forked from bartvdbraak/blender
27d647dcf8
* Tangent: generate a tangent direction for anisotropic shading. Can be either radial around X/Y/Z axis, or from a UV map. The default tangent for the anisotropic BSDF and geometry node is now always radial Z, for UV tangent use this node now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent * Normal Map: generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. For tangent space normal maps, the UV coordinates for the image must match, and the image texture should be set to Non-Color mode to give correct results. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map * Refraction BSDF: for best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a fresnel type factor. Otherwise it will give quite dark results at the edges for glossy refraction. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction * Ambient Occlusion: controls the amount of AO a surface receives, rather than having just a global factor in the world. Note that this outputs a shader and not a color, that's for another time. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
165 lines
5.1 KiB
C
165 lines
5.1 KiB
C
/*
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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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CCL_NAMESPACE_BEGIN
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/* Geometry Node */
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__device void svm_node_geometry(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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float3 data;
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switch(type) {
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case NODE_GEOM_P: data = sd->P; break;
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case NODE_GEOM_N: data = sd->N; break;
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#ifdef __DPDU__
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case NODE_GEOM_T: {
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/* try to create spherical tangent from generated coordinates */
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int attr_offset = (sd->object != ~0)? find_attribute(kg, sd, ATTR_STD_GENERATED): ATTR_STD_NOT_FOUND;
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if(attr_offset != ATTR_STD_NOT_FOUND) {
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data = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, attr_offset, NULL, NULL);
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data = make_float3(-(data.y - 0.5), (data.x - 0.5), 0.0f);
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object_normal_transform(kg, sd, &data);
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data = cross(sd->N, normalize(cross(data, sd->N)));;
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}
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else {
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/* otherwise use surface derivatives */
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data = normalize(sd->dPdu);
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}
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break;
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}
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#endif
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case NODE_GEOM_I: data = sd->I; break;
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case NODE_GEOM_Ng: data = sd->Ng; break;
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#ifdef __UV__
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case NODE_GEOM_uv: data = make_float3(sd->u, sd->v, 0.0f); break;
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#endif
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}
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stack_store_float3(stack, out_offset, data);
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}
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__device void svm_node_geometry_bump_dx(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_GEOM_P: data = sd->P + sd->dP.dx; break;
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case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f); break;
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default: svm_node_geometry(kg, sd, stack, type, out_offset); return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(kg, sd, stack, type, out_offset);
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#endif
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}
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__device void svm_node_geometry_bump_dy(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_GEOM_P: data = sd->P + sd->dP.dy; break;
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case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f); break;
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default: svm_node_geometry(kg, sd, stack, type, out_offset); return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(kg, sd, stack, type, out_offset);
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#endif
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}
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/* Object Info */
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__device void svm_node_object_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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float data;
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switch(type) {
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case NODE_INFO_OB_LOCATION: {
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stack_store_float3(stack, out_offset, object_location(kg, sd));
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return;
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}
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case NODE_INFO_OB_INDEX: data = object_pass_id(kg, sd->object); break;
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case NODE_INFO_MAT_INDEX: data = shader_pass_id(kg, sd); break;
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case NODE_INFO_OB_RANDOM: data = object_random_number(kg, sd->object); break;
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default: data = 0.0f; break;
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}
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stack_store_float(stack, out_offset, data);
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}
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/* Particle Info */
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__device void svm_node_particle_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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switch(type) {
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case NODE_INFO_PAR_INDEX: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_index(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_AGE: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_age(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LIFETIME: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_lifetime(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LOCATION: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_location(kg, particle_id));
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break;
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}
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#if 0 /* XXX float4 currently not supported in SVM stack */
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case NODE_INFO_PAR_ROTATION: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float4(stack, out_offset, particle_rotation(kg, particle_id));
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break;
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}
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#endif
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case NODE_INFO_PAR_SIZE: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_size(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_VELOCITY: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_velocity(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_ANGULAR_VELOCITY: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_angular_velocity(kg, particle_id));
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break;
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}
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}
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}
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CCL_NAMESPACE_END
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