/* * 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. */ CCL_NAMESPACE_BEGIN /* Bump Node */ __device void svm_node_set_bump(ShaderData *sd, float *stack, uint c_offset, uint x_offset, uint y_offset) { #ifdef __RAY_DIFFERENTIALS__ float h_c = stack_load_float(stack, c_offset); float h_x = stack_load_float(stack, x_offset); float h_y = stack_load_float(stack, y_offset); float3 Rx = cross(sd->dP.dy, sd->N); float3 Ry = cross(sd->N, sd->dP.dx); float det = dot(sd->dP.dx, Rx); float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry; surfgrad *= 0.1f; /* todo: remove this factor */ float absdet = fabsf(det); sd->N = normalize(absdet*sd->N - signf(det)*surfgrad); #endif } /* Displacement Node */ __device void svm_node_set_displacement(ShaderData *sd, float *stack, uint fac_offset) { float d = stack_load_float(stack, fac_offset); sd->P += sd->N*d*0.1f; /* todo: get rid of this factor */ } CCL_NAMESPACE_END