forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
81 lines
2.3 KiB
Plaintext
81 lines
2.3 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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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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float is_smooth;
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getattribute("geom:is_smooth", is_smooth);
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if (!is_smooth)
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ninterp = normalize(transform("world", "object", Ng));
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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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(!is_smooth || getattribute("geom:N", ninterp)))
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{
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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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else {
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Normal = normal(0, 0, 0);
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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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}
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else if (space == "World") {
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Normal = normalize(vector(mcolor));
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}
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else if (space == "Blender Object") {
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/* strange blender convention */
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mcolor[1] = -mcolor[1];
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mcolor[2] = -mcolor[2];
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Normal = normalize(transform("object", "world", vector(mcolor)));
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}
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else if (space == "Blender World") {
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/* strange blender convention */
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mcolor[1] = -mcolor[1];
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mcolor[2] = -mcolor[2];
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Normal = normalize(vector(mcolor));
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}
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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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