[Bf-blender-cvs] [036f43f3cde] blender2.8: Eevee: Convert metallic nodes into princinpled nodes

Dalai Felinto noreply at git.blender.org
Fri Aug 18 18:29:52 CEST 2017


Commit: 036f43f3cde472867de87032297d74390aa2815e
Author: Dalai Felinto
Date:   Fri Aug 18 16:40:04 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB036f43f3cde472867de87032297d74390aa2815e

Eevee: Convert metallic nodes into princinpled nodes

And wipe metallic out of the map.

===================================================================

M	release/scripts/startup/nodeitems_builtins.py
M	source/blender/blenkernel/BKE_node.h
M	source/blender/blenkernel/intern/node.c
M	source/blender/blenloader/intern/versioning_280.c
M	source/blender/editors/space_node/node_edit.c
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/nodes/CMakeLists.txt
M	source/blender/nodes/NOD_static_types.h
M	source/blender/nodes/shader/node_shader_tree.c
D	source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c

===================================================================

diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 71caf207134..341efd78f5e 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -278,7 +278,6 @@ shader_node_categories = [
         NodeItem("ShaderNodeHoldout", poll=object_cycles_shader_nodes_poll),
         NodeItem("ShaderNodeVolumeAbsorption", poll=volume_shader_nodes_poll),
         NodeItem("ShaderNodeVolumeScatter", poll=volume_shader_nodes_poll),
-        NodeItem("ShaderNodeEeveeMetallic", poll=object_eevee_shader_nodes_poll),
         NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll),
         ]),
     ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index fd690a917a0..5e50d37e145 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -796,7 +796,6 @@ struct ShadeResult;
 #define SH_NODE_UVALONGSTROKE			191
 #define SH_NODE_TEX_POINTDENSITY		192
 #define SH_NODE_BSDF_PRINCIPLED         193
-#define SH_NODE_EEVEE_METALLIC			194
 #define SH_NODE_EEVEE_SPECULAR			195
 
 /* custom defines options for Material node */
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index d53fe68eb99..ed1e2fe1c19 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3594,7 +3594,6 @@ static void registerShaderNodes(void)
 	register_node_type_sh_add_shader();
 	register_node_type_sh_uvmap();
 	register_node_type_sh_uvalongstroke();
-	register_node_type_sh_eevee_metallic();
 	register_node_type_sh_eevee_specular();
 
 	register_node_type_sh_output_lamp();
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index ce452d58565..810bf5a3a46 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -433,37 +433,61 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
 	}
 
 	{
-		{
-			/* Eevee shader nodes renamed because of the output node system.
-			 * Note that a new output node is not being added here, because it would be overkill
-			 * to handle this case in lib_verify_nodetree. */
-			bool error = false;
-			FOREACH_NODETREE(main, ntree, id) {
-				if (ntree->type == NTREE_SHADER) {
-					for (bNode *node = ntree->nodes.first; node; node = node->next) {
-						if (node->type == SH_NODE_EEVEE_METALLIC && STREQ(node->idname, "ShaderNodeOutputMetallic")) {
-							BLI_strncpy(node->idname, "ShaderNodeEeveeMetallic", sizeof(node->idname));
-							error = true;
-						}
+		typedef enum eNTreeDoVersionErrors {
+			NTREE_DOVERSION_NO_ERROR = 0,
+			NTREE_DOVERSION_NEED_OUTPUT = (1 << 0),
+			NTREE_DOVERSION_TRANSPARENCY_EMISSION = (1 << 1),
+		} eNTreeDoVersionErrors;
+
+		/* Eevee shader nodes renamed because of the output node system.
+		 * Note that a new output node is not being added here, because it would be overkill
+		 * to handle this case in lib_verify_nodetree.
+		 *
+		 * Also, metallic node is now unified into the principled node. */
+		eNTreeDoVersionErrors error = NTREE_DOVERSION_NO_ERROR;
+
+		FOREACH_NODETREE(main, ntree, id) {
+			if (ntree->type == NTREE_SHADER) {
+				for (bNode *node = ntree->nodes.first; node; node = node->next) {
+					if (node->type == 194 /* SH_NODE_EEVEE_METALLIC */ &&
+						STREQ(node->idname, "ShaderNodeOutputMetallic"))
+					{
+						BLI_strncpy(node->idname, "ShaderNodeEeveeMetallic", sizeof(node->idname));
+						error |= NTREE_DOVERSION_NEED_OUTPUT;
+					}
 
-						else if (node->type == SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) {
-							BLI_strncpy(node->idname, "ShaderNodeEeveeSpecular", sizeof(node->idname));
-							error = true;
-						}
+					else if (node->type == SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) {
+						BLI_strncpy(node->idname, "ShaderNodeEeveeSpecular", sizeof(node->idname));
+						error |= NTREE_DOVERSION_NEED_OUTPUT;
+					}
 
