blender/intern/cycles/kernel/shaders/node_normal_map.osl
Brecht Van Lommel 33d609144e Cycles: normal maps are now backwards compatible again after recent fix, with
a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
2013-05-28 14:24:03 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_normal_map(
normal NormalIn = N,
float Strength = 1.0,
color Color = color(0.5, 0.5, 1.0),
string space = "Tangent",
string attr_name = "geom:tangent",
string attr_sign_name = "geom:tangent_sign",
output normal Normal = NormalIn)
{
color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
if (space == "Tangent") {
vector tangent;
vector ninterp;
float tangent_sign;
float is_smooth;
getattribute("geom:is_smooth", is_smooth);
if (!is_smooth)
ninterp = Ng;
// get _unnormalized_ interpolated normal and tangent
if (getattribute(attr_name, tangent) &&
getattribute(attr_sign_name, tangent_sign) &&
(!is_smooth || getattribute("geom:N", ninterp)))
{
// apply normal map
vector B = tangent_sign * cross(ninterp, tangent);
Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
// transform to world space
Normal = normalize(transform("object", "world", Normal));
}
else {
Normal = normal(0, 0, 0);
}
}
else if (space == "Object") {
Normal = normalize(transform("object", "world", vector(mcolor)));
}
else if (space == "World") {
Normal = normalize(vector(mcolor));
}
else if (space == "Blender Object") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
Normal = normalize(transform("object", "world", vector(mcolor)));
}
else if (space == "Blender World") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
Normal = normalize(vector(mcolor));
}
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
}