2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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#include "stdosl.h"
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2012-10-17 01:53:29 +00:00
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/* "Bump Mapping Unparameterized Surfaces on the GPU"
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2011-04-27 11:58:34 +00:00
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* Morten S. Mikkelsen, 2010 */
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surface node_bump(
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2013-05-10 16:57:17 +00:00
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int invert = 0,
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2016-09-02 04:41:04 +00:00
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int use_object_space = 0,
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2012-10-20 15:09:36 +00:00
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normal NormalIn = N,
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2013-05-10 16:57:17 +00:00
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float Strength = 0.1,
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float Distance = 1.0,
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2011-04-27 11:58:34 +00:00
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float SampleCenter = 0.0,
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float SampleX = 0.0,
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float SampleY = 0.0,
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2013-05-08 13:23:13 +00:00
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output normal NormalOut = N)
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2011-04-27 11:58:34 +00:00
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{
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2016-09-02 04:41:04 +00:00
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point Ptmp = P;
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normal Normal = NormalIn;
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if (use_object_space) {
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Ptmp = transform("object", Ptmp);
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Normal = normalize(transform("object", Normal));
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}
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2012-10-20 15:09:36 +00:00
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/* get surface tangents from normal */
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2016-09-02 04:41:04 +00:00
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vector dPdx = Dx(Ptmp);
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vector dPdy = Dy(Ptmp);
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2011-04-27 11:58:34 +00:00
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2016-09-02 04:41:04 +00:00
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vector Rx = cross(dPdy, Normal);
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vector Ry = cross(Normal, dPdx);
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2011-04-27 11:58:34 +00:00
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2012-10-20 15:09:36 +00:00
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/* compute surface gradient and determinant */
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2011-04-27 11:58:34 +00:00
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float det = dot(dPdx, Rx);
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2012-10-20 15:09:36 +00:00
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vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;
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2011-04-27 11:58:34 +00:00
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2012-10-20 15:09:36 +00:00
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float absdet = fabs(det);
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2013-05-09 14:05:37 +00:00
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2013-05-10 16:57:17 +00:00
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float strength = max(Strength, 0.0);
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float dist = Distance;
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if (invert)
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dist *= -1.0;
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2011-04-27 11:58:34 +00:00
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2012-10-20 15:09:36 +00:00
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/* compute and output perturbed normal */
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2016-09-02 04:41:04 +00:00
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NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad);
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NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal);
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if (use_object_space) {
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NormalOut = normalize(transform("object", "world", NormalOut));
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}
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2011-04-27 11:58:34 +00:00
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}
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