blender/intern/cycles/kernel/svm/svm_displace.h
2018-04-29 09:28:41 +02:00

164 lines
4.9 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Bump Node */
ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
uint normal_offset, scale_offset, invert, use_object_space;
decode_node_uchar4(node.y, &normal_offset, &scale_offset, &invert, &use_object_space);
float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
float3 dPdx = sd->dP.dx;
float3 dPdy = sd->dP.dy;
if(use_object_space) {
object_inverse_normal_transform(kg, sd, &normal_in);
object_inverse_dir_transform(kg, sd, &dPdx);
object_inverse_dir_transform(kg, sd, &dPdy);
}
/* get surface tangents from normal */
float3 Rx = cross(dPdy, normal_in);
float3 Ry = cross(normal_in, dPdx);
/* get bump values */
uint c_offset, x_offset, y_offset, strength_offset;
decode_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_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(dPdx, Rx);
float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry;
float absdet = fabsf(det);
float strength = stack_load_float(stack, strength_offset);
float scale = stack_load_float(stack, scale_offset);
if(invert)
scale *= -1.0f;
strength = max(strength, 0.0f);
/* compute and output perturbed normal */
float3 normal_out = safe_normalize(absdet*normal_in - scale*signf(det)*surfgrad);
if(is_zero(normal_out)) {
normal_out = normal_in;
}
else {
normal_out = normalize(strength*normal_out + (1.0f - strength)*normal_in);
}
if(use_object_space) {
object_normal_transform(kg, sd, &normal_out);
}
stack_store_float3(stack, node.w, normal_out);
#endif
}
/* Displacement Node */
ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset)
{
float3 dP = stack_load_float3(stack, fac_offset);
sd->P += dP;
}
ccl_device void svm_node_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint height_offset, midlevel_offset, scale_offset, normal_offset;
decode_node_uchar4(node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
float height = stack_load_float(stack, height_offset);
float midlevel = stack_load_float(stack, midlevel_offset);
float scale = stack_load_float(stack, scale_offset);
float3 normal = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
uint space = node.w;
float3 dP = normal;
if(space == NODE_NORMAL_MAP_OBJECT) {
/* Object space. */
object_inverse_normal_transform(kg, sd, &dP);
dP *= (height - midlevel) * scale;
object_dir_transform(kg, sd, &dP);
}
else {
/* World space. */
dP *= (height - midlevel) * scale;
}
stack_store_float3(stack, node.z, dP);
}
ccl_device void svm_node_vector_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 data_node = read_node(kg, offset);
uint space = data_node.x;
uint vector_offset, midlevel_offset,scale_offset, displacement_offset;
decode_node_uchar4(node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
float3 vector = stack_load_float3(stack, vector_offset);
float midlevel = stack_load_float(stack, midlevel_offset);
float scale = stack_load_float(stack, scale_offset);
float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
if(space == NODE_NORMAL_MAP_TANGENT) {
/* Tangent space. */
float3 normal = sd->N;
object_inverse_normal_transform(kg, sd, &normal);
const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
float3 tangent;
if(attr.offset != ATTR_STD_NOT_FOUND) {
tangent = primitive_attribute_float3(kg, sd, attr, NULL, NULL);
}
else {
tangent = normalize(sd->dPdu);
}
float3 bitangent = normalize(cross(normal, tangent));
const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
if(attr_sign.offset != ATTR_STD_NOT_FOUND) {
float sign = primitive_attribute_float(kg, sd, attr_sign, NULL, NULL);
bitangent *= sign;
}
dP = tangent*dP.x + normal*dP.y + bitangent*dP.z;
}
if(space != NODE_NORMAL_MAP_WORLD) {
/* Tangent or object space. */
object_dir_transform(kg, sd, &dP);
}
stack_store_float3(stack, displacement_offset, dP);
}
CCL_NAMESPACE_END