-						else if (node->type == 196 /* SH_NODE_OUTPUT_EEVEE_MATERIAL */ &&
-						         STREQ(node->idname, "ShaderNodeOutputEeveeMaterial"))
-						{
-							node->type = SH_NODE_OUTPUT_MATERIAL;
-							BLI_strncpy(node->idname, "ShaderNodeOutputMaterial", sizeof(node->idname));
-						}
+					else if (node->type == 196 /* SH_NODE_OUTPUT_EEVEE_MATERIAL */ &&
+							 STREQ(node->idname, "ShaderNodeOutputEeveeMaterial"))
+					{
+						node->type = SH_NODE_OUTPUT_MATERIAL;
+						BLI_strncpy(node->idname, "ShaderNodeOutputMaterial", sizeof(node->idname));
+					}
+
+					else if (node->type == 194 /* SH_NODE_EEVEE_METALLIC */ &&
+							 STREQ(node->idname, "ShaderNodeEeveeMetallic"))
+					{
+						node->type = SH_NODE_BSDF_PRINCIPLED;
+						BLI_strncpy(node->idname, "ShaderNodeBsdfPrincipled", sizeof(node->idname));
+						node->custom1 = SHD_GLOSSY_MULTI_GGX;
+						error |= NTREE_DOVERSION_TRANSPARENCY_EMISSION;
 					}
 				}
-			} FOREACH_NODETREE_END
-			if (error) {
-				BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console");
-				printf("You need to connect Eevee Metallic and Specular shader nodes to new material output nodes.\n");
 			}
+		} FOREACH_NODETREE_END
+
+		if (error & NTREE_DOVERSION_NEED_OUTPUT) {
+			BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console");
+			printf("You need to connect Principled and Eevee Specular shader nodes to new material output nodes.\n");
+		}
+
+		if (error & NTREE_DOVERSION_TRANSPARENCY_EMISSION) {
+			BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console");
+			printf("You need to combine transparency and emission shaders to the converted Principled shader nodes.\n");
 		}
 	}
 }
diff --git a/source/blender/editors/space_node/node_edit.c b/source/blender/editors/space_node/node_edit.c
index b5d6104432f..fa3508ecfd1 100644
--- a/source/blender/editors/space_node/node_edit.c
+++ b/source/blender/editors/space_node/node_edit.c
@@ -400,7 +400,7 @@ void ED_node_shader_default(const bContext *C, ID *id)
 
 			if (BKE_scene_uses_blender_eevee(scene)) {
 				output_type = SH_NODE_OUTPUT_MATERIAL;
-				shader_type = SH_NODE_EEVEE_METALLIC;
+				shader_type = SH_NODE_BSDF_PRINCIPLED;
 			}
 			else if (BKE_scene_use_new_shading_nodes(scene)) {
 				output_type = SH_NODE_OUTPUT_MATERIAL;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index b8b2b6a4d56..2470b607b07 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -4055,19 +4055,6 @@ void world_normals_get(out vec3 N)
 	N = gl_FrontFacing ? worldNormal : -worldNormal;
 }
 
-void node_eevee_metallic(
-        vec4 basecol, float metallic, float specular, float roughness, vec4 emissive, float transp, vec3 normal,
-        float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
-        float occlusion, float ssr_id, out Closure result)
-{
-	vec3 diffuse, f0, ssr_spec;
-	convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, f0);
-
-	vec3 L = eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, int(ssr_id), ssr_spec);
-	vec3 vN = normalize(mat3(ViewMatrix) * normal);
-	result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
-}
-
 void node_eevee_specular(
         vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
         float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 03912c95940..d65b71a35e5 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -184,7 +184,6 @@ set(SRC
 	shader/nodes/node_shader_normal_map.c
 	shader/nodes/node_shader_object_info.c
 	shader/nodes/node_shader_hair_info.c
-	shader/nodes/node_shader_eevee_metallic.c
 	shader/nodes/node_shader_eevee_specular.c
 	shader/nodes/node_shader_output_lamp.c
 	shader/nodes/node_shader_output_material.c
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 490ef91f660..783e1a388c1 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -67,7 +67,6 @@ DefNode( ShaderNode,     SH_NODE_COMBRGB,         0,                      "COMBR
 DefNode( ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue/Saturation",    ""              )
 
 DefNode( ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    def_sh_output,          "OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   ""       )
-DefNode( ShaderNode,     SH_NODE_EEVEE_METALLIC,     0,                      "EEVEE_METALLIC",     EeveeMetallic,    "Metallic", "")
 DefNode( ShaderNode,     SH_NODE_EEVEE_SPECULAR,     0,                      "EEVEE_SPECULAR",     EeveeSpecular,    "Specular", "")
 DefNode( ShaderNode,     SH_NODE_OUTPUT_LAMP,        def_sh_output,          "OUTPUT_LAMP",        OutputLamp,       "Lamp Output",       ""       )
 DefNode( ShaderNode,     SH_NODE_OUTPUT_WORLD,       def_sh_output,          "OUTPUT_WORLD",       OutputWorld,      "World Output",      ""       )
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index b90297cc631..35a8c712905 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -482,7 +482,6 @@ static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *
 {
 	switch (fromnode->type) {
 		case SH_NODE_BSDF_ANISOTROPIC:
-		case SH_NODE_EEVEE_METALLIC:
 		case SH_NODE_EEVEE_SPECULAR:
 		case SH_NODE_BSDF_PRINCIPLED:
 		case SH_NODE_BSDF_GLOSSY:
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c b/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
del

@@ Diff output truncated at 10240 characters. @@



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