[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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