaceColor, float metallic, float subsurface, float specular, float roughness,
- float specularTint, float anisotropic, float sheen, float sheenTint, float clearcoat,
- float clearcoatGloss, float ior, float transparency, float anisotropicRotationvec3 N, vec3 CN, vec3 T, out vec4 result)
+void node_bsdf_disney(vec4 base_color, vec4 subsurface_color, float metallic, float subsurface, float specular, float roughness,
+ float specular_tint, float anisotropic, float sheen, float sheen_tint, float clearcoat, float clearcoat_gloss, float ior,
+ float transparency, float refraction_roughness, float anisotropic_rotation, vec3 N, vec3 CN, vec3 T, out vec4 result)
{
- node_bsdf_diffuse(baseColor, roughness, N, result);
+ node_bsdf_diffuse(base_color, roughness, N, result);
}
void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
index 9393ff3..5291ca0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
@@ -30,24 +30,24 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_disney_in[] = {
- { SOCK_RGBA, 1, N_("BaseColor"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
- { SOCK_RGBA, 1, N_("SubsurfaceColor"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
+ { SOCK_RGBA, 1, N_("Base Color"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
+ { SOCK_RGBA, 1, N_("Subsurface Color"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("SpecularTint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Specular Tint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("SheenTint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("ClearcoatGloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Clearcoat Gloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("RefractionRoughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("AnisotropicRotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Refraction Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Anisotropic Rotation"), 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},
- { SOCK_VECTOR, 1, N_("ClearcoatNormal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_VECTOR, 1, N_("Clearcoat Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
@@ -78,7 +78,7 @@ static void node_shader_update_disney(bNodeTree *UNUSED(ntree), bNode *node)
int distribution = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
- if (STREQ(sock->name, "RefractionRoughness")) {
+ if (STREQ(sock->name, "Refraction Roughness")) {
if (distribution == SHD_GLOSSY_GGX)
sock->flag &= ~SOCK_UNAVAIL;
else
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