Cycles: add strength input for normal map node.

This commit is contained in:
Brecht Van Lommel 2012-11-08 16:35:20 +00:00
parent 4063db3f61
commit e73408f247
5 changed files with 27 additions and 8 deletions

@ -20,6 +20,7 @@
shader node_normal_map( shader node_normal_map(
normal NormalIn = N, normal NormalIn = N,
float Strength = 1.0,
color Color = color(0.5, 0.5, 1.0), color Color = color(0.5, 0.5, 1.0),
string space = "Tangent", string space = "Tangent",
string attr_name = "geom:tangent", string attr_name = "geom:tangent",
@ -44,5 +45,8 @@ shader node_normal_map(
Normal = normalize(transform("object", "world", vector(mcolor))); Normal = normalize(transform("object", "world", vector(mcolor)));
else if (space == "World") else if (space == "World")
Normal = normalize(vector(mcolor)); Normal = normalize(vector(mcolor));
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn)*max(Strength, 0.0));
} }

@ -227,12 +227,14 @@ __device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, floa
__device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{ {
uint color_offset, normal_offset, space; uint color_offset, strength_offset, normal_offset, space;
decode_node_uchar4(node.y, &color_offset, &normal_offset, &space, NULL); decode_node_uchar4(node.y, &color_offset, &strength_offset, &normal_offset, &space);
float3 color = stack_load_float3(stack, color_offset); float3 color = stack_load_float3(stack, color_offset);
color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f); color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
float3 N;
if(space == NODE_NORMAL_MAP_TANGENT) { if(space == NODE_NORMAL_MAP_TANGENT) {
/* tangent space */ /* tangent space */
if(sd->object == ~0) { if(sd->object == ~0) {
@ -257,19 +259,26 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
tangent = cross(sd->N, normalize(cross(tangent, sd->N)));; tangent = cross(sd->N, normalize(cross(tangent, sd->N)));;
float3 B = sign * cross(sd->N, tangent); float3 B = sign * cross(sd->N, tangent);
float3 N = color.x * tangent + color.y * B + color.z * sd->N; N = normalize(color.x * tangent + color.y * B + color.z * sd->N);
stack_store_float3(stack, normal_offset, normalize(N));
} }
else { else {
/* object, world space */ /* object, world space */
float3 N = color; N = color;
if(space == NODE_NORMAL_MAP_OBJECT) if(space == NODE_NORMAL_MAP_OBJECT)
object_normal_transform(kg, sd, &N); object_normal_transform(kg, sd, &N);
stack_store_float3(stack, normal_offset, normalize(N)); N = normalize(N);
} }
float strength = stack_load_float(stack, strength_offset);
if(strength != 1.0f) {
strength = max(strength, 0.0f);
N = normalize(sd->N + (N - sd->N)*strength);
}
stack_store_float3(stack, normal_offset, normalize(N));
} }
__device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) __device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)

@ -3032,7 +3032,9 @@ NormalMapNode::NormalMapNode()
attribute = ustring(""); attribute = ustring("");
add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true); add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Color", SHADER_SOCKET_COLOR); add_input("Color", SHADER_SOCKET_COLOR);
add_output("Normal", SHADER_SOCKET_NORMAL); add_output("Normal", SHADER_SOCKET_NORMAL);
} }
@ -3055,6 +3057,7 @@ void NormalMapNode::attributes(AttributeRequestSet *attributes)
void NormalMapNode::compile(SVMCompiler& compiler) void NormalMapNode::compile(SVMCompiler& compiler)
{ {
ShaderInput *color_in = input("Color"); ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
ShaderOutput *normal_out = output("Normal"); ShaderOutput *normal_out = output("Normal");
int attr = 0, attr_sign = 0; int attr = 0, attr_sign = 0;
@ -3070,11 +3073,13 @@ void NormalMapNode::compile(SVMCompiler& compiler)
} }
compiler.stack_assign(color_in); compiler.stack_assign(color_in);
compiler.stack_assign(strength_in);
compiler.stack_assign(normal_out); compiler.stack_assign(normal_out);
compiler.add_node(NODE_NORMAL_MAP, compiler.add_node(NODE_NORMAL_MAP,
compiler.encode_uchar4( compiler.encode_uchar4(
color_in->stack_offset, color_in->stack_offset,
strength_in->stack_offset,
normal_out->stack_offset, normal_out->stack_offset,
space_enum[space]), space_enum[space]),
attr, attr_sign); attr, attr_sign);

@ -36,7 +36,7 @@
/* **************** BUMP ******************** */ /* **************** BUMP ******************** */
static bNodeSocketTemplate sh_node_bump_in[] = { static bNodeSocketTemplate sh_node_bump_in[] = {
{ SOCK_FLOAT, 1, "Strength", 0.1f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, "Strength", 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
{ SOCK_FLOAT, 1, "Height", 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, "Height", 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" } { -1, 0, "" }
}; };

@ -30,6 +30,7 @@
/* **************** OUTPUT ******************** */ /* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_normal_map_in[] = { static bNodeSocketTemplate sh_node_normal_map_in[] = {
{ SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
{ SOCK_RGBA, 0, N_("Color"), 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 0, N_("Color"), 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" } { -1, 0, "" }
}; };