forked from bartvdbraak/blender
51 lines
1.5 KiB
Plaintext
51 lines
1.5 KiB
Plaintext
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/*
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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_tangent(
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normal NormalIn = N,
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string attr_name = "geom:tangent",
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string direction_type = "Radial",
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string axis = "Z",
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output normal Tangent = normalize(dPdu))
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{
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vector T;
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if (direction_type == "UV Map") {
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getattribute(attr_name, T);
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}
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else if (direction_type == "Radial") {
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point generated;
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if (!getattribute("geom:generated", generated))
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generated = P;
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if (axis == "X")
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T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5));
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else if (axis == "Y")
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T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5));
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else
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T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
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}
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T = transform("object", "world", T);
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Tangent = cross(NormalIn, normalize(cross(T, NormalIn)));
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}
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