blender/intern/cycles/kernel/svm/svm_displace.h
Brecht Van Lommel fe09b24e86 Cycles: per-BSDF normal input and new Bump node.
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.
2012-10-10 15:56:43 +00:00

65 lines
2.1 KiB
C

/*
* 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(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
float3 normal_in = stack_valid(node.y)? stack_load_float3(stack, node.y): sd->N;
/* get surface tangents from normal */
float3 Rx = cross(sd->dP.dy, normal_in);
float3 Ry = cross(normal_in, sd->dP.dx);
/* get bump values */
uint c_offset, x_offset, y_offset, intensity_offset;
decode_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &intensity_offset);
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);
/* compute surface gradient and determinant */
float det = dot(sd->dP.dx, Rx);
float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry;
float intensity = stack_load_float(stack, intensity_offset);
surfgrad *= intensity;
float absdet = fabsf(det);
/* compute and output perturbed normal */
float3 outN = normalize(absdet*normal_in - signf(det)*surfgrad);
stack_store_float3(stack, node.w, outN);
#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