diff options
author | Thomas Dinges <blender@dingto.org> | 2013-11-22 03:33:28 +0400 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2013-11-22 03:33:28 +0400 |
commit | bd5da19d86e5c490e4945bb4befc50b6eac48a86 (patch) | |
tree | 7ec0c54ccfb020f96d0625bb8dd3d4eb796dfd31 | |
parent | a08750addf764c8d02552b03f09b732b1cf76507 (diff) |
Cycles: Add a "Normal" input socket to the Layer Weight node + GLSL drawing code.
Patch by lichtwerk (Philipp Oeser).
Differential Revision: http://developer.blender.org/D28
-rw-r--r-- | intern/cycles/kernel/svm/svm_fresnel.h | 12 | ||||
-rw-r--r-- | intern/cycles/render/nodes.cpp | 8 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 18 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_layer_weight.c | 8 |
4 files changed, 37 insertions, 9 deletions
diff --git a/intern/cycles/kernel/svm/svm_fresnel.h b/intern/cycles/kernel/svm/svm_fresnel.h index bb70a3faa2a..0a3d576cfe1 100644 --- a/intern/cycles/kernel/svm/svm_fresnel.h +++ b/intern/cycles/kernel/svm/svm_fresnel.h @@ -39,10 +39,12 @@ ccl_device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node) { uint blend_offset = node.y; uint blend_value = node.z; - float blend = (stack_valid(blend_offset))? stack_load_float(stack, blend_offset): __uint_as_float(blend_value); - uint type, out_offset; - decode_node_uchar4(node.w, &type, &out_offset, NULL, NULL); + uint type, normal_offset, out_offset; + decode_node_uchar4(node.w, &type, &normal_offset, &out_offset, NULL); + + float blend = (stack_valid(blend_offset))? stack_load_float(stack, blend_offset): __uint_as_float(blend_value); + float3 normal_in = (stack_valid(normal_offset))? stack_load_float3(stack, normal_offset): sd->N; float f; @@ -50,10 +52,10 @@ ccl_device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node) float eta = fmaxf(1.0f - blend, 1e-5f); eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta; - f = fresnel_dielectric_cos(dot(sd->I, sd->N), eta); + f = fresnel_dielectric_cos(dot(sd->I, normal_in), eta); } else { - f = fabsf(dot(sd->I, sd->N)); + f = fabsf(dot(sd->I, normal_in)); if(blend != 0.5f) { blend = clamp(blend, 0.0f, 1.0f-1e-5f); diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 4919222e81c..daf75c81396 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -3198,8 +3198,12 @@ LayerWeightNode::LayerWeightNode() void LayerWeightNode::compile(SVMCompiler& compiler) { + ShaderInput *normal_in = input("Normal"); ShaderInput *blend_in = input("Blend"); + if(normal_in->link) + compiler.stack_assign(normal_in); + if(blend_in->link) compiler.stack_assign(blend_in); @@ -3207,14 +3211,14 @@ void LayerWeightNode::compile(SVMCompiler& compiler) if(!fresnel_out->links.empty()) { compiler.stack_assign(fresnel_out); compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x), - compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, fresnel_out->stack_offset)); + compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, normal_in->stack_offset, fresnel_out->stack_offset)); } ShaderOutput *facing_out = output("Facing"); if(!facing_out->links.empty()) { compiler.stack_assign(facing_out); compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x), - compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, facing_out->stack_offset)); + compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, normal_in->stack_offset, facing_out->stack_offset)); } } diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index b2c7c2e3cef..f5881cdc923 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2159,6 +2159,24 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result) result = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? eta: 1.0/eta); } +/* layer_weight */ + +void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing) +{ + /* fresnel */ + float eta = max(1.0 - blend, 0.00001); + fresnel = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? 1.0/eta : eta ); + + /* facing */ + facing = abs(dot(normalize(I), N)); + if(blend != 0.5) { + blend = clamp(blend, 0.0, 0.99999); + blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend); + facing = pow(facing, blend); + } + facing = 1.0 - facing; +} + /* gamma */ void node_gamma(vec4 col, float gamma, out vec4 outcol) diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c index 9b9c3cf705b..832ce582b4b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c +++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c @@ -31,6 +31,7 @@ static bNodeSocketTemplate sh_node_layer_weight_in[] = { { SOCK_FLOAT, 1, N_("Blend"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; @@ -40,9 +41,12 @@ static bNodeSocketTemplate sh_node_layer_weight_out[] = { { -1, 0, "" } }; -static int node_shader_gpu_layer_weight(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out)) +static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { - return 0; + if (!in[1].link) + in[1].link = GPU_builtin(GPU_VIEW_NORMAL); + + return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION)); } /* node type definition */ |