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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-03 18:32:13 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-03 18:32:13 +0400
commit615fe0295fe13c229d7376b02a50ac110b636c47 (patch)
tree490bcc8d4af2abb7eed7679990fbee29a5376fb9 /intern/cycles/kernel/shaders/node_bump.osl
parent6b098d7406f7d84b04be8d8604073de4e06613c9 (diff)
Cycles OSL: refactoring and fixes
* Moved kernel/osl/nodes to kernel/shaders * Renamed standard attributes to use geom:, particle:, object: prefixes * Update stdosl.h to properly reflect the closures we support * Fix the wrong stdosl.h being used for building shaders * Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
Diffstat (limited to 'intern/cycles/kernel/shaders/node_bump.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_bump.osl49
1 files changed, 49 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl
new file mode 100644
index 00000000000..24db1b24458
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_bump.osl
@@ -0,0 +1,49 @@
+/*
+ * 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.
+ */
+
+#include "stdosl.h"
+
+/* "Bump Mapping Unparameterized Surfaces on the GPU"
+ * Morten S. Mikkelsen, 2010 */
+
+surface node_bump(
+ normal NormalIn = N,
+ float Strength = 0.0,
+ float SampleCenter = 0.0,
+ float SampleX = 0.0,
+ float SampleY = 0.0,
+ output normal Normal = N)
+{
+ /* get surface tangents from normal */
+ vector dPdx = Dx(P);
+ vector dPdy = Dy(P);
+
+ vector Rx = cross(dPdy, NormalIn);
+ vector Ry = cross(NormalIn, dPdx);
+
+ /* compute surface gradient and determinant */
+ float det = dot(dPdx, Rx);
+ vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;
+
+ surfgrad *= Strength;
+ float absdet = fabs(det);
+
+ /* compute and output perturbed normal */
+ Normal = normalize(absdet * NormalIn - sign(det) * surfgrad);
+}
+