forked from bartvdbraak/blender
176292067e
not properly optimized out in some cases. For reference, setting this will give detailed information about OSL shaders: export OSL_OPTIONS="statistics:level=1,debug=1,llvm_debug=1"
68 lines
2.0 KiB
Plaintext
68 lines
2.0 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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shader node_geometry(
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normal NormalIn = N,
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string bump_offset = "center",
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output point Position = point(0.0, 0.0, 0.0),
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output normal Normal = normal(0.0, 0.0, 0.0),
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output normal Tangent = normal(0.0, 0.0, 0.0),
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output normal TrueNormal = normal(0.0, 0.0, 0.0),
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output vector Incoming = vector(0.0, 0.0, 0.0),
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output point Parametric = point(0.0, 0.0, 0.0),
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output float Backfacing = 0.0)
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{
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Position = P;
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Normal = NormalIn;
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TrueNormal = Ng;
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Incoming = I;
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Parametric = point(u, v, 0.0);
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Backfacing = backfacing();
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if (bump_offset == "dx") {
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Position += Dx(Position);
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Parametric += Dx(Parametric);
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}
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else if (bump_offset == "dy") {
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Position += Dy(Position);
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Parametric += Dy(Parametric);
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}
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/* first try to get tangent attribute */
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point generated;
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/* try to create spherical tangent from generated coordinates */
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if (getattribute("geom:generated", generated)) {
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matrix project = matrix(0.0, 1.0, 0.0, 0.0,
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-1.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.5, -0.5, 0.0, 1.0);
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vector T = transform("object", "world", transform(project, generated));
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Tangent = cross(Normal, normalize(cross(T, Normal)));
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}
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else {
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/* otherwise use surface derivatives */
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Tangent = normalize(dPdu);
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}
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}
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