forked from bartvdbraak/blender
fe09b24e86
Each BSDF node now has a Normal input, which can be used to set a custom normal for the BSDF, for example if you want to have only bump on one of the layers in a multilayer material. The Bump node can be used to generate a normal from a scalar value, the same as what happens when you connect a scalar value to the displacement output. Documentation has been updated with the latest changes: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes Patch by Agustin Benavidez, some implementation tweaks by me.
65 lines
2.1 KiB
C
65 lines
2.1 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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/* Bump Node */
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__device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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#ifdef __RAY_DIFFERENTIALS__
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/* get normal input */
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float3 normal_in = stack_valid(node.y)? stack_load_float3(stack, node.y): sd->N;
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/* get surface tangents from normal */
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float3 Rx = cross(sd->dP.dy, normal_in);
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float3 Ry = cross(normal_in, sd->dP.dx);
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/* get bump values */
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uint c_offset, x_offset, y_offset, intensity_offset;
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decode_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &intensity_offset);
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float h_c = stack_load_float(stack, c_offset);
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float h_x = stack_load_float(stack, x_offset);
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float h_y = stack_load_float(stack, y_offset);
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/* compute surface gradient and determinant */
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float det = dot(sd->dP.dx, Rx);
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float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry;
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float intensity = stack_load_float(stack, intensity_offset);
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surfgrad *= intensity;
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float absdet = fabsf(det);
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/* compute and output perturbed normal */
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float3 outN = normalize(absdet*normal_in - signf(det)*surfgrad);
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stack_store_float3(stack, node.w, outN);
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#endif
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}
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/* Displacement Node */
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__device void svm_node_set_displacement(ShaderData *sd, float *stack, uint fac_offset)
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{
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float d = stack_load_float(stack, fac_offset);
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sd->P += sd->N*d*0.1f; /* todo: get rid of this factor */
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}
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CCL_NAMESPACE_END
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