/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "stdosl.h" shader node_geometry( normal NormalIn = N, string bump_offset = "center", output point Position = point(0.0, 0.0, 0.0), output normal Normal = normal(0.0, 0.0, 0.0), output normal Tangent = normal(0.0, 0.0, 0.0), output normal TrueNormal = normal(0.0, 0.0, 0.0), output vector Incoming = vector(0.0, 0.0, 0.0), output point Parametric = point(0.0, 0.0, 0.0), output float Backfacing = 0.0, output float Pointiness = 0.0) { Position = P; Normal = NormalIn; TrueNormal = Ng; Incoming = I; Parametric = point(u, v, 0.0); Backfacing = backfacing(); if (bump_offset == "dx") { Position += Dx(Position); Parametric += Dx(Parametric); } else if (bump_offset == "dy") { Position += Dy(Position); Parametric += Dy(Parametric); } /* first try to get tangent attribute */ point generated; /* try to create spherical tangent from generated coordinates */ if (getattribute("geom:generated", generated)) { normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); vector T = transform("object", "world", data); Tangent = cross(Normal, normalize(cross(T, Normal))); } else { /* otherwise use surface derivatives */ Tangent = normalize(dPdu); } getattribute("geom:pointiness", Pointiness); }