forked from bartvdbraak/blender
6adfd91657
respecting the assumption that normal and tangent are interpolated without normalization.
61 lines
1.9 KiB
Plaintext
61 lines
1.9 KiB
Plaintext
/*
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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_normal_map(
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normal NormalIn = N,
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float Strength = 1.0,
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color Color = color(0.5, 0.5, 1.0),
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string space = "Tangent",
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string attr_name = "geom:tangent",
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string attr_sign_name = "geom:tangent_sign",
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output normal Normal = NormalIn)
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{
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color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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if (space == "Tangent") {
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vector tangent;
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vector ninterp;
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float tangent_sign;
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// get _unnormalized_ interpolated normal and tangent
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if(!getattribute(attr_name, tangent) ||
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!getattribute(attr_sign_name, tangent_sign) ||
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!getattribute("geom:N", ninterp)) {
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Normal = normal(0, 0, 0);
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}
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else {
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// apply normal map
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vector B = tangent_sign * cross(ninterp, tangent);
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Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
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// transform to world space
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Normal = normalize(transform("object", "world", Normal));
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}
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}
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else if (space == "Object")
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Normal = normalize(transform("object", "world", vector(mcolor)));
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else if (space == "World")
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Normal = normalize(vector(mcolor));
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if (Strength != 1.0)
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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}
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