forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
73 lines
2.2 KiB
C
73 lines
2.2 KiB
C
/*
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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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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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uint normal_offset, distance_offset, invert;
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decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, NULL);
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float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): 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, strength_offset;
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decode_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_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 absdet = fabsf(det);
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float strength = stack_load_float(stack, strength_offset);
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float distance = stack_load_float(stack, distance_offset);
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if(invert)
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distance *= -1.0f;
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strength = max(strength, 0.0f);
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/* compute and output perturbed normal */
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float3 normal_out = normalize(absdet*normal_in - distance*signf(det)*surfgrad);
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normal_out = normalize(strength*normal_out + (1.0f - strength)*normal_in);
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stack_store_float3(stack, node.w, normal_out);
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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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